TEXT: 2018
  OfficialAdvanced
  ORIENTAL ADVENTURES
  This fascinating sourcebook
  contains all-new information for
  players and Dungeon* Masters,
  ages 10 and up.
  TSR, Inc.
  All the necessary inforr
  add Oriental Adventure;
  AD&D" campaign, for beginnfffg
  to advanced players.
  ADVANCED DCJMGEOR»& DRAGONS, the TSR logo, and PRODUCTS OF YOUR IMAGINATjfllLare trademarks owned by TSR Inc
  
  ORIENTAL ADVENTURES
  Gary Gygax
  with David Cook and Francois Marcela-Froideval
  The rulebook for AD&D® game adventures in the mystical world of the Orient!
  TSR Inc.
  POB 756
  Lake Geneva,
  Wl 53147
  TSR UK Ltd.
  The Mill, Rathmore Road
  Cambridge, CB1 4AD
  United Kingdom
  ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, D&D, and FIEND FOLIO are registered trademarks owned by TSR Inc.
  The TSR logo and PRODUCTS OF YOUR IMAGINATION are trademarks owned by TSR Inc.
  
  Special Thanks to
  Whenever a project of this size is put together, there are many people who give their time and extra effort to see it through.
  This is particularly true for Oriental Adventures, as there was much assembling and doublechecking of the fine details of rules
  and culture. No doubt there are some who have been left off this list, but they deserve every praise nonetheless.
  To Jon Pickens, who produced many obscure reference books and assumed the role of chief librarian while
  doing all his other work.
  To Harold Johnson, for besting the inevitable management crises that arose.
  To Frank Mentzer, for his timely reviewing and eagle eye.
  To Doug Niles, Tracy Hickman, Bruce Heard, and Jeff Grubb for occasionally savage playtesting.
  To Jim Holloway, for advice and movies.
  To Dave Sutherland, for much fine work on graphics.
  To the Japanese players—Masataka Ohta, Akira Saito, Hiroyasu Kurose, Takafumi Sakurai, and Yuka
  Tate-ishi—for critiquing and improving the manuscript on short notice.
  To Mike Martin, for being the calm in the Oriental Adventures storm.
  And to Helen Cook, who deserves mention for being patient.
  So to these people and everyone who may have been missed...
  Thank you!
  Credits
  Original AD&D® Game: Gary Gygax
  Original Oriental Adventures Concept: Gary Gygax with Francois Marcela-Froideval
  Oriental Adventures Design: David "Zeb" Cook
  Editors: Steve Winter, Mike Breault, Anne Gray, and Thad Russell
  Cover art: Jeff Easley
  Illustrations: Roger Raupp, James Holloway, Jeff Easley, and Dave Sutherland
  Cartography: Dave LaForce
  Product Design: Linda Bakk, Mike Breault, and Steve Winter
  Typography: Linda Bakk, Betty Elmore, and Carolyn Vanderbilt
  Keylining: Dave Sutherland, Colleen O'Malley, and Linda Bakk
  Proofreaders: Jon Pickens, Harold Johnson, and Bruce Heard
  Illustrations on pages 50, 69, 72, and 128 are taken from Symbols, Signs & Signets by Ernst Lehner,
  Dover Pictorial Archive Series, Dover Publications Inc.
  Distributed to the book trade by Random House, Inc., and in Canada by Random House of Canada, Ltd.
  Distributed to the toy and hobby trade by regional distributors.
  Distributed in the United Kingdom by TSR UK Ltd.
  Copyright 81985 E. Gary Gygax. All Rights Reserved.
  ISBN 0-88038-099-3 
  394-54872-8TSR1500
  This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of
  the material or artwork presented herein is prohibited without the express written permission of TSR Inc.
  Printed in the U.S.A.
  
  Preface
  The ADVANCED DUNGEONS & DRAGONS® game system has
  grown slowly. From its original roots in the "Fantasy Supple-
  ment" to CHAINMAIL Medieval Miniatures Rules, the AD&D®
  game grew to encompass a growing, changing, expanding fan-
  tasy multiverse. Other planes of existence than our own are dealt
  with, albeit rather cursorily. New classes of adventurer have been
  added, along with magic, monsters, and much else. Despite the
  growth and change, a whole segment of historically based mate-
  rial has been neglected.
  CHAINMAIL dealt principally with European and Near Eastern
  history, and the same is true of the fantasy elements included in
  the work. When the DUNGEONS & DRAGONS® game system
  was envisioned and created, it relied very heavily upon the
  former work, medieval European history, and mythos and myth
  most commonly available to its authors. Thus, D&D® gaming fol-
  lowed CHAINMAIL, and AD&D gaming followed after the D&D
  game. In its early development, the D&D game was supple-
  mented by various booklets, and in one of these the monk,
  inspired by Brian Blume and the book series called The
  Destroyer, was appended to the characters playable. So too was
  this cobbled-together martial arts specialist placed into the AD&D
  game system, even as it was being removed from the D&D game.
  In my opinion, the point certainly went to the DUNGEONS &
  DRAGONS game players!
  What's this? Is the creator of this whole system about to state
  that Oriental character-types are unsuitable adventurers? Never!
  The fact of the matter is that the admixture of Occident and Orient
  was an unsuitable combination. The games stressed a European
  historical base and mythology. Even though the AD&D game
  monster roster ranges far afield, it is still of basically European
  flavor. The whole of these game systems are Occidental in
  approach, not Oriental—at least not in the sense of what is known
  as the Far East: China, Korea, Japan, and Mongolia.
  The year 1980 had not arrived when I began thinking about a
  version of the AD&D game that would feature Oriental campaigns
  and characters. Good intentions aside, it has taken this long to
  achieve the desired goal, and enlisted the talents of both David
  "Zeb" Cook and Francois Marcela-Froideval in order to arrive as
  early as 1985. Because the game system has changed over the
  intervening years, the exact nature of the approach taken herein
  differs from that which was originally envisioned. I am convinced
  that the alteration is for the better, and as you partake of the infor-
  mation herein, and put it into play, I am as certain you will concur.
  Oriental Adventures is a completely new resource for the AD&D
  game system. As you develop your Oriental Adventures cam-
  paign, it is recommended that you remove the monk character
  class from the European-type campaigns. Why? Because what is
  found herein is superior and in the proper surroundings as well!
  Oriental Adventures covers the classes of adventurers, weap-
  ons, armor, spells, magic, and even the special monsters that
  make the legend and myth of the Far East so rich and varied. Now
  it is possible to place the monk, for example, in the proper setting,
  a place where he will encounter samurai and sohei, combat spirit
  creatures, deal with bushi and wu jen. Of course, schools of fight-
  ing are covered. So are the differences in weapons between
  China, Japan, and so on. Culture is also stressed. Honor, dignity,
  training in social graces and ceremonies are as important to
  adventurers in this milieu as are experience points and magical
  treasure. Think about that for a moment.
  In fact, this new book is aimed at providing players and
  Dungeon Masters with the material they need to develop the
  "other half" of their fantasy world, the Oriental portion. Once this
  has been accomplished, it will be possible for adventurers to
  roam the whole world, those from the Occident marveling over
  the mysteries of the East, while brave characters from the Orient
  journey to the West to learn about the strange and incredible lore
  which that land holds. Similarities will certainly serve to highlight
  the vast differences.
  The purpose of Oriental Adventures is to bring a new facet to
  the overall game. It offers what is essentially a whole new world
  for development of different AD&D game campaigns. The
  mechanics and rules are basically the same. How could they be
  different? We are all humans. The professions are fairly similar,
  but different enough to be exotic. One the exotic becomes mun-
  dane, the time has arrived for cross-cultural adventuring. This
  single volume brings you not only the world of the Far East, but
  also the meeting of East and West when the fullness of time war-
  rants such contact.
  Oriental Adventures is a landmark work in the game system. It
  brings not only new information; this book adds a whole new
  world. As such, this is a wonderful event that brings enthusiasts
  the best of two worlds...literally. So with the broad concepts
  behind the volume understood, it is high time to stop wasting time
  upon a Foreword. Sit down, put your feet up, and prepare to enjoy
  yourself thoroughly as you read all the new material, and note the
  similarities too, in Oriental Adventures, the latest addition to the
  AD&D game system. One more thing: Don't spend too much time
  merely reading. The best part of this work is the play, so play and
  enjoy!
  Gary Gygax
  September, 1985
  
  Introductions
  It is with great pleasure that I write this.
  For one thing, I finally have the chance to introduce new readers and
  gamers to a long-time fascination of mine—the Orient. The Orient is rich in
  variety and diversification. Though there are similarities among its many
  lands, each land has its own unique outlook and style. This is part of what
  makes the Orient mysterious and exciting—the exploration and discovery
  of entirely different cultures. Thus, the Oriental Adventures book is broad
  in scope—it does not restrict itself to a single country or time period. Pre-
  sented here is material drawn from Japan, China, Korea, Mongolia,
  Southeast Asia, and the Philippines. The historical periods that provide
  inspiration are equally broad—Heian, Kamakura, Sengoku, and Toku-
  gawa Japan; Han, T'ang, Sung, and Ming China; ancient Korea; even the
  Mongol invasions.
  The second pleasure in writing this comes from the reading I had to do
  to prepare. The Oriental Adventures project spurred me to read materials I
  would otherwise never have seen. Some of it was thrilling and some not.
  The variety of topics was huge—legends, folktales, literary epics, genea-
  logical histories, philosophy, religion, poetry, architecture, land manage-
  ment, government, history, martial arts, sociology, anthropology, military
  affairs, economics, and fiction. The bulk of this material deals with Japan,
  with China a close second. This is not due to any oversight. Most of the
  material available deals with Japan, through the choice of various writers.
  From the standpoint of gaming, Japan's history and culture provides
  greater opportunities for adventure and advancement. Although often
  seen as a rigid society, Japan has had several periods of tumultuous
  upheavel where a person of any rank could make his name—the Sengoku
  period or the collapse of the Heian government being only two. Of course,
  anyone who looks carefully at China will find the same occurred there.
  However, fewer people cared to write about it.
  Thirdly, it is a great pleasure to write this because I get to rip into a new
  challenge. In preparing Oriental Adventures, there were many goals to
  meet. Foremost of these was the interesting but conflicting demands of
  historical accuracy and fantastic imagination. There is very little point in
  doing a book about Oriental culture if the material is not accurate. But
  accuracy can often be unplayable or just unacceptable. Accuracy here
  would mean stricter class structures, less chance for player advancement
  and less adventure. It would mean more fiddlely rules for little details that
  would get in the way of play. And rules that might apply to a Japanese cul-
  ture would certainly be incorrect in a strict Chinese culture! Furthermore,
  the world presented had to be what people think the Orient is, not neces-
  sarily what it actually is. Thus, reference works and sources of ideas went
  beyond books and included popular Japanese movies about samurai and
  ninja, the whole family of Hong Kong kung-fu movies, comics, and even
  those endearing monster epics of giant reptiles and funny dinosaurs.
  Fourthly, the Oriental Adventures book allowed me to create the frame-
  work of a new world—Kara-Tur. Throughout these pages are references to
  the lands of Kara-Tur—Shou Lung, T'i Lung, Kozakura, and more. Each is
  broadly modeled after a specific land and era in the Far East, allowing a
  huge diversity in the styles of play. As further products are released for the
  Oriental Adventures rules, there will be expansions and additional detail
  on the fictional continent of Kara-Tur. Of course, creating a new continent
  in your own campaign (and having your players discover it) is an equally
  lively and exciting approach.
  Finally, it gives me a great deal of pleasure to write this Introduction for a
  personal reason—this is the last part of the book to be written. With these
  closing words, I have finished an exciting, challenging, and sometimes
  nerve-wracking project. Take it and discover the lands of mystery con-
  tained inside.
  Wahoo!
  David "Zeb" Cook
  September 17,1985
  Dungeon Masters and players: prepare yourselves to enter a whole
  new world—the world of Oriental Adventures*. The material in this book
  will enable you to play the AD&D® game as you've never played it before.
  In the lands of Oriental Adventures, characters are not judged solely on
  their prowess with sword and spell. Oriental characters' social skills and
  personal honor are just as important as their combat abilities. When was
  the last time politeness and proper manners really mattered in your cam-
  paign? How can characters associate with nobility if they know nothing of
  courts or court etiquette? How many AD&D characters worry about how
  their actions reflect upon their families and comrades? These and many
  other intricacies of social interactions and responsibilities are brought to
  light in this volume.
  Don't get the idea that Oriental Adventures characters don't fight.
  Pages and pages of Oriental weapons and armor are described and illus-
  trated here. From the favored weapons of the ninja to thin pieces of cloth
  that actually stop arrows, the arms and defenses of the Orient are yours in
  the lands of Kara-Tur. Have a favorite monster from Japanese films? Find
  it under Gargantua in the Monsters section! Want to learn a martial arts
  style or create a new style? You can do it in the new worlds opened up to
  you in Oriental Adventuress
  Don't anyone tell Zeb, but he didn't write the last part of this book. This
  is the last part of Oriental Adventures to be put to paper. Steve Winter, the
  shogun of TSR editors, set off on his honeymoon (through the Orient,
  coincidentally enough) midway through this project and he passed the
  editorial katana on to me. A lot of late nights and deadline crunches later,
  I'm now able to breathe a sigh of relief.
  Things are winding to a close as I write this. Most of the book is with the
  printer. My pals in Graphic Arts Services no longer scream and run away
  when I approach. Gasping noises from Jon Pickens's office indicate that
  he is finally surfacing for air after proofreading these pages for weeks. I no
  longer assume that the light at the end of the tunnel is just the headlamp of
  yet another oncoming train.
  I'm happy that my job is done, but I'm happier still that you'll soon be
  enjoying the grand vistas opened to you by Oriental Adventures. Now that
  my task is ended, yours may begin. So strap on your o-yoroi, loosen your
  katana and wakizashi in their sheaths, and go out there and win one for
  the daimyo!
  Mike Breault
  October 2,1985
  
  Table of Contents
  CREATING THE PLAYER CHARACTER 
  7
  Non-Player Characters 
  7
  The Effect of Wishes on Ability Scores 
  7
  Character Abilities 
  7
  Strength 
  7
  Dexterity 
  8
  Constitution 
  8
  Intelligence 
  9
  Wisdom 
  9
  Charisma 
  9
  Comeliness 
  10
  CHARACTER CLASSES AND RACES 
  11
  Class and Race Combinations 
  11
  Racial Ability Score Limits 
  11
  Oriental Races 
  12
  Korobokuru 
  12
  Hengeyokai 
  12
  Spirit Folk 
  13
  Oriental Classes 
  14
  Oriental Barbarian 
  14
  Bushi 
  15
  Kensai 
  16
  Monk 
  17
  Ninja 
  19
  Samurai 
  21
  Shukenja 
  22
  Sohei 
  24
  Wu Jen 
  24
  Yakuza 
  26
  Character Abilities 
  28
  Multiple Attacks 
  28
  Multi-Class and Dual-Class Characters 
  28
  Alignment 
  28
  Languages 
  30
  Classes and Subclasses 
  30
  FAMILIES, CLANS, AND CASTE 
  31
  Birth Rank 
  31
  Family Structure 
  31
  Additional Family Structures 
  32
  Master Family Chart 
  33
  Ancestry 
  33
  Assigning Ancestral Holdings 
  34
  Birthrights 
  34
  HONOR 
  35
  Starting Honor 
  35
  Gaining and Losing Honor 
  35
  Altering Family Honor 
  35
  Effects of Honor 
  35
  MONEY AND EQUIPMENT 
  37
  Starting Money 
  38
  Gajin and Rates of Exchange 
  38
  Equipping the Character 
  38
  Weapons 
  41
  Weapon Equivalents 
  41
  Weapon Descriptions 
  43
  Oriental Adventures Armor Illustrations 
  44
  Oriental Adventures Weapon Illustrations 
  45
  Armor 
  48
  Armor Descriptions 
  49
  Miscellaneous Equipment 
  50
  Barding 
  50
  PROFICIENCIES 
  51
  Weapon Proficiencies and Weapon Specialization 
  51
  Non-Weapon Proficiencies 
  52
  Optional Peaceful Proficiency Bonus 
  52
  Success and Failure 
  52
  Contests 
  52
  Proficiency Tables 
  53
  Artisan Proficiencies 
  53
  Barbarian Proficiencies 
  53
  Common Proficiencies 
  54
  Court Proficiencies 
  55
  SHUKENJA SPELLS 
  56
  Spell Explanations 
  56
  First Level Spells 
  57
  Second Level Spells 
  59
  Third Level Spells 
  62
  Fourth Level Spells 
  64
  Fifth Level Spells 
  67
  Sixth Level Spells 
  68
  Seventh Level Spells 
  70
  WU JEN SPELLS 
  73
  First Level Spells 
  74
  Second Level Spells 
  78
  Third Level Spells 
  81
  Fourth Level Spells 
  84
  Fifth Level Spells 
  87
  Sixth Level Spells 
  90
  Seventh Level Spells 
  92
  Eighth Level Spells 
  94
  Ninth Level Spells 
  96
  COMBAT 
  98
  Summary of the Combat Sequence 
  98
  Surprise and laijutsu 
  99
  Initiative Modifiers 
  99
  Combat Procedures 
  99
  Missile Fire from Horseback 
  99
  Unhorsing 
  99
  Disarming 
  100
  Subduing Opponents 
  100
  The Psychic Duel 
  100
  Martial Arts 
  101
  Styles 
  101
  Creating a Style 
  102
  Special Maneuvers 
  102
  Principal Methods 
  103
  Mental and Physical Training 
  105
  Stunning and Incapacitating 
  105
  Learning Martial Arts 
  105
  Multiple Styles and Combining Styles 
  106
  EVENTS AND ENCOUNTERS 
  107
  The Calendar 
  107
  Yearly and Monthly Events 
  107
  Yearly Events 
  107
  Monthly Events 
  108
  Daily Events 
  112
  ENCOUNTER TABLES BY TERRAIN TYPE 
  114
  MONSTERS 
  115
  Climate Groupings 
  115
  Creatures from Previous Books 
  115
  The Celestial Emperor and the Celestial Bureaucracy 
  116
  Bajang 
  116
  Carp, Giant 
  117
  Doc Cu'o'c 
  118
  Gaki 
  119
  HaiNu 
  122
  Ikiryo 
  123
  Jishin Mushi 
  123
  Kala 
  123
  Men (Wako) 
  125
  Nat 
  125
  Oni 
  126
  P'oh 
  127
  Shan Sao 
  127
  Tengu 
  128
  
  Table of Contents
  TREASURE AND MAGICAL ITEMS 
  129
  Magical Items Usable by Character Class 
  129
  Random Treasure Determination 
  129
  Modifications to Standard Magical Items 
  129
  Potions 
  130
  Scrolls 
  130
  Rods, Staves, and Wands 
  130
  Miscellaneous Magic 
  130
  Armor and Shield 
  130
  Explanation of Armor Properties 
  131
  Weapons 
  131
  Explanation of Weapon Properties 
  132
  Oriental Magical Items 
  133
  AN OVERVIEW OF KARA-TUR 
  136
  Geography 
  136
  Population 
  136
  Shou Lung 
  136
  T'u Lung 
  137
  Wa 
  137
  Kozakura 
  137
  Gajin 
  137
  DAILY LIFE IN KARA-TUR 
  138
  Dress 
  138
  Food 
  138
  Buildings 
  139
  Religion 
  140
  Law and Justice 
  140
  Manners 
  141
  Names 
  141
  BUILDING FLOORPLANS 
  142-143
  BIBLIOGRAPHY 
  144
  FAMILY CHART 
  144
  Tables
  TABLE 1: STRENGTH 
  7
  TABLE 2: STRENGTH ADJUSTMENTS 
  8
  TABLE 3: DEXTERITY 
  8
  TABLE 4: CONSTITUTION 
  8
  TABLE 5: INTELLIGENCE 
  9
  TABLE 6: WISDOM 
  9
  TABLE 7: CHARISMA 
  9
  TABLE 8: COMELINESS ADJUSTMENTS 
  10
  TABLE 9: CHARACTER CLASS LIMITS 
  11
  TABLE 10: RACIAL ABILITY SCORE LIMITS 
  11
  TABLE 11: HENGEYOKAI CREATURES 
  12
  TABLE 12: CLASS ABILITY SCORE REQUIREMENTS 
  14
  TABLE 13: ARMOR AND WEAPONS PERMITTED BY CLASS . . . . 14
  TABLE 14: BARBARIANS 
  14
  TABLE 15: BARBARIAN BONUSES 
  15
  TABLE 16: BARBARIAN CAPABILITIES 
  15
  TABLE 17: BUSHI 
  15
  TABLE 18: KENSAI 
  16
  TABLE 19: KENSAI BONUSES 
  17
  TABLE 20: MONKS 
  17
  TABLE 21: MONK CAPABILITIES 
  18
  TABLE 22: NINJA 
  19
  TABLE 23: NINJA DEXTERITY ADJUSTMENTS 
  19
  TABLE 24: NINJA CAPABILITIES 
  21
  TABLE 25: SAMURAI 
  21
  TABLE 26: SHUKENJA 
  22
  TABLE 27: SHUKENJA WISDOM ADJUSTMENTS 
  23
  TABLE 28: SHUKENJA SPELLS USABLE BY LEVEL 
  23
  TABLE 29: SOHEI 
  24
  TABLE 30: SOHEI SPELLS USABLE BY LEVEL 
  24
  TABLE 31: WU JEN 
  24
  TABLE 32: WU JEN INTELLIGENCE ADJUSTMENTS 
  25
  TABLE 33: WU JEN SPELLS USABLE BY LEVEL 
  25
  TABLE 34: YAKUZA 
  26
  TABLE 35: YAKUZA CAPABILITIES 
  27
  TABLE 36: MULTIPLE ATTACKS 
  28
  TABLE 37: BIRTH REQUIREMENTS BY CLASS 
  31
  TABLE 38: CHARACTER BIRTH 
  31
  TABLE 39: ANCESTRY 
  33
  TABLE 40: BIRTHRIGHTS 
  34
  TABLE 41: INITIAL HONOR 
  35
  TABLE 42: HONOR AWARDS 
  36
  TABLE 43: CURRENCY VALUES 
  37
  TABLE 44: BARTER UNITS STANDARD VALUE 
  38
  TABLE 45: INITIAL CHARACTER FUNDS 
  38
  TABLE 46: CURRENCY EXCHANGE RATES 
  38
  TABLE 47: BASIC EQUIPMENT AND SUPPLIES COST 
  39-40
  TABLE 48: WEAPON EQUIVALENTS 
  41
  TABLE 49: WEIGHT AND DAMAGE BY WEAPON TYPE 
  41
  TABLE 50: HAND HELD WEAPONS, GENERAL DATA,
  AND TO HIT ADJUSTMENTS 
  42
  TABLE 51: HURLED WEAPONS AND MISSILES 
  43
  TABLE 52: ARMOR CLASS 
  48
  TABLE 53: INDIVIDUAL PIECE ARMOR CLASS 
  48
  TABLE 54: TYPES OF ARMOR AND ENCUMBRANCE 
  49
  TABLE 55: BARDED WARHORSE BASE MOVEMENT RATES . . . . . 50
  TABLE 56: CHARACTER PROFICIENCIES 
  51
  TABLE 57: MISSILE WEAPON SPECIALIZATIONS 
  51
  TABLE 58: ARTISAN PROFICIENCIES 
  53
  TABLE 59: BARBARIAN PROFICIENCIES 
  53
  TABLE 60: COMMON PROFICIENCIES 
  54
  TABLE 61: COURT PROFICIENCIES 
  55
  TABLE 62: SHUKENJA SPELLS 
  56-57
  TABLE 63: DIVINATION RESULTS 
  59
  TABLE 64: SPEAK WITH DEAD 
  64
  TABLE 65: FATE 
  65
  TABLE 66: WU JEN SPELLS 
  73-74
  TABLE 67: HORSEBACK BOWFIRE MODIFIERS 
  99
  TABLE 68: COMMON MARTIAL STYLES 
  101
  TABLE 69: MARTIAL STYLE COMBINATIONS 
  102
  TABLE 70: MARTIAL ARTS SPECIAL MANEUVERS 
  103
  TABLE 71: YEARLY EVENTS 
  107
  TABLE 72: MONTHLY EVENTS 
  108
  TABLE 73: DAILY EVENTS 
  112
  TABLE 74: MONETARY TREASURE AND MAGICAL ITEMS 
  129
  TABLE II.A.(ORIENT): MONETARY TREASURE 
  130
  TABLE III. (ORIENT): MAGICAL ITEMS 
  130
  TABLE 75: MAGICAL ARMOR 
  131
  TABLE 76: MAGICAL ARMOR PROPERTIES 
  131
  TABLE 77: SPECIAL PROPERTIES 
  131
  TABLE 78: MAGICAL WEAPONS 
  131
  TABLE 79: WEAPON PROPERTIES 
  132
  TABLE 80: SWORD CLASS 
  132
  TABLE 81: BOW, CROSSBOW, AND SLING CLASS 
  132
  TABLE 82: MISCELLANEOUS MELEE CLASS 
  132
  TABLE 83: MISSILE CLASS 
  132
  TABLE 84: MARTIAL ARTS CLASS 
  132
  TABLE 85: NINJA CLASS 
  132
  TABLE 86: ORIENTAL MAGICAL ITEMS 
  133
  
  CREATING THE
  PLAYER CHARACTER
  Each and every character in the AD&D® Oriental Adventures game has
  seven abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom,
  Charisma, and Comeliness. Each ability has a score ranging from 3 to 18.
  The characters portrayed by the players (called Player Characters) are
  special in that each is above average in some way, giving them special
  potential. Most characters must have exceptional scores (15 or higher) in
  at least two abilities just to survive the rigors of an adventuring life.
  As players in an Oriental AD&D® game will be playing the same charac-
  ter over many game sessions, it is important to let each player create a
  suitable character of the race and profession he desires. Even an average
  character has a short life expectancy in the treacherous regions of Kara-
  Tur. This discourages new players, as does having to make do with some
  character of a class or race the player can't or doesn't want to identify
  with. Character generation, then, is a serious matter.
  The first six ability scores are determined randomly by rolling dice
  (Comeliness is discussed later). In order to give player characters (PCs)
  the edge they need to rise above the mundane, these dice rolls are
  weighted to give better-than-average results. Four alternatives for gener-
  ating player characters are offered here; it is recommended that one of the
  following methods be used.
  Method I: Roll 4d6, discarding the lowest die and totaling the remaining
  three. Do this six times, then assign the six numbers to the character's
  abilities however desired.
  Method II: Roll 3d6 twelve times. Retain any six scores, assigning them
  to the character's abilities as desired.
  Method III: Roll 3d6 six times. Assign any one of the results to the char-
  acter's Strength. Do the same thing for Dexterity, Constitution, Intelli-
  gence, Wisdom, and Charisma, in that order.
  Method IV: Roll 3d6 six times, assigning the results in order to
  Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
  Do this 12 times to create 12 characters, then choose whichever charac-
  ter is preferred.
  Non- Player Characters
  The DM should purposefully set the ability scores of important NPCs,
  particularly those of high level and power. (High-level NPCs should have
  correspondingly high ability scores; how else could they have survived to
  rise so high?)
  Determine the ability scores of other non-player characters as follows:
  For run-of-the-mill characters, roll 3d6 for each ability. For more aver-
  age scores, count any 1 as 3 and any 6 as 4.
  For special characters (including henchmen), roll 3d6 for each ability
  (allowing the full range from 3 to 18) except the ability or abilities germane
  to his profession. For these abilities, either use one of the four methods for
  generating PC ability scores or roll 3d6 and add 1 to each die that rolls a 5
  or less.
  The Effect of Wishes on Ability Scores
  It is common for players to use wishes (or alter reality spells found on
  scrolls) to raise their ability scores in important or weak abilities. This is a
  legitimate use for a wish, and should be allowed. At some point, however,
  it must become very difficult to raise an ability score, or the campaign will
  be overrun by characters with grossly inflated abilities. To prevent this, try
  the following guideline: a wish or alter reality spell will raise an ability score
  of 3-15 by one point. The same spells will raise an ability score of 16 or
  above by only one-tenth of a point. Thus, a single wish or alter reality spell
  will raise a score of 16 to 16.1. Nine more wishes are needed to reach 17.
  This doesn't mean that magical books or devices can't raise scores of 16
  or better a full point; the prohibition is only on wishes and alter reality
  spells.
  CHARACTER ABILITIES
  Each of the seven abilities has an application in the Oriental AD&D®
  game. The abilities, the effects of the ability scores, and their application
  in the game are detailed in the following sections.
  Strength
  Strength measures a character's muscle, endurance, and stamina.
  This ability is the forte of bushi and samurai, for they must be physically
  powerful in order to wear armor and wield heavy weapons. Therefore,
  Strength is the most important ability ("prime requisite") of bushi and one
  of the prime requisites of samurai. Any bushi with a Strength of 15 or more
  gains a bonus of 10% of earned experience (explained later).
  Furthermore, samurai, kensai, barbarians, and bushi with a Strength
  score of 18 are entitled to roll percentile dice to generate a number
  between 1 and 100 to determine exceptional Strength; exceptional
  Strength improves the character's chance to hit an enemy, increases the
  damage he causes with each hit, and increases the weight the character
  is able to carry without a penalty for encumbrance. It also increases the
  character's ability to force open doors and similar portals.
  To relate this ability to reality, assume that a character with a Strength
  score of 3 can lift a maximum of 30 pounds above his head in a military
  press, while a character with a Strength score of 18 can press 180 pounds
  or his own body weight, whichever is greater. No human or humanoid
  creature with normal Strength, however, can lift more than twice its own
  body weight over its head.
  A human with Strength 18 and an additional percentile dice roll can lift
  one additional pound for every percentage point from 1 to 50, four pounds
  for every percentage point from 51 to 90, and eight pounds for each per-
  centage point from 91 to 100. Thus, a person with Strength 18/00 can lift
  470 pounds.
  Table 1: STRENGTH
  Ability
  Score
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  18/01-50
  18/51-75
  18/7*90
  18791-99
  18/00
  19
  General Information
  Minimum Strength for wu jen
  Minimum Strength for spirit folk
  Minimum Strength for korobokuru
  Minimum Strength for shuksnja & bushi
  Minimum Strength for hengeyokai & kensai
  Minimum Strength for samurai & sohei
  Minimum Strength tor barbarian & monk
  Maximum Strength for shukenja, monk, wu jen, & yakuza
  Maximum Strength tor human
  Maximum Strength lor korobokuru
  
  CHARACTER ABILITIES (DEXTERITY)
  Table 2: STRENGTH ADJUSTMENTS
  Table 3: DEXTERITY
  Ability
  Score
  3
  4-S
  8-9
  Hit
  Probability
  -3
  -a
  normal
  Damage
  Adjustment
  .1
  -1
  normal
  none
  none
  none
  J4-1t
  16
  17
  18
  18'0i-S0
  18.S1-75
  1I/7M0
  1M1-M
  woe
  t»
  1
  1
  •2*i
  • 1
  * 1
  2
  3
  3
  +4
  • 71
  Weight
  Allowance
  0
  100
  200
  350
  350
  450
  590
  700
  860
  1 100
  1350
  1600
  T.SSO
  2.360
  4.860
  Open
  Doors
  1
  1
  1
  1 2
  1-2
  1 2
  14
  Bend Bars/
  Lift Gates
  0%
  0%
  2"'
  4"n
  r%
  «%
  1-3
  1 3
  1-4
  1-4
  1-4(1)
  1-83)
  7in»O)
  16"c
  SDH
  50%
  The categories and entries in Tables 1 and 2 are explained in the follow-
  ing sections.
  Hit Probability adjustments are added to or subtracted from the num-
  ber rolled on 1d20 during melee. A bonus makes the opponent easier to
  hit; a subtraction makes him harder to hit. (Complete combat tables
  appear in the section titled Combat.)
  Damage Adjustment also applies to melee. The listed number is
  added to or subtracted from the dice rolled to determine how much dam-
  age is caused by an attack (a successful to hit roll can never cause less
  than 1 point of damage). For example, a wakizashi normally causes 1d6
  points of damage. An attacker with a Strength score of 17 causes one
  extra point of damage, for a range of 2-7.
  Weight Allowance is the weight a character can carry without being
  encumbered. These weights are expressed in terms of coins: 10 coins
  weigh 1 Ib. A human carrying up to the listed weight can move 12" per
  round. Each additional 350 coins (35 lbs.) slows the character by 25 per-
  cent (3" per round for a human).
  Open Doors indicates the character's chance to force open a heavy or
  stuck door. When a character tries to force a door open, roll 1d6. If the
  result is in the indicated range, the door opens. A character can keep try-
  ing to open a door until it finally opens, but each attempt takes time
  (exactly how much is up to the DM) and makes quite a lot of noise.
  Numbers in parentheses are the character's chance to open a locked,
  barred, or magically held door, but only one attempt per door can ever be
  made. If it fails, no further attempts by that character can succeed.
  Bend Bars/Lift Gates states the character's percentage chance to
  bend normal, soft iron bars or lift a vertical gate (portcullis). When the
  character makes the attempt, roll percentile dice. If the number rolled is
  less than or equal to the listed number, the character bends the bars or lifts
  the gate. If the attempt fails, the character can never succeed at that task.
  A character can, however, try to bend the bars on a gate that he couldn't
  lift, and vice versa.
  Dexterity
  Dexterity encompasses several physical attributes including hand-eye
  coordination, agility, reaction speed, reflexes, and balance. Dexterity affects
  how quickly a character reacts to a threat or surprise, his accuracy with thrown
  weapons and bows, and his ability to dodge an enemy's blows. It is the prime
  requisite of ninja, and affects their professional skills. Ninja with a Dexterity
  score of 16 or higher gain a bonus of 10% on earned experience.
  Reaction/Attacking Adjustment is a modifier that applies both to
  attacks with thrown weapons and bows (collectively called missile weap-
  ons), and to situations involving surprise. The adjustment is added to or
  subtracted from the character's dice roll to hit with a missile weapon. It
  also modifies the dice roll when the character is surprising another char-
  acter or creature, or being surprised.
  Defensive Adjustment applies to a character's saving throws against
  attacks that can be dodged: fireballs, lightning bolts, boulders, etc. It also
  modifies the character's Armor Class, representing his ability to dodge
  normal missiles and parry weapon thrusts. For example, leyasu is
  armored with a haramaki-do, sode, and kote, making him Armor Class 6
  (AC 6). If his Dexterity score is 16, his Armor Class is modified by -2 to 4,
  making him harder to hit. If his Dexterity score is 5, his Armor Class is
  modified by + 2 to 8, making him easier to hit.
  General Information
  Minimum Dexterity for korobokuru
  Minimum Dexterity for bushi
  M i f t V P I i to J
  f
  l
  Minimum Dexterity for spirit folk
  Minimum Dexterity for kensai,
  barbarian, and ninja
  D
  Reaction/
  Attacking
  Adjustment
  • 3
  -2
  • 1
  0
  0
  0
  0
  0
  0
  0
  0
  0
  • , - , » * * * * . -
  •*:'.-*£ •*•*;•
  ,. +3
  Defensive
  Adjustment
  .+#
  • 
  *4
  *t
  + 1
  0
  0
  0
  0
  0
  0
  0
  0
  L.-4
  Ability
  Score
  3
  4
  8
  6
  7
  8
  9
  10
  11
  12
  13
  14
  IS
  t»
  17
  18
  Constitution
  A character's Constitution score encompasses his physique, fitness,
  health, and physical resistance to hardship, injury, and disease. Since this
  ability affects the character's hit dice and chances of surviving such tre-
  mendous shocks as being physically reshaped by magic or resurrected
  from death, it is vitally important to all classes. Some classes have mini-
  mum allowable Constitution scores.
  A character's initial Constitution score is the absolute limit on the num-
  ber of times the character can be raised or resurrected from death. Each
  such revival reduces the character's Constitution score by one. Magic can
  restore a reduced Constitution score to its original value or even higher,
  but this has no effect whatsoever on the number of times a character can
  be revived from deathl Once the character has exhausted his original
  Constitution, nothing short of a wish can bring him back.
  For example, leyasu's Constitution score at the start of his adventuring
  career is 12. He can be revived from death 12 times. If he dies again, he
  cannot be resurrected or raised.
  table 4: CONSTITUTION
  Ability
  Score
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  General Information
  Minimum Constitution
  for spirit folk
  Minimum Constitution
  for bushi
  Minimum Constitution
  for shufcdnjR
  Minimum Constitution
  forsohei
  Minimum Constitution
  for monk
  Minimum Constitution
  for korobokuru and
  hengeyokai
  Minimum Constitution
  tor samurai
  Maximum Constitution
  for spirit folk
  Minimum Constitution
  for barbarian
  Hit Point
  Adjustment
  -2
  -1
  -1
  -1
  0
  0
  0
  0
  0
  0
  0
  0
  + 1
  + 2
  + 2( + 3)*
  + 2( + 4)*
  System
  Shock
  Survival
  35*
  40%
  48%
  50%
  55%
  60%
  68%
  70%
  75%
  80%
  OOHv
  88%
  91%
  95%
  97%
  99%
  Resurrectloi
  Survival
  404k
  45%
  50%
  55%
  60%
  65%
  70%
  75%
  80%
  85%
  90%
  92%
  94%
  96%
  98%
  100%
  Bonus applies only to samurai, bushi, kensai, and sohei characters. All
  other classes but barbarian may receive maximum hit point bonus
  adjustment for Constitution of + 2.
  
  CHARACTER ABILITIES (CHARISMA)
  Hit Point Adjustment is added to or subtracted from each hit die rolled
  for the character. However, no hit die ever yields fewer than 1 hit point,
  regardless of modifications. If an adjustment would lower the number
  rolled to 0 or less, consider the final result to be 1.
  Only bushi, kensai, samurai, and sohei are entitled to a Constitution
  bonus of + 3 or + 4. A wu jen, shukenja, ninja, or yakuza with Constitution
  18 receives only + 2 per hit die.
  System Shock Survival states the percentage chance a character has
  to survive magical effects which reshape or age his body: petrification
  (including flesh to stone), polymorph, and aging. For example, a wicked
  wu jen pofymorphs his dim-witted hireling into a tengu. The hireling,
  whose Constitution score is 13, has an 85 percent chance to survive the
  change. Assuming he survives, he must make the system shock roll again
  when he is polymorphed back to his original form, or the character dies.
  Resurrection Survival lists a character's percentage chance to be suc-
  cessfully resurrected or raised from death by a shukenja. The player must
  roll the listed number or less on percentile dice for the character to be
  revived. If the dice roll fails, the character is finally and irrevocably dead,
  regardless of how many times he has previously been revived.
  Intelligence
  Intelligence is similar to what is known as intelligence quotient, or IQ,
  but it also includes memory, reasoning, and learning ability. Intelligence
  dictates the number of languages a character can learn (some non-
  humans can speak many languages, but their Intelligence determines
  how well).
  Intelligence is the prime requisite of wu jen, who must be perspicacious
  to understand and memorize magical spells. A wu jen with an Intelligence
  score of 16 or higher gains a bonus of 10% on earned experience. The wu
  jen's Intelligence dictates which spells he can learn and affects the num-
  ber of spells he can remember at one time. Only the highest Intelligence
  can comprehend the mighty magics of 9th-level spells.
  Table 5: INTELLIGENCE
  Ability
  Score 
  General Information
  3 
  MJrwTwmtmeWgenceforJtorobokuru
  4 
  - 
  - '
  6
  7
  8
  Minimum Intelligence for
  hengeyokai & spirit folk;
  Minimum Intelligence for
  use of 6th-level wu jen spells
  lik
  Possible
  Number of
  Additional
  Languages
  ,.' 
  8
  : 
  0
  : 
  - 9
  0
  0
  1
  • i 
  -< 1
  V
  3
  4
  ,13
  15 
  Minimum Intelligence for ninja 
  4
  Maximum Intelligence for korobokuru;
  16 
  Minimum Intelligence for 
  5
  Wisdom
  Wisdom describes a composite of the character's enlightenment, judg-
  ment, guile, willpower, and intuition. It can affect the character's resist-
  ance to magical attack. It is the prime requisite of shukenja; those with a
  Wisdom score of 16 or higher gain a bonus of 10% on earned experience.
  Shukenja and sohei with Wisdom scores of 13 or higher also gain bonus
  spells over and above the number they are normally allowed to use.
  *t>>n fpaft*'
  The Magical Attack Adjustment listed on Table 6 applies to saving
  throws against magical spells that attack the mind: beguiling, charming,
  fear, hypnosis, illusions, possession, suggestion, etc. These bonuses and
  penalties are applied automatically, without any conscious effort from the
  character.
  Table 6: WISDOM
  Ability
  Score
  3" f -^
  %</%
  6"
  7
  8
  B
  10
  11 
  ..
  12
  13
  17
  18
  Charisma
  General Information
  " - " V * 
  . 
  ' J " . 
  "" r. ~ ,• "- A
  :£}*»>/is*' ^:t--^>^Vy%^
  Minimum Wisdom «»f tpMt Wk
  Mini mum Wisdom tor sohet
  Minimum Wisdom for kensai,
  shukenja, and hengeyokai
  Minimum Wisdom for samurai
  Maximum Wisdom for korobokuru
  Magical Attack
  Adjustment
  • 
  "• i "sa-
  -1
  none
  none
  none
  nniw
  none
  none
  + 3
  + 4
  The Charisma score measures a character's persuasiveness, personal
  magnetism, and ability to lead. It is not a reflection of physical attractive-
  ness, although the two are closely related. It is important to all characters,
  but especially to those who must deal with non-player characters, merce-
  nary hirelings, retainers, and intelligent monsters. It dictates the total
  number of henchmen a character can retain and affects the loyalty of
  henchmen, hirelings, and retainers.
  Table 7: CHARISMA
  Ability
  Score General Information
  Maximum
  No. of 
  Loyalty 
  Reaction
  Henchmen 
  Base 
  Adjustment
  6
  7
  8
  '9%
  JO
  12
  13
  M
  16 
  Maximum Charisma for
  korobokuru
  17 
  Maximum Charisma for
  hengeyokai
  18
  Minimum Charisma for
  hengeyokai
  Minimum Cfwriema fW ,
  2
  3
  3
  •«4*i
  4'
  5
  5
  ',fr
  *>'
  8
  10
  15
  -15% 
  -10%
  -10% 
  -05%
  -05% 
  normal
  -normal • Bomwl
  J- lffiW& 
  £M01&9l
  normal 
  normal
  normal
  + 05%
  + 20% 
  + 25%
  + 30% 
  + 30%
  + 40% 
  + 35%
  Maximum Number of Henchmen states the number of NPCs who will
  serve the character as permanent, unpaid companions. This is an abso-
  lute limit; henchmen who are killed or who leave because of mistreatment
  cannot be replaced. This number does not affect the number of NPCs who
  serve the character for pay, only those who serve purely out of loyalty.
  Loyalty Base is an adjustment to the base loyalty scores of henchmen,
  soldiers, and other servitors.
  Reaction Adjustment is a penalty or bonus applied to NPCs' reaction dice
  roll when they meet the character. A character with low Charisma, for exam-
  ple, has an initial disadvantage when trying to bribe his way across a blocked
  bridge. A character with high Charisma might pass the guards much more
  cheaply, or successfully demand that they allow him to cross without a bribe.
  
  CHARACTER ABILITIES (COMELINESS)
  Comeliness
  Comeliness reflects physical attractiveness, social grace, and personal
  beauty. It affects initial reactions to the character, and may affect the wills
  and actions of others. While Charisma deals specifically with leadership
  and loyalty, Comeliness deals with attractiveness and first impressions.
  Comeliness is not Charisma, but Charisma can affect Comeliness. A charac-
  ter's Comeliness score is determined by rolling 3d6 to get a number from 3 to 18.
  Players then consult Table 8: Comeliness Adjustments to see how their
  characters' Charisma scores affect their final Comeliness scores. A
  human character's Comeliness score can range from -2 to 23. If the char-
  acter's Charisma changes during the game, whether from disease, disfig-
  urement, aging, or a magical effect, his Comeliness should be adjusted in
  an identical manner (a loss of one point from Charisma causes the loss of
  one point from Comeliness).
  Table 8: COMELINESS ADJUSTMENTS
  Charisma
  2 or less
  3
  4-5
  6-8
  9-12
  13-15
  16-17
  18
  19 or more
  Comeliness Adjustment
  -8
  -5
  -3
  -1
  0
  + 1
  + 2
  + 3
  + 5
  In addition to the adjustment to Comeliness based on Charisma, char-
  acters of certain races have an additional adjustment to their Comeliness
  scores. This racial adjustment applies only when the character is interact-
  ing with characters of other races.
  Korobokuru: -2
  Hengeyokai: -1
  Spirit Folk: +1
  Among humanoids, Comeliness has the following effects. (The cate-
  gory of humanoids includes, but is not necessarily limited to, humans,
  demi-humans, giants, and other creatures with human-like form and moti-
  vation.)
  -16 or lower: Those viewing a character with Comeliness this low are
  repulsed and horrified, so as to turn away or attempt to destroy the crea-
  ture so offensive to the sight. If the individual with low Comeliness is pow-
  erful, the reaction tends toward escape, or reinforcement of a previously
  determined awe (horror) reaction. If both viewer and creature are of evil
  alignment, the effect is that of a positive Comeliness of the same total.
  -15 to -9: Disgust, evidenced by a tendency to look away, revile the indi-
  vidual, and act hostile in general. Under no circumstances will this charac-
  ter be accepted by others unless all are of evil alignment, so that the
  negative Comeliness can be regarded as positive.
  -8 to 0: Aversion and a desire to be away from so ugly a creature will be
  evidenced by all viewers. If given an excuse, those near the individual will
  be hostile and openly aggressive; otherwise they will merely tend toward
  rejection.
  +1 to -1-6: As such an individual is simply ugly, the general reaction will
  be unease and a desire to get away from such brutishness as quickly as
  possible. If given the opportunity, the character's Charisma can offset his
  ugliness, but this requires a fair amount of conversation and interaction.
  + 7 to +9: The individual's homeliness makes a bad first impression,
  but any negative feelings will not be strongly evidenced. High Charisma
  quickly overcomes this if any conversation or interaction transpires.
  +10 to -i-13: Plain to average Comeliness; no effect on others.
  +14 to +17: This person is good-looking, and those nearby will watch,
  or even stare. When making an encounter reaction check, add the charac-
  ter's Comeliness score to the percentile dice roll. Individuals of the oppo-
  site sex whose Wisdom scores are 50% or less of this character's
  Comeliness score are smitten by the character's beauty (see below).
  + 18 to +21: The beauty of the character causes heads to turn and
  hearts to race. Add 150% of the character's Comeliness score to the per-
  centile dice roll when making an initial encounter reaction check. Individ-
  uals of the opposite sex are smitten unless their Wisdom exceeds
  two-thirds of the character's Comeliness score. Individuals of the same
  sex act likewise unless their Wisdom score is at least 50% of the other
  character's Comeliness score. A harsh rejection can cause the rejected
  individual to react as if the character had a negative Comeliness equal to
  half of the actual (positive) score.
  + 22 to + 25: The effects of such stunning beauty are similar to those
  of lesser beauty (18-21), but people will actually flock around this charac-
  ter, follow him or her, and generally behave foolishly or outrageously to
  attract the character's attention. The reaction adjustment is twice the
  Comeliness score: i.e., Comeliness 22 equals +44%. Anyone whose
  Wisdom score is less than two-thirds of the character's Comeliness score
  is smitten as above. If an individual of the opposite sex is purposefully
  sought by a character with Comeliness 22-25, that person is smitten
  unless his or her Wisdom score is 18 or more. Rejection has the same
  effect as above.
  + 26 to + 30: Unearthly beauty of this sort can be possessed only by
  creatures from other planes—demi-gods, demi-goddesses, and deities of
  unusual sort. Their reaction adjustment is twice their Comeliness score.
  Their looks affect everyone except those with Wisdom equal to at least
  75% of the Comeliness score. Anyone with a Wisdom of 19 or more is
  allowed a saving throw versus this power. An individual of the opposite sex
  who is sought by the possessor of such unearthly beauty and Comeliness
  will always be under the "spell" unless his or her Wisdom score is 20 or
  more.
  Someone who is smitten by the character's looks acts as if affected by
  the 2d-level illusionist spell fascinate (described fully in Unearthed
  Arcana). He is captivated by the comely character and treats him as a
  trusted friend, mentor, and companion. A successful saving throw vs.
  spell negates the effect. If the Comeliness is not magical in nature, then
  dispel magic, anti-magic spells, and similar spells will not affect the fasci-
  nation effect.
  Smitten creatures will follow orders from the character with high Come-
  liness, provided a roll of 3d6 does not exceed the character's Comeliness
  score. Requests that go against the creature's best interest get a +1 mod-
  ifier on the dice, while those that are hazardous can gain up to +6 or
  more. If the roll is higher than the commanding Comeliness, the effect is
  broken.
  If a once-smitten creature has been badly treated and breaks free, the
  creature reacts as if the character's Comeliness is negative. If the crea-
  ture has been well treated, it may still be friendly to the character even
  after the effect has worn off.
  The effect of high Comeliness upon others is temporary; once a charac-
  ter is known to the other characters or creatures, his effect is negated, and
  Charisma determines reactions and followers. In this way characters of
  high Comeliness and low Charisma may attract interest, but not long-term
  followers and allies (beauty, after all, is only skin deep).
  The fact that someone is smitten does not affect his fighting or spell-
  casting ability, nor does it reduce him to a zombie-like state or transform
  him into a puppet for the high-Comeliness character. A character is still
  guided by his alignment while smitten (instructions that run contrary to the
  character's alignment should allow a modifier of + 3 or + 4 on the dice roll
  to break the effect).
  Magic can mildly and temporarily affect the Comeliness of a creature.
  Illusion spells can raise or lower Comeliness by a maximum of one point,
  no matter what the final form is. Illusions of characters or creatures with
  high Comeliness are effective only for a single round, as the high Comeli-
  ness causes characters to concentrate more intently on the illusion, weak-
  ening its effectiveness. Poiymorph spells can raise or lower the subject's
  Comeliness by only two points, owing to subtle, social clues that are not
  visual but still perceived. Shapechange confers the full Comeliness
  effects of the final form.
  10
  
  CHARACTER CLASSES
  AND RACES
  Every character in an Oriental AD&D® adventure must be a member of
  a class. A character's class is analogous to his profession; it provides a
  niche for the character to operate within. Players have 10 classes to
  choose from: barbarian, bushi, kensai, monk, ninja, samurai, shukenja,
  sohei, wu jen, and yakuza.
  Barbarians are hunters, raiders, and nomads. They live by instinct and
  natural talents, beyond the bounds of civilization.
  Bushi are professional soldiers from all ranks of society.
  Kensai are martial artists in the purist sense; their life is devoted to mas-
  tering a single weapon and achieving perfection in its use.
  Monks seek to create a perfect union between mind and body through
  the practice of meditation and fighting skills.
  Ninja are practitioners of ninjutsu, the art of invisibility. They are mas-
  ters of stealth, disguise, acrobatics, and assassination. They cannot oper-
  ate openly, so all ninja must also be bushi, sohei, wu jen, or yakuza.
  Samurai are members of an elite class of warrior nobility. Their prime
  duty is to be absolutely loyal to their master (daimyo) and serve him how-
  ever he commands.
  Shuken|a are wandering holy men. They act as teachers, advisors, and
  healers to whomever needs their aid. They are respected by all for their
  devotion and magical abilities.
  Sohei are warrior priests, though more warrior than priest. They protect
  monasteries from attacks and extend the monasteries' political claims.
  Sohei have limited magical ability.
  Wu Jen are sorcerors and magicians. They usually live as hermits in
  remote areas, and are greatly feared and respected for their powers.
  Yakuza are thugs and extortionists, but they are also peacekeepers and
  guardians of the common man. Structured bands of yakuza collect tribute
  from the local merchants in exchange for protection.
  Besides defining a character's profession, class also indicates in a gen-
  eral way the character's social status. Each of the 10 character classes in
  the Oriental AD&D game has a basic position in the caste structure,
  explained in the separate class descriptions. In other words, a character
  has a certain status simply for being who and what he is.
  The caste system is not absolutely rigid, however. Characters of excep-
  tional ability can rise above their caste, gaining power and influence over
  their "betters." Likewise, characters of high caste who fall on hard times
  may be unable to command the respect that would normally be their due.
  Player characters will find many opportunities to reach beyond the artifi-
  cial limits imposed by society, and so should not feel too restricted by their
  position.
  Players familiar with the AD&D game should note that there are a few
  differences between the rules they are familiar with and the Oriental
  AD&D rules. The concept of proficiency has been expanded to include
  skills beyond weaponry. Most characters also have special kl powers
  (spirit energy or spirit force) associated with their class. Many characters
  place great importance on their family or clan. Finally, honor—a charac-
  ter's personal honor, the honor of his lord, and the honor of his family—is a
  vital, if not overriding, concern that guides many characters' actions.
  Characters in an Oriental AD&D adventure need not be humans. Kara-
  Tur is a land of exotic customs and exotic creatures. Characters can be
  members of any one of four races: human, hengeyokai, korobokuru, or
  spirit folk.
  Hengeyokai are intelligent animals which can assume human form.
  Korobokuru are small, hairy men who live in remote wildernesses.
  They delight in nature, simple art, and craft.
  Spirit folk appear human, but their ancestry includes various spirits of
  nature. They are closely attuned to nature and natural forces.
  Class and Race Combinations
  Table 9: CHARACTER CLASS LIMITS
  Character
  Class
  Samurai
  Shukenja
  Sohei
  Barbarian
  Kensai
  Bushi
  WuJen
  Monk
  Ninja
  Yakuza
  Korobokuru
  6
  no
  no
  10
  no
  U
  7
  no
  no
  10
  Hengeyokai
  no
  8
  no
  no
  6
  U
  9
  no
  no
  no
  Human
  U
  u
  uuuuu
  17
  U
  u
  Spirit
  Folk
  12
  no
  no
  no
  9
  U
  no
  17
  no
  no
  Alignment
  Any lawful
  Any good
  Any lawful
  Any non-law
  Any lawful
  Any
  Any non-law
  Any lawful
  Any non-good
  Any lawful
  Not all of the classes are available to characters of all four races. Table
  9: Character Class Limits shows which classes and races can be com-
  bined, and how far characters of each race can progress in each class.
  " U " means a character of the listed race can rise to any level in the listed
  class. A number means a character of the listed race can belong to the
  listed class, but cannot rise higher than the indicated level. For example, a
  human can achieve any level as a shukenja, but a hengeyokai can rise
  only to 8th level as a shukenja. A wish spell can allow a character to rise
  one level above his racial maximum. "No" means a character of the listed
  race cannot belong to the listed class. Alignment restrictions apply to
  members of all races.
  Racial Ability Score Limits
  Table 10: RACIAL ABILITY SCORE LIMITS
  Ability
  Strength*
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  Korobokuru
  8/19**
  6/18
  12/19
  3/15
  3/17
  3/16
  Hengeyokai
  12/18
  9/18
  12/18
  12/18
  12/18
  12/17
  Spirit Folk
  6/18
  12/18
  6/14
  12/18
  9/18
  14/18
  * Samurai, bushi, kensai, barbarian, and sohei characters can have
  exceptional scores in Strength.
  * * Minimum/Maximum ability scores.
  Non-human characters have limits on their ability scores, both mini-
  mums and maximums. In order to be non-human, a character's ability
  scores must fall within the acceptable ranges shown on Table 10: Racial
  Ability Score Limits. The first number in each pair is the minimum accept-
  able ability score; the second number is the maximum. If an ability score
  rolled for a character does not meet the minimum required by a particular
  race, that character cannot be of that race. If a character's ability score is
  higher than the racial maximum, the player can voluntarily lower the
  score.
  There are two exceptions to the racial limits: korobokuru and hengey-
  okai.
  In the case of korobokuru, several modifications must be applied to the
  initial ability scores. Make the following modifications to the character's
  ability scores before determining whether the character can be a korobo-
  kuru.
  Strength: +1
  Constitution: +1
  Intelligence: -2
  11
  
