WU JEN SPELLS 2nd Level


Animal Companion (Enchantment/Charm)

Level: 2
Range: 1 mile radius
Duration: Special
Area of Effect: One creature
Components: V, S, M
Casting Time: 1 turn
Saving Throw: Neg.

Explanation/Description: This spell is identical to the 1st-level shukenja spell, animal companion.

Apparition (Illusion/Phantasm)

Level: 2
Range: Touch
Duration: 1 round/level
Area of Effect: Creature touched
Components: V S, M
Casting Time: 1 round
Saving Throw: Neg.

Explanation/Description: This spell transforms the recipient's face into a horrible and terrifying mask. The caster can create nearly any combination of hideous features-blue skin, parrot face, elephantine nose, or rotting tusks. The spell does not allow the caster to duplicate the appearance of any known creature, although portions from differing creatures can be combined to create something new. The effect of this apparition is startling to the unprepared and those of little experience. The apparition increases the surprise of opponents by + 1 in situations where surprise is rolled. Creatures with 1 hit die or level and less must make a successful saving throw vs. spell or flee in fright for 1-3 rounds at the sight of the horrific apparition. However, the spell does not distinguish between friend and foe, affecting all (even the recipient) who look upon it. lf the spell is cast upon an unwilling victim (to then be sent back to his comrades), the victim is allowed a saving throw vs. spell to avoid the effect. The material component for this spell is a miniature palette dotted with paints of assorted colors.

Animate Water (Conjuration/Summoning)

Level: 2
Range: 2"/level
Duration: 1 round/level
Area of Effect: ½” cube/level
Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This spell allows the wu jen to animate any amount of water up to the area of effect. The wu jen cannot shape the water; but can bid it to flow in any direction he desires. So long as the wu jen continues to concentrate on the spell, he can cause the water to move about at the rate of 6 ". However, the water is still subject to the natural laws of evaporation, absorption, and gravity. Thus, fire and heat quickly do away with the water form, while earth turns to mud, drawing off most of the watery body. The wu jen can cause the animated water to climb gentle grades, but walls, staircases, and other abrupt rises are impassable to it. If used for attack, the water does 1-2 points of damage per 1/2" cube of water animated, crashing in a wave against opponents. While concentrating on the spell, the wu jen can move up to 3", but no other actions can be taken. If the wu jen's concentration is broken before the end of the spell duration, the spell is cancelled. The material component for this spell is a small vial of pure spring water mixed with cinnabar ore.

Bind (Alteration/Enchantment)

Level: 2
Range: 3"
Duration: 1 round/level
Area of Effect: Special
Components: V S, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: This spell allows the wu jen to command any non-magical, non-living ropelike material. About 50 feet plus 5 feet per level of 1-inch diameter rope may be so commanded, doubling the length if the diameter is halved, and halving length if the diameter is doubled. Only simple commands may be given to the rope, and any affected rope takes 2 points of slashing damage before breaking. The material component of this spell is a small piece of twine.

Detect Evil (Divination) Reversible

Level: 2
Range: 6"
Duration: 5 rounds/level
Area of Effect: 1" path
Components: V S
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: Except as otherwise noted, this spell is identical to the shukenja spell of the same name.

Detect Invisibility (Divination)

Level: 2
Range: 1"/level
Duration: 5 rounds/level
Area of Effect: 1" path
Components: V S, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: The wu jen using this spell may clearly see any invisible, astral, ethereal, hidden or out of phase creatures or objects. The material components of this spell are a pinch of volcanic ash and a dash of powdered silver.

ESP (Divination)

Level: 2
Range: 1/2"/level, 9" maximum
Duration: 1 round/level
Area of Effect: One creature per probe
Components: V S, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: The ESP spell allows the wu jen to detect the surface thoughts of creatures within range. The ESP is stopped by 2 or more feet of rock, 2 inches of metal, or any amount of lead. Only creatures with thoughts may be scanned. The material component of this spell is a copper piece.

