WU JEN SPELL LIST

Since the wu jen has a special ability tied to being able to master spells of different elements it requires adding a tag to the spells in the PHB and those from Princes of the Apocalypse.  Unique spells are also added including the signature fire shuriken

I have also stuck to the Aristotelian view of the elements that runs through all of D&D and Western thought – Fire, Air, Earth and Water.  Eastern cultures usually don’t have air and add wood and metal and sometimes even nature.  I lumped all these under Earth.  Finally their are two more elements – void and blood.  The former comes from mastering all the elements and is linked to the wu jen’s highest level ability.  Blood is an evil strain of magic which generates corruption knowns as Taint.  More on that in a later post.


A note on Focus.  This was kind of abstracted in normal 5e but I kept it for the Wu Jen as I feel it fits the type of spellcasters that exist in mythical Japan – the extensive use of charms.

Focus (F).  A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.

WU JEN SPELL LIST

The wu-jen has access to the standard wizard spell list plus the unique spells listed here. The spells are split into the following elements depending on the damage type they do or provide resistance against.  The five elemental rings are – Fire, Earth, Air, Water and Void:

FIRE

EARTH

WATER

AIR

VOID

Technically wu-jen also have access to spells with the necrotic damage type and necromancy school, however, these are considered to be part of the element of blood – maho-tsukai.  Anytime a wu-jen study, learns or casts a necrotic spell they are exposed to taint.

Spells that protect or manipulate a specific element also fall under the same elemental ring (for example Jump is an air-related spell while shape water would be considered a water ring spell). Spells that have multiple elemental effects or damage types (like meteor swarm) fit into both of the related elements (Earth and Fire for this example). Otherwise, all other spells are considered to fall under the ALL element moniker and are not required for the wu-jen’s Elemental Mastery class ability.

Some spells are replacements for existing spells (like the scale of the lizard) but this is denoted in the spell description.

Finally, some spells do not make thematic sense in Oriental Adventures and these either don’t exist or are modified.

The spells below are either new spells (marked with an * and explained here) or a preexisting utility spell that fits within one of the element rings.

CANTRIPS

1st LEVEL WU JEN SPELLS

Accuracy*, Air
Backbiter*, Earth
Drawing out the Void, Void (as identify)
Elemental Burst*, All
Fiery Eyes*, Fire
Hail of Stone*, Earth
Iron Scarf*, Earth
Melt*, Fire
Scales of the Lizard*, Earth
Secret Signs*
Smoke Ladder*, Fire

2nd LEVEL WU JEN SPELLS
Animate Element*, All
Entangling Scarf*, Earth
Eyes Shall Not See, Air (as invisibility and you may also name a creature that is blind towards your spell target even when the invisibility spell ends)
Fire Shuriken*, Fire
Lightning Blade*, Air
Protection from Charm*
Rain of Needles*, Earth
Suitengu’s Surge, Water (as ray of enfeeblement with the added benefit that the target will miss its next non-critical attack)
Swim*, Water

3rd LEVEL WU JEN SPELLS
Commune with Spirits*
Discern Shapechanger*
Ebb and Flow of Battle, Water (as the haste spell with the added benefit of the jump spell)
Fist of Osano-Wo, Air and Earth (as lighting bolt with the additional benefit of causing double damage to objects)
Fire Wings*, Fire
Magnetism*, Earth
Osaku’s Lifeblood, Water (as wall of water, if cast using a 4th level slot or higher the wall does 2d8 bludgeoning damage per spell slot above 3rd to a creature caught in the wall that does not have a swim speed)
Steam Breath*, Fire and Water
Terra Cotta Warrior*, Earth
Thornskin*, Earth (wood)
Touch of all, Void (as dispel magic)
Wisdom of the Air Dragon, Air (as counterspell)

4TH LEVEL WU JEN SPELLS
Banish to the Outer Darkness, Void (as banishment)
Curse of the Burning Hand, Fire or Water (as fire shield)
Endless Depth*, Void 
Turmoil, Fire (as phantasmal killer with the additional effect the target may willingly forgo all his actions this turn to avoid taking any damage)
Snake Darts*
Spirit Binding*

5th LEVEL WU JEN SPELLS
Burning Steps*, Fire
Aiming at the Target*
Fire Breath*, Fire
Servant Horde*, Air
Spirit Self*

6th LEVEL WU JEN SPELLS
Balance the Elements, Void (as globe of invulnerability)
Fire Seeds*, Fire
Spirit Needle*, Earth
The Element’s Fury, Fire and Earth (as Tenser’s transformation with the bonus of fire shield)

7th LEVEL WU JEN SPELLS
Body Outside Body*
Decapitating Scarf*, Earth
Giant/Minute Size*
Hands of the Tide, Water (as teleport)
Reanimation*
Ryoshun’s First Gift*, Air
Elemental Kanji, (as the symbol spell except with the additonal symbols of Air, Earth, Fire, Water and Void).