  ORIENTAL RACES (KOROBOKURU)
  If the character's modified ability scores don't meet the minimums
  required for korobokuru, the character cannot be a korobokuru and his
  abilities are changed back to their original scores.
  In the case of hengeyokai, their ability scores are modified according to
  animal type. A hengeyokai character must satisfy all maximums and mini-
  mums before any modifications are made. After choosing an animal type,
  it is all right if modifications lower an ability score below the minimum. The
  modifications cannot, however, raise an ability score above the maximum.
  There is no difference between the limits for male and female characters.
  Table 11: HENGEYOKAI CREATURES
  ORIENTAL RACES
  Korobokuru
  Korobokuru are a race of Oriental dwarves. Living in vast jungles,
  snowy mountain forests, or barren wilderness areas, they seldom come
  into contact with humans. Korobokuru prefer remote and forbidding sites
  of great natural beauty. There they live in simple villages or camps, mov-
  ing only when forced to by the advance of human settlements.
  In appearance korobokuru are about four feet tall, with arms and legs
  slightly longer in proportion to their bodies than a human's. Most are bow-
  legged. Their arms and legs are hairy, and the men have sparse beards.
  They have a wild, unkempt appearance. The majority are chaotic or neu-
  tral, although they have no alignment restrictions.
  Korobokuru can be barbarians, bushi, samurai, and wu jen. There are
  many more barbarians among them than any other class. Korobokuru
  samurai are rare, since no korobokuru clans hold a position high enough
  to be samurai. Korobokuru samurai must be sponsored by a human clan.
  Korobokuru are by nature less susceptible to magic than the other
  races. They receive a saving throw bonus of +1 for every 41fe points of
  Constitution when saving vs. magical rods, staves, wands, or spells. They
  also receive the same bonus when saving vs. any type of poison.
  Korobokuru have infravision with a range of 120 feet. They have a 66%
  chance to recognize and identify any normal plant or animal. They receive a
  bonus of +1 to hit bakemono, goblins, goblin rats, and hobgoblins. Giants,
  oni, ogres, ogre magi, and titans suffer a penalty of -4 when trying to hit koro-
  bokuru. Because of their small size, korobokuru cannot use the go-daichi
  (two-handed sword), any polearm other than the naginata, or any bow but the
  horsebow. In general, they favor spears, bows, blowguns, and short swords.
  All korobokuru are able to speak the language of their tribe, the trade
  language, the language of the spirit-folk, and the language of hengeyokai.
  They do not speak any alignment languages and cannot learn any other,
  additional languages.
  Korobokuru gain a bonus of +1 to their initial Strength and Constitution
  scores but lose 2 from their initial Intelligence score. The increased scores
  cannot exceed 19 nor be lower than 8,12, or 3, respectively.
  Culturally, korobokuru are much less advanced than most of their
  human neighbors. They hunt and tend small farms in secluded areas, and
  create simple pieces of art and craft. They normally avoid human contact.
  Because of this (and the general conceit of humans), humans consider
  korobokuru to be backward primitives, and rarely accept them as full
  members of human society. They are typically seen as rude, pugnacious,
  boastful, and somewhat comical by the rest of the world.
  Korobokuru organize themselves into families and clans much the
  same way humans do. Player characters must belong to a family, either
  assigned by the DM or designed by the player.
  Hengeyokai
  Hengeyokai are intelligent, shape-changing animals. Several sub-
  races exist, each a different type of animal. They are found throughout the
  Oriental world, usually on the fringes of human-settled lands.
  The ability to change shape is natural to hengeyokai. They are not
  lycanthropes and they do not have any of the symptoms of lycanthropy:
  they are not limited by cycles of the moon, are not especially susceptible
  to silver weapons, cannot transmit their power through wounds, and can-
  not heal their own wounds merely by changing shape.
  A hengeyokai can be a shukenja, kensai, bushi, or wu jen. He can never
  be a samurai or ninja, since he is not human.
  A player who decides to have a hengeyokai player character must have
  the minimum required scores for the race before modifications for animal
  type. Then he must choose his character's animal form. The traditional
  forms are carp, cat, crab, crane, dog, drake, fox, hare, monkey, raccoon
  dog, rat, and sparrow. Table 11 lists the alignment restrictions and special
  abilities of each creature.
  Creature
  Carp
  Cat
  Crab
  Crane
  Dog
  Drake
  Fox
  Hare
  Monkey
  Raccoon
  dog
  Rat
  Sparrow
  Alignment Damage AC
  Any good
  Any chaotic
  Any
  Any good
  Any good
  Any good
  Any evil
  Any good
  Any chaotic
  Any evil
  Any evil
  Any good
  —
  1-3
  1-3
  1-2
  1-6
  —
  1-3
  —
  1-6
  1-3
  —
  7
  9
  8
  9
  9
  7
  6
  5
  6
  9
  5
  3
  Move
  —
  la-
  s'
  6"
  12"
  6"
  15*
  18*
  12'
  9*
  9"
  3*
  Fly
  _
  —
  12"
  —
  12"
  —
  —
  —
  —
  —
  15"
  Swim
  12*
  _
  6'
  —
  —
  9"
  —
  —
  —
  —
  —
  Modifications
  + 1WI.-1ST
  +1 DE, -1 Wl
  + 2ST.-2CH
  + 1 Wl, -1 DE
  •• 1 C O , -1 IN
  * 1 CH, -1 DE
  + 1 IN. -1 Wl
  +1 Wl, -1 ST
  + 2DE.-2W1
  + 2 ST, -2 Wl
  + 2 CO, -2 CH
  + 2 CH, -2 CO
  The DM can add other creatures to this list if they are requested by the
  players. The animals listed are traditionally associated with hengeyokai.
  Alignment requirements for hengeyokai are strict, and apply to the
  character in all three of his forms.
  Damage listings are given for animals with natural weapons (teeth or
  claws). Natural weapons can be used only when the hengeyokai is in ani-
  mal form, not when the character is in human or bipedal form.
  Armor class (AC) applies only to the animal form, not the bipedal or
  human form. It cannot be augmented by armor or shields.
  Move, Fly, and Swim indicate the character's movement rate in animal
  form. Some hengeyokai animals cannot move across land; this is indi-
  cated by a dash ("—"). The same applies to flying and swimming.
  Modifications indicates the changes to the character's ability scores based
  on the type of creature chosen. These cannot increase the character's scores
  above the racial maximums, but can make them lower than the minimums.
  A hengeyokai can assume any one of three shapes: its animal form, its
  human form, and a bipedal form that combines both animal and human
  features. This ability is limited, however. The number of times a hengey-
  okai can change forms in one day equals his level. Thus a 1st-level hen-
  geyokai can change from human to animal form once in a day. He then
  has to remain in animal form until the next day, when he can change to
  human or bipedal form. A 3rd-level hengeyokai can change form three
  times in one day.
  Changing form requires one complete round during which the charac-
  ter can do nothing else. Armor and equipment do not change form along
  with the hengeyokai. The character must make provisions for the storage
  or transportation of his equipment in some way.
  In each form, the hengeyokai has certain advantages and disadvan-
  tages. In all cases, however, the character's level and ability scores are
  unchanged. In addition, a hengeyokai can speak the language of hengey-
  okai in all forms.
  Animal Form: When in animal form the hengeyokai is virtually unde-
  tectable from normal animals. Since the change of form is real and not an
  illusion, it cannot be detected by spells that reveal illusions. While in ani-
  mal form, hengeyokai have the movement abilities, armor class, and dam-
  age range shown on Table 11: Hengeyokai Creatures.
  Hengeyokai also gain infravision and the power to speak with normal
  animals when in their animal form. Infravision has a range of 120 feet.
  Conversations with normal animals are usually quite simple and basic,
  depending on the level of cunning and wit possessed by the animal.
  Hengeyokai also have several disadvantages while in animal form.
  They cannot use any weapons, armor, or equipment, making it possible
  for them to be mistaken for (and even hunted as) normal animals. Hengey-
  okai with magical abilities cannot cast any spells in animal form, nor can
  they speak any languages other than those of the hengeyokai and the nor-
  mal animals. They can understand any language they know, but may not
  be able to reply.
  The hengeyokai has fewer hit points in his animal form than in either of
  his other forms. Hengeyokai in animal form have only one-half their nor-
  mal number of hit points (rounded up). Hit points lost in one form are car-
  ried over point-for-point to the new form. Thus a hengeyokai with 23 hit
  points in human form has only 12 hit points in animal form. If the character
  is wounded and loses 8 hit points, he has 15 hit points remaining when in
  human or bipedal form, but only 4 in animal form. A hengeyokai cannot
  change to animal form if this would leave him with 0 or fewer hit points.
  When a hengeyokai character reaches 0 hit points in any form, he is
  slain. A hengeyokai in animal form with 0 hit points left does not instantly
  change to one of his other forms. He is dead.
  12
  
  ORIENTAL RACES (SPIRIT FOLK)
  Bipedal Form: In this form the hengeyokai appears as a humanoid ani-
  mal. He stands on his hind legs (or whatever) to the height of a normal
  man. The front paws (or wings, or fins) change into hands, capable of grip-
  ping and using normal equipment. The rest of the body retains the general
  shape and appearance of the animal, including fur, feathers, wings, tail,
  and other characteristic features.
  While in bipedal form, the hengeyokai has several advantages. He can
  speak any language he knows, including human and animal languages;
  he has infravision with a range of 120 feet; he can use any weapons,
  armor, and equipment normally available to his class; and he has his full
  number of hit points.
  Bipedal form also has several disadvantages. The hengeyokai cannot use
  the special movement abilities of its animal form (a bipedal carp cannot swim
  like a carp, but must use the normal swimming rules; a bipedal sparrow can-
  not use its wings to fly). The hengeyokai's bipedal movement rate is 12'. The
  bipedal hengeyokai is also easily identified for what it really is.
  Human Form: When in human form, a hengeyokai looks like a normal
  human being. However, he always retains some distinctive feature of his
  animal form. A raccoon dog hengeyokai may have a silver stripe through
  his hair. A sparrow hengeyokai may have an unusually sharp nose. The
  choice of the exact identifying feature is left to the player and the DM.
  Human form grants certain advantages to the hengeyokai. Obviously,
  he can pose as a human being. Like his animal form, this form is not an
  illusion and cannot be detected by spells that reveal illusions. He can use
  all weapons, armor, equipment, and spells normally available to his class.
  He has his full number of hit points.
  The following disadvantages also apply: the hengeyokai has no infra-
  vision; he loses all special movement abilities, moving at the standard
  human movement rate (12"); he cannot speak to animals, although he can
  still understand their speech.
  Hengeyokai have their own language, which is the same for all hengey-
  okai regardless of their animal type. They can speak this language in all of
  their three forms. In addition, hengeyokai can converse with normal ani-
  mals and speak the trade language of humans. As noted earlier, however,
  both of these powers depend on the hengeyokai's current form.
  Most hengeyokai are chaotic, although player character hengeyokai can
  be lawful or neutral, various animal types must be good or evil, as noted on
  Table 11. The alignment tendencies of the various animals are well known
  by humans, who will treat hengeyokai accordingly. A badger hengeyokai,
  for example, will be shunned by humans because they know it is evil.
  Unlike the other races (including humans), hengeyokai are not mem-
  bers of a clan and do not gain the benefits (or suffer the penalties) of clan
  kinship. In general, the hengeyokai are a secretive race, preferring to
  avoid prolonged contact with humans. They have little desire for land or
  position and can never establish families or strongholds even if their cho-
  sen class allows this.
  Hengeyokai of good alignment, however, can become protectors of a
  human family or village upon reaching the level where other members of
  their class could begin establishing families or strongholds. As protectors,
  they are expected to defend the land from outsiders and see to the gen-
  eral well-being of the inhabitants. In return, they receive offerings of food,
  gifts, and service from those they protect. These offerings are sufficient to
  cover the needs of the hengeyokai character.
  Spirit Folk
  Spirit folk are the descendants of humans and various spirits of nature.
  There are three distinct races of spirit folk — bamboo, river, and sea spirit folk.
  All have very strong ties to both the natural world and the society of humans.
  All spirit folk can be samurai, kensai, or bushi player characters,
  through their strong ties to humans.
  In appearance, spirit folk seem extremely human. Their eyes are slen-
  der and their mouths are small. Their eyebrows are very thin and their
  complexions are very pale or golden. The men are always smooth-
  shaven, without beards or mustaches. They appear in all the diversity of
  humans, but all radiate a robust love of life and nature. Many come close
  to the ideal of human beauty in the society.
  Spirit folk are highly attuned to nature and possess special powers deal-
  ing with natural forces and events. These powers are drawn from their
  spirit ancestry. All have infravision with a 120-foot range.
  Because part of their ancestry is human, all spirit folk must belong to a
  family or clan. They can, therefore, hold land and establish a family if this is
  allowed by their character class and level. However, spirit folk have an addi-
  tional responsibility to their spirit lord — the Lord of the Wood, the Lord of the
  Rivers, or the Lord of the Sea. While the spirit folk can never obtain honor
  from the actions of this spirit lord, they are required to answer and obey his
  summons. Failing to do so, or acting in a manner that dishonors the spirit
  lord, will be punished by natural disasters visited on the spirit folk and its
  human family. In cases where the human family's and the spirit lord's inter-
  ests conflict, spirit folk are expected to support their spirit lord first.
  Bamboo Spirit Folk
  These spirit folk normally live near forests or jungles. Bamboo spirit folk
  have a 75% chance to recognize and identify normal plants, and a 50%
  chance to identify normal animals. They can move alone on foot through
  woodland, forest, or grassland without leaving a trail. When the spirit folk
  is traveling with others (including other spirit folk), a modifier of -20% (-4 if
  the 1 d20 scale is used) is applied to all attempts to follow the group's trail.
  When in woods or forest, a bamboo spirit folk has a 75% chance to hide in
  shadows. Each time a bamboo spirit folk gains a level of experience, he
  can learn the language of one particular forest animal. The player
  chooses the language learned.
  Because of their affinity with natural forces, bamboo spirit folk get a +1
  bonus on all saving throws versus spells, rods, staves, wands, and miscel-
  laneous magical items that involve the elements earth and wood.
  The life force of a bamboo spirit folk is always tied to a bamboo grove deep
  within the forest. If this grove is damaged, the bamboo spirit folk suffers an
  equal amount of damage. If the grove is destroyed, the bamboo spirit folk
  character dies instantly. When a bamboo spirit folk enters his grove, he is
  instantly cured of all wounds and diseases. This grove can never be moved,
  nor do shoots sprouted from this grove have any special effect.
  River Spirit Folk
  River spirit folk are associated with one particular river or stream and
  commonly live somewhere near it. River spirit folk can breathe normally in
  any type of fresh water. They can swim in any type of water at their normal
  movement rate (reduced for encumbrance). When swimming, all items
  they carry, including unprotected paper or scrolls, remain perfectly dry,
  even if submerged. Once per day they can lower water in rivers and
  streams by a depth of 10 feet, allowing others to cross easily. This effect
  lasts five rounds.
  River spirit folk are attuned to water in all its forms, so they gain a + 1
  bonus on all saving throws versus spells, rods, staves, wands and miscel-
  laneous magical items involving the element water. They are especially
  vulnerable to fire, suffering a -1 penalty on all saving throws versus fire-
  based attacks. They speak the language of fishes, the court language,
  and the trade language of the land.
  The life force of a river spirit folk is tied to a single, particular river (cho-
  sen either by the DM or the player) as it lies in its natural banks. Water
  drawn from the river or diverted for irrigation is no longer considered part
  of the river. Bathing within the banks of this river cures a river spirit folk of
  all wounds and diseases instantly. Likewise, changes in the flow of the
  river affect the character. Periods of drought which lower the water of the
  river also weaken the player character, temporarily lowering his hit points
  and ability scores. Major flooding makes the character wild and uncontrol-
  lable. Damming and other engineering changes make the character pro-
  gressively weaker until he finally dies.
  Sea Spirit Folk
  The sea is vast, so of all the spirit folk, those of the sea are the most
  numerous. Sea spirit folk, like their river kin, breathe normally in any salt
  water, and swim at their normal movement rate (reduced for encum-
  brance) in any type of water. The equipment they carry while swimming
  never becomes wet. Once per day, they can predict the weather for the
  next 24 hours with a 75% chance of being right. They speak the court lan-
  guage, the language of the sea lords, and the trade language of the land.
  They have a +1 bonus on all saving throws versus fire-based attacks.
  Sea spirit folk are not affected by changes in the sea, nor do they
  receive healing benefits from it. Once a year they can receive one favor
  from the sea—a violent storm, fair sailing winds, rain, the recovery of a
  particular item from the bottom of the ocean, etc. The sea spirit folk must
  ask for a specific thing. Should two sea spirit folk ever make opposing
  requests, neither will be granted and their favors for that year are lost.
  Of all the spirit lords, the Lord of the Sea has the most authority and
  takes most interest in the activities of his kin. If a sea spirit folk character
  raises his honor to 85, the Lord of the Sea bestows a gift upon him. This
  may be a valuable treasure from the bottom of the ocean, a special serv-
  ice, or a magical item such as the pearl of rising tide. This gift is given with
  no conditions or expectations of repayment.
  13
  
  ORIENTAL CLASSES
  ORIENTAL CLASSES
  Table 12: CLASS ABILITY SCORE REQUIREMENTS
  Character
  Class
  Barbarian
  Bushi
  Kensai
  Monk
  Ninja
  Samurai
  Shukenja
  Sohei
  WuJen
  Yakuza
  STR
  15
  9:14
  12
  15
  —
  13
  9
  13:15
  11
  DEX
  14
  8
  14
  15
  14
  —
  —
  15
  CON
  15
  8
  11
  —
  13
  9:15
  10
  INT
  —
  —
  —
  15
  14
  —
  13:15
  15
  WIS
  16*
  —
  12:14
  15
  —
  13
  12:15
  10:15
  CHA
  14
  16
  * Barbarians must have Wisdom 16 (or less).
  Numbers after colons are minimums required for the 10% bonus on earned experi-
  ence.
  Table 13: ARMOR AND WEAPONS PERMITTED BY CLASS
  Class of
  Character
  CAVALIER
  Samurai
  CLERIC
  Shukenja
  Sohei
  FIGHTER
  Kensai
  Barbarian
  Bushi
  MAGIC USER
  WuJen
  MONK
  THIEF
  Ninja
  Yakuza
  Armor
  any
  leather,
  padded,
  hara-
  ate,
  haramaki
  jingasa,
  studded
  leather
  any
  none
  any
  any
  none
  none
  leather,
  padded,
  leather
  scale,
  chain
  leather,
  padded
  Shield
  none
  none
  none
  none
  any
  any
  none
  none
  none
  none
  Weapons
  any*
  axe (hand), bo stick,
  boku-toh, chain,
  gunsen, jitte, jo stick,
  kama, kiseru, sai.
  sling, sling staff, spear,
  tetsubo, three-piece
  rod, tui-fa
  Any but blowpipe,
  katana, needle,
  nekode, shaken
  shikomi-zue, shuriken
  (any)
  any*
  any*
  any
  Bo stick, boku-toh,
  blowpipe, bow
  (short)*, chain, dagger,
  dart, gunsen, jitte, jo
  stick, kiseru, metsu-
  bishi, sai, shaken,
  shuriken (any),
  siangkam, sling, sword
  (short), tui-fa, uchi-ne
  Martial arts weapons
  (any), axe (hand) boku-
  toh, chijiriki, crossbow
  (any) dagger, daikyu,
  halberd, javelin, kama,
  kusari-gama, lasso,
  naginata, parang,
  spear, trident
  anyt
  any
  on
  no**
  yes
  yes
  yes
  yes
  yes
  yes
  no
  yes
  yes
  Poison
  only if
  evil
  never
  only if
  evil
  DM's
  option
  DM's
  option
  DM's
  option
  DM's
  option
  DM's
  option
  yes
  yes
  * Proficiency in or use of ninja preferred weapons will lead to a loss of
  honor for the character.
  ' * The use of oil in personal combat is unacceptable, but the character
  can use oil in siege warfare.
  t Ninja characters must use their proficiencies to gain ninja preferred
  weapons.
  Oriental Barbarian
  Players familiar with the barbarian class described in Unearthed Arcana
  should read this section carefully, as Oriental barbarians are different from
  their Western counterparts.
  A barbarian must have Strength and Constitution scores of 15 or better,
  a Dexterity score of 14 or better, and a Wisdom score of 16 or less. Barbar-
  ians have no prime requisite and never gain an experience point bonus.
  They cannot be lawful. Humans and korobokuru can be barbarians.
  Barbarians roll 12-sided dice to determine their hit points, gaining one die
  per level. They use the combat and saving throw tables of fighters. They can
  use any weapons and armor. Their initial selection of weapon proficiencies,
  however, is limited, depending on where the barbarian is from.
  Barbarians gain an additional 2 hit points per level for every point of
  Constitution over 14 instead of the Constitution bonuses listed on Table 4.
  Barbarians as a class detest magic and those who use it. At low levels of
  experience they cannot use any sort of magical item and even at higher
  levels they can use only a few magical items. They never gain experience
  for discovering or possessing a magical item. If a barbarian destroys a
  magical item, however, he earns its full experience point value. In addi-
  tion, at low levels barbarians cannot associate with wu jen or spirit folk, but
  consider them deadly foes (see Table 15: Barbarian Bonuses for restric-
  tions on barbarians adventuring with wu jen and spirit folk). Even at higher
  levels, barbarians view these characters with suspicion.
  Table 14: BARBARIANS
  Experience
  Points
  0-4,000
  4,001-8.000
  8,001—16.000
  16,001—32,000
  32,001—75,000
  75,001—130,000
  130.001—240,000
  240,001—460,000
  480,001-900.000
  900,001—1,400,000
  1,400,001—1,900,000
  Experience
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12-Sided Dice
  for Accumulated
  Hit Points
  1
  2
  3
  4
  5
  6
  7
  8
  8 + 4
  8 + 8
  8 + 12
  500,000 experience points are required for each level beyond 11th.
  Barbarians gain 4 hp per level beyond 8th.
  At 1st level, the barbarian has the following special capabilities (also see
  Table 16).
  Climb cliffs and trees: The barbarian can climb trees and natural cliffs
  (ledges, mountains, etc.) with the percentage chances given on Table 16:
  Barbarian Capabilities. When attempting to climb other, smoother sur-
  faces (walls, etc.) the chance of success is one-half normal.
  Hide in natural surroundings: The barbarian can hide in familiar natu-
  ral surroundings (similar to those in his home region) with the percentages
  listed on Table 16. When trying to hide in unfamiliar terrain, the chance of
  success is one-half the normal percentage.
  Surprise: Barbarians have a 3 in 6 chance to surprise an opponent.
  They are surprised only on a 1.
  Back protection: When attacked from behind (including by a ninja), the
  barbarian has a 5% chance per level of detecting the attacker. If detected,
  the attack is treated as a normal attack with no bonuses for attacking from
  behind. In addition, the barbarian automatically gets a free attack at the
  opponent behind him. This attack happens at the end of the round and
  does not count against the number of attacks the barbarian can make dur-
  ing the round.
  Leaping and springing: Barbarians can leap up to 10 feet forward,
  three feet backward, or three feet upward from a standing start. If the bar-
  barian gets a running start, he can leap forward 16-21 feet (15 + 1d6) or
  upward 4V2-6 feet (4 + 1d4, with each pip of the die equalling six inches).
  Detect illusion: A barbarian has a 5% chance per level of detecting illu-
  sions. This requires one round of concentration while the barbarian
  focuses on his senses. A barbarian's chance to detect an illusion can
  never be greater than 75%.
  Detect magic. Barbarians have a base 25% chance plus 5% per level
  of detecting any type of magic other than illusions. This requires one
  round of concentration and applies to spells and items. It does not allow
  14
  
  ORIENTAL CLASSES (BUSHI)
  | the barbarian to detect spellcasters or creatures who can cast spells. Suc-
  cessful detection only reveals that something magical is present, not its type
  | or function. The chance of detection can never be greater than 90 percent.
  Leadership: When dealing with barbarians of the same tribe or region
  as the character, a barbarian character adds his level of experience to his
  Charisma score when determining his maximum number of henchmen,
  loyalty base, and reaction adjustment.
  Healing: The barbarian character, toughened by his life in the wild,
  heals at twice the normal healing rate. This ability has no effect on cure
  spells or magical healing of any type.
  Barbarians begin the game with nine proficiency slots. Up to six of
  these slots can be filled with weapon proficiencies. The remaining slots
  can be filled by skills determined by the region the barbarian is from. A
  barbarian speaks the language of his tribe and the trade language. No
  barbarian starts the game knowing how to read or write. Korobokuru
  speak only those languages allowed by their race.
  In addition to the powers possessed by barbarians at 1 st level, they gain
  additional capabilities (or have restrictions lifted) as they increase in level.
  These are summarized on Table 15: Barbarian Bonuses.
  Table 15: BARBARIAN BONUSES
  Level
  Ability
  Cam use magical potions
  Can use magical weapons
  +1 on oH saving throws versus spell
  Can use magical armor
  Earns half xp on adventures with wu jen and spirit folk
  Can use weapon-like miscellaneous magical items
  Earns futt xp on adventures with wu jen end spirit folk
  Can use protector) scrolls (H he can read)
  + 2 On saving throws versus spell
  Can summon a Barbarian Horde
  + 3 on saving throws versus spell
  : BARBARIAN CAPABILITIES
  Climb
  854b
  87%
  88%
  89%
  90%
  914b
  924b
  93%
  94%
  95%
  Hide
  25%
  3 1 %
  37%
  43%
  49%
  56%
  63%
  70%
  77%
  85%
  93%
  Back
  Protection
  5%
  104b
  15%
  20%
  25%
  30%
  35%
  40%
  45%
  50%
  55%
  Detect
  Illusion
  59b
  10%
  15%
  20%
  25%
  30%
  35%
  40%
  45%
  50%
  55%
  Detect
  Magic
  304b
  36%
  40%
  45%
  50%
  55%
  60%
  85%
  70%
  75%
  80%
  Within the world of Oriental AD&D® Adventures, there are three territories
  where barbarians live—the barren steppelands, the forested seacoasts of the
  north, and the jungles of the south. All barbarians come from one of these
  areas. Each area allows the character a different selection of proficiencies.
  Steppeland barbarians: These barbarians are roving nomads, mas-
  ters of the horse. Their preferred weapons are the light lance, horsebow,
  sword, and hand axe. Proficiencies they can choose from are horseman-
  ship, long-distance signaling, outdoor craft, tracking, animal handling,
  weapon smith, armorer, bowyer, running, dancing, singing, weaving, tan-
  ning, sound imitation, survival, and chanting. These barbarians usually
  live in leather tents, following the movements of migratory herds. They
  raise small herds of cattle and sheep, but practice no other agriculture.
  Forest barbarians: These barbarians live in the snowy forests that dot
  small islands and line the coasts of the northern part of the world. Their
  preferred weapons are spear, shortbow, hand axe, harpoon, and sword.
  Proficiencies they can choose from are small water craft, fishing, tracking,
  survival, animal handling, weapon smithing, pottery, bowyer, sound imita-
  tion, snare building, weaving, tanning, carpentry, agriculture, singing,
  chanting, dancing, and rhetoric. These barbarians live in small, perma-
  nent villages. The women raise small crops, the men hunt and fish.
  Jungle barbarians: These people live in the tropical jungles of the
  south. Their preferred weapons are blowgun, spear, sword, hand axe, and
  dagger. Proficiencies they can choose from are small water craft, fishing,
  swimming, survival, animal handling, carpentry, weapon smith, armorer,
  sound imitation, snare building, pottery, tracking, chanting, dancing,
  music, and sailing craft. They live in permanent villages, surviving by
  gathering jungle plants, hunting wild animals, and fishing.
  Barbarians are automatically considered outsiders and thus occupy the
  lowest levels of the caste system. Barbarian characters never roll on Table
  38: Character Birth. When dealing with people from the settled lands, the
  birth of the barbarian has little importance. The military and financial
  power of the barbarian is a far more important factor. The barbarian's clan
  is very important to him and other barbarians, and all barbarians must
  belong to a particular clan.
  The Barbarian Horde: Upon reaching 11th level, a barbarian may sum-
  mon a barbarian horde. This horde can only be summoned in the barbari-
  an's native territory, from among those of his background. The horde can
  include a number of men equal to its leader's experience point total
  divided by 2000. It cannot exceed the eligible population of the area.
  In addition to normal barbarians, the horde also will contain one aide for
  every 500 men (or fraction thereof). These aides will have one-half the
  levels of the leader (rounded down). Each aide has two assistants of one-
  half his level. In addition the horde includes various witch doctors or sha-
  mans, whichever is appropriate to the type of barbarians. These may be a
  boon or curse, as they provide helpful spells but also are prone to med-
  dling and fomenting unrest.
  The horde assembles at the rate of 500 men per week, all arriving at
  some pre-designated point in the barbarian's home territory. Once assem-
  bled, it must have a clearly stated purpose—"Attack the invaders of our
  homeland," "pillage the settled lands," or "join and assist the rebels
  against the emperor" are common examples. Once this purpose is stated
  it cannot be changed or the horde disbands and the members return to
  their homes. Likewise, if the horde remains inactive for more than a few
  weeks, its members gradually desert.
  The horde can be held together for a period of weeks equal to the lead-
  er's level, and even this is difficult. The leader will be constantly called
  upon to intervene in blood feuds and rivalries, settle claims and assign
  punishments, and protect himself from the political maneuvers and plots
  of his underlings. If the horde manages to accumulate substantial trea-
  sure (through pillage, looting, or ransoms), the leader can try to hold it
  together longer. Each week beyond the normal maximum the leader must
  appeal to the horde. A reaction check is made and, if successful, the
  horde remains for another week. The DM can modify this dice roll based
  on the horde's take of treasure the previous week or prospects for even
  greater success. However, no horde ever remains together for more
  weeks than 1V2 times the leader's level.
  If the horde disbands after a successful campaign (i.e. the members go
  home with significant treasure), the leader will find little difficulty raising a
  new horde during the next years. Indeed, he will be hailed as a hero
  among the barbarians who followed him. If, on the other hand, the horde
  met with little success or disaster while under the character's guidance,
  his chances of ever raising another horde are extremely slim. In fact, he
  can expect a very poor welcome should he return to the land of his birth.
  Bushi
  Table 17: BUSHI
  Experience
  Points
  0—1,500
  1.501-3,000
  3.001-6,000
  6,001—14,000
  14,001—30,000
  30,001—60,000
  60,001—120,000
  120,001-240,000
  240.001—480,000
  480,001—710,000
  710,001—1,000,000
  1,000,001—1,250,000
  Experience
  Level
  1
  2
  3
  4
  5
  6
  7
  B
  9
  10
  11
  12
  10-sided Dice
  for Accum.
  Hit Points
  1
  2
  3
  4
  5
  6
  7
  8
  9
  9 + 2
  9 + 4
  9 + 6
  250,000 experience points are required for each level beyond 12th.
  Bushi gain 2 hp per level beyond 9th.
  Bushi are masterless warriors, men without ties to a lord, temple, or
  monastery. They are commonly mercenaries, bandits, highwaymen, or
  wanderers, earning their money however they can. They can be found
  15
  
  CHARACTER CLASSES (BdSHI)
  serving samurai, protecting the court, or swelling the ranks of armies. A
  few may be kensai who have fallen by the way. Most, however, are men of
  low birth who have chosen the way of the warrior to advance in the world.
  A bushi's prime requisite is Strength. A bushi character must have mini-
  mum scores of 9 in Strength and 8 in Dexterity and Constitution. Bushi
  characters with Strength 14 or greater gain a 10% bonus on all experi-
  ence. Thus, if the DM awards the character 550 experience points, that
  character receives an additional 55 bonus experience points, for a total of
  605 experience points. Bushi characters can be of any alignment or race.
  A bushi uses 10-sided dice to determine his hit points, gaining one die
  per level. He uses the combat and saving throw tables of the fighter. He
  can wear any armor and use any weapon. Gaining proficiency in or using
  weapons preferred by ninja causes the character to lose honor, but not as
  much as a samurai. Bushi with high Strength and Constitution scores gain
  the normal fighter bonuses. They begin the game with four proficiency
  slots. They can choose to specialize in any single weapon. This decision
  is made as soon as the character is created.
  Bushi are quite often poor and find it difficult to buy and maintain their
  armor and equipment. Therefore, all bushi begin with the basic proficien-
  cies of weaponsmith, armorer, and bowyer. In addition, their lack of armor
  gradually teaches them to be nimble on their feet. Thus, in addition to any
  defensive adjustment a bushi may have from a high Dexterity score, his
  armor class improves by one step for every five experience levels. This
  adjustment applies regardless of whether the character is wearing armor.
  Although bushi are often poor, they are seldom out of work. There is always
  a need for a stout warrior or at least a strong hand. Just as the nobles have
  their samurai to protect them, the peasants and merchant folk often look on
  the bushi for protection. The pay usually is not good, but it provides for a
  bushi's basic needs. Thus, a bushi in a friendly or neutral village or town can
  always find employment, food, and shelter. The food may be thin rice gruel
  and the shelter a leaky stable, but something will always be available.
  Poverty has also made bushi masters at the art of finding "loose"
  equipment. Bushi have a base 20% chance to find any common piece of
  equipment (as per the equipment lists) in any village. This chance is
  increased to 25% in a medium-sized village, 30% in a large village, 40%
  in a small town, 60% in a large town, and 90% in any city. The item will
  either be at half-price or free, depending on the nature of the item. Lawful
  good bushi always must pay at least half the value of the item (although
  services such as splitting wood or cleaning dishes can count as payment).
  Chaotic good bushi will always pay half the value if they have enough
  money. The DM determines what is available and how much it costs.
  Bushi are also known to cut or lift strings of cash off the unwary. They
  have a base 20% chance of success and gain an additional 2% per level.
  On a dice roll of 95 or higher their attempt has been noticed. Any other fail-
  ure means the attempt is unsuccessful or impossible to accomplish. Law-
  ful good characters can only attempt this when in dire poverty, and even
  then only against an acknowledged enemy. Chaotic good characters can
  only use this ability against acknowledged enemies.
  The hard life of a bushi gives him little time for self-contemplation and
  intense mental training, both of which greatly aid in the use of ki. However,
  bushi do have an elementary ki power. By entering a fight with a fierce kiai
  (shout), the bushi temporarily raises his effective level by two. He tempo-
  rarily gains the hit points, fighting ability, and saving throws of a character
  two levels higher. All wounds are taken from the temporarily gained hit
  points first without harming the character. When these are gone, all addi-
  tional damage causes normal wounds. Hence, a 6th-level bushi could
  temporarily fight as an 8th-level bushi, gaining 2d10 hit points and the
  fighting and saving throw columns of an 8th-level bushi. The ki effect lasts
  for one turn and can be used only once per day.
  When the bushi reaches 9th level, he can establish himself as a war-
  lord. To do so he must capture or clear an estate and mark its boundaries.
  Once this is done, 30-60 bushi (all of 1st level) will apply to him for posi-
  tions. If the character establishes a reputation as a good leader who pays
  skilled men well, more bushi may apply. All bushi followers remain only so
  long as they are paid and the character's cause is not doomed. Upon
  reaching 12th level, 1d6 1st-level samurai will apply for positions. This is
  an extremely important event, since it legitimizes the bushi's position and
  gives him a position comparable, though not equal, to a samurai's. At this
  point the bushi can establish his own family household as if he were a
  samurai of the lowest rank.
  Bushi can come from all levels of society, so they receive no modifier on
  Table 38: Character Birth. A bushi character is not, however, required to
  belong to a family. The choice is optional. Those who do belong to a family
  have all the bonuses and penalties for gaining and keeping honor. Bushi
  do have a measure of self-respect and normally attempt to follow bushido
  (the warrior code, explained under samurai). However, honor restrictions
  are significantly less on bushi than on other classes.
  KENSAI
  Table 18: KENSAI
  Experience
  Points
  0-3.000
  3,001-5.3Q0
  5,501-16.000
  10,001—22,000
  22,001—44,000
  44,001-88,000
  88,001—150.000
  150,001-250,000
  280.001-500,000
  500,001-750,000
  750,001—1,000,000
  1,000,001—1,250,000
  Experience
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  «
  10
  11
  12
  10-sided Dice
  for Accum.
  Hit Points
  i
  • 
  a
  1 "8
  4
  5
  6
  r8
  t
  9 + 2
  9 + 4
  9 + 6
  250,000 experience points are required for each level beyond 12th.
  Kensai gain 2 hp per level beyond 9th.
  Kensai means "sword saint" or "sword master" and is usually applied
  to characters who have perfected the art of fighting with the sword. In the
  Oriental AD&D® game this is broadened to include almost any type of
  weapon or fighting skill. Thus, there may be kensai who use halberds,
  kensai who use swords, kensai who use unarmed fighting styles, etc. The
  player is allowed to choose the kensai character's special weapon. In all
  cases, it is the kensai's aim to become the perfect master of his weapon.
  For the man and weapon to become one, acting on a single thought, is the
  ultimate goal of a kensai.
  To achieve this the kensai must master his weapon and himself, and
  must study and learn other arts. He must practice daily with his weapon,
  condition his body and purify his spirit through meditation and ordeal. He
  must acquire proficiencies in different peaceful arts as well as be abso-
  lutely dedicated to his goal.
  The prime requisites of kensai are Wisdom and Dexterity. To become a
  kensai, a character must have Strength and Wisdom scores of at least 12
  and a Dexterity score of at least 14. If both his Wisdom and Dexterity
  scores are 14 or higher, the kensai earns a 10% bonus on all experience
  points. The kensai must be lawful, although he can be good, evil, or neu-
  tral. Only human, hengeyokai, and spirit folk characters can be kensai.
  Kensai use 10-sided dice to determine their hit points, gaining one die
  per level. They use the combat and saving throw tables of fighters. They
  can use any weapon but cannot wear armor. Gaining proficiency in and
  using weapons preferred by ninja causes the kensai to lose honor, unless
  it is his chosen weapon.
  The player must select one weapon or unarmed fighting style for his
  kensai character. The character automatically receives a proficiency (but
  not specialization) in that weapon or style without expending any profi-
  ciency slots. He begins the game with three proficiency slots. Only one of
  these can be used for a second weapon proficiency. The remaining slots
  must be filled with peaceful skills.
  The kensai does not receive the Reaction/Attacking Adjustment or the
  Defensive Adjustment for a high Dexterity score. Instead a kensai begins
  with a natural armor class between 9 and 5. To find his armor class, sub-
  tract the character's Dexterity score from 23. The result is the character's
  natural armor class. For example, a kensai with Dexterity 16 has a natural
  armor class of 7. Thereafter, his natural armor class improves by one step
  for every three levels he attains (one step at 3d, another at 6th, etc.). He
  also automatically has a +1 bonus on all initiative rolls, for both melee
  and missile combat. If the kensai is fighting as part of a group, the bonus
  applies only to him. Thus, he may be able to act before the rest of the
  party. This initiative bonus rises to + 2 at 5th-level and + 3 at 9th level.
  Furthermore, the kensai receives a +1 bonus on all saving throws.
  Through training with his particular weapon and his mental practice, the
  kensai learns to focus his ki power. This lets him cause maximum damage
  with a single attack when using his specialized weapon. The player must
  announce that the kensai character is using this power before rolling the
  die to determine whether the kensai hits his opponent. If the opponent is
  hit, the weapon automatically causes Its maximum damage plus any other
  damage bonuses the kensai has. The kensai can use this power a number
  16
  
  CHARACTER CLASSES (MONK)
  Of times per day equal to his level. Thus a 5th-level kensai can use his ki
  power five times in a single day.
  When a kensai engages in a psychic duel with a character who is not a
  kensai, he gains a + 2 bonus on his die roll when resolving the duel. When
  a kensai engages in a psychic duel with another kensai, only the levels of
  the characters are used.
  All kensai are immune to fear.
  In addition to the above abilities, the kensai gain the following powers
  when they reach the appropriate level.
  At 2d level he causes one additional point of damage when using his
  specialty weapon. This increases by one again at 5th, 8th, 10th, and 12th
  level, for a total damage bonus of + 5.
  At 3d level he gets a +1 bonus on his dice rolls to hit. This also allows
  him to hit creatures that normally can be hit only by magical +1 weapons.
  Both of these bonuses increase by one when the character reaches 5th,
  8th, 10th, and 12th levels, for a total of + 5 to hit and the equivalence of a
  magical +5 weapon.
  At 4th level he can meditate like a shukenja.
  At 5th level he gains an additional +1 on initiative dice rolls, for a total
  modifier of + 2. This increases by one again when the character reaches
  9th level, for a total initiative bonus of + 3.
  At 6th level the kensai is surprised only on a roll of 1 on 1d6.
  At 7th level he can use two weapons simultaneously with no penalty. He
  also causes fear the same as a samurai (q.v.).
  At 9th level the kensai attracts 1 d6 pupils, drawn by his great renown as
  a master of his weapon. All pupils are 1 st-level kensai. These pupils stay
  at the school of the master, studying under and serving him. There is a 5%
  chance per level that a pupil ends his studies with that master and leaves
  to pursue his own course. In addition, should the master ever lose a duel
  to a lower level kensai, there is a 50% chance per pupil that the pupil will
  leave the service of the defeated master. When a kensai master defeats a
  higher level kensai character in a duel, he gains 1-2 additional pupils.
  Again, these are all 1 st-level kensai. All pupils specialize in the same
  weapon as the master.
  At 11th level the kensai can make a whirlwind attack. This is an addi-
  tional ki power. The kensai concentrates his bodily energy and bursts into
  a blurring whirlwind of motion. This ability requires all of the character's ki
  power for the day (i.e., he cannot have used any ki power previously that
  day). The whirlwind attack can only be made with the specialty weapon.
  Using this power, the kensai can attack all opponents within 10 feet of him
  once in the same round. Both sides must roll for initiative (the kensai's ini-
  tiative bonuses do apply) and the kensai cannot use his ki power to guar-
  antee maximum damage. However, all other to hit and damage bonuses
  apply. The kensai can attack every opponent within range at the instant of
  the attack, regardless of the number of attacks he normally is allowed. All
  attacks occur when dictated by the initiative roll.
  table 19: KENSAI BONUSES
  Experience Initiative
  Level
  1
  2
  3
  4
  5
  6
  7
  B
  9
  10
  11
  12H
  Bonus
  + 1
  + 1
  + 1
  + 1
  + 2
  + 2
  * 2
  + 2
  • 3
  + 3
  + 3
  + 3
  AC
  Bonus
  0
  0
  + 1
  + 1
  + 1
  + 2
  + 2
  - 3
  + 3
  + 4
  + 4
  + 4
  Damage
  Bonus
  0
  + 1
  + 1
  + 1
  + 2
  + 2
  - 2
  •3
  *3
  + 4
  + 4
  + 5
  To Hit
  Bonus
  0
  0
  + 1
  + 1
  + 2
  + 2
  • 2
  - 3
  *3
  + 4
  + 4
  + 5
  Special
  Abilities
  meditation
  1/6 surprise
  two weapons, fear
  1-6 pupils
  whirlwind attack
  Because of his dedication to perfecting his combat art, the kensai must
  follow certain restrictions. He can never use a magical weapon of the type
  he specializes in, since such a weapon is not a true measure of his skill. All
  types of armor are prohibited for the same reason. If a kensai fights with a
  weapon other than the one he specializes in, he gains only one-half the
  usual experience for opponents he defeats with it. This applies even if
  only part of the fighting was done with a different weapon (unless the ken-
  sai was fighting with his specialty weapon and another weapon at once). If
  he defeats another kensai in a duel, he earns double the normal amount of
  experience. A duel can be fought with a particular opponent only once per
  level.
  A kensai must train and practice for at least two hours a day. Any prac-
  tice over two hours has no additional effect. Ignoring practice has no
  immediate effect; it comes into play when the character is ready to
  advance to the next level. Every two-hour practice session skipped must
  be made up before the character can advance. When catching up on
  missed practice, the character can practice up to four hours per day: two
  hours for that day's practice and two hours making up for the missed prac-
  tice. For example, Kiyomori misses six days of practice while on an adven-
  ture. When he returns home he has enough experience to advance a
  level, but he cannot advance until he practices for six more days, four
  hours per day, to make up for the days he missed.
  Each time a kensai advances a level, there is a percentage chance
  equal to 10 times his new level that he will be challenged to a duel. The
  challenger is a kensai of the same level that the character just attained. A
  duel is a one-on-one fight between two characters. Neither character can
  receive aid or support from anyone else. Kensai characters cannot use
  magical weapons or armor in a duel. The duel can be a very formal affair at
  a pre-arranged site and time, or an impromptu meeting of two characters.
  If the character refuses to duel, he forfeits his newly gained level, losing
  just enough experience points to place him at the bottom of his old level. In
  addition, he loses honor.
  If he accepts the duel and loses, he also loses both honor and his new
  level, the same as if he had refused the duel. This duel doesn't need to be
  fought to the death, however; the duelists can agree on any conditions.
  Surrender, first blood, or first strike are common ending conditions; even
  first draw can determine a victor, although this is rare. Note that when the
  character reaches 10th level, he must fight a duel to advance a level.
  A kensai may be challenged to duel an NPC at any time, not just when
  he advances to a new level. Refusing or losing such a duel costs the ken-
  sai honor, but does not cause him to lose a level of experience.
  A kensai need not be of high birth as the practices and techniques of the
  class are available to everyone. However, family and honor are important.
  The player must roll on Table 38: Character Birth. Until the kensai
  develops a reputation for his skill, he is treated socially according to his
  birth. Gaining and maintaining honor are a vital part of the kensai's life;
  any kensai whose honor falls below his family's honor loses his status in
  the class. Thereafter the kensai is treated as a bushi of the same level
  (experience points are adjusted accordingly) and advances in level
  according to the bushi character class. He loses none of the abilities he
  had as a kensai, but he can never gain new kensai abilities.
  Monk
  Table 20: MONKS
  Experience
  Points
  0-2,250
  2,251—4,750
  4,751-10,000
  10,001—22,500
  22,501—47,500
  47,501—98,000
  4-sided Dice
  Experience forAccum.
  Level 
  Hit Points
  290,«J1-aBO,000
  350,001-500,000
  500,001—700,000
  700,001—950,000
  950,001—1,250,000
  1,250,001—1,750,000
  1,750.001-2,250,000
  2,250,001 —2,750,000
  2,750,001—3,250,000
  3,250,001 & +
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  Level Title
  Novice
  Initiate
  Brother
  Disciple
  Immaculate
  Master
  Superior Master
  Master of Dragons
  Master of the North Wind
  Master of the West Wind
  Master of the South Wind
  Master of the East Wind
  Master of Winter
  Master of Autumn
  Master ef Summer
  Master of Spring
  Grand Master of Flowers
  Monks do not advance beyond 17th level.
  The monk character class appears in the AD&D® Players Handbook. How-
  ever, they do not truly belong with the more Western character types presented
  there and so are included in this book as a fundamental part of the Oriental
  AD&D game. Players already familiar with the monk class will find them much
  the same here. However, their abilities and powers have undergone some
  additions and modifications in order to mesh the character class more closely
  with these Oriental AD&D rules.
  The monk class combines abilities from several of the other classes. To qual-
  ify as a monk a character must have minimum ability scores of 15 in Strength,
  17
  
  CHARACTER CLASSES (MONK)
  Wisdom, and Dexterity, and a minimum Constitution score of 11. Monks
  never gain experience point bonuses for high ability scores because they
  have no prime requisite. Monks never receive bonuses on to hit or dam-
  age rolls for high Strength scores and never receive adjustments to their
  armor class for high Dexterity.
  Monks are ascetics who learn their skills at one of the several monastic
  enclaves found throughout Kara-Tur. Their spiritual training emphasizes
  the simultaneous development of mind and body as a path to understand-
  ing and enlightenment. Perfection, for them, lies in perfect control of their
  own spirit—achieving harmony between mind and body. To this end they
  become masters of combat forms, both armed and unarmed, not to
  become great fighters but to learn their physical powers and limitations. At
  the same time they undergo a rigorous mental discipline, honing their
  minds to perceive and understand the mysteries of the cosmos. Although
  they can perform incredible physical and mental feats, they cannot per-
  form ceremonies or cast spells. Monks are attached to a monastery but do
  not receive the religious training that makes a shukenja or sohei, and are
  not considered clergy.
  Because of the discipline required in their training, monks must always
  be lawful, although they can combine good, evil, or neutral with law. Most
  monks are lawful good, and very few are lawful evil.
  A monk character begins the game with 2-8 (2d4) hit points and gains
  1d4 hit points per level thereafter. Monks use the combat table and saving
  throw tables of thieves. Their selection of weapons is limited, as shown on
  Table 13. They cannot wear armor or use shields. The use of flaming oil in
  Table 21: MONK CAPABILITIES
  combat is forbidden to them. However, the monk starts with proficiency in
  one style of unarmed combat and two of that style's special maneuvers.
  The monk also has five other proficiency slots. Of these, one must be used
  for religion and another for calligraphy. The remaining slots can be filled
  as the player sees fit, within the restrictions of the class.
  Through their training, monks develop several special abilities. When
  using a weapon, the monk causes one extra point of damage for every two
  experience levels. A monk has the normal chance to be surprised at 1st
  level, but this gradually improves, as indicated on Table 21: Monk Capabil-
  ities. All monks have the martial arts special maneuver Missile Deflection
  in addition to the other special maneuvers they may have or gain. This is
  not considered part of any martial style and so does not use one of the
  special maneuver slots for the monk's chosen martial art.
  Owing to his physical training, a monk can run faster than other charac-
  ters, beginning with a base movement of 15". This improves as the monk
  increases in level (see Table 21: Monk Capabilities).
  Although a monk cannot wear any armor, he is trained to avoid blows
  through nimbleness and agility. A1 st-level monk has Armor Class 10. This
  improves as the monk advances (see Table 21). When using his martial
  arts style, the monk has the Armor Class of that style, if it is better than his
  normal armor class. If his natural Armor Class surpasses that of his style,
  the natural Armor Class is used.
  The monk also has the ability to open locks, find and remove traps,
  move silently, hide in shadows, hear noise, and climb walls at the percent-
  ages listed on Table 21: Monk Capabilities.
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  AC
  10
  9
  8
  7
  7
  6
  5
  4
  3
  3
  2
  1
  0
  •1
  -1
  -2
  -3
  Move
  15'
  16*
  17*
  18"
  19"
  20"
  2 1 *
  22*
  23"
  24"
  25"
  26"
  27'
  28'
  29"
  30"
  32"
  Additional
  Martial
  Arts AT.
  _
  —
  —
  14
  1-4
  12
  1/2
  1/2
  1/1
  1/1
  3/2
  3/2
  3/2
  2/1
  2/1
  3/1
  3/1
  Additional
  Martial
  Damage
  _
  —
  —
  1
  o
  - 2
  + 1D
  + 1D + 1
  + 1D + 2
  + 1D + 2
  + 2D
  ' 2 D
  - 2 D ' 1
  - 3 D
  + 3D + 1
  + 4D
  Open
  Locks
  25%
  29%
  33%
  37'o
  42<> u
  47*o
  52%
  57%
  62%
  67%
  72%
  77%
  82%
  87%
  92%
  97%
  99%
  Find/Remove
  Traps
  20%
  25%
  30%
  35%
  40%
  45%
  50%
  55%
  60%
  65%
  70%
  75%
  80%
  85%
  90%
  95%
  99%
  Move
  Silently
  15%
  2 1 %
  27%
  33%
  40%
  47%
  55%
  . 
  82%
  70%
  78%
  86%
  94%
  99%
  99%
  99%
  99%
  99%
  Hide in
  Shadows
  10%
  15%
  20%
  25%
  31%
  37%
  43%
  49%
  56%
  63%
  70%
  77%
  85%
  99%
  99%
  99%
  99%
  Hear
  Noise
  10%
  10%
  15%
  15UD
  20° o
  2Ouo
  25%
  25%
  30%
  30%
  35%
  35%
  40%
  40%
  50%
  50%
  55%
  Climb
  Walls
  85%
  86%
  87%
  88<> o
  89" o
  90" n
  9 1 %
  92%
  93%
  94%
  95%
  96%
  97%
  98%
  99%
  99%
  99%
  Surprise
  Normal
  32%
  30%
  28%
  25%
  24%
  22%
  20%
  18%
  16%
  14%
  12%
  10%
  8%
  6%
  4%
  2%
  At 1 st-level monks have the ki power to reduce the amount of damage
  caused by magical attacks. When making saving throws vs. magical
  attacks, the monk's ki allows him to take no damage or suffer no effect
  from the magic if he makes a successful saving throw. Thus attacks which
  normally cause half damage on a successful save cause no damage to
  the monk if he makes his saving throw. This ki power is usable once per
  day per level of the monk, and its use can be declared at any time, even
  after the die is rolled.
  However, what makes the monk truly formidable is his intense training
  and dedication to a school of martial arts. From the time he was a youth
  the monk has practiced the combat techniques espoused by his monas-
  tery. This dedication gives the monk several benefits not available to other
  martial artists. When first creating a monk character, the DM or the player
  (or both working together) must create a martial style according to the
  rules given under Martial Arts. This is the character's basic style. Unlike
  other characters, however, the monk's training allows him to increase his
  number of attacks per round and damage per attack as he increases in
  level. These bonuses are listed on Table 21.
  At 3rd level monks gain the ability to speak with animals. This is not a magi-
  cal ability but it works the same as the shukenja spell of the same name.
  At 4th level a monk can fall up to 20 feet without taking damage pro-
  vided he is within one foot of a wall or vertical surface. He has trained and
  disciplined his mind so that ESP has only a 30% chance of success when
  used against him. This protection improves by 2% at each level beyond
  4th. Thus ESP has only a 28% chance of success on a 5th-level monk,
  26% on a 6th-level monk, etc.
  At 5th level the monk is immune to all types of disease and is unaffected
  by all types of haste or stow spells.
  At 6th level the monk can fall 30 feet without sustaining damage pro-
  vided he is within four feet of a wall. The monk can also fall into a catalep-
  tic state, perfectly simulating death. This can be maintained for a number
  of turns equal to twice his level. The monk is oblivious to his surroundings
  in this state, so he must state at the beginning how long he intends to
  remain cataleptic.
  At 7th level the monk, by concentrating on his inner power, can heal 2-5
  points of damage on his own body per day. This power increases by one
  point at every level beyond 7th.
  At 8th level the monk gains the ability to speak with plants as per the
  spell of the same name. He also attracts 2-5 followers (1 st-level monks),
  provided he has a monastery headquarters. These have the same align-
  ment as the player character and are fanatically loyal to him, provided his
  alignment does not change. They rise in level just like player characters,
  but leave when they reach 7th level. For every level attained beyond 8th,
  the monk attracts 1-2 more 1st level monks.
  At 9th level the monk's ki power improves. From 9th-level on, the monk
  suffers only half-damage from any magical attack that causes damage,
  even if the monk fails his saving throw. (He must use his power, however.)
  If the saving throw is successful, the monk suffers no damage at all. The ki
  power is still limited to a number of uses per day equal to the level of the
  character. In addition, charm, hypnosis, and suggestion spells of all types
  have only a 50% chance to affect the monk. This resistance improves by
  5% at every level beyond 9th.
  18
  