Enchanted Blade (Evocation)

Level: 2
Range: Touch
Duration: Special
Area of Effect: Creature touched
Components: V S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: When cast, this spell causes a sword blade of crackling electrical energy to appear in the recipient's hands. lt is the size of a normal long sword, but is virtually weightless. Electrical sparks flash up and down the length of the glowing blade. The enchanted blade can be used in two ways-in normal melee combat or to fire a bolt of crackling energy from its tip up to a range of 3". A hit roil must be made in either case. Either method can be used at any point in a combat (the wielder decides). The spell has an absolute duration of 1 turn. However it can disappear earlier. The sword can do damage up to the caster's level in six-sided dice before disappearing.

Before rolling the hit, the wielder states how many dice will be used. If the hit is successful, that amount of damage is done, and that many dice are subtracted from the sword's remaining potential. However, the defender, if hit, is allowed a saving throw vs. death. lf this save is successful, the damage is reduced by half. If a 7th-level wu jen casts the spell, one attack can be made, doing 7d6 of damage, or several attacks can be made whose total damage equals 7d6. The enchanted blade is magical energy and thus can be used to hit creatures that can only be hit by magical weapons. However the magical bonus to hit such creatures is only +1 for every 4 levels of the spell caster's experience levels (+1 at levels 1-4, +2 at levels 5-8). This bonus is only used to determine if the creature can be struck by the weapon. It does not improve the chance to hit or the damage caused by a successful hit. The material components for the spell are a small wooden sword and a silver rod.

Fire Shuriken (Evocation)

Level: 2
Range: 6"
Duration: Instantaneous
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Area of Effect: One or more creatures

Explanation/Description: This spell allows the wu jen to create razor-sharp pinwheels of fire. When cast, the wu jen makes a flicking gesture with his hand, firing out one or more shuriken-shaped wheels of magical fire. These fly at the desired target, throwing off fiery sparks as they travel. A hit roll must be made, using the combat table for samurai of the same level as the wu jen. A successful hit causes 2d8 points of damage from the flames and the sharp edges. Creatures resistant to fire only suffer 1d4 points of damage. Upon striking the target (or any other solid object on a missed throw), the fire shuriken disappears in a burst of multi-colored smoke. This smoke is particularly thick, temporarily obscuring the vision of the target and causing him to suffer a -2 on his next attack. The wu jen can cast one fire shuriken for every 6 levels he possesses (1 at levels 1-6, 2 at levels 7-12, 3 at level 13-18). The material component for this spell is a tiny shuriken coated with pine sap and sulfur.

Fog Cloud (Alteration)

Level: 2
Range: 1"
Duration: 4 rounds + 1 round/level
Area of Effect: 4" wide, 2" high, 2" deep cloud
Components: V S
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: This spell creates a greenish billowing cloud. The fog cloud is harmless, however, moving at 1" per round away from the caster. Vision is affected as per a wall of fog.

Hypnotic Pattern (Illusion/Phantasm)

Level: 2
Range: 0
Duration: Special
Area of Effect: 3" x3'square area
Components: S, M
Casting Time: 2 segments
Saving Throw: Neg.

Explanation/Description: Using this spell the wu jen summons a weaving pattern of spinning colors that cause up to 24 levels or hit dice of creatures facing the pattern to stand still, fascinated by the colors. The spell lasts as long as the wu jen maintains it. The material component of the spell is a glass tube containing two fireflies.

Ice Knife (Evocation)

Level: 2
Range: 12"
Duration: Instantaneous
Area of Effect: One or more creatures in a 1/2" radius
Components: V S, M
Casting Time: 1 round
Saving Throw: Neg.

Explanation/Description: When cast, this spell fires a dagger of ice at the target. This dagger flies to the target and hits as a normal weapon (as if thrown by the wu jen). A successful hit causes 2d4 points damage. Should the ice knife miss the target, the rules for grenade-like missiles are used to determine where the ice knife lands. Upon striking a solid object, the ice knife shatters with a loud snap, releasing a wave of numbing cold. All creatures within 5 feet of this point must make a saving throw vs. paralyzation or suffer 1-4 points of cold damage and be numbed for 1-3 rounds. Numbed characters have their movement rates reduced by half, their armor class reduced by 1, the number of attacks reduced by half, and their chance to hit reduced by 2. Large bodies of heat (a roaring bonfire, for example) can improve the saving throw of any victim by allowing a + 2 on the die roll. The material components for this spell are a drop of melted snow water and a minute silver dagger.