8th LEVEL WU JEN SPELLS

Blessing of Jizu, Air (as antimagic field)
End of Illusions, Void (as true seeing with the added benefit of etherealness)
Surelife*

9th LEVEL WU JEN SPELLS
Devastation of Stone, Earth and Fire (as meteor swarm)
Grandfather’s Word, Fire (as psychic scream)
Internal Fire*, Fire


NEW SPELL LIST DESCRIPTION

ACCURACY

1st level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (Ink, written in a mystical character on each weapon affected by the spell)
Duration: 1 hour
Duration: 10 minutes/level

When you cast this spell, you enchant one or more thrown weapons (all of which much be in contact with one another at the time of casting) or one projectile weapon (bow, crossbow, sling, or the like) to improve the chance of hitting distant targets. For the duration of the spell, the range increment for the affected thrown weapons or single projectile weapon is doubled.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you may double the number of affected weapons the spell can enchant for each slot level above 1st.

AIMING AT THE TARGET

5th level abjuration
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 20 minutes

When you cast this spell, you increase your ability to concentrate on a spell you have already cast. This spell is one of only two spells that you can cast while maintaining concentration on another spell (the other being finding the centre). This spell gives you on Concentration checks you make to maintain concentration on another spell and lasts as long as your concentration on the other spell. Casting aiming at the target is a bonus action.

ANIMATE ELEMENT

1st level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute

You imbue a Small or smaller object made of wood, Water or fire with mobility and a semblance of life. Each does the appropriate damage type for the element – poison for wood, fire for fire and cold for otherwise it acts identical to the animate object spell.

Material Component: A mixture of powdered cinnabar and ground peach pit (wood), a small vial of pure spring water mixed with cinnabar oil (water), or A handful of charcoal, sulfur, and soda ash.

BACKBITER

1st level abjuration 
Casting Time: 1 action
Range: 60 feet
Components: V, S, F (a dagger)
Duration: Until discharged up to 8 hours.

When you cast this spell, you place an enchantment on a Large or larger wooden-hafted weapon (such as a bo, naginata, nunchaku, three-section staff, or similar weapon). The next time that weapon is used to make a melee attack; its shaft twists around so that the weapon strikes the wielder instead. The weapon’s wielder makes a normal attack roll upon himself and deals normal damage if he hits. He cannot choose to reduce the damage he deals, although any damage reduction he has still applies. Once the attacker damages himself with the affected weapon, the spell is discharged.

Unattended magic weapons targeted by this spell receive a raw save adding weapons magical pluses as bonus to the roll; if successful, the spell has no effect.

BODY OUTSIDE BODY

7th level conjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a few hairs from your head or beard)
Duration: Concentration, up to 10 minutes

This spell creates 1d4 duplicates of you. These duplicates share all your ability scores, personality, class levels, skills, feats, and memories. They carry the same arms, armour, and equipment as you do (but only have mundane versions of your magical gear), and they cannot cast spells. The duplicates you create have one-quarter of your hit point total at the time of casting. They are obedient to you and friendly toward one another and your companions. You may order them to take any actions, even ones that you would normally not take (such as charging the dragon or jumping off a cliff). They can do anything you can, except cast spells. They take damage as normal, but if one is slain, it disappears and you instantly take 10 points of damage. At the end of the spell duration, all the duplicates (and any equipment created with them) disappear without causing damage to you. The duplicates are completely indistinguishable from you.

BURNING STEPS

5th level evocation
Casting Time: 1 action
Range: 100 ft.
Components: V, S
Duration: Concentration, up to 1 minute

You summon a feisty fire kami that enters the spirit of the target creature and begins to dance about in harmony with their movements. The target receives an initial Fortitude save to resist the effect. Thereafter, each round the target makes any sort of action other than remaining completely still (any move-equivalent or standard action) he suffers Id8 damage. This effect persists until the spell ends or the target dies. Multiple castings of this spell inflict cumulative damage.

CLOUD CHARIOT

8th level alteration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small ball of cotton.)
Duration: 10 minutes

This spell allows you to soar on a magic chariot formed of cloud. When you cast the spell, you and any willing allies you are touching lift into the air on a small cloud and then fly away in whatever direction you desire. You fly at the incredible speed of 10 miles per minute so that over the spell’s duration you can cover a distance of 100 miles. You and your passengers feel none of the effects of this swift movement, and the ride is perfectly steady and calm—even in the worst weather. At the end of the spell, the cloud settles gently to the ground and disappears.