  CHARACTER CLASSES (NINJA)
  At 10th level the monk defends against telepathic and mind blast
  attacks as if he had Intelligence 18.
  At 11th level the monk is immune to all types of poison.
  At 12th level the monk is immune to geas and quest spells.
  At 13th level the monk automatically gains one martial arts special
  maneuver of the player's choice.
  However, for all their abilities, monks must abide by strict restrictions.
  These are in addition to the restrictions they have concerning weapons
  and armor. In general, monks view the world as a transitory and ephem-
  eral place, without constants. As such, emotional attachments—greed,
  anger, and other passions—are obstacles placed in the path of true per-
  fection. To achieve the ultimate enlightenment, the monk must force him-
  self to dispose of these feelings and all things associated with them. While
  they do not deny that these passions exist within themselves, they seek to
  control and moderate them.
  First and foremost, monks must avoid too many attachments to the material
  world. To this end, monks may not retain more than a small fraction of any trea-
  sure they recover: only enough to cover their needs for food and clothing for
  the next few days. They may not own horses, although they may ride horses
  provided by others. They can never hold land or property of any type. They
  can retain only two magical weapons and three other magical items. All
  excess treasure and magical items must be given to non-player charities and
  religious institutions (whereupon they disappear from play).
  Second, severe limits are imposed on the use of magical items, as too
  much reliance on them weakens the monk's spiritual strength. They can
  use magical weapons only if the type is allowed to the class. No other
  magical items listed in this rulebook can be used by monks unless specifi-
  cally indicated. Items described in the Dungeon Masters Guide can be
  used only if they are rings or can be used by thieves. Furthermore, the
  monk never trades in his magical items for new pieces of better quality,
  shopping around for the best deal. Instead, he generally uses the same
  item until it is no longer serviceable.
  To increase their detachment from the material world, monks do not
  generate a family clan, determine birth rank, create an ancestry, receive
  birthrights of any type, or have honor points. In this sense they are without
  family, having totally severed all attachments to this world. They do not
  use their family name, adopting instead a name appropriate to their mon-
  astery. Nor can they hire henchmen or hirelings until they reach 6th level.
  At this point, they can obtain hirelings for short missions (a single adven-
  ture). They may also have up to two henchmen at this level, possibly add-
  ing one additional henchman at every level beyond 6th. These henchmen
  cannot be hired or bought into service; they must join the monk by their
  own choice. Such henchmen can only be shukenja, bushi, or ninjas.
  A monk does not earn or record any honor points. Honor is an aspect of
  the material world the monk is trying to rise above. However, the monk
  must at all times behave morally and properly, especially when dealing
  with other monks. This does not preclude evil actions, but oaths and the
  orders of superiors within the monastery are absolutely binding. Gentle
  protest can be made, but argument or disobedience results in being
  barred from entering its grounds or receiving any aid from the hands of its
  members. This is important, since to advance in level the monk must
  return to his monastery for a period of purification and enlightenment. The
  length of this banishment is decided by the DM. It may be as short as 10
  days or as long as several months. During this time the character does not
  go on adventures, but lives a severe and humble existence, undergoing
  many rituals, tests, and ordeals.
  Each monastery can support only a limited number of monks beyond
  7th level. There are three of 8th level and one of each level beyond 8th
  attached to a monastery. When a player character gains sufficient experi-
  ence points to qualify for 8th level (or beyond), he temporarily gains the
  abilities of that level. Before the level is permanently acquired, however,
  the monk must find and defeat one of the monks (or the monk) of that level.
  This duel must be fought in the martial style of the monastery and is
  strictly between the two monks; no one can intervene. The duel need not
  be fought to the death; the first person stunned usually acknowledges
  defeat. The character knows the general whereabouts of the monk he
  must duel. Any intentional delay (or being defeated in the duel) readjusts
  the character's experience points to the minimum number required for the
  last level he held permanently. For example, an 8th-level monk defeated
  in a duel drops to 98,001 experience points, the minimum required for 7th
  level. He must work his way back up to 8th level all over again.
  Upon permanently attaining 8th-level, the character earns the right to per-
  manently reside on the monastery grounds or establish a subsidiary monas-
  tery elsewhere. If the character establishes a new monastery, he is allowed to
  amass sufficient funds to finance the construction of the buildings and main-
  tain the grounds. However, such savings cannot be assembled until the char-
  acter permanently attains 8th level. The buildings and grounds of any newly
  constructed monastery are considered the property of the order, not the player
  character. In either case, the character is required to perform various adminis-
  trative functions appropriate to his level. These increase in complexity and
  scope as the character rises in level.
  A few of the entries on Table 21 need some additional explanation.
  Additional Attacks: This is the number of additional attacks the monk
  can make when using his martial art proficiencies. The number before the
  slash is the number of extra attacks, the number after the slash is the
  round when the attack is allowed. For example, if the monk has a martial
  style that normally allows one attack per round, 1/4 allows the monk to
  make one extra attack every fourth round, while 2/1 allows the monk to
  make two extra attacks every round. Additional attacks always occur at
  the end of the round.
  Additional Damage: This is the amount of extra damage the monk
  causes when using his martial art proficiencies. If the number is + 1, +2,
  or + 3, the amount is added to the normal damage caused when using the
  martial style. If the number is +1D, + 2D, or more it is the number of addi-
  tional dice rolled to determine damage. These dice are the same type as
  those normally used for that martial style. The notation n +1D +1 indi-
  cates both additional dice and additional points of damage.
  Ninja
  Table 22: NINJA
  Experience
  Points
  0—4,000
  4,001—8,001
  8.001—15.000
  15,001—30,000
  30,001—60,000
  60,001—120,000
  120.001—240,000
  240,001-600.000
  500.001—1.000.000
  1,000,001—1,300,000
  1,300,001—1,600,000
  1,600,001—1,900,000
  Experience
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Hit Points Accum.
  per Level
  1-2
  1-2
  1-2
  1-2
  1-2
  1-2
  1-2
  1-2
  1-2
  1
  1
  1
  300,000 experience points are required for each level beyond 12th.
  Ninja gain 1 hp per level beyond 9th.
  Ninjas are the invisible warriors; spies and assassins practiced in the skills of
  concealment, stealth, trickery, disguise, acrobatics, and assassination. They
  possess a number of special powers and use many unique devices. Their abili-
  ties and reputations are clouded in mystery. Many ascribe supernatural powers
  to them. The ninjas have done nothing to discourage these stories and may very
  well spread the tales themselves. Such confusion only enhances their reputa-
  tions, inspiring more terror at the mere mention of their name.
  Ninja is not an independent character class. After all, ninja do not really exist:
  at least that is what a ninja will have one believe. The ninja class is only open to
  human characters and can only be taken as a special split class. To become a
  ninja, a character must first qualify for the bushi, sohei, wu jen, or yakuza charac-
  ter class. Then the character must meet the minimum scores of 14 in Dexterity
  and Charisma and 15 in Intelligence to qualify as a ninja. The ninja has no prime
  requisite and so never gains the 10 percent bonus to earned experience. If the
  character qualifies for the bonus in his other class, it only affects experience
  points applied to that class, never to the ninja class.
  Table 23: NINJA DEXTERITY ADJUSTMENTS
  Ability
  Score
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  Picking
  Pockets
  15%
  10%
  05%
  0
  0
  0
  0
  0
  + 05%
  + 10%
  Locating/
  Removing
  Traps
  -10%
  -10%
  -05%
  0
  0
  0
  0
  0
  0
  + 05%
  Moving
  Silently
  -20%
  -15%
  -10%
  -05%
  0
  0
  0
  0
  + 05%
  + 10%
  Hiding In
  Shadows
  -10%
  -05%
  0
  0
  0
  0
  0
  0
  + 05%
  + 10%
  Open
  Locks
  -15%
  -10%
  -05%
  0
  0
  0
  0
  0
  + 05%
  + 10%
  19
  
  CHARACTER CLASSES (NINJA)
  Experience points are handled differently for ninja. A ninja character
  must divide his experience points between his two classes. Normally,
  dual-class characters split their experience points exactly in half; how-
  ever, the DM can award more points to one class than the other. If, for
  example, a ninja character earns experience in an adventure where he
  never uses his ninja skills, the DM is justified in awarding all earned expe-
  rience to the non-ninja class. The ninja can advance at different speeds
  through the two classes, although they usually will be very close.
  Ninjas gain 1-2 hit points for advancing a level as a ninja. They never
  apply the hit point bonus for high Constitution to these hit point rolls.
  Ninjas also gain hit points for advancing in their other class; roll the normal
  die and divide the result by two (round fractions up). Then add any Consti-
  tution bonus the character is entitled to in that class. Thus a 1st-level
  bushi/ninja could have from 2 to 7 hit points (1 -5 points for the bushi class
  and 1-2 points for the ninja class). As a rule, ninja split class characters
  usually have fewer hit points than non-ninja characters of the same class.
  Ninjas use the combat table of their other character class but always
  use the saving throw tables of thieves. In addition to any weapons allowed
  by his other class, a ninja can use a variety of weapons preferred by his
  class without loss of honor. These weapons are marked on Tables 49,50,
  and 51. A ninja has two proficiency slots at the beginning of the game
  which can be used for these special items. However, bushi/ninja who use
  proficiencies from their other class to master ninja weapons lose honor.
  Ninja characters are never affected by honor losses for using their special
  weapons, regardless of their other class.
  A ninja can wear the armor of his other character class but may not be
  able to use certain ninja abilities while in armor. A ninja can use any magi-
  cal items available to his other class plus any magical items available only
  to ninjas.
  At 1 st level ninjas can move silently, hide in shadows, find/remove traps,
  climb walls, disguise themselves, assassinate, walk a tightrope, pole
  vault, fall, escape, and backstab. The chance of success for each of these
  actions (or the damage multiplier for backstabbing) is listed on Table 24:
  Ninja Capabilities. Each capability is explained briefly.
  Move silently: This skill can be used anytime the ninja moves on foot.
  The character cannot use this skill while wearing metal armor. Characters
  who successfully move silently can try to ambush travelers, surprise or
  slip past guards, etc. The DM rolls the dice to see whether the attempt
  succeeds. The homes of important or powerful people are often fitted with
  "nightingale" floors, specially designed to squeak when stepped upon.
  Such floors reduce the ninja's chance of moving silently by one-half.
  Hide In shadows: This skill allows the character to make himself unno-
  ticeable to normal vision in areas of shadow or deep gloom. If the ninja is
  near a heat source he can also use this skill against creatures with infra-
  vision as the heat source blinds their infravision. The character cannot
  use this skill while someone is watching him. The DM rolls the dice to
  determine whether the character hides successfully, keeping the result
  secret from the player; the character always thinks he's hidden!
  Find/remove traps: Experienced as he is in the use of small gadgets
  and devices, the ninja can also find and disarm hidden traps. This skill
  only works for small traps, not large ones. The character states that he is
  searching for a trap and then the DM secretly rolls for the result. If the
  search roll fails, the DM just tells the player that he didn't find anything.
  Once a trap is found, the character has an equal chance to remove or dis-
  arm it. Again, the DM secretly determines the result. Only one attempt to
  use this skill is allowed per character per trap.
  Climb Walls: The character is trained to climb walls and other vertical
  surfaces with only very small handholds. This skill cannot be used while
  wearing metal armor other than chain mail. One check is made at the mid-
  point of any climb (unless the DM decides that more are needed because
  the distance is very great). Success indicates the climb was successful,
  failure indicates that the character falls at the midpoint of the climb.
  Disguise: The character is trained in the art of disguise. He can make
  himself look like any general class of person of about the same height,
  weight, and age as himself. This is useful for appearing as a merchant,
  peasant, or other harmless character. He can also try to disguise himself
  as a member of the opposite sex, although his chance of success is
  reduced by half. In addition, a ninja can disguise himself as a specific per-
  son and pose as him. Once a ninja fails to impersonate a specific person,
  he can never succeed at impersonating that person. A ninja's chance to
  impersonate a specific person is one-half his normal disguise percentage.
  If the ninja can closely observe the character he intends to impersonate
  for at least one month, however, the chance of success is normal.
  Assassinate: The character can use the assassination tables pre-
  sented in the Dungeon Masters Guide. Any assassination must be care-
  fully planned. The chance of success indicates how well the ninja's plan
  overcame any of the victim's precautions. The ninja player must describe
  his plan to the DM who then compares this to the protections taken by the
  victim. Using his own judgement, the DM can raise or lower the ninja's
  chance of success. Assassination is not a combat skill and cannot be
  used in a general melee.
  Tightrope walk: Having sharpened his balance and coordination, the
  ninja is able to walk ropes, narrow beams, ledges, etc., with relative ease.
  The character cannot wear metal armor when using this skill. Tightrope
  walking can be done on any narrow surface that is angled (up or down) at
  45 degrees or less. The character is upright and has his hands free. One
  check is made for every 60 feet (or part thereof) covered. The character
  can move 60 feet per round. Using a balancing item (such as a pole)
  increases the chance of success by 10%; moderate winds lower it by
  10%, strong winds by 20%, and gusting winds by 30%. The character can
  try to fight with one hand while walking a tightrope, but suffers a -5 penalty
  on his chance to hit and must make an immediate check to see if he falls.
  In addition, when walking a tightrope the ninja receives no Armor Class
  adjustments for Dexterity or class (using only the value of the armor worn),
  since the character cannot maneuver.
  Pole vault: Using some type of springy pole and a good run, the ninja
  can vault upward and forward much farther than most characters can
  jump. A 30-foot running start and a pole at least four feet longer than the
  character is required. In addition, the character cannot wear any metal
  armor. Table 24: Ninja Capabilities lists the maximum height the character
  can vault, provided the pole is at least the same length. Vaulting can be
  used to land atop an obstacle (such as a wall), in which case the maximum
  height that can be vaulted is reduced by 1 foot. When using a vault to
  cover distance (not height), the character can vault a distance equal to
  twice the length of the pole.
  Fall: Table 24 lists the distance a ninja can fall without taking damage.
  To do so, the ninja cannot be wearing any metal armor other than chain
  mail. He must be falling where he can reach a vertical surface that can
  slow his fall. If the ninja falls this distance or less, he manages to avoid tak-
  ing any damage by tumbling and rolling. If he falls farther than the stated
  distance, he suffers full normal damage.
  Escape: Ninjas are trained to slip out of ropes, chains, and other bind-
  ings. When a ninja is bound, he can try to slip free by wiggling, twisting,
  and contorting his body. The character is allowed only one attempt. Fur-
  thermore, if the attempt is made when guards are present, the ninja's
  intentions are obvious and easily thwarted. The escape attempt takes
  1d10 rounds.
  Backstab: When attacking unnoticed from behind, the ninja character
  can cause additional damage. The multiplier listed in the Backstab
  column of Table 24 is applied to the normal damage from the attack. The
  ninja must roll to hit his target normally and roll to determine damage,
  applying the usual modifiers for Strength, character class, and magical
  weapons before applying the multiplier.
  Open Locks: A ninja can try to open any lock only once per level. If the
  dice roll exceeds the modified percentage chance to succeed then the
  character has failed to open that lock and no amount of trying will ever
  open it. The ninja can try again when he reaches a new experience level.
  20
  
  CHARACTER CLASSES (SAMCIARI)
  Table 24: NINJA CAPABILITIES
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Hide In
  Shadows
  10%
  15%
  20%
  25%
  31%
  37%
  43%
  49%
  56%
  63%
  70%
  77%
  85%
  93%
  94%
  95%
  96%
  97%
  98%
  99%
  Move
  Silently
  15%
  21%
  27%
  33%
  40%
  47%
  55%
  62%
  70%
  78%
  86%
  94%
  95%
  96%
  97%
  98%
  99%
  99%
  99%
  99%
  Find/Remove
  Traps
  20%
  25%
  30%
  35%
  40%
  45%
  50%
  55%
  60%
  65%
  70%
  75%
  80%
  85%
  90%
  95%
  95%
  95%
  95%
  95%
  Climb
  Walls
  85%
  86%
  87%
  88%
  89%
  90%
  91%
  92%
  93%
  94%
  95%
  96%
  97%
  98%
  99%
  99%
  99%
  99%
  99%
  99%
  Disguise
  20%
  24%
  28%
  32%
  36%
  40%
  44%
  48%
  52%
  56%
  60%
  64%
  68%
  72%
  76%
  80%
  84%
  88%
  92%
  96%
  Open
  Locks
  25%
  29%
  33%
  37%
  42%
  47%
  52%
  57%
  62%
  67%
  72%
  77%
  82%
  87%
  92%
  97%
  99%
  99%
  99%
  99%
  Tightrope
  Walk
  20%
  25%
  30%
  35%
  40%
  45%
  50%
  55%
  60%
  65%
  70%
  75%
  80%
  85%
  90%
  95%
  96%
  97%
  98%
  99%
  Pole
  vault
  8'
  9'
  9.5'
  10'
  10.5'
  11'
  11.5'
  12
  12.5'
  13'
  13.5'
  14'
  14.5'
  15'
  15.5'
  16'
  16.5'
  17'
  17.5'
  18'
  Fall
  0
  0
  10'
  15'
  20'
  25'
  30'
  35
  40'
  45'
  50'
  55'
  60'
  65'
  70'
  75'
  80'
  85'
  90'
  95'
  Escape
  10%
  14%
  18%
  22%
  26%
  30%
  34%
  38%
  42%
  46%
  50%
  54%
  58%
  62%
  66%
  70%
  74%
  78%
  82%
  86%
  Backstab
  x2
  x2
  x2
  x2
  x3
  x3
  x3
  x3
  x3
  x4
  x4
  x4
  x4
  X4
  x4
  x4
  x4
  x4
  X4
  x5
  In addition to the powers listed above, the ninja also possesses three
  special ki powers, only one of which is gained at 1 st level. As he increases
  in levels as a ninja, the character becomes able to use the other ki powers.
  At 1st level the ninja begins using his ki when holding his breath. The
  character can hold his breath for a number of rounds equal to his ninja
  level. He can use this power only once per day.
  At 5th level the ninja, by concentrating on his ki, can walk across short
  distances of smooth water. The character can cross 5 feet of water per
  ninja level, moving at a rate of 30 feet per round. This requires intense
  concentration, which is broken if the ninja is injured in any way while walk-
  ing on water. This power can be used a number of times per day equal to
  the level of the ninja.
  At 12th level the ninja gains his ultimate ki power, the ability to pass
  through walls. This is an act of supreme concentration on the part of the
  ninja. He cannot have used his ki for any other purpose during the day and
  must spend three rounds concentrating and preparing before entering the
  wall. During this time he can take no other actions; if attacked or disturbed
  he loses the use of this and all other ki powers for the day. The power lasts
  for one round during which the ninja can move 1 foot per experience level.
  If the character is not completely through the obstacle at the end of the
  round, he dies inside it.
  Ninja characters are very powerful, so the DM must exercise some con-
  trol over the way they are played. All ninjas in the game can come from the
  same family or clan, if the DM desires. They are ruled absolutely by the
  head of the family and any failure to obey him leads to a never-ending
  series of assassination attempts against the offending character. This
  ends only when the character is dead or when he slays the head of the
  familly and establishes himself in the position. A rogue ninja is a nukenin,
  sometimes a hero of the common people.
  Honor is extremely important to ninjas since it is a measure of their relia-
  bility. In addition to the honor requirements of his other class, the ninja has
  special requirements he must observe. The two most important are
  secrecy and completion of his mission. Should the true identity of a ninja
  character ever be discovered, he suffers an immediate loss of honor. This
  applies to discovery by any other character, PC or NPC, or even another
  ninja. When working with other characters, the ninja must keep his true
  identity an absolute secret. Other characters may realize that he is a ninja,
  but will not know who he is. Second, failing to complete a mission results
  in a loss of honor, although the mission can be attempted more than once.
  A ninja who refuses to complete a mission loses all of his honor and is con-
  sidered to have defied the head of the family. The DM may intervene if
  special circumstances obviate this penalty. This honor is not the honor of
  other characters, but rather a measure of the ninja's obedience, reliability,
  and loyalty to his family.
  A ninja character must maintain his honor above his family's honor. Fail-
  ing to do so is an offense against the family and carries the same punish-
  ment as disobedience: death. If the ninja survives he is considered a
  nukenin and needs twice the normal number of experience points to
  advance levels as a ninja. He continues advancing normally in his other
  class.
  All ninjas receive their missions from the head of the family, although
  the actual instructions may be transmitted through others. Thus, the DM
  decides what missions the ninja undertakes. Because ninjas can seri-
  ously upset the harmony of a group of adventurers, the DM may choose to
  never let ninjas undertake missions against other player characters. This
  is entirely up to the DM, but it is highly recommended.
  Samurai
  Table 25: SAMURAI
  Experience
  Points
  0—2,500
  2,501—5,000
  5,001—10,000
  10,001—18,000
  18,001—36,500
  36,501—75,000
  75,001—135,000
  135,001—235,000
  235,001—400,000
  400,001—650,000
  650,001—1,000,000
  1,000,001—1,300,000
  Experience
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  10-sided Dice
  for Accum.
  Hit Points
  1
  2
  3
  4
  5
  6
  7
  8
  9
  9 + 2
  9 + 4
  9 + 6
  Damage
  Bonus
  0
  + 1
  + 1
  + 1
  + 2
  + 2
  + 2
  + 3
  + 3
  + 3
  + 4
  + 4
  300,000 experience points are required for each level beyond 12th.
  Samurai gain 2 hp per level beyond 10th.
  A samurai is first and foremost a warrior, one who lives and dies by his sword.
  The prime duty in his life is to serve and obey his daimyo (lord) in all things. In
  doing so, the samurai gains honor and experience, increasing in power and
  importance in the world. However, bushido (the code of the samurai) is hard and
  unrelenting. A samurai must be willing to accept his own death at any moment.
  There can be no failure for a samurai when serving his daimyo, for his only
  choices are to succeed or die in the attempt. If the samurai accepts these
  choices, he cannot fail since death is not failure; it is the ultimate service a samu-
  rai can render to his daimyo.
  To properly serve his daimyo, a samurai must be skilled in many things. He is
  routinely expected to know the use of the katana (sword) and daikyu (great bow).
  He must be adept at horsemanship. Ideally, he must also be accomplished in the
  arts. These include calligraphy, music, noh, poetry, and painting. Indeed, these
  skills are almost as important as his combat training. A samurai character must
  strive for perfection in all these things, since they reflect upon his honor, the
  honor of his daimyo, and the honor of his family.
  The samurai class has no prime requisite, and thus samurai characters do not
  gain experience point bonuses for having high ability scores. A samurai must
  have minimum scores of 13 in Strength, Wisdom, and Constitution, and 14 in
  Intelligence. A samurai must be of lawful alignment, although he can be good,
  evil, or neutral. The samurai fights and makes saving throws as a fighter.
  21
  
  CHARACTER CLASSES (SAMURAI)
  Human or spirit folk samurai belong to the highest caste and are com-
  monly of noble birth. As such they gain a +10 bonus to their die roll on
  Table 38: Character Birth when determining their social position. Korobo-
  kuru who wish to become samurai must first find a daimyo who will act as
  their sponsor and obtain his permission to become part of his household.
  Accordingly, korobokuru samurai do not use Table 38, but automatically
  begin at Upper Class. Until a sponsor is found, the korobokuru samurai is
  treated as if he were a bushi, unable to advance beyond 1 st level. He must
  choose the weapon specializations and proficiencies required of a samu-
  rai, but does not gain any other advantages of the class.
  Samurai characters roll 10-sided dice to determine their hit points, gain-
  ing one hit die per level. At 1st level they have five proficiency slots. Every
  samurai must specialize with the katana. The remaining four slots can be
  used for daikyu specialization or any non-weapon proficiencies. Only
  samurai are allowed to specialize in two weapons at once, and these must
  be katana and daikyu. A samurai can wear any armor but cannot use a
  shield. Gaining proficiency with and using weapons favored by ninja
  causes a samurai to lose honor.
  At 2d level every samurai character must have proficiency in horseman-
  ship. By 3d level every samurai must have proficiency with the bow. By 6th
  level the samurai must have proficiencies in calligraphy, painting, and
  poetry.
  The samurai has several special abilities that he gains as he increases
  in level. These abilities can only be used when the samurai reaches or sur-
  passes the stated level.
  At 1st level the samurai begins to learn the art of focusing his ki (the
  energy of his body). By concentrating on his breathing and using a kiai (a
  loud, fierce shout), the samurai increases his Strength score to 18/00.
  This effect lasts only one round. A samurai can focus his ki a number of
  times per day equal to his level. Thus, a 7th-level samurai can focus his ki
  seven times in a single day.
  Starting at 2d level a samurai gains a +1 bonus to his damage dice
  rolls. This bonus increases by an additional point for every three levels
  beyond 2nd (+ 2 at 5th level, + 3 at 8th level, etc.).
  At 3d level the samurai character is surprised only on a roll of 1 on 1d6.
  At 5th level the samurai is immune to all types of fear.
  At 6th level the appearance of the samurai can cause fear in all crea-
  tures with 1 HD or less (saving throw versus breath weapon is allowed).
  The samurai can control this power, turning it on and off (as it were) at will.
  Any characters or creatures struck by fear flee from the samurai or surren-
  der to him, depending on the circumstances. A creature that passes its
  saving throw is immune to this effect for the remainder of the encounter.
  At 7th level the samurai is offered jito (stewardship) over one of the
  properties of his daimyo. He is not required to accept. If he does, the char-
  acter is watched over and directed by the daimyo's shugo (constable of
  the province). As jito, the samurai must watch over the area for his dai-
  myo, protecting property, settling disputes, quelling rebellions, and col-
  lecting taxes. In return, he receives one-quarter of all the taxes he
  collects.
  The daimyo also provides the new jito with 10 bushi and one to four
  samurai, all of 1st to 3rd level. These men are ultimately loyal to the dai-
  myo, but will faithfully serve the character unless and until the daimyo
  intervenes. The samurai character retains his position of jito over this land
  from this point on, even if he increases in level and establishes his own
  family and property. He can assign his duties to an underling (in exchange
  for a portion of the tax) and is not required to remain on the property. This
  grant of land can only be lost if the samurai fails to turn over the daimyo's
  portion of the taxes or if he blatantly mismanages the property. Even then,
  it is the daimyo's responsibility to regain control of the property, and it is
  not unknown for a jito to usurp the property of his master, claiming it as his
  own.
  Although he collects rent from it, the property does not belong to the
  player character—it is still held by the daimyo. The daimyo (and only the
  daimyo) has the right to dispose of the property as he wishes.
  Should the samurai refuse the offer of stewardship, his daimyo offers a
  fitting homes in the city or bakufu (camp office) where he makes his head-
  quarters.
  At 8th level the daimyo offers the samurai the position of shugo (consta-
  ble of a province). If he accepts, the samurai takes on the duties of arrang-
  ing for the protection of an entire province and looking after the daimyo's
  affairs in the province. He is expected to administer justice and supervise
  the jito in the area. The samurai automatically attracts 10d10 bushi as fol-
  lowers. There is a 20% chance that one of these bushi is also a ninja sent
  to infiltrate the household. No more than one ninja will ever operate in any
  household. These bushi will be loyal to the samurai so long as they are
  adequately paid, housed, and fed, and the fortunes of their samurai mas-
  ter do not look too bleak.
  At 9th level the samurai automatically attracts 2d10 samurai of 1 st level.
  These samurai will be absolutely loyal to the player character samurai, as
  befits his station. In addition, 2-7 specialists (armorers, weapon-smiths,
  etc.) request to be taken into the character's service. There is a 10%
  chance that one of these is a ninja sent to spy on the activities of the char-
  acter (as a precaution).
  At 9th level the samurai also gains the ability of the great kiai, or paralyz-
  ing shout. This power draws upon the character's ki, exploding in a fero-
  cious, warlike shout. The samurai's Strength score is raised to 18/00 for
  two rounds and all enemies within 10 feet must save vs. paralyzation or be
  stunned for one round. Stunned charactes cannot move or attack and
  gain no Armor Class bonuses for Dexterity or shields. The great kiai can
  be used only once per day. The character cannot use his normal ki power
  and the great kiai on the same day, as the great kiai severely taxes his
  inner strength.
  As noted before, bushido (the way of the warrior) is a difficult road to fol-
  low. At its center are the principles of honor, loyalty, and courage. Some of
  the basic beliefs of this ethic are:
  The samurai is obedient to his lord.
  It is a samurai's right to protest against bad judgements or orders from his
  lord, and death is the final protest a samurai can make.
  The samurai is ready to die at any time.
  There is no such thing as failure, only death or success.
  To die in the service of one's lord is the greatest service a samurai can ren-
  der.
  No dishonor can go unavenged.
  Dishonor to lord or family is also dishonor to the samurai.
  Mercy is not due the enemy.
  All debts, both of vengeance and of gratitude, are repaid.
  Cowardice is dishonorable.
  These precepts are embodied in the rules on honor presented later.
  Samurai characters must maintain their honor above set values. Failure to
  do so will result in the character losing his samurai status, becoming a
  ronin. The ronin is a samurai without a master. He may have disgraced
  himself and been expelled from his daimyo's service as a consequence.
  He may voluntarily leave his master's service, especially if he must per-
  form some act that would normally bring disgrace to his lord (such as slay-
  ing an ally of the daimyo who also murdered a member of the character's
  family). Thereafter, the character is treated as a ronin in all respects. He
  retains the abilities of a samurai (except those relating to property and
  attracting fighting men). He can still advance in level as a samurai charac-
  ter, but at double the normal experience point cost.
  A ronin can return to full samurai status, either with his old daimyo or a
  different one, provided his honor is above the required level and the dai-
  myo accepts him. Once a ronin secures a position, he is treated as a nor-
  mal samurai once again. However, dishonorable actions will make him
  distrusted, hated, and (worst of all) ridiculed by others. A samurai gains lit-
  tle respect or power through reprehensible actions.
  Shukenja
  Table 26: SHUKENJA
  Experience
  Points
  0—1,250
  1.251—3,000
  3.001-5.5O0
  5,501—11,000
  11,001—22,000
  22,001—44,000
  44,001—90,000
  90,001-150,000
  150,001—300,000
  300,001—600,000
  600,001—900,000
  900,001—1,200,00
  Experience
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  6-slded Dice
  for Accum.
  Hit Points
  1
  2
  3
  4
  5
  6
  7
  8
  9
  9 + 1
  9 + 2
  9 + 3
  250,000 experience points are required for each level beyond 12th.
  Shukenja gain 1 hp per level beyond 9th.
  22
  
  CHARACTER CLASSES (SHCIKENJA)
  A shukenja is a wandering priest or monk who has accepted a life of
  hardship and poverty. This self-sacrifice, combined with devout religious
  beliefs, places the shukenja outside the caste system. He is treated with
  respect by all members of society, from samurai to peasant. In return he
  normally gives aid, both spiritual and physical, and instruction to those
  who desire or need it. While he has some training in fighting, his choice of
  armor and weapons is limited. His main power is the spells he can cast to
  enlighten, aid, and protect himself and others.
  A shukenja's principal attribute is Wisdom. To become a shukenja a charac-
  ter must have minimum scores of 12 in Wisdom and 9 in Strength and Consti-
  tution. Characters with both Wisdom and Constitution scores of 15 or greater
  earn a 10% bonus on all experience points awarded by the DM. A shukenja
  must have good alignment, although he can be lawful, neutral, or chaotic.
  Table 27: SHUKENJA WISDOM ADJUSTMENTS
  Ability
  Score
  9
  10
  11
  12
  13
  14
  15
  16
  17*
  18**
  Spell
  Bonus
  none
  none
  none
  none
  One 1 st level
  One 1st level
  One 2d level
  One 2d level
  One 3d level
  One 4th level
  Chance of
  Spell Failure
  20%
  15%
  10%
  05%
  0o/o
  0%
  0%
  0%
  0%
  0%
  * Minimum Wisdom for use of 6th-level spells
  ** Minimum Wisdom for use of 7th-level spells
  The Spell Bonus shown on Table 27 is the number of additional spells a
  shukenja or sohei is entitled to by virtue of his high Wisdom score. These
  spells are available only if the shukenja is allowed to cast spells of the noted
  level. The bonuses are cumulative, so a shukenja with Wisdom 15 is entitled
  to two additional 1st-level spells and one additional 2d-level spell. He cannot
  cast the 2d-level spell until he reaches the 4th level of experience.
  Chance of Spell Failure is the percentage chance that a spell cast by a
  shukenja or sohei will have no effect whatever. Roll percentile dice every
  time a spell is cast; if the result equals or is less than the listed number, the
  shukenja or sohei has expended that spell and it has failed utterly.
  Table 28: SHUKENJA SPELLS USABLE BY LEVEL
  Shukenja
  Level
  1
  2
  3
  4
  5
  6
  7
  S
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  1
  1
  2
  3
  3
  3
  4
  4
  4
  5
  5
  5
  6
  6
  6
  7
  7
  7
  7
  8
  8
  8
  9
  9
  9
  9
  9
  9
  9
  9
  2
  _
  _
  —
  1
  2
  2
  3
  3
  3
  4
  4
  4
  5
  5
  5
  6
  6
  6
  6
  7
  7
  7
  8
  8
  9
  9
  9
  9
  9
  Spell
  3
  —
  —
  —
  —
  1
  2
  2
  2
  2
  3
  3
  4
  4
  4
  5
  5
  5
  5
  6
  6
  6
  7
  7
  7
  8
  8
  9
  9
  Level
  4
  _
  —
  —
  —
  —
  __
  1
  2
  2
  2
  3
  3
  3
  3
  3
  4
  4
  4
  4
  5
  5
  5
  6
  6
  7
  7
  8
  9
  5
  __
  —
  —
  —
  —
  —
  _
  —
  1
  2
  2
  2
  2
  2
  2
  3
  3
  4
  4
  4
  5
  5
  5
  6
  6
  7
  7
  8
  6
  —
  —
  --
  —
  —
  _
  _
  —
  —
  —
  —
  1
  2
  2
  2
  3
  3
  3
  4
  4
  4
  5
  5
  5
  6
  6
  7
  7
  —
  —
  —
  —
  —
  —
  —
  —
  —
  1
  1
  2
  2
  2
  3
  3
  3
  4
  4
  4
  5
  Although a shukenja serves a particular religion, players don't need to
  choose any particular religion for their shukenja characters. All religions
  are respected and venerated, and the practices and beliefs of one are
  often intermingled by the peasants with those of another. Unlike the west-
  ern world, the land of Oriental Adventures has no separate, organized
  church. Instead, religious beliefs and rituals are intertwined with the rit-
  uals of daily life. Temples abound, each more or less independent of all
  others regardless of the deity or deities worshipped.
  Shukenja characters roll 6-sided dice for hit points, gaining one die per
  level. They use the combat and saving throw tables of clerics. They are
  limited to studded leather or lesser armor, although certain individual
  pieces of armor can be worn. Their choice of weapons also is limited. See
  Table 13 for a complete list of permissible armor and weapons.
  At 1 st level shukenja have six proficiency slots. Only two of these can be
  filled with weapon proficiencies. Of the remaining four, one must be reli-
  gion and another calligraphy. The two remaining slots can be filled with
  any non-weapon proficiency desired.
  Before beginning their wandering, shukenja undergo training at a mon-
  astery or temple. This training has three aspects: ritual, meditation, and
  self-defense. The training in ritual teaches the character how to perform
  the basic religious rituals he needs to know. A shukenja can perform mar-
  riages, christenings, funeral rites, observances of holy days, and purifica-
  tions. The last of these can be effective at lifting curses and warding off
  evil influences. A shukenja has a basic chance of 5% per level to remove
  any curse when performing a purification ritual. When purifying to ward off
  evil influences, the shukenja can sanctify an area with a radius of 5 feet
  (75 square feet). At the end of the ritual, everyone within the area gains a
  +1 bonus on all rolls to hit and saving throws when fighting evil spirits.
  This effect lasts only as long as the shukenja remains within the purified
  circle. Multiple purifications do not have a cumulative effect.
  Meditation is a state of deep concentration. By meditating, the shukenja
  focuses and regains his energies. One hour of uninterrupted meditation is
  as restful as two hours of sleep. While meditating, the shukenja is oblivi-
  ous to hunger, thirst, heat, and cold. He is still conscious and aware of his
  surroundings, however, so he does not suffer any penalties on surprise or
  initiative dice rolls.
  The self-defense training received by the shukenja gives the character
  an initial proficiency in one style of unarmed combat (player's choice). The
  training is free and does not use one of the shukenja's initial proficiency
  slots.
  Shukenja also are trained to draw upon their ki to protect themselves in
  dangerous situations. A shukenja can focus his ki to physically and men-
  tally resist an attack. The result is that the shukenja improves his saving
  throw by + 3. He can do this a number of times per day equal to his level.
  The decision to use the ki power can be made at any point during a round,
  unless the die has already been rolled for the saving throw. Once the die is
  rolled, the character must abide by the results.
  Although they are trained to defend themselves, shukenja are not war-
  riors, so they earn only half the normal experience points for slaying or
  defeating humans and monsters. A shukenja does, however, gain full
  experience for defeating evil spirits. Similarly, they are sworn to poverty
  and earn experience points only for treasure that is donated to charity or
  the poor. Unlike other characters, however, shukenja also earn experi-
  ence points for using their curative and healing spells to help others. A
  shukenja earns 100 experience points per spell level used to heal, cure, or
  similarly aid an NPC or creature not associated with the character's party.
  Shukenja must live by certain rules imposed by their religion. They can-
  not eat meat; they must refrain from violence whenever possible (espe-
  cially killing); and they must avoid immoderate drinking and eating. Failing
  to follow these rules will result in some type of punishment for the charac-
  ter, chosen by the DM. Loss of spell levels, loss of honor, or a special pen-
  ance are typical consequences. In some situations the shukenja may be
  forced to break these rules; the DM should take this into consideration
  when deciding on a punishment.
  Individual shukenja may have additional restrictions placed upon them
  by the particular religion they adhere to. These are left to the DM's discre-
  tion.
  Upon entering the religious life, the shukenja severs all ties to his past.
  Thus, it is not necessary for a shukenja character to belong to a family or
  clan, nor does he need to roll on Table 38: Character Birth. These things
  belong to the temporal world and are of little consequence to the shu-
  kenja. Likewise, the shukenja is less concerned with the demands of
  honor than other characters and so is exempt from many of the penalties
  and bonuses associated with honor. He does have honor, but it seldom
  reaches the heights attained by other characters.
  23
  
  CHARACTER CLASSES (SOHEI)
  Sohei
  Table 29: SOHEI
  Experience
  Points
  0-8.000
  2,001—4.000
  4.00V-7.000
  7,001—13,000
  13,001—24,000
  24,001—48,000
  48,001-85.000
  «5,001r-15fl>000
  150.001—350.000
  350,001—550,000
  550,001—750,000
  750,001—950,000
  Experience
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  10-Sided Dice
  for Accum.
  Hit Points
  1
  2
  3
  4
  5
  6
  7
  8
  9
  9+1
  9 + 2
  9 + 3
  200,000 experience points are required for each level beyond 12th.
  Sohei gain 1 hp per level beyond 9th.
  Sohei are warrior monks, religious soldiers who protect large monas-
  teries. Unlike shukeja, sohei are more militant than holy, and receive very
  little religious instruction. Instead they are trained in the art of fighting.
  Sohei defend their monastery against attacks and advance its political
  claims in the outside world. They are subject to the leader of their temple.
  The sohei also is associated with a religion, but his duties are closer to
  those of the bushi or samurai. The sohei has two prime requisites—
  Strength and Wisdom. Sohei characters must have scores of 13 in
  Strength and 10 in Wisdom and Constitution. Those with scores of 15 or
  greater in both Strength and Wisdom earn a 10% bonus on experience
  points. They must be lawful, although they can be good, neutral, or evil,
  regardless of the alignment of their home monastery.
  Sohei use 10-sided dice to determine their hit points, gaining one die
  per level. They use the combat and saving throw tables of clerics. They
  are allowed to wear any armor and use the weapons listed on Table 13. At
  higher levels, they become able to cast shukenja spells. They can only
  use certain spells, however, as indicated on the spell lists. They get the
  same bonuses and chances for spell failure (determined by their Wisdom
  scores) as a shukenja. These are listed on Table 27. They begin the game
  with four proficiency slots and can use these for any allowed weapon profi-
  ciencies or peaceful arts.
  Table 30: SOHEI SPELLS USABLE BY LEVEL
  Sohei
  Level
  1-5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  16
  IS
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  1
  1
  1
  2
  2
  2
  3
  3
  3
  3
  3
  3
  4
  4
  4
  5
  5
  5
  5
  6
  6
  6
  6
  6
  7
  1
  1
  2
  o
  2
  2
  3
  3
  3
  3
  3
  4
  4
  4
  5
  5
  5
  5
  6
  6
  6
  6
  7
  Spell Level
  3 
  4
  i
  1
  2
  2
  3
  3
  3
  3
  3
  4
  4
  4
  4
  5
  5
  5
  5
  6
  6
  6
  1
  2
  2
  2
  3
  3
  3
  4
  4
  4
  4
  5
  5
  6
  6
  At 1st level a sohei can designate one of his weapons as a weapon of
  choice. He must have proficiency with the chosen weapon. Thereafter the
  sohei gains a +1 bonus on to hit and damage dice rolls when using that
  weapon.
  At 3d level the sohei, through religious training and practice, can focus
  his ki power. Knowing that he is among the chosen, this fills his body with
  berserk energy and disdain for his own life. This condition lasts for one
  turn and can be done once per day. While in this state the sohei gains one
  extra attack per round, improves his Armor Class by 1, increases his
  movement by 3", gains an additional +1 on to hit, damage, and saving
  throw dice rolls, and can dodge or deflect missile weapons by making a
  successful saving throw versus breath weapon.
  At 5th level the sohei's fanaticism allows him to fight on even after he
  reaches 0 hit points. This, however, is a final act on the part of the sohei. To
  use this ability the sohei must remain in combat with the enemy and can-
  not stop to perform any other actions. He continues fighting until he
  reaches -10 hit points or until the enemy is defeated, whichever comes
  first. During this time he uses the final reserves of his ki to sustain himself
  and gain a + 2 bonus on to hit and damage dice rolls. At the end of the
  fight or when he reaches -10 hit points, the sohei collapses and dies.
  Although this is his final act, it is also one of the greatest heroic deeds a
  sohei can perform, earning him much honor (albeit posthumously).
  At 6th level the sohei is given command over 10-30 other sohei (all 1 st-
  level). Once the size of his command is determined, additional 1st-level
  sohei are always available to replace those who fall in combat. At each
  level above 6th, the size of the character's command is increased by 10
  1st-level sohei. This command is lost only if all within it (other than the
  commander) are slain.
  At 9th level the sohei receives a commission from the head of his mon-
  astery. This commission gives the character the task of escorting a group
  of priests and monks to a new location, clearing land, building a new mon-
  astery, and commanding the defenses of the new site. Thereafter, the
  character is the commander of all sohei at the new monastery. He can try
  to recruit new sohei in addition to those he receives for advancing in level.
  He and all others in the monastery are still subject to the orders of their
  parent monastery, although rebellions and dissension are not unknown.
  Of course, if this happens, the parent monastery sends a force of sohei to
  correct the situation.
  Like shukenja, sohei must live by certain religious principles, although
  these are much less strict for the sohei character. He must refrain from
  eating meat (fish is allowed) and from excesses of personal behavior.
  Because of his duty he has no injunction against killing or violence,
  although outright murder is still considered a sin. Furthermore, the char-
  acter gains full experience only for defeating opponents in the cause of his
  monastery. In other instances the sohei receives one-half the normal
  experience points.
  Sohei can come from any caste and are not required to roll on Table 38:
  Character Birth (although the player can if he wants). Upon entering the
  monastery the sohei forsakes his family or clan and is not bound by the
  rules governing families. His status is measured by the importance of his
  monastery, which is his new family. Honor is important to the sohei, who is
  affected by honor more than a shukenja. He does not, however, gain
  honor for the actions of his monastery.
  Wu Jen
  Table 31 :WU JEN
  Experience
  Points
  0—2.000
  2,001—4000
  4.001—8,000
  8,001—18,000
  18,001—36,000
  36,001—65,000
  65,001—100,000
  100,001—140,000
  140,001—280,000
  280,001—600,000
  600,001—800,000
  Experience
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  4-sided Dice
  for Accum.
  Hit Points
  1
  2
  3
  4
  5
  6
  7
  8
  9
  9+1
  9 + 2
  300,000 experience points are required for each level beyond 11th.
  Wu jen gain 1 hp per level beyond 9th.
  24
  
  CHARACTER CLASSES (WCI JEM)
  Wu jen are sorcerors, men of mysterious powers. They command the
  elements, spirit forces, and the very powers of nature. They are seldom
  found living with the rest of human society. Instead, they live as hermits
  and anchorites. Living in the wilderness they purify their bodies and minds
  and contact the various natural and supernatural powers of the world.
  From these they learn their spells—magical means to control the invisible
  forces of the world.
  The prime requisite of wu jen is Intelligence. Wu jen characters must
  have a score of at least 13 in Intelligence. A wu jen with Intelligence 15 or
  greater gains a 10% bonus on earned experience points. Wu jen cannot
  be lawful. Human, korobokuru, and hengeyokai can be wu jen characters.
  All wu jen use 4-sided dice to determine their hit points, gaining one die
  per level. They have an automatic +1 hit point bonus per die for a total of
  2-5 hit points per level. They use the magic-user combat and saving throw
  tables. Wu jen are only allowed to use certain weapons as listed on Table
  13. At the beginning of play, the player can select one weapon as a
  favored weapon for his wu jen character. Thereafter, they have a +1
  bonus to hit using that weapon. Wu jen cannot wear armor or use shields.
  They begin the game with six proficiency slots.
  Each wu jen character must use Table 32 to determine how many spells
  of each level he can learn. Check only those spells of a level that can be
  learned. Check each new level as the character gains the ability to cast
  spells of that level.
  Table 32: WU JEN INTELLIGENCE ADJUSTMENTS
  Table 33: WU JEN SPELLS USABLE BY LEVEL
  Ability
  Score
  9
  10-12
  13-14
  15-16
  17
  18
  19
  or more
  Chance to
  Know Each
  Listed Spell
  35%
  45%
  55%
  65%
  75%
  85%
  95%
  Minimum
  Number of
  Spells/Level
  4
  5
  6
  7
  8
  9
  10
  Maximum
  Number of
  Spells/Level
  6
  7
  9
  11
  14
  18
  All
  Chance to Know Spell is the percentage chance that the character can
  learn a specific spell. When creating a wu jen character, check each spell
  individually, in any order desired. Roll percentile dice once for each spell;
  if the result equals or is less than the character's chance to know spall, the
  character understands that spell and can learn it and cast it. This doesn't
  mean the character knows that spell immediately. He still must find a writ-
  ten copy of it, learn it from someone who knows it, or research it himself.
  As the character gains experience levels, he gains the ability to cast
  higher-level spells (see Table 33: Wu Jen Spells Usable by Level). When a
  wu jen becomes eligible to cast spells of the next level, check each spell of
  the new level to determine whether the character understands it.
  The player decides the order in which the spells are checked. This lets
  him check first for the spells he really wants, ignoring the less appealing
  spells unless the dice don't allow him to learn those he prefers.
  Minimum Number of Spells/Level states the lowest number of spells
  of each level that a wu jen can learn. If, after one complete pass through
  the spell list, the wu jen understands fewer than the minimum number of
  spells, the character can go back through the list, checking again for any
  spells that he couldn't understand the first time. This process continues
  until the character understands the minimum number of spells.
  Maximum Number of Spells/Level is the upper limit on the number of
  spells of each level that a wu jen can understand. As soon as this limit is
  reached, the character may not check to understand any more spells of
  that level.
  Spell
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  g
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  20
  27
  28
  29
  1
  1
  2
  Z
  3
  3
  4
  4
  4
  5
  5
  5
  5
  5
  6
  6
  6
  6
  6
  6
  S
  7
  7
  7
  7
  8
  8
  8
  9
  9
  2
  _
  _
  1
  2
  2
  2
  3
  3
  3
  4
  4
  5
  5
  5
  5
  6
  6
  6
  6
  6
  6
  7
  7
  7
  7
  8
  8
  8
  9
  3
  _
  _
  —
  1
  2
  2
  3
  3
  3
  4
  4
  4
  4
  4
  5
  5
  5
  6
  8
  8
  6
  7
  7
  7
  7
  8
  8
  8
  4
  _
  —
  —
  —
  —
  1
  2
  2
  2
  2
  2
  4
  4
  4
  4
  5
  5
  5
  5
  6
  6
  6
  6
  6
  7
  7
  7
  8
  5
  _
  _
  —
  —
  —
  —
  _
  1
  2
  2
  2
  2
  2
  3
  4
  4
  4
  5
  5
  5
  5
  6
  6
  6
  8
  7
  7
  7
  6
  _
  _
  —
  —
  —
  —
  —
  —
  —
  1
  2
  2
  2
  3
  3
  3
  4
  4
  4
  4
  5
  5
  5
  6
  8
  8
  7
  7
  7
  _
  —
  _
  —
  —
  1
  2
  2
  2
  2
  2
  2
  3
  3
  3
  3
  4
  4
  5
  5
  5
  6
  8
  ...
  —
  —
  —
  —
  1
  2
  2
  3
  3
  3
  3
  4
  4
  4
  4
  5
  5
  9
  H P
  4 V
  * M
  * W
  1
  1
  2
  2
  2
  3
  3
  3
  4
  Understanding spells, knowing spells, and remembering spells are
  three different things. The fact that a wu jen understands a spell means
  only that when it is first described to him, either verbally or in writing, he
  can comprehend how it works. Once someone explains the spell to him
  and he understands it, he knows that spell and can record it in his spell
  book. Even understanding and knowing a spell is not enough to let him
  cast it, however. Only by studying the spells in his spell book can the wu
  jen memorize their magical intricacies and cast them from memory.
  For example, consider Hideyori, a 1st-level wu jen with Intelligence 16.
  He has a 65% chance to understand any spell he encounters, and can
  know a minimum of seven and a maximum of 11 spells of each level. Look-
  ing at the spell list, the player chooses the spell he most wants Hideyori to
  have—cloud ladder—and rolls percentile dice. The result is 32, so Hidey-
  ori understands that spell. He won't be able to cast cloud ladder until
  someone teaches it to him. The player repeats this until either Hideyori
  understands 11 spells (his maximum) or he has checked every spell in the
  list once.
  After one pass through the list, Hideyori understands 10 spells. This is
  more than his minimum, so he isn't allowed to check any spells twice. He
  is allowed to understand 111 st-level spells, however, so if he encounters
  another spell somewhere in his journeys (in a lost scroll or borrowed spell
  book, for example), he can check again to see whether he understands it.
  If a wu Jen's Intelligence is reduced during the game and the change is
  more than temporary, the player must check his character's spells to see
  which he retains and which he no longer understands. Roll percentile dice
  for each understood spell, in any order; a result higher than the charac-
  ter's chance to know that spell means he no longer understands it. Con-
  tinue checking until the character has forgotten enough spells to comply
  with his new maximum.
  If a wu jen's Intelligence increases during the game so that his maxi-
  mum number of spells/level increases, he can try to understand new
  spells as he finds them.
  New spells can be learned from a teacher, from another wu jen's magic
  books (though few wu jen will willingly loan such a precious belonging), or
  from a magical scroll. A scroll is destroyed in the process of learning its
  spell.
  To learn his spells, a wu jen puts himself through a strict regimen of
  mental training. He learns to meditate like a shukenja. He develops his ki
  powers to gain several abilities. By focusing his ki, he can burst into sud-
  den action once per day. This gives him a + 3 bonus on the initiative dice
  roll for one round, making the wu jen a potent opponent in a critical fight.
  25
  
  CHARACTER CLASSES (WU JEN)
  At 4th level a wu jen gains his second ki power—the ability to summon
  massive magical energies. This allows him to cast any one spell that is
  three or more levels lower than the wu jen's level, at maximum effect. The
  spell automatically has maximum range (if desired), duration, and effect.
  Thus a 4th-level character can cast a 1st-level spell at maximum effect.
  Both powers can be used but once per day.
  The spells of a wu jen are divided into five elemental groups—earth/
  metal, water, fire, wind, and wood/nature. When a wu jen learns all the
  spells of a single element up to the highest level of spell he can cast, he is
  considered a master of that element. Thereafter all spells of that element
  cast by the wu jen have a -1 saving throw modifier and +1 bonus to all
  damage done. The wu jen himself gets a +1 bonus on all saving throws
  versus spells of that element. Note that when the wu jen becomes able to
  cast a higher-level spell he is no longer a master of the element until he
  learns all the spells of that element at the new spell level.
  When a wu jen reaches 10th level, he attracts 1d4 pupils to his service.
  All are 1st-level wu jen. These pupils serve the character faithfully until
  they reach a level equal to one-half of their master's level. At this point
  they leave to continue on their own. However, each pupil who leaves is
  replaced by another 1st-level wu jen seeking to study under the master.
  Although the wu jen does not attract bodies of fighting men, he can hire
  them and establish his own stronghold. Since he is not a warrior, however, the
  wu jen must also employ a lieutenant to supervise and command the warriors.
  The powerful spells that make the wu jen feared and respected are
  listed and explained later in this book.
  Wu jen speak the language of tengu and oni. In fact, their contact and
  commerce with these creatures give the wu jen a + 20% modifier on the
  reaction dice roll when he encounters any of these creatures.
  Like the shukenja, the wu jen has dedicated his life to a single goal
  requiring great mental discipline. To reach it the wu jen must sacrifice his
  ties to family and his concern for honor. Thus, wu jen characters need not
  roll on the Table 38: Character Birth to determine their family. They never
  gain the bonuses or suffer the penalties that family and clan bring.
  They are also little concerned with honor. While wu jen have integrity, they
  are unconcerned with the codes of honor that preoccupy samurai and other
  characters. Bonuses and penalties of honor are much smaller for wu jen.
  Since wu jen draw their power from supernatural sources, they must oper-
  ate under special taboos that do not affect other characters. Indeed, these
  taboos may seem silly or insignificant to other characters. However, they are
  vitally important to the wu jen since violating them results in the loss of spells,
  illness, or other evil events. At 1st level a wu jen character must have one
  taboo. Thereafter an additional taboo must be selected upon gaining every
  five levels. Some possible taboos are suggested below. The DM may create
  additional taboos, so long as they are similarly restricting.
  Cannot eat meat.
  Cannot have more treasure than the character can carry.
  Must make a daily offering (of food, flowers, incense, etc.) to one or many
  spirit powers.
  Cannot bathe.
  Cannot cut one's hair.
  Cannot touch a dead body.
  Cannot drink alcoholic beverages.
  Cannot wear a certain color of cloth.
  Cannot light a fire.
  Cannot sit facing to the east (or north, south, etc.)
  The player picks the taboo for his character. If he suggests a suitable
  new taboo, the DM should allow it.
  Yakuza
  Table 34: YAKUZA
  Experience
  Points
  0—2,000
  2,001-4.000
  4.001—8,000
  8,001—16,000
  16,001—30,000
  30,001—60,000
  60,001-130.000
  130,001—260.000
  260.001—520,000
  520,001—800,000
  800,001—1,100,000
  1,100,001—1,400,000
  Experience
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  6-sided Dice
  for Accum.
  Hit Points
  1
  2
  3
  4
  5
  6
  7
  8
  9
  9 + 1
  9 + 2
  9 + 3
  300,000 experience points are required for each level beyond 12th.
  Yakuza gain 1 hit point per level beyond 9th.
  The yakuza is many different things, depending on who is asked. He
  has been called a protector of the common man, thug, extortionist, rowdy,
  thief, mercenary, jack-of-all-trades, and even an unofficial police force. He
  is simultaneously despised and respected, sometimes even supported by
  the local daimyo. On one hand, he represents the shadowy underworld,
  directing and controlling illegal activities. On the other hand, he provides
  protection for the helpless and watches over those under his care. Of
  course, such paternal care has a price, and it is from this that the yakuza
  makes his living. Because the powers of a yakuza come from dealing with
  other people, the character class is only truly effective in urban areas.
  Yakuza operating in the countryside find their life lonely and difficult.
  The minimum requirements to become a yakuza character are Strength
  11, Intelligence 15, Dexterity 15, and Charisma 16. Yakuza have no prime
  requisite and never earn an experience point bonus for high ability scores.
  They must always be lawful but are rarely lawful good.
  Yakuza use 6-sided dice to determine their hit points, gaining one die
  per level. They use the combat and saving throw tables of thieves. They
  can use any weapon, but are restricted in their choice of armor as shown
  on Table 13. They cannot use shields. Yakuza must belong to a family clan
  (which is their yakuza organization, not their natural family) and must
  determine their birth rank with a -5 modifier on the die roll. Yakuza begin
  play with three proficiency slots available. In addition, they automatically
  have the gaming proficiency.
  Beginning with 1 st level yakuza have the following thief abilities—move
  silently, hide in shadows, open locks, and pick pockets. The yakuza has
  the same chances of success in these as a ninja character of the same
  level. Yakuza also hear noise as well as a monk of the same level.
  Besides these abilities, yakuza have two unique abilities. The first of
  these is investigate. This ability allows the yakuza to gain what otherwise
  might be secret information about anything in his region. This is very use-
  ful in preparing plans and maintaining control over an area. The yakuza
  could, through discreet inquiries, gain the floorplans of a residence, learn
  where a lord conceals a particular item, obtain the guards' schedule at a
  daimyo's palace, learn who stole a particular item, obtain the identity of a
  police informer, find a shady merchant willing to buy stolen goods, etc.
  The power is not magical and the information doesn't come from a super-
  natural source. Rather, the information is quietly gathered from people in
  the area—dissatisfied servants, observant innkeepers, etc.
  The investigate ability has several restrictions. First, the ability cannot
  gain information that is legendary in nature—the powers of a magical
  item, the hidden treasure of a spirit creature, etc. Second, it doesn't work
  automatically. Table 35: Yakuza Capabilities lists the character's chance
  to find what he's looking for. Third, investigating takes time and money.
  Common information (facts that are known by lots of people) requires one
  day of investigation and costs 2d6 fen. Uncommon information (facts
  known only by a few people, but not secrets) requires 1-3 days of investi-
  gation and costs 2d4 yuan. Confidential information (known to only one or
  two people and told to them in confidence) requires 2d6 days of investiga-
  tion and costs 2d10 tael. Secret information (known by only one or two
  people and highly sensitive) requires 3d6 days and costs 2d10 ch'ien or
  more.
  There is also a chance that the information found is dated or partially
  incorrect. Common information is always accurate. Uncommon informa-
  26
  