Invisibility (Illusion/Phantasm)

Level: 2
Range: Touch
Duration: Special
Area of Effect: Creature touched
Components: V, S, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: This spell causes the recipient to be undetectable by sight, including infravision and ultravision. It does not silence the creature, nor does it prevent detection by other means. The invisibility lasts until dispelled, cancelled by the recipient, or the recipient attacks another creature, whether by spell or action. Any attacks upon an invisible creature are at -4, and the invisible creature gains + 4 on saving throws.

Knock (Alteration)

Level: 2
Range: 6"
Duration: Special
Area of Effect: 10 square feet/level
Components: V
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: This spell opens stuck, locked, barred, held, or wizard locked doors, chests, and shackles. It suspends a wizard lock tor 1 turn, otherwise the effect is permanent. The spell removes up to two such impediments on a door or chest.

Locate Object (Divination) Reversible

Level: 2
Range: 2"/level
Duration: 1 round/level
Area of Effect: Special
Components: V, S, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: This spell helps the wu jen locate a known or familiar non-living object. The caster turns, and, if facing the correct direction of the object and it is within range, knows the correct direction. The spell's reverse, obscure object, hides the object from location by spell or magical device. The material component of both spells is a piece of lodestone.

Misdirection (Illusion/Phantasm)

Level: 2
Range: 3"
Duration: 1 round/level
Area of Effect: Special
Components: V S
Casting Time: 2 segments
Saving Throw: Neg.

Explanation/Description: By means of this spell, the wu jen causes detection spells to misfunction. The misdirection causes the detect to reveal the wrong area, creature, or object, or the opposite of the truth. The spell is cast upon an object, creature, or area, but the spell-caster throwing the detect gets a saving throw vs. spell to determine if the misdirection takes place.

Omen (Divination)

Level: 2
Range: 0
Duration: Special
Area of Effect: Special
Components: V M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell is identical to the first-level shukenja spell, omen, except that the wu jen must burn paper strips written with mystical characters to the four directions as material components for the spell.

Phantasmal Force (Illusion/Phantasm)

Level: 2
Range: 8" + 1”/level
Duration: Special
Area of Effect: 8 square inches + 1 square inch/level
Components: V S, M
Casting Time: 3 segments
Saving Throw: Special

Explanation/Description: This spell creates a visible illusion that lasts until struck or until the caster ceases to concentrate upon it. The illusion appears real if the caster has some knowledge of the item he is creating, even to the point of inflicting damage. A saving throw is granted to the viewers if it is consciously disbelieved, and, should one of a group make that save and inform the others, they gain a saving throw at +4. The material component of this spell is a piece of lamb's wool.

Protection from Charm (Abjuration)

Level: 2
Range: Touch
Duration: 1 round/level
Area of Effect: One creature
Components: V S, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: Casting this spell gives the recipient a +1 bonus for every three levels of experience of the wu jen for any saving throw involving charm magic, including spells and spell-like effects. It is not effective against such attacks that have no saving throw, nor against the fascination effect of high comeliness. The material component for this spell is a piece of a charming creature or the hair of character with a comeliness score of at least 21.

Pyrotechnics (Alteration)

Level: 2
Range: 12"
Duration: Special
Area of Effect: 10 or 100 times the fire source
Components: VS
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: The pyrotechnics spell has two forms, both of which require a fire source that is extinguished in casting the spell. The first form generates fireworks in an area 10 times the fire source, which blinds those within 12, looking at it for 1 segment per level of the wu jen. The second form is a thick stream of dark, choking smoke of a rough globular area of 100 times the fire source, which obscures vision beyond 2 feet.

