WU JEN SPELLS 5th Level


Aiming at the Target (Invocation)

Level: 5
Range: 0
Duration: Special
Area of Effect: Caster only
Components: S
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: This spell is an outgrowth of the wu jen's training in meditation and his ki powers. It is cast by calming and clearing the mind through carefully controlled and strict breathing exercises. This action releases the energy of the spell. When cast, this allows the wu jen to concentrate on a single action regardless of other actions. It is one of only two spells a wu jen can cast without breaking the concentration required to maintain another spell (finding the center also has this property). A wu jen could cast phantasmal force on one round and aiming at the target the next without breaking the concentration he needs to maintain the phantasmal force. Once cast, it allows the wu jen to move normally, receive his normal defensive adjustment for Dexterity, suffer damage, and make successful saving throws without breaking his concentration. The mind of the wu jen is focused on the spell he is concentrating on, yet he is aware of events occurring around him. The duration of the spell is two turns or until he stops concentrating on the first spell.

Animal Growth (Alteration) Reversible

Level: 5
Range: 6"
Duration: 1 round/level
Components: V S
Casting Time: 5 segments
Saving Throw: None
Area of Effect: up to 8 animals in a 2" square area

Explanation/Description: This spell causes the affected animals to grow to twice their normal size, doubling hit dice and damage in combat. Its reverse, animal diminution, reduces the animal by half, halving its hit dice and damage.

Animate Dead (Necromantic)

Level: 5
Range: 1"
Duration: Permanent
Area of Effect: Special
Components: V S, M
Casting Time: 5 rounds
Saving Throw: None

Explanation/Description: The wu jen wielding this spell may create skeletons and zombies from dead bodies, which are then subject to the commands of their creator. The wu jen may create one skeleton or zombie for each level of experience, and these undead creatures last until destroyed or dispelled. The material component of the spell is a piece of a burial shroud.

Cone of Cold (Evocation)

Level: 5
Range: 0
Duration: Instantaneous
Area of Effect: Special
Components: V S, M
Casting Time: 5 segments
Saving Throw: 1/2

Explanation/Description: This spell causes a cone-shaped field of cold to spring from the wu jen’s hand, ½” long per level of the caster. Those within the cone of cold take 1d4 points of damage, plus 1 point for every level of the wu jen. The material component is a glass cone.

Conjure Elemental (Conjuration/Summoning)

Level: 5
Range: 6"
Duration: 1 turn/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 conjure an elemental of air water, earth, or fire if the wu jen has a large amount of that given element. The elemental has 16 hit dice, and answers to the wu jen’s commands as long as it is controlled. The wu jen must concentrate fully to control an elemental, and in any event there is a 5% chance that control is lost on the second and following rounds. An uncontrolled elemental seeks to attack the wu jen that summoned it. Control can be maintained as far away as 3” per level of the wu jen. The material component of this spell depends on the type of elemental. An air elemental requires burning incense, one of earth requires soft clay, one of fire requires lit sulfur and phosphorus, and a water elemental requires water and sand or salt. Although nature/wood is considered an element, it possesses no elemental creatures.

Creeping Darkness (Evocation)

Level: 5
Range: 24”
Duration: 3 rounds/level
Area of Effect: 30 cubic feet
Components: V S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: This spell creates an amorphous cloud of inky blackness. The cloud can be shaped and moved as desired by the caster throughout the duration of the spell if he maintains concentration upon it and it does not move beyond spell range. It has a movement rate of 6". It can seep through the smallest cracks and float in the air; as desired. The cloud is impenetrable to all types of vision except a true sight or similar spell. It also blots out all sound within the cloud, thus preventing the casting of spells by the spell casters encased by it. It is susceptible to wind. The area of effect is reduced by 1 cubic foot and the duration by one round for every five miles per hour of wind. While concentrating on the spell, the wu jen can normally move no more than 3" per round. The material components for this spell are a whisker from an old black cat and a tiny bottle of smoke captured on a moonless night.