  CHARACTER CLASSES (YAKCIZA)
  tion has a 10% chance to be inaccurate. Confidential information has a
  25% chance to be inaccurate and secret information has a 40% chance to
  be inaccurate. Inaccurate information is not useless: just some portion of
  the information is wrong. A guard may have a slightly different schedule,
  or a new wall may have been added to a floorplan.
  The investigate ability also has special range restrictions. These are not
  defined in terms of feet, yards, or miles, but areas of operation. The range
  restrictions are listed on Table 35 under Area Covered. Each is measured
  from the standard base of operations for the yakuza character and is
  described below.
  Block: This is the area within one block of the character's base of oper-
  ations. Anything outside this range is not the yakuza's area and is unfamil-
  iar to him.
  Ward: Oriental cities are commonly divided into wards. Each ward usu-
  ally has its own police and local government authorities responsible for
  local administration. A ward is composed of many blocks. In some cities
  the wards are separated by walls and gates.
  District: This is an unofficial designation that covers several wards. A
  district usually is identified by some outstanding feature—the types of
  shops and businesses, a nearby temple, or a geographical feature. Cities
  with walled wards usually have organized districts with guards and offi-
  cials to administer the different wards.
  Province: The yakuza is able to gain information throughout the entire
  province.
  Table 35: YAKUZA CAPABILITIES
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  Investigate
  20%
  24%
  2B%
  32%
  36%
  40%
  44%
  48%
  52%
  56%
  60%
  64%
  68%
  72%
  76%
  80%
  84<>/o
  88%
  92%
  95%
  95%
  Area Covered
  1 block
  1 block
  2 blocks
  2 blocks
  3 blocks
  3 blocks
  1 ward
  1 ward
  1 ward
  2 wards
  2 wards
  2 wards
  1 district
  1 district
  1 district
  2 districts
  2 districts
  2 districts
  3 districts
  3 districts
  Province
  Another resource of the yakuza is his contacts. Contacts are NPCs who
  can provide the yakuza with specialized information and aid. They will not
  join him on adventures, but will buy stolen goods, provide a secure hide-
  out, carry messages, and provide information. Contacts never do any-
  thing that might put them in peril, although they may risk their reputations.
  They remain cooperative with the yakuza and silent about his activities
  (and their involvement) so long as they are fairly treated, not threatened,
  and not implicated in anything. A yakuza character receives one contact
  for every two experience levels. The contacts are not named or defined by
  the DM or by a table. Instead, when the player wants his character to use a
  contact, he decides the name and position of the contact and tells the DM.
  The DM decides whether the contact is appropriate for the character. The
  contact cannot be more than four experience levels above the yakuza,
  and the yakuza character must have had some plausible reason for meet-
  ing the contact in the past. If the DM rules the contact is acceptable, infor-
  mation about the contact is noted on the yakuza character's sheet. One
  available contact of the yakuza has been used. Thereafter the contact can
  be used again by the yakuza as needed. (The DM may want to note infor-
  mation about the contact and create a fitting personality.) The player is
  responsible for keeping track of the names of his character's contacts.
  Some examples of acceptable contacts include the gate keeper of a
  ward, a ship captain, a minor samurai in the service of a daimyo, a district
  magistrate, or a wealthy merchant. Basically, the DM must rely on his
  judgement when determining whether a contact is acceptable.
  Like other characters, the yakuza possesses a ki power. By focusing his
  energy he can sense and anticipate his opponents' moves for short peri-
  ods of time. This lets the yakuza position himself to minimize the danger
  from an attack—sidestepping slightly at the last minute, partially blocking
  the target point, etc. This ki power does not foil the attack, it only reduces
  the amount of damage the character suffers by one-half (round fractions
  up). The power can be used once per round, a number of times per day
  equal to the experience level of the yakuza.
  To be successful, the yakuza quickly learns to master of the art of deal-
  ing with others. Yakuza must know when it is best to threaten, cajole,
  befriend, bribe, or persuade. Because of this, the yakuza gains a +10%
  bonus on encounter reaction rolls, except for those where social status is
  involved.
  The family of a yakuza is not his natural family. Upon becoming a
  yakuza, the character is adopted into a yakuza kumi or organization of
  yakuzas. This arrangement is identical to a normal family clan. There is a
  family head (oyabun), uncles, fathers, and brothers. The yakuza is
  expected to treat these members as if they were blood relations, and
  indeed some of them may be related. Since this is not a true family, how-
  ever, the yakuza does not roll on Table 39: Ancestry or Table 40: Birth-
  rights. The yakuza family does have honor (Zingl) which must be
  maintained, with all the normal consequences and restrictions. Belonging
  to the yakuza family does have its rewards. Each month the yakuza auto-
  matically receives 2 ch'ien per experience level as a stipend.
  Starting at 2d level the yakuza is able to call upon a number of his breth-
  ren (kyodai-bun) to assist him in an enterprise. The brethren can be called
  only once per level. They must be at least one experience level beneath
  the player character and can never be higher than 8th level. The player
  character call up to his experience level in brethren. He isn't required to
  summon all he is allowed. Once the brethren have been called, no more
  can be called for the remainder of that level. Of course, major enterprises
  must be approved by oyabun.
  All yakuza families have a base of operations—their territory. Each fam-
  ily is very possessive of this territory. It is, after all, the source of their
  income and power. Secret wars and feuds are often waged between differ-
  ent yakuza families struggling to retain or usurp a particular district of a
  city. Since these territories are not official lands, they can co-exist within
  the boundaries of other states. The center of the base of operations is
  whatever place the head of the family makes its headquarters. Initially,
  each new character is assigned some small part of this territory. As he
  rises in level, he gains more knowledge and becomes responsible for
  more of the family's territory.
  Within a family it is necessary to identify the members and their rank.
  Yakuza do this with tattoos. Initially, the yakuza character begins with a
  small tattoo on his arm. Each time the yakuza increases a level, another
  portion of his body is tattooed. The face, hands, and feet are never tat-
  tooed, but high level yakuza have tattoos covering their entire back, chest,
  and arms. These tattoos show the character's rank and serve as a warn-
  ing to others. Everyone knows what these tattoos symbolize and quickly
  learn not to bother such a person.
  Honor is important to the yakuza. As a member of the underworld, how-
  ever, he lives by a different code of honor than the samurai. Should the
  yakuza's honor fall below that of his family, he is cast out of the family. He
  can regain his membership at a later time. When cast out, he is treated as
  a non-person. No one within the territory will speak to him or give him aid
  of any type for fear of retribution. His death will not be avenged by his fam-
  ily, although other yakuza families still treat him as an enemy.
  Although sometimes tolerated, condoned, or even recognized by the
  government, yakuza are still considered criminals. They always risk being
  arrested and punished for crimes they commit. Such punishments range
  from imprisonment to humiliating execution. The yakuza must be wary of
  the law at all times.
  Because of their outlaw status, it is to the family's best interest to keep
  everything in its territory running smoothly and quietly. They are extremely
  strict about any enterprises undertaken in their area. All activities of the
  family are supervised and controlled by superiors, who report to the head
  of the family. When a yakuza or stranger creates trouble in the family's ter-
  ritory, the family reacts swiftly and efficiently: the offender may be hunted
  down and disposed of, betrayed to the local police, or chased away. In this
  way, the yakuza family acts as an unofficial extension of the police force,
  preventing trouble and easing the duties of the official police.
  27
  
  CHARACTER ABILITIES
  CHARACTER ABILITIES
  Multiple Attacks
  In the Oriental AD&D® game, certain character classes are allowed to
  attack more than once in a single melee round. Unlike in the "Western"
  AD&D rules, this ability extends to more character classes than just fight-
  ers and fighter sub-classes. Table 36: Multiple Attacks shows which char-
  acters can make multiple attacks and how many attacks they can make.
  Table 36: MULTIPLE ATTACKS
  Character Class
  and Level
  Buahi 1-5
  Buahi 6-10
  Bushi 11 & up
  Kensai 1-3
  Kensai 4-7
  Kensai 8-14
  Kensai 15 & up
  Ninja* 1-6
  Nlnja* 7-14
  Ninja* 15 & up
  Barbarian 1-6
  Barbarian 7-12
  Barbarian 13 & up
  Samurai 1-4
  Samurai 5 *
  Samurai 9 & up
  Sohei 1-6
  Sohei7-12
  Sohei 13&up
  Attacks Per
  Melee Round
  1/1
  3/2
  2/1
  1/1
  3/2
  2/1
  5/2
  1/1
  3/2
  2/1
  1/1
  3/2
  2/1
  1/1
  3/2
  2/1
  1/1
  3/2
  2/1
  * The multiple attacks of a ninja character apply only when using ninja
  weapons. The multiple attack ability of the other class of the ninja charac-
  ter cannot be applied to ninja weapons.
  The multiple attacks of a ninja character are allowed only when using
  ninja weapons. The multiple attack ability of the ninja's other class cannot
  be applied to ninja weapons.
  The first number is the number of attacks allowed in the second number
  of melee rounds. For example, 1/1 means the character can attack once
  every round, while 3/2 means the character can attack three times in two
  rounds. During the first round he attacks once. In the second round he can
  attack twice. The notation 2/1 indicates the character can attack twice
  each melee round. The notation 5/2 indicates the character can attack
  twice in the first melee round and three times in the second. The cycle is
  then repeated. A character making multiple attacks can divide them
  between different targets as he sees fit.
  The multiple attacks described above apply only to melee weapons, not
  to missile weapons. Weapon proficiencies, however, can increase a char-
  acter's number of attacks with both melee and missile weapons. In addi-
  tion, when fighting monsters of less than 1 hit die, barbarians, bushi,
  kensai, ninja, samurai, and sohei are allowed one melee attack per level.
  Multi-Class and Dual-Class Characters
  In the Oriental AD&D® rules no non-human character can have more
  than one class. Human characters can become dual-class characters, for-
  saking one profession to learn a new one.
  To become a dual-class character, the human must have ability scores
  of 15 or more in the prime requisites of his original character class. For
  those classes without prime requisites, the character must have a score of
  15 or more in all the abilities that have a required minimum score. The
  character must also have a score of 17 or 18 in the prime requisites of the
  new class (or in the ability scores for which there are minimum levels). A
  dual-class character can have any combination of two classes so long as
  he meets the ability score and alignment requirements.
  A character can become dual-class at any level. When the character
  abandons the study of his old class he does not lose any of the abilities he
  gained to that point, including hit points, bonuses to hit, etc. However, he
  is now considered to be a 1st-level character in the new class. From that
  point on, any experience points the character earns are applied to the new
  character class. The character can never again advance in his old profes-
  sion. The character gains all the benefits from each level of his new pro-
  fession except hit points. These don't change until the character
  surpasses the level he reached in his previous class. When this occurs,
  the character begins gaining hit points for each new level just as a single-
  class character would.
  While advancing in the new class the character must follow all of its
  restrictions until he surpasses his level from the previous class. The char-
  acter still possesses the abilities from the previous class and can use
  them at any time, but doing so forfeits all experience points that the char-
  acter stands to gain for that adventure. The character always uses the
  most advantageous combat and saving throw tables of the two classes
  without penalty.
  When the character surpasses his level from the previous class he is
  allowed to freely mix the functions of the two classes without any experi-
  ence point penalty. He must still follow the restrictions of the given class,
  however, when using the abilities of that class. Thus, a dual class wu jen/
  bushi cannot cast spells while wearing armor. The only exception is in the
  use of weapons: the character can use any weapon available to either
  class without restriction.
  Alignment
  After determining the character's ability scores, class, and race, the
  player must select the character's alignment. Alignment represents the
  character's general moral and ethical outlook. It helps the player under-
  stand his character's position in the world and guides his responses to
  various situations. It is not an overriding compulsion that must be obeyed
  at every turn or a straitjacket intended to make all characters act the
  same! After all, characters are only human (or demi-human) and should
  be expected to have occasional lapses in judgment. But most intelligent
  creatures follow a personal code of some sort; alignment is a simple,
  shorthand method for codifying a character's approach to life.
  There are nine different alignments for characters to choose from, rang-
  ing from a courteous and orderly outlook on life to a destructive and self-
  centered philosophy. If players intend to have their characters work
  together during the game, the latter path is not recommended. Selfish,
  ruthless characters seldom last long in a world where cooperation and
  compromise are the keys to survival.
  Many religions of Kara-Tur hold beliefs that conform to the alignments
  listed below, but alignment is not religion! Characters of differing align-
  ments can readily follow the same religion. Each religion has an alignment
  and one of its goals is to convert its followers to that alignment by teaching
  them its beliefs and creed.
  Alignments
  Lawful good
  Lawful neutral
  Lawful evil
  Neutral good
  True neutral
  Neutral evil
  Chaotic good
  Chaotic neutral
  Chaotic evil
  LAWFUL characters believe in the ordered structure of the universe.
  Things exist for a purpose and only through order can these purposes be
  discovered and used. Order is a necessary part of life. It creates stability in
  society, harmony between people, and a clear structure of power and
  responsibility. Without order, the universe and the world of the characters
  collapses in disarray and anarchy that benefits neither the community nor
  the individual.
  In Kara-Tur, law is by farthe most common alignment, to an even greater
  degree than in other lands. Large empires can only survive through order,
  where each person knows his position and his responsibilities. Such order
  extends from the emperor and flows downward from him. Even in the
  more unstable kingdoms order is important. Lords gain their power
  through networks of vassals and allegiances. Without order these king-
  doms would split into hundreds of factions and no lord would gain. Even
  creatures outside these societies are affected by this desire for order,
  arranging themselves in cooperative groups. Through such order, they
  hope to succeed at their goals, whether for good or ill.
  Lawfulness is also internal, as in the samurai code of bushido. This sets
  not only the samurai's place in society, his responsibilities and privileges,
  but also sets his code of personal behavior and thought. To live bushido,
  he must discipline and control his own behavior and thoughts, honing
  them spiritually for the time when they are put to the ultimate test. Like-
  wise, many of the major religions stress the need for order. Ancestor wor-
  ship provides continuity from the past; respect for the family gives order to
  daily life.
  Lawful good characters strive to increase the harmony and order of the
  society for the good of themselves and others. They see mankind as capa-
  28
  
  CHARACTER ABILITIES (ALIGNMENT)
  Me of bettering itself through organized action. Actions against the gen-
  eral good must be corrected and in extreme situations must be corrected
  with force.
  Lawful neutral characters seek to increase the amount of stability in
  the world without worrying whether the general condition is for good or ill.
  The greater the amount of order and regularity, the easier life will be.
  Order will reveal the secrets of the universe. A few of the major religions
  see order as the important factor. The harmony that comes from under-
  standing oneself leads to enlightenment and correct spiritual develop-
  ment. Good and evil exist and must be accepted, but they need not be
  discouraged or encouraged. Evil, however, often works against the bene-
  fits of order and harmony.
  Lawful evil characters see organization and order as the tools for
  achieving their own ends. Despotic tyrants rule by force and terror. A
  stingy and deceitful merchant uses the laws of the land to steal the prop-
  erty of others. Notorious moneylenders use order to their own advantage.
  Lawful evil characters are not concerned with the consequences of their
  actions so long as they profit somehow. They will rob, destroy, or cheat
  without remorse. Perhaps the only noble grace of such characters is that
  they respect laws and regulations when they must. Contracts and oaths
  are binding unless some tricky way can be found to get around them.
  However, such characters rarely break their word or defy authority openly.
  NEUTRALITY believes that all things have a balance. For every good
  there is an evil; where there is order there is also disorder, and one cannot
  exist without the other. Without chaos there can be no order, since nothing
  would balance order. Without evil there can be no good, since good exists
  to oppose evil. This is an important concept of many religions of Kara-Tur.
  They believe that all things have a balance (ying and yang). None are
  good, evil, lawful, or chaotic without the other.
  Neutral good characters believe that a balance must be maintained
  between law and chaos, but do not accept the idea that evil must be toler-
  ated. To them, lawful and chaotic actions need not be destructive. Order
  and randomness can achieve positive ends. In their personal actions they
  feel no strong ties to the state or a lord, seeking instead to understand the
  structures of order and randomness in the society and the universe.
  Drue neutral characters are extremely rare. The position is a difficult
  one to follow because the character must remain passive to good and evil.
  What matters to the true neutral is that the balance of forces is main-
  tained. Thus, a true neutral leader tries to remain aloof from neighboring
  lands unless the balance swings too far one way or the other. True neutrals
  do not make judgments concerning right and wrong; they are only con-
  cerned with the ascendency of order or chaos in the universe. True neutral
  characters must be extremely wise in order to perceive the struggle for
  balance between the universal forces and the consequences of all
  actions.
  Neutral evil characters feel no particular ties of allegiance, but willingly
  cooperate with anyone who will further their own ends. They often seek
  the easy road to fame and fortune, with little concern for the people they
  trample along the way. They do not have the every-man-for-himself atti-
  tude of chaotic characters, but always view things in the light of personal
  gain. An unscrupulous mercenary captain or a scheming tribal chieftain
  are often neutral evil, expending the lives of their followers for the best
  return. Neutral evil characters are difficult to trust, especially when loyalty
  is based on money, as their allegiance can change whenever a better offer
  comes along. Only the fear of retribution and revenge restrains them.
  Chaotic alignment is the anathema of all that is lawful. The universe
  has no order, never did, and never will. All actions that occur come
  through random chance and to ascribe some meaning to these is folly.
  Since there is no order, attempts to impose order (through society or laws)
  are futile. The only concern for such a character is the way he feels at this
  moment. Chaotic characters believe strongly in freedom of choice and
  individual will.
  Chaotic good characters believe that life has no grand plan, but the
  human (or creature) spirit is essentially noble and good. Each being must
  follow his own conscience. By performing good acts the individual can
  hope to alleviate the suffering and anguish of others, whether caused by
  random or structured acts. Religions that follow this alignment believe in
  the importance of self-enlightenment through individual instruction, medi-
  tation, and guidance. By understanding himself the person becomes a
  better being and rises above the restrictions of society.
  Chaotic neutral characters are perhaps the hardest type to play. For
  them, the universe has no order. It is only a collection of events, none of
  which relate to each other. Their actions are truly random, inspired by the
  whim of the moment. Good and evil are irrelevant. Such characters are
  virtually impossible to deal with since they have no discernible behavior
  patterns. The only thing that can reliably be said of them is that they are
  unpredictable and amoral.
  Chaotic evil characters represent all the worst qualities of the universe.
  They admit no form or pattern to life. Indeed, they take delight in destruc-
  tion and chaos. They actively seek to disrupt the order of the universe and
  enjoy causing pain and suffering. The individual's actions are motivated
  by desire for personal gain and pleasure. He trusts no one and no one with
  any sense trusts him. He feels few compulsions about honor or duty.
  Although such characters and creatures may be found in groups, they can
  be held together only by fear and force. The strongest and most powerful
  usually terrorizes the others into obedience. Given the slightest opportu-
  nity, any of the group would happily dispose of the leader and assume his
  position.
  Various alignments, because of their beliefs, are opposed to each other.
  Players with characters in the same group are strongly encouraged to
  select alignments that complement each other, thereby improving party
  harmony.
  29
  
  CHARACTER ABILITIES (LANGUAGES)
  Languages
  An important part of any role playing situation is being able to communi-
  cate. Sometimes actions are all that's necessary—a charging wave of rag-
  ged bandits needs no words, nor does the stealthy stalk of a tiger through
  the grass. Facial expressions, too, are nearly universal. With patience,
  even the basic needs of food, help, guidance, and curiosity can be com-
  municated by simple pantomime. However, only when characters talk to
  each other (and NPCs) does the player get to enjoy the full range of excite-
  ment and challenge that role playing provides. It is therefore important to
  know what languages a character can speak.
  The number of languages a character can learn is determined by his
  Intelligence or, in the case of non-human characters, by a combination of
  race and Intelligence. Table 5 in the section on Character Generation
  shows the number of languages a character has the potential to learn.
  This is not how many languages the character knows from the start, only
  the number he might learn in the course of his lifetime.
  All characters start able to speak the language of their home country,
  region, or tribe (this counts as one of his learnable languages). This lan-
  guage is hardly a universal tongue. In some lands, such as Kozakura, it is
  the common tongue of all inhabitants. In larger empires it is a dialect com-
  mon to the area. Dialects are variations of the same language; people
  speaking different dialects of the same language can understand each
  other about 75% of the time. Dialects among barbarians and people living
  in wild lands are even more dissimilar and comprehension is limited to
  50%. If the character speaks two or more languages, the second tongue
  is the trade language (unless the character is from a place so isolated that
  it never has contact with the outside world). The trade language is a com-
  bination of words and gestures from the most common tongues of Kara-
  Tur, a hodgepodge of phrases and gestures picked up by travelers,
  seamen, and merchants. While it is a nearly universal language, it has an
  extremely limited vocabulary. Because it was created by traders and mer-
  chants, it is really well-suited only for conversing about business and com-
  mon needs—haggling over prices, selecting food and equipment, and
  expressing simple, common courtesies. It is capable of expressing very
  few abstractions. It has no terms for concepts such as the future, love, loy-
  alty, or faith.
  If the character has three language slots available, the third is his align-
  ment language. This is a highly specialized language used to identify the
  moral precepts of the character. As such, it is of little use in everyday con-
  versations. It is limited to statements about the ethical beliefs and reli-
  gious philosophies of the character.
  In addition to these languages, non-human characters can often speak
  a number of specialized languages—those of their race or of creatures
  friendly or antagonistic to their race.
  Once play begins, characters with the requisite Intelligence should
  have the opportunity to learn new languages. The choice of languages is
  wide and varied. There are the languages spoken by different tribal or
  national groups, alignment languages, ancient languages, and the lan-
  guages of certain intelligent creatures. Some of these languages are
  listed below.
  National
  Kozakura
  Shou Lung
  (several
  dialects)
  Beastlands
  Alignment
  Lawful good
  Lawful neutral
  Lawful evil
  True neutral
  Neutral good
  Neutral evil
  Chaotic good
  Chaotic neutral
  Chaotic evil
  Creature
  Tengu
  Oni
  Hobgoblin
  Hengeyokai
  Ancient &
  Special
  Ninja
  Trade
  Yuan-ti
  Learning a new language requires study. A character can study under
  another player character or non-player character who already knows the
  language. The amount of study required depends on the Intelligence of the
  student and the amount of time spent with the instructor. If the student has
  daily contact with his teacher he must study for 20 minus student's Intelli-
  gence score months. For example, a character with Intelligence 15 must
  study for five (20-15) months to become reasonably articulate in the lan-
  guage. The student is not totally fluent in the new language, but can easily
  make himself understood. Furthermore, the student will always have an
  accent, identifying him as a foreigner to those fluent in the language.
  If the character does not have regular contact with a teacher, the
  amount of time 
  required to learn the language 
  increases
  proportionately—seeing the teacher every other day doubles the amount
  of study time required. If the character is surrounded by native speakers
  of the language (i.e., is living in Kozakura while learning Kozakuran), the
  learning time is halved. In any event, Oriental languages are extremely
  complex and only native speakers or those trained from early youth will
  ever be able to understand all the delicate nuances of the tongue.
  Classes and Subclasses
  Those of you who have played the AD&D® game before and are familiar
  with the Players Handbook and Unearthed Arcana may find it useful to
  know how the Oriental character classes fit into the larger scheme of the
  AD&D game. The parent classes are identified below.
  Barbarian
  Bushi
  Kensai
  Monk
  Ninja
  Samurai
  Shukenja
  Sohei
  WuJen
  Yakuza
  Fighter subclass
  Fighter subclass
  Fighter subclass
  Monk class
  Thief subclass
  Cavalier subclass
  Cleric subclass
  Cleric subclass
  Magic-User subclass
  Thief subclass
  30
  
  FAMILIES, CLANS,
  AND CASTE
  The family is a very important part of most characters' lives. Family here
  does not mean just the father, brothers, and sisters of the character, but
  the entire set of relations—uncles, grandparents, cousins, great-uncles,
  aunts, and in-laws. This interrelated group of people is called the family or
  clan throughout these rules. Knowing one's family and its collection of alli-
  ances and feuds can be vital in oriental society.
  Furthermore, the family also includes its ancestors—especially those
  who achieved great fame in their own day. These ancestors are treated
  with respect and reverence and can add great honor to a family. Often the
  warrior rides into battle proclaiming the deeds of his ancestors as proof of
  his own worth. The government official holds his ancestors as brilliant
  examples to be followed. A person who doesn't know his family and its
  past is often not considered to be a whole man.
  Characters from certain classes are not required to create families.
  These people have adopted their profession as a new family. A shukenja,
  for example, is expected to sever all connections with his past; they would
  be obstacles to his pursuit of spiritual purity. Players can create family
  backgrounds for these characters if they want, but then the character
  must abide by the rules governing families and clans given throughout
  this rulebook.
  This section of the book describes the steps to creating a family, ances-
  try, and birthright for a player character. Table 37: Birth Requirements by
  Class lists the requirements and restrictions on the different character
  classes.
  Table 37: BIRTH REQUIREMENTS BY CLASS
  Table 38: CHARACTER BIRTH
  Character Class
  Bffillllli
  HSH
  Kensai
  Barbarian
  Bushi
  •fe*!"
  •*-
  Btt
  Birth Table
  Required?
  Ires
  No
  No
  Yes
  Yes
  Yes
  No .
  No
  No
  Modifier
  + 10
  0
  0
  0
  0
  0
  0
  0
  -10
  Family
  Required?
  YM
  No
  No
  Yes
  Yes
  Yes
  No
  * M
  MM
  Korobokuru who become samurai do not roll on Table 38. Instead, they
  automatically have the lowest rank allowable for samurai characters. A
  ninja automatically belongs to the Ninja clan. The character's birth rank
  can be determined normally, if desired.
  Birth Rank
  A character's birth rank is his basic social class, and that of his family. It
  affects the character in several ways: it provides a plus or minus modifier
  on NPC reaction rolls in situations where title and respect are important; it
  determines the general type of ancestors the character had and the
  amount of birthright he has to start; and finally, it gives both the player and
  the DM a handle on the relative status and importance of the character in
  the world of Oriental Adventures.
  To determine the character's birth rank, roll 2d10, apply any modifiers,
  and find the result on the proper column of Table 38: Character Birth.
  2d10
  Roll
  2
  3
  6-8
  9-10
  11-12
  13-14
  15-16
  17-18
  19-20
  21-22
  23-24
  25-28
  27
  28
  29
  30
  Birth Rank
  Outcast
  LowwrClan
  Middle Class
  Upper Middle Class
  Lower Upper Class
  Upper Class
  10th flank
  BthRank
  8th Rank
  7th Rank
  6th Rank
  6th Rank
  4th Rank
  3rd Rank
  2nd Rank
  1st Rank
  NPC Reaction
  Modifier
  5%
  10%
  154ta
  20%
  25%
  30%
  aeiu.
  40%
  454n
  50%
  55%
  60%
  65*ro
  70%
  75%
  80%
  90%
  Ancestry Birthright
  d«1
  d6/1
  d10/1
  d20/2
  d 100/2
  diOO/4
  0100/5
  d100/6
  d 100/7
  d 100/7
  d 100/7
  d10O»
  0100/8
  d100/9
  d 100/9
  d 100/10
  d4V1
  d4/2
  HfUi
  qofi
  d8/2
  d20/2
  d20/4
  d100/3
  d100/4
  diOXVS
  d 100/6
  d100/7
  d 100/8
  diOOtt
  diOO/10
  d100V10
  d 100/10
  d 100/10
  Honor
  0
  1
  E3
  8
  10
  15
  17
  20
  22
  24
  25
  26
  27
  28
  28
  30
  35
  When reading the result, the number before the slash is the type of die
  rolled. The number after the slash is the number of die rolls made.
  Birth Rank: The birth ranks are described only in general terms of
  power, wealth and importance. The exact position held by the character's
  family depends on the area where he was born and the society in which he
  lives. A character born into the upper middle class, for example, might be
  the son of a wealthy peasant, a poor samurai, or even a master beggar. A
  barbarian might be the chief's son in a small village or encampment. The
  DM must decide the family's exact status (if necessary). Information on
  the lands and societies of the orient can be found under Kara-Tur and
  Daily Life.
  NPC Reaction Modifier: This is the base score used to determine the
  reaction modifier when the player character meets an NPC. The modifier
  only applies only when the character's status is known and should affect
  and NPC's reaction. To determine the final modifier, find the base scores
  for the player character and the NPC. Subtract the smaller score from the
  larger. If the NPC has a lower birth rank than the character, use the differ-
  ence as a positive modifier. If the NPC has a higher birth rank, use the dif-
  ference as a negative modifier. For example, Chang Lui, the son of a
  wealthy farmer (lower upper class), is ordered to present himself to a local
  noble of 7th Rank. The referee secretly checks to see the reaction of the
  noble to Chang Lui. The noble knows Chang Lui's background and this
  will affect his reaction. The modifier is -25% (55% - 30% > 25%), since
  the noble is of higher rank.
  Ancestry: This column lists the type of die used on Table 39: Ancestry.
  The number after the slash lists how many times the die is rolled.
  Birthright: The number before the slash indicates the type of die used
  on Table 40: Birthrights. The number after the slash lists how many die
  rolls are made on this table.
  Honor: This is the amount of honor the family (not the character) auto-
  matically gains for the indicated birth rank.
  Family Structure
  After determining a character's birth rank, the family structure must be
  outlined. The family structure is the grouping of family units that form the
  clan or family—the head of the clan, uncles, brothers, etc. The player
  needs a copy of the Family Chart (on p. 144) This chart shows the current
  relationships of the various members of the family. The chart is divided
  into three layers, one for each generation. The first row is labeled "Head
  31
  
  FAMILY STRUCTURES
  of Family" and includes positions for the head of the family, the charac-
  ter's grandfather, and his various great aunts and uncles. The second row,
  labeled "Father," provides spaces for the character's father, uncles, and
  aunts. The final row, "Children," is the player character's generation. On it
  go the player character and his brothers and sisters.
  All families have a head of family—a venerable (and usually old) man
  who is the founder of the clan. The head of the family always occupies
  position #1 on the Head of Family row of the chart. He, in turn, may be
  related to other families not shown on the chart (thus making everyone in
  both groups distant kin). These distant relationships are determined by
  the DM. All the branches of the family can trace their kinship back to the
  head of the family.
  For each row on the Family Chart, the player rolls 1d8. The resulting
  number is the number of spaces used on that row of the chart. Excess
  spaces are crossed off and not used, starting with the highest numbered
  space in each row. For example, if a 5 is rolled for the Head of Family row,
  spaces 8,7, and 6 must be crossed off in that row. The character has one
  grandfather and four great uncles or aunts.
  After finding the number of spaces used in each row, the exact lineage
  of the character is rolled. Starting with the Head of Family row, the player
  rolls a die that most closely corresponds to the number of spaces availa-
  ble on that line (without being less—if five spaces are being used, the
  player rolls 1d6). The space corresponding to the number rolled is the
  character's grandfather. (If the die roll is greater than the number of
  spaces available, roll again.) All other spaces on that row are brothers and
  sisters of the character's grandfather.
  This procedure is repeated for each row of the chart, determining the
  character's father and then the character's own order of birth. The player
  can draw lines connecting each of these (as in the example below), form-
  ing a genealogical tree for the character.
  Underneath each space are lines for sex, name, and number of chil-
  dren. There is a 70% chance that any space is a male descendant. The
  Head of Family, Grandfather, and Father of the character are automati-
  cally male. All members of the family carry the family name, whether male
  or female. This is normally written and spoken before the individual's
  name, since the family is more important than the individual.
  The number of children born of each space equals 1d8-2. This result is
  noted in the space for children. Negative results and zero mean that
  branch of the family has issued no offspring. Family charts are not neces-
  sary for every branch—only the branch that leads directly to the player
  character. Filling out the chart gives the player an idea of the size and
  structure of his character's family clan.
  Additional Family Structures
  The method just described for creating a family tree presents a simpli-
  fied picture of the complex evolution of a family. DMs and players who
  want more detail and background for a family can add any of the following
  complications. This does increase the time required to generate a family,
  and players may want to flesh out their family structures gradually.
  Marriages: Female members of a family clan will be married on a die
  roll of 1 -5 on 1 d6 (spinsterhood was uncommon and undesired). Note that
  player character females are never required to be married. These mar-
  riages are usually outside the family clan, although marriages between
  distant relatives in the same family are not unknown. A marriage extends
  the family, giving the character NPC relatives in other family clans. How-
  ever, the bonds of relationship by marriage are not nearly as strong as
  those of direct blood. While families related by marriage generally react
  favorably to each other, there is no guarantee of friendship between dis-
  tant cousins. A character gains a + 10% bonus to reactions from NPCs
  belonging to family that is related to him by marriage.
  If marriages are determined, the DM must decide what other family is
  linked to the player character's family clan. Marriages usually are
  between families of approximately equal rank. The player can note this on
  his Family Chart and the referee notes the marriage on his Master Family
  Chart.
  Adoptions: Another possibility is adoption. There is a 1 in 20 chance
  (5%) that any person on the Family Chart entered the family clan by adop-
  tion. Adopted members may be orphans (1 or 2 on 1d6). Orphans are
  related only to the members of their adoptive family clan.
  However, some adoptions occur while the family clan, sometimes even
  the parents, of the adopted person are still alive. In these cases the
  adopted person has two family clans: his hereditary family and his
  adopted family. Like marriages, adoptions expand the family's relation-
  ships and give a + 10% reaction bonus when dealing with members of the
  adopted family clan. Unlike marriages, adoptions frequently occur
  between families of different birth ranks. Indeed, they are often politically
  motivated, allowing members of a lower birth rank family to increase their
  status through adoption.
  Polygamy: Polygamy is being married to more than one wife at the
  same time. In the societies of the Oriental AD&D® game this is legal and
  not unknown, although most marriages are monogamous (only one wife).
  Polygamy is common only among families of great wealth and power, who
  must use marriage to secure their alliances and cement their control over
  other families. The DM should consider the situation carefully before
  allowing this option. If so, he must decide whether the grandfather or
  father had a polygamous marriage. (Polygamy involving any other relative
  has no effect.) Then the DM must determine how many children were
  borne by each wife and what the player character's position is.
  Polygamy greatly confuses the issue of relationships. As a rule, the first
  (or principal) wife is the most favored. Her children are eligible for direct
  inheritance, those of other wives are not. However, the father could
  choose to favor the children of a later wife (especially if they are more tal-
  ented or their mother more loved), skipping over those of the first wife.
  Furthermore, the first wife might bear only daughters while the first son of
  the family comes from a later wife. Typically, each wife would try to
  maneuver the others out of the picture to secure the husband's favors for
  her children. The relatives of various wives can also get into the picture.
  The family of the first wife may be insulted by slights to her and her chil-
  dren, while powerful relatives might try to impress the husband with the
  benefits of a second (or later) wife.
  The effects of inheritance and favor are so varied in these situations
  that the DM must arbitrate the final results. As a rule, the inheritance
  passes to the first son of the first wife, while those of other wives receive
  little or nothing. If this is not the case, the family of the first wife will react
  negatively to children of other wives.
  It isn't unreasonable to assume that most marriages are monogamous
  simply because the husband wishes to avoid the problems polygamy cre-
  ates in the household.
  Further Generations: The Family Chart traces only three generations:
  that of the player character, his father, and his grandfather. Players can
  create further generations of ancestors using the same procedures. Aside
  from adding color to the campaign, these generations of ancestors have
  little effect on play. The end result may be that everyone in the campaign is
  related somehow to everyone else. This provides historical interest but no
  reaction roll modifiers, as the families drift apart across the generations.
  Interrelated Player Characters: With the DM's agreement, player
  characters can choose to be members of the same family clan (although
  not necessarily with the same father or grandfather). The player charac-
  ters must be of the same race. Barbarian player characters can only share
  a family with other barbarian player characters; the same applies to samu-
  rai player characters. The interrelated characters have the same birth
  rank and the same number of spaces available on the Head of Family row
  of the Family Chart. Thereafter, they roll normally on the Family Chart, but
  the essential details of both charts must be identical: the various relations
  must have the same number of children on both charts, etc. Two player
  characters cannot occupy the same slot on the chart (i.e., both cannot be
  the first son of the same father) unless they are twins. Even then, one must
  be older. Only one set of Ancestry rolls is made for the two characters and
  ancestral holdings must be assigned identically on each chart. The
  names of the various family members must be identical. Interrelated
  player characters can create interesting and colorful campaigns.
  Deaths: Once per game year, the DM checks the fate of the NPC mem-
  bers of the family clan. This is in addition to any random events during the
  course of the year. There is a chance each year that members of the family
  will die due to natural or accidental causes.
  Percentile dice are rolled for each NPC family member. Those on the
  Head of Family row have a 10% chance of dying. Those on the Father row
  have a 7% chance, and those on the Siblings row have a 5% chance.
  When an NPC character dies, cross that space off the chart. His pos-
  sessions pass to his firstborn son 75% of the time. If they do not, a power
  struggle ensues. Roll percentile dice for each brother of the late NPC, his
  remaining children (if any), and the head of the family. The character with
  the highest number receives the birthright. This represents unusual
  requests of the will or in-fighting in the family for control of the posses-
  sions. In almost all cases it leads to bad feelings, feuding, and possibly
  even a split in the branches of the family clan. The DM decides the reper-
  cussions of such an event.
  If the head of the family dies, the title passes to the next brother (if any)
  or to the eldest son of the late NPC (if there are no surviving brothers).
  32
  
  ANCESTRY
  Again, such events can create bad feelings or even break up the family
  clan, as decided by the DM.
  Finally, if a player character dies, the player can re-enter the game as a
  member of the same family, assuming the role of one of the late player
  character's brothers or sisters. The new character cannot hold any prop-
  erty but otherwise receives normal birthright rolls. The character automat-
  ically begins the game at 1st level.
  Master Family Chart
  Dungeon Masters who intend to include lots of family intrigue in their
  campaigns should create a master family chart for recording names, birth
  ranks, honor, alliances, and relationships for all the player character and
  NPC families in the game.
  At the center of the chart should be a space for the emperor or supreme
  ruler of the land. Each family that figures in the campaign receives a
  space somewhere on the chart. Families of high birth rank should be
  closer to the emperor's space, while those of low birth rank are farther
  away. Clans which are related by marriage can be connected by a dashed
  line. Clans which are related by blood are connected by a solid line. A dot-
  ted line can note ancestral allies and a line of arrows can note ancestral
  enemies.
  Ancestry
  Table 39: ANCESTRY
  Ancestry
  Result
  Criminal
  Land, small mountain
  Roll again, using next higher die or • 10
  Land, small farm
  Traditional business
  Roll again, using next higher die or +10
  jGommon bkmdiifie
  Land, modest farm
  Land, small town
  Roll again, using next higher die or • 10
  Advantageous marriage
  Ancestral alliance
  Ancestral feud
  Brilliant artisan
  Castle, small
  Castle, large
  .Classic artist
  - Curse
  Defeated family
  Estate, small
  Estate, large
  16-19
  20
  21-24
  36-38
  39
  40-42
  m'-- 
  '-••
  60-63
  64-69
  70
  ft
  + 10 
  Folk hero
  rfiO 
  Qxtet betrayal
  ^•15e. 
  QMat'nsro
  '. 9-- —
  + 12 
  Imperial bloodline
  -5 
  Infamous general
  -7 
  Infamous minister
  1 + • • Land, targe town
  ' + 2 
  Merchant fleet
  -5 
  Notorious moneylender
  + 7 
  Hereditary title
  0 
  Roll again, + 10 on die roll
  0 
  Secret society
  + 3 
  tragic event
  0 
  -
  Once a character's birth rank and family structure are known, the
  ancestry of his family must be determined. Ancestry is more than a list of
  ancestors. It includes properties and goods that have been handed down
  from generation to generation, outstanding debts or obligations of the
  family, traditional alliances and feuds, and notable deeds, both respected
  and infamous, of past generations. The ancestry generated here, how-
  ever, is only the bare bones. The player and the DM must work together
  supplying names and specific details for the story. But this is part of role-
  playing, allowing the player and DM to create a unique world for their cam-
  paign.
  HONOR: Adding this honor to that found under Character Birth gives
  the family's base honor for use in the game.
  ANCESTRY RESULT: This is a general description of a piece of prop-
  erty, an ancestor, or an event in the family's lineage.
  Advantageous marriage: In the recent past the family managed to
  arrange a marriage between one of its daughters and a man 1-3 social
  levels higher. The family is now related by marriage to a higher social
  class.
  Ancestral alliance: The family has a long-term friendship with another
  family of roughly the same level. The DM determines the family. A + 20%
  modifier is applied to NPC encounter reactions between the families.
  Ancestral feud: The family has a long-standing blood feud with another
  family of approximately the same level. The DM determines the family. A
  -40% modifier is applied to NPC encounter reactions between the fami-
  lies. Poor reactions lead to insults, duels, or attacks.
  Brilliant artisan: The family produced a craftsman noted for his excep-
  tionally fine work.
  Castle: One of the family groups holds the deed to a castle or similar
  property (a barbarian clan might control some natural stronghold or semi-
  permanent camp). This includes the fighting men needed to garrison the
  castle and guard the commoners who live nearby and serve the lord of the
  castle.
  Classical artist: One of the family's distant ancestors was an artist
  whose work is now considered to be classic in its field.
  Criminal: One of the family's recent ancestors was a notorious con-
  demned criminal (horse thief, murderer, etc.). This is an awful blot on the
  family honor.
  Curse: An ancestral curse haunts the family, perhaps as a result of
  some great evil done by the family in the past. It may be a haunting by a
  vengeful spirit, a tendency for the men to be killed young, etc. The curse is
  well-known to all. It has no effect on the everyday life of family members
  and does not directly affect the player character. However, the need to per-
  form some deed to lift the curse can be the basis for an exciting adventure.
  Defeated family: The family was once large and powerful, but was
  defeated in a great struggle for power. This defeat results in lasting dis-
  honor to the clan. The family automatically has an ancestral feud with the
  victorious family (determined by the DM). In addition, the family has
  ancestral alliances with any other defeated families.
  Estate: The family holds the deed to an estate. This includes control of
  the peasants who work the land, warriors to defend it, and an appropri-
  ately styled dwelling for the owner. For barbarian characters, an estate
  can also be the control of a large herd of animals. Estates generate a
  yearly income for the owner of the land between 100 and 1,000 ch'ien.
  Famous general, holy man, or minister: An ancestor of the family is
  remembered for his heroic deeds in war, his religious purity, or his wisdom
  as a councilor, minister of state, advisor, or chieftain. The ancestor is ven-
  erated and respected by the family and is known to others.
  Folk Hero: A distant ancestor was a hero and defender of the common
  people. The commoners remember this and the family gains a + 10 modi-
  fier on encounter reactions with NPC commoners.
  Great betrayal: A distant ancestor attempted (and failed) in an act of
  great treachery to his lord. His name is only spoken in evil tones.
  Great hero: A distant ancestor was a hero renowned in folklore and leg-
  end. All of his deeds were magnificent (especially as the stories were told
  again and again) and he has come to represent the heroic ideal. His
  name, family, and deeds are known to all.
  Imperial bloodline: The family can trace some blood connection to the
  imperial house (or the highest ruler of the land). Although extremely tenu-
  ous, the family can claim some right to the throne. This doesn't mean any-
  one in the family will ever reach this position, since there are many more
  claimants with better bloodlines (such as the emperor's children).
  Infamous general or minister: The family managed to produce a
  leader noted for his venality, bungling, stupidity, or corruption. Since he
  reached high position, his evils or failures are well known to all.
  33
  
  ANCESTRY
  Land: The family holds the title to land. Mountain land is poor and
  unsuitable for cultivation, although bamboo and lumber may be taken
  from it. Such land can support only 2-8 people (one small family). Farm
  land is used for crops (mainly rice). Small farms can support 3-12 people
  and moderate farms 4-16. Town land can mean the family controls an
  entire village, a mansion in town, or several blocks of a city. Depending on
  its size, property produces income for the branch of the family that con-
  trols it. If only one piece of land is held, it is worked and lived on by some
  branch of the family. If more than one property is held, the family does not
  live on the land, but receives rent from commoners who do. Yearly income
  from property ranges from 10 to 2,000 ch'ien.
  Merchant fleet: Some branch of the family has a successful trading
  business. It owns 2-5 ships (caravans in land-locked areas) and appropri-
  ate warehouses. It also hires men to serve as sailors (or teamsters),
  guards, clerks, etc. A merchant fleet produces a yearly income between
  100 and 1,000 ch'ien.
  Notorious moneylender: A recent ancestor made a good living loan-
  ing money (usually at exorbitant interest) to local people. This gave the
  family a bad reputation, but greater wealth. The character is automatically
  entitled to an extra roll on Table 40: Birthrights.
  Hereditary title: The head of the family holds a hereditary title of
  respect or nobility. When he dies, it will pass to his son.
  Secret society: The family has long-standing connections with a secret
  society. The DM determines the exact purpose of the society. This is not
  known to anyone outside the family and the society members. It does pro-
  vide the player character with contacts inside this society.
  tragic event: Some sad event has occurred to a distant ancestor be it
  in love, war, or business. However, the nobility of the ancestor's suffering
  has actually increased the honor of the family. Such events usually find
  their way into folktales, dramas, or songs.
  Assigning Ancestral Holdings
  Ancestral holdings are the property results gained on the Table 39:
  Ancestry. These are automatically owned by some NPC of the family.
  They are never owned by a player character (or his siblings) at the start of
  the character's career. The first ancestral holding is automatically held by
  the head of the family. Assign any remaining holdings by random dice roll
  to NPCs on the Head of Family and Father rows of the Family Chart, using
  the method described for determining the character's position in the fam-
  ily. If the die roll is greater than the number of spaces, that property is
  owned by the head of the family.
  Note that simply because a property belongs to the player character's
  family clan, this does not automatically grant the player character use of
  the property. He must request permission of the NPC owner and a reac-
  tion roll must still be made. Furthermore, the DM can refuse such requests
  if they are not in keeping with his campaign.
  Birthrights
  A birthright is something a player character begins the game with, by
  virtue of his family clan. It may be a treasured heirloom or a share of the
  family holdings. Or it may be nothing, owing to poverty, birth order, or
  chance. Birthrights are determined for the character at the beginning of
  the game. Once determined, they are the property of both the player char-
  acter and the family clan. If the player character dies, the birthright returns
  to the possession of the family clan. If the character loses a birthright, he
  and his family lose honor.
  To determine what birthrights a character has, the player must roll on
  Table 40: Birthrights. The type of die used and the number of die rolls
  made was determined by Table 38: Character Birth. The number of die
  rolls allowed is modified by subtracting the character's birth rank. The first
  son, for example, subtracts one from the number of rolls allowed.
  Table 40: BIRTHRIGHTS
  Die Roll
  1-3
  4
  5
  6
  7
  8
  9-16
  17-18
  19
  20
  21-30
  31-33
  34-40
  41-45
  46-50
  51-55
  56-60
  61-63
  64-70
  71-75
  76-80
  81-90
  91-95
  96-98
  99
  100
  Honor
  0
  0
  0
  1
  0
  1
  0
  1
  0
  0
  0
  2
  0
  1
  0
  0
  1
  2
  0
  2
  1
  0
  0
  2
  4
  0
  Birthright
  Roll again, using next higher die
  or +10
  —
  Property Share
  Roll again, using next higher die
  or +10
  Property share
  —
  Property Share
  Horse
  1-6 cash strings
  —
  Armor of quality
  Property share
  —
  1-8 cash strings
  Property share
  Weapon of quality
  —
  Armor of quality
  1 -4 horses
  —
  2-12 cash strings
  Weapon of quality
  Magical weapon
  Roll again with +10 on die roll
  Honor indicates the amount of personal (not family) honorthe character
  gains for receiving the birthright. This does not increase the family's base
  honor, but is added to the character's honor at the start of the game.
  The effect of each birthright is as follows.
  Property share: The character receives 1O°/o-3O% of the yearly
  income generated by a property, if any are possessed by the family clan.
  The character can receive property shares only from those lands held by
  his father, grandfather, or the head of the family. A character can never
  have more than a 30% share in a single property. If the family holds no
  productive property, this roll is treated as no result.
  Horse: The character receives one or more horses. They can be any
  type the character desires. This does not include a saddle or any other
  tack required.
  Cash strings: The character receives the listed number of cash strings.
  Each string holds 100 coins. The DM determines the type of coin in each
  string.
  Armor of Quality and Weapon of Quality: The character has been
  given one of the family's minor heirlooms—a suit of armor or a weapon of
  quality (see Treasure). If it is armor of quality, the DM randomly determines
  the type of armor. If it is a weapon of quality, the player chooses the type of
  weapon. Such items cannot be given away or sold, since they belong in
  part to the family. The character is expected to pass these items on
  through his family in later years.
  Magical weapon: The character receives one of the family's great
  treasures—a magical weapon (complete with history). The weapon is
  either a sword or a miscellaneous weapon. It is never more magical than
  + 2 and has no special abilities. Like a weapon of quality, the character
  can never give away or sell this item. Furthermore, should the character
  lose the item and still live (instead of dying in the attempt to regain it), he
  suffers a great loss of honor.
  Roll again: The player should roll again, using the next larger type of
  die (1 d4 becomes 1 d6,1 d6 becomes 1 d8, etc.). If the character is already
  rolling d100, add 10 to the result instead.
  34
  
  HONOR
  Power, wealth, and position—all these mean nothing to a character of
  the oriental world if he is without honor. Honor is a reflection of his charac-
  ter and the character of his family. It is a measure of his worth in the soci-
  ety, his dependability, his personal character, his trustworthiness, his
  decency, and more. The honor of a family affects the honor of a character
  and vice versa. With honor comes respect, power, influence, and position.
  Without it, characters can expect disrespect, humiliation, and insults.
  Honor is something the character earns through his actions, like experi-
  ence points. Moreover, honor can also be lost, depending on the actions
  of the character. In fact, honor is easier to lose than to gain so characters
  must carefully consider the consequences of their actions. Breaking faith,
  treachery, cowardice, and unavenged insults result in a loss of honor. Val-
  iant deeds, self-sacrifice, mastery of skills, and keeping faith earn the
  character honor. As the character gains honor he also gains better reac-
  tions on encounter rolls, gifts, and better characters to replace honorable
  characters who have died.
  Oriental honor is different from the honor of a paladin or cavalier. It is not
  a judgment of good and evil. Characters with high honor are not necessar-
  ily good and those with low honor are not necessarily evil. A cruel villain
  can possess high honor and a heroic samurai, through unfortunate cir-
  cumstances, might possess low honor. Honor is more a measure of the
  deeds accomplished by both the character and his family clan. It reflects
  obedience, loyalty, talent, and success, qualities that can be held by any
  character regardless of alignment.
  Players must keep track of the honor their characters gain or lose by
  recording honor points. At the end of each adventure or major encounter
  the DM gives honor points to characters who carried themselves well and
  takes them away from characters who acted dishonorably. Characters
  don't earn honor points for every adventure they undertake, unlike experi-
  ence points. They must do something special to earn additional honor
  points (or lose points).
  Starting Honor
  All characters start with a certain amount of honor. Those with family
  clans determine their starting honor by comparing their family's base
  honor to their ability scores. Other characters' base honor is determined
  by race, character class, and ability scores.
  Characters with Family Clans: Start with the base honor determined
  by birth rank. Add or subtract any adjustments to the family's honor
  obtained from Table 39: Ancestry. The final result is the family's honor and
  should be noted on the player character's record sheet under the heading
  "Family Honor." (Always use a pencil because these numbers can change
  during the game.) If the family honor is a negative number, raise it to 0.
  Next, using the family honor as a base, add any bonuses due to the
  character from birthrights. Finally, add in the lowest ability score of the
  character. This is the player character's starting honor and is noted on the
  record sheet under "Character Honor."
  Characters without Families: For characters without family clans,
  consult Table 41 to find the base honor for the character, according to his
  character class or race.
  To this base, add in the character's lowest ability score. This is the
  player character's starting honor; note it on his character sheet.
  Table 41: INITIAL HONOR
  Character Race/Class
  Shukenja
  Sohei
  Kensai
  Bushi
  Hengeyokai
  WuJen
  Yakuza
  Base
  20
  15
  25
  10
  10
  15
  1d20
  Honor
  + 20
  Gaining and Losing Honor
  During the course of play a character's actions can cause him to gain or
  lose honor points. Some classes are more concerned than others with
  honor, and characters from those classes may gain or lose more honor for
  the same action than someone from another character class. A samurai's
  honor, for example, fluctuates a lot more than that of a wu jen or a shu-
  kenja. No character can have more than 100 points of honor.
  Honor points always are awarded by the DM. Players can make reason-
  able protests if they feel the DM overlooked something but the DM's judg-
  ment is final. Honor points are normally awarded at the end of an
  adventure. On long adventures, however, the DM can award honor points
  after a major encounter or deed or at the end of each game session. Typi-
  cal honor point awards are listed on Table 42: Honor Awards, organized by
  character classes.
  It is impossible to cover every situation that might occur. The DM must
  rely on his judgment, using this list as a guideline, in situations that aren't
  covered.
  Altering Family Honor
  The actions of a single player character can affect the fortunes of his
  family clan for good or ill. Noble, heroic, and successful characters ele-
  vate their family name while craven, lying, and treacherous characters
  drag their family name down with them.
  If a player character's honor is 10 points higher than his family's honor,
  the base honor of the family is increased by one point. The same thing
  happens at 20,30,40, etc., additional points. This bonus can be earned
  only once for each group of 10 points.
  The bonus can be earned even if character already has as much honor
  as he can ever earn. In this case, honor awards are made only to deter-
  mine whether the family's base honor increases. In other words, the char-
  acter has reached his pinnacle but his deeds still reflect well upon his
  clan.
  At the other end of the scale, any character who loses five or more
  points for a single action causes a loss of one honor point from his family's
  base honor. His shameful behavior has made a lasting blot on the family
  name.
  In either case when a character changes the honor of his family, all
  other family members have their honor increased or decreased by the
  same amount as the family. Thus, the actions of family members can
  affect each other's honor.
  Effects of Honor
  As a character gains and loses honor, certain advantages and disad-
  vantages automatically come into play. Some of these are quite benefi-
  cial, others are extremely grave.
  First and foremost, if any character, no matter what race or character
  class, ever allows his honor to fall below zero, that character is out of the
  game. The player should crumple up the character record sheet and toss
  it away.
  If a character of the samurai or kensai classes allows his honor to fall
  below the current base honor of his family, he loses his status as samurai
  or kensai (samurai become ronin and kensai are treated as bushi). He has
  dishonored his family.
  A character of any class whose honor falls below his family's honor or
  below the base given for his class immediately incurs a -20% modifier on
  all NPC reaction rolls with members of the family. This negative modifier
  remains in effect until the character's honor again equals or exceeds the
  family's honor or the character class's base honor.
  For every 10 honor points a character has above his family's or charac-
  ter class's base honor, that character gains a + 5% bonus on NPC reac-
  tions with members of the same family or organization. Remember,
  35
  