COMMUNE WITH SPIRITS

7th level divination (ritual)
Casting Time: 1 minute
Range: One spirit
Components: V, S
Duration: Instantaneous

This spell is identical to the commune with nature spell except the wu jen is contacting spirits in the area for information.

DANCING BLADE

4th level transmutation
Casting Time: 1 bonus action
Range: One target sword within 25 feet
Components: V, S, M (a tiny stick puppet)
Duration: 1 minute

When you cast this spell, you cause the target sword to hover and fight in the air, defending the character you designate. The sword must be either unattended or in the possession of the willing ally who will benefit from the spell. The sword parries blows providing a +1 AC bonus to the protected character. Also the dancing blade prevents two opponents from receiving a flanking bonus against the character.

DECAPITATING SCARF

7th level transmutation
Casting Time: 1 action
Range: 90 feet
Components: V, S, F (a silk scarf)
Duration: Concentration, up to 1 minute

As iron scarf, but if you succeed with your spell attack roll, the scarf wraps around the target’s neck. The target may then attempt a Constitution saving throw; failure indicates that you are able to yank the scarf and decapitate the victim. This spell works only against creatures with heads, and decapitation is only effective against living creatures (except vampires). Oozes and many aberrations have no heads and are thus immune to this spell. Constructs and most undead are not harmed by the removal of their heads, so the spell is ineffective against them.

Living creatures that make successful Constitution saves take 20d4 points of piercing damage (save for half damage) before freeing themselves from the decapitating scarf.

DISCERN SHAPECHANGER

3rd level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a balm of honey and lotus flower, smeared on your eyelids)
Duration: Concentration, up to 10 minutes

With a standard action spent in concentration, you can see the true form of polymorphed, disguised, or transmuted creatures within 60 feet. Each round, you can examine one creature you can see and determine whether it is polymorphed, disguised, or transmuted, and what its true form is.

If you look at a shapechanger in its true form, you know that it is a shapechanger, but cannot determine what other forms it might be capable of assuming. For purposes of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or extraordinary ability that allows it to assume an alternate form. A wu jen who knows polymorph self is not a shape- changer (since a spell is not a supernatural or extraordinary ability), but a spirit centipede is (since it has the exceptional ability to assume alternate forms, though its type is outsider).

ELEMENTAL BURST

1st level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

When you cast this spell, you designate a target point—an item composed of one of the five elements (wood, fire, Water, stone, or air). The item then releases the magical energy within it in a sudden, explosive burst out to a 10 ft. sphere. The effects of the burst depend on the element that makes up the target item:

Earth (Wood, Metal, or Stone): The item throws off sharp slivers. Creatures within the burst take 1d8 points of damage (half with a successful Dexterity save).

Fire: The fire shoots out glowing sparks, causing 1d4 points of damage (no damage with a successful Dexterity save).

Water: Water pushes out in a sharp wave, knocking creatures within the burst prone. A successful Strength save allows an affected creature to remain standing.

The spell does not noticeably affect the structure of the target item.

ELEMENTAL WARD

4th level abjuration
Casting Time: 1 action
Range: Self.
Components: V, S, M (A small quantity of the element opposed to the type being warded against—fire for water elementals, earth for air elementals, air for earth elementals, or water for fire elementals.)
Duration: 1 minute

This spell allows you to drive off elementals of a specific type by uttering a fearsome cry. When you cast the spell, all elementals within a 60 ft. sphere cantered on flee the area unless they make successful Wisdom saving throws. The spell ends if you try to force the barrier against an elemental that has failed its saving throw.

ENTANGLING SCARF

2nd level transmutation
Casting Time: 1 action
Range: 90 feet
Components: V, S, F (a silk scarf)
Duration: Concentration, up to 1 minute

This spell is similar to iron scarf, but you use the scarf to entangle a foe instead of dealing damage. As with iron scarf, you seize a silk scarf and lash it toward one creature within range, and the scarf magically extends to reach the target and wrap around it. You must have a line of sight to the target. You make a ranged attack roll on the target. If you hit the target becomes restrained. Additionally, a creature capable of spellcasting that is bound by this spell must make a Concentration check to cast a spell.

An entangled creature can slip free with an Escape check against your spell save DC.   If they succeed the spell ends.

ENDLESS DEPTHS

4th level transmutation
Casting Time: 1 action
Range: self
Components: V, S
Duration: 1 hour

Calling upon the inner strength of your ki, this spell extends your spellcasting ability at great personal expense. After completion of this spell, you may cast spells beyond your normal restriction of spells per day, although not spells of a level the character cannot currently cast. Each time you do this, you take temporary Constitution damage equal to the level of the spell cast. Characters who reduce themselves to 0 (or less) Constitution due to this spell are unravelled by the Void, and may not be raised or resurrected. You could still be restored by divine intervention or wish.

