WU JEN SPELLS 4th Level


Bargain (Enchantment/Charm)

Level: 4
Range: 1"
Duration: Instantaneous
Area of Effect: One spirit
Components: V S, M
Casting Time: 1 round
Saving Throw: Neg.

Explanation/Description: This spell is used by the wu jen to obtain the services of lesser and greater spirits. Before the spell is cast, the wu jen must contact the desired spirit (through a commune spell). Once the contact has been made, the wu jen can cast the bargain spell. If the spirit makes a successful saving throw vs. spell, the spell fails and the spirit is under no compulsion to heed the wu jen. However, if the saving throw is failed, the wu jen can demand one service of the spirit, if that service is within the powers of the spirit. The spirit is compelled to perform this service if the wu jen can close the deal by providing some item or service demanded by the spirit. The spell does limit the spirit's demands to a payment of no more than half the value of the service demanded by the wu jen. The player and DM, playing each role must negotiate what the exact terms of the bargain are. Once the bargain has been made, the spirit is bound to performing it. The wu jen can elect to make his payment immediately or wait until the spirit has fulfilled his portion of the bargain. Should the wu jen fail to make good on his part of the bargain, the spirit appeals to the Celestial Bureaucracy for redress. These powerful beings send a punishment to the wu jen in the form of a -2 penalty on all hit rolls and +2 on all saving throws until the wu jen fulfills his part of the bargain.

Note that if the spirit makes the saving throw, it may still remain to deal with the wu jen, although the terms are never as advantageous as they would have been under the power of the bargain spell. The material component for this spell is a bowl of incense.

Confusion (Enchantment/Charm)

Level: 4
Range: 12"
Duration: 2 rounds + 1 round/level
Area of Effect: Up to 6" x 6"
Components: V S, M
Casting Time: 4 segments
Saving Throw: Special

Explanation/Description: This spell confuses 2-8 creatures in the area of effect, plus one additional creature for every level the caster has above that of the most powerful confused creature. A confused creature acts as following (all actions checked at start of each round):

Die Roll Action
01-10 Wander away for 1 turn
11-60 Stand confused for 1 round
61-80 Attack nearest creature for 1 round
81-00 Attack caster and caster's party for 1 round

All saving throws are at -2, and are checked at the start of each round. The material components are three balls of carved ivory.

Dancing Blade (Evocation)

Level: 4
Range: 1"
Duration: 1 round/level
Area of Effect: One creature
Components: V S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This spell allows the wu jen to animate any non-magical sword, causing it to hover and fight in the air of its own volition. When cast, the sword springs into the air fighting for the person designated by the caster. The sword must be one usable by the class of the character controlling the sword and can never be a sword in the possession of another. The sword always stays within five feet of this person and should that character be slain, the sword drops to the ground. Controlling the sword requires no concentration and the person can fight with another weapon at the same time. It has the same number of attacks and chance to hit as the designated person. It does normal damage, not gaining any Strength bonuses the designated person may have. The material component for this spell is a tiny stick puppet waved in the direction of the designated person.

Dimension Door (Alteration)

Level: 4
Range: 0
Duration: Special
Area of Effect: Spell caster
Components: V
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: Without error, this spell teleports the wu jen and worn and carried items (500 lbs. nonliving, or 250 lbs. living) up to 3" away per level of the caster. The wu jen arrives at the spot visualized (if within distance) or at the maximum distance. If materializing within solid stone, the caster is trapped and stunned in the Astral Plane until rescued. It takes seven segments to recover from moving by means of a dimension door.

Dispel Illusion (Abjuration)

Level: 4
Range: 1"/level
Duration: Permanent
Area of Effect: Special
Components: V S
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: Wielding this spell, the wu ien may completely dispel any phantasmal force cast by a non-wu jen, and may dispel those cast by other wu jen as if the 3d-level dispel magic spell was used.

Dream Vision (Invocation) Reversible

Level: 4
Range: Touch
Duration: Special
Area of Effect: One creature
Components: V S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell is identical to the 3d-level shukenja spell of the same name.

Elemental Turning (Abjuration)

Level: 4
Range: Touch
Duration: 4+ 1d4rounds
Area of Effect: 6" radius
Components: V, S, M
Casting Time: 5 segments
Saving Throw: Neg.