  EFFECTS OF HONOR
  however, that as the character's honor increases his family's or group's
  honor also increases, so it becomes harder and harder to impress them.
  When a character earns 75 honor points, he receives a gift from a pow-
  erful lord known to him (a daimyo, an important official, etc.). The gift is
  appropriate to the level and class of the character. A 6th level samurai
  might receive an ornate sword scabbard, while a 12th level wu jen might
  be given a miscellaneous magical item. In no case will characters be
  given gifts that might pose a threat to the NPC lord. The player character,
  of course, is expected to return the compliment somehow.
  When a character receives 80 honor points, his name begins appearing
  in popular songs and stories as a minor or local hero of mention. In addi-
  tion, there is a 10% chance per week that a notorious foe (human or other-
  wise) starts boasting of his ability to vanquish the character. Such boasts
  automatically reach the character's ears. Should the character refuse to
  seek out and defeat the foe, he suffers a loss of 10 honor points.
  When a character reaches 90 honor points he is invited to come and
  serve one of the most powerful lords of the land (the DM decides who).
  The character is under no obligation to accept. Refusal, however, angers
  the lord and the character suffers a -10% penalty on all reaction rolls with
  that lord and his followers thereafter.
  When a character reaches 95 honor points he is considered a great
  hero, suitable material for epic songs, lengthy folktales, and the like. The
  Table 42: HONOR AWARDS
  Points awarded
  -4
  All Characters
  Accused of crime (innocent or not)
  Acquiring property
  Avenging murder of family member
  Banished
  Being taken prisoner
  Breaking an oath
  Completing a great deed
  Convicted of crime
  Defeating an ancestral enemy
  (ancestral feud family)
  Defeating a superior opponent of
  same character class
  Defeating monsters
  Fulfills an oath
  Fulfills family debt
  Giving a gift of value to NPC
  Granting a favor to NPC
  Heroic death
  Losing a birthright
  Losing a contest
  Losing to inferior opponent of
  same character class
  Making item of quality
  Marrying into higher birth rank family
  Murder of a family member
  Rash or improper social behavior
  Reaching name level
  Refusing a contest
  Requesting a favor
  Saving the life of another
  at great risk to own life
  Serving a powerful lord
  Treason
  Winning a contest
  * These awards are doubled for samurai characters.
  * * This applies only to points earned for defeating a single—creature.
  Shukenja
  Healing, curing, or restoring NPCs
  Removing a curse
  Taking life
  Hengeyokai
  Being recognized as hengeyokai when in
  human form 
  -1
  Perpetrate humiliating prank on enemy 
  + 1
  + 5
  -5
  -10*
  -4 *
  •5
  -10
  * 2 *
  + 1
  + 1 per 2000 x.p. **
  + 2
  *7
  + 10
  -5*
  -1
  -2
  + 1
  -3
  -2
  + 2
  •2
  -2
  + 5
  + 2 *
  -30
  + 1
  + 1
  + 1
  -3
  character automatically gains a +10% bonus on all reaction rolls with
  characters of lesser rank and a -10% penalty with those creatures of
  opposite alignment or belief. Essentially, those who might like the charac-
  ter are more disposed to treat him with respect, while those who dislike the
  character are even more likely to hate or detest him for his superior quali-
  ties.
  The final benefit of honor comes into play when a character dies and is
  not returned to play. In this case, the player's next character gains
  bonuses to his dice rolls.
  Subtract the family's or character class's base honor from the charac-
  ter's honor at the time of his death (including any points the character
  earned for dying gloriously). Divide the remainder by 10, rounding frac-
  tions down. This is the number of bonus points the player can use when
  creating a new character. These points can be added to ability score or hit
  point dice rolls however the player sees fit. No more than three points can
  be added to any single roll, and the bonus cannot raise the dice roll above
  the racial or class maximum. The bonus cannot be saved and used later in
  the character's career.
  The character created with this bonus can be of any race, class, or fam-
  ily. The player can create any type of character he wants, so long as the
  ability score requirements are met normally.
  Kensai
  Losing a duel vs. NPC 
  •
  Overindulgence In food or drink
  Proficiency In a ninja-preferred weapon
  (unless specialized weapon)
  Refusing a duel vs. NPC
  Using a ninja-preferred weapon
  (unless specialized weapon)
  Victorious against overwhelmina. odd*
  W
  t
  a
  l
  N
  P
  C
  • v," -r 1 •»«
  Honor awards for kensai duels are only given for fighting a particular
  NPC once per level. A second duel with the same NPC will have no effect
  until the player character advances in level.
  Ninja
  Completing a ninja mission 
  + 3
  Failing a ninja mission 
  -10
  True identity discovered 
  -30
  Unnecessary deaths in course of mission 
  -5
  Samurai
  Entering into debt
  Fleeing a fight
  Forming an alliance with an NPC family
  Gaining a court proficiency 
  1
  Leading d losing force in battle 
  -4
  Leading a victorious forcv in battle 
  3
  Losing item of quality 
  ,
  Losing magical Item 
  • .-.
  Proficiency in a ninja-preferred weapon
  Refusing on^'s lord 
  -3
  T.il-ing d bribe 
  -1
  Taking prisoners 
  1
  Using a ninja-preferred weapon 
  . 
  .',{&: 
  >•'•'•
  Sohei
  Defeating sohei of other monastery 
  + 1
  Forming alliance with NPC samurai family 
  + 1
  Losing monastery's minyan 
  -10
  Spirit Folk
  Allowing damage to occur to lifeforce 
  -5
  (bamboo and river spirit folk only)
  WuJen
  Making a magic item 
  + 2
  Yakuza
  Being discovered by police 
  -2
  Claiming territory from an opposing yakuza 
  + 5
  organization
  Being defeated by a commoner 
  -3
  Selling stolen goods 
  + 1 per 100 ch'ien
  >
  36
  
  MONEY AND
  EQUIPMENT
  Living requires money and the inhabitants of Kara-Tur are no exception to
  this rule. Indeed, maintaining the lifestyle and tastes of a refined noble
  demands money. Such characters are commonly expected to support and
  contribute to the arts, field powerful armies, provide for the needs of their
  followers, build necessary public works, maintain a household appropri-
  ate to their rank, and freely give gifts for numerous occasions. Even those
  of lesser status feel the regular need for money—new clothing, better
  equipment, new lodgings, and artistic tastes all improve the position of the
  character.
  However, the lands of Kara-Tur are broad and varied with many diver-
  gent cultures and histories. Different traditions have arisen in different
  lands. The vast empire of Shou Lung is blessed with a strong central gov-
  ernment and can exert its authority to do what perhaps can be done
  nowhere else in the world — print paper money. The loosely held-together
  rule of T'u Lung mints regular coinage while the titular empire of Kozakura
  freely uses the coins of others. Still further on the edges of civilization, the
  various warlords occasionally mint coins. Beyond even this slight ken of
  civilization, barbarian tribes live their entire lives without seeing or using a
  minted coin. For them, barter and direct trade are the only forms of
  exchange. Thus, at different points throughout Kara-Tur the following
  monetary systems can be found in use:
  Established Currency: The government issues and controls the mint-
  ing of coins ensuring that they are of uniform size and shape. Although the
  coins can be melted down for some value, the result will be less than the
  original coins. They are honored by merchants because they are backed
  by the imperial treasury and are known to be worth a set amount of goods
  (one coin can buy [x] amount of rice, fish, cloth, work, etc.). This confi-
  dence allows the government to issue paper money for much larger
  amounts than what its true value represents. Officials may oversee the
  prices of market goods (to prevent inflation). Barter, though uncommon, is
  still used. Taxes can be paid in grain and other such commodities. Hag-
  gling over prices should be expected for larger purchases within the char-
  acter's budget.
  Regular Currency and Barter: Coins are minted and used, although
  not always regular in size or shape. Values are not absolute and the value
  of the coin more directly represents the value of its own worth. A silver
  piece's value depends on the value of silver and the amount of silver the
  coin contains. A coin is usually worth [x] amount of goods or service but
  weighing coins to determine their value is not uncommon. Larger pur-
  chases are often made by barter — directly exchanging goods of equal
  value. Land may be bought by payment in gems, art treasures, services,
  or a share of a crop for a length of time. Haggling is common since prices
  can fluctuate greatly.
  Irregular Currency and Barter: Coins may or may not be minted. If
  they are, they are often irregular in size and shape. Coins from foreign
  lands are used without prejudice. All coins are only worth the amount of
  precious metal they contain. Paper money is useless. Goods and services
  are often bought by barter. There are often semi-fixed units of barter — a
  sheep is known to be worth so much, a horse has a general value, etc. The
  bushels of rice a man harvests or collects in a year are seen as personal
  worth since he can use these to buy things. However, since items of barter
  are unwieldy to carry around, written contracts are often made, the buyer
  signing over a certain portion of his harvest to be collected at a later date.
  Thus, a man's wealth is measured by the goods he owns, the goods he
  can make or grow, and the contracts he holds. Legal systems are
  designed to enforce the honoring of contracts and the fulfillment of obliga-
  tions.
  Pure Barter: A man's wealth is measured purely by the goods he owns
  and can trade for other things. This is most common in the uncivilized
  lands. Contracts are generally not drawn up (either written or verbal). Pur-
  chases are made by giving the seller something of equal value. Haggling
  is a must, since nothing has a set value. The value of any item is only set
  by how much the buyer is willing to give and how little the seller will
  accept. Legal systems are generally not very formal. A man's reputation
  as an honest dealer, cheat, simpleton, liar, or hard bargainer greatly influ-
  ence how much people are willing to pay or receive from him.
  Characters will normally find themselves only having to deal with one of
  these systems, unless they undertake great journeys. The particular sys-
  tem used depends on the area of the DM's campaign. Furthermore, the
  DM can choose to use the monetary system he feels is simplest, so as not
  to slow down or complicate play.
  Coins: Unlike the other AD&D game rules, (with its use of copper, silver,
  and gold) characters in Kara-Tur use copper, silver, and paper currency.
  Gold, although quite valuable, is not considered a proper form of cur-
  rency. Rather, this metal is reserved for artistic and craft purposes.
  The following are the standard coins of Kara-Tur. The names given can
  be used regardless of the area the player characters are in. However, the
  DM can change the values of the coins from land to land, based on the
  rate of exchange, or the desirability of coins, etc.
  Copper coins are the most common form of coinage. There are two
  types, the fen and the yuan. The fen is the lowest in value. The yuan is
  next in value, equal to five fen. Each coin is pierced through the center.
  Groups of coins are threaded on strings, normally in amounts of 50 to 100.
  Called cash strings, they are normally carried tucked in the sleeve. This
  simplifies both the carrying and counting of the coins.
  A ch'ao is a paper note. One ch'ao is equal to 100 fen or 20 yuan. Ch'ao
  come in various amounts - one, ten, and 100 notes being the most com-
  mon. Ch'ao, because they are easy to handle, are preferred when dealing
  in amounts of 100 fen or greater.
  Silver is minted in two forms — the tael and the ch'ien. The tael is a coin
  much like the fen — pierced in the center and often carried on cash
  strings. One tael is equal to 100 fen, 20 yuan, or one ch'ao. The ch'ien is
  minted as a small bar or miniature ingot. It is equal to 10 ch'ao, 10 tael,
  200 yuan, or 1000 fen. Ch'ien are rarely used in everyday transactions,
  since they can be awkward to carry. They are often hoarded for times
  when the value of copper and paper money falls.
  Table 43: CURRENCY VALUES
  1 Fen
  1 Yuan
  5 fen
  1 Ch'ao
  100 fen
  20 yuan
  1 tael
  1 Tael
  100 fen
  20 yuan
  1 ch'ao
  1 Ch'ien
  1000 fen
  200 yuan
  10 ch'ao
  10 tael
  Barter Units: In addition to currency, many of the lands of Kara-Tur
  make use of barter. Indeed, their use of barter has become quite common,
  leading to the institution of barter units. A barter unit is a set amount of
  goods (rice, cloth, horses, etc.) that is seen as having a specific value. A
  farmer measures his yearly income in barter units of rice (called koku), a
  nomad's wealth is reflected in the number of horses he owns, a merchant
  deals in bolts of cloth, and so on. Each man knows the general value of his
  goods and what he can expect to trade for them.
  To assist both the players and the DM, the values of barter units are gen-
  erally fixed as given below.
  The koku is a measure of the rice required to feed one person for a year.
  It is approximately 5 to 6 bushels. This assumes a subsistence living and
  little more. Bolts of cloth contain 20 yards of material.
  The actual buying power of livestock and bolts of cloth can vary greatly
  depending on quality. Obviously well-fed and healthy horses are more
  valuable than old and sickly ones. Likewise, cloth of fine workmanship,
  bright colors, intricate weaves, or elaborate dye patterns can fetch higher
  prices than those listed here.
  37
  
  STARTING MONEY
  Table 44: BARTER UNITS STANDARD VALUE
  Barter Unit 
  Standard Value
  Koku 
  5 ch'ien
  Sheep, goat 
  5 tael
  Horse 
  2 ch'ien
  Cloth, common bolt 
  1 ch'ien
  Cloth, silk bolt 
  3 ch'ien
  Starting Money
  In relation to the norms of the population, player characters are consid-
  ered to be unusual people. They are, after all, more daring, more
  resourceful, and live more exciting lives than the average person. In addi-
  tion to their abilities and statistics, they have also managed to accumulate
  more capital than is normally the average. But after all, this is necessary,
  since their expenses are greater than normal.
  To determine the starting funds of a character, find the character class
  below and then roll the appropriate dice. The result is the amount of
  money the character has available to purchase equipment. This is in addi-
  tion to anything the character may have received as a birthright.
  If the DM's campaign is set in an area that uses barter and money or
  barter exclusively, the DM should translate the amounts of cash each
  character has into appropriate barter units. Any cash sums left over
  should be rounded to the nearest barter unit.
  Table 45: INITIAL CHARACTER FUNDS
  Character Class 
  Cash
  Sohei
  Kensai
  Oriental barbarian
  1-10 tael (ch'ao) & 4-40 yuan
  1-4 ch'ien & 1-10 tael (ch'ao)
  1-6 tael (ch'ao) & 1-100 yuan
  Yakuza
  1-3 ch'ien & 2-20 tael (ch'ao)
  'This amount is in addition to any cash the character receives from his
  other character class.
  Gajin and Rates of Exchange
  If the DM runs a campaign which includes contact with the gajin, sooner
  or later characters will be bringing money from the gajin world to Kara-Tur
  and vice versa. Since the coinages are different in the two realms, the DM
  and players need to figure the rates of exchange.
  Along established caravan routes and in major trading ports, the char-
  acter can make use of moneylenders who do business in exchanging the
  two types of coins.
  When trying to spend foreign money, the character encounters several
  problems. For starters, the ch'ao is worthless except as an oddity outside
  of Kara-Tur (and even in some areas of Kara-Tur!). Before traveling to gajin
  lands, the character is well-advised to convert his ch'ao to something
  more substantial!
  When bringing foreign money into Kara-Tur, characters will not be able
  to use gold coins for purchases, since they are not accepted currency.
  They can, however, sell these coins (because they are gold) at the going
  price of gold. Gold prices typically range from 2-7 tael per gold piece. This
  is affected by many factors, including the amount of gold on the market,
  the purity of the gold (gold coins are generally not too pure in content), and
  the amount of gold the character is selling. This last is important, since
  selling a large amount of gold at once will drive down the price a character
  can get (i.e. flooding the market). Silver coins are somewhat smaller and
  of poorer quality than those found in Kara-Tur. Since they are foreign, they
  are not desired by merchants. Characters are normally able to get 8 to 13
  (1d6 + 7) fen for each silver piece. Copper pieces are somewhat more
  standard and characters can normally get one fen for every two copper
  pieces.
  When taking money out of Kara-Tur, characters face additional prob-
  lems. Lands with established currency attempt to keep their coins within
  their own lands, since minted coinage leaving the country is bad for the
  economy. Exporting coins is considered smuggling and is a criminal
  offense. However, should characters manage it, they will find the coins of
  Kara-Tur more readily accepted (other lands lacking a strong currency
  system). One fen is equal to one copper piece. A yuan is also equal to one
  copper piece. A tael generally fetches 4-14 (2d6 + 2) silver pieces. A
  ch'ien is worth 2-8 gold pieces. Thus, it is possible for characters to gain or
  lose money (buying power) by speculating in coins. The Value and
  Exchange Table shows the absolute values of various coins and their gen-
  eral exchange rates.
  Table 46: CURRENCY EXCHANGE RATES
  Exchange
  Rate
  2-8 gold pieces for 1 ch'ien'
  Currency 
  Real
  Type 
  Value
  Ch'ien 
  100 silver pieces
  or 5 gold pieces
  Copper piece 
  1 fen
  Stiver pise* 
  I0fwtor3yuan
  Electron* piew 100 ton or 26 yuan
  or 1 tart
  Gold piece 
  200 fen or 40 yuan Market value of metal
  or 2 tael
  Platinum piece 1000 fen or 200
  yuan or 10 tael
  or 1 ch'ien
  1 fen for 2 copper pieces
  Jfe
  Market value of metal
  Notes Regarding Currency Value and Exchange Table
  Currency Type lists the type of coin the character wishes to exchange.
  Real Value is the absolute value of the coin exchanged to its equivalent
  in the other land. This is figured as if the two currencies were absolutely
  identical and exchanged at perfectly equal rates.
  Exchange Value lists the normal rate of exchange the character can
  expect from merchants and moneylenders. This is normally given as a die
  range, allowing for the character to receive less or more than the real
  value.
  Market Price of Metal indicates the coin has no equivalent in the other
  land and is not accepted as normal currency. In these cases the character
  has to make a deal for the amount of currency he receives for the coin
  Equipping the Character
  After a character is created, it is important to equip him. Without equip-
  ment, the character often finds himself at a great disadvantage! There are
  many things the character will need or want— weapons, armor, food,
  clothing, horses, and various other items. Initially, the character is not
  likely to get everything he wants— he simply does not have enough
  money. This, however, is not bad, since it provides the perfect reason for
  the character to adventure!
  Given below is a list of the common equipment a character will want to
  purchase. The prices given are figured using established currency. Char-
  acters can also purchase this equipment through barter units, using the
  value of the barter units already given.
  The equipment list is by no means complete. It merely covers those
  items and services most frequently used by adventuring characters. The
  DM can freely add items to this list if they are needed. The DM can also
  change the price of any item, should there be some sound reason in the
  campaign (scarcity, quality of workmanship, etc.). The DM can also rule
  that some items on this list are not available in areas of Kara-Tur. Obvi-
  ously such items cannot be purchased.
  38
  
  Table 47: BASIC EQUIPMENT AND SUPPLIES COST
  BASIC EQUIPMENT/SUPPLIES COST
  ARMOR
  Armor
  Banded
  Buckler
  Chain
  Do-maru *
  Haidate '
  Hanburi
  Hara-ate *
  Hara-ate-gawa *
  Haramaki *
  Haramaki-do *
  Helmet, small
  Hide
  Horo*
  Jingasa (war hat)
  Kabuto (great helm)
  Kote * (armored sleeves)
  Leather
  O-yoroi (great armor)
  Padded
  Ring
  Scale, leather
  Scale, metal
  Shield, large
  Shield, medium
  Sode, pair*
  Splinted
  Studded
  Sune-ate*
  Cost
  5 ch'ien
  5 yuan
  5 ch'ien
  5 ch'ien
  1 ch'ien
  1 tael
  1 ch'ien
  5 tael
  2 ch'ien
  3 ch'ien
  2 tael
  8 tael
  2 tael
  1 tael
  5 ch'ien
  8 tael
  2 tael
  20 ch'ien
  1 tael
  1 ch'ien
  4 tael
  2 ch'ien
  2 tael
  30 yuan
  8 tael
  4 ch'ien
  4 tael
  5 tael
  * Indicates armor piece, not complete suit.
  ARMS
  Weapon
  Arrow, armor piercer
  Arrow, frog crotch
  Arrow, humming bulb
  Arrow, leaf head
  Arrow, normal
  Axe, battle
  Axe, hand or throwing
  Blowpipe
  Bo stick
  Boku-toh (wooden sword)
  Bow, composite short
  Bow, short
  Chain
  Chijiriki* (spear & chain)
  Chu-ko-nu (repeating crossbow)
  Crossbow, heavy
  Crossbow, light
  Dagger
  Daikyu (great bow)
  Dart, blowpipe
  Dart, thrown
  Fang (goad)
  Gunsen (iron fan)
  Halberd
  Hankyu (little bow)
  Javelin
  Jitte
  Jo stick
  Kama (sickle)
  Katana & scabbard
  Kau sin ke (whipping chain)
  Kawanaga (grappling hook)
  Kiseru (iron pipe)
  Kumade (climbing rake)
  Kusari-gama (sickle & chain)
  Cost
  5 yuan
  10 yuan
  10 yuan
  1 tael
  2 yuan
  5 tael
  2 tael
  2 yuan
  2 fen
  6 yuan
  1 ch'ien
  5 tael
  10 yuan
  6 tael
  3 ch'ien
  8 tael
  6 tael
  1 tael
  10 ch'ien
  1 fen
  8 yuan
  1 tael
  4 tael
  1 ch"ien
  1 ch'ien
  1 tael
  10 yuan
  1 fen
  1 tael
  10 ch'ien
  1 tael
  5 yuan
  50 yuan
  1 tael
  3 tael
  Kyoketsu-shogi (bladed rope)
  Lajatang
  Lance (light horse)
  Man catcher
  Metsubishi (pepper blower)
  Nagimaki (horseman's glaive)
  Naginata (footman's glaive)
  Needle
  Nekode, pair (climbing claws)
  Ninja-to & scabbard (sword)
  Nunchaku
  Parang (machete)
  Pellet bow
  Quarrel, single
  Quarrel, two dozen
  Sai
  Sang kauw
  Shaken
  Shakujo yari (concealed spear)
  Shikomi-zue
  Shuriken, spike
  Shuriken, star, large
  Shuriken, star, small
  Siangkam (metal arrow)
  Sling
  Sling, staff
  Sling/pellet bow bullets, score
  Sode garami (sleeve entangler)
  Spear
  Sword, broad & scabbard
  Sword, long & scabbard
  Sword, short & scabbard
  Sword, two-handed
  Tetsu-bishi (caltrops)
  Tetsubo (iron staff)
  Three-piece rod
  Trident
  Tui-fa
  Uchi-ne (small javelin)
  Wakizashi & scabbard (short sword)
  Whip
  CLOTHING
  Clothing
  Boots, high hard
  Boots, high soft
  Cap
  Cloak, cloth
  Cloak, fur
  Gloves
  Hat, fur
  Hat, straw
  Loincloth
  Outer robe (ho, happi)
  Raincape, straw (mino)
  Robe, cotton (kosode, kimono)
  Robe, fur trimmed
  Robe, silk (kosode)
  Sandals
  Sash or belt (obi)
  Tabi (boot/sock)
  Trousers, cotton (hakama)
  Trousers, woolen
  Turban
  Vest, fur
  Vest, silk
  LIVESTOCK
  Livestock
  Canary
  Cat
  1 tael
  7 tael
  3 tael
  6 tael
  2 tael
  6 tael
  8 tael
  3 fen
  3 tael
  4 tael
  1 tael
  15 yuan
  5 tael
  1 yuan
  1tael
  10 yuan
  1 ch'ien
  2 tael
  5 tael
  7 tael
  4 yuan
  1 tael
  6 yuan
  2 tael
  2 yuan
  5 yuan
  10 yuan
  5 tael
  3 tael
  4 tael
  6 tael
  3 tael
  2 ch'ien
  5 yuan
  2 tael
  2 tael
  5 tael
  5 yuan
  3 yuan
  6 ch'ien
  1 tael
  Cost
  5 yuan
  3 yuan
  8 fen
  1 tael
  4 tael
  5 yuan
  2 yuan
  1fen
  1fen
  4 yuan
  1 yuan
  2 yuan
  3 tael
  3 tael
  4 fen
  1 yuan
  5 yuan
  3 yuan
  1 tael
  2 yuan
  2 tael
  1 tael
  Cost
  5 tael
  2 yuan
  39
  
  BASIC EQUIPMENT/SUPPLIES COST
  Chicken or rooster
  Cricket, fighting
  Dog, guard
  Dog, hunting
  Dog, lap
  Donkey
  Dove
  Elephant, war
  Fish, ornamental
  Goat
  Hawk, fledgling
  Hawk, trained
  Horse, draft
  Horse, heavy war
  Horse, light war
  Horse, medium war
  Horse, riding (light)
  Monkey
  Nightingale
  Ox
  Peacock
  Pony, riding
  Pony, war
  MISCELLANEOUS EQUIPMENT
  Equipment
  Backpack, wicker
  Basket, large
  Basket, small
  Blanket, coarse
  Candle, tallow
  Chest, Armor
  Chest, common wooden, large '
  Chest, common wooden, small
  Chest, quality, large
  Chest, quality, small
  Chopsticks, lacquered
  Cloth, cotton bolt
  Cloth, silk bolt
  Cord, 10'
  Eggshell grenade, dust *
  Eggshell grenade, flashpowder *
  Eggshell grenade, pepper *
  Eggshell grenade, poison smoke *
  Fishhook
  Fishing net, 10'
  Goza (straw mat)
  Ink, brush, and inking stone
  Lantern, hooded
  Lantern, paper
  Mirror, small metal
  Oil, flask of
  Paper, writing, 10 sheets
  Pot, iron
  Quiver, 2 dozen arrows cap.
  Rope, hemp 50'
  Rope, silk 50' *
  Signal rocket
  Standard, flag, sashimono
  Sword stand
  Tent, large
  Tent, small
  Thieves picks and tools
  Tinder box, flint and steel
  Tobacco pipe
  Tobacco, 1 Ib.
  Tool, common
  Torch
  * These items are preferred by ninja.
  PROVISIONS
  Item
  Beer, jar
  Food, banquet
  3 fen
  1 tael
  5tael
  3 tael
  8 tael
  1 ch'ien
  5 tael
  50 ch'ien
  2 tael
  5 tael
  5 ch'ien
  20 ch'ien
  15 tael
  5 ch'ien
  25 tael
  3 ch'ien
  2 ch'ien
  8 tael
  1 ch'ien
  2 ch'ien
  6 tael
  15 tael
  2 ch'ien
  Cost
  5 yuan
  4 yuan
  2 yuan
  1 yuan
  3 fen
  5 tael
  3 tael
  30 yuan
  1 ch'ien
  6 tael
  4 yuan
  1 ch'ien
  3 ch'ien
  2 fen
  10 yuan
  3 tael
  1 tael
  1 ch'ien
  2 yuan
  1tael
  10 yuan
  3 tael
  5 tael
  2 tael
  1 ch'ien
  3 yuan
  4 tael
  6 yuan
  1 tael
  10 yuan
  5 ch'ien
  1 tael
  2 tael
  1 ch'ien
  2 tael
  1 tael
  1 ch'ien
  8 yuan
  5 yuan
  1 tael
  10 tael
  1 fen
  Cost
  2 yuan
  1 tael
  Food, common meal
  Food, exotic
  Food, poor
  Grain, horse 1 day
  Pepper/spices, 1 Ib.
  Rice, koku
  Ricecake, 1 week's rations
  Sake, jar
  Tea, 11b.
  RELIGIOUS ITEMS
  Item
  Beads, prayer
  Bell, small
  Bell, temple
  Gong
  Incense, stick
  Paper, prayer strip
  Symbol, holy (unholy)
  Wheel, prayer
  SERVICES, COMMON
  Service
  Acrobats, per performance
  Actors, per performance
  Chef, per banquet
  Clerk, per month
  Courier, per day
  Dancers, per performance
  Gardener, per month
  Lantern bearer
  1 yuan
  4 tael
  2 fen
  10 yuan
  10 yuan
  5 ch'ien
  15 yuan
  5 yuan
  1tael
  Cost
  1 yuan
  3 yuan
  50 ch'ien
  1 ch'ien
  3 fen
  1 fen
  1tael
  3 tael
  Cost
  3 yuan
  5 yuan
  10 yuan
  7 tael
  2 yuan
  3 yuan
  6 tael
  1 fen
  Lodging, common or small village 4 fen
  Lodging, good inn
  Messenger, in town
  Mourners
  Musician, per performance
  Servant, one month
  Stabling, one night
  TACK AND HARNESS
  Type
  Barding, half chain
  Barding, elephant, leather
  Barding, full leather or paddec
  Barding, half brigandine
  Barding, half padded
  Barding, half metal scale
  Bit and bridle
  Harness and feed bag
  Horse yoke
  Howdah
  Ox yoke
  Saddle bags, large
  Saddle bags, small
  Saddle blanket
  Saddle, pack
  Saddle, riding
  TRANSPORT
  Vehicle
  Barge, large
  Barge, small
  Boat
  Canoe, small
  Canoe, war
  Chariot, riding
  Chariot, war
  Junk, large
  Junk, small
  Junk, war
  Oxcart
  Palanquin
  Wagon
  6 fen
  2 fen
  1 fen
  3 yuan
  5 tael
  3 fen
  Cost
  10 ch'ien
  20 ch'ien
  I 
  2 ch'ien
  5 ch'ien
  1 ch'ien
  8 ch'ien
  2 tael
  15 yuan
  4 tael
  5 ch'ien
  3 tael
  1 tael
  15 yuan
  1 yuan
  5 tael
  8 tael
  Cost
  300 ch'ien
  100 ch'ien
  20 ch'ien
  3 ch'ien
  8 ch'ien
  50 ch'ien
  100 ch'ien
  500 ch'ien
  300 ch'ien
  800 ch'ien
  5 ch'ien
  5 ch'ien
  20 ch'ien
  40
  
  WEAPON EQUIVALENTS
  WEAPONS
  Weapon Equivalents
  A number of weapons are listed by their common English names. How-
  ever, these weapons are known by many different names in many differ-
  ent lands. Some of these are listed below; there may be slight differences
  in appearance. However, this does not affect the general function of the
  weapon.
  Table 48: Weapon Equivalents
  Axe, Battle — Fu, liu, ch'iang, chi, chin, yueh, chien, ch'i fu, i huang,
  masakari, ono
  Axe, hand — Piso tonkeng, batak kapak
  Bo stick — Rokushakubo, staff
  Chain — Manriki gusari, rante
  Dagger — tanto, do-su, kozuka, aikuchi
  Halberd — Ko, ch'i chi, pi chi, bisento
  Javelin — mau
  Jo stick — Muton, amis
  Lance, light — Hsaio, shuo
  Mace — Suan Tao Fung
  Pike — Mao, lembing
  Spear — Yari
  Sword, long — Tau-kien
  Sword, short — Kris
  Sword, two-handed — No-dachi
  Trident — Magari yari, tiger lance
  Table 49: WEIGHT AND DAMAGE BY WEAPON TYPE
  Weapon Type
  Arrow,
  armor piercer
  Arrow,
  frog crotch
  Arrow,
  humming bulb
  Arrow, leaf head
  Arrow, standard
  Axe, battle
  Axe, hand
  or throwing
  Bo stick
  Boku-toh
  Chain
  ChlJIriki
  Chopsticks
  Club
  Dagger
  Dart, blowgun
  Dart, thrown
  Fang
  Gunsen
  Halberd
  Javelin *
  Jitte
  Jo stick
  Kama
  Katana
  Kau sin ke
  Kawanga
  Kiseru
  Kumade
  Kusari-gama
  Kyoketsu-shogi
  Lajatang
  Lance
  (light horse)
  Lasso
  Mace
  Man catcher
  Approximate
  Weight
  2
  2
  2
  2
  2
  75
  50
  40
  30
  30
  60
  1
  30
  10
  1
  5
  30
  10
  175
  20
  15
  15
  20
  60
  40
  10
  5
  15
  30
  10
  60
  50
  20
  100
  80
  Damage vs.
  Size S or M
  2-5
  1-6
  1-2
  1-8
  1-6
  1-8
  1-6
  1-6
  1-4
  2-5
  1-6
  1-3
  1-6
  1-4
  1-2
  1-3
  1-6
  1-3
  1-10
  1-6
  1-4
  1-6
  1-6
  1-10
  1-8
  1-3
  1-4
  1-4
  1-6
  1-4
  1-10
  1-6
  —
  2-7
  1-2
  Damage vs.
  SizeL
  1-4
  1-3
  1-2
  1-6
  1-6
  1-8
  1-4
  1-4
  1-2
  1-4
  1-8
  1-2
  1-3
  1-3
  1
  1-2
  1-4
  1-2
  1-12
  1-6
  1-2
  1-3
  1-4
  1-12
  1-6
  1-2
  1-2
  1-3
  1-4
  1-4
  1-10
  1-8
  —
  1-6
  1-2
  h
  h
  f
  f,g, h
  g
  e
  f
  h
  e
  f
  e
  d,g
  f
  d
  d,g
  d,g
  f
  a
  Weapon Type
  Nagimaki
  Naginata *
  Needle
  Nekode
  Ninja-to
  Nunchaku
  Parang
  Quarrel, heavy
  Quarrel, light
  Sai
  Sang kauw
  Shaken
  Shuriken, spike
  Shuriken,
  star, large
  Shuriken,
  star, small
  Siangkam
  Sling/pellet
  bow bullet
  Sling/pellet
  bow stone
  Sling, staff
  bullet
  Sling, staff
  stone
  Sode garami
  Spear *
  Sword, broad
  Sword, long
  Sword, short
  Sword,
  two-handed
  Tetsu-bishi
  Tetsubo
  Three-piece rod
  Trident
  Tui-fa (Tonfa)
  Uchi-ne
  Wakizashi
  Whip
  Approximate
  Weight
  60
  100
  1
  5
  50
  30
  50
  2
  1
  20
  100
  5
  1
  2
  1
  5
  2
  1
  5
  4
  50
  40-60
  75
  60
  35
  150-250
  3
  75
  50
  50
  15
  5
  30
  25-35
  Damage vs. Damage vs.
  Size S or M 
  Size L
  1-6
  1-8
  1
  1-4
  1-8
  1-6
  1-8
  2-5
  1-4
  1-4
  1-8
  1-4
  1-4
  1-6
  1-4
  2-5
  2-5
  1-4
  2-8
  1-8
  1-4
  1-6
  2-8
  1-8
  1-6
  1-10
  1-4
  1-8
  1-6
  2-7
  1-6
  1-4
  1-8
  1-2
  1-8
  1-10
  per needle
  1-3
  1-6
  1-6
  1-8
  2-7
  1-4
  1-2
  1-6
  1-4
  1-3
  1-4
  1-4
  1-4
  2-7
  1-4
  3-9
  2-8
  1-3
  1-8
  2-7
  1-12
  1-8
  3-18
  1-4
  1-8
  1-4
  3-12
  1-4
  1-4
  1-8
  1
  b
  b
  d
  d
  d
  e
  e
  e
  d
  d
  d
  d
  e
  g
  b.f
  h
  h
  c, h
  h
  d
  f
  e
  h
  e
  g
  Weapons listed in boldface require two hands to use.
  Footnotes to this table are at the bottom of next page.
  41
  
  WEAPONS
  Table 50: HAND HELD WEAPONS, GENERAL DATA, AND TO HIT ADJUSTMENTS
  Hand Held
  Weapon Type
  Axe, battle
  Axe, hand
  Bo stick
  Boku-toh
  Chain
  Chijiriki, spear
  Chijiriki, chain
  Chopsticks
  Club
  Dagger
  Fang
  Gunsen
  Halberd
  Jttte
  Jo stick
  Kama
  Katana
  Kau sin ke
  Kawanaga
  Kiseru
  Kumade
  Kusari-gama
  Kyoketsu-shogi
  Lajatang
  Lance (light)
  Lasso
  Mace 
  h
  Man catcher
  Nagimaki
  Naginata
  Nekode
  Ninja-to
  Nunchaku
  Parang
  Sai
  Sang kauw
  Siangkam
  Sode garami
  Spear
  Sword, broad
  Sword, long
  Sword, short
  Sword, two-handed
  Tetsu-bishi 
  d
  Tetsubo
  Three-piece rod
  Trident
  Tui-fa (Tonfa)
  Wakizashi
  Whip
  Length
  C. 4'
  C.1.5'
  c.5-7'
  C.3'
  5'-10'
  c. 7-10'
  —
  'fe'
  c.3'
  r-1.5'
  c.3'
  1'
  5' +
  V-1.5'
  c.3'
  c. 2'
  c.3'
  4'-6'
  8' +
  2'
  6'
  2' +
  6' +
  C. 5'
  10'
  10'-20'
  c.3'
  8' +
  5'-8'
  8' +
  1fc'
  C. 2'
  C.3'
  C. 2'
  r-1.5'
  3'-5'
  r
  6' +
  5'-10'
  C. 3.5'
  c. 3.5'
  c. 2'
  C.6'
  2"
  C. 4'
  c.6'
  4'-8' +
  2'
  2'-3'
  8'-20'
  Space
  Req.
  4'
  r
  3'
  3'
  5'
  r
  —
  1fe'
  r-3'
  r
  r
  r
  5'
  r
  2'
  3'
  3'
  4'
  5'
  r
  3'
  2' +
  5'
  3'
  r
  8' +
  4'
  2.5'
  1'
  r
  rr
  4'
  3'
  r
  3'
  3'
  5'
  r
  4'
  3'
  r
  6'
  0
  5'
  4'
  r
  r
  r
  8'-20'
  Speed
  Fac.
  7
  4
  3
  4
  5
  6-8
  —
  2
  4
  2
  4
  2
  9
  2
  2
  4
  4
  6
  7
  3
  4
  6
  5
  6
  7
  10
  7
  7
  6
  7
  2
  3
  3
  4
  2
  7
  3
  7
  6-8
  5
  5
  3
  10
  4
  7
  7
  6-8
  4
  4
  5-8
  0
  -5
  -5
  -13
  -7
  -8
  -2
  -16
  -7
  -4
  -5
  -14
  0
  -4
  -10
  -3
  -5
  + 3
  -8
  -7
  -6
  -3
  -8
  -3
  -3
  0
  + 2
  0
  -3
  -2
  -8
  -5
  -8
  -5
  -4
  -7
  -8
  -10
  -2
  -5
  -4
  -5
  + 2
  0
  + 2
  -2
  -4
  -8
  -5
  -14
  1
  -4
  -4
  -11
  -6
  -8
  -2
  -14
  -6
  -4
  -4
  -12
  + 1
  -3
  -9
  -2
  -4
  i 3
  -8
  -6
  -6
  -2
  -8
  -3
  -3
  0
  + 2
  0
  -3
  -2
  -7
  -4
  -7
  -5
  -3
  -6
  -7
  -9
  -2
  -4
  -3
  -4
  + 2
  0
  + 2
  -2
  -3
  -8
  -4
  -12
  2
  -3
  -3
  -9
  -5
  -7
  -2
  -12
  -5
  -3
  -3
  -10
  + 1
  -2
  -8
  -1
  -3
  < 2
  -8
  -5
  -5
  -1
  -8
  -3
  -2
  0
  + 1
  0
  -2
  -1
  -7
  -3
  -6
  -4
  -2
  -5
  -6
  -9
  -2
  -3
  -2
  -3
  + 2
  0
  - 1
  -2
  -3
  -6
  -3
  -10
  Armor Class Adjusments
  3
  -2
  -2
  -7
  -4
  -7
  -1
  -10
  -4
  -3
  -2
  -8
  *1
  -1
  -6
  -1
  -2
  - 2
  -6
  -4
  -5
  -1
  -6
  -2
  -2
  0
  + 1
  0
  -2
  -1
  -6
  -2
  -4
  -4
  -1
  -4
  -5
  -8
  -1
  -2
  -1
  -2
  + 2
  0
  4 1
  -1
  -2
  -6
  -2
  -8
  4
  -1
  -2
  -5
  -3
  -5
  -1
  5
  -1
  -1
  -3
  -2
  -5
  -1
  (see chain)
  -8
  -3
  -2
  -1
  -6
  + 1
  0
  -4
  -1
  -1
  < 1
  -6
  -3
  -3
  -1
  -6
  -2
  -1
  0
  0
  0
  -1
  0
  -5
  -1
  -2
  -3
  0
  -3
  -4
  -6
  -1
  -1
  0
  -1
  + 2
  0
  0
  -1
  -1
  -4
  -1
  -6
  -6
  •2
  -2
  0
  -4
  + 2
  0
  -2
  - 1
  0
  • 2
  -4
  -2
  -2
  + 1
  -4
  -1
  0
  0
  0
  0
  0
  0
  -4
  0
  -2
  -1
  0
  -2
  -3
  -6
  -1
  0
  0
  0
  + 2
  0
  0
  0
  -1
  -2
  0
  -4
  6
  0
  0
  -1
  -1
  -2
  0
  -4
  -1
  0
  0
  -3
  + 2
  0
  -1
  - 1
  0
  • 1
  -4
  -1
  -2
  + 1
  -4
  0
  0
  0
  0
  0
  0
  0
  -3
  0
  0
  0
  0
  -1
  -2
  -4
  0
  0
  0
  0
  + 3
  0
  0
  0
  0
  0
  0
  -2
  7
  0
  0
  0
  0
  0
  0
  -2
  -1
  0
  0
  -2
  + 2
  0
  0
  - 1
  0
  1 1
  -2
  -1
  -1
  + 1
  -2
  0
  0
  0
  0
  0
  0
  0
  -2
  0
  0
  0
  0
  0
  -1
  -3
  0
  + 1
  0
  0
  + 3
  0
  0
  0
  0
  0
  0
  -1
  8
  + 1
  + 1
  + 1
  0
  0
  0
  -1
  0
  + 1
  0
  0
  + 1
  0
  + 1
  0
  - 1
  - 1
  -1
  0
  -1
  0
  -1
  + 1
  0
  0
  0
  -1
  0
  0
  -1
  + 1
  + 1
  0
  0
  0
  0
  0
  0
  + 1
  0
  + 1
  + 3
  0
  0
  0
  + 1
  0
  + 1
  + 1
  9
  + 1
  + 1
  0
  -1
  + 1
  0
  -1
  0
  + 1
  0
  -1
  + 1
  -2
  0
  -1
  * 2
  - 1
  -2
  0
  0
  -1
  -2
  + 1
  0
  0
  + 1
  -2
  0
  0
  0
  0
  0
  + 1
  -2
  0
  -1
  0
  0
  + 1
  + 1
  0
  + 1
  0
  + 1
  + 1
  0
  -1
  0
  0
  10
  +2:
  +2;
  + 3'
  0
  0
  0
  i
  - -1i
  . + 1:
  + 3
  0
  0
  0:
  0
  + 2!
  ' 2
  • 3
  -1
  0
  + r
  + 1
  + 2
  + 1
  + 3
  0
  . -v
  -3
  0
  0
  0
  +2
  + 3
  + 2
  0
  + 1
  0
  + 2
  0
  + 2
  + 2
  + 2
  0
  0
  -1
  0
  + 1
  + 2
  0
  +3
  * These weapons do twice the damage indicated to size L creatures when set firmly grounded to receive a charging opponent.
  a These weapons do twice the indicated damage against creatures of any size when employed by an attacker riding a charging mount.
  b These weapons do twice the damage indicated to any opponent when the weapon is set to receive their charge.
  c This weapon class includes all pointed cutting and thrusting weapons with a blade length between 15 and 24 inches, except as noted in the listing.
  d These weapons are primarily used by ninja characters.
  e These weapons can only be used with martial arts weapon styles and can be used to perform the weapon style special maneuvers.
  f These weapons can be used to perform the martial arts weapon style special maneuvers.
  g These weapons can make entangling attacks.
  h Minor variations of these weapons, with different names, may exist in the campaign. See the Weapon Equivalents listing for particulars.
  42
  
  WEAPON EQUIVALENTS
  Table 51: HURLED WEAPONS AND MISSILES
  Weapon
  Axe, hand
  Blowpipe dart
  Bow, composite short
  Bow. short
  Chu-ko-nu irppeatmg
  crossbowi
  Club, thrown
  Crossbow, heavy
  Crossbow, light
  Dagger, thrown
  Daikyu (great bow)
  Dart
  Grenade 
  d
  Hankyu (little bow)
  Javelin 
  h
  Lasso
  Mateuhiehi 
  H *
  IVIclSUUIoni 
  U
  Needle *
  PeMetbow
  Shaken
  Shuriken. spike
  Shuriken, star, large
  Shuriken, star, small
  Sling (bullet)
  Sting (stone)
  Sling, staff (bullet)
  Sling, staff (stone)
  Spear
  Uchi-ne
  d
  Fire
  Rate
  1
  2
  2
  2
  2
  1
  1/2
  1
  2
  2
  3
  3
  2
  1
  1/2
  wo
  * *1
  2
  2
  3
  4
  1
  1
  1/2
  1/2
  1
  2
  S
  1
  1
  5
  5
  2
  8
  6
  1
  7
  1.5
  5
  2
  1
  Q '
  O
  1/2
  6
  1
  1
  1/2
  1/2
  5
  4
  —
  —
  1
  1
  Range
  M
  2
  2
  10
  10
  10
  4
  16
  12
  2
  14
  3
  1 S
  1 .9
  10
  4
  2
  1
  12
  2
  —
  1
  1
  10
  B
  3-6
  3-6
  2
  2
  L
  3
  3
  18
  15
  15
  6
  24
  1B
  3
  21
  4.5
  2
  15
  6
  3
  2
  18
  3
  —
  2
  2
  20
  16
  9
  9
  3
  3
  0
  -6
  -14
  •A
  -7
  -4
  -9
  -2
  -3
  -7
  -1
  -7
  -5
  -7
  + 9
  -16
  -3
  -7
  -7
  -7
  -7
  -3
  -7
  -5
  -6
  -4
  -7
  1
  -5
  -12
  -4
  -6
  -3
  -8
  -1
  -2
  -6
  0
  -6
  -5
  -6
  + 8
  -14
  -2
  -6
  -6
  -6
  -6
  -3
  -6
  -4
  -5
  -4
  -6
  2
  -4
  -10
  -3
  -5
  -3
  -7
  -1
  -2
  -5
  0
  -5
  -4
  -5
  + 7
  -12
  -2
  -5
  -5
  -5
  -5
  -2
  -5
  -3
  -4
  -3
  -5
  Armor Class Adjustment
  3
  -3
  -8
  -3
  -4
  . 0
  -5
  0
  -1
  -4
  0
  -4
  -4
  -4
  + 6
  -10
  -1
  -4
  -4
  -4
  -4
  -2
  -4
  -2
  -3
  -3
  -4
  4
  -2
  -6
  -1
  -1
  -1
  -3
  - 1
  0
  -3
  0
  -3
  -2
  -3
  + 5
  -10
  0
  -3
  -3
  -3
  -3
  -1
  -2
  -1
  -2
  -2
  -3
  5
  -1
  -4
  0
  0
  0
  -2
  •2
  0
  -2
  + 1
  -2
  -1
  -2
  + 4
  -8
  0
  -2
  -2
  -2
  -2
  0
  -1
  0
  -1
  -2
  -2
  6
  -1
  -2
  • 1
  0
  0
  -1
  •3
  -1
  -1
  + 2
  -1
  0
  -1
  + 3
  -6
  - 1
  -1
  -1
  -1
  -1
  0
  0
  0
  0
  -1
  -1
  7
  0
  -1
  - 2
  1
  • 1
  -1
  - 3
  - 2
  -1
  + 3
  0
  0
  -1
  + 2
  -4
  - 2
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  8
  0
  -1
  + 2
  - 2
  + 2
  -1
  + 4
  + 3
  0
  + 4
  + 1
  - 1
  0
  + 1
  -2
  - 3
  - 1
  • 1
  + 1
  + 1
  + 2
  + 2
  0
  0
  0
  + 1
  9
  0
  + 1
  + 2
  - 2
  <3
  0
  + 4
  + 3
  0
  + 4
  0
  - 2
  0
  0
  -3
  ' 3
  0
  0
  0
  0
  + 1
  + 1
  0
  0
  0
  0
  10
  * 1
  • 2
  + 3
  • 2
  ' 3
  0
  + 4
  + 3
  + 1
  + 4
  + 1
  + 2
  + 1
  -1
  0
  + 3
  + 1
  + 1
  + 1
  + 1
  + 3
  + 3
  0
  0
  0
  + 1
  * Range is 10 feet, not 10 yards.
  * * See weapon description.
  Armor Class Adjustment is based on the weapon or missile being discharged at short range.
  Adjust by -2 at all medium ranges, by -5 at all long ranges
  Weapon Descriptions
  The list above contains a number of unusual weapons, both in name
  and purpose. The descriptions given below are provided to explain the
  appearance and purpose of these weapons. Some of the weapons have
  special uses and properties (entangling, for example) which are also
  given in the descriptions.
  Arrows: Arrows come in a number of different shapes and styles. The
  most common type has the normal wedge-shaped head. The armor
  piercer has a narrow spike-head and is designed to punch through differ-
  ent types of armor. The frog crotch arrowhead forms a v, the inner edge of
  which is sharp. These are used to cut standards, armor cords, and inflict
  terrible wounds on things caught between the jaws. To successfully use
  the cutting action, the character must successfully hit a specific point. The
  humming bulb arrow is fitted with a carved wooden head that whistles
  loudly when fired. The sound can be heard up to one mile away. It is nor-
  mally used for signaling. The humming bulb can also be fitted with oil-
  soaked cloth or straw and used as a fire arrow. When used this way, it
  causes 1 -3 points of damage from the impact and flame. It also starts fires
  in flammable materials unless put out quickly. The leaf head arrow is fitted
  with a broad head designed to cause greater injury. These arrowheads
  are often carved or pierced with artistic designs, making them works of art
  in themselves.
  Bo stick: The bo stick is a wooden staff of hard wood, normally 6' to 7' in
  length. Its hard wood makes it difficult to cut or break.
  Boku-toh: This is a wooden copy of the katana, often used to practice
  swordsmanship since it does not cause cutting injuries. Wielded aggres-
  sively, it can cause injury from the force of the blow.
  Chain: This is also called the manriki-gusari or rante. It is a simple
  length of chain with weights at each end. It can be whirled quickly, striking
  with hard blows from the weights. One end can be swung out to entangle
  an opponent or it can be thrown (like a bola), entangling and causing dam-
  age at the same time. The chain weapon is popular in areas where the lord
  has forbidden the use or wearing of other weapons, or when secrecy is
  required. It can easily be worn as a belt or hidden under a sash. It is often
  used by ninjas, since it has a great number of uses.
  Chijiriki: This is a normal spear to which is added a length of weighted
  chain on the butt end. The weapon can be used as a normal spear or the
  butt can be swung out, entangling the opponent.
  Chopsticks: Chopsticks can be used as a weapon in cases of emer-
  gency. They are not very effective, but can be better than nothing.
  Chu-ko-nu: The chu-ko-nu is a repeating light crossbow, capable of fir-
  ing several bolts before needing reloading. Mounted on the top is a maga-
  zine that can hold up to 10 quarrels. The cocking and reloading action is
  worked by a single lever, pushed forward and then pulled back. This
  allows a faster rate of fire than normal. Up to two quarrels can be reloaded
  in the magazine per round. Thus five rounds are required to completely
  reload the chu-ko-nu. A character cannot fire and reload in the same
  round. It is heavier than a normal crossbow and has a poorer range.
  Daikyu: This is the largest type of bow found in the Oriental Adventures
  rules. In some ways, it is similar to the longbow. It is seven feet long and
  bent at the ends for greater power. Unlike most bows, the grip is not cen-
  tered, being closer to the bottom. This allows the bow to be fired from
  horseback and kneeling positions.
  Fang: A fang is a heavy iron weapon, modeled on the elephant goad. It
  is about the length of a short sword. On the end is a sharp point with a
  heavy hooked point below it.
  43
  
  ORIENTAL AOUENTURB ARMOR
  Haramahi-do
  
  ORIENTAL ADUENTURES WEAPONS
  ASSORTED WEAPONS
  O 
  Humming bulb
  •^ 
  frog crotch
  -=» Armor piercer
  Chu-ho-nu
  Uchi-ne
  Kama
  NINJA WEAPONS
  MARTIAL ARTS WEAPONS
  Kumade
  Ninja-to
  IK 
  Q 
  IF
  Tetsu-bishi 
  Shaken
  Metsubishi
  Jitte
  Siangham
  Lajatang
  Kau sin he
  Three-piece rod
  Nunchahu
  Sang hauw
  Sai
  fang
  Tui-fa
  
