WU JEN SPELLS 6th Level


Aura (Divination) Reversible

Level: 6
Range: 0
Duration: 1 turn
Area of Effect: 1 mile diameter/level
Components: VS
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This spell allows the wu jen to read the aura of an area, determining the basic alignment and magical tendencies of most of the inhabitants and items in the area. When cast, an aura appears over every dwelling or structure within the area of effect indicating whether most or the principal occupant is good, evil, lawful, neutral, or chaotic. In addition, areas with a high concentration of magic are also revealed. Standing on a hill overlooking a village, the wu jen casts this spell. Each of the houses in the village begins to glow, indicating the primary nature of the inhabitants. Thus, the wu jen is able to note the homes of good people, evildoers, and lawful types. Temples and shrines have a magical glow because they are more predisposed to magic than other areas. Likewise, haunted and cursed areas have an appropriate aura. The aura even appears over dwellings the caster cannot directly see-a faint glow over the treetops might indicate a hut or cave deep in the woods. The reverse of this spell, mask, hides the aura of any one dwelling from detection by the aura spell.

Control Weather (Alteration)

Level:6
Range: 0
Duration: 4-24 hours
Area of Effect: 4-16 square miles
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: Using this spell, the wu jen can manipulate the weather within a given area within 1d4 turns of the completion of the spell. Each of the three "aspects" of weather may be moved one degree by spell. The aspects and degrees are explained on page 52 of the Players Handbook. Contrary aspects are not possible. The material component is a small skyrocket.

Disintegrate (Alteration)

Level: 6
Range: ½”/level
Duration: Permanent
Area of Effect: Special
Components: V S, M
Casting Time: 6 segments
Saving Throw: Neg.

Explanation/Description: This spell causes living, non-living, and magical matter to vanish permanently. It may affect one creature or a non-living object of up to 1" cubic volume. The material component of this spell is a lodestone.

Enchant an Item (Conjuration/Summoning)

Level: 6
Range: Touch
Duration: Special
Area of Effect: One item
Components: V, S, M
Casting Time: Special
Saving Throw: Neg.

Explanation/Description: This spell is used by the wu jen to prepare an item for enchantment and to effect that enchantment. An item that is to be made magical must be sound and undamaged, and must be of the highest quality materials, costing not less than 20 ch'ien. The enchanting wu jen must work on this item alone tor 2 + 1d8 days, working eight hour days, to become familiar with the object. No other spell casting may be done during this period, and the item may not be more than one foot from the wu jen during the period. At the end of this time, a saving throw is made for the wu jen, with success indicating that the item is ready to receive the magics cast upon it, which must be cast within the next 24 hours. The subsequent spells require 4-8 hours per spell level, and each additional enchantment must follow within 24 hours of the last. These additional magics are not permanent unless a permanency spell is also cast, though items with charges may never be made permanent. The material component varies according to the item being affected.

Gambler's Luck (Invocation; Enchantment/Charm)

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

Explanation/Description: When cast, the wu jen has no control over what form this spell takes. He must abide by the winds of fate. There is a 60% chance the outcome is good and a 40% chance the outcome is bad. A good outcome improves all die rolls made for the character by 1 (or 10% for percentile rolls) for the duration of the spell. A bad outcome does not affect the die rolls of the character, but inflicts him with a gambling mania for the duration of the spell. The character automatically accepts any game of chance or wager offered him. The game or wager must include some element of chance, thus, dares are not considered to fall in this category. Likewise, the spell does not force the character to accept suicidal wagers (the character does not agree to kill himself or let another kill him) on the basis of a coin toss He would, however accept a bet which offered freedom or surrender or the basis of a roll of the die. The character continues to play at any game until he is unable to pay, although he attempts to borrow from others to remain in a game. The material component for this spell is a small statuette of the god of luck.

Geas (Enchantment/Charm)

Level: 6
Range: Touch
Duration: Special
Area of Effect: Creature touched
Components: V
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: A geas places a magical command upon an intelligent, conscious creature to perform (or not perform) certain actions. Self destructive orders are always ignored, but all others are followed until they are completed. Ignoring the geas causes the target creature to sicken and die within 1d4 weeks, with deviation resulting in loss of Strength points. A geas may only be lifted by a wish spell or other similar magic. The wu jen has the casting time alone to phrase the nature of the geas.

Glassee (Alteration)

Level: 6
Range: Touch
Duration: 1 round/level
Area of Effect: Special
Components: V S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: By means of this spell, four inches of metal, 6 feet of stone, or 20 feet of wood may become transparent to the wu jen's gaze, or create a one-way window. In either case, the viewing area is 3 feet wide by 2 feet high, and is the same Strength as the original material. The spell does not function on lead, gold, or platinum. The material component is a small piece of crystal.