Rope Trick (Alteration)

Level: 2
Range: Touch
Duration: 2 turns/level
Area of Effect: Special
Components: V S, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: This spell causes a rope from 5 to 30 feet to rise vertically, its topmost end adjoining extradimensional space. The caster and up to five others can climb the rope into this space and be safe from others and their attacks. The rope may be pulled up behind if less than six people occupy the extradimensional space. Those in the extradimensional space must leave it before the spell expires or else fall the distance climbed. The material components of this spell are crushed rice and a strip of twisted parchment.

Smoke Shape (Alteration)

Level: 2
Range: Touch
Duration: 1 round/level
Area of Effect: 1 cubic foot/level
Components: V S
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This spell allows the wu jen to shape and mold masses of smoke, mist, or fog into any form he desires. A misty warrior could be made or thick smoke could be fashioned into a solid-looking wall. The shape still has all the properties of smoke or fog, but retains its form under all conditions until the spell's duration is over. Furthermore, upon finishing the completion of the form, the wu jen can give it a gentle push, propelling it in one direction at the rate of 3 " per round. The fineness of detail permitted by the spell is not great, but is sufficient to fool onlookers at a distance. At the end of the spell's duration, the form dissipates quickly. The spell requires no material component, but a source of mist or smoke must be present for the wu jen to work upon-early morning fog or a large smoky fire.

Smoky Form (Alteration)

Level: 2
Range: Touch
Duration: 1 turn/level
Area of Effect: Creature touched
Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This spell changes the wu jen and all he carries or any creature touched by him into a cloudy mass of smoke. Unwilling creatures are allowed a saving throw vs. spell to avoid the effect. The mass has roughly the same shape and appearance of the original creature, but possesses the insubstantial properties of smoke. While in this form, the wu jen cannot be hurt by weapons of +2 or less and can easily disappear into a mass of smoke or fog. Spells cannot be cast while in smoky form, nor can the character take part in combat.

The spell does not alter the dimensions of the character and cannot be used to slip through cracks or other small openings. It does, however give the creature the weight properties of smoke. Thus, a wu jen in smoky form could step off the top of a castle wall and gently drift to the ground below without suffering any damage. While in smoky form, the creature is particularly susceptible to winds. Light breezes push the smoky form about while strong breezes can easily sweep him away. A gust of wind spell causes 2d16 points of damage to the character. Wind breath causes twice the normal amount of damage to a creature in smoky form and a divine wind destroys him utterly. The material component for this spell is a stick burning incense.

Stinking Cloud (Evocation)

Level: 2
Range: 3”
Duration: 1 round/level
Area of Effect: 2”x2”x2" cloud
Components: V S, M
Casting Time: 2 segments
Saving Throw: Special

Explanation/Description:Using this spell, the wu jen conjures a billowing mass of nauseous vapors. Those caught within the cloud must make a successful saving throw vs. poison or be rendered helpless for 2-5 rounds. Those making the save are unable to attack for as long as they are within the cloud. A gust of wind dissipates the cloud in a single round, and normal winds move the cloud 1 to 6" per round, reducing its duration by 1 round for every 1" moved.

Strength (Alteration)

Level: 2
Range: Touch
Duration: 6 turns/level
Area of Effect: Character touched
Components: V S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell is identical to the 5th-level shukenja spell except as noted above.

Vocalize (Alteration)

Level: 2
Range: Touch
Duration: 5 rounds
Area of Effect: One spell-casting creature
Components: S,M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This spell allows the recipient to cast spells that normally require a verbal component without making a sound, as long as the casting time fits within the duration of the spell. It does not negate a silence spell, but only offsets its effects, and spells with an additional sound effect (such as message) would still be affected by the silence. The material component of this spell is a clapperless bell.

Wind Breath (Evocation)

Level: 2
Range: 0
Duration: Instantaneous
Area of Effect: Cone 6" and 3" wide at base
Components: V S M
Casting Time: 1 round
Saving Throw: 1/2

Explanation/Description: This spell allows the wu jen to fill his lungs and expel a mighty breath of air of tremendous strength. The strength of this wind is approximately 5 miles per hour for every level of the caster.

