WU JEN SPELLS 3rd Level


Animate Fire (Conjuration/Summoning)

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

Explanation/Description: This spell allows the wu jen to control the movements of normal fire. He can cause flames to leap at an opponent, spread in a particular direction, flare up into the sky, or fall to a quiet smolder. The animated fire can be made to move in any direction the caster wishes (at the rate of 3”), provided there is combustible material for the fire to feed upon. The wu jen can also cause the fire to burn with greater heat, causing twice the normal amount of damage. This consumes the fuel of the fire at twice the normal rate. The amount of fire a wu jen can animate is determined by his level. This also determines the range he can cause flames to reach from the main fire source-a 9th level wu jen can cause a flame to reach out 9 feet from the main body of the fire. Controlling the fire requires the wu jen to concentrate on the spell. If the concentration is broken before the end of the spell's duration, the spell disappears. The material components for this spell are a handful of charcoal, sulphur and soda ash.

Cloudburst (Alteration)

Level: 3
Range: 1”/level
Duration: 1 round
Area of Effect: 3" diam. cylinder up to 6" high
Components: V S M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: This spell immediately precipitates all moisture in the air into a drenching rain that fall at 1/10” per segment. The cloudburst quenches all normal fires (small ones in 1 segment, medium sized ones in 3-5 segments, and large ones in 8-10 segments), and douses magical fires in 1-2 rounds. Large-area fire spells are extinguished and in the process turn the rain into a cloud of steam four times the spells original effect, lasting 2-5 rounds and inflicting 1-3 points of damage per round (double for cold-dwelling or cold-using creatures). A cloudburst may be affected by climate and temperature of the area. The material components are a small kite and some rock salt.

Commune with Lesser Spirit (Divination)

Level: 3
Range: 1"
Duration: Special
Area of Effect: Special
Components: V S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell is identical to the 2d-level shukenja spell of the same name.

Detect Shapechanger (Divination)

Level: 3
Range: 6"
Duration: 3 rounds/level
Area of Effect: One creature/level
Components: V S. M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This spell is identical to the 4th-rever shukenja spell of the same name.

Disguise (Illusion/phantasm)

Level: 3
Range: 0
Duration: 1 turn/level
Area of Effect: Caster only
Components: V S, M
Casting Time: 1 turn
Saving Throw: Special

Explanation/Description: This spell allows the wu jen to assume the appearance of any creature of the same species or sub-species as the caster provided he is familiar with the person whose appearance he assumes. The spell creates a complete illusion of the assumed identity – face, body build, and even voice. The spell does not provide any of the abilities of the character assumed, nor his personal habits or mental patterns. Those observing the disguised character have a 5% chance per level of detecting the disguise, provided they are familiar with the person whose identity has been assumed. They notice a change in the behavior of the person, thus detecting the difference. Those who do not know the assumed character or have only met him a few times automatically accept the disguise. Furthermore, actions entirety out of character allow all present to check to see if the disguise is penetrated. The disguised person radiates a faint aura of magic, noticeable to a detect magic spell. A detect illusion reveals the spell.

The material component for this spell is an item from the body of the assumed character (hair; nail clippings) or an item that is constantly worn or carried by the assumed character. This component must be carried by the wu jen at all times during the duration of the spell. Should it be set aside, the spell effect immediately ends. Important officials and powerful characters take great care in disposing of items that could be used to create the disguise dweomer-burning cut hair or fingernail parings, for example.

Dispel Magic (Abjuration)

Level: 3
Range: 12"
Duration: permanent
Area of Effect: 3” cube
Components: V S
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: Except as noted, this spell is the same as the 3d-level shukenja spell.

Fabricate (Enchantment/Alteration)

Level: 3
Range: ˝” / level
Duration: Permanent
Area of Effect: 1 cu. yard per level of caster
Components: V S M
Casting Time: Special
Saving Throw: None

Explanation/Description: This spell allows the wu jen to convert material from a base state to a finished product, though magical or living things may not be so affected. An equal amount or material is needed to fabricate and item, except for mineral materials, for which the area of effect reduced by a factor of 9 (cubic feet instead of cubic yards). The wu jen may fabricate items requiring high craftsmanship only if he or she has proficiency in that craft as well.

Face (Illusion/Phantasm; Enchantment/Charm) Reversible

Level: 3
Range: Touch
Duration: 2 turns/level
Area of Effect: Creature touched
Components: V S, M
Casting Time: 1 turn
Saving Throw: Special

Explanation/Description: By means of this spell the wu jen is able to create the illusion that he is of a higher social level, title, office, or position thin he actually is. When cast, the wu jen decides what particular thing is increased-social level, title or office. Upon completion of the spell, the appropriate status is increased by 1d4 ranks. The spell surrounds the wu jen with the appropriate air of confidence, aura of power, mannerisms, speech and etiquette appropriate to the rank.