FIERY EYES

1st level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

This spell causes your eyes to glow with an unnatural fire. You can determine the colour of the light, from a reddish glow to brilliant yellow.

Your eyes project beams of bright light to a range of 3 feet, clearly illuminating the area. By fixing your sight on one spot for a few seconds, you can cause flammable objects to burst into flames. If other creatures carry or wear the affected items, however, these flames cause 1d10 points of damage to the creature immediately and may cause further damage

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 10th level (3d10), and 15th level (4d10).

FINDING THE CENTER

8th level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

As aiming at the target, except that you no longer need to maintain conscious concentration on the spell you cast before this one. Your unconscious mind maintains the concentration required for the spell. You can take other actions, including movement, attacks, and even spellcasting, as normal. The only way to disrupt your concentration on the other spell while finding the centre is still in effect is to kill you or hamper your mind in some way (as through feeblemind, confusion, insanity, or dominate person).  Mechanically you automatically pass Concentration checks for the duration.

FIRE BREATH

5th-level evocation
Casting Time: 1 action
Range: Self (Target within 30-feet)
Components: V, S, M (a small crystal or glass cone)
Duration: Concentration, up to 1 minute.

You gain the ability to breathe a gout of flame as a bonus action, once per round for the duration of the spell. The flame targets one creature within 15 feet of you, and you must succeed at a ranged attack to affect the target. If you succeed, the target takes 4d8 points of fire damage. Combustible objects may be ignited.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

FIRE SHURIKEN

3rd-level transmutation
Casting Time: 1 action
Range: 50 ft.
Components: V, S, M (A shuriken coated with pine sap and sulphur.)
Duration: Concentration, up to 1 hour

This spell creates shuriken formed of magical fire that you can throw like normal shuriken (they do not burn your hands).

Each shuriken hits a creature of your choice that you can see within range. A single fire shuriken deals 1 point of piercing damage and an additional 1d4 points of fire damage. If you score a critical hit, the shuriken damage is doubled and the fire damage increases to 1d8. You may add your Intelligence modifier as bonus damage.

The shurikens all strike simultaneously on a successful spell attack. You cannot direct them to hit more than one creature.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more shuriken for each slot level above 2nd.

FIRE WINGS

3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (The feather
of a bird, which you must burn when you cast the spell), F (A golden amulet shaped like a phoenix)
Duration: Concentration, up to 10 minutes

This spell transforms a willing creatures arms into wings of brilliant fire, resembling those of a phoenix. The flame does not damage you or any items you carry. Since your arms are transformed, you cannot hold items in your hands or cast spells while using the fire wings, but rings, bracers, and other items worn on your arms when you cast the spell still function normally.

The wings allows the target to fly at a speed of 60 feet. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

You can make unarmed attacks with the fire wings, a successful unarmed strike deals 2d6 points of fire damage in addition
to your normal unarmed
attack damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Design Note: This spell replaces the fly spell for the wu jen.

HAIL OF STONE

1st level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a piece of jade worth at least 5 gp.)
Duration: Instantaneous

You create a rain of stones causing damage to creatures and objects within the area at a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d3 bludgeoning damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d3 for each slot level above 2nd.

GIANT/MINUTE SIZE

7th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (The scale of a dragon or hairs from the head of a giant/flea)
Duration: Concentration, up to 1 minute

When you cast this spell, your body assumes truly gigantic or miniature proportions for the duration.

Diminutive: The target’s size changes as shown below, and its weight is reduced to one-eighth of normal per step of reduction from medium.   Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage per step of reduction from medium (this can’t reduce the damage below 1). Your caster level determines the size you are able to change to as well as additional modifiers:

Caster           To-Hit
Level Size   Str Dex Con Modifier
13–16 18 in. (Tiny) 4 16 8 +2
17–18 9 in. (Diminutive) 8 18 8 +4
19–20 3 in. (Fine) 8 20 8 +8

Gigantic: The target’s size changes as shown below, and its weight is multiplied by eight for each step of increase. This growth increases its size by one category per the table as the wu jen determines. If there isn’t enough room for the target to increase its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage per size category above medium. Your caster level determines the size you are able to change to as well as additional modifiers:

Caster           AC
Level Size   Str Dex Con Modifier
13–16 20 ft. (Huge) 20 10 20 2
17–18 40 ft. (Gargantuan) 25 10 25 5
19–20 70 ft. (Colossal) 30 10 30 10

INTERNAL FIRE

9th-level evocation 
Casting Time: 1 action
Range: 100 feet
Components: V, S, F (An iron brazier filled with red-hot charcoal)
Duration: Instantaneous

This spell creates a deadly raging heat in the internal organs of the targets, causing them to burst into flame from the inside. Death occurs instantly. You may target creatures with total HD not exceeding your level and no two of which may be more than 20 ft. apart. A successful Constitution save instead deals 6d6 points of fire damage, +1 point per caster level.

