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 has 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 studies, 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 or a preexisting utility spell that fits within one of the element rings. Or new spells are described below the spell list.
CANTRIPS
Fiery Eyes, Fire
1st LEVEL WU JEN SPELLS
Accuracy, Air
Backbiter, Earth
Chameleon
Cobra’s Breath, Earth
Creeping Darkness
Drawing out the Void, Void (as identify)
Elemental Burst, All
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
Force Whip, Void
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
Wall of Gloom
3rd LEVEL WU JEN SPELLS
Commune with Spirits
Corpse Candle
Discern Shapechanger
Earthbolt, Earth
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
Ice Blast, Water
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)
Tsunami, Water (as tidal wave except it can be cast at higher level which increases the size of the wave by 10/5/5 feet respectively and damage by 1d8 per spell slot above 3rd used).
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
Wall of Bones
Water to Poison, Water
5th LEVEL WU JEN SPELLS
Arch of Lightning, Air
Burning Steps, Fire
Aiming at the Target
Fire Breath, Fire
Servant Horde, Air
Spirit Self
Sword of Deception
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)
Transfix
7th LEVEL WU JEN SPELLS
Body Outside Body
Decapitating Scarf, Earth
Elemental Kanji, (as the symbol spell except with the additional symbols of Air, Earth, Fire, Water and Void).
Giant/Minute Size
Hands of the Tide, Water (as teleport)
Reanimation
Ryoshun’s First Gift, Air
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
Absorption, Void
Devastation of Stone, Earth and Fire (as meteor swarm)
Grandfather’s Word, Fire (as psychic scream)
Internal Fire, Fire
Transmute Rock to Lava, Earth and Fire
NEW SPELL LIST DESCRIPTION
ABSORPTION
9th level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Spells that target you are absorbed, their energy stored to power spells of your own. Absorption absorbs only ranged spells that have you as a target. Touch spells, effect spells, and area spells that affect you cannot be absorbed.
Once the spell is cast, you can absorb 1d4+6 spell levels (rolled secretly by the DM). The level of each spell you absorb is subtracted from the total. If a spell is only partially absorbed (because its level exceeds the number of levels remaining to be absorbed), divide the number of spell levels left unabsorbed by the original spell level. For spells that deal damage, use the result to determine what fraction of the damage you take. For spells that create effects, use the result as a percentage chance to be affected.
For example, you have three spell levels of absorption remaining and are struck by dominate person (cast as a 5th- level spell). Absorption absorbs three levels of the spell, resulting in a 40% chance (2/5) that you will be affected normally. If affected, any saving throw the spell allows you still applies. Likewise, if you’re struck by disintegrate (cast as a 6th-level spell) with four levels of absorption remaining, two levels of the spell remain, and you take only 33% (2/6) of the damage you would normally take from the spell.
You can use captured spell energy to cast any spell you know or have prepared, but spells so cast don’t disappear from your list of prepared spells or count against the number of spells you can normally cast per day (so you so must keep a running total of spell levels absorbed and used). The levels of spell energy you have stored must be equal to or greater than the level of the spell you want to cast, and you must have at hand (and expend) any material components required for the spell.
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
Target: One thrown weapon/level, all of which much be in contact with one another at the time of casting; or a single projectile weapon
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.
APPARITION
2nd level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (a miniature palette dotted with paints of assorted colours)
Duration: Concentration, up to 10 minutes
This spell causes the subject’s face to appear horrible and terrifying. You can create nearly any combination of hideous features—blue skin, parrot face, elephantine nose, rotting tusks, or anything else you can imagine. You cannot duplicate the appearance of any known creature, however.
Creatures—excluding you and your allies—who view the recipient, must make successful Wisdom saving throws or become frightened.
ARC OF LIGHTNING
5th level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (Two small iron rods)
Duration: 1 hour
You create natural conductivity between two creatures, and a bolt of electricity arcs between them. This bolt deals 5d6 points of electricity damage per caster level to both creatures and to anything in the line between them or half damage on a successful Dexterity saving throw.
Both creatures must be in range, and you must be able to target them (as if this spell had them as its targets). Draw the line from any corner in one creature’s space to any corner in the other’s space.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you add 1d6 per slot above 5th level.