Upon those unfamiliar with the rank assumed the spell has a greater than normal effect. They give the wu jen an inordinate amount of respect, their encounter reaction rolls are 10% greater than that dictated by the assumed rank. They unhesitatingly believe the wu jen really is a member of the assumed position and is quite fearsome and powerful. The confidence he radiates impresses those affected greatly. Those familiar with the rank assumed are allowed a saving throw vs. spell. If failed, they treat the wu jen as if he were at the assumed rank. If successful they begin to notice slight flaws in the behavior of the wu jen. After one turn they become suspicious of the character and after two turns they realize he is an impostor. Whether they communicate this to others and what actions they may take depend on the situation. Those of higher status are also allowed a saving throw vs. spell with the same results for success or failure. Of course they never treat the character as an equal. The material component for this spell is a drop of honey.

The reverse of this spell , lose face, causes the victim to become socially graceless. The victim must be touched (normal to hit roll) but no saving throw is allowed. The victim and those with him are not immediately aware of any change, but when social graces are important the victim somehow manages to do the wrong thing to the obvious notice of those around him. The exact effect of such blunders must be adjudicated by the DM, depending on the situation and NPCs involved. The material component for the reverse of face is a small piece of charcoal.

Feign Death (Necromantic)

Level: 3
Range: Touch
Duration: 6 rounds + 1 round/level
Area of Effect: Creature Touched
Components: V S
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: Using this spell, the caster or any other creature whose levels of experience or hit dice do not exceed the wu jen's level may be placed in a state resembling death. While in this state the affected creature may perceive its surroundings, and may return to a normal state in a single round. While in this deathlike state sight or feeling are not possible, so any damage is one-half normal and paralysis, poison, and level drain are not effective during the spell.

Fire Rain (Evocation)

Level: 3
Range: 24"
Duration: Instantaneous
Area of Effect: 3" sq.
Components: V S, M
Casting Time: 5 segments
Saving Throw: 1/2

Explanation/Description: This spell causes threads of magical flame to stream from the sky over the target area. All within the area-of effect (except those immune to fire) must make a saving throw vs. spell. Those who fail suffer the full damage of the spell, while those who make the save suffer half the damage. The spell causes 1d8 points of damage for every two levels of the caster (fractions rounded down). In addition, there is a 50% chance that combustible materials in the area of effect are ignited, starting a small fire (although this may quickly spread). The spell is only effective outdoors and characters in a building or under solid cover are protected. The building or protection may be lit on fire, however. The material components for this spell are a small blowpipe through which the caster must blow a mouthful of lamp oil.

Fire Wings (Alteration)

Level: 3
Range: 0
Duration: 1 turn
Area of Effect: Caster only
Components: V S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This spell transforms the wu jen's arms into phoenix-like wings of brilliant fire. The caster and all he carries suffer no damage from this flame, but all within 3 feet suffer 1-2 points of damage each round (unless immune to fire). Since the casters arms are transformed, he cannot hold items in his hands or cast spells while using the fiery wings. However rings and bracers can still be worn, fitting around the pinions of feathery flames the wings give the caster the ability to fly at a rate of 24"'. They cast a light to a radius of 6". Although the wings are ill-suited to combat, the wu jen can use them to batter opponents. However, he does so using his non-proficiency penalty when determining if he hits. A successful attack inflicts 2d6 points of damage (no saving throw allowed). The wings can be snuffed out if the wu jen is hit by a large quantity of water, freezing cold, or a wind of hurricane or greater force. The material components for this spell are a golden amulet shaped like a phoenix and the feather of a bird, which must be burned upon casting.

Haste (Alteration)

Level: 3
Range: 6"
Duration: 3 rounds + 1 round/level
Area of Effect: 4" x 4" area, 1 creature/level
Components: V S M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: When this spell is cast, affected creatures move and attack at double their normal rate. Spell casting is unaffected. This spell negates a slow effect, and ages the recipient a year. The material component of this spell is a shaving of bamboo.

Hold Person (Enchantment/Charm)

Level: 3
Range: 12"
Duration: 2 rounds/level
Area of Effect: One to four Persons
Components: V
Casting Time: 3 segments
Saving Throw: Neg.

Explanation/Description: Except as otherwise noted, this spell is similar to the 2d-level shukenja spell of the same name. If the spell is cast at three or four beings, no penalty to the saving throw is incurred. lf thrown at two creatures, each saves at -1. If thrown at a single creature the saving throw is at -3.

