Spell List
SHUGENJA SPELLS
0TH-LEVEL SHUGENJA SPELLS
Source |
Element |
Spell Name |
Brief Description |
Core |
Air |
Daze: |
Humanoid creature of 4 HD or less loses next action. |
Core |
Air |
Ghost Sound: |
Figment sounds. |
Core |
Air |
Guidance: |
+1 on one attack roll, saving throw, or skill check. |
Core |
Air |
Know Direction: |
You discern north. |
Core |
Earth |
Mage Hand: |
5-pound telekinesis. |
Core |
Earth |
Mending: |
Makes minor repairs on an object. |
Core |
Earth |
Resistance: |
Subject gains +1 on saving throws. |
Core |
Earth |
Virtue: |
Subject gains 1 temporary hp. |
Core |
Fire |
Dancing Lights: |
Creates torches or other lights. |
Core |
Fire |
Disrupt Undead: |
Deals 1d6 damage to one undead. |
Core |
Fire |
Flare: |
Dazzles one creature (-1 on attack rolls) |
Core |
Fire |
Light: |
Object shines like a torch. |
Core |
Water |
Create Water: |
Creates 2 gallons/level of pure water. |
Core |
Water |
Cure Minor Wounds: |
Cures 1 point of damage. |
Core |
Water |
Detect Poison: |
Detects poison in one creature or object. |
Core |
Water |
Purify Food and Drink: |
Purifies 1 cu. ft./level of food or water. |
Core |
All |
Detect Magic: |
Detects spells and magic items within 60 ft. |
Core |
All |
Read Magic: |
Read scrolls and spellbooks. |
1ST-LEVEL SHUGENJA SPELLS
Source |
Element |
Spell Name |
Brief Description |
Core |
Air |
Detect Snares and Pits: |
Reveals natural or primitive traps. |
Core |
Air |
Disguise Self: |
Changes your appearance. |
Core |
Air |
Expeditious Retreat: |
Your speed increases by 30 ft. |
Core |
Air |
Feather Fall: |
Objects or creatures fall slowly. |
Core |
Air |
Silent Image: |
Creates minor illusion of your design. |
Core |
Air |
Sleep: |
Puts 4 HD of creatures into magical slumber. |
Core |
Earth |
Magic Stone: |
Three stones gain +1 on attack, deal 1d6+1 damage. |
Core |
Earth |
Magic Weapon: |
Weapon gains +1 bonus. |
Core |
Earth |
Pass Without Trace: |
One subject/level leaves no track. |
Core |
Earth |
Sanctuary: |
Opponents can't attack you, and you can't attack. |
Core |
Earth |
Shield of Faith: |
Aura grants +2 or higher deflection bonus. |
Core |
Fire |
Burning Hands: |
1d4/level fire damage (max 5d4). |
Core |
Fire |
Cause Fear: |
One creature of 5 HD or less flees for 1d4 rounds. |
Core |
Fire |
Faerie Fire: |
Outlines subjects with light, canceling blur, concealment, and the like. |
Core |
Fire |
Hypnotism: |
Fascinates 2d4 HD worth of creatures. |
Core |
Fire |
Shocking Grasp: |
Touch delivers 1d6/level electricity damage (max 5d6). |
Core |
Water |
Speak with Animals: |
You can communicate with animals. |
Core |
Water |
Bless: |
Allies gain +1 on attack rolls and saves against fear. |
Core |
Water |
Cure Light Wounds: |
Cures 1d8 damage +1/level (max +5). |
Core |
Water |
Obscuring Mist: |
Fog surrounds you. |
Core |
Water |
Remove Fear: |
Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. |
Core |
All |
Endure Elements: |
Exist comfortably in hot or cold environments. |
2ND-LEVEL SHUGENJA SPELLS
Source |
Element |
Spell Name |
Brief Description |
Core |
Air |
Detect Thoughts: |
Allows "listening" to surface thoughts. |
Core |
Air |
Levitate: |
Subject moves up and down at your direction. |
Core |
Air |
Minor Image: |
As silent image, plus some sound. |
Core |
Air |
Silence: |
Negates sound in 15 ft. radius |
Core |
Air |
Color Spray: |
Knocks unconscious, blinds, and/or stuns 1d6 weak creatures. |
Core |
Earth |
Barkskin: |
Grants +2 (or higher) enhancement to natural armor. |
