Wu jen are sorcerors, men of mysterious powers. They command the elements, spirit forces, and the very powers of nature. They are seldom found living with the rest of human society. Instead, they live as hermits and anchorites. Living in the wilderness they purify their bodies and minds and contact the various natural and supernatural powers of the world. From these they learn their spells—magical means to control the invisible forces of the world.
Like the shukenja, the wu jen has dedicated his life to a single goal requiring great mental discipline. To reach it the wu jen must sacrifice his ties to family and his concern for honour. They are also little concerned with honour. While wu jen have integrity, they are unconcerned with the codes of honor that preoccupy samurai and other characters. Bonuses and penalties of honour are halved for wu jen.
Wu jen tend to stand apart from the lawful soci- eties in which they live, flouting the rules and norms of decent folk. They have a strong tendency toward chaos, but in any event cannot be lawful.
Wu jen crave magical power in a world where no organized colleges of wizardry exist. Their thirst drives them to seek out others like themselves, hermits, recluses, or exiles who have gained the secrets they seek. Nearly all wu jen are trained by a single mentor in this fashion, outcast from proper society and set apart by their fearsome supernatural powers. To this end they deal also with the spirit world and gain Tengu and Oni as bonus languages. These races also do not necessarily attack a wu jen on site (providing a +2 on Diplomacy and Persuasion checks with these races).
Since wu jen draw their power from supernatural sources, they must operate under special taboos that do not affect other characters. Indeed, these taboos may seem silly or insignificant to other characters. However, they are vitally important to the wu jen since violating them results in the loss of spells, illness, or other evil events. At 1st level a wu jen character must have one taboo. Thereafter an additional taboo must be selected upon gaining every five levels. Some possible taboos are suggested below. The DM may create additional taboos, so long as they are similarly restricting.
- Cannot eat meat.
- Cannot have more treasure than the character can carry.
- Must make a daily offering (of food, flowers, incense, etc.) to one or many spirit powers.
- Cannot bathe.
- Cannot cut one’s hair.
- Cannot touch a dead body.
- Cannot drink alcoholic beverages.
- Cannot wear a certain color of cloth.
- Cannot light a fire.
- Cannot sit facing to the east (or north, south, etc.)
The wu jen is also proficient in the use of the calligrapher tools as these are required to inscribe spells.
WAY OF THE WU JEN
Wu jen are the arcane spellcasters of Oriental Adventures. As with wizards, their spells are their primary class feature, and assume an all-important role in a wu jen’s life. Many wu jen spells draw on the power of the four elements – earth (including wood and metal), fire, water, and air – and a wu jen who masters all the spells of one element gains additional power with those spells. Finally, wu jen are adept at manipulating their spells, increasing their range, duration, or effect, or eliminating verbal or somatic components through per- manent metamagic effects.
Beginning when you select this path at 2nd level, once per day, you can focus your ki to burst into sudden action. This lets you move first for that combat.
Beginning at 2nd levei, you can master a particular elemental spell: earth (wood and metal), fire, water (blood), and air. When you learn all the spells of a single element up to the highest level of spells you can cast, you are considered a master of that element. Thereafter, whenever you casts a spell of that element, the saving throw DC is increased by 1, and you get advantage on saving throws against spells of that element. Note that when you gain the ability to cast higher-level spells, you lose your mastery until you learn all the spells of that element at the new spell level. Certain spells on the wu jen spell list are designated “All”; this means they belong to all elemental groups, and a wu jen must learn these spells in order to achieve mastery of any element. Cantrips are not included as a prerequisite for elemental mastery.
Also, all elemental spells the wu jen casts are enhanced if there is a large amount of that element at hand to be included in the spell as a component. This enhances the DC or range spell attack of the spell by +1. If the spell has no saving throw and is not a range spell attack you may add your Intelligence modifier to the damage roll. Spells are also affected by certain other natural phenomena – full moon makes water spells more powerful, a storm makes air more powerful, a comet or being in the desert improves fire and so on.
An updated spell list can be found here.
Starting at 6th level, you gain your second ki power—the ability to summon massive magical energies. This allows you to cast any one spell that is three or more levels lower than your current level, at maximum effect. The spell automatically has maximum range (if desired), duration, and effect. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spelllevel increases by 1d12. This damage ignores resistance and immunity.
Beginning at 10th leveI, you can add your Intelligence modifier to the damage roll of any spell you have mastered with the Elemental Mastery special ability.
Of all the elemental forces that make up the universe, the most powerful and the most difficult to control is the one that lies between and joins the others: Void. Most shugenjas can call upon and direct only the individual forces of specific elements, while wu jen use them all. But Void disciples understand that everything in the world contains all the basic elements, held together by the least tangible essence. Void is like the silence between notes of music, giving rhythm and shape to the whole. You have mastered the void.
Oncer per day starting at 14th levei, you can make a melee attack using your spell attack bonus to bestow 1d6 levels of exhaustion on a target. You gains 5 temporary hit points for each level of exhaustion you bestow. If the target gains six levels of exhaustion it is entitled to an Intelligence saving throw to reduce it to five levels otherwise it dies.