Illusionary Script (Illusion/Phantasm)

Level: 3
Range: Special
Duration: Permanent
Components: V S, M
Casting Time: Special
Saving Throw: None
Area of Effect: Creature reading the script

Explanation/Description: The wu jen using this spell may write on parchment, rice paper, or hide instructions or information for a given person or class of persons. That person or those persons are able [o read that information, though another wu jen, while unable to read it, can recognize it as Illusionary script. Those attempting to read the script whom it is not intended for see some sort of magical or outlander language, and are confused (as spell) for 5-20 turns, minus 1 turn for each level of experience. The material component of this spell is a special ink made of lead, tree sap, and parts of a blue squid. The cost of this spell is 40-100 ch'ien.

Improved Phantasmal Force (Illusion/Phantasm)

Level: 3
Range: 6" + 1 "/level
Duration: Special
Area of Effect: 4 sq." + 1 sq."/level
Components: VS M
Casting Time: 2 segments
Saving Throw Special

Explanation/Description: This spell is similar to the phantasmal force spell, except that the wu jen may maintain the illusion with minimal concentration and move at half normal speed while maintaining the illusion. The illusion may include minor sounds, but not understandable speech. The illusion continues for 2 rounds after the wu jen ceases to concentrate. Lamb's wool is the material component of this spell.

Magnetism (Alteration) Reversible

Level: 3
Range: 6"
Duration: 3 rounds/level
Area of Effect: 3" radius
Components: V, S, M
Casting Time: 3 segments
Saving Throw: Neg

Explanation/Description: This spell can be used in two ways, depending on the desires of the wu jen at the moment of casting. If cast upon himself, the spell gives the wu jen the ability to draw iron and steel items to his hand upon command. The item must be in the area of effect. Up to one item can be thus called per round. If the item is held by another, that character is allowed a saving throw vs. spell to resist the effect. Repeated attempts can be made upon the same item, provided each attempt is made in a different round.

A wu jen could attempt to snatch weapons from the grasp of others or change the flight of arrows. If the item summoned has greater mass than the wu jen, the effect is opposite-the wu jen is drawn to that item. Attempting to magnetize a man in metal armor normally results in the wu jen being dragged to the target, not always a desirable result. The spell is powerful enough to even pull the wu jen through the air and can be an effective method of crossing chasms provided there is a sufficient mass of iron on the other side.

If cast upon another, the victim is allowed a saving throw vs. spell to avoid the effect. Thereafter, all iron and steel items within 3" of the target are drawn to that point. Items in the possession of creatures allow the creature a saving throw as explained above. Again, if the mass of any item is greater than that of the target point, the direction of movement is reversed. In either use, weapons drawn by this spell cause no damage since they are not wielded or controlled by a conscious mind. The material component for this spell is a piece of lodestone.

The reverse of this spell, demagnetize, cancels the effects of magnetism. The material component is a small wooden rod.

Memory (Enchantment/Charm) Reversible

Level: 3
Range: 1"
Duration: Permanent
Area of Effect: One creature
Components: V S, M
Casting Time: Special
Saving Throw: Neg.

Explanation/Description: This spell allows the wu jen to plant a fictitious memory in the mind of another. The spell can be cast on any intelligent creature able to understand the speech of the wu jen. The victim is allowed a saving throw vs. spell to avoid the effect. However, if the victim is unconscious or asleep, the saving throw is made al a -2 penalty. Upon casting the spell (which takes only a few moments), the wu jen continues the casting by describing the memory implanted. Memories of events up to 1 turn in length per level of the caster can be implanted. Thus a 12th-level wu jen could construct the memories of an event that lasted two hours. The exact casting time of the spell is the time required by the wu jen to describe the memory. The spell gives the wu jen limited knowledge of memories already possessed by the victim, but only for the purpose of fitting the new memory into the flow of events so that it seems to fit logically in the victim's mind. The new memory can be used to supplant a memory already in the mind of the victim (changing the outcome of an encounter or the orders the victim may have received) or can be wedged into "blank space" (describing an encounter during a journey which was otherwise forgettable).

The memory has no magical properties (it is not a suggestion spell), but can be used to promote friendliness, hostility, or change the victim's mission. Obviously, the wu jen must take pains to create logical memories-occurrences must mesh with the personality of the victim or be logically explained. Telling an intelligent evil monster he likes a traditional foe of his race simply because he was nice is not sufficient. Telling him he likes the character because he spared its life is much more acceptable. If the DM rules the implanted memory is totally out of character for the victim, he is allowed a second saving throw at the end of the spell, with a +4 on the die roll.

The reverse of this spell, erasement, allows the wu jen to remove any memory from the mind of the victim. The limitations on the amount of memory removed are identical to that given above. The time of the erased memory is a blank to the victim. He has no idea of what transpired. Dispel magic, remember, or a similar spell removes an implanted memory or restores a memory which has been erased. The material components for this spell are a sheet of white paper a brush, and a pot of ink.