IRON SCARF

1st-level transmutation
Casting Time: 1 action
Range: 30 feet.
Components: V, S, F (silk scarf)
Duration: Instantaneous

When you cast this spell, you seize a silk scarf and lash it toward one creature within range. You must have a line of sight to the target. You make a spell attack roll on the target as the scarf magically extends and becomes as hard as iron on impact. If you hit, the target takes 1d8 points of slashing damage plus Intelligence ability score bonus.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage die increases by 1d8.

LIGHTNING BLADE

2nd level evocation (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M
Duration: 1 hour or until discharged

When you cast this spell, a sword blade of crackling electrical energy appears in the hand of the creature you touch (who must be a willing recipient). It is the size of a normal longsword, but is virtually weightless. It is treated as a martial weapon for purposes of determining who is proficient with its use. The wielder can use the blade in two ways — to make a melee attack to deliver electrical damage, or to fire a bolt of lightning as a ranged touch attack with an absolute range of 30 feet.

Over the entire duration of the spell, the blade can deliver up to 3d6 die of lightning damage. For any given attack, the blade’s wielder decides (before making an attack roll) how many dice the blade deals with a successful hit, up to the maximum damage potential remaining in the spell. If the attack roll is successful, the blade deals the specified damage to the target. If the attack roll misses, those dice of damage are lost.

Since the blade is immaterial, the wielder’s Strength modifier does not apply to the damage, which is all lightning damage. It can harm any creature that is harmed by lightning. The spell does not function underwater.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

MAGNETISM

3rd level transmutation 
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece of lodestone)
Duration: Concentration, up to 1 minute

This spell allows you to draw iron or steel objects to yourself by projecting a magnetic ray at any object within range. The magnetic ray draws objects toward you up to 800 lbs. Each round the spell lasts, you can target one item with a ranged touch attack.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. If you win the opposed roll, the object flies from your opponent’s hand to your own.

If you hit an attended item, such as a weapon at someone’s belt, the creature wearing the item can make a opposed roll using Dexterity to keep hold of the item.

If you hit an unattended item that is not secured or too heavy for the ray to lift, it flies to your hand. If the item is secured in some way, you can make a Strength check (using the Strength bonus of the ray which is +10) to break or burst whatever is securing it.

MELT

1st level evocation 
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (s few crystals of rock salt and a pinch of soot)
Duration: Concentration, up to 1 minute or instantaneous (see text)

This spell allows you to melt ice and snow or deal damage to cold creatures. You can melt a 5-ft. cube of ice or a 10-ft. cube of snow per round. Targeted cold creatures take 1d4 points of damage or half with a successful Constitution saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

METAL SKIN

5th level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small piece of rhinoceros hide)
Duration: Concentration, up to 1 hour.

This spell transforms the skin of the recipient into a gleaming metallic surface. Until the spell ends, the target has a damage threshold of 5 against bludgeoning, piercing, and slashing damage. However the creature also becomes somewhat slow and stiff, having disadvantage on Dexterity ability checks and saving throws.

POISON NEEDLES

4th level transmutation
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a long metal needle)
Duration: 1 minute

As rain of needles, but the needles drip with poison. You can attack only one target, and you must succeed on a spell attack to harm the target. If you hit, the target suffers the effect of the poison needles. You can choose one of the following effects:

  • A creature subjected to this poison needle must succeed on a Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
  • A creature subjected to this poison needle must succeed on a Constitution saving throw
or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • A creature subjected to this poison needle must make a Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

PROTECTION FROM CHARM

2nd level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece or hair or other item from the body of a creature with an innate charm or dominate person ability, such as a succubus or vampire)
Duration: Concentration up to 10 minutes

Until the spell ends, one willing creature you touch is protected against charm and similar affects. The target has advantage on any saving throw against the relevant effect.

RAIN OF NEEDLES

2nd level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a long metal needle)
Duration: Instantaneous

When you cast this spell, you hurl a needle in the direction of one target. The spell multiplies this single needle into a hail of needles that deal damage to the targets you select. You make a spell attack against each target separately. The needles, combined, do 2d4 points of piercing damage, but you can divide this damage up among the targets you select.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the spell damage increases by 2d4 for each slot level above 2nd.