Dismissal (Abjuration) Reversible (Conjuration/Summoning)

Level: 5
Range: 1"
Duration: Permanent
Area of Effect: One creature
Components: V S, M
Casting Time: One round
Saving Throw: Neg.

Explanation/Description: This spell allows the wu jen to return an extra-planar creature to its native plane. The creature's name and type must be known, and the spell must conquer magic resistance as well. The creature being dismissed receives a saving throw, with the difference in levels between the caster and creature used as a bonus or penalty to that saving throw. Should the saving fail (a willing creature needs no saving throw), the creature is returned to its home plane.

The spell's reverse, beckon, calls a creature from another plane into the presence of the caster, but does not guarantee the creature is friendly to the wu jen. Neither of these spells function on creatures who are natives of the Prime Material plane, nor those with part of their ancestry in this plane. The material component for the dismissal is an object inimicable and distasteful to the creature, while for the beckon it is an item pleasing and desirable to the creature.

Fire Breath (Evocation)

Level: 5
Range:0
Duration: Instantaneous
Area of Effect: Cone 3” long x 1 ½” wide at base
Components: V S, M
Casting Time: 1 round
Saving Throw: 1/2

Explanation/Description: This spell allows the. wu jen to breathe a cone of magical flame into the area of effect. All within the cone suffer 1d6 points of damage for every level of the wu jen unless they make a saving throw vs. breath weapon (which reduces the damage to half). Combustible objects (other than the clothing and gear of creatures in the cone) are ignited automatically. This may cause additional damage to those within the area. The DM must rule on these situations. The material component for this spell is a piece or red hot charcoal clenched in the teeth of the caster. This charcoal does no damage to the caster.

Ironwood (Alteration)

Level: 5
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 changes the tensile strength of wood to that of the finest steel. It only affects the hardness of the wood. Coloration, texture and weight are unaffected. If cast on normal living plants, the spell has a 50% chance of working. If successful, it does not interfere with the normal growth of the plant but gives all parts of the plant, including leaves, flowers and fruit the hardness of steel. If cast on a plant-like monster, a saving throw vs. spell must be made by the creature. If the saving throw is successful, the spell has no effect. If the spell does take effect, the creature becomes rigid and paralyzed. The Armor class of the creature becomes 0 and a hit roll must always be made when striking it, since the hardness is imbued throughout the body of the creature. The material component for this spell is a pinch of metal filings mixed with the sap of a willow tree.

Major Creation (Alteration)

Level: 5
Range: 1"
Duration: 6 turns/level
Area of Effect: Special
Components: V S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell comparable to the 4th-level minor creation spell, save that it extends to mineral as well as vegetable creations. If vegetable objects are created, the duration of the spell is doubled.

Mass (Alteration)

Level: 5
Range:
Duration: 5 rounds.+ 1 round/level
Area of Effect: 1 cubic foot/level within 10’ sq. area
Components: V S M
Casting Time: 1 round
Saving Throw: Neg.

Explanation/Description: By means of this spell, the wu jen is able to control the weight of an item if it is within the size range of the area of effect. He can render the object so heavy as to be immovable or as light as a feather. Throughout the duration of the spell he can alter the weight of an object at will, increasing it one round and decreasing it the next. The mass of the item can be increased or decreased up to 5% per level. At 10th level, the wu jen could change the mass of an item by 50%. The change in mass has no adverse effect on the properties of the item affected beyond the change in weight. Furthermore, multiple items can be affected if all are within the same 10 foot square area. Missiles may be increased up to double their mass (causing double the normal damage) and still fired although their ranges are halved. Heavy items can be carried with ease, although the bulk of the item may prevent it from being carried readily. Thus a huge boulder rendered extremely light would still be difficult to carry because of its size. The material components for this spell are the feather of a hummingbird and a bit of the toenail of an elephant.