Protection from Normal Missiles (Abjuration)

Level: 3
Range: Touch
Duration: 1 turn/level
Area of Effect: Creature touched
Components: V S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: The wu jen wielding this spell bestows upon the recipient absolute protection from normal hurled and projected missiles, and reduces the damage from large and magical missiles by 1 point per die of damage. The spell offers no protection from missiles conjured by spell. The material component of this spell is a piece of turtle shell.

Scry (Divination)

Level: 3
Range: 0
Duration: 3 rounds/level
Area of Effect: 36”/level
Components: V S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell allows the wu jen to see and hear events within the area of effect of the spell, regardless of most obstructions. The material component for the spell is a large bonfire, pool of still water, mass of clouds, section of smooth natural stone, or quiet grove (depending on the element, if any, favored by the wu jen). Upon casting the spell, the element forms a smooth polished mirror unaffected by any outside disturbance. By concentrating on this mirror the wu jen can call forth any scene currently occurring within the area of effect. Standing outside a castle, a wu jen could scry into a pool of water to see what currently transpiring within the walls of the castle. The spell provides a perfectly clear picture and normal sound just as if the wu jen were present where the scene is taking place. The communication is strictly one way-the wu jen cannot speak or otherwise influence the scene he is observing. Spells cannot be passed through this mirror. The scrying is blocked by a thin coating of lead or gold which is at least 1/8" thick. Of course, there are numerous magical protections which likewise prevent the operation of a scry spell.

Statue (Alteration)

Level: 3
Range: Touch
Duration: 6 turns/level
Area of Effect: Creature touched
Components: V S, M
Casting Time: 7 segments
Saving Throw: Special

Explanation/Description: This spell turns the wu jen or another creature touched into solid stone in a single round. The affected being can still see, hear and think, and may return to normal state in 1/6 of a segment, and may similarly switch back to stone form, for the duration of the spell. The statue may be wounded by chipping or breaking off part, but is as hard as granite. For the initial transformation, the recipient must roll 82% or less on percentile dice as a system shock roll, -1 to the roll for every point of constitution. The material components are mortar, sand, and rime, mixed with water and stirred with a bar of iron.

Steam Breath (Evocation)

Level: 3
Range: 0
Duration: Instantaneous
Area of Effect: Cone 3” long & 2” wide at base
Components: V S, M
Casting Time: 1 round
Saving Throw: 1/2

Explanation/Description: This spell allows the caster to expel a powerful breath of superheated steam. This steam billows forth from the caster's mouth, instantly filling the area of effect with scalding clouds of mist. All those within the area of effect must make a saving throw vs. breath weapon. Those failing the save suffer full damage from the spell; those making the saving throw suffer half damage. The steam causes 1d6 points of damage for every level of the caster. Creatures from the Elemental plane of Fire suffer one additional point of damage for every die of damage done. Creatures from the Elemental Plane of water suffer only half damage if they fail the saving throw and no damage if the saving throw is successful. Furthermore, normal fires in the area of effect are automatically extinguished and magical fires are extinguished 50% of the time, although those which can be rekindled are not permanently affected. The steam clouds dissipate instantly once the spell is cast. The material component for this spell is a glowing piece of charcoal doused with water.

Suggestion (Enchantment/Charm)

Level: 3
Range: 3"
Duration: 6 turns + 6 turns/level
Area of Effect: One creature
Components: V M
Casting Time: 3 segments
Saving Throw: Neg.

Explanation/Description: This spell allows the wu jen to affect the actions of another intelligent, living creature which understands the wu jen’s language by suggesting a particular course of action. The suggestion must be reasonable; self destructive actions are ignored. The material component of this spell is the tongue of an asp bathed in sweet oil.

Tongues (Alteration) Reversible

Level: 3
Range: Touch
Duration: 1 round/level
Area of Effect: 6” diameter circle
Components: V M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: Except as otherwise noted, this spell is similar to the 4th-rever shukenja spell of the same name. The material component is a small slab of clay carved with outlander runes.

Wood Shape (Alteration)

Level: 3
Range: Touch
Duration: Permanent
Area of Effect: 1 cubic foot/level
Components: V S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This spell allows the wu jen to shape and form natural wood into any shape desired. Like the smoke shape spell, the details of the image are rough and crude, but sufficient to fool at a distance. Doors can be made in wooden walls or a chest from a tree trunk. Once created, the item shaped is permanent unless destroyed by fire, rot, or chopped apart. The spell does not make the material light or easily moved and the wu jen needs help moving larger objects into the desired position. The material component for this spell is a miniature carpenter’s adze.

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