WU JEN SPELLS 8th Level


Antipathy/Sympathy (Enchantment/Charm)

Level: 8
Range: 3"
Duration: 12 turns/level
Area of Effect: Special
Components: V S, M
Casting Time: 6 turns
Saving Throw: Special

Explanation/Description: This spell is used for a specific creature type or particular alignment. It may effect an area of 10 cubic feet per level of the wu jen, or a single item, and in the latter case reduces all saving throws by -2. The wu jen determines if antipathy or sympathy is cast. Antipathy causes the affected creature type or alignment to flee the area or abandon the item until the spell is removed or expires. Those who save are uncomfortable, and lose 1 point of Dexterity per round, up to four points, as long as near the item/area. Sympathy attracts the particular creature or alignment, making then desire to remain in the area or possess the item, unless a saving throw is made. If successful, a second saving throw must be made in 1d6 turns afterward, or the creature returns. The material component of the antipathy is a lump of alum soaked in vinegar; sympathy requires 200 ch'ien of pearls dissolved in honey.

Call (Conjuration/Summoning)

Level: 8
Range: 0
Duration: Instantaneous
Area of Effect: Creature called
Components: V, S, M
Casting Time: 1 turn
Saving Throw: Neg.

Explanation/Description: When cast, this spell allows the wu jen to summon any single creature he knows by sight into his presence. Tthe wu jen must know the specific identity of the creature called, not just the general type. Calling for a ki-rin is not sufficient, the wu jen must have a specific ki-rin in mind. Creatures with names must be summoned by their true name. A successful saving throw vs. spell allows the creature to ignore the call. Creatures called must be on the same plane as the caster. Once called, the creature is under no compulsion to remain or aid the caster. Deities and similar powerful beings are not forced to heed the call spell. The material components for this spell are a stick of incense and a strip of paper, burned when the spell is cast

Cloud Trapeze (Alteration)

Level: 8
Range: 0
Duration: 1 turn
Area of Effect: Caster & 1 creature/4 levels
Components: V S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: This spell allows the wu jen to soar on a magical cloud at incredible speeds. Upon casting the spell, the wu jen gently lifts into the air on a small cloud and then whizzes away in whatever direction he desires. The wu jen can take one human-sized creature with him for every four levels he possesses. The rate of movement is 10 miles every round. In a single turn, the wu jen can cover 100 miles! Those riding on the cloud feel none of the effects of this swift movement and the ride is perfectly steady and calm, even through the worst weather. At the end of the spell or when the wu jen decides to land, the cloud settles gently to earth and disappears. The material component for this spell is a boll of cotton.

Finding the Center (Alteration/Invocation)

Level: 8
Range: 0
Duration: 1 turn
Area of Effect: Caster only
Components: S
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: This spell is a more powerful version of aiming at the target. Like that spell, finding the center can be cast after a spell that requires concentration and the casting is a series of breathing exercises which releases the power of the spell. Once finding the center is cast, the wu jen no longer need concentrate on the first spell for it to have effect. His unconscious mind maintains the concentration required for the spell. The wu jen is free to take other actions-movement, combat, casting other spells, or any activity he could normally undertake. The concentration required by the first spell cannot be broken unless the wu jen is slain, his mind enfeebled, confused, or controlled, or the spell's duration ends.

Giant Size (Alteration) Reversible

Level: 8
Range: 0
Duration: 2-8 rounds
Area of Effect: Caster only
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell allows the wu jen to assume truly gigantic proportions. As soon as the spell is cast, the wu jen must make a system shock roll. If the roll is failed, the character permanently loses 1 point of constitution. The Spell causes the wu jen to instantly grow, adding a height of 3 feet for every level of experience. An 18th level wu jen would be about 60 feet tall and a 29th-level wu jen would stand a colossal 93 feet tall. The strength of the wu jen increases proportionately- 1 point of strength for every three level of experience to a maximum of 25. However, the giant form is awkward and clumsy, so the wu jen does not receive any hit bonuses for his increased Strength (although he does receive damage bonuses). The percentile scores for an 18 Strength are ignored, going directly from 18 to 19 in strength. Damage bonuses for Strengths above 18 are equal to +6 +1 point for every point of strength greater than 18. The Armor class of the wu jen en is improved by 1 for every 12 feet of height gained. The hit points of wu jen remain unchanged and the movement rate also remains unchanged, because of the slow and lumbering body of the caster.

