WU JEN SPELLS 7th Level


Body Outside Body (Conjuration)

Level: 7
Range: 1"
Duration: 1 round/2 levels
Area of Effect: 1 duplicate/5 levels
Components: V S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: This spell allows the wu jen to create one or more duplicates of himself. These duplicates have the normal ability scores and personality of the wu jen. They carry all the normal equipment of the wu jen, but have none of his magical items. Neither do they possess any of the spell abilities of the wu jen. Their hit points are one-fourth those of the caster. When created, they are obedient to the caster and cooperative with each other essentially having the same mind. The duplicates can do anything the wu jen is normally capable of, except cast spells. They suffer damage as do normal characters except that if slain they instantly disappear. Each time a duplicate is slain, the caster suffers 10 points of damage. At the end of the spell duration, all duplicates disappear without causing damage to the wu jen, of course. The duplicates are indistinguishable from the caster, even to a true sight spell. The material component for this spell is a few hairs from the wu jen's head or beard.

Commune With Greater Spirit (Divination)

Level: 7
Range: 0
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 5th-level shukenja spell of the same name.

Duo-Dimension (Alteration)

Level: 7
Range: 0
Duration: 3 rounds + 1 round/level
Area of Effect: Personal
Components: V S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: The wu jen casting this spell converts to two dimensions, and has height and width, but no depth. The wu jen becomes invisible if turned sideways, and can only be detected when in this state by a true sight spell or its equivalent. The wu jen may cast and move normally, and cannot be harmed when in invisible state, but takes triple damage from attacks when visible in duo-dimensional form. Furthermore, as the wu jen has shunted his or her depth into the Astral Plane, there is a chance of attack by astral creatures, with the 25% chance that such an attack brings the wu jen fully into the Astral Plane. The material component of this spell is a flat likeness of the wu jen carved in ivory, and worth 1,000-2,000 ch'ien and a strip of leather. Both items are consumed in the casting.

Elemental Servant (Conjuration/Summoning; Enchantment/Charm)

Level: 7
Range: 0
Duration: Special
Area of Effect: One elemental
Components: V S, M
Casting Time: 1 turn
Saving Throw: Neg.

Explanation/Description: This spell allows the wu jen to summon any one of the four types of elementals-earth, air, fire, or water-and compel it to perform a service for the wu jen. Midway through the casting, an elemental of 16 hit dice of the appropriate type appears. The caster then states the service he wishes completed. The service must be one that is within the powers of the elemental, can be completed in one day/level of experience of the wu jen or less, and can be done within the natural element of the elemental. Water elementals do not perform services that take them to land, and fire elementals must remain in their fiery realms, for example.

If the creature makes a successful saving throw vs. spell it disappears instantly, returning to its own plane. If the saving throw is failed, the elemental attempts to fulfill the mission. The wu jen need not supervise the actions of the elemental, agreeing to meet it at some predetermined place when the mission is completed. Typical services include fire elementals forging a blade in the heat of a volcano, water elementals recovering items from the bottom of the ocean, earth elementals producing rare ores from the center of the earth, or air elementals carrying the wu jen to some location. When the mission is completed and the meeting kept, the elemental instantly returns to its own plane. Elementals resent being summoned and forced to perform services and may attempt to exact revenge at some later date. The material component for this spell is a large quantity of the appropriate element and a written document stating the exact nature of the service to be done.

Ice Blight (Evocation/Summoning) Reversible

Level:7
Range: 0
Duration: 1 day/level
Area of Effect: 1/2 mile diameter/level
Components: V S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This powerful spell summons fearsome freezing winds, ice, and snow in the area of effect. Once cast, gray scudding clouds gather and rain begins to drizzle down. The temperature begins to fall abruptly-40 degrees in a single day. Winds begin to blow, gently at first, but slowly gaining strength. Each day the weather conditions worsen. The clouds thicken, the rain falls heavier, the air gets colder, and the winds blow more fiercely. The temperature can drop no colder than -20 degrees. In arctic and winter conditions, the snowfall begins after 6 hours. In temperate climes, snow begins to fall by the end of the first 24-hour period. In desert lands the snow starts 36 hours after the casting of the spell, while tropical areas experience snow by the end of the second day. Thereafter, the snow continues to fall at the rate of 1 inch per hour to a maximum depth of 48 inches. The winds whip the snow into huge drifts (5 feet to 12 feet or more) and the wind chill is extreme. During the snowfall, visibility is limited to 20" and movement rates will be 1/4 the normal.