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.
CHAMELEON
1st level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (The shed skin of a small lizard)
Duration: 1 hour
This spell alters the coloration of the recipient’s body and clothing so as to blend in with the surrounding background, granting the creature a +10 bonus to Dexterity (Stealth) checks . In areas where the background changes gradually (such as stepping from forest to green field), the coloration shifts quickly enough to grant the bonus while moving at up to one-half normal speed. When the background changes abruptly (from forest to stone wall, for example), the creature loses the circumstance bonus for 1 round while the coloration change takes effect.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can select another target per spell slot used above 1st level.
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.
COBRA’S BREATH
1st level transmutation
Casting Time: 1 bonus action or reaction
Range: 10 ft.
Components: S, M (A cobra’s fang)
Duration: Instantaneous
Your saliva changes into a virulent poison that you then spray forth in a 10-foot cone. Creatures within the cone must make a Constitution saving throw or take 2d6 points of poison damage and become poisoned for 1 minute. The poison does not affect you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you increase the damage by 1d6 per spell slot used above 1st level.
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.
CORPSE CANDLE
3rd level conjuration
Casting Time: 1 action
Range: 30 feet
Components: S, M (A piece of a corpse untreated by any kind of preservative)
Duration: 1 hour
A ghostly hand bearing a lit candle appears at the spot you choose, shedding light in a 5-foot radius and moving as you desire — forward or back, up or down, straight or around corners at up to 50 feet per round. The hand and candle are incorporeal and can pass through objects, making them a useful tool for simulating hauntings. As well, a corpse candle illuminates hidden, ethereal, and invisible beings and items, all of which become faintly visible as wispy outlines. Ethereal creatures remain unreachable from the Material Plane (except with force effects), but invisible creatures have only +2 to AC and lose other bonuses from being invisible when they are within 5 feet of the candle. The ghostly radiance also makes immaterial creatures and items slightly material, so that incorporeal creatures (any creature with incorporeal movement) within 5 feet of a corpse candle lose their damage resistances.
The hand is Tiny, has 1 hit point, and has AC 14 + a bonus equal to your Charisma modifier. It makes saves as you do but is immune to spells that don’t cause damage. The spell effect ends if the hand is destroyed, and the hand winks out if the distance between you and it exceeds the spell’s range.
CREEPING DARKNESS
1st level evocation
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (A whisker from a black cat and a tiny bottle of smoke captured on a moonless night)
Duration: 1 minute, Concentration
This spell creates a 20-foot sphere amorphous cloud of inky blackness that you can shape and move as desired. While you concentrate on it, the darkness can move up to 20 feet per round as a bonus action, either floating through air or seeping through the smallest cracks. The cloud stops all light and sound, so creatures within it (or creatures whose sensory organs and vocal apparatus are within it) are treated as being deafened and blinded (including creatures with darkvision), in addition to being unable to speak or cast spells with verbal components. As well, creatures entirely within the cloud have total cover (+4 AC).
A moderate wind (11+ mph) disperses the cloud in 5 rounds; a strong wind (21+ mph) disperses it in 2 rounds.
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).
EARTHBOLT
3rd level evocation
Casting Time: 1 action
Range: 30 ft. line
Components: V, S
Duration: Instantaneous
With a shout, you strike the ground at your feet and create a bolt of seismic force that causes earth, rock, and sand to fly into the air, striking creatures along its path. Any creatures caught in the spell’s area take 3d6 points of bludgeoning damage unless the target makes a Dexterity saving throw.
This spell functions only if you are standing on dirt, clay, sand, or stone (including stone floors), not on wooden floors or other surfaces.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you increase the damage by 2d6 and the range by 10 feet per spell slot used above 3rd level.
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.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you increase the number of damage die by 1 for Earth and Fire. When water is cast using a 2nd level slot or higher the save imposes disadvantage and the target must repeat the saving throw each round for a number of rounds equal to the spell level used or fall prone again.
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.
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.
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.
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 Constitution saving throws for concentration spells 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 magic 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
2nd-level evocation
Casting Time: 1 action
Range: 50 ft.
Components: V, S, M (A shuriken coated with pine sap and sulphur.)