REANIMATION

7th level conjuration
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a white shawl and incense.), F (a golden amulet shaped like a phoenix)
Duration: Instantaneous

You restore a semblance of life to a deceased creature. You can reanimate creatures that have been dead up to one day per caster level. In addition, the subject’s soul must be free and willing to return.

If the subject’s soul is not willing to return, the spell does not work. This spell cannot fully bind the soul back into the body, and the reanimated subject is in a state of halflife— neither dead nor fully alive. The reanimated creature has 1 hit point and can take only a single move-equivalent action each round. It cannot attack, use spells, or activate magic items. It can speak (if it could while fully alive), but its speech is slow and slurred. The creature’s memory is cloudy and confused, and it has trouble remembering even the basic details of its past life and friends. If left unwatched, the creature is prone to wander off randomly with no conception of where it is going or where it has been. If wounded again, the creature can be healed, but cannot rise above 1 hit point. It can gain temporary hit points, but cannot increase its hit point total through Constitution increase or any other means.

The creature can be killed again (and reanimated again), and it can be restored to full life through any spell that would restore a fully dead creature to life (such as raise dead). As with gentle repose, time spent reanimated does not count against the time limit on raising the creature from the dead. The body does not decay while it is reanimated.

A reanimated creature is not undead, and cannot be turned, harmed by positive energy or holy water, or healed by negative energy. A greater restoration spell fully restores the creature’s memory but does not improve its physical state.

RYOSHUN’S FIRST GIFT

7th level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (1 spirit emblem, 1,000 sen)
Duration: Until the next dawn

Ryoshun was the tenth kami, and the guardian of Oblivion’s Gate – the barrier between the mortal realm and the afterlife. Until the events leading up to the Battle at Oblivion’sGate, his existence was merely a rumour, but at that time he passed through the gate to Ningen-do. He visited for a brief time the Empire that his brothers and sisters had created. The sight filled him with joy as nothing else ever had, and he gave gifts of magic and wisdom to any who desired them. This spell was the first such gift to be distributed.

When this spell is cast, you must also expend a spell slot of the highest level spell you can cast (if he cannot do this, this spell does not function). You gain an additional spell slot on each other level that you can cast, usable immediately. These bonus spell slots last for 24 hours.

SCALES OF THE LIZARD

1st level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a tattoo of a lizard on your skin)
Duration: 8 hours

You touch a willing creature who isn’t wearing armor, the target creatures skin toughens and shimmers as if covered with scales until the spell ends. The target’s base AC becomes 11 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell’s base AC increases by 1 for each slot level above 1st.

Design Note: This spell replaces mage armour for the wu jen and is removed from their spell list.

SECRET SIGNS

1st level enchantment
Casting Time: 1 action
Range: 25 feet
Components: F (a small glass cone)
Duration: 1 round

This spell allows you to communicate a simple message to one other intelligent creature within range, using nonverbal means. You can wave a hand, place a scroll on a table, raise an eyebrow, or make any other sign, and the spell allows the target to understand your message. You can communicate a complete thought of twenty-five words or less by means of this spell, and the target understands your message despite any barrier of language. You can use this spell even if you are bound and gagged, so long as the focus item is on your person.

SERVANT HORDE

5th level conjuration (ritual) 
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small stick crossbar to which many lengths of knotted thread are attached)
Duration: 1 hour

This spell creates 2d6 +1 invisible servant per level, mindless, shapeless forces that perform simple tasks at your command. They can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. They can also be used for common laboring tasks, provided that you carefully direct them. They could serve at a banquet, help dig earthworks, row a ship, act as porters, or assist in a farmer’s fields.

Each servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so, thus allowing you to command one servant to clean the floor and then turn your attention elsewhere as long as you remain within range. Servants can open only normal doors, drawers, lids, and so forth.

Each servant has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Their speed is 15 feet. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

SMOKE LADDER

1st level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, F (a large fire of green wood)
Duration: 1 hour

Using this spell, you can mold and shape ordinary smoke into a misty ladder. Reaching into the smoke given off by a fire, you cast the spell while shaping the ladder. The ladder weighs virtually nothing, and you can easily handle a smoke ladder of any length (the ladder can be no longer than 60 feet however). Furthermore, the ladder is always steady and rigid; it need not be supported or leaned against an object. You simply place it in the desired position and climb. You can extend the spell’s duration by casting the spell again on the smoke ladder.

SNAKE DARTS

4th level transmutation
Casting Time: 1 action
Range: 100 feet
Components: V, S, F (two snake tattoos on your skin, usually one coiled around each forearm.)
Duration: 1 hour

When you cast this spell, your snake tattoos (the spell’s focus) transform into real snakes that fly from you to the target or targets you select (one per tattoo), striking like darts and injecting poison into the victims. The snakes always hit, and deal 2d6 points of piercing damage from the impact alone. The target must make a Constitution saving throw, taking 2d4 poison damage on a failed save, or half as much damage on a successful one.