  WEAPONS
  Gunsen: A gunsen is an iron, or war, fan. Its main use is defensive,
  counting as a small shield. However, it can also be used to strike blows.
  Again, it is normally considered a weapon of emergency.
  Jitte: The jitte is primarily a defensive weapon. It is a tapered iron bar
  with a short hook projecting near the handle. It is not sharp. The jitte is
  used to block attacks and catch weapons. It can also be used to strike
  blows.
  Jo stick: The jo stick is a smaller version of the bo stick and is made of
  the same wood. It can be used with one hand and is often used in pairs.
  Kama: The kama is a straight-bladed sickle. It is a farmer's tool that can
  also be used as a weapon for great effect. Ninjas tend to use this weapon,
  since it can be carried without arousing great suspicion.
  Katana: The katana is a single-edged slightly curved sword ending in a
  chisel point. It evolved gradually from the normal sword and is noted for its
  superior construction and design. It is perhaps one of the finest types of
  swords made. Great care is taken in making the katana and the forging
  and construction of it is considered a rare and valuable art. The weapon-
  smith must labor long hours to achieve the correct temper of the blade.
  When correctly made, the blade is light, well-balanced, and combines
  great strength with flexibility and resilience. The quality of the metal and
  forging allows the blade to be ground to a razor-sharp edge. In addition,
  such blades are often beautifully decorated with etched designs, prayers
  or family lineages. Equal attention is also given to the hilt, guard, and
  scabbard of the weapon. Katanas often have individual names, reflecting
  deeds of glory in which it has been used.
  For the samurai character, the katana is more than just a sword, it is part
  of his honor and the honor of his family. It is his personal weapon, not to
  be used by others. To touch the scabbard of the sheathed katana is to
  insult the samurai. To draw the blade without permission is an insult. A sin-
  gle katana may have been in the same family for generations, becoming a
  treasured heirloom. To lose such a weapon is a shameful disgrace that
  can only be swept clean by the recovery of the weapon and the punish-
  ment of those who have taken it. Many samurai have given their lives to
  recover the family's weapon.
  The value of a katana can vary greatly, depending on the quality of
  workmanship and the history of the weapon. The price listed on the equip-
  ment list is for an average weapon. Others may be of greater or lesser
  price, depending on the quality and artistic workmanship of the weapon.
  Kau sin ke: This weapon is also called a "whipping chain." It is a length
  of four to six short iron bars connected by several links of chain. Its origins
  are in the agricultural flail. Used properly, it can be a deadly weapon, the
  iron bars able to wrap around shields to land crushing blows.
  Kawanaga: The kawanaga is both a tool and a weapon. It is a length of
  rope with a grappling hook at one end and a weight at the other. It can be
  used for climbing or as a weapon, by swinging the hook or the weight at
  the opponent. In addition, the rope can be used to entangle an opponent.
  This type of weapon is popular with ninjas since it has several uses and is
  easily concealed.
  Kiseru: The kiseru is a tobacco pipe made of metal. Its innocent
  appearance disguises its use as a clubbing weapon. It is popular with
  peasants and monks, because it is cheap and easy to make and does not
  appear as a dangerous weapon. It can also be used for smoking.
  Kumade: The kumade is a dual purpose tool. It is a long wooden shaft
  with a rake-head fitted at one end. It can be used for climbing by setting
  the rake prongs in a crack, ledge, or sill and climbing up the pole. It can
  also be used as a weapon. Since it has multiple uses and can be carried
  without arousing suspicion, it is a common item for ninjas to use.
  Kusari-gama: The kusari-gama is a development of the common kama
  (sickle), designed for more fighting purposes. It is a kama with a length of
  weighted chain attached to the butt end of the handle. It can be used in
  several ways. The user can attack with the kama in hand, he can club and
  entangle with the weighted chain, or he can whirl the kama at the end of
  the chain. This weapon is relatively easy to make and is favored by both
  peasants and ninjas.
  Kyoketsuogi: This weapon is a simple length of rope with a sharp
  hooked blade at one end and a heavy iron ring at the other. Its uses are
  very similar to a standard chain weapon. The rope can be swung to attack
  with the blade or weight, snapped around the feet or arms to entangle,
  thrown like a bola, or held while striking with the knife. Although the rope is
  far easier to cut or break than a chain, the weapon is often used by ninjas
  since it is almost silent when employed. It is easy to conceal and is often
  worn as a belt or under a sash.
  Lajatang: This rare and unusual weapon is most often found in the
  hands of a martial artist skilled in its use. It consists of a three to five foot
  shaft with a crescent blade fitted at each end. Some have smaller barbs
  projecting downward from the outer edges of the crescent. The weapon is
  held with two hands, much like a staff.
  Lasso: This weapon does no damage in game terms. A successful hit
  indicates the lasso has settled about the victim (if man-sized or smaller).
  The target is then entangled. If the target has an intelligence greater than
  2, and has some means of cutting the line, a saving throw versus poison is
  allowed. Success indicates the victim has freed himself. Mounted charac-
  ters without horsemanship proficiency are automatically dismounted,
  while characters with this proficiency must roll against their rating.
  Bipedal creatures on foot and no more than 50% of the weight of the lasso
  wielder are pulled off their feet 25% of the time. Several creatures com-
  bined on the rope can improve this chance (+ 20% for each additional
  creature pulling) and vice versa. The lasso can take 2 points of cutting
  damage and strength can be used to break the line on a successful bend
  bars roll. Only one such attempt is allowed per character.
  Man catcher: A man catcher is a two-pronged pole arm. Each prong is
  curved to encircle a humanoid creature of man-size. Creatures larger or
  smaller than human size by 50% or more are unaffected by this weapon.
  The man catcher has spikes and sharpened edges to both damage the
  opponent and prevent the use of hands and arms. Anyone caught in a
  man-catcher loses all shield and dexterity bonuses. Furthermore, the vic-
  tim can be pulled and pushed with it. This pushing and pulling will auto-
  matically cause 1-2 points of damage per round. There is a 25% chance
  for the victim to be pulled off his feet, either to a kneeling or prone position.
  Anyone caught in a man catcher can break out by making a successful
  bend bars roll. Repeated attempts can be made, but the character will
  take 1-4 points of damage unless heavy gloves or gauntlets are worn.
  Characters other than the one caught may rescue the victim by chopping
  through the haft (6 points of cutting damage is required).
  A common tactic with this weapon is to capture the victim and then jerk
  him off his feet or horse, pressing the pole down to pin his neck to the
  ground. In such a position, the captive is virtually helpless.
  Metsubishi: This small wooden device is used to blow a puff of powder
  in an opponent's face. It has a mouthpiece at one end, a chamber for hold-
  ing the powder, and a small tube at the other end. Blowing hard through
  the mouthpiece forces the powder out the tube, possibly in the face of the
  victim. The metsubishi does no damage, but can be used to blow irritating
  or blinding powders at the victim. The most common powders are pepper,
  ashes, and dust. If the to hit is successful, the victim must make a saving
  throw versus poison or be incapacitated for 1-6 rounds. It is often used by
  ninjas for distraction and escape and by city constables when attempting
  to capture a criminal.
  Nagimaki: A shortened version of the naginata, used by horsemen.
  Naginata: A lightweight but strong glaive. The shaft is six to eight feet in
  length and ends in a curved sword-like blade. It is used as a standard
  polearm. The naginata is often the preferred weapon of women.
  Needle: Although hardly an effective weapon, needles are occasionally
  carried by ninjas for distraction or surprise. They are carried in the mouth
  and fired by spitting or blowing (using the tongue as a blowpipe). Up to 20
  needles can be carried in the mouth. The needles can be fired singly or all
  at once. When fired singly, a normal to hit roll is made for each needle with
  46
  
  WEAPONS
  a successful hit doing one point of damage. When fired in bursts, the die
  equal to the number of needles fired is rolled to determine the damage.
  Thus, if all 20 needles were fired at once, 1d20 would be rolled to deter-
  mine the damage. Obviously, since the needles are carried in the mouth,
  they cannot be poisoned. Furthermore, the needles have very poor range
  and are almost never effective against any type of armor. However, they
  do have the advantage of surprise and distraction, since they are a hidden
  weapon. Needles are not usually considered a very honorable weapon.
  Nekode: This is another dual-purpose ninja tool. It is a pair of straps or
  gloves fitted with spikes in the palm. It's primary purpose is to assist in
  climbing, by jamming the spikes into cracks to give a better grip. When
  used this way, the nekode increases the climber's chance of success by
  5%. Alternatively, the nekode can also be used to claw an opponent for
  small amounts of damage. While wearing nekode, a character can still
  use other items without penalty. They are usually worn only when needed,
  since they easily identify the user as a ninja.
  Ninja-to: This is the ninja's standard sword. It is approximately the
  length of a short sword, making it easier to conceal on the body. Unlike the
  katana, the blade is straight and of lower quality. However, in keeping with
  the ninja's methods, the sword and scabbard have multiple uses. These
  will vary from ninja to ninja. Some include secret compartments in the hilt
  of the sword or tip of the scabbard for carrying powders, poisons, or dag-
  gers. The scabbard is normally longer than the sword and open at both
  ends, allowing it to be used as a blowpipe or breathing tube. Strong silk
  cord may be wrapped around the scabbard to be unwound for climbing.
  The scabbard is usually stiff and strong, allowing it to be used as the rung
  of a ladder. Other devices can be attached or hidden within this weapon as
  the DM allows.
  Nunchaku: This is a martial arts weapon, derived from the common
  agricultural flail. It consists of two lengths of hard wood or iron connected
  by a short chain or cord. It can be used to parry attacks, club an opponent,
  or catch weapons. It is easily concealed. Martial arts training is required to
  use this weapon effectively.
  Parang: The parang is a tool and a weapon. It is commonly found in the
  hands of primitive tribesmen, who use it for everything and are seldom
  found without it. The parang is a heavy-bladed machete capable of deliv-
  ering chopping blows of great force.
  Pellet bow: This weapon is almost identical in construction and use to a
  normal bow. However, instead of firing a normal arrow, it has a small sling
  in the bowstring for holding a small stone or pellet of clay or lead. The fir-
  ing style is different from that of a normal bow. The pellet can be fired with
  more force than a sling.
  Sai: The sai, or tjabang, is a martial arts weapon almost identical to the
  jitte. It is used in the same manner as the jitte. The only difference in the
  two is that the sai has two projecting tines instead of one.
  Sang kauw: This is a martial arts weapon that comes in two forms. The
  basic form is of a double-headed spear with a loop handle in the center
  with a dagger or crescent projecting from it. The weapon is used with one
  hand to parry and attack. Its other form is identical in appearance except
  that a small buckler is fitted in the center with the dagger blade projecting
  from it. When the second form is used, the character is considered to be
  using a small shield (for calculating armor class). In either form, the sang
  kauw requires great training to use effectively.
  Shaken: The shaken is similar to the shuriken (see below) and is used
  in the same way.
  Shakujo yari: This is a spear concealed with a sheath to look like a staff. It
  can be used as a bo stick when the sheath is in place. It is normally carried on
  secret missions or when the character desires to look defenseless.
  Shikomi-zue: This is a weapon often preferred by ninjas. It appears to
  be a bamboo or wooden staff about 6' in length. However, with a quick
  twist or press of a button, a spear head springs from one end. Thus, the
  shikomi-zue can either be used as a bo stick or a spear, doing the damage
  of either. Shikomi-zue can also be made to conceal other weapons such
  as chains, hooks, grenades, etc.
  Shuriken: The shuriken is a small throwing weapon. It comes in many
  sizes and shapes, the two most common being the star and the spike.
  Stars have three or more razor-edged points, ensuring that at least one
  will strike the victim when thrown. They come in a variety of sizes (here
  divided into large and small). Spikes are large pins, tapering to sharp
  points. Both are thrown by hand and have a limited range. Shuriken are
  easily concealed. They can be hidden in folds of clothing or tucked in
  sashes. Spikes can even be worn in the hair.
  Siangkam: This weapon hardly looks useful at all and can only be used
  effectively by a character trained in the proper martial arts style. The
  siangkam looks like a metal-shafted arrow with a small wooden handle
  replacing the feathers. It is normally used in pairs, one for each hand. The
  siangkam can be used to jab, thrust, slash, and parry. It cannot be thrown
  effectively, even though it has the appearance of an arrow.
  Sode garami: The sode garami, or sleeve entangler, is a highly special-
  ized weapon. It is used to catch and entangle an opponent without caus-
  ing great harm. It is normally made as a pole and crossbar set with a large
  number of spikes and hooks. On a successful hit, it hooks and catches the
  clothing of the opponent who is then allowed a saving throw versus paraly-
  zation to escape. If unsuccessful, the character is considered entangled.
  When used specifically to catch the opponent, the sode garami does no
  damage. However, forceful blows can also be struck with the weapon,
  resulting in the same effect and the damage listed. This weapon is often
  carried by palace guards or city constables.
  Tetsu-bishi: Tetsu-bishi are small caltrops, not melee or thrown weap-
  ons. The tetsu-bishi is a ball or four-sided diamond of spikes, designed so
  that no matter how it lands at least one spike is pointing upwards. They are
  used to stop or slow the movement of men and animals by making the
  ground extremely dangerous to walk on. Because of the way they are
  designed, they cannot be thrown at an opponent for any good effect.
  Rather, they are cast on the ground at the feet of an opponent when being
  pursued. They are greatly favored by ninjas since they can allow a quick
  and unpursued escape.
  When using tetsu-bishi, the character must state how many he will use
  and how much area he will cover. The base amount is 10 cast down in a 5
  foot by 5 foot area (25 square feet). Anyone entering the area must make a
  saving throw versus paralyzation. A successful save means the character
  has avoided stepping on any of the tetsu-bishi, an unsuccessful save indi-
  cates the character has stepped on one (suffering 1-4 points of damage)
  and must halt his movement. If half the amount of tetsu-bishi are used, the
  victim gains a + 4 on his saving throw. For every 5 greater than the base
  10 tetsu-bishi used, the victim's saving throw is reduced by -2 and the vic-
  tim suffers an additional + 1 in damage (up to + 6). If the victim is moving
  at greater than 112 his normal movement rate, he suffers a -2 on the saving
  throw. One check must be made for every 5 square foot section entered.
  However, characters who move cautiously (1/3 their normal movement
  rate) are not required to make any saving throws.
  If a character (or creature) steps on a tetsu-bishi, they must stop and
  remove it before continuing movement. This requires one round. In addi-
  tion the character must make a second saving throw vs. paralyzation to
  see if he is temporarily lamed. If the save is successful, the character can
  continue moving normally. If the save is failed, the character, due to pain
  and discomfort, can only move at 1 /3 his normal movement rate. This lasts
  for 24 hours or until the character is healed of the damage.
  Tetsubo: The tetsubo, or iron-shod rod, is the polearm version of the
  mace. It is a long wooden rod, wielded with two hands, the upper half of
  which is covered with studded iron strips. It is often used by travelers,
  since it can also serve as a walking stick.
  Three-piece rod: This martial arts weapon is another derivative of the
  agricultural flail. It is made of three two to three foot long pieces of hard
  wood connected by short sections of chain. In trained hands it can be
  used to strike an opponent, block his attack, and catch or break his
  weapon. In untrained hands it is virtually useless.
  47
  
  ARMOR
  TUi-fa: This is also known as the tonfa. It is a hardwood rod with a small
  handle sticking out off-center from the side. The entire length is about two
  to three feet. Originally the handle of a millstone, it is now a martial arts
  weapon. With it, the trained fighter can block, catch weapons, break
  weapons, and attack effectively. It is often used in lands where normal
  weapons are not allowed.
  Uchi-ne: This is a short, heavy javelin that looks like a miniature arrow.
  It can be thrown effectively for short distances or used for thrusting and
  jabbing. They are often carried by nobles when traveling.
  Wakizashi: This is a short sword, similar in design and construction to
  the katana. Like the katana, the wakizashi may be named for some past
  deed or event. It holds almost as important a place in the samurai's honor
  as his katana. Those rules and guidelines concerning the katana and its
  care also apply to the wakizashi when it is part of a matched set.
  The wakizashi and the katana are normally worn as a pair by samurai
  characters. This is known as daisho, or "long and short." Indeed, in many
  lands of Kara-Tur the two weapons are a sign of the samurai's status. Only
  samurai characters are allowed to wear them both. Should others disobey
  this law they can be subject to arrest or immediate execution for presum-
  ing a rank they have no right to hold.
  Whip: To inflict damage, the whip must strike exposed or lightly covered
  flesh. Heavy clothing, thick hair or fur will be of considerable protection
  until torn away by repeated lashing. Thick hide, such as that of an ele-
  phant or rhinoceros, will allow a slight sting at best, with no real damage
  inflicted. Heavily scaled or otherwise protected opponents will not even
  feel the lash of a whip, even with a weighted tip. However, the whip can
  also be used to entangle an opponent and is often more effective in this
  way than by actually causing damage.
  ARMOR
  In all places, in all lands, the need to protect oneself in battle has always
  arisen. For some it is a simple shield or a coat of woven fibers woven by a
  craftsman. For others, the armorer hammers out the plates of metal, fash-
  ioning them into gleaming suits of metal. Kara-Tur, too, has its artisans and
  armorers, toiling on the warrior's second skin.
  Geography and culture have made the armors of Kara-Tur much differ-
  ent from other lands. Kara-Tur is a warm continent — steaming jungles,
  humid forests, and blistering steppes. A man encased in metal could
  quickly die like a boiled lobster or, escaping that, slowly watch his trea-
  sured armor rust away to uselessness. Eventually rusted joints would
  lock, brittle hinge pins would shear away, unknown growths would
  weaken plates until there was little left but a decrepit shell.
  It is also a land of quickness and speed. The dashing riders of the
  steppes strike suddenly, the stealthy ninja slips nimbly and unseen
  through the enemy camp, the mounted samurai plunges from his fallen
  steed yet lands on his feet still ready to meet his foe, the whirling monk
  strikes rapidly while agilely avoiding the blows of his enemy. The speed of
  the warrior are prized above the massive power of his protection.
  The armor of Kara-Tur reflects these conditions and values. It is
  designed to resist the weather, allow great flexibility, remain lightweight,
  and be colorfully and artistically decorated. Thick metal armor such as
  field plate is seldom seen in Kara-Tur. Instead, the armorers make great
  use of leather, brigandine, mail, and lamellar constructions.
  By far, the most common types of armor in Kara-Tur are of cloth and
  leather. The ordinary foot soldier wears quilted layers of cotton or padded
  leathers. Higher ranking warriors may have suits of hardened leather
  scales or brigandine. Chainmail is often worn concealed under clothing or
  sewn in with rich silks and soft, dyed leathers. On rare occasions a noble
  may have armor built of metal bands. Solid iron and steel are reserved for
  helmets and critical areas of the body.
  In addition to these types, Kara-Tur has also developed the art of laced
  armors. These armors are elaborate and colorful, but painstakingly slow
  to make. In them, small metal plates are tied together by colored leather
  lacings, then carefully lacquered to seal them from moisture. Such pieces
  are more than armor, they are an art form. The lacings form rows of
  brightly colored patterns. Sections may be covered by delicately painted
  leathers. Edges are trimmed in red copper. Red silk cords tie each part
  down to elaborately sculpted bosses of copper, silver, or gold. Each piece
  becomes a work of art and complete sets are rare. They are just too
  expensive and time consuming to make.
  In the Oriental Adventures rules, all armor falls into one of two general
  groups—suits and pieces. A suit is a complete set of armor that provides
  overall protection to the wearer. The most common suits of armor are pad-
  ded, leather, studded leather, leather scale, chain mail and brigandine.
  Suits of metal scale mail, splint mail, banded mail and laced armor are
  rare. Plate mail, field plate, and full plate armor are virtually unknown.
  Pieces of armor are made of laced armor and come in a variety of shapes
  and colors. Each piece provides some amount of protection to the wearer.
  When a character is wearing a suit of armor, the type of armor deter-
  mines the armor class of the character. These armor classes are given in
  Table 52: Armor Class. When a character is wearing separate pieces of
  laced armor, the armor class is determined by the number and type of
  pieces worn. Each piece of armor improves the character's general armor
  class, since it provides more protection to the character than if it were not
  there. However, the protection provided is not equal to the type of materi-
  als used. A corselet of laced armor (which covers the chest, back, and
  shoulders) is armor class 7, equal to studded leather armor. Even though
  the laced armor is made of tightly woven metal plates, the character's legs
  and arms are still exposed. Therefore the average protection he receives
  is equal to the studded leathers.
  Table 52: ARMOR CLASS TABLE
  Type of Armor
  None
  Shield/kote
  Leather or padded armor
  Leather, padded armor, &
  shield/studded leather/
  leather scale/ring mail
  Studded leather, ring mail, leather
  scale & shield/hide/metal scale/
  brigandine
  Hide, metal scale, brigandine &
  shield/chain mail
  Chain mail & shield/splint mail/
  banded mail
  Splint or banded mail & shield/o-yori
  Armor Class Rating
  10
  9
  8
  7
  6
  5
  4
  3
  Although pieces of armor only cover certain areas, the players and DM
  do not need to know where each blow in a combat strikes. It is not neces-
  sary to know whether an opponent has been hit on his armor or not. The
  armor class rating averages the amount of exposed and unexposed area
  a character has, taking into account higher armor class of the exposed
  areas and the lower armor class of the unexposed areas. The DM should
  not allow his players to demand the location of each blow—this is unnec-
  essary and time consuming. Instead, the referee should use the averaged
  armor class values given. Only in rare cases (striking from behind, step-
  ping on a caltrop, striking at the only exposed part of an opponent) should
  the specific type of armor worn on an area be taken into account.
  To determine the armor class of a character who is wearing pieces of
  laced armor, consult Table 53: Individual Piece Armor Class.
  Table 53: INDIVIDUAL PIECE ARMOR CLASS
  Armor Piece
  Do-maru
  Haidate
  Hara-ate *
  Hara-ate-gawa *
  Haramaki
  Haramaki-do
  Kote
  Sode
  Suneate
  Armor Class Steps
  2
  1
  2
  1
  1
  2
  1
  1
  1
  * The armor does not cover the backside at all. Attacks from behind are
  treated as against armor class 10.
  Armor Class Steps refers to the amount of improvement from AC 10
  the particular piece provides. A character wearing only kote would have
  an armor class of 9, while a character wearing kote, do-maru and haidate
  48
  
  ARMOR
  would have an armor class of 6.
  In addition to the pieces listed above, a full suit of laced armor includes
  a number of smaller pieces to protect specific areas. The uses of these
  pieces are so specialized that they do not afford the character any degree
  of general protection when worn alone. Thus, a full suit of laced armor (o-
  yoroi) has a lower armor class than the individual pieces combined.
  Each piece of armor covers a particular area or areas of the body and
  only one piece can be worn on any area. A character could wear kote,
  haidate, haramaki-do, and sode at the same time, but could not wear a do-
  maru and a haramaki-do together, since each covers the same area. Like-
  wise, armor pieces, since they are carefully fitted and fastened, cannot be
  worn with suits of armor.
  Armor Descriptions
  Table 54: TYPES OF ARMOR AND ENCUMBRANCE
  Armor Type
  Rwtod
  HfiKjiteklfr
  P^hain
  Do-maru
  Haidate
  Hara-ate
  IfcleramaW
  [Naramaki-do
  Hide
  Kote
  Leather
  ID-yon
  f 
  (great armor)
  pPaddad
  Ring
  Scale, leather
  Scale, metal
  Uftield. large
  j$bWd, medium
  k&ode.pair
  Splinted
  Studded
  Sune-ate
  Bulk
  :.•: W«*.«;
  . 
  fton-
  taMy
  fairly
  fairly
  non-
  notr
  von-
  teiriy
  fairly
  non-
  non-
  bulky
  fairly
  fairly
  fairly
  fairly
  bulky
  fairly
  non-
  bulky
  fairly
  non-
  Base
  Weight
  • - ^9S# +. „.
  3#.
  30# +
  20#
  10#
  10#
  I I U
  lVT
  t5#
  20#
  25#
  15#
  40#
  10*
  25#
  20#
  40#
  10#
  5#
  3#
  40#
  20#
  5#
  Base
  Movement
  _,- 9*
  —
  9'
  9"
  —
  9"
  1 9 *
  12*
  9*
  9"
  —
  12"
  e*
  9"
  9"
  9"
  6"
  —
  —
  —
  6"
  9"
  Buckler: A buckler is a small shield, easily strapped to the arm close to
  the fist. It can be worn while still using a weapon in the same hand. Due to
  its small size, it is considered a small shield for armor purposes. Bucklers
  are commonly used by the horse nomads of Kara-Tur.
  Chain: Chain mail is formed from rings of metal woven or pinned
  together. It can be easily tailored to almost any shape. In the lands of Kara-
  Tur it is put to many uses. Horse nomads sometimes wear helmets and
  vests of chain mail. It is used to make kote. Chain mail suits are used by
  ninja and nobles both. Worn under clothing it is difficult to detect.
  Do-maru: The do-maru is a corselet, or armor, covering the stomach,
  chest, shoulders, and back of a character. Small tassets hang down over
  the waist and upper part of the leg. These can overlap the haidate. The do-
  maru can be very plain or elaborate in construction. It is normally made of
  lamellar (laced) armor.
  Haidate: The haidate is an apron of laced armor that protects the thighs
  and knees of the character. It is fashioned into large plates that hang
  loosely down in front and at the sides. It is worn around the waist. The
  smaller plates of the do-maru or the hara-ate overlap the haidate slightly.
  Hanburi: This is a helmet of simple construction. It is normally made of
  hardened leather or light metal plates. It fits the head snugly. Some only
  cover the crown and forehead. Others cover the entire head and protect
  the ears. They are designed to be small, lightweight, and collapsible. They
  are cheaply made and are undecorated, often worn by common soldiers.
  Hara-ate: The hara-ate is a suit of armor designed to protect the front of
  the body. It has a breastplate and thigh protectors made from laced armor.
  It is open in the back and attacks from the rear are treated as armor class
  10.
  Hara-ate-gawa: This is a simple leather corselet, armor for the stom-
  ach, chest, and back. It is cheap to make and is normally worn by common
  foot soldiers.
  Haramaki: The haramaki, or belly protector, is a lightweight piece of
  armor made from silk and chain mail or small metal plates. It is not bulky
  and can be easily worn under clothing. It protects the stomach, chest, and
  back of the character.
  Haramaki-do: This piece of armor is similar in construction and design
  to the haramaki. However, it cannot be concealed under clothing.
  Hide: Hide armor is different from normal leather armor, in that it is
  made of the hide of particularly thick-skinned creatures — elephant and
  rhinoceros hide being the most common. This gives better protection than
  normal leather.
  Horo: This is an unusual, yet simple protection that is sometimes worn
  by mounted warriors. It is simply several long strips of cloth sewn together.
  One end is tied at the neck and the other near the waist. When riding, the
  cloth fills with wind and balloons out behind the rider. When used in this
  method, it is only effective when the wearer is riding. Alternatively, a
  wicker skeleton can be worn underneath the horo, allowing it to work at all
  times. The horo improves the wearer's armor class by 1 against missile
  weapons shot at the back of the character only. It has no other protective
  use. The horo is usually brightly colored and decorated with the crest of
  the owner. This helps identify the rider by his family and lets all know that
  he is more than just a common soldier.
  Kabuto: This is the great helmet often worn with the o-yoroi. The bowl
  of the helmet is made of strips of iron riveted together. There is normally a
  small opening at the top of the head where the plates meet. Mounted on
  the back and sides of the helmet is a flowing neckguard which normally
  curves outward in two wings at the front. Elaborate crests are normally
  mounted on the front part of the helmet. Common crests are horns, ant-
  lers, leaping fish, and halfmoons. The whole affair is held on by red sild
  cords.
  The kabuto is one of the most visible parts of the warrior's armor wher
  on the battlefield. It is often quite fancifully decorated and fantastically
  shaped. Unusual forms include ones shaped like demonic faces, sea
  shells, fists holding thunderbolts, tall cones, fish, or wild animals. Some
  are covered with human hair or furs. The helmet bowl is often decoratec
  with silver, copper, and gold while the neckguard is brightly laced on the
  outside and covered with dyed or painted leathers on the inside.
  The kabuto gives armor class 3 to the head of the wearer.
  Kote: The kote is a pair of armored sleeves connected by a band o
  leather or cloth across the shoulders. The sleeves extend from the shoul
  ders to the backs of the hands. They are normally made of mail and somi
  have small metal plates sewn into them. They range from very plain ti
  highly decorative in style. Kote can be worn inconspicuously under robe:
  and in combinations with other pieces of armor.
  Jingasa: The jingasa is simply an iron version of the peasant's roum
  straw hat. It is worn by common soldiers. It has no guards for the ears
  cheeks, or back of the neck. However, it is popular since it also serves as;
  cooking pot when on campaign.
  O-yoroi: The o-yoroi is a complete suit of laced armor. It includes kote
  do-maru, sode, haidate, kabuto, and sune-ate. In addition, it has a numbe
  of smaller pieces including the mempo (face mask), nodawa (neck guard;
  wakibiki (armpit guards), sendan-no-ita and hato-wo-no-ita (guards for th
  front of the armpit). The o-yoroi is made as a matched set, the colors an
  patterns complimenting each other. This also improves the fit of the armo
  giving the o-yoroi a better armor class than a collection of unmatche
  pieces.
  Since o-yoroi are expensive and highly decorative, they are often wor
  for ceremonial occasions or major battles, but are seldom used in even
  day situations.
  Sode: This piece covers the shoulder of the wearer. It is square or rei
  tangular in shape and is normally about one foot square. It is fastened b
  cords to the other pieces of armor, particularly the corselet. For this ret
  son, the sode can never be worn without the do-maru, hara-ate, haramal<
  or haramaki-do. In battle a piece of cloth (sode jiruchi) is sometimes tie
  over the sode. This cloth is dyed or painted with a badge identifying th
  wearer.
  Scale: There are two types of scale armor in common use — leathi
  scale and metal scale. Leather scale is worn by common soldiers ar
  horsemen. It is made of thick sections of hardened leather sewn to cloth i
  another piece of leather. Each piece overlaps the others around it. Met
  scale armor is made in the same manner, but is far less common. It is mo
  often worn by wealthier or more important warriors.
  Shields: Depending on the area of Kara-Tur, shields may or may not t
  commonly used. Indeed, in some lands shields are never used at all! Hot
  ever, nearly all shields are of lighter construction than those used in oth
  49
  
  ARMOR
  AD&D® game lands. Typical materials include woven bamboo and wicker,
  stretched and hardened leather, and thick layers of coconut fiber or hemp.
  Metal-edged wooden shields are extremely rare.
  Sune-ate: The sune-ate is a shin guard, extending from the top of the
  ankle to the bottom of the knee. It is normally made of splints of metal
  attached to leather padding and wrapped around the shin and tied into
  place. It protects against crippling blows made to the lower leg.
  When several pieces of armor are worn, the movement rate drops to the
  next lower category, although it never falls below that of the o-yoroi.
  Miscellaneous Equipment:
  Grenades: Grenades are a common piece of equipment used by
  ninjas. They are not grenades in the modern sense—they do not burst
  with explosive force. Instead, they are carefully blown-out eggshells filled
  with a variety of powders (hollowed out nutshells and paper packets are
  also used). They are used to blind opponents and create distractions.
  To use a grenade, the character must make a normal to hit roll, using the
  rules on grenade-like missiles to determine the effects of a miss. There
  are no modifiers for armor, since the contents burst in a small cloud upon
  impact. Pepper-filled grenades only affect a single target. The victim must
  make a successful saving throw versus poison or be incapacitated for 1-6
  rounds due to choking and sneezing. Dust filled grenades work the same
  way, except that the victim will be blinded for 1-6 rounds. Flash powder
  grenades must be thrown onto a fire source where they explode in a bril-
  liant flare of light. All those looking at the light are automatically blinded for
  1-3 rounds. Characters who may or may not be looking at the light are
  allowed a saving throw versus petrification. A successful save indicates
  the character was not affected by the flash, an unsuccessful save has the
  effect noted above.
  Poison smoke grenades must also be cast onto a fire source to work.
  When done, the grenade will burst in a cloud of vile, stinking smoke. Each
  round the smoke will fill a five foot by five foot area. All within the area must
  make a successful saving throw versus poison or be blinded and incapaci-
  tated by the foul, acidic stench. In addition, all characters within the
  smoke will suffer 1-2 hp of damage each round. Each grenade contains
  enough powder to fill a 10 foot by 10 foot area. The smoke will remain for
  one turn or until the wind blows it away.
  Eggshell grenades are fragile and must be carefully packed to avoid
  breakage. If a character carrying these items falls 10 feet or more (and suf-
  fers damage), a saving throw versus crushing blow must be made for each
  grenade carried.
  Barding
  Like shields, the use of barding varies from land to land in Kara-Tur.
  Even in lands where it is used, barding is seldom as heavy or complete as
  that used in gajin lands. Unfavorable weather and the need for swift move-
  ment generally limits the use of armor.
  Barding is made of several different materials and comes in two differ-
  ent sizes, half and full. Half barding covers the head, neck, and forequar-
  ters of the horse while full barding covers the entire body. Half barding is
  more frequently used than full barding.
  The most common material for barding is quilted and padded cotton.
  Other bardings used (in a general descending order) are leather, leather
  scale, brigandine, metal scale, and chain mail. Plate barding is never
  used. As a rule, barding is only used on the mounts of important nobles,
  generals, and shock troops.
  Table 55: BARDED WARHORSE BASE MOVEMENT RATES
  Warhorse
  Light
  Medium
  Heavy
  Elephant
  Padded/
  Leather
  21 724"
  17718"
  15715"
  12"
  Metal
  Scale
  15721"
  15717"
  14715"
  Chain
  X/15"
  12715
  13715
  Tumber before the slash is for full barding, the number after the slash is
  for half-barding. An X indicates the barding is heavier than the horse can
  bear.
  Barding affects the armor class of the creature as follows:
  Leather or Padded: adds 1 factor to the AC, weighs 160#
  Metal Scale: adds 2 factors to the AC, weighs 250#
  Chain: adds 3 factors to the AC, weighs 350#
  Half barding weighs half the amount of full barding and increases the
  AC for frontal attacks only. Attacks from the rear do not gain the AC bonus.
  The warhorse must be able to carry the weight of the barding, in addi-
  tion to that of the rider and any equipment. The barded warhorse's move-
  ment rate is reduced as follows:
  50
  
  PROFICIENCIES
  The concept of proficiencies is expanded in the Oriental AD&D® game
  to include training in painting, poetry, singing, calligraphy, horsemanship,
  and other artistic and practical areas besides weapons and fighting.
  These artistic and peaceful skills are as important to a character as his
  ability to fight, since the society of Oriental Adventures emphasizes the
  character's creative talents almost as much as his combat prowess.
  All characters receive a number of proficiency slots at 1st level.
  Depending on the character's class, some or all of these can be filled with
  weapon training. Any that aren't devoted to weapons can be filled with
  other skills until the character has used all his available slots. The charac-
  ter is not required to fill all his proficiency slots; those not filled can be
  saved and used at a later time. Once a proficiency has been selected it
  cannot be changed for any reason. The number of proficiencies allotted to
  each character class, the number gained per level, and the penalty for
  using a weapon without the appropriate proficiency are listed on Table 56:
  Character Proficiencies.
  Table 56: CHARACTER PROFICIENCIES
  Class of
  Character
  Samurai
  Shukenja
  Sohei
  Kensai
  0. Barbarian
  Bushi
  WuJen
  Ninja
  Initial #
  of Prof.
  5
  6
  4
  3
  9
  4
  6
  2
  Add
  Proficiency
  per Level
  1/1
  1/2
  1/3
  1/2
  1/3
  1/2
  1/2
  1/3
  Non-proficiency
  Weapon
  Penalty
  -2
  -4
  -2
  -3
  -2
  -2
  -5
  -4
  Initial Number of Proficiencies shows the number of proficiencies the
  character has at 1st level. The number after the slash lists the total num-
  ber of proficiencies available.
  Add Proficiency per Level lists the number of experience levels that
  must be earned to gain one additional proficiency. Thus, 1/4 indicates the
  character must have four levels to earn an additional proficiency (1 st level
  is included when counting levels). The notation 1/1 indicates the charac-
  ter gains a proficiency each time he advances in level.
  Weapon Non-Proficiency Penalty lists the minus that is applied to the
  character's chance to hit when using a weapon he is not proficient in.
  Ninja characters can only use their proficiencies for ninja weapons. The
  Non-Proficiency Penalty applies only when using ninja weapons. For all
  other weapons, the other character class penalty is used.
  Weapon Proficiencies and
  Weapon Specialization
  A character can select a weapon proficiency in any weapon that is
  allowed to his character class. This is noted on the character's sheet.
  Each weapon proficiency costs one proficiency slot from those the char-
  acter has available. Unarmed combat cannot be taken as a weapon profi-
  ciency, unless the character is studying under a master. In addition, only
  samurai and bushi can choose to use weapon specialization.
  Weapon specialization represents the character's choice to practice
  and discipline himself in the use of a single weapon. This dedication is not
  as a fierce as a kensai's, hence the character does not gain the abilities of
  a kensai, but the character can learn the use of other weapons with
  greater ease than a kensai character. Weapon specialization in any melee
  weapon or crossbow counts as two proficiency slots, while specialization
  in any other missile weapon counts as three proficiency slots. The bushi
  can choose any one weapon to specialize in. The selection must be made
  as soon as the character is created (except for samurai). Only the samurai
  can specialize in two weapons at once—the katana and the bow. The
  samurai can only specialize in these weapons. The samurai must special-
  ize in the katana as soon as the character is created. However, he can
  choose to delay specialization in the bow for a later time.
  When specializing with a melee weapon, the weapon must be a specific
  type, not a general class of weapons. A character can choose to special-
  ize in the katana, but could not claim specialization in all swords, for
  example. The character is + 1 on to hit rolls and + 2 on damage rolls when
  using the specialized weapon. The character has also learned the art of
  iaijutsu (fast draw) with the specialized weapon and receives the benefits
  explained under that proficiency. In addition, the character can make
  extra multiple attacks with his specialized weapon beyond those given on
  the Multiple Attacks Table. The character is able to utilize the next higher
  rank on the Multiple Attack Table when fighting with his specialized
  weapon. Thus, a first-level samurai would be able to make 3/2 attacks per
  round when fighting with his specialized weapon. At fifth level, the same
  character would be able to make 2 attacks per round with his specialized
  weapon.
  Once the character advances beyond 1st level, the character can
  spend an additional proficiency slot to double specialize in his weapon.
  This increases the character's bonuses to + 3 on to hit and damage.
  When specializing in the bow, the character gains the range category
  "point blank" in addition to the normal short, medium, and long ranges.
  Point blank has a range from 5 to 30 feet. The character is + 2 to hit and
  damage at any target in this range and the base damage done is automati-
  cally doubled. However, bonuses to damage for strength and magic (if
  applicable) are not doubled; they are added to the final total. At short
  range, the character is + 1 on his to hit rolls; at medium range and longer
  the character has no special bonus to hit. At all ranges beyond point blank
  there are no bonuses to damage. In addition, a bow specialist who begins
  the round with his arrow ready (nocked, drawn, and aimed on a target) can
  automatically fire before any initiative check is made. At higher levels the
  bow specialist gains additional attacks with his weapon that are not nor-
  mally available to any other character. These are listed on the Missile
  Weapon Specialization Table.
  When specializing with a crossbow, the character has a point blank
  range of 5 to 60 feet. Within this range, the crossbow specialist receives
  the same benefits as a bow specialist. At short range, the crossbow spe-
  cialist is + 1 on to hit and damage rolls. At medium range, the crossbow
  specialist is + 1 on his chances to hit. The crossbow specialist receives
  the same benefit as the bow specialist for having his weapon ready at the
  start of the round. In addition, depending on the type of crossbow, the
  character gains multiple attacks per round not available to other charac-
  ters.
  When specializing in other missile weapons, the character gains a + 1
  on to hit rolls and a + 2 on damage. In addition, the character gains
  increased rates of fire as he improves in level. These are listed on Table
  57.
  Table 57: MISSILE WEAPON SPECIALIZATIONS
  Number of Attacks Per Round With:
  Level of
  Specialist
  1-6
  7-12
  13 8, up
  Bow
  2/1
  3/1
  4/1
  Light
  Crossbow
  1/1
  3/2
  2/1
  Pellet
  Bow&
  Heavy
  Crossbow
  1/2
  1/1
  3/2
  Lasso &
  Staff
  Sling
  1/1
  3/2
  2/1
  Large
  Shuriken,
  Thrown
  Dagger
  3/1
  4/1
  5/1
  Dart and
  Small
  Shuriken
  4/1
  5/1
  6/1
  Other
  3/2
  2/1
  5/2
  51
  
  NON-WEAPON PROFICIENCIES
  Weapons not permitted to a character of a certain class may be picked
  up and used, but the non-proficiency penalty for that class always applies
  (the worst penalty in the case of split class characters) and such disal-
  lowed weapons cannot be kept and carried by the character for use later.
  Characters under 5 feet in height cannot effectively use any weapon over
  12 feet in length. Characters under 4 feet in height cannot use the daikyu
  (great bow). Characters of less than 100 pounds body weight cannot use a
  heavy crossbow, any weapon weighing more than 200 gp, or a two-
  handed sword. These prohibitions override the stipulation in the preced-
  ing note; the non-proficiency penalty is immaterial, since these weapons
  cannot be wielded at all.
  NON-WEAPON PROFICIENCIES
  In addition to weapons, characters can learn proficiencies in various
  peaceful arts. Characters will find this knowledge useful. It is customarily
  expected that characters are more than warriors, priests, or magicians. To
  be complete, they must also be well-versed in artistic skills. For the well-
  bred, contests in poetry, painting, or other arts is a popular and frequent
  event. Winners of these contests gain honor (and experience) while losers
  risk humiliation and loss of favor. Players are well advised to see that their
  character is adept at many different skills beyond those of his immediate
  profession.
  Peaceful skills are divided into the categories of Common, Artisan,
  Court, and Barbarian Proficiencies. Only barbarian characters can learn
  barbarian proficiencies. The other categories are given to determine the
  type of environment the character must be in to learn the proficiency. The
  categories also assist the DM when determining proficiencies for NPCs.
  Thus, a common peasant would know proficiencies from the Common list,
  while a noble would know those from the Court list.
  There are no required times of study for the peaceful proficiencies. The
  time a character spends on an adventure does not cover every minute of
  his life. There are normally gaps between adventures and even odd hours
  unoccupied during the course of an adventure. It is assumed that during
  these times the character is involved in some type of activity. It may be
  practice with a weapon or it may be the refinement of another proficiency.
  In any case, these unrecorded moments present sufficient time for the
  character to learn and develop. The only requirements for learning a profi-
  ciency are that the character have the necessary tools at hand and, when
  first learning the skill, be in an environment where he can receive training
  and guidance from those skilled in the art. To learn to write effective
  poetry, a character would have to have been in a court or noble setting,
  where the arts of poetry are practiced regularly. There he would be able to
  compare his works to those of masters and receive guidance in proper
  structures, imagery, subjects, and the like. To learn weapon-smithing, the
  character would have to live among craftsmen learned in the skill, benefit-
  ing from their knowledge and skill. The amount of contact the character
  must have with these masters is purposely left undecided.
  Weapon proficiencies automatically increase in skill as the character
  advances in level. This is built into the combat tables of the character. This
  is not the case with peaceful proficiencies. All peaceful proficiencies have
  a base number for success, listed under the description of the proficiency.
  This number is identical to the to hit roll of combat—this number or greater
  must be rolled on 1d20 to successfully use the proficiency. This number
  never improves simply because the character improves in level. However,
  the character can choose to improve his skill in a peaceful proficiency by
  spending additional proficiency slots on the skill, once the character
  advances to second level or beyond. Each additional slot spent on the pro-
  ficiency adds +1 to the character's die roll when using the proficiency.
  There is no limit to the number of proficiency slots that can be spent on a
  single peaceful proficiency, although the chance of success after all modi-
  fiers can never be less than a 3 on 1d20.
  Finally, the character may obtain magical items that increase a peaceful
  proficiency. These items are only useful if the character already knows
  that proficiency. If he does, the magical item improves the character's abil-
  ity in that proficiency according to the description of the item.
  For example, the samurai Torimatsu Akimori decides to learn the
  peaceful proficiency of calligraphy. This is a Court Proficiency and is thus
  available to Akimori, since he is a samurai character. At first level he
  spends the required two proficiency slots to gain calligraphy. The base
  chance of success with calligraphy is 17. At third level, Akimori decides to
  increase his calligraphy skill and spends an additional proficiency slot.
  This makes his chance of success 16 (since he is now + 1 on the die roll).
  At fourth level, in preparation for a major court contest, he decides to
  improve it again, spending two proficiency slots. His chance of success is
  now 14, as he is now + 3 on the die roll.
  Optional Peaceful Proficiency Bonuses
  If the DM desires, he can award one-time bonuses to a character's profi-
  ciency in a peaceful skill based on the actions of the player, not the charac-
  ter. If the player can provide an example of the skill (a piece of Chinese or
  Japanese poetry) that fits the situation, the DM can chose to award a
  bonus of +1. If the player can actually perform the skill (write a haiku,
  etc.), the DM can allow a bonus of + 2. This is strictly an optional rule. DMs
  and players who wish to use this must find their own information about the
  styles and forms of various peaceful arts used in the Orient.
  Success and Failure
  For the majority of peaceful proficiencies, there is no clear-cut success
  or failure. Once a character knows a peaceful proficiency, it is assumed
  that he can use that proficiency correctly, no matter what his die roll may
  be. Once a character learns agriculture, he knows how to raise plants and
  does not check to see if he remembers correctly how to farm each time he
  does so. Likewise, a carpenter does not fail to build a house simply
  because the die roll was bad. He still manages to build the house. In nor-
  mal cases, the die roll for success and failure is not even required. How-
  ever, there are times when the quality of the work done is as important as
  getting the work done. In these cases, the die is rolled and compared to
  the character's base chance of success. If the die roll is equal to or higher
  than the base chance of success, the character has done superior work. If
  the die roll is lower, the work is of average quality (or below average on an
  exceptionally bad die roll). Thus the farmer may have an exceptionally
  good harvest, an average harvest, or a poor harvest. The carpenter may
  build a particularly beautiful and well-designed house or one that is drafty
  and leaks badly. In these cases and others, the chance of success deter-
  mines the overall quality of the work.
  In some proficiencies, such as weapon-smith or armorer, there is a
  clear-cut success or failure. The character's effort may be botched badly,
  making the item unusable for its purpose. Peaceful proficiencies where a
  die roll must always be made are noted on the Proficiency Tables.
  Contests
  Contests in peaceful proficiencies are a regular feature of life in the
  world described in Oriental Adventures. They are tests of skill in the non-
  combat arts characters are expected to know. Victors of such contests
  gain honor and experience for their skill, while those defeated lose honor.
  The outcome of contests can greatly affect a character's social position.
  Formal contests occur most often at the court or noble households.
  These are announced in advance, giving all the participants time to pre-
  pare. Often a specific subject matter is chosen, in which case the partici-
  pants bring a finished work on that subject. Sometimes, no subject is
  given and the contest is a test of the improvisational abilities of the partici-
  pants. Characters are not required to attend, but those seeking the favor
  of their lord or some type of political position seldom miss a chance to
  appear at court. Indeed, those who do not attend suffer a small loss of
  honor. Of course, circumstances can make attendance impossible and
  therefore may prevent a loss of honor.
  Contests can also be impromptu events that occur whenever a group of
  nobles gather. For example, characters who gather to watch a particularly
  beautiful moonrise may suddenly be asked by their host to compose a
  poem about the event. This would be considered a contest, although
  since it is informal, the gains and losses of honor are less than for a formal
  affair. Characters will find they need to be prepared for any event.
  To determine the victor of a contest, each character involved rolls 1d20
  and compares the result to his chance of success. If the die roll is failure,
  the character is out of the contest (and has lost). This is repeated until
  there is only one remaining contestant, who is declared the winner. If all
  entrants fail the first die roll, the contest is deemed to be inauspicious (per-
  haps being held on an unlucky day, etc.) and there is no winner. In this
  case, no honor bonuses or penalties are awarded to any character. The
  exact amount of honor and experience gained for a contest is detailed
  under these sections.
  The experience gained for winning an informal contest is 50 times the
  host's level; the experience is 100 times the host's level for winning a for-
  mal contest.
  52
  
  ARTISAN PROFICIENCIES
  Proficiency Tables
  In Tables 58-61, Proficiency slots required lists the number of profi-
  ciency slots that must be used to initially gain that proficiency. Thereafter,
  increasing a character's skill in a given proficiency requires only one profi-
  ciency slot, regardless of the number required to initially gain the profi-
  ciency.
  Artisan Proficiencies
  Table 58: ARTISAN PROFICIENCIES
  Proficiency
  Proficiency slots 
  Base chance of
  Brewer
  Carpenter
  Civil engineer
  Navigator *
  Paper-maker
  Potter
  SjHunstress/taNor
  Stonemason
  Tanner/Leatherworker
  Weaponsmith *
  Weaver
  required
  2
  • 1
  1
  1
  1
  2
  2
  2
  1
  1
  1
  1
  1
  1
  1
  1
  3
  1
  success
  IB
  t*1
  15
  16
  15
  18
  17
  18
  14
  12
  18
  16
  17
  19
  16
  15
  17
  15
  * Further explanation of this proficiency is given in the text. The use and
  function of other proficiencies is self-explanatory.
  a This proficiency requires a die roll to determine success.
  Armorer: The character can make all types of armor presented in the
  Oriental Adventures rules. Armor from the other AD&D® game rulebooks
  can only be made if the character has a piece to copy from, and then is
  done with a -2 on the die roll. In addition, on a modified die roll of 25 or
  more, the character has made "armor of quality" (as explained in the
  Treasure section under Armor and Shields). When making armor, the die
  roll for success is made at the end of the normal construction time. If
  armor of quality is indicated, the character must spend additional time
  equal to the normal construction time of the item to complete the job.
  Construction of armor is equal to two weeks for every step of armor
  class rating below 10. Thus, a shield would require two weeks of work,
  while a o-yoroi armor would require 14 weeks. Normal helmets require
  one week of work and elaborate helms (with heraldic crests, etc.) require
  one month of work.
  If the die roll is a failure, but within 4 of the number needed for success,
  the character has made usable but flawed armor. Such armor is one armor
  class worse than desired, although it looks like armor of the class it was
  intended to be. In addition, any time the wearer is hit on an unmodified 19
  or 20, some crucial piece of the armor is broken. The character's armor
  class immediately worsens by 4 steps (although never worse than 10) and
  the now-broken armor hampers his movements, giving him a -4 on all
  chances to hit until he manages to get it removed.
  Bowyer: The character can make bows and arrows of the types given in
  the Oriental Adventures rules, although a weaponsmith must fashion the
  actual arrowheads. The construction time for a bow is two weeks, while
  one arrow takes two days. At the end of this time, a die roll is made for suc-
  cess. A modified 25 or greater indicates a weapon of quality and another
  two weeks or two days must be spent to finish the job. When making
  arrows, a failed die roll indicates the arrow is unusable. However, when
  making a bow, a failed die roll that is within 4 of the normal chance of suc-
  cess indicates that a flawed bow has been made. Such bows break when
  used anytime the character gets a to hit roll of 5 or less. Broken bows are
  unusable.
  Herbalist: Those with herbalist knowledge can prepare non-magical
  potions, poultices, powders, balms, and ointments for medicinal and sup-
  posed medicinal uses. In addition, they can prepare certain natural plant
  poisons. The DM must decide if any given compound is within the realm of
  the herbalist's knowledge.
  Navigator: The character has learned the art of navigating by the stars,
  studying currents and watching for tell-tale signs of land, reefs, and hid-
  den danger. This is not a particularly effective skill on land. At sea, a suc-
  cessful die roll by the navigator reduces the chance of getting lost by 20%.
  Weaponsmith: A weaponsmith can fashion any weapon (other than
  bows and finished arrows) found in Oriental Adventures. In addition, he
  can construct weapons from the other AD&D® game books if given a copy
  to work from. The amount of time required to fashion any weapon but the
  katana is two days per weapon. The fashioning of a katana requires one
  month. At the end of the time period, 1 d20 is rolled to check the success. If
  the modified die roll is 25 or greater, the character has fashioned a
  weapon of quality as explained in the Treasure section. In such a case, an
  additional two weeks must be spent finishing a normal weapon. In the
  case of a katana, two additional months must be spent. At the end of this
  time, the finished katana must be taken to a temple and named by the
  priests there. When this is done, the katana is finished.
  If the die roll is a failure, but within 4 of the number needed for success,
  the weapon is flawed. Flawed weapons have the same effect as flawed
  bows explained under Bowyer above.
  Barbarian Proficiencies
  table 59: BARBARIAN PROFICIENCIES
  Proficiency
  Chanting
  Fire bunding *
  Running*
  Signaling *
  Snare building *
  Sound imitation
  Survival'
  Tracking*
  Proficiency slots
  required
  1
  1
  1
  1
  1
  2
  2
  3
  Base Chance of
  success
  15
  8
  16
  12
  14
  16
  15
  17
  a
  * Further explanation of this proficiency is given in the text. The use and
  function of other proficiencies is self-explanatory.
  a This proficiency requires a die roll to determine success.
  Fire Building: On a successful die roll, the character can start a fire,
  given a few pieces of dry wood and some tinder. The process takes 30
  minutes.
  Running: The barbarian can move at twice his normal movement rate
  for an entire day, at the end of which he must sleep for eight hours. After
  the end of the first day's movement, the character must make a die roll for
  success. If the die roll is passed, the character can continue his running
  movement the next day. If the die roll is failure, the character must sleep
  for eight hours and cannot use his running ability the next day. If involved
  in a combat during the day spent running, he suffers a -1 on his to hit rolls.
  Signaling: The character can use the method of long-distance signal-
  ing commonly used by his tribe (drums, mirrors, smoke, etc.) and under-
  stands the import of the various messages. This is essentially another
  language, although the messages are simple and limited to war, etc. A
  successful roll indicates the message was received and understood.
  Snare building: This allows the character to prepare deadfalls, rope
  snares, pit traps, and the like for creatures up to large and even very large
  sizes.
  Sound imitation: The character can mimic various creatures of his
  native land—bird calls, seal barks, and other natural animal sounds.
  These can be used for signaling, distraction, etc. A successful roll indi-
  cates the imitation is good enough to fool other animals and those skilled
  in sound imitation.
  Survival: The barbarian is skilled at finding food, shelter, and water in
  the territories of his homeland and other areas of similar terrain. The bar-
  barian is always able to find enough for his own needs. A successful roll
  indicates the barbarian has done well enough to provide for others in his
  party. The food found is not large game (which comes under hunting) but
  berries, bark, roots, grubs, small animals, etc.
  Tracking: The character is an accomplished tracker. Conditions modify
  the base chance of success as follows:
  53
  
  COMMON PROFICIENCIES
  Terrain: (only one condition applies)
  Soft or muddy ground
  Occasional signs of passage
  Normal earth
  Hard rocky ground, water
  + 4
  + 2
  0
  -10
  Well-thought out efforts to hide the trail reduces the terrain category to
  the next worst class. If already at -10 the attempt to track automatically
  fails.
  Other Modifiers: (use if they apply)
  For each two creatures in the group
  tracked beyond the first 
  +1
  For every 12 hours since the trail
  was made 
  -1
  For every hour of rain (or snow) 
  -5
  Poor illumination (moonlight, etc.) 
  -6
  The tracker moves at the following movement rates when tracking:
  Chance to Track
  1-6
  7-14
  14 or greater
  Movement Rate
  1/4 normal
  1/2 normal
  3/4 normal
  In addition, the tracker can identify the creature that made the trail and
  the direction of movement, if he is familiar with that type of creature (bar-
  barians are considered to automatically know the common creatures of
  their homeland). To be familiar with unusual creatures or monsters, the
  character must have encountered that creature at least once before.
  Some creatures do not leave trails. They may fly or have incorporeal
  bodies. Obviously, these creatures cannot be tracked.
  Normally, the AD&D* game rules use a percentile system to determine
  tracking. In cases where a creature reduces its ability to be tracked by per-
  centage points, each 5% equals one point off the tracking ability given
  above. Thus, a creature which is 20% harder to track than normal would
  be -4 on the die.
  Common Proficiencies
  Table 60: COMMON PROFICIENCIES
  Proficiency slots 
  Base Chance of
  Proficiency
  Agriculture
  Animal handling'
  Cooking
  Dance
  Fishing *
  Gaming *
  Horsemanship *
  Hunting'
  Husbandry
  laijutsu *
  Juggling
  Music
  Reading/writing *
  Sailing craft *
  Singing
  Small water craft *
  Swimming *
  * Further exDlanation of tl
  required
  1
  2
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  his Droficiencv is aiver
  success
  15
  14
  16
  17
  14
  16
  18
  16
  14
  —
  13
  17
  10
  15
  17
  13
  10
  a
  a
  a
  a
  a
  a
  I in the text. The use and
  function of other proficiencies is self-explanatory.
  a This proficiency requires a die roll to determine success.
  Animal Handling: Characters trained in animal handling are skilled in
  the care, taming, and training of animals. This includes dogs, wild cats,
  small birds, and other animals commonly trained for work or amusement.
  This proficiency does not include training birds for the hunt, as this
  requires specialized skills.
  Wild animals can be tamed only when they are young. Taming requires
  one month of work with the creature (although the character can also
  undertake other activities during this time). At the end of the month, a die
  roll is made. If it is passed, the creature is tamed and suitable for training.
  If the die roll fails, the creature still retains enough of its wild behavior to
  make it unsuitable for training. Such creatures can still be kept, although
  they have to be constantly caged or chained.
  Tame creatures can be trained to perform simple tasks—fetching, hunt-
  ing for their master, herding sheep, etc. Each task takes from 2d6 weeks
  of training. Again, the character can engage in other activities during this
  time. Furthermore, the DM can rule that the training takes a greater than
  normal time if he feels the task is difficult or can divide the task into several
  smaller tasks. At the end of the training, the success is checked for. If the
  attempt is a failure, the creature cannot be trained in that task. Each crea-
  ture can learn 2d4 different tasks. Once trained, the creature must be reg-
  ularly exercised in those tasks it knows, using them at least once a week.
  Failure to do so results in the creature losing the ability to do that task.
  Fishing: The character is skilled in fishing with hook and line and nets.
  Every day spent fishing, the character catches enough to feed himself. On
  a successful die roll, the character also catch enough other fish to feed
  1d6 others if using hook and line or 1d20 others if using a net.
  Gaming: The character enjoys and can play most forms of games,
  including go, dicing, shoji, and other entertainments of the noble class. A
  die roll for success is made to determine if the character wins the game or
  not (as if in a contest). In addition, the character can also attempt to cheat
  on games of chance, improving his odds by + 1 on the die roll. Again, a die
  roll must be made to see if the character is successful. If the die roll is 1-4,
  the character has been caught cheating (even if he wins the game).
  Horsemanship: Those skilled in horsemanship are skilled in the art of
  riding and handling horses, especially when using them in combat. This
  allows the character to attempt the following special feats when riding
  horses:
  A character can attempt to vault into the saddle, even when wearing
  armor, and get his horse underway in a single segment. A die roH must be
  made and failure indicates the character has managed to mate a foot of
  himself by falling to the ground.
  The character can urge his horse to make jumps and leaps. The dome
  can jump obstacles up to 7 feet in height and leap spans of 20 feet, both
  with a running start Again a die roll for success must be made with failure
  indicating that the horse balks Should the horse baft, the character must
  make a second die roll to see if he remains in the saddle.
  The character can spur his hone to greater speeds, increasing the met-
  mat's movement rate by 6 ' This pace can be sustained lor four turns, after
  which the character must dismount and walk the horse for one turn, cooling
  it down.
  The character can guide his horse with his knees, allowing him to use
  weapons that require two hands (bows, go-daichi, etc) while on horse-
  back
  By dropping down and hanging along the side of the animal, a«haneter
  can use his horse to shield himself from attack. The character cannot
  attack or be wearing armor while doing this feat. A die roll must be made for
  success, and failure indicates the character has fallen to the ground, suf-
  fering 1d6 hit points of damage
  Finally, the character can make a spectacular flying dismount, leaping
  from the back of his horse, even at full gallop. Landing on nis feet, he can
  still make an attack in the same round at any opponent within 10 feet. How-
  ever a die roll for success must be made with a -4 modifier to the roll (due to
  the difficulty of the feat) On a failed die roll, the character falls clumsily to
  the ground falling to land on his feet, and suffers 1-3 hit points of damage.
  The feats allowed by the Horsemanship proficiency can also be used
  when riding horse-like creatures (ki-rin, etc.)
  Hunting: When in wilderness settings, the character can attempt to
  stalk and bring down game. A die roll for success must be made and if suc-
  cessful, the character has managed to get within bowshot of some type of
  game (deer, pheasant, wild boar, etc.). The DM determines the type of
  game encountered. The range of the encounter is always at long range for
  the missile weapon used (or the longest range of any missile weapons in a
  group). The character automatically has surprise for the first round of the
  encounter. It is up to the character to actually bag the game.
  laijutsu: Although this is a skill learned and used with a weapon and
  not a peaceful proficiency, it is one that can be learned by anyone willing
  to devote the time and effort, laijutsu is the art of fast drawing a melee
  weapon—unsheathing and sheathing it with blinding speed. Characters
  with weapon specialization in a melee weapon automatically learn iaijutsu
  for that type of weapon. However, iaijutsu can also be learned separately
  for weapons the character is not specialized in. Upon selecting this profi-
  ciency, the player must state what weapon it applies to. The weapon must
  be specific, not a general class. Thereafter, the character can change to or
  from that weapon without penalty (changing a weapon normally requires
  one round) and under certain situations (as explained in the Combat sec-
  tion of this book) has a better chance of surprising the opponent.
  54
  