While in giant form, the wu jen cannot cast spells of any type. Items carried by the wu jen do not increase in size, except for normal clothing. Obviously, because of this, the wu jen cannot use normal weapons. However, he can uproot trees to use as clubs (2d10 points of damage) if a successful bend bars / lift gates die roll is made. Boulders can be hurled, again if a successful bend bars / lift gates die roll is made. Each boulder thrown causes 3d6 points of damage. Other acts of rampage and destruction must be adjudicated by the DM, using the general guidelines of Strength and the bend bars / lift gates die roll. Also, since the spell causes a sudden spurt of growth the caster should take care in picking the place the spell is used. If cast underground or in an area smaller than the full size attained by the caster, the caster is going to take damage, possibly even die because of the squeezing and crushing that occurs. The material component for this spell is the scale of a dragon or hairs from the head of a giant.

The reverse of this spell is minute form. When cast, the size of the caster reduces by three inches per level thereafter. An 18th-level caster reduces by 54 inches. When the caster shrinks to one inch in height only 1/8th of an inch is lost per level thereafter. The maximum reduction allowed is 1/8th of an inch tall. The Armor Class of the caster remains unchanged. However, the character must be seen to be hit! The movement rate is reduced by 1" per foot of height lost. Upon reaching the last foot of height, the movement rate is reduced 1" for every further 3-inch reduction in height. The movement rate can never be less than 1 foot per round. Upon reaching one foot in height, the creature suffers only half normal damage from falls. At one inch or less of height, no damage is suffered from falls. However the creature is highly susceptible to winds and breezes and can be easily blown about by gust of wind, wind breath and similar spells. Although all items shrink when this spell is cast, most are rendered unusable or negligible in their effect. The ranges and effects of magical items and spells are adjusted proportionately to their size. The material component for this spell is a flea swallowed by the caster.

Incendiary Cloud (Alteration/Evocation)

Level: 8
Range: 3"
Duration: 4 rounds + 1-6 rounds
Area of Effect: Special
Components: V, S, M
Casting Time: 2 segments
Saving Throw: 1/2

Explanation/Description: This spell appears similar to the smoke version of the pyrotechnics spell, except that its dimensions are a cloud 10 feet high by 20 feet square. On the third round, the cloud bursts into flame, inflicting on those within it 1/2 point damage per level of the casting wu jen. This increases to 1 point of damage per level in the next round, then reduces to 1/2 point damage per level the round following. The wu jen must have an available fire source, and the material components for a pyrotechnics, and a pinch of dust.

Mind Blank (Abjuration)

Level: 8
Range: 3"
Duration: 1 day
Area of Effect: One creature
Components: V S
Casting Time: 1 segments
Saving Throw: None

Explanation/Description: The mind blank spell protects the recipient from aft devices and/or spells or spell-like abilities which detect, influence, or read emotions and/or thoughts, including charm and information gained by a wish spell.

Permanency (Alteration)

Level: 8
Range: Special
Duration: Permanent
Area of Effect: Special
Components: V S, M
Casting Time: 2 rounds
Saving Throw: None

Explanation/Description: This spell makes the duration of certain other spells permanent. The following personal spells can be made permanent, at the cost of 1 point of Constitution of the wu jen:

comprehend languages
detect evil
detect invisibility
read magic
secret signs
water protection
detect shapechanger
unseen servant
tongues
detect magic
protection from normal missiles
protection from charm

The wu jen may also make permanent the following spells cast on other creatures or objects. There is only a 5% chance of losing a point of constitution if cast upon a non-living object:

ghost light
invisibility
respect
giant size
wall of force
dispel magic
wall of fire
secret signs
wall of fog
emotion
metal skin
apparition
stinking cloud
invisibility

Polymorph Any Object (Alteration)

Level: 8
Range: 1/2"/level
Duration: Variable
Area of Effect: Special
Components: V, S, M
Casting Time: 1 round
Saving Throw: Special

Explanation/Description: This spell changes one object to another. If used as a polymorph other or stone to flesh, saving throws are at -4. otherwise, duration and effect depend upon how far removed (in kingdom, class, relationship, size, shape, and Intelligence) the final result is from the original, with small changes being permanent. Creatures affected by this spell must make a system shock roll, and radiate a strong magic while polymorphed. The material components of this spell are mercury, gum arabic, and smoke.

Power Word, Blind (Conjuration/Summoning)

Level: 8
Range: 1/2'/level
Duration: Special
Area of Effect: 3" diameter
Components: V
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: Upon uttering the power word, blind, up to 100 hit points of creatures are blinded. Duration of blindness for an individual creature depends on its hit points with those of 50 hit points or less blinded for 2-5 turns, those of greater hit points blinded for 2-5 rounds.