After striking the targets, the snakes fly back to you. You must swallow the living snakes before you can cast the spell again; doing so is a standard action that causes you no harm. When you swallow the snakes, the tattoos reappear on your arms.

SPIRIT BINDING

4th level conjuration (ritual)
Casting Time: 10 minutes
Range: 25 feet
Components: V, S, M (the trap itself)
Duration: Instantaneous

Casting this spell attempts a dangerous act: to lure a spirit of challenge rating 4 or lower to a specifically prepared trap, which must lie within the spell’s range. The called spirit is held in the trap until it agrees to perform one service in return for its freedom.

To create the trap, you must use a magic circle spell, focused inward. The type of spirit to be bound must be known and stated. If it has a specific, proper, or given name, this must be used in casting the spell.

The target spirit must attempt a Wisdom saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the spirit is immediately drawn to the trap. The spirit can escape from the trap with a successful via dimensional travel, or a successful Charisma check verses your spell DC. It can try each method once per day. If it breaks loose, it can flee or attack you.

If the spirit does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the spirit to perform a service by describing the service and perhaps offering some sort of reward.  You make opposed Charisma checks (the DM may grant advantage or disdvantage to this roll for either you or the spirit based on the service and reward. If the spirit wins the opposed check, it refuses service. You can make new offers, bribes, and the like or offer again the old ones every 24 hours. You can repeat this until the spirit promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell.  Impossible demands or unreasonable commands are never agreed to.  If you roll a 1 on the Charisma check, the spirit breaks free of the binding and can escape or attack you.

Once the requested service is completed, the spirit need only so inform you to be instantly sent back whence it came. The spirit might later seek revenge. If you assign some open-ended task that the spirit cannot complete though its own actions (such as “Wait here” or “Defend this area against attack”), the spell remains in effect for a maximum of one day per caster level, and the spirit gains an immediate chance to break free.

Note that a clever recipient can subvert some instructions. When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, lesser spirit binding is a water spell when you cast it to call a water elemental.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

SPIRIT NEEDLE

6th level transmutation
Casting Time: 1 action
Range: 25 feet
Components: V, S, F (a long metal needle)
Duration: 1 minute

When you cast this spell, you hurl a long needle at a spirit creature, making a spell attack against the spirit. The needle can hit incorporeal and even ethereal creatures, though it has no enhancement bonus. If you hit, the spirit becomes corporeal and is held in place, unable to move for the duration of the spell (though it can still take non movement actions, including attacks). The spirit takes no damage from the needle, but it becomes much more vulnerable to further attacks, granting attackers advantage on attack rolls, in addition to losing the protective benefits of incorporeality. The spirit cannot remove the needle that pins it in place, but another creature can remove it by using the aid another action. A pinned spirit is unable to use any supernatural or spell-like ability to alter its substance (such as gaseous form, ethereal jaunt, or becoming incorporeal again) or transport itself (including dimension door and teleport).

SPIRIT SELF

5th level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a small prayer wheel)
Duration: 1 minute

This spell allows you to send your spirit outside your body in an incorporeal form, while maintaining some semblance of life in your physical body. Your spirit has a speed of 90 feet, but it cannot move more than 200 feet from your body. Your spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can. A spellcaster can use commune with spirit to contact you, you cannot see creatures protected by invisibility to spirits, and you are warded by a protection from spirits spell. Your spirit can cast spells that have only verbal components, but it cannot otherwise attack or affect the physical world.

Your body, meanwhile, assumes a half-awake state. In your spirit form, you can issue commands to your body as long as you are within 5 feet of it. It can take only simple actions— walking, talking (in a slow, slurred fashion), or eating. It is not helpless, but it can only take 1 action per round. It loses its Dexterity bonus to AC (if any), and foes gain advantage on attack rolls against it.

Damage taken by either your spirit or your body is subtracted from your hit point total. If either your spirit or your body is destroyed, you die. If your body moves more than 200 feet from you, and your spirit is unable to follow (because of a protection from spirits spell or some other reason), you die. If you are otherwise prevented from returning to your body at the expiration of the spell, you die.

STEAM BREATH

3rd level evocation 
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (a glowing piece of charcoal doused with water)
Duration: Instantaneous

This spell allows you to expel a powerful breath of superheated steam, which billows forth from your mouth and fills a cone with scalding clouds of mist.   Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 4d8 steam (fire/water) damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

SUMMONING WIND

5th level transmutation (ritual)
Casting Time: 10 minutes
Range: Unlimited
Components: V, S
Duration: Instantaneous

You send a message or sound on the wind to a number of specific creatures (up to ten creatures per level) that you identify while casting the spell. The specific identity of each recipient need not be known, but you must be able to distinguish them by their position or some feature other than race or character class. For example, you could send the message to the soldiers of your palace guard or to the governors of all the provinces in the empire.