Duration: Instantaneous
This spell allows the wu jen to create razor-sharp pinwheels of fire. When cast, the wu jen makes a flicking gesture with his hand, firing out one or more shuriken-shaped wheels of magical fire. These fly at the desired target, throwing off fiery sparks as they travel. A spell attack roll is made. A successful hit causes 2d8 points of fire damage from the flames and the sharp edges. Upon striking the target (or any other solid object on a missed throw), the fire shuriken disappears in a burst of multi-coloured smoke. This smoke is particularly thick, temporarily obscuring the vision of the target and causing him to suffer a -1d4 on his next attack.
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 creature’s 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 allow 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.
FORCE WHIP
2nd level evocation
Casting Time: 1 action
Range: 10 feet.
Components: V, S, M (A small silk whip)
Duration: 1 minute, Concentration
This spell creates a whip of magical force that you wield as if you had proficiency with it. Simply cracking a force whip keeps normal animals (beasts) at bay unless they succeed on a Wisdom saving throw. Affected animals stay at least 30 feet away from you for the duration of the spell, as space permits. On a successful spell attack with the whip, any beast you strike must succeed on a Wisdom saving throw or become frightened.
Against other creature types, you can use a force whip in combat as if it were a normal whip except it does force damage.
GHOST LIGHT
1st-level necromancer
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus)
Duration: Concentration, up to 1 minute
You create up to four torch-sized lights of a ghostly green radiance within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
The light is imbued with unearthly power, and causes fear in creatures within 30 feet of its location. Creatures in this area must make successful Wisdom saving throws or become frightened.
GIANT/MINUTE SIZE
6th-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 10 minutes*
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 | |
11-12 | 1 to 3 feet (Small) | – | +2 | – | +0 | |
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 |
* a willing creature may stay tiny for as long as it likes without requiring concentration.
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 | |
11-12 | 10 ft. (Large) | 18 | 10 | 18 | -1 | |
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 |
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 centred 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.
HEART RIPPER
4th level necromancy
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
With the sweep of a hand, you send invisible bolts of force surging toward the targets. Roll 5d8; the total is how many hit dice of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order from lowest number of hit dice to highest.
Starting with the creature that has the lowest hit dice, each creature affected by this spell dies. Subtract each creature’s hit dice from the total before moving on to the creature with the next lowest hit dice. A creature’s hit dice must be equal to or less than the remaining total for that creature to be affected.
Undead, constructs, oozes, and other creatures with no anatomy or no heart are unaffected by the spell.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, roll an additional 1d8 for each slot level above 4th.
ICE BLAST
2nd level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (A mouthful of water)
Duration: 1 hour
After casting this spell, you can use a bonus action to spit forth a cloud of icy crystals at a target within 30 feet of you. The target must make a Dexterity saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. The effect ends after you spit freezing water three times or when 1 hour has passed.
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.
KISS OF THE TOAD
2nd level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, F (A tattoo of a toad on your skin)
Duration: Instantaneous
Your touch becomes poisonous; inflicting poison upon a creature you touch with a successful melee touch attack. The poison deals 2d6 poison damage.
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.
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 katana (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.
PAIN
4th level necromancy
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a live leech)
Duration: 1 minute
The target creatures with total HD not exceeding your level, no two of which may be more than 20 ft. apart are struck by wracking pains and agony on a failed Constitution saving throw. While the spell lasts, affected creatures are effectively stunned by the agony induced by the spell. Target creatures may save to end the effect at the start of their turn.
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.
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 half-life— 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: Until the next dawn
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 labouring 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 10, and it can’t attack. If it drops to 0 hit points, the spell ends. Their speed is 30 feet. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
At Higher Levels: When you cast this spell using a 9th level spell slot the effect is permanent. If the servants are dispelled, they reappear the next dawn and you always summon the maximum number of servants possible. You may also choose a structure or vehicle that the servant horde is bound to and they may not move more than 60 feet away from this structure or vehicle instead of it being centred on you.
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 disadvantage 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 6d8 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.