Creatures exposed to the weather without adequate warm clothing, fire, and shelter suffer 1d8 points of damage each turn. Control weather spells cannot cancel the effects of the ice blight, but can be used to lessen the severity by raising the temperature, slowing the snowfall, and breaking the cloud cover. The reverse of the spell, drought, cancels the effects of ice blight.

Drought has effects similar to ice blight, raising the temperature and drying the land instead of covering it with snow. When cast, the sky quickly clears of clouds and remains so for the duration of the spell. No rain falls for the duration of the spell. The temperature soars upward 20 degrees per day to a maximum of 120 degrees during the day and a cool 100 degrees at night. Fields become hard and cracked after four days, small streams dry up after six days, all but the deepest wells go dry after 10 days, small rivers are reduced to a trickle in 14 days and go dry after 20 days. Large rivers drop noticeably in 10 days and become little more than streams after 20 days. On the 25th day of drought, only extremely deep wells still have water, all else having evaporated or been soaked away.

Plants suffer according to their size and normal habitat. Desert plants hardly notice the drought while those of tropical jungles die and wither rapidly. Normal creatures flee the area of the drought, returning only when normal conditions have been restored and the land recovered. Creatures exposed to the full light of the sun for an entire day suffer 2d6 points of damage a day if without adequate shade and water. Characters in bulky and metallic armors suffer 1-3 points of damage a turn from the blistering heat and exhaustion. As with ice blight, the effects of the spell can be lessened by a control weather spell and a drought is automatically cancelled by the casting of an ice blight.

Casting ice blight or its reverse is an extremely difficult process for the wu jen. He is seeking to control magical energies powerful enough to affect a huge area. Upon uttering the final word of the spell, a tremendous blast of mystical energy leaps through the wu jen, ravaging his body and spirit. The wu jen instantly forgets all other spells memorized the moment this spell is cast. His Strength and stamina are broken, causing him to lose all but 1 hit point. All his ability scores are temporarily reduced to 3 and he must have immediate bed rest (the caster is at the center of the area of effect). Each day the wu jen regains 1 point to each ability score. Only when all his abilities have returned to 50% or more of normal can the wu jen begin to recover his lost hit points (although once this occurs, cure spells can be cast to speed recovery). Likewise, no spells can be memorized until all scores are returned to normal. The material component for ice blight is a piece of ice, while drought requires a handful of desert sand.

Limited Wish (Conjuration/Summoning)

Level: 7
Range: Unlimited
Duration: Special
Area of Effect: Special
Components: V
Casting Time: Special
Saving Throw: Special

Explanation/Description: This spell can alter reality in a limited or temporary fashion according to the desire of the casting wu jen. Such effects are minor, such as restoring lost hit points, influencing the reaction of a creature, and increasing chances to hit for a short duration. Greedy desires usually end in disaster, as the spell is very literal. Casting time is the actual number of six-second segments it would take to phrase a wish.

Obedience (Enchantment/Evocation)

Level: 7
Range: Touch
Duration: Special
Area of Effect: Creature touched
Components: V S, M
Casting Time: 1 round
Saving Throw: Neg.

Explanation/Description: This spell allows the caster to force any non-undead or spirit creature to totally obey the caster's will. Although the spell can be cast on unintelligent creatures, it does not have a useful effect unless the creature can understand the speech of the wu jen. The wu jen must touch the creature to cast the spell and the creature is allowed a saving throw vs. spell to avoid the effect. If the saving throw is failed, the creature is affected by the spell. The spell creates no change in the will of the creature or its personality. It can still refuse to obey orders or attempt to harm the wu jen. However, the wu jen, by uttering a few mystical words, can cause wracking pains in the affected creature. These pains are so intense that the creature cannot do anything, barely able to breathe or talk. By chanting these words over and over, the wu jen can sustain the pain until the creature relents and obeys. For every round the pain is maintained, the creature suffers 1d10 points of damage.