Summoning Wind

Level: 8
Range: 0
Duration: Instantaneous
Area of Effect: Special
Components: V S
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell causes a magical wind to carry an urgent message to one or more creatures. When cast, the wu jen can phrase any message of 25 words or less. This message can then be sent to any creature or creatures. The number of creatures that can be contacted is 10 times the level of the caster. The specific identity of each creature need not be known, but some type of common identifier must be provided. This must be more specific than the creature's race or character class. It must be some identifier of the position of the creature or creatures called. The wu jen could send the message to the soldiers of his palace guard or to the governors of all the provinces of a single land. The message is delivered on a gentle breeze, whispering its secrets into the ears of those it is intended for. The spell does not compel the receiver to respond or take any action. It only informs them of the message sent. This spell is commonly used to rally troops, send warnings, or disseminate proclamations.

Surelife (Alteration)

Level: 8
Range: 0
Duration: 2-8 rounds
Area of Effect: Caster only
Components: V S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This spell allows the caster to protect himself from some sure cause of death-one that if entered or undertaken is normally guaranteed to cause the death of the character. The event protected against can only be a natural one-not a spell or the action of a character or creature. The wu jen could use the spell to protect himself from dying in a pot of boiling oil or under the crushing weight of an avalanche, but could do nothing to prevent death from the breath of a dragon or the swords of a band of samurai. The event being protected against must be specific and the spell is only effective against that event. Should the event come to pass during the duration of the spell, the wu jen suffers no damage from it nor does he feel any discomfort. However, the spell does nothing to protect those items carried or worn by the wu jen. At the expiration of the spell's duration, the event formerly protected against has full normal effects on the wu jen. The material component for this spell is an ointment of peach syrup and cinnabar.

Symbol (Conjuration/Summoning)

Level: 8
Range: Touch
Duration: Special
Area of Effect: Special
Components: V S, M
Casting Time: 8 segments
Saving Throw: Special

Explanation/Description: This spell creates magical runes which affect creatures that pass over, touch, read, or pass through the area in which they are inscribed. Any of the following symbols may be inscribed (no saving throws unless indicated):

Death: Slays up to 80 hit points of creatures.
Discord: All creatures affected argue with each other for 5d4 rounds, and those of opposing alignments have a 50o/o chance of fighting tor 2d4 rounds.
Fear:All affected creatures make saving throws vs. spell at -4 or flee in panic.
Hopelessness: All creatures must turn back in dejection if a save is failed, and submit to an opponent's demands. The Hopelessness lasts for 3d4 rounds, and during that time there is a 25% chance of no action being taken.
Insanity: Up to 120 hit points of creature become insane and act as if a confusion spell is cast upon them.
Pain: All affected creatures are -2 on Dexterity, -4 to hit, because of wracking pain, for 2d10 turns.
Sleep: All creatures under 8 + 1 hit die fall asleep tor 4d4 turns.
Stunning: Up to 160 hit points of creatures are stunned for 3d4 rounds.

The type of symbol cannot be determined without setting off its effects. The material components of this spell are powdered black opal and diamond dust worth 1,000 ch'ien.

Whirlwind (Conjuration/Summoning)

Level: 8
Range: 48"
Duration: 2-7 rounds
Area of Effect: Cone 36" tall & 12" wide at top
Components: V, S, M
Casting Time: 1 turn
Saving Throw: ½

Explanation/Description: This spell summons a powerful tornado or whirlwind anywhere within the area of effect. When cast, a column of whirling air touches down at the point indicated by the caster. The tip has a 10-foot diameter. Thereafter; if the wu jen continues to concentrate on the spell, he can attempt to move it in any direction desired at the rate of 15" per round. To do this, the wu jen must make a successful saving throw vs. paralysis. lf the save is failed, the wu jen has lost control of the whirlwind for the duration of the spell. Thereafter, each round the whirlwind moves its full movement in a direction. Wooden buildings struck by the whirlwind have a 75% chance of being destroyed. lf not destroyed, the building, although suffering damage, remains standing and can be repaired. Stone buildings collapse only 15% of the time and damage suffered by those still standing is relatively minor. Trees are uprooted 80% of the time and those not ripped out are battered and broken.

All creatures caught within the whirlwind must make a saving throw death or suffer 6d10 points of damage. If the saving throw is successful the damage suffered is half this amount. In addition, on a roll of a natural 20, the creature through some freak of nature is totally unscathed by whirlwind even if all about him is destroyed. The whirlwind always seeks to fill the area of effect. If cast underground or in a confined area it certainly affects the caster as well. A control weather spell can be used to weaken the strength of the whirlwind and two such spells cast with the same purpose cause it to disappear. Once the spell has been cast, whirlwind remains for the full duration of the spell. The caster cannot voluntarily end it. The material component for this spell is a child's top.

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