Metal Skin (Alteration)

Level: 5 Range: Touch Duration: 2-8 rounds Area of Effect: Creature touched Components: V S, M Casting Time: 5 segments Saving Throw: None

Explanation/Description: This spell transforms the skin of any creature touched into a gleaming steel-hard surface. The spell recipient's Armor class becomes 2 for the duration of the spell, but the character becomes slow and stiff. The character moves at half his normal movement rate and always acts last in combat. The character's skin is considered metal for the purposes of the magnetism spell. The material component for this spell is a small piece of rhinoceros hide swallowed by the caster.

Passwall (Alteration)

Level: 5
Range:
Duration: 6 turns + 1 turn/level
Area of Effect: Special
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: A passwall enables the wu jen to open a passage through wood, plaster, or stone walls, 5 feet wide by 8 feet high by 10 feet deep. The material component of this spell is a pinch of sesame seeds.

Servant Horde (Conjuration/Summoning)

Level: 5
Range: 0
Duration: 6 turns + 2 turns/level
Area of Effect: 6" radius of spellcaster
Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: This spell creates a number of invisible servants similar to the unseen servant spell. The number of servants that can be created is equal to 2d6 + 1 per level. These servants have all the limitations of the unseen servant except that they can also be used for common laboring tasks, provided they are carefully directed by the spell caster. They could serve at a banquet, help dig earthworks, row a ship, act as porters, or assist in a farmer's fields. The material component for this spell is a small stick crossbar to which many lengths of knotted thread are attached.

Shadow Door (Illusion/Phantasm)

Level: 5
Range: 1"
Duration: 1 round/level
Area of Effect: Special
Components: S
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: This spell creates the illusion of a door or sliding panel which the wu jen appears to step through. The wu jen is in fact, rendered invisible by this spell for as long as the illusion is there, and may flee undisturbed. Those opening the "door" see an empty 10-foot by 10-foot room. Only true sight, a gem of seeing, or similar means reveals the illusion.

Spirit Self (Alteration)

Level: 5
Range: 0
Duration: 3-12 rounds
Area of Effect: 24" radius of spellcaster
Components: V S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: This spell allows the wu jen to send his spirit outside his body while maintaining some semblance of life in the physical body. When the spell is cast, the wu jen's spirit invisibly separates itself from the body and is free to move around. The body does not fall into a trance, but assumes a type of half-awake state. The wu jen (in spirit form) can instruct the body to take simple actions such as walk, converse, or eat while he does other things in spirit form. The body behaves as if in a daze. The spirit form of the wu jen retains the ability to cast spells, although doing so instantly forces the return of the spirit form to the body. The spirit form is considered to be a spirit for the purposes of protection from spirits and other spells.

Damage taken by the body or the spirit is subtracted from the hit points of the wu jen. If the body is destroyed, the wu jen is slain. If the body is moved beyond the range of the spell, the wu jen is unable to return to it. If the spirit form does not return to the body before the end of the spell's duration, it is trapped outside the body. The wu jen's body falls into a catatonic state while the spirit must wander aimlessly. With the expiration of the spell, the character loses the ability to cast his spells in spirit form. The spirit can be returned to the body through the means of a restore spirit spell. The material component for this spell is a small mandala.

Stone Shape (Alteration)

Level: 5
Range: Touch
Duration: Permanent
Area of Effect: One cubic foot per level
Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: By means of this spell the wu jen can form existing stone into various shapes, such as a stone weapon, a door or trap door, or a coffer. The degree of carving is not great, but rough shapes may be created. The material component of this spell is soft clay, which is worked into the shape of the stone desired.

Sword of Deception (Evocation)

Level: 5
Range: 6" + 1"/level
Duration: 1 round/level
Area of Effect: One creature
Components: V, S, M
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: This spell creates a shimmering pale green blade anywhere the caster desires within the range of the spell. This sword hovers and dances in the air, striking of its own accord if the caster concentrates on it. The sword strikes as if it were wielded by a samurai of the same level as the caster and causes 1d4 points of damage. Since it is magical it can strike any creature hit only by magical weapons. In addition to the damage done, each hit of the sword lowers the chances of the victim making his next saving throw by -1. This effect is cumulative up to -5. After this is reached, additional hits only cause damage. The sword can be moved from creature to creature within the duration of the spell, but only one creature can be attacked at a time. The saving throw penalty remains in effect until the creature is forced to make a saving throw in a dangerous situation. Thus, a companion of the victim could not cast a relatively harmless spell on him to cancel the effect. Remove curse, limited wish, and wish can be used to negate the effect. The material components for this spell are a miniature replica of a sword and a set of loaded dice.