  COURT PROFICIENCIES
  Reading/Writing: The character can choose to learn to read and write
  any language of those available in the campaign. The restrictions on the
  number of languages the character can read and write are the same as for
  learning to speak a language. This proficiency does not give the character
  the ability to speak the language and it is possible to read and write a lan-
  guage the character cannot speak.
  Sailing craft: The character is skilled and knowing of sea-going ves-
  sels. These include junks, sampans, and ships. He can serve as a sailor
  on these. This does not give the character the ability to navigate.
  Small water craft: The character has learned how to handle small
  water craft—those that ply rivers and lakes and remain close to shore
  when on seas. These include canoes, rafts, hide boats, rowboats, and the
  like. In addition, the character can build a reliable raft from local materials
  (should he ever be stranded on a river island, for example). He cannot
  handle such craft on the open waters of the ocean, however.
  Swimming: The character has learned the basics of swimming. An
  unarmored, unencumbered character swims 90 feet per round. Each
  point of armor class reduces movement by 10 feet per round and gives a
  10% (cumulative) chance of sinking. Heavily encumbered characters
  move at V2 speed and double the chance of sinking.
  Court Proficiencies
  Table 61: COURT PROFICIENCIES
  Proficiency slots 
  Base Chance of
  Proficiency
  ealligraphy *
  Etiquette *
  falconry *
  Flower arranging
  Heraldry *
  Landscape gardening
  Noh*
  Origami
  Painting
  Poetry
  Religion *
  Tea ceremony *
  required
  2
  1
  2
  1
  j
  success
  18
  16 
  a
  17 
  a
  15
  12 
  a
  16
  17
  14
  19
  19
  12
  15
  Calligraphy: The written language of the Oriental Adventures world is
  much different from that commonly used in other AD&D® settings. Other
  lands normally make use of alphabets to compose words and words to
  compose sentences. However, here the written language is composed of
  pictographs (or logograms). Each character (as a single written picto-
  graph is commonly called) represents a single word or part of a word.
  Originally, the character was like a small painting of the thing it repre-
  sented, but time has simplified and stylized these characters so that they
  have only a slight resemblance to the thing anymore. Instead they have
  meanings that can be added to or changed when used with other charac-
  ters. Each word has a different character or combination of characters,
  and thousands of different characters are needed to write books. Great
  precision is needed to write clearly and correctly.
  Thus a character's style and artistic ability with the ink-brush is an
  important measure of his social worth in the Oriental Adventures world.
  The first impression a stranger forms of a character may well be based on
  how graceful and beautiful his calligraphy style is. Indeed, how well one
  writes can often be more important than what the writing actually says.
  Therefore, calligraphy is a vital skill for those aspiring to high position in
  the Oriental Adventures lands.
  The calligraphy proficiency has many uses. It is needed to inscribe
  magical scrolls, prepare reports to one's lord, impress officials, and curry
  favor from powerful NPCs. It shows the rank of the writer, and good writing
  can be used to add prestige to those of lower birth. A poetry contest at a
  court can also be a contest in calligraphy. A brilliant poem written in a
  crude and unformed hand can be less appealing than a good poem with
  fine calligraphy. Every time a character writes an important document, a
  die roll must be made to find the quality of the character's calligraphy. The
  DM can modify the reaction of any N PC to the message based on the qual-
  ity of the calligraphy. Good calligraphy gives a more favorable reaction;
  bad calligraphy has the opposite effect.
  Calligraphy requires the use of a writing brush, an inkwell, and an inking
  stone. These are normally carried as a set, but characters can improvise
  these items when they must.
  Etiquette: The correct form of address and proper social manners are
  another important skill for characters. The Oriental Adventures society
  can be extremely proper and polite, and failure to abide by the correct
  forms of behavior can result in serious loss of honor. In everyday situa-
  tions, it is assumed the characters are behaving acceptably (unless the
  player tells the DM something to make him think otherwise). In formal cer-
  emonies (an audience before the Emperor or a formal duel, for example),
  the character must roll a die to see how successful his etiquette. Does he
  use the correct forms of address? Does he speak, laugh, or yawn at the
  wrong time? Failures of etiquette in such situations result in losses of
  honor and poorer reactions from important NPCs.
  The DM should not let the etiquette proficiency overrule the role-playing
  on the part of the player. If the player has controlled his character cor-
  rectly, there is no need for a die roll. If the player has just described a gross
  indiscretion committed by his character, there is no need for a die roll. The
  etiquette proficiency is to be used as a guide, and the DM should not hesi-
  tate to overrule it based on the character's described actions.
  Falconry: Falconry has always been considered a noble sport, some-
  thing to be enjoyed by those of the court. Characters with this proficiency
  are skilled in the training and handling of hunting birds.
  Hunting birds can only be trained when they are young and require
  great patience. Only one person can train a single bird. The entire process
  takes one year to complete, during which the trainer must work regularly
  with the bird. At the end of six months of training a die roll for success is
  made. If it is passed, the training can continue for another six months
  when another die roll is made. If this is passed, the bird has been trained
  to hunt and catch birds on the wing and return to its owner. If either die roll
  is failed, the bird is unsuitable for falconry.
  Once trained, the bird can be handled by any who have been taught the
  commands and calls to control the bird. When hunting, a die roll for suc-
  cess is made to see if the hunt has been successful. If it is, the bird brings
  back small gamebirds for its master. In addition, the bird can also be
  taught to attack others. However, few NPC lords use their birds for such a
  purpose as they do not want to risk damaging the hunting bird.
  Hunting birds are sometimes given as gifts, and the giver of the gift
  gains great honor by doing so.
  Heraldry: The knowledge of heraldry teaches the character to identify
  the different crests and symbols used by families and nobles. These
  badges normally take the form of stylized helmets, banners, or circular
  designs (called mon). Each noble family has its own design to identify the
  members and followers of that family, and individuals within the family
  may have their own symbol, also. Knowledge of these symbols is of partic-
  ular importance in times of war, since they are often the only way to iden-
  tify friend from foe on the battlefield.
  Whenever a character tries to identify a particular badge, a die roll for
  success must be made. If successful, the character is able to interpret the
  device correctly (identify the family or individual). If the die roll indicates
  failure, the character cannot recognize the device. The DM can rule some
  devices as instantly recognizable, especially if the character has seen and
  correctly named the crest before.
  Noh: Noh is a type of drama performed in some lands of Kara-Tur. It
  combines speech, singing, and dance in a single performance. There are
  a great number of noh plays, mostly dealing with historical subjects.
  These plays are very exacting and stylized. Each move and word is meant
  to be done in a specific way, each costume represents a specific person,
  etc. Mastering the art of noh requires the character to learn the parts,
  movements, and rituals associated with the drama, to perform them cor-
  rectly, demonstrate grace and beauty, and provide an individual interpeta-
  tion of the play within the restrictions of the form. Noh masters are highly
  prized, often being requested to perform for important nobles.
  Religion: A character with religion proficiency knows the basic tenets
  and teachings of religions common to the land. He can to use this skill to
  identify religious artifacts, scriptures, or anything else related to religion.
  Tea ceremony: The tea ceremony is a highly specialized art practiced
  by nobles in some lands. Although outwardly it appears to be a simple if
  not trivial procedure, it is actually a skill that requires painstaking concen-
  tration. Every movement and step must be performed with an exact
  amount of grace and precision. Furthermore, the purpose of the cere-
  mony is to create an atmosphere of utter calm and serenity, free of all
  mental distractions. Should this not be achieved, the ceremony has failed
  in its goal. Stories are told of masters of this art who are so skilled they
  cannot be surprised or distracted in the slightest while in the midst of the
  ceremony. When a character is engaged in a tea ceremony, the DM
  should secretly roll against the success number for the proficiency. If the
  die roll is greater than the number needed to succeed, the character has
  achieved that utter concentration. During the course of the ceremony,
  which lasts one hour, the character cannot be surprised.
  55
  
  SHCIKENJA SPELLS
  The casting of spells is a critical function for shukenja (and wu jen and a
  somewhat lesser power of sohei). Spells greatly affect play. Each spell is a
  particular power, triggered by verbal, somatic, and/or material compo-
  nents. Verbal components are the utterings of the character. When the
  character cannot speak, such spells cannot be used. Somatic compo-
  nents are the gestures and movements of the character, particularly the
  hands. The character must have his hands and arms free through the
  entire casting to use such spells. Material components are the items that
  must be written on, burned, shaken, tossed into the air, etc., to trigger the
  spell's power. While most components are common, some spells require
  elaborate preparation for their use. Without these items, the spell cannot
  possibly be cast.
  Spells are the armor and sword of the holy man, given to him as signs
  from his deity. They are a symbol of the power of his faith and the power of
  his religion. The shukenja should not hesitate to use them for fear of pride.
  Each spell serves as a living lesson of the shukenja's call. Therefore,
  the shukenja player will find many of his spells serve to aid, comfort, and
  guide others. By performing these services, the shukenja teaches the
  noblest and most positive values about life. A shukenja should never
  refuse his services to the needy or unfortunate, nor should he seek per-
  sonal gain through their use. Rather he should use them to advantage of
  his religion. Ultimately the shukenja's goal is to provide aid and succor to
  the weak and helpless, acting as a living example of his faith. This role is
  reflected in the experience points the player character earns.
  A second major role of the shukenja is to advise and guide others. To
  this end, he has a number of spells to help him determine the best course
  of action. Some are only effective for immediate events, helping the shu-
  kenja through times of crisis and danger. Others are broader in scope,
  providing insights into the probable outcomes of the future. In the adven-
  turing party, the shukenja is a wise man whose words should be heeded.
  He often sees the paths that will be taken before the rest. His role is that of
  a guide, teacher, and sage to his fellows. Although his advice is not always
  perfect, characters would do well to heed him.
  Unfortunately, the world is not a perfect place, so some shukenja spells
  provide protection for the shukenja. The majority of these are defensive,
  in keeping with the shukenja's beliefs. It is not his desire to smite the foe
  and crush him under his heel. Yet, sometimes even this is necessary. He
  has, therefore, a limited number of offensive spells at his command.
  These are generally not severely harmful. The shukenja has no desire to
  cause death and anguish, and his spells reflect this fact.
  Certain spells can be cast for an effect opposite to their normal use.
  This is noted in the description. However, use of certain reversed spells
  may put the shukenja's own faith into question. Such spells should be
  used with care. Ignoring the consequences of misuse leads to disfavor
  with the shukenja's deity, resulting in loss of levels or experience. Flagrant
  disregard of these dangers leads to a change of alignment for the shu-
  kenja. The DM will determine the final consequences of such an event.
  A shukenja gains spells through meditation that cleanses nis mind and
  prepares him as a vessel for his deity's purpose. He must spend at least
  six hours meditating. At the end of this meditation, he selects the spells
  that he will use. This is part of his own training and development, for how
  can one help others without the foresight to see one's own needs? Once a
  spell is cast, it is forgotten until time is spent composing the mind again.
  The spiritual power channeled through the shukenja disturbs the orderly
  harmony of his psyche.
  The number of spells a shukenja (or wu jen or sohei) character can use
  depends on his class and level as explained in the description of the char-
  acter class. High ability scores and magic items may increase the number
  of spells a character can cast.
  The spells are listed by level, alphabetically within each level. Each
  spell is detailed according to general type, level, duration, area of effect,
  components (noted V, S, and M), casting time, and type of saving throw.
  Below this is a general description of the spell and its effects. Spells that
  have appeared in the Players Handbook or Unearthed Arcana are
  included here in condensed form to relieve the players and DM of the
  need to page through several different books.
  Spell Explanations
  Range is shown in inches (indicating feet or yards) or as "touch," which
  indicates the caster must physically touch the recipient of the spell for it to
  have effect. In the case of unwilling victims, the caster must make an
  unmodified to hit roll for the spell to be effective. Should the attempt fail,
  the spell still goes off although its effect is wasted.
  Duration is the number of turns or rounds the spell remains in effect.
  Permanent indicates the spell lasts until it is removed by some other
  agency, if this is possible. "Instantanoeus" indicates the spell is nothing
  more than a brief flash, virtually impossible to avoid.
  Area of Effect shows how large an area or the number of creatures the
  spell affects.
  Components are the verbal (V), somatic (S), and material (M) elements
  required to cast the spell.
  Casting Time is the number of melee rounds or segments required to cast
  the spell. There are 10 segments to the round and 10 rounds to the turn.
  Saving Throw tells whether a saving throw is allowed and, if so,
  whether a successful saving throw halves the effect (1/2) or negates it
  totally (neg.).
  1st
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Level
  Animal Companion *
  Augury
  Beneficence
  Bless *
  Calm
  Cure Light Wounds
  Deflection "
  Detect Disease
  Detect Evil
  Detect Harmony
  Detect Magic
  Detect Poison
  Divining Rod
  Know History
  Omen
  Purify Food and Drink
  Resist *
  Snake Charm
  Trance
  Weapon Bless *
  2d
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Table 62: SHGKENJA SPELLS
  Level
  Aid
  Chant *
  Commune with Lesser Spirit
  Creafe Spring
  Detect Charm
  Detect Life
  Dream Sight
  Enthrall
  Hold Person
  Holy Symbol
  Know Motivation
  Messenger *
  Obscurement
  Protection from Spirits
  Request
  Slow Poison *
  Snake Summoning
  Speak with Animals
  Warning *
  Withdraw
  3d
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Level
  Castigate *
  Cum Blindness
  Cure Disease
  Death's Door
  Detect Curse
  Dispel Magic *
  Divination
  Dream Vision
  Flame Walk *
  Invisibility to Spirits
  Know Alignment
  Levitate
  Magical vestment
  Oath
  Possess Animal
  Prayer *
  Remove Curse
  Remove Paralysis
  Speak with Dead
  Substitution
  4th
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Level
  Abjure
  Cure Serious Wounds
  Detect Lie
  Detect Shapechanger
  Endurance *
  Exorcise
  Fate
  Neutralize Poison
  Pacify
  Penetrate Disguise *
  Polymorph Self
  Protection from Evil, 10'
  Reanimation
  Remorse
  Reward
  Snake Barrier
  Speak with Plants
  Spell Immunity *
  Sustain *
  Tongues
  56
  
  FIRST LEVEL SPELLS
  5th
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  level
  Advice
  Air Walk
  Atonement
  Commune with Greater Spirit
  Cure Critical Wounds
  Dispel Evil'
  Mental Strength "
  Possess
  Raise Dead
  Remember
  Strength *
  True Seeing *
  6th
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Level
  Find the Path'
  Force Shapechange
  Heal
  Immunity to Weapons
  Inanimate Servant
  Instruct
  Invisibility to Enemies
  Longevity
  Plane Shift
  Quickgrowth
  Smite *
  Speak with Monsters
  * Indicates spells usable by sohei.
  Italics indicates the spell may be reversed.
  7th
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Level
  Ancient Curse *
  Astral Spell
  Compel
  Divine Wind
  Exaction
  Gate
  Holy (Unholy) Word
  Quest
  Reincarnate
  Restore Spirit
  Resurrection
  Wind Walk
  FIRST LEVEL SPELLS
  Animal Companion (Enchantment/Charm)
  Level: 1
  Range: 1 mile radius
  Duration: Special
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: Neg.
  This spell is only effective outdoors. When cast by the shukenja, it sum-
  mons one normal woodland creature that is within a mile of the caster. The
  creature is allowed a saving throw versus spells. The DM determines the
  type of creature summoned, depending on terrain and level of the charac-
  ter. The creature's hit dice must be equal to or less than half the level of the
  caster. This beast is friendly toward the shukenja. It remains with the him
  so long as he travels through the wilderness, but will not go more than 20
  miles from its home. Upon entering any large encampment, village, or
  other settlement, the beast parts company with the shukenja. In addition,
  mistreating the beast causes it to leave or even turn on the shukenja.
  The spell does not provide telepathic or perfect communication with the
  beast, however it does understand the general meaning of spoken com-
  mands and gestures. The animal is still a wild beast and can be danger-
  ous, especially misinterpreting common situations as threatening. If
  well-treated, the animal defends and serves the shukenja to the best of its
  ability and nature. Thus, a monkey would prefer harassment and tricks to
  outright combat, while a tiger would fearlessly spring into the midst of the
  shukenja's foes. Common animals summoned include monkeys, hawks,
  badgers, boars, bears, tigers, and serpents. The spell requires a piece of
  candy, sugar, or other tasty morsel for the creature summoned.
  Augury (Divination)
  Level: 1
  Range: 0
  Duration: Special
  Area of Effect: Caster
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  The shukenja attempts to learn whether some action taken in the next
  three turns will be for good or ill. The base chance of success is 70% plus
  1% per level of the caster. The DM decides the answer, always stated in
  general terms. Precise details are never revealed through this spell. The
  material component is a set of straight willow sticks or carved bones.
  Beneficence (Evocation)
  Level: 1
  Range: Touch
  Duration: 2 turns/level
  Area of Effect: 1 " radius/level
  Components: V
  Casting Time: 5 segments
  Saving Throw: None
  The beneficence spell surrounds the shukenja in an aura of mystical
  harmony and wisdom. All who see him recognize him as a holy man of vir-
  tue and kindness and many are predisposed to treat him in a friendly and
  respectful manner. The spell gives the shukenja a bonus of + 20% on
  encounter reaction rolls with most NPCs and creatures. Only those who
  are sworn enemies of the character, his race, his class, or what he repre-
  sents are immune to the effects of the spell. Nor does the spell work on
  creatures who have no understanding of the shukenja's position or role.
  Thus, the spell is unable to affect the reactions of a den of tigers or a group
  of bandits waiting to waylay the unwary. It can, however, affect the reac-
  tions of a group of peasants or a village of ninjas, provided the latter are
  not hired to harm the shukenja.
  Beneficence does not deprive those affected of their free will and does
  not cause them to instantly follow the suggestions of the shukenja. Their
  reactions are improved for everyday dealings, not for very unusual
  events.
  Bless (Conjuration/Summoning) Reversible
  Level: 1
  Range: 6"
  Duration: 6 rounds
  Area of Effect: 5 " x 5 "
  Components: V, S
  Casting Time: 1 round
  Saving Throw: None
  This spell raises the to hit roll of friendly creatures by + 1, provided they
  are not currently in combat. The reverse, curse, lowers the to hit roll of
  unfriendly creatures by -1.
  Calm (Enchantment/Charm)
  Level: 1 
  Components: V, S, M
  Range: 3" 
  Casting Time: 5 segments
  Duration: Permanent 
  Saving Throw: Neg.
  Area of Effect: One hit die of creatures/level
  By using this spell, the shukenja is able to soothe the minds of those
  affected by fear, temporary insanity, confusion, and other forms of mental
  distress. It cancels the effect on the recipient, restoring him to his normal
  mental state. The shukenja points at the recipient and utters a few holy
  scriptures, triggering the spell. However, the recipient, since his mental
  distress makes him an unwilling target, must make a saving throw versus
  spells, attempting to avoid the effect. If the saving throw is successful, the
  spell has no effect. If the save is failed, the character is calmed. The mate-
  rial component for this spell is a prayer wheel or a page of sutras.
  Cure Light Wounds (Necromantic) Reversible
  Level: 1
  Range: Touch
  Duration: Permanent
  Area of Effect: Character touched
  Components: V, S
  Casting Time: 5 segments
  Saving Throw: None
  Upon touching a damaged character, the shukenja heals 1-8 points of
  damage to the character, so long as he has a solid body and is still alive.
  The reverse, cause light wounds, inflicts 1 -8 points of damage on the vic-
  tim.
  Deflection (Evocation) Reversible
  Level: 1
  Range: 12"
  Duration: 2 rounds/level
  Area of Effect: One creature
  Components: V, S
  Casting Time: 1 round
  Saving Throw: Special
  57
  
  FIRST LEVEL SPELLS
  When this spell is cast, the shukenja or any creature within range is sur-
  rounded by a mystical shield, protecting him from missiles and blows. The
  enchanted creature is allowed a saving throw versus death against any
  attack for which a successful to hit roll is scored. If the saving throw is suc-
  cessful, the creature takes no damage from missile weapons and half
  damage from melee attacks. Through the power of the spell, he has man-
  aged to nimbly sidestep the shot or deflect the blow of the attacker.
  The reverse of this spell, attraction, can be cast on an unwilling oppo-
  nent who is allowed a saving throw versus spells to avoid the effect. If the
  saving throw is unsuccessful, the victim suffers 1 point of additional dam-
  age for every level of the caster when hit, unless a second successful sav-
  ing throw versus death is made for that hit.
  Detect Disease (Divination)
  Level: 1 
  Components: V, S, M
  Range: 1" 
  Casting Time: 1 round
  Duration: 1 round/level 
  Saving Throw: None
  Area of Effect: One hit die of creatures/level
  This spell reveals whether a creature (or object) carries a disease, nor-
  mal or magical. In addition, there is a 10% chance per level of the caster
  that he is able to identify the exact type of disease. The material compo-
  nent for this spell is a bamboo wand with prayer-inscribed paper strips
  attached to it.
  Detect Evil (Divination) Reversible
  Level: 1
  Range: 12"
  Duration: 1 turn + 1/2 per level
  Area of Effect: 1" x 12" path
  This spell detects evil, or good when reversed. Non-magical inanimate
  objects and unintelligent creatures do not radiate evil. The material com-
  ponent required is the shukenja's holy symbol.
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  Detect Harmony (Divination)
  Level: 1
  Range: 0
  Duration: Instantaneous
  Area of effect: 10" sq./level
  This spell gives the shukenja general information on the balances of
  forces—good, evil, lawful, or chaotic—in a given area. It does not reveal
  the exact alignment or nature of anything in the area of effect, only the
  general proportions of each element. The DM must consult his informa-
  tion about the target to determine the answer. Answers are always
  vague—" there is more evil than good here," or "the lawful order of the
  universe is ascendant in this area."
  When cast upon a living creature, the spell takes into account not only
  the creature's given alignment, but also the acts they have done, the
  actions they currently intend to do, and any other factors that may be at
  variance with their stated alignment. Thus, a lawful evil character noted
  for his occasional outbursts of compassion towards the helpless would be
  detected as being "faithful but in which the other forces are at struggle."
  The spell can also be cast on buildings and areas, in an attempt to learn
  whether there are powers at work in these places. A dwelling haunted by
  spirits would show the harmonies tending towards evil and destruction,
  while the cave of a noted holy hermit would give the opposite impression.
  The material component for this spell is a specially prepared scroll of
  sutras costing 5 ch'ien for the paper and inks.
  Detect Magic (Divination)
  Level: 1
  Range: 3"
  Duration: 1 turn
  Area of Effect: 1" x 3" path
  The shukenja can detect magical radiations even through solid items.
  Stone walls 1 foot thick, metal 1/12 foot thick, and wood 3 feet thick will
  block the spell. The spell requires the shukenja's holy symbol.
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  Detect Poison (Divination)
  Level: 1
  Range: 0
  Duration: 1 round/level 
  Saving Throw: None
  Area of Effect: Special
  Using this spell, the shukenja can determine if an object has been poi-
  soned or is poisonous. Only one item can be checked per round, and large
  areas may require several rounds. The spell requires a sprig of holly.
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  Divining Rod (Divination)
  Level: 1
  Range: 6"
  Duration: 1 round/level
  Area of effect: Special
  With this spell the shukenja can attempt to locate common items or
  forces of nature that may be hidden from view. The material component
  for the spell is a wand cut from a ginkgo tree. The shukenja must state the
  particular item being searched for. Thereafter, the wand points in the
  direction of the item, pulling the caster along, provided the item is within
  the spell range. If an impenetrable obstacle is reached (the ground, for
  example) the wand presses against it and stops. The shukenja must hold
  the wand with both hands for the spell to work. If there is no item matching
  the description within the spell range, the wand does not react, although
  the shukenja can move about searching for the item. Common uses
  include locating water, buried treasure, and stolen goods.
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Special
  Know History (Divination)
  Level: 1
  Range: 12"
  Duration: Instantaneous
  Area of Effect: One creature or object
  The know history spell, when cast, reveals the common name, back-
  ground, lineage, and deeds of any item, creature, or place, should such
  possess any notable history at all. It does not reveal secret identities, pres-
  ence of magic, magical abilities, character alignment, etc. If cast on a
  character, it would tell of his parents, what family he belongs to, and any
  famous deeds of his ancestors. When cast on an object, it reveals the spe-
  cific name of the item (if it has one), any notable deeds it was used in, and
  the name of its maker. A katana could be revealed as the "Cloud-Cutting
  Sword used by the great hero Akicha Tanokura at the Battle of the Fallen
  Bridges, having been made for him by the master swordsmith Lei Yung."
  When used to reveal a creature or item that is disguised or polymorphed,
  the target is allowed a saving throw versus spells. If this is failed the spell
  operates normally. The spell has no effect on disguised or polymorphed
  items or places. When used on a creature, the caster must be able to see
  the creature in question. When used on an object, the caster must be able
  to handle the item. When used on a place, the caster must be standing
  within the grounds of the site. The material component of this spell is a
  pair of carved bones.
  Components: V
  Casting Time: 1 turn
  Saving Throw: None
  Components: V, S, M
  Casting Time: 1 round
  Omen (Divination)
  Level: 1
  Range: 0
  Duration: Special
  Area of Effect: Special
  This spell is used to forecast the general fortunes of some major under-
  taking and determine auspicious and inauspicious events. When the spell
  is cast, the shukenja calls upon a deity to grant him some sign regarding
  the proposed action. Although the physical aspect of casting takes very lit-
  tle time, the shukenja must remain in one place and observe the natural
  events around him for the entire casting time. At the end of this time, he
  sees some omen—a flight of birds, the appearance of an animal, the fall of
  a leaf, etc., that indicates the general fortunes of the undertaking planned.
  This spell is commonly used before starting a journey, engaging in a
  major battle, or attempting some notable feat. The outcome of the spell is
  determined by two factors. First, the DM should consider the proposed
  action against information that only he knows. For example, the charac-
  ters are about to leave a village to punish a group of bandits. The omen
  spell is cast to determine if this is an auspicious time to go. The DM knows
  that the village will be attacked by bandits that night, so the result would
  be an ill omen (since the characters would not encounter the bandits in the
  surrounding mountains). In situations where the DM has no information
  on which to base his judgement, 1d10 should be rolled and Table 63: Divi-
  58
  
  FIRST LEVEL SPELLS
  nation Results consulted.
  However, omens are infrequent events and interpreting them is difficult.
  Due to the strain this spell places on the caster, it can only be used once
  per week.
  table 63: DIVINATION RESULTS
  Die
  Result
  Result
  1-2 
  III omen — the characters should not undertake the
  task this day. If this advice is ignored, all the
  characters will suffer a -1 on "to hit" and saving
  throw rolls for the rest of the day. Their chance for
  encounters will be doubled and a -10% reaction modifier
  is applied to all encounters.
  3-4 
  Great danger exists — The chance for encounters is
  doubled for the day and a -10% reaction modifier applies
  to all encounters. Adversaries have a + 1 applied to
  their chance to hit.
  5-7 
  Neutral omen — no special modifiers apply
  8-9 
  Favorable omen — The characters will be able to
  travel half again their normal travelling rate that
  day. Opponents will have a -1 on their chance to hit
  the character's that day.
  10 
  Auspicious omen — All the effects of a favorable omen
  apply. In addition, the characters will gain a + 1 on
  all saving throws made that day.
  Purify Food and Drink (Alteration) Reversible
  Level: 1 
  Components: V, S
  Range: 3" 
  Casting Time: 1 round
  Duration: Permanent 
  Saving Throw: None
  Area of Effect: 1-foot cube/level, within a 1" sq.
  This spell makes rotten, spoiled, poisoned or contaminated food and
  water edible without harm. The reverse, putrefy food and drink, has the
  exact opposite effect.
  Resist (Alteration)
  Level: 1
  Range: Touch
  Duration: 1 turn/level
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the shukenja to harden another against the pains and
  discomforts of heat, cold, fatigue, and hunger. Upon receiving the spell,
  the recipient is unaffected by normal heat or cold. He suffers 1 point less
  per die of damage from magical fires and magical cold (ice, cold rays,
  etc.). Fatigue is banished as if the character had slept for one hour for
  every level of the caster, although this does not allow spell casters to
  regain spells. The effects of hunger and starvation are delayed until the
  spell has expired. The material components of this spell are a piece of rice
  cake or dumpling, a scrap of cloth, a drop of water, and an owl's feather.
  Snake Charm (Enchantment/Charm)
  Level: 1
  Range: 3"
  Duration: Special
  Area of Effect: Special
  Components V, S
  Casting Time: 5 segments
  Saving Throw: None
  Casting this spell sets up a hypnotic pattern which causes one or more
  snakes to cease all activity except a semi-erect swaying posture. The
  duration of this spell is 3-6 turns if cast when the snakes are in a torpor, 1 -3
  turns if the snakes are active but not attacking, and 5-8 melee rounds if the
  snakes are angry or attacking. The shukenja's hit points are the total
  amount of hit points of snakes that may be affected by this spell, and may
  represent a single snake or many of them.
  trance (Divination)
  Level: 1
  Range: 0
  Duration: 1 round/level
  Area of Effect: 12"
  Components: V, S
  Casting Time: 1 round
  Saving Throw: None
  With this spell the shukenja places himself in a deep trance, during
  which he cannot move, speak or take any action. While in the trance, the
  shukenja is highly attuned to the powers and forces in the surrounding
  area. As such, the trance allows the character to discover whether any
  supernatural or magical effects are at work in the area. For each round the
  character remains in the trance, he feels the presence of any one lesser
  spirit, greater spirit, curse, permanent magical effect, or haunting, pro-
  vided this is in the area of effect. He is able to determine the general type
  of thing contacted (natural spirit, evil haunting, etc), but cannot communi-
  cate with it in any way or gain any other information about it. For example,
  the party stops at a deserted temple for the night. The shukenja enters
  into a trance, hoping to learn if supernatural forces are at work here. From
  the trance he learns that an evil spirit is haunting the temple. So prepared,
  the party can ready appropriate defenses or leave.
  Weapon Bless (Conjuration/Summoning)
  Level: 1
  Range: Touch
  Duration: Special
  Area of Effect: One weapon
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  With the weapon bless spell, the shukenja is able to prepare one
  weapon for combat against a particular foe. Upon casting the spell, he
  carefully writes on the weapon the identity of the foe and several sutras to
  give the weapon power. Although the exact name of the victim need not be
  known, the identity must be specific, identifying only a single character or
  creature. Stating the weapon is to be used against "a kappa" is not suffic-
  ient. However, stating the weapon is to be used against "the kappa who
  lives in Ch'i Sheng's millpond" is a precise enough identification. Thereaf-
  ter, that weapon is + 5 on the first to hit and damage roll against that par-
  ticular foe. The weapon is considered a magical one for the purposes of
  striking creatures that can only be hit by magical weapons. The effects of
  the weapon bless are not additive with those of already magical weapons,
  i.e. if cast upon a + 2 weapon, the effect is still + 5, not + 7. Furthermore,
  if the weapon is used to strike another creature while the spell is in effect,
  the blade is wiped clean and the spell is lost. The material component for
  this spell is a writing brush and ink made from dragon's blood.
  SECOND LEVEL SPELLS
  Aid (Necromantic/Conjuration)
  Level: 2
  Range: Touch
  Duration: 1 round + 1 round/level
  Area of Effect: One person
  Components: V, S, M
  Casting Time: 4 segments
  Saving Throw: None
  The recipient of this spell gains the benefit of the bless spell plus 1-8
  additional hit points. These additional hit points may exceed the charac-
  ter's normal total and are the first lost in combat (those extra hit points so
  lost may not be regained by curative magic). The material component of
  this spell is a strip of white cloth inscribed with the recipient's name,
  coated with a sticky substance on both ends, plus the shukenja's holy
  symbol.
  Chant (Conjuration/Summoning)
  Level: 2
  Range: 0
  Duration: Time of chanting
  Area of Effect: 3" radius
  Components: V, S
  Casting Time: 1 turn
  Saving Throw: None
  Upon completing the spell, all of the shukenja's allies in the area of
  effect make their attacks, damage, saving throws at + 1, while all foes of
  the shukenja are at -1. The benefits and penalties last only as long as the
  shukenja is chanting, and any motion or attack interrupts the spell.
  Commune with Lesser Spirit (Divination)
  Level: 2
  Range: 1"
  Duration: Special
  Area of Effect: Special
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  59
  
  SECOND LEVEL SPELLS
  By use of the commune with lesser spirit spell, the shukenja is able to
  contact any of the hundreds of local spirits which dwell in the land. Local
  spirits are those with limited range and powers—lesser spirits (as listed in
  the Monster section)—the spirits of a particular tree, rock, or stream are
  typical lesser nature spirits. A spirit that haunts a single building or com-
  pound could also be contacted. The spirit of a mountain or river is greater
  than a lesser spirit and is beyond the power of this spell. To contact the
  spirit, the shukenja must know its identity (which can be obtained through
  a trance spell) and must be within 10 feet of the area where the spirit is
  found.
  Once the spirit is contacted, the shukenja can ask it one question for
  every level of experience he has gained. The questions must be specific
  and clearly worded, but are not limited to yes or no answers. The spirit
  answers questions literally and does not volunteer any information. The
  answers are always correct if the answer is known. Good spirits attempt to
  be as helpful as possible within the limits of the question, neutral spirits
  answer in riddling or roundabout ways, and evil spirits always try to distort
  the answer based on the wording of the question.
  The spirit can only answer those questions concerning the immediate
  area it affects. Questions beyond the scope of the spirit are wasted. Thus,
  the spirit of a great tree in the village could not answer questions about
  events outside the village, and a ghost haunting a temple could not dis-
  cuss events not related to the temple or its reasons for haunting it. The DM
  must decide if any question is within the realm of the local spirit. The DM
  can, if he chooses, limit the use of this spell to once a week (or even less)
  for any particular spirit, since they do not care to be disturbed by the tri-
  fling affairs of the material world. The material components of this spell
  are incense and an offering appropriate to the nature of the spirit.
  Create Spring (Alteration) Reversible
  Level: 2
  Range: Touch
  Duration: Permanent
  Area of Effect: Special
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  This spell causes a spring of fresh water to bubble forth at the shuken-
  ja's command. The spring can appear only from natural rock or earth,
  never from creatures, plants, or man-made constructions. The spring puts
  forth one gallon of water per level per turn. The water is fresh, clear, and
  cool. The reverse of this spell, dry spring, causes any natural or created
  spring to lessen its flow by the same amount. The material component for
  this spell is a bamboo cane.
  Detect Charm (Divination) Reversible
  Level: 2
  Range: 3"
  Duration: 1 turn
  Area of Effect: One creature
  Components V, S
  Casting Time: 1 round
  Saving Throw: None
  This spell indicates whether a creature is under the effects of a charm
  spell. Individuals charmed by creatures receive a saving throw, success
  indicating that no charm was detected. The spell's reverse protects fully
  from this detection, but only one creature may be shielded.
  Detect Life (Divination)
  Level: 2
  Range: 10 feet/level
  Duration: 5 rounds
  Area of Effect: One creature
  Components: V,S,M
  Casting Time: 1 round
  Saving Throw: None
  By use of this spell, a shukenja may determine if a creature is alive,
  including creatures under feign death, coma, or trance. Any form of men-
  tal protection prevents this spell, as does any thickness of metal. An inch
  of stone or wood is treated as 10 feet of open space. The material compo-
  nent for this spell is the shukenja's holy symbol.
  Dream Sight (Alteration)
  Level: 2
  Range: Special
  Duration: 1 round/level
  Area of Effect: Caster
  Components: S, M
  Casting Time: 1 round
  Saving Throw: None
  When using this spell, the shukenja falls into a deep sleep during which
  he dreams of places and events around him. His spirit is projected to the
  location desired. What he sees in his dreams are places and events that
  are happening at the time of his dreaming, not past or future events. In the
  dream, he can both see and hear and can will his spirit to move about nor-
  mally. His dream spirit can pass through solid objects with no difficulty, but
  cannot enter any area guarded by a protection spell (whether good, neu-
  tral, or evil). Nor can sounds coming from such an area be heard. The
  shukenja's spirit can move up to 36" away per round and then observe the
  scene around it in the next round. Thus, a 3d-level shukenja could send
  his dream spirit up to 72" in the first two rounds and then spend the third
  (and last) round observing the desired scene. At the end of the spell, the
  dream spirit of the shukenja automatically returns to his body. The shu-
  kenja can also voluntarily return to his body before the end of the spell. If
  the shukenja's body is disturbed before his dream spirit returns, the char-
  acter must make a saving throw versus death. If the save is successful,
  the dream spirit returns safely to the body with no ill effect. If the saving
  throw is unsuccessful, the body falls into a deep catatonic state and the
  dream spirit is unable to return of its own accord. Another shukenja can
  use dream sleep to guide the lost character's dream spirit back to its body,
  if he is able to locate it.
  Furthermore, while in dream sleep, the spirit of the shukenja is consid-
  ered a lesser spirit for the purposes of all spells. Thus, it can be forced to
  answer questions by a commune with lesser spirit spell, cannot see things
  hidden by an invisibility to spirits spell, and can be destroyed by a smite
  spell. If the dream spirit is destroyed, the shukenja's body falls into a cata-
  tonic state that can only be lifted by raise dead, resurrection, limited wish,
  or wish spells. The material component for this spell is a stick of incense
  worth at least one ch'ien.
  Enthrall (Enchantment/Charm)
  Level: 2
  Range: 3"
  Duration: Special
  Area of Effect: 90-foot radius
  Components: V, S
  Casting Time: 1 round
  Saving Throw: Neg.
  A shukenja using this spell may cause a group of people to pay atten-
  tion to the shukenja and respond positively. The shukenja must speak
  uninterrupted for one round, and the listeners must fully understand the
  language. They are granted a saving throw, with those of a race unfriendly
  to the caster saving at + 4. Beings of greater than 4 hit dice or those with
  Wisdoms of 15 or better are unaffected. The enthrall lasts for up to six
  turns, as long as the shukenja speaks, with those failing to save listening
  as if the shukenja has a Charisma of 21, and those making a saving throw
  treating the shukenja as having a Charisma of 3. Any discussion of poli-
  tics, religion, or alignment grants a new saving throw at + 5.
  Hold Person (Enchantment/Charm)
  Level: 2 
  Components: V, S, M
  Range: 6" 
  Casting Time: 5 segments
  Duration: 4 rounds + 1 round/level 
  Saving Throw: Neg.
  Area of Effect: One to three creatures.
  This spell holds immobile 1-3 human or humanoid creatures. All target
  creatures get a saving throw, at -1 if two creatures are targeted and at -2 if
  a single creature is the target of the hold person. Only humanoid creatures
  are affected by this spell. Material component for this spell is a small
  sphere of iron.
  Holy Symbol (Conjuration/Summoning)
  Level: 2
  Range: 0
  Duration: Permanent
  Area of Effect: One object
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  By means of this spell the shukenja creates a holy symbol from a previ-
  ously crafted item. The item must be made of appropriate materials (deter-
  mined by the shukenja's deity), and the shukenja may only make a holy
  symbol for his or her deity. A shukenja may carry up to two holy symbols at
  any time, and the holy symbol radiates good or evil, depending on the shu-
  kenja's alignment.
  60
  
  SECOND LEVEL SPELLS
  Know Motivation (Divination) Reversible
  Level: 2
  Range: 0
  Duration: 1 round/level
  Area of Effect: 1" x 3" path
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  This spells allows the caster to sense the basic needs, drives, and emo-
  tions of any unshielded mind, detecting such things as hunger, fear,
  greed, love, anger, hatred, etc. The spell gives no information of minds
  protected from detection by means of spells, magical items, or psionic
  powers. Nor is it effective against mindless creatures—slimes, oozes, jel-
  lies, unthinking undead, and most plants. The reverse of this spell, con-
  ceal motivation, masks the emotions and drives of any creature the spell is
  cast upon. The material component for this spell is a prayer written on a
  strip of cloth tied about the caster's forehead.
  Messenger (Enchantment/Charm)
  Level: 2
  Range: 2 "/level
  Duration: 1 hour/level
  Area of Effect: One creature.
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Neg.
  Through this spell the shukenja employs an available small animal or
  semi-intelligent creature as a messenger. The shukenja gives the animal
  simple directions and attaches some item or note to the animal. The ani-
  mal carries out the directions, and, if instructed, waits there until the spell
  duration expires. The material component is a bit of food to lure the ani-
  mal.
  Obscurement (Alteration)
  Level: 2
  Range: 0
  Duration: 4 rounds/level
  Area of Effect: 1" cube/level
  Components: V, S
  Casting Time: 4 segments
  Saving Throw: None
  This spell causes mist to rise about the shukenja, reducing all vision to 2
  to 8 feet. A strong wind will cut the duration by 75 percent.
  Protection From Spirits (Abjuration)
  Level: 2
  Range: Touch
  Duration: 3 rounds/level
  Area of Effect: 1" diameter
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Special
  When cast, this spell creates an invisible barrier around the recipient,
  preventing most spirits from entering the area of the circle. Lesser spirits
  cannot enter this circle, although they can still fire missiles and magical
  spells into the area. Lesser spriits have a -2 on their chance to hit and the
  characters gain a +2 on saving throws from such magical attacks.
  Greater spirits can enter the area if they make a successful saving throw
  versus death. Only one save is allowed per spirit and an unsuccessful
  save indicates the greater spirit cannot break the barrier. Greater spirits
  suffer a -1 on all to hit rolls and characters inside the area of effect gain a
  +1 on all saving throws from their magical attacks. Greater spirits that
  penetrate the circle also suffer a -1 on all saving throws.
  Lesser spirits and greater spirits are identified in the Monster section
  found later in these rules. The material component for this spell is a ginkgo
  wand with paper prayer strips attached.
  Request (Abjuration)
  Level: 2
  Range: 0
  Duration: Special
  Area of Effect: Special
  Components: V, S, M
  Casting Time: 3 turns
  Saving Throw: Neg.
  By means of this spell, the shukenja is able to ask for some service or
  deed from a spirit. The shukenja must know the identity of the spirit before
  casting the spell and must be in the area the spirit occupies. The request
  must be within the powers of the spirit. The lesser nature spirit of a stream
  could be asked to change its course slightly or bring fish within it to a cer-
  tain area, while the Lord of the Sea could be asked to summon a great
  storm, return some item from the depths, or ensure the smooth sailing of a
  vessel. In all cases, the spirit is allowed a saving throw versus spells. A
  successful save indicates the spirit need not heed the request. Likewise, if
  the request is outside the powers of the spirit, the spell fails. The DM can,
  under special circumstances, rule that the request is automatically fol-
  lowed, especially in cases where refusal would result in great harm to the
  spirit. The request must be carefully worded, for the spirit follows the lit-
  eral wording, not the intent, of the statement. Asking for a great storm
  without specifying where and when will not give the desired results, for
  example. Furthermore, the spirit will attempt to cause harm to the caster
  (or place him under some obligation), usually by twisting the intent of the
  request, because the shukenja is bothering the spirit.
  Casting this spell is extremely taxing on the shukenja. When the spell is
  finished, the shukenja is mentally and physically drained. All spells cur-
  rently memorized are forgotten and cannot be regained until the shukenja
  has had a complete week of rest. During this time the character can still
  travel but cannot take part in combat except to use magical items that do
  not require concentration or physical exertion. Furthermore, the shuken-
  ja's hit points are reduced to 1. Lost hit points can be regained by cure
  spells (cast by someone else) or magical items. The material component
  of this spell is an offering of appropriate value to the spirit, anywhere from
  5 to 100 ch'ien in value. In addition, the offering must have some meaning
  to the spirit—usually a piece of art or an item of fine craftsmanship. Simple
  cash is seldom a sufficient offering. The DM must decide the nature and
  value of the offering required.
  Slow Poison (Necromantic)
  Level: 2
  Range: Touch
  Duration: 1 hour/level
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 1 segment
  Saving Throw: None
  Casting this spell upon a poisoned individual slows the effects of that
  poison, restoring life to that individual for the duration of the spell. The poi-
  son is not neutralized, and 1 hit point is lost per turn, reducing the individ-
  ual to 1 hit point for the duration of the spell. A poisoned individual who
  has received no further cures at the end of the spell's duration will perish.
  The material components of this spell are the shukenja's holy symbol and
  a bud of garlic.
  Snake Summoning (Enchantment/Charm)
  Level: 2 
  Components: V, S. M
  Range: 12"
  Duration: 1 turn/level
  Area of Effect: 12" radius
  Casting Time: 1 round
  Saving Throw: Special
  This spell allows the shukenja to summon all snakes, serpents, and
  serpent-like creatures within the area of effect. Creatures with hit dice
  greater than the level of the shukenja and those creatures with a high
  intelligence are allowed a saving throw versus spell to avoid the effect. If
  the saving throw is failed or the creature not allowed a save, it comes to
  the shukenja and follows him about, so long as the shukenja maintains
  concentration on the spell. The creatures makes no attempt to harm the
  shukenja or those with him, unless they are attacked. Once attacked, the
  spell is broken. The shukenja can move at half his normal movement rate
  without breaking his concentration. At the end of the spell, the serpents
  revert to their normal state, with all the consequences this may entail. The
  material component of this spell is a small silver flute which must be
  played throughout the duration of the spell.
  Speak with Animals (Alteration)
  Level: 2
  Range: Touch
  Duration: 2 rounds/level
  Components: V, S
  Casting Time: 5 segments
  Saving Throw: None
  Area of Effect: One animal within 3" radius of caster
  This spell empowers the shukenja to communicate with any normal, non-
  fantastic warm- or cold-blooded creatures of Intelligence 1 or greater. The
  animals do not attack while this spell is in effect.
  61
  
  THIRD LEVEL SPELLS
  Warning (Divination)
  Level: 2
  Range: Touch
  Duration: 1 turn/level
  Area of Effect: 10-foot radius
  Components: V, S
  Casting Time: 2 segments
  Saving Throw: None
  This spell heightens the awareness and senses of the recipient to dan-
  ger. The recipient is one less on his chance of surprise (1-2 chance in 6
  becomes 1 chance in 6, etc.) from events originating within the area of
  effect. The character could still be surprised by a missile fired from out-
  side the area of effect, however. Likewise, the character cannot be struck
  from behind within the same limitations, since the character is automati-
  cally aware of any creature moving behind him. There is a 30 % chance
  the character automatically notices any trap or hidden danger (including
  invisible opponents) within the area of effect. The chance of success for
  hiding in shadows and moving silently is halved for any opponent within
  the area of effect.
  The various warnings given by this spell are only noticeable to the recip-
  ient of the spell. It is his decision to notify other members of his group
  should a warning be given. The material component for this spell is a
  small metal figure sprinkled with the dust of a crushed pearl.
  Withdraw (Alteration)
  Level: 2
  Range: 0
  Duration: Special
  Area of Effect: The caster
  Components: V, S, M
  Casting Time: 3 segments
  Saving Throw: None
  The withdraw spell allows the shukenja to alter the flow of time for the
  shukenja only, so that 1 segment of external time equals 1 round for the
  shukenja. The duration is 2 (external) segments + 1 segment per level of
  the caster (2 rounds + 1 round from the caster's point-of-view). While
  withdrawn, the shukenja may read, think, meditate, cast informational
  spells such as augury, or curative spells on himself only. Other actions,
  including walking, becoming invisible, or curing others ruin the spell. The
  material component is a small scroll of rice paper.
  THIRD LEVEL SPELLS
  Castigate (Abjuration)
  Level: 3
  Range: 6"
  Duration: Instantaneous
  Area of Effect: 2" radius
  Components: V, S, M
  Casting Time: 3 segments
  Saving Throw: Special
  By means of this spell, the shukenja is able to deliver a blasting rebuke
  upon his foes. The spell's effect depends on the alignment of those within
  the area of effect. Victims of the same alignment as the shukenja must
  make a successful saving throw versus spell or be deafened for 1-3
  rounds by the blistering words of the caster. Victims with a difference of
  one alignment component (either lawful, neutral, chaotic, good, or evil)
  suffer 1 point of damage per level of the caster. A successful saving throw
  versus spell reduces this damage to 1/2 point per level. Victims with both
  alignment components different from that of the caster suffer 1-4 points of
  damage per level of the caster. Again, a successful saving throw versus
  spell will reduce the damage by half. A lawful good shukenja casting this
  spell would deafen those of lawful good alignment, do 1 point of damage
  per level to those of lawful neutral, lawful evil, chaotic good, and neutral
  good alignments, and would do 1-4 points of damage per level to those of
  true neutral, neutral evil, chaotic neutral, and chaotic evil alignment. The
  shukenja's holy symbol is the material component required for this spell.
  Cure Blindness (Abjuration) Reversible
  Level: 3
  Range: Touch
  Duration: Permanent
  Area of Effect: Creature touched
  Components: V, S
  Casting Time: 1 round
  Saving Throw: None
  The shukenja casting this spell may permanently cure most forms of
  blindness. Its reverse will cause blindness, unless the target makes a suc-
  cessful saving throw.
  Cure Disease (Abjuration) Reversible
  Level: 3
  Range: Touch
  Duration: Permanent
  Area of Effect: Creature touched
  Components: V, S
  Casting Time: 1 turn
  Saving Throw: None
  This spell allows the shukenja to cure most diseases. After casting the
  spell, the afflicted creature returns to full health between one turn and one
  week later, depending on the nature of the affliction. The spell's reversed
  form, cause disease, affects the victim in 1-6 turns, causing the victim to
  lose 1 hit point per turn and 1 Strength point per hour, until the creature is
  at 10 % of its original hit points and Strength. The shukenja must touch
  the victim to cause disease, and the victim must fail its saving throw.
  Death's Door (Necromantic)
  Level: 3
  Range: Touch
  Components: V, S, M
  Casting Time: 5 segments
  Duration: 1 hour/level 
  Saving Throw: None
  Area of Effect: One human or demi-human
  The shukenja using this spell can raise an unconscious human or demi-
  human from between -1 to -9 to 0 hit points, stopping bleeding and dete-
  rioation, and have consciousness restored by means of further curative
  magics. The material components of this spell are the shukenja's holy
  symbol, a scrap of white silk, and any form of unguent.
  Detect Curse (Divination)
  Level: 3
  Range: 0
  Duration: 1 round/level
  Area of Effect: 1 * x 3" path
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  With this spell, the shukenja has a 5% chance per level of detecting any
  cursed item, person, or place. One man-sized object or one square yard of
  area can be checked each round. Once a cursed item has been discov-
  ered, the shukenja has the same percentage chance of determining the
  general nature of the curse, although its precise triggers and effects
  remain a mystery. In scanning a cursed scroll, the shukenja could learn
  the curse causes misfortune to the reader, but would not be able to tell that
  it lowered the saving throws and to hit chances of the recipient by 1 until
  removed. Each item or area can only be checked once by the same shu-
  kenja, regardless of the number of spells he may cast upon it. The mate-
  rial components for this spell are a gem of at least 2 ch'ien (which must be
  given to the shukenja's deity as an offering) and a fresh spray of cherry or
  plum blossoms.
  Dispel Magic (Abjuration)
  Level: 3
  Range: 6"
  Duration: Permanent
  Area of Effect: 3" cube
  Components: V, S
  Casting Time: 6 segments
  Saving Throw: None
  This spell neutralizes any magic it comes in contact with. The base suc-
  cess chance is 50%. For every level of experience of the shukenja over
  the level of the magic to be dispelled, 5% is added to the base chance; for
  every level below, 2% is subtracted. This spell automatically negates the
  shukenja's own magic. A dispel magic affects potions (as 12th-ievel
  magic), but not other magical items unless specifically cast on that item. In
  these cases, the item gets a saving throw only if held by a creature, and
  fails to function for one round. Artifacts and Relics are not subject to this
  spell.
  Divination (Divination)
  Level: 3
  Range: Touch
  Duration: Special
  Area of Effect: Special
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  The divination spell is used to gather information regarding an area
  whose location is known. Information gathered includes relative strength
  of creatures, amount and value of treasure, and whether the area is under
  the eye of supernatural beings. The chance of successful divination is
  62
  