If the wind is blowing at 30 to 50 miles per hour (a strong gale), there is a 10% chance that small boats capsize, a 1% chance that ships capsize, a 10% chance that a man is knocked over. There is a 20% chance that branches snap, light articles are blown away, and tents or sails tear. A man receives 1 point of damage from sand and grit.

lf the wind blows at 60 to 70 miles per hour, the storm force winds create a 70% chance that small boats capsize, a 20% chance that ships capsize, and a 50% chance that a man is knocked down. In this wind, trees bend and there is a 70% chance that branches snap, and a 20% chance that a trunk snaps. Medium size articles are blown away, and there is a 50% chance that tents or sails are torn in the winds, and a 40% chance that shacks are blown down. A man receives 1d4 points of damage from sand and grit. Flying creatures are blown back 10 to 30 feet.

If the winds are hurricane force (80 to 130 miles per hour), there is a 100% chance that small boats capsize, a 70% chance that ships capsize. There is a 70% chance that a man is knocked down, a 30% chance he is knocked down and bowled 10 to 40 feet (1d6 damage/10 feet). In this wind, there is a 70% chance that tree trunks snap, and a 100% chance that branches are ripped from trees. Heavy articles are blown away, medium articles are ripped from fastenings, and tents and sails are destroyed 70% of the time. There is a 20% chance that common buildings are blown down and a 60% chance that shacks are flattened. A man receives 1d8 points of damage from blown objects, and flying creatures are blown back 50 to 100 feet.

During winds of 140 to 180 miles per hour ships are capsized, men are knocked down and blown 10 to 60 feet (1d6 damage/10 feet), and they also receive 1d12 points of damage from blown Stones. Flying creatures are blown out of the sky (51% damage suffered). Trees are uprooted, large stones are flung into the air, tents and sails are destroyed, and shacks are flattened. There is a 70% chance that common buildings are blown in, a 50% chance that roofs are torn away, and a 10% chance that stone walls collapse.

When winds are 190 miles per hour or more, ships are capsized and broken up, wooden buildings collapse, and roofs are torn away. There is a 50% chance that stone walls collapse. Men are blown 50 to 100 feet (1d6 damage/10 feet) and also suffer 3d10 points of damage from blown items. Flying creatures are forcibly knocked from the sky (75% damage suffered.

The DM must adjudicate the effects of the wind on other items, using the above effects as a guideline. Those outside of the area of effect do not notice the tremendous winds, although objects may be blown out of the spell's area into their path. The material component for this spell is a fan with an artistic value of 5 or more ch'ien.

Whip (Evocation)

Level: 2
Range: 1"
Duration: 1 round/level
Area of Effect: Special
Components: V S, M
Casting Time: 2 segments
Saving Throw: Special

Explanation/Description: This spell allows wu jen to conjure a whip of mystical force that may be used to strike at opponents. The crack of the whip keeps normal animals at bay unless they make a successful saving throw vs. spell, and such animals struck take no damage, but must make a successful saving throw vs. spell at -1 to -4 or slink away. The whip may be used in melee combat. A successful hit has a chance (13 or better on a 20-sided die for edged weapons, 6 or better for non-edged weapons) of pulling a weapon from an opponent's hand (the opponent still receives a saving throw to avoid this). The material component of this spell is a small silken whip.

Whispering Wind (Alteration/Phantasm)

Level: 2
Range: Special
Duration: Special
Area of Effect: 2' radius
Components: V S
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: The wu jen using this spell may send a message or other sound effect a number of miles above ground (or tens of feet below ground) equal to the caster's level. The message can be no more than 12 words or 12 seconds long, and moves until it reaches the limits of its range, reaches a desired target, or two hours have elapsed. The wind may move from 1 to 20" per round, as desired by the spell-caster.

Wizard Lock (Alteration)

Level: 2
Range: Touch
Duration: Permanent
Area of Effect: 30 square feet/level
Components: V S
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: A wizard lock spell magically locks a chest, door, or portal so only a dispel magic, knock, or a wu jen of four or more levels greater may break or disarm the lock. The caster may pass freely through the door.  

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