Each day the creature is under the spell it is allowed a new saving throw vs. spell to escape the effect. However, this save is made with a -4 on the die roll. The material component for the spell is a circlet of gold placed on the head of the creature once the spell is cast. This circlet cannot be removed by the creature until a successful saving throw is made, nor does it fall off of its own accord. However, the caster can easily remove the circlet, breaking the spell. A dispel magic, limited wish, or wish spell can also be used to remove the circlet. Finally, there is the smallest chance that a merciful deity will, upon seeing the sufferings of the creature, lift the spell. The DM must decide if this occurs. The deities often view this spell as a means of punishing and correcting evil creatures. Once the circlet is in place, there is no limitation to the range of the spell. The caster can be hundreds of miles away and still maintain his hold over the creature.

Power Word, Stun (Conjuration/Summoning)

Level: 7
Range: 1/2"/level
Duration: Special
Area of Effect: One creature
Components: V
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: The wu jen may stun a creature of his or her choice within range with a single word, leaving it unable to move or attack for the duration of effect. Duration is determined by current hit points: those between 1-30 hit points are stunned tor 4d4 rounds, those with 31-60 hit points are stunned for 2d4 rounds, those with 61-90 hit points are stunned for 1d4 rounds, and those of 90 + hit points are unaffected.

Reanimation (Necromantic)

Level: 7
Range: Touch
Duration: One day/level
Area of Effect: Creature touched
Components: V S, M
Casting Time: 1 round
Saving Throw: Special

Explanation/Description: This spell is identical to the 4th-level shukenja spell, reanimation. However the material components for the spell are a white shawl, incense, and a golden amulet shaped like a phoenix.

Tool (Conjuration/Summoning)

Level: 7
Range: 0
Duration: Permanent
Area of Effect: 3 cubic feet/level
Components: V
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: This spell allows the wu jen to instantly create one or more common items or tools. The wu jen simply casts the spell and says "Now where did I put that (item name)?" The item instantly appears nearby. More than one item can be created up to the limits of the area of effect. The items created are not magical in any way nor are they of any extraordinary value. Money of any sort cannot be created since it has a value greater than its form. Common items include weapons, armor, food, tools, boats, wagons, and horses. Once created, the item is treated as a normal item.

Vanish (Alteration)

Level: 7
Range: Touch
Duration: Special
Area of Effect: Special
Components: V
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: The wu jen casting this spell may teleport items up to 500 gp weight per level of caster, and bring them to himself. Objects of greater weight may vanish, but they are placed in the ethereal plane and replaced with stone. The maximum size that can be affected is 3 cubic feet per level. A dispel magic brings back items from the ethereal plane.

Withering Palm (Evocation)

Level: 7
Range: Touch
Duration: Instantaneous
Area of Effect: Creature touched
Components: V S
Casting Time: 4 segments Saving Throw: 1/2

Explanation/Description: This spell acts similar to a staff of withering. Upon casting the spell, the wu jen must touch the victim. If a successful hit roll is made, the victim suffers 3d6 points of damage and must make a successful saving throw vs. spell to avoid the withering effect. If the saving throw is failed, one limb of the creature (either the limb touched or one randomly determined) becomes shriveled and useless. The head is not considered a limb! If the saving throw is successful, the creature still suffers damage but does not undergo withering. If an arm is withered, the character can still fight, though he cannot use two-handed weapons. Spells requiring somatic components can be cast 75% of the time. If a leg is withered, the character's movement rate is reduced to 1/4 its normal. Armor class decreases by 3 and the character suffers a -4 on his chance to hit. A withered limb can be restored by the use of heal, limited wish, and wish spells.

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