SWORD OF DARKNESS
7th level necromancy
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (A katana or long sword worth at least 100 gp, which is shattered against a stone while casting the spell)
Duration: 1 minute
A blade made of pure negative energy appears and attacks opponents at a distance, as you direct it. It strikes the opponent you designate, starting with one attack in the round when the spell is cast and continuing each round thereafter. It strikes as a spell, not a weapon and uses your spell attack modifier for attack rolls. On a hit the spectral blade does 3d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If the sword strikes an undead creature, it gives that creature 3d6 temporary hit points for 1 hour.
If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Each round after the first, you can use a bonus action to switch the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack (as it does in the round when the spell is cast). Subsequent rounds of attacking the same target allow the weapon to make multiple attacks if its base attack bonus would allow it to. The sword of darkness cannot be attacked or damaged.
* This is a maho, or blood element spell and generates Taint on use.
SWORD OF DECEPTION
5th level evocation
Casting Time: 1 Bonus Action
Range: 60 feet.
Components: V, S, F (A miniature replica of a sword and a set of loaded dice)
Duration: 1 minute
You create a floating, blade of pale green force within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 2d8 + your spellcasting ability modifier.
In addition, it scores a critical hit on a roll of 19 or 20. Each time the blade does force damage to a target it imposes a –1 penalty on the target’s next saving throw roll (–2 on a successful critical hit). This penalty is cumulative (to a maximum of –5 on a single creature) and lasts until the creature is forced to make a saving throw in a dangerous situation or receives the benefit of a remove curse spell.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for every slot level above 5th.
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 spell’s 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 (gp) 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 terracotta warrior, ready to fight your foes. The warrior can be upgraded with magic items and armor. For example, giving the warrior a +1 katana grants it a magical attack and +1 to-hit and damage. These affects persists between casts.
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.
TRANSFIX
6th level enchantment
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (A drop of pine resin)
Duration: 8 hours
This spell creates a 10-foot sphere of magical energy centred on the point you choose within range. Any humanoid within the area of the spell to become paralysed. When casting the spell, you must specify a condition that will end it (“Wait here until the dragon arrives”), even if that condition can never feasibly be met (“Stay here until the sun shines at night”). Subjects in the area that fail their Wisdom saving throws immediately become aware of the condition, but they cannot communicate it due to their paralysed state (although someone could use a spell such as detect thoughts to ascertain the condition). For every hour the creatures are transfixed before the condition is met, they are allowed another saving throw to break free of the spell’s effect.
So long as the spell operates, any humanoid that enters its area must make a successful saving throw or become transfixed with the same exit conditions (they too become aware of the exit conditions on becoming transfixed). Likewise, any creatures removed from the area are freed from the spell’s effects.
TRANSMUTE ROCK TO LAVA
This spell is identical to the transmute rock spell but adds the following option when cast as a 9th level spell:
Transmute Rock to Lava. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing lava that remains for the spell’s duration.
All creatures in the spell’s area who make a successful Dexterity saving throw take 2d6 points of fire damage provided they can physically escape the area on their next turn. Creatures that fail their save, or those unable to escape the area, take 20d6 points of fire damage for each round they remain in the area. Creatures in the lava have their speed reduced to 5 feet and have disadvantage on attack rolls and -2 to Armor Class. Even after leaving the area of the spell, creatures that were exposed to the lava take half damage (either 1d6 or 10d6) for an additional 1d3 rounds.
If transmute rock to lava is cast upon the ceiling of a cavern or tunnel, the lava falls to the floor and spreads out in a 15-foot-radius pool at a depth of approximately 1-1/2 feet. The rain of lava deals 2d6 points of fire damage and 1d6 points of bludgeoning damage to anyone caught directly beneath (Dexterity saving throw for half). In addition, creatures take 2d6 points of fire damage each round when they are caught in the area of the pool, then 1d6 points of fire damage for 1d3 rounds after they escape.
While constructions of worked stone can’t be targeted with this spell, casting it on unworked stone below or adjacent to such structures does 10d6 points of fire damage per round to any part of the structure in contact with the lava. Wooden structures in contact with lava instantly burst into flame.
The lava cools naturally from its surface toward its centre, and it no longer deals fire damage after 2d6 hours as it slowly reverts to stone. Though a 15-foot-radius pool can take as long as two days to completely cool, the core of a 10-foot cube of lava might remain molten for a month or more.