The summoning wind travels to each recipient, provided that it can find a way from you to their locations. (It can’t pass through walls, for instance). The summoning wind is as gentle and unnoticed as a zephyr until it reaches the recipients. It then delivers its whisper-quiet message or other sound and dissipates. You can prepare the spell to bear a message of up to twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the summoning wind seem to be a faint stirring of the air.

You can likewise cause the summoning wind to move as slowly as one mile per hour or as quickly as one mile per 10 minutes. When the spell reaches its objective, it swirls and remains until the message is delivered. As with magic mouth, summoning wind cannot speak verbal components, use command words, or activate magical effects. This spell is commonly used to rally troops, send warnings, or disseminate proclamations.

SURELIFE

8th level abjuration
Casting Time: 10 minutes
Range: Self
Components: V, S, M (an ointment of peach syrup and cinnabar)
Duration: 10 days

This spell allows you to protect yourself against some condition— such as being immersed in boiling oil or being buried under an avalanche—that would ordinarily cause certain death.

You can only protect yourself against a natural occurrence or condition, not against a spell or the action of a creature (such as the breath of a dragon or the swords of a group of bandits). You must specify the condition against which you wish to protect yourself, and the spell is effective only against that condition.

Should you be subjected to that condition during the duration of the spell, you feel no discomfort and take no damage from the condition. However, the spell does not protect any items carried on your person. At the end of the spell’s duration, the condition has full normal effects on you if you are still subjected to it.

Also, surelife ends on you if its material component is ever not on your person.

SWIM

2nd level alteration
Casting Time: 1 round
Range: 30 feet.
Components: V, S, M (a goldfish scale)
Duration: 10 minutes

This spell gives the recipient the ability to swim with the ease of a fish, though it does not impart the ability to breathe water. The creature gains a swim speed equivalent to its normal land speed. You also gain advantage on any checks related to swimming – for example holding your breath, endurance for a long swim and so on.

TERRA COTTA LION

5th level transmutation
Casting Time: 1 action
Range: One statuette
Components: V, S, M (a terra cotta statue of a foo lion, up to 1 foot tall and costing 10 g.p. If the terra cotta lion remains intact at the end of the spell, the statuette can be reused. Otherwise, it must be repaired or replaced)
Duration: Concentration, up to 1 minute

As terra cotta warrior, but the spell animates a statuette of a foo lion into an actual foo lion for the spells duration.   As the terra cotta warrior the terra cotta lion has a speed of 40 and a damage threshold of 5.

TERRA COTTA WARRIOR

3rd level transmutation
Casting Time: 1 action
Range: One statuette
Components: V, S, F (a terra cotta statue of a warrior, up to 6 inches tall and costing 1 g.p. If the terra cotta warrior remains intact at the end of the spell, the statuette can be reused. Otherwise, it must be repaired or replaced)
Duration: Concentration, up to 1 minute

Terra cotta statues are popular items of decoration and devotion. This spell turns an innocuous statuette, no more than 6 inches tall, into a full-sized warrior, ready to fight your foes. The statuette has the same statistics as an animated armour with the additional traits of having a speed of 40 feet and a damage threshold of 5.

TETSUBO OF EARTH

2nd level evocation
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute

A 6-foot-long tetsubo formed of earth springs forth from your hands. A tetsubo is a simple weapon. Attacks with the tetsubo of earth are regular melee attacks. The tetsubo deals 1d10 points of damage. If wielded by the wu jen who cast the spell it does additional damage equal to the casters Intelligence modifier. The tetsubo is considered a magic weapon.

THORNSKIN

3rd level transmutation 
Casting Time: 1 action
Range: Touch
Components: V, S, M (a thorn)
Duration: Concentration, up to 1 hour

You touch a willing creature, which become so completely attuned to the element of wood that its skin sprouts thorns all over. These thorns do not damage you, but they both increase the damage you can deal with an unarmed attack and make you a dangerous person to grab. When you make a successful unarmed attack, your damage increases by one die type: 1d6 to 1d8, 1d8 to 1d10, 1d10 to 1d12,

1d12 to 1d20, 1d20 to 2d12.  A creature that hits you with a natural weapon or unarmed attack, including an attempt to grapple, takes 1d4 points of piercing damage.

 

Advertisements

4 thoughts on “WU JEN SPELL LIST

Leave a Reply to solomani Cancel reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

This site uses Akismet to reduce spam. Learn how your comment data is processed.