Lower Water (Alteration) Reversible

Level: 6
Range: 8"
Duration: 5 rounds/level
Area of Effect: 1/2" by 1/2" square area/level
Components: V S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: The wu jen casting this spell may lower water or other fluid by 5% of its current height per level. The material component is a glass vial or dust. The spell's reverse, raise water, raises the water to its highest normal level, plus ½ foot for every level of the caster. The material component of this spell is a vial of water.

Mass Suggestion (Enchantment/Charm)

Level: 6
Range: 3"
Duration: 4 turns + 4 turns/level
Area of Effect: One creature/level
Components: V M
Casting Time: 6 segments
Saving Throw: Neg.

Explanation/Description: This spell functions the same as the 3d-level suggestion spell, except that it allows the wu jen to implant the same suggestion into the minds of a number of creatures. If used on a single creature, the saving throw is at -2.

Metal to Rust (Alteration) Reversible

Level: 6
Range:0
Duration: Permanent
Area of Effect: 1/2 cubic foot/level
Components: V S, M
Casting Time: 1 round
Saving Throw: Special

Explanation/Description: This spell allows the wu jen to reduce ferrous metal to a crumbled pile of rust with a single touch. Upon casting the spell, the wu jen touches the item (rolling a hit if necessary), causing it to fall away in large flakes of rust. Normal metallic items do not receive a saving throw-the effect is automatic. Magical metals make a saving throw vs. disintegration (17 for hard metal, 19 for soft metal and jewelry), receiving the appropriate bonus to the saving throw for the strength of the magic. Magical items of ferrous content which do not have a specific plus value (an iron amulet of ESP for example) must be assigned a bonus to the saving throw by the DM. The reverse of this spell, rust to metal, restores a rusted item to its original condition if at least 90% of the original material is present. The material component for this spell is a flask of seawater.

Move Earth (Alteration)

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

Explanation/Description: This spell allows the wu jen to move dirt, sand, and earth (but not rock), taking one turn of casting time for every 4" square area. Major excavations and movements require the summoning of an earth elemental to aid. The material components for this spell are a bundle of soil wrapped in a ball and a blade of iron.

Pain (Invocation)

Level: 6
Range: 6"
Duration: Instantaneous
Area of Effect: Hit dice or levels equal to caster's
Components: V S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When cast, the wu jen targets this spell at a single creature or creatures. lf multiple creatures are affected, all must be within 20 feet of each other. All affected are struck by pains and agony. These pains pass in an instant. Once past, however, the creatures find their muscles contorted and their strength reduced. Both Dexterity and Strength are reduced to 3 tor 2d4 rounds after the spell is cast. This causes the creature to be -3 on hit rolls, -1 on damage, -3 on reaction attacking adjustment, and + 4 on defensive adjustment. At the end of 2d4 rounds, the Strength and Dexterity of the creature return to normal. A strength or prestidigitation spell cancels the effects of pain, providing the needed vitality to restore Strength and Dexterity to normal ranges. The material components for this spell are a leech and stone scraped against a slate.

Part Water (Alteration)

Level: 6
Range: 2"/level
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 can create a trough through water 3 feet deep by 1 foot wide by 2" (2o feet or yards) for every level of experience, which remains until the duration elapses or the wu jen cancels the spell, The material component of this spell is a ball of dust wrapped in leaves.

Permanent Illusion (Illusion/Phantasm)

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

Explanation/Description: This spell creates a spectral force that requires no concentration to maintain.

Programmed Illusion (Illusion/Phantasm)

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

Explanation/Description: Casting this spell, the wu jen set up a spectral force that operates on command or when specified conditions are met, and lasts for a minimum of one round per level of the caster.

Repulsion (Abjuration)

Level: 6
Range: 1 "/level
Duration: 1 round/2 levels
Area of Effect: 1" path
Components: V M
Casting Time: 6 segments
Saving Throw: None

Explanation/Description: The wu jen casting this spell may cause all creatures in the direction being faced to move away at 3" per round. The material component of the spell is a pair of statuettes made of ebony and ivory.