WALL OF BONES
4th level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (A withered tree branch taken from a cemetery)
Duration: 10 minutes, Concentration
You create a wall of bone on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. Though solid, the wall has many small openings and gaps, and creatures on either side have partial cover against attacks from the opposite side. The wall lasts for the duration.
A wall of bones can be passed through as an action, but its sharp spikes and edges deal 1d8 points of piercing damage to any Small or Medium creature that attempts to do so. Small creatures can slip and wriggle through the wall at will, but a Medium creature must make a successful Dexterity saving throw. Failure means that a creature takes damage as normal and becomes stuck in the wall. It must make another attempt the following round to either pass through the wall or pull back from it (taking damage from the movement either way). Tiny or smaller creatures can slip freely through the wall at half speed, and Large or larger creatures cannot pass through it but might be able to break through (see below) or climb over, taking no damage. Any creature trapped in the wall can choose to remain motionless until the spell expires to avoid taking any more damage.
Each 5-foot square has 20 hit points, but the wall takes only half damage from slashing or piercing weapons. A creature can make a Strength check to break through the wall with a single attack.
The wall is composed of bones of many different types of creatures, fused at bizarre angles, but it cannot be animated by an animate dead spell nor communicated with via speak with dead.
WALL OF GLOOM
2nd level illusion
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (A bit of fleece from a black sheep)
Duration: 10 minutes, Concentration
You create a barrier of ominous shadow that obscures vision and deters passage on a solid surface within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 15 feet high, and 1 foot thick.
Creatures adjacent to the wall have partial cover against attacks from the other side, while creatures more than 1 square away have total cover. Although the wall is not substantial, a creature of CR 6 or lowere must succeed on a Wisdom save or be halted at its edge, ending its trun (though a crea tures can move away from the wall or attempt to move through again if it has a second action available). A creature can attempt to pass the wall any number of times, but each previous failure imposes a cumulative –1 penalty on its Wisdom saving throw.
Wall of gloom counters or dispels any light spell of equal or lower level.
WATER TO POISON
4th level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (The fang of a poisonous snake and a bloodstone worth at least ¥50 (gp) that is consumed in the casting)
Duration: Instantaneous
This spell transforms up to 10 gallons of water into an equal volume of colourless, tasteless, ingested poison with a save DC equal to the spell’s DC. When ingested, the poison deals 1 point of Constitution damage followed by 1d8 points of Constitution damage 1 minute later. A successful Constitution saving throw can negate each instance of damage. A single swallow (1 ounce) of poison is enough to affect a single creature; drinking more does not increase the effect.
Note: A creature reduced to 0 Strength is paralysed and a creature reduced to 0 Constitution is killed.
WITHERING PALM
7th level enchantment
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
A touch from your hand can cause the target’s body to weaken and wither. With a successful spell attack, you deal 2d6 points of temporary Strength damage and 2d6 points of temporary Constitution damage to the target. If you score a critical hit, the damage from the hit is doubled and becomes permanent. If a creatures Strength is reduced to 0 it can’t move and becomes paralysed. If the creature’s Constitution score is reduced to 0 it dies.
If a creature is not killed by the spell at the end of every 30 days, the creature can make a Constitution or Strength (creatures’ choice) saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, or wish.
* This is a maho, or blood element spell and generates Taint on use.
WOOD ROT
5th level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a termite)
Duration: Concentration, up to 10 minutes
Any nonmagical wood item or plant creature you touch becomes instantaneously rotted, decayed, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius (a large wooden door), a 3-foot-radius volume of the wood is rotten and destroyed. Wooden magic items are immune to this spell.
You may employ wood rot in combat with a successful melee attack. Wood rot used in this way instantaneously destroys 1d6 points of Armour Class gained from wooden armour or shields (up to the maximum amount of protection the armour offered).
Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed at a melee attack against the target with disadvantage. A wooden or wooden-hafted weapon that is hit is destroyed.
Against plant creatures, wood rot instantaneously deals 3d6 points of necrotic damage plus the casters Intelligence Modifier per successful attack. For the duration of the spell you can make one melee attack per round.