Telekinesis (Alteration)

Level: 5
Range: 1 "/level
Duration: 2 rounds/ + 1 round/level
Area of Effect: 250 gp weight/level
Components: V, S
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: This spell allows the wu jen to move objects by mental concentration. Such movement is 2" the first round and doubles each round (to a maximum of 1024" per round). Telekinesis may be used to move opponents within the weight limit, but those that move otherwise (such as flight), may escape the effects of the spell, provided a speed of 16 " per round has not been reached.

Wall of Force (Evocation)

Level: 5
Range: 3"
Duration: 1 turn + 1 round/level
Area of Effect: 20' square area/level
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: This spell creates an impregnable, invisible, non-mobile barrier in the area desired by the caster. The barrier stops all blows, attacks, and breath weapons in either direction. It may only be brought down by a disintegrate spell, or by such items as a rod of cancellation or sphere of annihilation. The material component of this spell is a pinch of diamond powder crushed from stones of not less than 2,000 ch,ien.

Wall of Iron (Evocation)

Level: 5
Range: ½”/level
Duration: Permanent
Area of Effect: Special
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: The wu jen casting this spell creates a vertical wall of iron, 1/4 inch thick per level and covering 15 square feet per level of the caster. It fills a passage tightly if it is cast in an area where it can do so, otherwise it topples over, crushing creatures beneath it. There is a 50% chance it topples either way, modified by 1% for each 300 lbs. over 400 or Strength point over 30 pushing on it. The material component of the spell is an iron bar.

Wall of Stone (Evocation)

Level: 5
Range: ½”/level
Duration: Permanent
Area of Effect: Special
Components: V S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: This spell creates a wall of granite that merges into adjoining rock surfaces. The wall is 3" thick per level of wu jen and 20 feet square in area per level of the caster. It may be used to bridge a chasm, with 50% of the area used for support and buttressing.

Water to Poison (Alteration) Reversible

Level: 5
Range: Touch
Duration: 3 turns
Area of Effect: 1 cubic inch/level
Components: V S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This spell allows the caster to change any water (or drinkable liquid) to an ingestive poison. This poison does 1d4 points of damage per level of the caster. If a saving throw vs. poison is made, the amount of damage taken is reduced by half. A single swallow is sufficient to cause this damage. In addition, those smelling the liquid have a 1% chance per level of experience of noticing the poison. The poison can be diluted up to 50% its normal strength, the amount of damage being caused reduced accordingly. If diluted greater than this, the poison has no effect other than to make those who drink it slightly ill. The reverse of this spell, poison to water, has the opposite effect from that given above. The spells require the fang of a poisonous snake which dissolves in the liquid to be poisoned or purified.

Wood Rot (Evocation) Reversible

Level: 5
Range: 3"
Duration: Permanent
Area of Effect: Special
Components: V S, M
Casting Time: 3 segments
Saving Throw: Neg.

Explanation/Description: When cast, a sickly pale fire leaps from the caster's finger tips, dancing over the wooden object targeted by the spell. If the target is a live plant, the spell succeeds 75% of the time. If the target is a plant-like creature, a successful saving throw vs. spell prevents the spell from having any effect. Non-living wooden objects receive no saving throw. Once the spell takes effect, the wooden object begins to decay at the rate of 1 cubic foot per turn. Plant-like creatures lose t hit die for every cubic foot so rotted. The decayed wood rots and falls away, easily crumbling to the touch. The decay continues until the object is entirely rotted away. A wooden door can be destroyed in several turns, while a large wooden building requires several days. The reverse of this spell, prevent rot, stops the decaying process of the wood rot spell. It does not restore wood already decayed by a wood rot, however. The material component for the spell is a live termite. (or dead, for the reverse).

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