Explanation/Description: This spell allows the wu jen to drive off elementals by uttering a fearsome spell which is their bane. Before casting the spell, the wu jen must determine the type of elemental that is affected. When the spell is cast, all elementals of that type within the area of effect must make a saving throw vs. spell. If the save is successful, the creature can ignore the spell effect. lf the saving throw is failed, the creature flees the area of effect and does not enter it again for the duration of the spell. The spell centers about the wu jen and moves with him as he moves about. If the elemental creature is forced into a position where it cannot escape the area of the spell, it disappears to its own plane instead of remaining. The spell does not break the concentration of any other creature controlling the elemental. The material component for this spell is a pinch of the element opposed to the type being turned-fire for water elementals, earth for air elementals, a puff of breath for earth elementals, and a drop of water for fire elementals.

Emotion (Enchantment/Charm)

Level: 4
Range: 1"/level
Duration: Special
Components: V S
Casting Time: 4 segments
Saving Throw: Neg.
Area of Effect: 4" x 4” area

Explanation/Description: Wielding this spell the wu jen may project one of the following four emotions, which last as long as the wu jen concentrates:

Fear: Those failing to save vs. spell flee the wu jen in panic, moving at maximum rate, and may drop items in their hands. Saving throws are at -2, and may be countered by Rage.
Hate: Raises morale, saving throws, hit rolls, and damage by + 2. It is countered by Hopelessness.
Hopelessness: Affected creatures turn in dejection and submit to the demands of the wu jen. It lasts for 3-12 rounds and is countered by Hate.
Rage: The recipient becomes berserk, is + 1 to hit, + 3 on damage, and gains 5 additional hit points temporarily. It is countered by Fear.

Fire Enchantment (Enchantment/Charm)

Level: 4
Range: 24"
Duration: Instantaneous
Area of Effect: 1" radius
Components: V S, M
Casting Time: 1 round
Saving Throw: Neg.

Explanation/Description: By means of this spell, the wu jen is able to enchant a fire within range of the spell. Through this enchantment, the wu jen can deliver a suggestion spell coming from the dancing flames of the fire. All within the area of effect must make a successful saving throw vs. spell to avoid the effect of the suggestion. Those who fail to make the saving throw have looked at the fire and fallen under the spell's effect. All the normal rules concerning the duration and type of suggestion apply to fire enchantment. The material components for this spell are a mirror and a lighted candle.

Improved Invisibility (Illusion/Phantasm)

Level: 4
Range: Touch
Duration: 4 rounds + 1 round/level
Area of Effect: Creature touched
Components: V S
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: This spell functions as the invisibility spell, but in addition the recipient may attack, use spells, and fire missiles and remain unseen. A flickering form can be detected, and attacks on the invisible opponent are at -4, and saving throws are at +4.

Melt Metal (Evocation)

Level: 4
Range: Touch
Duration: 1 round/level
Area of Effect: 1 cubic inch/level
Components: V S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: Using this spell, the wu jen can gently touch a normal metal item causing a charge of fiery magical energy to pass from his fingertip the metal. This creates such heat that the metal begins to melt and flow at the rate of one cubic inch per round. Bars and locks can be easily cut free with this spell. During the spell, the wu jen must concentrate on focusing the energy and can take no other action. The spell affects only normal metallic items. The material component for this spell is a gem worth at least 20 ch'ien.

Minor Creation (Alteration)

Level: 4
Range: 0
Duration: 6 turns/level
Area of Effect: Special
Components: V S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: The wu jen using this spell may create temporary non-riving items of vegetable nature such as clothes, wood, or rope. Only 1 cubic foot per level of the spell caster may be so created, and the material component of the spell is a small bit of real material that is created.

Plant Growth (Alteration)

Level: 4
Range: 1”/level
Duration: Permanent
Area of Effect: 1” x 1” square area/level
Components: VS
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: Using this spell the wu jen may cause available normal vegetation to grow, entwine, and entangle, forming a thick jungle that reduces movement to 1" per round (2” per round if larger than man-sized), and lasts until it is cleared, burned, or dispelled.

Polymorph Other (Alteration)

Level: 4
Range: 1/2" /level
Duration: Permanent
Area of Effect: One creature
Components: V, S, M
Casting Time: 4 segments
Saving Throw: Neg.

Explanation/Description: This spell completely alters the form, ability, and possibly personality and mentality of the target creature. creatures of row intelligence may not be polymorphed into creatures of high Intelligence, and any creature polymorphed must make a "system shock" roll to survive the transfer. A successful polymorph gains all the abilities of the creature (though not talents such as profession or character class), and may become one of those creatures as well. The base chance is 100% of taking on the mentality of the creature as well, -5% to every point of intelligence of the original creature and +/-5% for every level the final form is higher or lower than the original level. This check is made daily until it takes place. A polymorphed creature may be returned to original by a dispel magic, and the return also requires a system shock roll. The material components of this spell are the wings of a moth wrapped in silk.