Core |
Earth |
Bear's Endurance: |
Subject gains +4 to Con for 1 min./level. |
Core |
Earth |
Bull's Strength: |
Subject gains +4 to Str for 1 min./level. |
Core |
Earth |
Hold Person: |
Paralyzes one humanoid for 1 round/level. |
Core |
Earth |
Make Whole: |
Repairs an object. |
Core |
Earth |
Glitterdust: |
Blinds creatures, outlines invisible creatures. |
Core |
Fire |
Cat's Grace: |
Subject gains +4 to Dex for 1 min./level. |
Core |
Fire |
Flame Blade: |
Touch attack deals 1d8+2/two levels damage. |
Core |
Fire |
Flaming Sphere: |
Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. |
Core |
Fire |
Heat Metal: |
Make metal so hot it damages those who touch it. |
Core |
Fire |
Produce Flame: |
1d6 damage +1/level, touch or thrown. |
Core |
Water |
Fog Cloud: |
Fog obscures vision. |
Core |
Water |
Cure Moderate Wounds: |
Cures 2d8 damage +1 level (max +10). |
Core |
Water |
Delay Poison: |
Stops poison from harming subject for 1 hour/level. |
Core |
Water |
Lesser Restoration: |
Dispels magical ability penalty or repairs 1d4 ability damage. |
Core |
Water |
Locate Object: |
Senses direction toward object (specific or type). |
Core |
Water |
Remove Paralysis: |
Frees one or more creatures from paralysis or slow effect. |
Core |
All |
Resist Energy: |
Ignores 10 (or more) points of damage/attack from specified energy type. |
3RD-LEVEL SHUGENJA SPELLS
Source |
Element |
Spell Name |
Brief Description |
Core |
Air |
Clairaudience/Clairvoyance: |
Hear or see at a distance for 1 min./level. |
Core |
Air |
Gust of Wind: |
Blows away or knocks down smaller creatures. |
Core |
Air |
Haste: |
One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. |
Core |
Air |
Invisibility: |
Subject is invisible for 1 min./level or until it attacks. |
Core |
Air |
Major Image: |
As silent image, plus sound, smell and thermal effects. |
Core |
Air |
Wind Wall: |
Deflects arrows, smaller creatures, and gases. |
Core |
Earth |
Greater Magic Weapon: |
+1/four levels (max +5). |
Core |
Earth |
Meld Into Stone: |
You and your gear merge with stone |
Core |
Earth |
Plant Growth: |
Grows vegetation, improves crops. |
Core |
Earth |
Prayer: |
Allies +1 bonus on most rolls, enemies -1 penalty. |
Core |
Earth |
Stone Shape: |
Sculpts stone into any shape. |
Core |
Fire |
Call Lightning: |
Calls down lightning bolts (3d6 per bolt) from sky. |
Core |
Fire |
Daylight: |
60-ft. radius of bright light. |
CDiv |
Fire |
Fire Wings: |
Your arms become flaming wings; you can fly or burn things. |
Core |
Fire |
Keen Edge: |
Doubles normal weapon's threat range. |
Core |
Fire |
Searing Light: |
Ray deals 1d8/two levels damage, more against undead. |
Core |
Water |
Cure Serious Wounds: |
Cures 3d8 damage +1/level (max +15). |
Core |
Water |
Remove Blindness/Deafness: |
Cures normal or magical conditions. |
Core |
Water |
Remove Curse: |
Frees object or person from curse. |
Core |
Water |
Remove Disease: |
Cures all diseases affecting subject. |
Core |
Water |
Water Breathing: |
Subjects can breathe underwater. |
Core |
Water |
Water Walk: |
Subject treads on water as if solid. |
Core |
All |
Dispel Magic: |
Cancels spells and magical effects. |
Core |
All |
Glyph of Warding: |
Inscription harms those who pass it. |
Core |
All |
Protection from Energy: |
Absorb 12 points/level of damage from one kind of energy. |
Core |
All |
Summon Nature's Ally III (Small Elemental Only): |
Calls extraplanar creature to fight for you. |
4TH-LEVEL SHUGENJA SPELLS
Source |
Element |
Spell Name |