Speak With Dead (Necromantic)

Level: 6
Range: 1"
Duration: Special
Area of Effect: One creature
Components: V S, M
Casting Time: 1 turn
Saving Throw: None

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

Spiritwrack (Evocation/Abjuration)

Level: 6
Range: 1 "/level
Duration: Special
Area of Effect: Special
Components: V M
Casting Time: Special
Saving Throw: Special

Explanation/Description: The spiritwrack is a powerful spell used against a creature of the lower planes whose name is known. The material component of the spell is a vellum sheet upon which the incantation and the creatures name is inscribed in ink made of demon ichor and powdered rubies (1,000 gp for the vellum, 5,000 for the rubies for each document). Only one such document may exist for any creature at one time, and a wu jen may only possess one document at a time. If the creature is present, it is rooted to the spot unless it makes its magic resistance roll (if any). If it makes the roll the reading makes it so uncomfortable that it flees to its home plane unless held by magic. In the second round the pain increases, and the creature loses 1 hit point for every hit die possessed. In the third round of reading, the creature loses 50% of its existing hit points, and is banished to its home plane for a number of years equal to the level of the wu jen casting the spell. Most creatures of the lower planes are loathe to be subject to this spell, so there is a 25% cumulative chance per round that the creature submits to other demands to prevent the spell from being finished. In any event, the being is the sworn foe of the wu jen thereafter.

Stone to Flesh (Alteration) Reversible

Level: 6
Range: 1"/level
Duration: Permanent
Area of Effect: One creature
Components: V, S, M
Casting Time: 6 segments
Saving Throw: Special

Explanation/Description: This spell turns stone to flesh, restoring to life those creatures that once lived if a system shock roil is successful. Nine cubic feet per level of "unliving" stone may be converted. The spell's reverse converts flesh to stone of if a saving throw is failed. The spell’s material components are a pinch of earth and a drop of blood. Its reverse requires a pinch of lime and a drop of water.

Sword of Darkness (Evocation/Necromantic)

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

Explanation/Description: This spell creates a jet black sword that radiates a palpable aura of evil. The sword can appear anywhere within the range of the spell. When cast, the wu jen targets the spell on one creature. Thereafter the sword can only attack that creature. The wu jen must concentrate on the actions of the sword, causing it to strike as if he held it in his own hand (non-proficiency penalties do not apply). On a successful hit, the sword temporarily drains the creature hit of 1-3 levels or hit dice. Appropriate hit points, fighting ability, spell levels, and level powers are lost. The sword itself causes no physical damage. If the victim is reduced below 0 level, he is slain. In 1-3 days, his spirit returns as a kuei (see Monster section). Lost levels are regained 1-3 turns after the sword of darkness disappears, provided the character has not died. However, spells lost are not regained, since they were wiped clean from the character's mind. These spells must be memorized again before they can be cast. The material component for this spell is a katana or long sword worth at least 20 ch'ien which is shattered against a stone.

True Sight (Divination)

Level: 6
Range: Touch
Duration: 1 round/level
Area of Effect: 6" light range
Components: V S
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This spell is similar to the 5th-level shukenja spell true seeing, but it does not allow determination of alignment.

Veil (Illusion/Phantasm)

Level: 6
Range: 1”/level
Duration: 1 turn/level
Area of Effect: 2" x 2” /level
Components: V S
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: The veil spell enables the wu jen to alter the appearance of the surrounding area in such a way that the illusion appears real, and is not dispelled by touch. Only spells such as true sight, true seeing, or similar magical items can pierce the veil.

Vessel (Conjuration)

Level: 6
Range: 2"
Duration: 1-3 turns + 2 turns/level
Area of Effect: Special
Components: V S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell allows the wu jen to create a seaworthy vessel from a single sheet of paper. Use of the spell requires the origami proficiency. The wu jen takes the sheet of paper and, while casting the spell, folds it into the shape of a small junk. Upon completion he utters the final words of the spell and blows on the paper boat. In one round it grows into a full-sized sailing vessel. The ship is large enough to carry the wu jen and four passengers for every four levels of experience the caster has. A 16th level caster could create a small junk capable of carrying up to 17 man-sized people, while a 24th-level caster could create a medium-sized junk able hold as many as 25 people. For the purposes of cargo, one horse equals four humans, assuming a normal amount of clothing and gear carried by each person. Furthermore, the vessel has no need for crew, magically moving under its own power at the rate of 15 inches. At the end of the spell the ship shrinks to its original size.

Warp Stone (Alteration)

Level: 6
Range: 12"
Duration: Permanent
Area of Effect: 1/2 cubic foot/level
Components: V S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This spell is simirar to warp wood because when cast, it causes natural stone to buckle and bend as if it were plastic. Walls can be made to buckle, stone doors burst their fittings, pillars bend, and statues twist. The exact effect of the spell must be determined by the DM based on the type of structure and amount of stone buckled. The material component for this spell is a piece of clay twisted in the caster's hands.  

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