Polymorph Self (Alteration)

Level: 4
Range: 0
Duration: 2 turns/level
Area of Effect: The caster
Components: V
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: Except as otherwise noted, this spell is similar to the 4th-level shukenja spell of the same name.

Quell (Enchantment/Charm)

Level: 4
Range: 3”
Duration: Permanent
Area of Effect: Hit dice or levels equal to caster’s
Components: VS
Casting Time: 3 segments
Saving Throw: Neg.

Explanation/Description: When the quell spell is cast, the wu jen points his finger at the target and utters a few mystic words, attempting to instantly subdue the victim. The victim must be intelligent but does not need to understand the language of of the caster. The victim must make a successful saving throw vs. spells to avoid the effect. If the saving throw is failed, the victim instantly surrenders, just as if he had been subdued in combat or by any other means.

In addition, the wu jen can demand some service of the subdued creature, if it understands the speech of the wu jen. If attempted, the creature is allowed a second saving throw vs. spell. If this is successful, the effects of the quell spell are broken. If the save is unsuccessful, the victim agrees to the service and attempts to complete it. The service can be anything that does not cause the death or injury of the creature and must have hope of success in a short time. The affected creature will not leap into a fire (unless immune to fire) but it will risk dashing into a burning building to recover some object or rescue someone, since there is a reasonable chance it will succeed. Furthermore, it attempts to complete its service by the safest, easiest, and most efficient method. It also makes whatever preparations its intelligence allows. In the above example the creature would probably soak itself with water and cover itself with wet blankets before making the attempt (if it were smart enough to think of this).

Once the service is completed, the creature is freed from the quell spell. lf the creature feels it is powerful enough, it may attempt to wreak its vengeance on the caster as soon as the spell is lifted. If the service has no set completion ("guard and protect me”), the creature is allowed a new saving throw every day to break the spell. The saving throw can be increased by +2 if the spellcaster and his friends seem especially weakened in the eyes of the creature.

Remove Curse (Abjuration) Reversible

Level: 4
Range: Touch
Duration: Permanent
Area of Effect: Special
Components: V S
Casting Time: 4 segments
Saving Throw: Special

Explanation/Description: Except as otherwise noted, this spell is similar to the 3d-level shukenja spell of the same name.

Reverse Flow (Alteration) Reversible

Level: 4
Range: 6"
Duration: 6 turns/level
Area of Effect: ¼ sq. mile/level
Components: V S
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell allows the wu jen to reverse the flow of any body of water within the area of effect. A stream or river would ,run upstream, an ocean current would flow in the opposite direction, even a waterfall would fall up. The change of direction has no ill effects on the body of water. The primary use of this spell is to aid the travel of vessels against the prevailing current or upstream. However, the spell also reverses the flow of pumps, drains water traps and the like. The reverse of this spell returns the water to its normal flow.

Shout (Evocation)

Level: 4
Range: 0
Duration: Instantaneous
Area of Effect: 1" x 3” cone
Components: V M
Casting Time: 1 segment
Saving Throw: Neg.

Explanation/Description: This spell grants the wu jen great vocal powers, such that those caught within the area of effect of the Shout are deafened for 2d6 rounds, and suffer 2d6 points of damage unless a saving throw is made. In addition, exposed brittle substances may be shattered by the shout. This spell may be employed only once per day by any given wu jen, as more frequent use results in permanent deafness. The material component of this spell is a sliver of ki-rin's horn.

Spectral Force (Illusion/phantasm)

Level: 4
Range: 6 + 1 "/level
Duration: Special
Area of Effect: 4" square + 1 " square/level
Components: V S, M
Casting Time: 3 segments
Saving Throw: Special

Explanation/Description: This spell is similar to the improved phantasmal force spell, with the addition of sound, smell, and thermal components to the illusion. It lasts for three rounds after concentration is removed from the illusion. The material component is a hammer of glass, which is broken in casting the spell.

Transfix (Enchantment/Charm)

Level: 4
Range: 12"
Duration: Special
Area of Effect: 2" sq. area
Components: V S, M
Casting Time: 1 round
Saving Throw: Neg.