Brief Description |
Core |
Air |
Air Walk: |
Subject treads on air as if solid (climb at 45-degree angle). |
Core |
Air |
Detect Scrying: |
Alerts you of magical eavesdropping. |
Core |
Air |
Discern Lies: |
Reveals deliberate falsehoods. |
Core |
Air |
Hallucinatory Terrain: |
Makes one type of terrain appear like another (field into forest, or the like). |
Core |
Air |
Illusory Wall: |
Wall, floor, or ceiling looks real, but anything can pass through. |
Core |
Earth |
Death Ward: |
Grants immunity to death spells and negative energy effects. |
Core |
Earth |
Dismissal: |
Forces a creature to return to native plane. |
Core |
Earth |
Spell Immunity: |
Subject is immune to one spell per four levels. |
Core |
Earth |
Spike Stones: |
Creatures in area take 1d8 damage, may be slowed. |
Core |
Earth |
Dimensional Anchor: |
Bars extradimensional movement. |
Core |
Fire |
Fire Shield: |
Creatures attacking you take fire damage; you're protected from heat or cold. |
Core |
Fire |
Flame Arrow: |
Arrows deal +1d6 fire damage. |
Core |
Fire |
Lightning Bolt: |
Electricity deals 1d6/level damage. |
Core |
Fire |
Quench: |
Extinguishes nonmagical fires or one magic item. |
Core |
Fire |
Wall of Fire: |
Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. |
Core |
Water |
Control Water: |
Raises or lowers bodies of water. |
Core |
Water |
Cure Critical Wounds: |
Cures 4d8 damage +1/level (max +20). |
Core |
Water |
Locate Creature: |
Indicates direction to familiar creature. |
Core |
Water |
Neutralize Poison: |
Immunizes subject against poison, detoxifies venom in or on subject. |
Core |
Water |
Restoration: |
Restores level and ability score drains. |
5TH-LEVEL SHUGENJA SPELLS
6TH-LEVEL SHUGENJA SPELLS
Source |
Element |
Spell Name |
Brief Description |
Core |
Air |
Cloudkill: |
Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage. |
Core |
Air |
Permanent Image: |
Includes sight, sound, and smell. |
Core |
Air |
Teleport: |
Instantly transports you as far as 100 miles/level. |
Core |
Air |
Veil: |
Changes appearance of group of creatures. |
Core |
Air |
Wind Walk: |
You and your allies turn vaporous and travel fast. |
Core |
Earth |
Antimagic Field: |
Negates magic within 10 ft. |
Core |
Earth |
Banishment: |
Banishes 2 HD/level of extraplanar creatures. |
Core |
Earth |
Move Earth: |
Digs trenches and builds hills. |
Core |
Earth |
Stone Tell: |
Talk to natural or worked stone. |
Core |
Earth |
Stoneskin: |
Ignore 10 points of damage per attack. |
Core |
Fire |
Fire Seeds: |
Acorns and berries become grenades and bombs. |
CDiv |
Fire |
Fires of Purity: |
Target bursts into magical flame, becoming a dangerous weapon. |
Core |
Fire |
Greater Glyph of Warding: |
As glyph of warding, but up to 10d8 damage or 6th-level effects. |
CDiv |
Fire |
Anger of the Noonday Sun: |
Blinds creatures within 10 ft. |
Core |
Water |
Contingency: |
Sets trigger condition for another spell. |
Core |
Water |
Control Weather: |
Changes weather in local area. |
Core |
Water |
Heal: |
Cures 10 points/level of damage, all diseases and mental conditions. |
CDiv |
Water |
Master of the Rolling River: |
Wave of water deals 1d8/two levels damage and bull rushes. |
Core |
Water |
True Seeing: |
Lets you see all things as they really are. |
Core |
All |
Dispel Magic, Greater: |
As dispel magic, but +20 on check. |
Core |
All |
Summon Nature's Ally VI (Large Elemental Only): |
Calls creature to fight. |
7TH-LEVEL SHUGENJA SPELLS
8TH-LEVEL SHUGENJA SPELLS
9TH-LEVEL SHUGENJA SPELLS
|