Explanation/Description: This spell is a more powerful version of the hold person spell. When cast, the wu jen identifies the center point of the effect. All creatures within the area of effect at that time must make a saving throw vs. spell. If the save is successful, the spell has no effect on that creature. If the saving throw if failed, that creature is transfixed. Transfixed creatures cannot move, speak, cast spells, or take any action. Once creatures are transfixed, the wu jen must state some condition that must be met to release the victims-"Wait here until I return," or "Stay there for all eternity!" The condition can be anything, however implausible. If this condition is met, the creatures are automatically released. For every six turns the creatures remain transfixed, they are allowed another saving throw vs. spell to escape the spell. Furthermore, creatures entering the area of the spell after it is cast must also make a saving throw vs. spell (at +4 on the die roll) or also be transfixed. A saving throw must be made each time a creature enters the area of effect. Creatures removed from the area of effect are instantly freed from the spell. The spell is considered to be active as long as at least one creature is transfixed by it. The material component for this spell is a barnacle crushed underfoot when the spell is cast or a drop of pine resin.

Vengeance (Invocation)

Level: 4
Range: 0
Duration: 1 round/level
Area of Effect: Caster only
Components: V
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This powerful spell is only used by the wu jen in the face of impending death. When cast, it allows the wu jen to take one final act of revenge even though he has been killed. When the character is slain, his spirit remains for one round to carry out whatever final thought the wu jen had fixed in his mind at the moment of death. If a spell is to be used, the specific spell must be clearly stated. This final action must be a deed that could be accomplished by the character in one round at the moment he died. Thus, the wu jen could not cast a spell he did not have memorized, had memorized and already cast, or which required more than one round to cast. If there is confusion concerning what the final thought of the character was, a saving throw vs. death should be made. If successful, the player is allowed to choose the deed; otherwise it must be adjudicated by the DM. The vengeance is directed at the thing or person which caused his death. His vengeful spirit has no regard for the lives of others and carries out its final deed even if it imperils or harms the lives of friends or innocents. If it is possible, the deed of vengeance must be carried out; it cannot be retracted once announced.

In the next round the deed is performed. The spirit, through the energies sustaining it, automatically gains the initiative over all other parties. If the body is present, the spirit reanimates it to accomplish the vengeance. If the body is not available, the spirit appears in ghostly form to perform its deed. This action is subject to all the normal rules of hitting and saving throws, and thus may not be successful in its stated goal. However success or failure is not the key issue. Only the opportunity to perform the deed is granted by the spell. Once the deed is done the spirit vanishes and is at rest.

Wall of Bones (Conjuration/Necromantic)

Level: 4
Range: 6"
Duration: 1 turn
Area of Effect: Wall 10' sq. & 1/2' thick/level
Components: V S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: When cast, this spell causes a wall of bones to erupt from the earth in whatever shape the caster desires within the limits of the area of effect. The wall must be solidly based or it will collapse in a random pile. The wall is not solid, having many small openings and gaps. Missiles can be fired through these and those sheltering behind the wall are considered to have 50% cover. Creatures of small size can slip and wriggle through the openings in the wall at the rate of 10 feet per round. However, the wall is quite spiky and those moving through it suffer 1d8 hit points of damage for every 10 feet traveled.

The wall can be cast under the feet of creatures. When this is done, the wall appears everywhere except where the creature is standing, possibly entrapping them within it. Creatures in the area of effect suffer 2d8 points of damage when the wall appears. The wall can be smashed down by creatures with an 18 or greater Strength if they use a blunt weapon. Every 10 points of damage the creature inflicts on the wall causes the collapse of a 5 foot x 5 foot x 1/2 foot section of the wall. The wall is composed of bones of many different types of creatures, fused in bizarre angles. It cannot be animated by an animate dead spell. The material component for this spell is the branch of withered peach tree taken from a cemetery.

Wall of Fire (Evocation)

Level: 4
Range: 6"
Duration: Special
Area of Effect: Special
Components: V S, M
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: This spell conjures a blazing curtain of amber flames inflicting 2d6 points of damage to those within, +1 point of damage for every level of the caster. The side nearest the wu jen radiates no heat, but the far side inflicts 1d6 points of damage to those within 1 ", 1-3 points to those within 2". Undead and creatures susceptible to fire take double damage. The wall is immobile, and lasts as long as the wu jen concentrates upon it, or the wu jen's level in rounds if no concentration is given. The spell may be cast as a sheet-like wall of up to 2" square per level of the caster, or a ring of 1" + 1/4" per level of the wu jen casting the spell. The material component of the spell is a piece of volcanic glass.  

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