  THIRD LEVEL SPELLS
  50% plus 1 % per level of the caster, modified further by the DM as
  needed. If the divination is not correct, inaccurate information is provided.
  The material components are a handful of coins, incense, and the shuken-
  ja's holy symbol. For powerful divinations, jewelry or magic items may be
  required.
  Dream Vision (Invocation) Reversible
  Level: 3
  Range: Touch
  Duration: Special
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  By means of this spell, the shukenja is able to send messages to others
  in the form of dreams. At the beginning of the casting, the shukenja names
  whom the message is for. The shukenja must know the identity of the
  recipient or identify him by some title that leaves no question as to the
  recipient. For example, the shukenja could send a dream to the governor
  bf Changtai Province, even if he has never met the man, since there is
  only one governor of that province. However, he could not send a dream to
  the sake-maker of a village in that province, since there might be several
  sake-makers in that village.
  Upon completing the physical casting of the spell, which requires but a
  turn, the shukenja falls into a deep, trance-like sleep. At this point his spirit
  leaves his body and travels instantaneously to the recipient. Thereupon,
  the shukenja is able to enter the dreams of the recipient and deliver his
  message unless the recipient is magically protected from spirits. If the
  recipient is awake when the spell is cast, the shukenja can choose to
  remain in his trance-like sleep until the recipient goes to sleep or he can
  choose to cancel the spell. The shukenja does not learn anything about
  the current activities or whereabouts of the recipient, only whether he is
  asleep or awake.
  Once the shukenja enters the dreams of the recipient, he can deliver a
  message of any length desired which the recipient remembers perfectly
  upon awakening. The communication is one way—the recipient cannot
  offer information or ask questions of the shukenja. Neither can the shu-
  kenja gain any information by observing the dreams of the recipient. Once
  the message is delivered, the shukenja's spirit returns instantly to his
  body. If the body is disturbed in any way while using this spell, the shuken-
  ja's spirit becomes lost. The body remains in its comatose state until some
  means is found to rejoin the shukenja's spirit with his body, such as a
  restore spell.
  The duration of this spell is the amount of time required for the shukenja
  to enter into the dreams of the other and then deliver the message. Thus,
  the duration could be as short as one round or as long as several hours.
  The reverse of this spell, nightmare, allows the shukenja to send a hid-
  eous and unsettling vision to his victim. The identity of the victim must be
  known as stated above and the victim must be asleep. This nightmare pre-
  vents restful sleep and causes the the victim to lose 1 d10 hit points. Since
  the victim has not rested, he is fatigued as if he had not had the night's
  sleep and is unable to regain spells. The victim is allowed a saving throw
  versus spell to avoid the effects of the nightmare.
  The material components for this spell are a bowl of incense and a robe
  of red (or white for the reverse) silk cloth.
  Flame Walk (Alteration)
  Level: 3
  Range: Touch
  Duration: 1 Turn plus 1 turn/level
  Area of Effect: Special
  Components: V, S, M
  Casting Time: 5 segments
  Saving Throw: None
  This spell grants the caster the power to withstand normal fires and gain
  a + 2 to all saving throws from magical fire. For each level above 5th, the
  caster may affect another man-sized creature or man-equivalent of mass.
  The material components of this spell are a powered ruby and the shuken-
  ja's holy symbol.
  Invisibility to Spirits (Illusion/Phantasm)
  Level: 3 
  Components: V, S, M
  Range: Touch
  Duration: 1 turn/level
  Area of Effect: One creature
  Casting Time: 1 turn
  Saving Throw: None
  all types. He may move freely through them without being noticed,
  although he is perfectly visible to all other types of creatures. If the charac-
  ter attacks while invisible, those spirits affected by the attack are instantly
  able to see the invisible character. Furthermore, items picked up after the
  spell is in effect and visible magical effects are not invisible to the spirits.
  The material component for this spell is a writing brush and a jar of red ink.
  With these, the shukenja must write sutras on every part of the character
  being rendered invisible.
  Know Alignment (Divination) Reversible
  Level: 3
  Range: 1"
  Duration: 1 turn
  Area of Effect: One creature/round
  Components V, S
  Casting Time: 1 round
  Saving Throw: None
  Using this spell the shukenja is able to read the exact alignment of a
  person (human or nonhuman). The spell's reverse obscures alignment for
  one person for a single turn, two for 5 rounds, etc.
  Levitate (Alteration)
  Level: 3
  Range: 2 "/level
  Duration: 1 turn/level
  Area of Effect: Special
  Components: V, S, M
  Casting Time: 2 segments
  Saving Throw: Neg.
  The shukenja may levitate himself or another creature, up to a limit of
  1000 gp (100 lbs) per level of the caster. If cast upon the shukenja, the shu-
  kenja may move 20' vertically per round, if cast upon another creature,
  that creature may be levitated 10 feet per round (an unwilling target gets a
  saving throw to avoid being affected). No horizontal movement is allowed,
  and the caster may cancel the spell as desired. The material component
  of this spell is a small kite and string.
  Magical Vestment (Conjuration/Alteration)
  Level: 3
  Range: Touch
  Duration: 6 rounds/level
  Area of Effect: Caster only
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  This spell only functions within a temple of the shukenja's deity, or on
  other ground held holy by the shukenja's faith. It enchants the shukenja's
  garb to the equivalent of chain mail in protection. If no armor or other pro-
  tective devices are worn by the shukenja, the magic vestment also pro-
  vides a +1 enchantment for every four levels of the caster. The effects are
  lost if the shukenja is knocked unconscious or leaves the area.
  Oath (Abjuration) Reversible
  Level: 3
  Range: 1"
  Duration: Permanent
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Neg.
  This spell renders the shukenja or any he touches invisible to spirits of
  By means of the oath spell, the shukenja can attempt to force some
  deed or behavior upon an unwilling creature in return for some consider-
  ation from the shukenja (typically sparing its life). The creature must be
  able to understand the speech of the shukenja for the spell to have effect.
  The oath must be limited to actions that can be accomplished by the natu-
  ral abilities of the creature and cannot directly cause harm to the creature
  or another. Thus, a shukenja could demand that a highwayman swear
  never to rob again, that an evil monster return to those deserted lands
  from which it came, or that a lord never overtax his peasants again. He
  could not demand that a monster commit suicide or force a samurai to
  attack an encampment of dangerous monsters. The DM must decide if
  any given oath is beyond the restrictions given. The victim is allowed a
  saving throw versus spell to avoid the effects of the spell. However, if the
  victim has been subdued in combat, the saving throw is made with a -2
  penalty.
  Once the spell is in effect, both sides have free will to abide by the condi-
  tions of the oath. If the shukenja (or any accompanying him) break oath,
  the forsworn creature is instantly freed of it. (Whomever broke the oath
  suffers a loss of honor, too.) However, if the victim attempts to break the
  conditions of the oath, he is struck by wracking pains, causing the loss of
  63
  
  FOURTH LEVEL SPELLS
  one hit point per round until he relents or dies. Oaths can be removed by
  the reverse of this spell, unbind, or by use of an atonement. The material
  component for both oath and unbind is the shukenja's holy symbol.
  Possess Animal (Enchantment/Charm)
  Level: 3
  Range: 1"
  Duration: 1 round/level
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Neg.
  By use of this spell, the shukenja is able to project his spirit into that of
  an animal, forcing the creature to behave according to his will. The crea-
  ture must be a normal animal, not a monster type, and must have fewer hit
  dice than the shukenja. The animal is allowed a saving throw versus spell
  and if successful the spell has no effect. Once the animal is possessed,
  the shukenja can cause it to do anything within its ability, regardless of the
  consequences to the animal. However, for every point of damage suffered
  by the animal, the shukenja suffers 1/2 a hit point of damage. In addition,
  should the animal die while under the control of the shukenja, a system
  shock roll must be made. If the roll is failed, the shukenja also dies.
  While controlling an animal, the body of the shukenja falls into a cata-
  tonic state. If the body is disturbed or moved, the shukenja's spirit is lost
  until reunited with its body, as per a restore spell. The material component
  for this spell is a bowl of incense and a morsel of food appealing to the ani-
  mal.
  Prayer (Conjuration/Summoning)
  Level: 3
  Range: 0
  Duration: 1 round/level
  Area of Effect: 6 ' radius
  Components: V, S, M
  Casting Time: 6 segments
  Saving Throw: None
  This spell duplicates the effects of the chant without requiring continual
  chanting, allowing the shukenja other actions. The material component of
  this spell is a holy symbol made of silver or prayer beads.
  Remove Curse (Abjuration) Reversible
  Components: V, S
  Casting Time: 6 segments
  Saving Throw: Special
  Level: 3
  Range: Touch
  Duration: Permanent
  Area of Effect: Special
  The shukenja casting this spell may lift a curse upon an object, person,
  or area. This spell does not affect cursed magical items, but allows those
  carrying such items to discard them. To cast the spell's reverse, bestow
  curse, the shukenja must touch the target and the target receives a saving
  throw which, if successful, negates the spell. The bestow curse lasts for
  one turn for every level of the caster, and can have one of the following
  effects:
  01-50 Lower one ability (random choice) to 3
  51-75 Reduce target's to hit and saving throws by -4
  76-00 Cause target to drop any object held.
  Remove Paralysis (Abjuration) Reversible
  Level: 3 
  Components: V, S
  Range: 1 "/level
  Duration: Permanent
  Area of Effect: 1-4 creatures in a 2
  Casting Time: 6 segments
  Saving Throw: None
  x 2" area
  This spell can free its targets from the effects of paralyzation and hold
  spells. It grants the target creature or creatures a new saving throw
  against paralyzation, at + 3 if one creature is involved, + 2 if two are
  affected, and +1 if three or four creatures are targeted. The spell's
  reverse, cause paralysis, can be cast if the shukenja touches a single tar-
  get with a holy symbol. This paralyzes for 1-6 rounds plus one round per
  level of the caster.
  Speak with Dead (Necromantic)
  Level: 3
  Range: 1"
  Duration: Special
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  The casting of this spell allows the shukenja to ask questions of a dead
  creature within a certain amount of time. The number of questions is
  dependent on level (as shown on Table 64: Speak with Dead.)
  The caster must be able to speak the language of the deceased crea-
  ture. In addition, the dead tend to be brief, cryptic, and hold grudges
  against the living.
  Table 64: SPEAK WITH DEAD
  Shukenja's
  Level
  Less than 7
  7 to 8
  9 to 12
  13 to 15
  16 to 20
  More than 20
  Maximum Length of
  Time Subject Dead
  1 week
  1 month
  1 year
  10 years
  100 years
  1000 years
  Substitution (Alteration)
  Level: 3
  Range: 0
  Duration: Special
  Area of Effect: Special
  Time
  Questioned
  1 round
  3 rounds
  1 turn
  2 turn
  3 turns
  6 turns
  Number of
  Questions
  2
  3
  4
  5
  6
  7
  Components: V, S, M
  Casting Time: 3 turns
  Saving Throw: None
  After this spell is cast, the shukenja is able to transfer a limited amount
  of damage from himself to a specially prepared figure of his deity. Before
  casting the spell, the shukenja must first personally prepare a statue of his
  deity from materials worth at least five ch'ien. In addition, every time the
  spell is cast, the shukenja must present an offering suitable to his deity.
  When the spell is cast, the statue is imbued with the power to absorb from
  1 -4 hit points of damage the shukenja suffers, no matter where he may be.
  This substitution is automatic, the first points of damage suffered are auto-
  matically absorbed by the statue. Repeated spells may be cast on the
  same statue up to a limit of 20 hit points of damage transferred. The shu-
  kenja may never have more than one such substitution in effect at any
  given time. When the shukenja is harmed, he bears no sign of the dam-
  age. Instead it appears on the statue he has prepared. The statue cannot
  be healed and once all points are lost a new statue must be prepared. This
  spell is empowered by the great faith and service of the shukenja to his
  deity. Characters in questionable standing with their deity can never use
  this spell, as it is an act of compassion from their deity.
  FOURTH LEVEL SPELLS
  Abjure (Abjuration) Reversible (Conjuration/Summoning)
  Level: 4 
  Components: V, S, M
  Range: 1"
  Duration: Permanent
  Area of Effect: One creature
  Casting Time: 1 round
  Saving Throw: Neg.
  A shukenja may return an extra-planar being to its native plane by this
  spell. The shukenja must know the exact and proper names of the being
  so affected. Success is determined as for a dispel magic, comparing the
  caster's level and the creature's hit die.
  The spell's reverse, implore, can summon a specific creature, of the
  same alignment as the shukenja, from another plane. Success is the
  same as for the abjure, and the exact and proper names of the creature
  must be known. The implore does not restrain a summoned creature, and
  neither version affects deities or demi-gods. The material components for
  both versions include the holy symbol of the shukenja and holy water. The
  abjure also uses some material inimical to the creature, while the implore
  uses any substance the creature craves or respects.
  Cure Serious Wounds (Necromantic) Reversible
  Level: 4
  Range: Touch
  Duration: Permanent
  Area of Effect: Creature touched
  Components: V, S
  Casting Time: 7 segments
  Saving Throw: None
  64
  
  FOURTH LEVEL SPELLS
  Upon laying his or her hands upon a wounded creature, the shukenja
  tasting this spell causes 3-17 (2d8+1) points of damage to be healed,
  rhe spell's reverse, cause serious wounds inflicts 3-17 points on touch.
  Components: V, S, M
  Casting Time: 7 segments
  Saving Throw: None
  Meet Lie (Divination) Reversible
  .evel: 4
  tange: 3"
  Duration: 1 round/level
  krea of Effect: One person
  The recipient of this spell can immediately determine if truth is being
  jpoken. It only reveals that a lie is spoken; the spell does not give the truth
  )f the matter. The spell's reverse, undetectable lie, counters this spell, or
  nakes bald-face lies seem reasonable. Detect lie requires gold dust while
  he reverse spell requires brass dust.
  Detect Shapechanger (Divination)
  Level: 4
  Range: 6"
  Duration: 3 rounds/level
  Area of Effect: One creature/level
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  By means of this spell, the shukenja is able to see the true form of any
  shapechanging creature. The true form is the shape most commonly
  assumed by the creature. If the creature is currently in that form, the spell
  reveals that it is a shapechanger but does not reveal the other forms pos-
  sible to the shapechanger. The spell does not disclose the specific type of
  shapechanger nor the alignment or intentions of the creature. One crea-
  ture or one square yard of area can be examined each round. The material
  component for this spell is balm of honey and lotus flower, smeared on the
  eyelids of the caster.
  Components: S, M
  Casting Time: 1 turn
  Saving Throw: None
  Endurance (Alteration) Reversible
  Level: 4
  Range: Touch
  Duration: 24 hours
  Area of Effect: One creature/2 levels
  This spell allows the shukenja to banish fatigue caused by lack of sleep
  and overexertion. When cast, it fills the recipient with energy and vigor.
  For characters who have gone without rest, it cancels the effects of fatigue
  as if the character had eight hours of restful sleep in the last 24 hours.
  Thus a character could be active for 24 hours (out of necessity), gradually
  suffering fatigue, receive this spell, and return to normal functioning
  instantly. For characters who are already well rested, the spell cancels the
  need for sleep in the next 24 hours. It does not, however, allow the recov-
  ery of spells. The spell affects one character for every two levels of the
  caster.
  The reverse of this spell, fatigue, tires the victim as if he had not slept in
  the last 24 hours. The victim is -2 on his chances to hit, -1 on all saving
  throws, and moves at 2/3 his normal movement rate. In addition, if the vic-
  tim does not rest within 12 hours, he collapses from exhaustion and
  sleeps for 10 hours. If sleep is impossible, the character is unable to take
  any type of effective action. Eight hours of rest (if taken before collapse
  occurs) cancel the effects of this spell. The victim is allowed a saving
  throw versus spell to avoid the effects of fatigue.
  The material component for endurance is a pinch of sand, while its
  reverse, fatigue, requires a small noisemaker.
  Components: V, S, M
  Casting Time: 1-100+ turns
  Saving Throw: None
  Exorcise (Abjuration)
  Level: 4
  Range:1"
  Duration: Permanent
  Area of Effect: One creature or object
  This spell negates control of a creature or object from possession,
  curse, or charm, as well as neutralizing a soul object, forcing the soul
  within to occupy its nearest body. Roll 1d100; this is the base chance of
  success (plus or minus 1 % for each level of difference between the caster
  and the possessor or possessing magic). Roll 1d100 every turn to check
  for success. Other factors may affect the roll, including holy artifacts and
  relics, which can add 1-50% to the chance of success. Ten percent is
  added to success if held in a temple. Material components for this spell
  are the shukenja's holy symbol and holy water.
  Fate (Divination)
  Level: 4
  Range: 0
  Duration: Special
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 6 turns
  Saving Throw: None
  This spell allows the shukenja to foresee the general course of a char-
  acter's life. Both the shukenja and the character for whom the spell is cast
  must be present at the casting. Significant details of the character's life
  must be known—birthdate, past deeds, family, etc. Upon casting the
  spell, the shukenja delves into the possible paths for the character's
  future life. At the end of the spell, the shukenja is able to predict some
  major future event in the character's life. Neither the character or the shu-
  kenja has any control over the nature of the event predicted, i.e. specific
  questions cannot be asked or answered. Nor are the exact circumstances
  of the event known (date, location, etc.). Indeed, the shukenja is only able
  to provide general statements about the future of the character.
  When this spell is cast, there are two ways the DM can decide the
  answer. If the DM knows of some event that will occur to the character, he
  can use this to provide the answer. Thus, if the DM knows that the charac-
  ter will shortly incur the wrath of a ninja family, he can respond "Soon you
  life will be fraught with danger from someone whose wrath you have
  incurred. You must expect danger from unexpected sources and friendly
  strangers. Courage, cunning, and caution should enable you to prevail." If
  the DM knows of no particular event that will occur to the character, he can
  roll on Table 65: Fate.
  Table 65: FATE
  Die
  Roll
  Outcome
  1 
  The character will overcome some great opponent
  in a valiant struggle.
  2 
  The character will gain a great fortune but lose
  it before he can reap the benefits.
  3 
  The character will be elevated to high position and
  enjoy the respect and admiration of those around him.
  4-5 
  The character will be elevated to high position but
  evil scheming will bring about his fall.
  6-7 
  The character will suffer a humiliating defeat at the
  hand of some great enemy.
  8-9 
  The character will come into a great fortune that
  will bring ruin and hardship to his house.
  10-12 
  Powerful beings will show compassion upon the character,
  sparing his life at an unexpected moment.
  13-15 
  The actions of the character's family will bring
  misfortune down upon the character.
  16-17 
  A stranger will bring disguised good fortune into
  the character's life.
  18 
  The character will gain great favor with the mighty
  through a courageous and heroic action.
  19 
  A stranger will bring ill fortune into the
  character's life.
  20 
  A fearful enemy will seek devious revenge upon the
  character when he does not expect it.
  All of the statements given above are quite general and many provide
  the basis for adventures. The DM should secretly note the fate of the char-
  acter and then arrange for the events to come about, creating an adven-
  ture to fit. The DM can also create other fates as he sees fit. The fate is not
  an absolute event and unyielding, rather it is the potential for what may
  occur. The actions of the character are the player's choice and his actions
  may change the final outcome. Indeed, knowing his fate allows the char-
  acter to better prepare himself to meet and avoid it.
  A character can only have one fate at a time. Once determined, the nature
  of the event cannot be changed although the outcome can occur differently if
  the character's actions accomplish this. Determining a fate does not make the
  character immune to death, i.e. the character can still die before his selected
  fate comes to pass, especially if he behaves in a rash or stupid manner. How-
  ever, in most cases, the character should live to see his fate fulfilled, even if he
  only survives for a few seconds after it has happened.
  The material components for this spell are incense, astrological charts, and
  a silver gong.
  65
  
  FOURTH LEVEL SPELLS
  Neutralize Poison (Alteration) Reversible
  Level: 4 
  Components: V, S
  Range: 0 
  Casting Time: 7 segments
  Duration: Permanent 
  Saving Throw: None
  Area of Effect: Creature touched or 1 cu. ft./2 levels
  This spell removes any sort of venom from a creature or substance. An
  unwilling target must be touched via a to hit roll in order for the spell to
  function. Likewise, the target of its reverse, poison, must be touched, and
  must fail a saving throw versus poison to be affected and slain.
  Pacify (Alteration)
  Level: 4 
  Components: V, S
  Range: 0 
  Casting Time: 4 segments
  Duration: 1 round/level 
  Saving Throw: None
  Area of Effect: 6" radius, one creature per level
  When this spell is cast, the shukenja utters a few relevant sutras, pro-
  ducing a still calm over the area of effect. All within this area are pacified,
  unable to attack or harm others. Spells and weapons that would directly or
  potentially harm others cannot be used. Those affected cannot physically
  impede the movement of other creatures, although they can barricade
  exits or position their bodies to obstruct movement. If the area of effect
  contains more creatures than the shukenja is able to affect, those with the
  least hit dice are affected first. If any affected creature is attacked by
  someone unaffected by the spell, the effect is instantly canceled on that
  creature. This results in no loss of initiative, since the affected creature
  can clearly see any hostile intentions of the others.
  Penetrate Disguise (Divination)
  Level: 4
  Range: 12"
  Duration: 1 round
  Area of Effect: One individual
  Components: V, S
  Casting Time: 2 rounds
  Saving Throw: Neg.
  The use of this spell empowers the shukenja to see through non-
  magical disguises and determine if a character is under the effects of a
  friends spell. It does not penetrate magical disguises or illusions, nor does
  it reveal alignments or intentions. The target receives a saving throw
  against spell, and if that save is made, the disguise is further enhanced in
  the caster's mind as being real.
  Components: V
  Casting Time: 3 segments
  Saving Throw: None
  Polymorph Self (Alteration)
  Level: 4
  Range: 0
  Duration: 2 turns/level
  Area of Effect: Caster only
  When this spell is cast, the shukenja is able to assume the form of any
  creature—from a small bird up to a great horse. There is no system shock,
  but the polymorphed shukenja gains only the form and its locomotion, not
  any special attacks, magical abilities, etc. The shukenja may change from
  one form to another (takes five segments) as often as desired during the
  spell's duration. Damage to the polymorphed form is done to the shu-
  kenja, but upon return to human form 1-12 points are restored to the shu-
  kenja.
  Protection from Evil, 10' Radius (Abjuration) Reversible
  Level: 4 
  Components: V, S, M
  Range: Touch
  Duration: 1 turn/level
  Area of Effect: 20-foot-diameter circle
  Casting Time: 7 segments
  Saving Throw: None
  This spell is an expansion of the shukenja ritual of protection from evil,
  and functions as the effects of that ritual in the described area. The shu-
  kenja must trace a circle of the correct area using holy water, tea, incense,
  salt, or rice.
  Reanimation (Necromantic)
  Level: 4
  Range: Touch
  Duration: One day/level
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Special
  With this spell the shukenja revives a recently dead character (dead for
  no more than 24 hours) into a state of half-life, neither dead nor fully alive.
  The reanimated character must make a successful system shock roll for
  the spell to have effect, although this does not cause a loss of Constitu-
  tion. If successful, the reanimated character has 1 hit point. The reani-
  mated character cannot fight or use magical items and has no spells
  memorized (nor can it regain spells), but it can move and speak. The
  movement rate is half normal and the speech is slow and slurred. Further-
  more, the reanimated character's memory is cloudy and confused and it
  has trouble remembering even basic details concerning its past life and
  friends. If left unwatched, the character is prone to wander off randomly
  with no conception of where it is going or where it has been. The reani-
  mated character can be slain again (and reanimated again if necessary).
  While in this state, the character has no need of food, sleep or drink. The
  reanimated character can be returned to normal function through the use
  of a raise dead, resurrection, limited wish, or wish spell. The material com-
  ponents for this spell are a prayer-inscribed strip of white cloth, the shu-
  kenja's holy symbol, and a stick of incense.
  Remorse (Abjuration)
  Level: 4
  Range: Touch
  Duration: Special
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Neg.
  When this spell is cast, the shukenja delivers a stern lecture on the evil
  ways of the victim, filling the victim with guilt and regret over his actions.
  The spell can only be used on creatures of low or greater Intelligence and
  only if the victim understands the speech of the shukenja. The victim is
  allowed a saving throw versus spell to avoid the effect, although creatures
  subdued in combat receive no saving throw. Should the spell be success-
  ful, the creature repents of his evil action. This is either an action just com-
  mitted or, if no recent action applies, some action committed in the past.
  The remorseful creature forswears from committing this action again (with
  the same consequences as an oath spell) and also seeks to expiate his
  guilt through some appropriate deed or offering. Thus if a highwayman
  were struck with remorse, he would forswear such banditry and would
  seek to return his ill-gotten gains to their rightful owners. Likewise, an evil
  monster terrorizing the countryside would put this behavior behind it and
  might attempt to repair the damage it caused. When making restitution for
  his actions, the remorseful creature is not required to reveal himself (since
  this might result in harm to himself), but can do so secretly, concealing his
  presence and identity from those he has wronged. Should circumstances
  make restitution impossible, the creature can perform some service for
  another of appropriate magnitude to the evil deeds he has committed. No
  restitution can be for the gain or advantage of the shukenja or the player
  characters, but must be a service that helps the general community. The
  shukenja character can suggest appropriate restitution at the time of cast-
  ing the spell, but the DM has the final decision as to what is appropriate.
  An atonement spell can cancel the effects of remorse. The material com-
  ponents for this spell are a pearl (which must be given freely to the crea-
  ture) and the shukenja's holy symbol.
  Reward (Conjuration)
  Level: 4
  Range: 0
  Duration: Permanent
  Area of Effect: One creature
  Components: V, M
  Casting Time: 1 turn
  Saving Throw: None
  This spell is extremely limited in its use and can only be cast when the
  DM judges the appropriate conditions have been met. The spell allows the
  shukenja to give an appropriate gift to those who have been exceptionally
  faithful or have performed some great service for the shukenja's ethical
  cause. When the DM determines that these factors apply, the spell can be
  cast. The shukenja can never cast the spell to reward himself and reward-
  ing player characters should only be done for truly exceptional deeds.
  When cast, this spell causes a gift from the shukenja's deity to appear,
  one that is appropriate to the service done and the station and needs of
  the character rewarded. The reward must be given to the character. If kept
  by the shukenja or stolen by another, the reward vanishes and the offend-
  ing character suffers the effects of an ancient curse.
  The exact type of reward must be determined by the DM. Typical serv-
  ices and rewards are listed on the following page.
  66
  
  FIFTH LEVEL SPELLS
  An artisan creating an exceptional work of art for the shukenja's
  temple might receive magical tools that increase his proficiency by 1 or
  more when used.
  A peasant who consistently presents offerings of food greater than
  he can afford might receive a magical rice pot that never goes empty.
  A warrior who fights valiantly for the religion's cause might receive a
  weapon of quality or the one-time use of one shukenja spell.
  A lord who supports the ethos and protects its property might
  receive good fortune in his endeavors or success in some great battle.
  Those who perform such services with a greedy heart, i.e. only looking
  to the reward they will receive, get that which they deserve—exposure of
  their greed, humiliation, or misfortune.
  The material component for this spell is a temple of the shukenja's reli-
  gion, where the spell must be cast.
  Components: V, S, M
  Casting Time: 4 segments
  Saving Throw: 1/2
  Snake Barrier (Evocation)
  Level: 4
  Range: 12*
  Duration: 3 rounds/level
  Area of Effect: 2* sq./level
  With this spell, the shukenja creates a painful barrier against snakes,
  reptiles, and serpent-like creatures, including dragons. The spell creates
  an invisible wall that can be shaped however the caster desires. Although
  not visible, serpents of all types are aware of its presence. Those not
  overtly hostile avoid the area of the spell, leaving it alone. Serpents with
  hostile intent may attempt to pass through the wall. However, those with 4
  or fewer hit dice must first make a successful saving throw versus paraly-
  zation or they cannot cross the boundary. Any serpent that does cross the
  boundary must make a saving throw versus spells or suffer 1d4 points of
  damage for every level of the caster. A successful saving throw reduces
  the damage by 1/2.
  Using this spell in the presence of intelligent serpent creatures usually
  enrages them, or at least reduces their chances of befriending and aiding
  the shukenja. The material component for this spell is a shed snake skin.
  Speak with Plants (Alteration)
  Level: 4
  Range:0
  Duration: 1 round/level
  Area of Effect: 6" diameter circle
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  A shukenja using the speak with plants spell may communicate in a
  rough fashion with vegetable matter. While this spell does not empower
  the plants to move, simple movements such as thickets parting and vines
  entangling are possible. The material components for this spell are a drop
  of water, several flower petals, and a flame.
  Spell Immunity (Abjuration)
  Level: 4
  Range: Touch
  Duration: 1 turn/level
  Area of Effect: One individual
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  The recipient of this spell is immune to the effects of a specified spell of
  4th level or lower that has been experienced by the shukenja. The immu-
  nity applies only to cast spells, not to magical items and effects from spell-
  like abilities. Only one spoil immunity may be cast on a given creature at
  one time. The material components for this spell are a pot of ink, a brush,
  and a white silk vest.
  Sustain (Alteration)
  Level: 4
  Range:1"
  Duration: 6 hours/level
  Area of Effect: 1 creature/2 levels
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the shukenja or any creature it is cast upon to do with-
  out food or water for the duration of the spell. The character does not suf-
  fer the effects of starvation or thirst, although he can eat and drink
  normally. When the spell ends, the character must resume normal eating
  and drinking habits, but does not feel any adverse effects from the time
  spent without food. Likewise, if the spell is cast upon a creature suffering
  from starvation and thirst, it counters the effects as if the creature had
  eaten one filling meal for every six hours of the spell's duration. The mate-
  rial components for this spell are a flask of warm sake and a rice cake.
  Tongues (Alteration) Reversible
  Level: 4
  Range: 0
  Duration: 1 turn
  Area of Effect: 6" diameter circle
  Components: V, S
  Casting Time: 7 segments
  Saving Throw: None
  This spell enables the shukenja to speak the language of any creature
  inside the spell area, including racial tongues and alignment languages.
  The reverse of the spell cancels the effect of tongues or confuses verbal
  communications.
  FIFTH LEVEL SPELLS
  Advice (Enchantment/Charm)
  Level: 5
  Range: 1"
  Duration: Instantaneous
  Area of Effect: One creature
  Components: V
  Casting Time: 5 segments
  Saving Throw: Neg.
  This spell allows the shukenja to give profound and thoughtful advice to
  any creature of at least low intelligence. The two must also share a com-
  mon language. When cast, the victim is allowed a saving throw versus
  spell to avoid the effect. If this is failed, the shukenja can give the creature
  instructions in the form of advice. These can be instructions to do any-
  thing, including acts obviously foolish or self-destructive. The advised
  creature then does its best to obey the instructions. However, if the advice
  would place the creature in great peril or cause its death, the creature is
  allowed a second saving throw versus spell (with a + 4 on the die roll) just
  prior to committing the act. Should, for example, the shukenja give advice
  to go to a nearby cliff and jump off (and the creature cannot fly), the sec-
  ond saving throw would be allowed just before the creature took the fatal
  step. The spell does not in any way conceal the identity of who gave the
  advice, and bad advice can often cause trouble for the shukenja, should
  those who follow it survive.
  Air Walk (Alteration)
  Level: 5 
  Components: V, S, M
  Range: 0 
  Casting Time: 1 segment
  Duration: 6 turn +1 /level 
  Saving Throw: None
  Area of Effect: One creature of up to giant size.
  This spell enables the shukenja to tread upon air as if it were solid
  ground, moving at normal rate if remaining at the same altitude, slowing if
  ascending (as if walking up a hill), and speeding up if descending. The
  material components of this spell are the shukenja's holy symbol and a bit
  of thistledown.
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  Atonement (Abjuration)
  Level: 5
  Range: Touch
  Duration: Permanent
  Area of Effect: One person
  This spell enables the shukenja to remove the onus of unwilling or
  unknown deeds from the subject, as well as remove the effects of magical
  alignment change. The subject of the spell should be truly repentant, or
  under the command of others to be repentive. The material components
  of this spell are the shukenja's symbol, prayer beads or prayer wheel, and
  burning incense.
  Commune With Greater Spirit (Divination)
  Level: 5 
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  Range: 0
  Duration: Special
  Area of Effect: Special
  This spell is similar to the commune with lesser spirit spell. The points of
  difference are that any type of spirit, including the shukenja's deity, can be
  contacted by this spell and the questions are limited to yes or no answers
  67
  
  FIFTH LEVEL SPELLS
  (although "maybe" and "I don't know" are also acceptable replies). The
  material component for this spell is an offering of appropriate type and
  value to the spirit contacted.
  Cure Critical Wounds (Necromantic) Reversible
  Level: 5
  Range: Touch
  Duration: Permanent
  Area of Effect: Creature touched
  Components: V, S
  Casting Time: 8 segments
  Saving Throw: None
  The shukenja casting this spell may lay his or her hands on a living sub-
  ject to heal 6 to 27 (3d8 + 3) hit points of damage from wounds and other
  damage. Its reverse, cause light wounds, requires a successful touch to
  inflict 6-27 points damage.
  Dispel Evil (Abjuration) Reversible
  Level: 5
  Range: Touch
  Duration: 1 round/level
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 8 segments
  Saving Throw: Neg.
  This spell causes summoned evil creatures (as well as monsters
  enchanted and caused to perform evil deeds) to return to their own plane.
  While the spell is in effect, all such creatures are at -7 to hit the spell caster.
  The spell's reverse, dispel good, has a similar effect on summoned and
  enchanted creatures of good alignment. The material components for this
  spell are the shukenja's holy symbol, a handful of salt, and incense.
  Mental Strength (Alteration) Reversible
  Components: V, S, M
  Casting Time: 5 segments
  Saving Throw: None
  Level: 5
  Range: Touch
  Duration: 1 round/level
  Area of Effect: Creature touched
  This spell enables the shukenja to mentally fortify himself or others. The
  recipient of the spell gains a + 4 bonus to saving throws against spells and
  magical effects involving will force—illusions, enchantments, charms,
  hypnosis, suggestions, fear, possession, telepathic attacks, etc. In addi-
  tion, when struck by mental attacks that do not normally allow a saving
  throw (pacify, etc.), the recipient is allowed a saving throw of 17 or better to
  avoid the effects of the spell. The reverse of this spell, mental weakness,
  has the opposite effect—lowering the saving throw against mental attacks
  by -4. The victim must be touched, but no saving throw is allowed. The
  material component for this spell is the tail of a fox.
  Possess (Enchantment/Charm)
  Level: 5
  Range: 36"
  Duration: 1 round/level
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: Neg.
  This spell is similar to the possess animal spell. Unlike possess animal,
  however, this spell can be used to possess any type of natural animal or
  intelligent creature. When possessing a character, the shukenja does not
  gain any of the abilities of that character class (i.e. special abilities or
  spells). When released, the possessed creature does not have any mem-
  ory of actions done during the possession or knowledge of who possessed
  it. The material components for this spell are a bowl or stick of incense and
  a figurine of the creature or character to be possessed.
  Components: V, S
  Casting Time: 1 round
  Saving Throw: Special
  Raise Dead (Necromantic) Reversible
  Level: 5
  Range: 3"
  Duration: Permanent
  Area of Effect: One person
  A shukenja utilizing a raise dead spell can restore life to a dead body
  that has been dead up to as many days as the level of the shukenja. The
  spell can be used to raise any human, demi-human, or humanoid creature
  of at least low Intelligence. The individual being raised must make a sys-
  tem shock roll and, if successful, have full bed rest for one day for each
  day the character was dead. The spell's reverse, slay living, allows the tar-
  get a saving throw versus spell which, if successful, still subjects the tar-
  get to 3-17 points of damage.
  Remember (Divination) Reversible
  Level: 5
  Range: Touch
  Duration: Permanent
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: Special
  This spell can be used for two purposes. The first allows the shukenja to
  restore memories lost by amnesia, possession, forget, or other events
  that might cause a loss of memory. The spell instantly restores all lost
  memories of the character. The second form of the spell restores limited
  knowledge to the character of previous lives. This use is more difficult and
  requires the recipient of the spell to make a successful saving throw vs.
  death to take effect. If successful, the character gains some limited mem-
  ories of his previous life as a different person (or possibly even as an ani-
  mal). The main use of this version is to gain information about events in
  the distant past. These may reveal reasons for the character's current for-
  tunes or information about places and items long since forgotten. This is
  used most often when the DM has created an adventure where such infor-
  mation is hidden from the characters. Thus, if the player characters dis-
  cover an incomplete ancient legend describing some great treasure or
  past event, the remember spell can be used in an attempt to learn more
  information. The DM must decide if any useful information can be gained
  from this spell.
  The reverse of this spell, forget past, causes the victim to lose knowl-
  edge of recent events. For every level of the shukenja, one day's worth of
  memories is lost, starting with the most recent. The victim does not forget
  spells memorized, however. The victim is allowed a saving throw versus
  spell to avoid the effects of this spell. The material component for all forms
  of this spell is a metal mirror.
  Strength (Alteration)
  Level: 5
  Range: Touch
  Duration: 6 turns/level
  Area of Effect: Person touched
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  Use of this spell increases the Strength of the character by a number of
  points that depend on the character's class:
  Samurai, sohei, kensai, bushi, & barbarians gain 1d8 points
  Shukenja and yakuza gain 1d6 points
  Wu Jen and monks gain 1d4 points
  Ninja gain Strength as their other class.
  Samurai, kensai, bushi, and barbarians gain strength in 10% incre-
  ments upon reaching 18 Strength. The material component of this spell is
  a piece of fur of a strong animal such as a bull or ape.
  Components: V, S, M
  Casting Time: 8 segments
  Saving Throw: None
  True Seeing (Divination) Reversible
  Level: 5
  Range: Touch
  Duration: 1 round/level
  Area of Effect: 12" sight range
  The shukenja using this spell sees all things as they truly are, including
  secret doors, displaced beings, and invisible, ethereal, and astral persons
  and things. Illusions are pierced, and polymorphed, altered, and
  magicked things appear as they should be. Alignments may be deter-
  mined. The spell's reverse, false seeing, causes the person affected to
  see the reverse of the truth. Both spells require an ointment that must be
  aged for 1d6 months, the ointment for true seeing is made of rare pow-
  dered mushrooms, saffron, and fat, while the reverse contains oil, poppy
  dust, and mare's sweat.
  SIXTH LEVEL SPELLS
  Find the Path (Divination) Reversible
  Level: 6 
  Components: V, S, M
  Range: Touch
  Duration: 1 turn/level
  Area of Effect: Creature touched
  Casting Time: 3 rounds
  Saving Throw: None
  By use of this spell, the shukenja may find the shortest, most direct path
  into or out of an area. The spell's reverse, lose the path, makes the crea-
  68
  
  SIXTH LEVEL SPELLS
  ture touched totally lost and unable to find its way for the duration of the
  spell, though it can be led. Both spells use the same material compo-
  nents: divination counters of bone, ivory, or teak.
  Immunity to Weapons (Alteration) Reversible
  Level: 6 
  Components: V, S
  Force Shapechange (Abjuration)
  Level: 6
  Range: 12*
  Duration: Instantaneous
  Area of Effect: One creature/level
  Components: V, S, M
  Casting Time: 1 segment
  Saving Throw: 1/2
  This spell allows the shukenja to force any shapechanger to reveal his
  true form (i.e. the form most commonly used). When cast, the shukenja
  simply points at those he knows or believes to be shapechangers. These
  creatures, if they are shapechangers, must make a successful saving
  throw versus spell or immediately revert to their true form. In addition, the
  change is accompanied by wracking pain, causing 3d10 points of damage
  to the shapechanger. The shapechange takes an entire round, during
  which the creature can take no other action. If the saving throw is success-
  ful, the shapechanger does not change form. However, the strain of resist-
  ing the spell causes pain, although this is half the normal amount of
  damage inflicted by the spell (3d 10/2). The material component for this
  spell is a live butterfly, released when the spell is uttered.
  Heal (Necromantic) Reversible
  Level: 6
  Range: Touch
  Duration: Permanent
  Area of Effect: Creature touched
  Components: V, S
  Casting Time: 1 round
  Saving Throw: None
  The recipient of the heal spell is completely cured of disease, blindness,
  or feeblemind, and in addition regains all but 1d4 hit points. Its reverse,
  < harm, infects the victim with a disease and causes loss of all save 1 d4 hit
  : points, if a successful touch is inflicted.
  Range: Touch
  Duration: 1 round/3 levels
  Area of Effect: Creature touched
  Casting Time: 1 segment
  Saving Throw: None
  This spell makes the recipient immune to all non-magical and some
  magical weapons. For shukenja of 11 th level or below, the spell makes the
  recipient immune to normal weapons of all types. Thereafter, for every 6
  additional levels the shukenja possesses, one additional plus of immunity
  is gained. Thus a 12th-level shukenja renders the recipient immune to
  normal and + 1 weapons, 18th level, + 2 weapons or less, etc. The char-
  acter can still be struck by the weapon, but suffers no damage. Note that
  this applies only to attacks made by weapons and weapon-like objects,
  not attacks made by natural abilities. In addition, creatures wielding weap-
  ons or weapon-like objects that can do 18 or more points of damage hit as
  if they had a + 1 item, 20 or more points equals a + 2 item, 24 or more
  equals a + 3 item, 28 or more points equals a + 4, and 30 points or greater
  is equal to a + 5 item. This is solely for calculating whether the character
  can be hit, not the chance of hitting.
  The reverse of this spell, vulnerability, lowers the plus required to hit
  creatures that can only be hit by magical weapons. A shukenja under 12th
  level lowers the plus required by -1,13th to 18th -2, etc. No saving throw is
  allowed. The material component for this spell and its reverse is a dagger
  worth at least 1 ch'ien which must be shattered upon casting.
  Inanimate Servant (Conjuration)
  Level: 6
  Range: 6"
  Duration: 1 hour/level
  Area of Effect: One servant/level
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  By means of this spell, the shukenja is able to transform non-living
  objects into helpers and servants, able to follow his commands and move
  about. The objects affected by the spell gain a movement rate of 6", mov-
  ing by whatever form of locomotion is most appropriate. These servants
  cannot fight for the caster, but can be used to perform tasks requiring
  great strength, proficiency, and skill. They are imbued with full intelligence
  to perform the task at hand and need no more direction than a common
  workman would. The objects can perform any task in which the shukenja,
  or a foreman designated by him, has proficiency (except for tasks requir-
  ing artistic taste or judgment). They could assist a master carpenter in
  raising a building, help a farmer harvest his crops, be recruited to repair
  the walls of a castle, etc. Their proficiency in the task is equal to that of the
  shukenja or foreman. The material component for this spell is a dummy of
  straw, one for each servant animated.
  Instruct (Enchantment/Charm)
  Level: 6
  Range: 0
  Duration: Permanent
  Area of Effect: 9" radius
  Components: V
  Casting Time: 3 turns
  Saving Throw: Neg.
  This spell fills the shukenja with great oratory ability, allowing him to
  explain the wonders of his religion to others. When cast, the shukenja ser-
  monizes about the precepts of his ethos, attempting to sway or convert his
  listeners. For the duration of the spell casting, the shukenja is considered
  to have an 18 Charisma. Furthermore, his words are inspired, providing
  hope and faith to all who listen. Everyone in the area of effect must make a
  saving throw versus death. Those who successfully make the saving
  throw are unaffected by the spell. Those who fail the roll are affected.
  They understand the true meaning of the shukenja's words and become
  followers of his way. Their fervor is not violent or particularly strong (i.e.,
  they do not become warriors in the cause of the belief). Rather, they
  decide to gain more understanding and to make prayers and offerings to
  the shukenja's deity without disrupting their normal lives. However, those
  who roll a 1 on the saving throw are particularly moved by the sermon and
  offer special services or aid if needed. Such converts may become clerics
  (if possible), provide land for a shrine, help construct a temple, etc. Those
  converted remain followers unless they suffer great misfortune or mis-
  treatment or the ethos (and its priests) abandon the area.
  When using this spell before a large crowd, rolling individual saving
  throws can become quite tedious. Therefore, the saving throw can be
  used as a percentage of the listeners affected. First, determine the aver
  69
  
  SIXTH LEVEL SPELLS
  age saving throw of the crowd based on the levels or hit dice of those lis-
  tening. This saving throw is then calculated as a percentage, with 1 point
  of saving throw equal to 5 percentage points. Thus, a saving throw of 16
  would indicate that 25% of the crowd is unmoved by the spell, while the
  remaining 75% decide to adopt the shukenja's beliefs. In addition, 5% of
  those listening are particularly moved as noted above. To give an exam-
  ple, say that the shukenja instructs a crowd of 87 humans, all 0 level. The
  average saving throw is 16. Of those in the crowd, 65 are moved by the
  speech (round all fractions down) and 4 of the 65 are fervent in their belief.
  The DM may wish to keep track of the number of converted NPCs com-
  pared to the total population of the village (or whatever), especially if the
  characters are remaining in the same area for an extended period of time.
  Once a character or creature has made a saving throw against this
  spell, that character or creature is immune to the effects of the spell if used
  by the same shukenja. He has heard the shukenja say his piece and is
  unmoved by the words.
  Invisibility to Enemies (Illusion/Phantasm)
  Level: 6 
  Components: V, S, M
  Range: Touch
  Duration: 3 rounds/level
  Area of Effect: Creature touched
  Casting Time: 1 round
  Saving Throw: None
  This spell is similar to invisibility to spirits. The only difference is that it
  applies to all creatures and characters who may have hostile intentions
  toward the shukenja or those things he represents. Non-thinking crea-
  tures are never affected by this spell, since they are incapable of forming
  hostile intentions. Likewise, animals are not affected by this spell, since
  their motivations are based upon survival, not hostility or hatred. The
  material component for this spell is a white silk robe covered with hand-
  written sutras.
  Components: V, S, M
  Casting Time: 1 day
  Saving Throw: Special
  Longevity (Alteration)
  Level: 6
  Range: 0
  Duration: Special
  Area of Effect: Caster only
  By means of this spell, the character is able to increase his lifespan
  beyond his normal limit. When the spell is cast, the shukenja must make a
  successful system shock roll for the spell to have effect. If the roll is failed,
  the shukenja dies. If successful, the spell increases the lifespan of the
  shukenja by 2d10 years. Physical aging is slowed proportionately to the
  increase in lifespan. A shukenja who through this spell increased his age
  to 120 years would have the appearance of a spry man of 80 at the end of
  his life. This spell can be cast multiple times and there is no limit to the
  number of years the shukenja can add to his life. However, the system
  shock roll must be made each time the spell is cast. The material compo-
  nents for this spell are a bowl of fresh peaches and an offering to the shu-
  kenja's deity worth at least 100 ch'ien.
  Plane Shift (Alteration)
  Level: 6
  Range: Touch
  Duration: Permanent
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 8 segments
  Saving Throw: Neg.
  This spell allows the shukenja to move to another plane of existence, or
  to send a creature there. Several characters joining hands may be sent
  with one spell. An unwilling creature being sent must be touched in order
  to be sent, and in addition the creature is allowed a saving throw, negating
  the effect if successful. The material component of this spell is a special
  coin, engraved with characters representing the plane, tied about the
  creature's neck with a leather thong.
  Qulckgrowth (Alteration) Reversible
  Level: 6
  Range: 1 "
  Duration: Permanent
  Area of Effect: One plant or tree
  By means of this spell, the shukenja can hasten the growth of any one
  plant (or plant-like creature), causing it to leaf, blossom, and bear fruit out
  of season. The spell does not alter the size or characteristics of the plant
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  except as a function of normal growth. The rate of growth can be altered
  by up to one month for every two levels of the caster. Once cast, the plant
  continues to follow this cycle, regardless of weather or other conditions.
  Thus, cherry trees can be made to blossom in the dead of winter, plums
  can bear fruit months before they are normally ready, etc. When first cast,
  the plant instantly goes through the various stages of growth until the
  desired point is reached. Thus leaves sprout, buds appear, blossoms
  open, and fruit ripens before the eyes of all onlookers. Once the desired
  stage of growth is reached, the plant proceeds with normal growth there-
  after, maintaining its new seasonal cycle.
  The reverse of this spell, whither, causes plants and plant-like creatures
  to shrivel and die. For normal plants, this is automatic. However, plant-like
  creatures are allowed a saving throw versus death to avoid the effect of
  the spell. The material component for the spell and its reverse is the shu-
  kenja's staff.
  Components: V, S, M
  Casting Time: 1 segment
  Saving Throw: 1/2
  Smite (Evocation)
  Level: 6
  Range: 6"
  Duration: Instantaneous
  Area of Effect: 2* x 2* square
  This potent spell is an example of the shukenja's (and his deity's) wrath.
  Upon uttering a single word, the shukenja points his holy symbol at the tar-
  get area. All within the area of effect must immediately make a saving
  throw versus death. Those creatures that fail the save are stricken by
  wracking pains causing 2d10 points of damage. Furthermore, they are
  blinded and diseased just as if they had been affected by cause blindness
  and cause d/sease.Those creatures that make the saving throw suffer
  1d10 points of damage and are temporarily blinded for 1d6 rounds. The
  material component for this spell is the shukenja's holy symbol.
  Components: V, S
  Casting Time: 9 segments
  Saving Throw: None
  Speak with Monsters (Alteration)
  Level: 6
  Range: 3" radius
  Duration: 1 round/level
  Area of Effect: One type of creature
  The shukenja using this spell may converse with any creature that is
  able to communicate. The monsters are not guaranteed to be friendly, as
  this depends on what the shukenja says.
  SEVENTH LEVEL SPELLS
  Components: V
  Casting Time: 1 round
  Saving Throw: None
  Ancient Curse (Abjuration)
  Level: 7
  Range: 0
  Duration: Permanent
  Area of Effect: Special
  By means of this spell, the shukenja calls down a terrible and lasting
  curse upon those of evil ways. The spell can only be cast on those who
  have performed some great wickedness. The spell is granted to the shu-
  kenja directly by his deity and the intended victim must be known before
  the spell is taken. As such, the DM controls the use of this spell, deciding if
  the conditions have been met.
  When granted, the shukenja is given the solemn responsibility of invok-
  ing the wrath of his deity upon the evildoer and his family in the form of a
  powerful curse. The shukenja player must decide the exact nature of the
  curse (with approval from the DM). Suggested curses include pestilence
  settling on the house of the evildoer, failure of the evildoer's crops every
  year, that all his family and their descendants live out miserable, squalid
  lives, that a ghost or haunting of some type dwell in his home, that he shall
  have no sons to carry his name, or that his household be prone to devas-
  tating fires. Players and DMs can be creative in designing appropriate
  curses. When the spell is cast, the shukenja must be in the presence of
  the evildoer and must announce the curse clearly to him. Thereafter, the
  curse is in effect. Ancient curse is a long-term spell and its effects are sel-
  dom immediate. Rather, the curse develops over months and years and
  extends for centuries. The curse affects the evildoer and all those who
  descend from him.
  Although an ancient curse has a long-lasting effect, it is not necessarily
  permanent. An atonement spell can lift the ancient curse, provided the
  70
  
  SEVENTH LEVEL SPELLS
  atonement involves some action of great magnitude and is appropriate to
  the deed that resulted in the invoking of the ancient curse. If the curse had
  been brought down on the head of a great tyrant, his descendants could
  atone for his actions by liberating the oppressed. A curse brought on by
  greed that destroyed a village could be lifted by devoting one's life to pov-
  erty and charity.
  The material component for this spell is a tiny silver gong and the shu-
  kenja's holy symbol.
  Components: V, S
  Casting Time: 3 turns
  Saving Throw: None
  Astral Spell (Alteration)
  Level: 7
  Range: Touch
  Duration: Special
  Area of Effect: Special
  The shukenja using the astral spell is able to project his or her body into
  the Astral Plane. The physical body and its possessions are left behind on
  the Prime Material Plane, connected to the astral form by a silver cord. If
  this cord is severed, the shukenja is slain in both astral and material
  forms. Up to five people may accompany the shukenja in this travel, and
  these companions are dependent on the caster for a safe return. Using
  this spell the shukenja may enter the first levels of the Outer Planes, form-
  ing a body on that plane upon arrival. The astral spell lasts until the shu-
  kenja ends it, or the spell is terminated by outside means (dispel magic or
  destruction of the cleric's body). The astral form can travel throughout the
  Prime Material Plane, but cannot form a second body, and generally can
  be seen only by creatures on the astral plane.
  Compel (Abjuration)
  Level: 7
  Range: 6"
  Duration: Permanent
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Neg.
  By means of this spell, the shukenja attempts to correct the behavior of
  another by causing a change in his alignment. The shukenja points to the
  recipient of the spell and compels him to change his behavior. The victim
  is allowed a saving throw versus death. Those with fewer hit dice or levels
  than the shukenja have a -4 penalty applied to this roll. Those of equal
  through 150% more hit dice or levels have a normal saving throw. Those
  with greater than 150% have a + 4 applied to the saving throw.
  If the save is successful, the spell has no effect. If the save is failed, the
  alignment of the victim immediately becomes whatever the shukenja
  states. Accompanying this change of alignment is a change in the victim's
  behavior to match his new world-view. Thus a lawful evil NPC changed to
  lawful good alignment would immediately give up his evil ways, disassoci-
  ate from his less-than-savory companions, and try to atone for his past
  misdeeds.
  If the change is outside the alignments allowed by the character's cur-
  rent class, the character does not lose any of his abilities and can still
  advance in level in his chosen class. This is a special case, since the deity
  has seen fit to make the alteration through its shukenja servant. It is quite
  likely however, that the character will use his abilities in a manner quite dif-
  ferent from that normally intended. A ninja changed to good alignment
  would use his ninja powers against those seeking to cause evil or harm,
  often doing so without pay or reward.
  The material components for this spell are the shukenja's holy symbol
  and a set of coarse white robes to be given to the victim once the spell has
  taken effect.
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  Divine Wind (Conjuration/Summoning)
  Level: 7
  Range: 1 mile
  Duration: 1 turn/level
  Area of Effect: 1/2 sq. mile/level
  This spell summons mighty hurricane-force winds at the shukenja's
  command. The force of these winds is such that small boats are automati-
  cally capsized, large ships are capsized 70% of the time, branches are
  ripped from trees, tree trunks are snapped 70% of the time, heavy articles
  are blown away, medium and lightweight articles are torn free from their
  fastenings, shacks are flattened 60% of the time, common wooden build-
  ings are blown down 20% of the time, man-sized creatures are knocked to
  the ground 70% of the time, and are blown 10-40 feet 30% of the time (suf-
  fering 1d6 points of damage for every 10 feet bowled along). Flying crea-
  tures are blown backwards 50-100 feet. Reinforced buildings and stone
  buildings are relatively undamaged, generally suffering 1d4 points of
  structural damage. Boats on shore are cast about like matchsticks. Seas
  become raging tempests, deserts are shrouded in massive duststorms,
  and snowy regions are blinded by blizzards. Small fires blow out while
  large fires (the size of a building or more) erupt into raging conflagrations.
  Crops are 75% ruined.
  Creatures caught within the area of the divine wind suffer 1 d 10 points of
  damage for each full turn they are exposed to the weather. Creatures are
  reasonably safe within shelters, but they may be buried in sand or snow or
  swamped by crashing waves. When moving through the area affected by
  the spell, all movement rates are reduced to 1/4 normal. Attempting to
  fight under these conditions is nearly impossible and all creatures suffer a
  -8 on all to hit rolls. Missile weapons of all types are impossible to use. This
  includes attacks by breath weapons and the like. Characters standing
  next to each other have to shout to be heard. Flight, either natural or magi-
  cal, is impossible.
  The material component for this spell is a banner or flag, painted with
  the calligraphic character for wind, a moderate-sized drum and the shu-
  kenja's holy symbol.
  Exaction (Evocation/Alteration)
  Level: 7
  Range: 1 •
  Duration: Special
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Special
  The shukenja wielding this spell may confront a powerful being of simi-
  lar alignment from another plane (excluding deities) and require a duty or
  service from it. The shukenja must offer the exacted being something of
  equal value in a fair trade, though this may be a favor done for the being
  earlier by another follower. The spell then acts as a quest spell until the
  service is performed. Upon completion of the service, the being is immedi-
  ately transported back into the presence of the shukenja, where accounts
  are settled, either by cancelation of previous debts, or material reward,
  after which the being is free to return to its home plane. Failure to fulfill the
  promise results in the shukenja being subject to an exaction by the being,
  or its master, and may result in the being attacking the shukenja. In this
  case, the being is immune to all of the shukenja's spells. The material
  components of this spell are the shukenja's holy symbol, some substance
  from the creature's home plane, and knowledge of the being in question
  and the service required, the last of which is painted on a picture scroll
  and burned to seal the bargain.
  Components: V, S
  Casting Time: 5 segments
  Saving Throw: None
  Gate (Conjuration/Summoning)
  Level: 7
  Range: 3"
  Duration: Special
  Area of Effect: Special
  This spell opens a portal to the plane of a desired, powerful, extra-
  planar being, and calls that being's attention to that portal, allowing it to
  step through the portal (or send an agent or minion). There is a 100%
  chance that something steps through the gate. The actions of the sum-
  moned being depend on the situation, returning to its own plane if the mat-
  ter is trifling or places the being in great danger.
  Holy (Unholy) Word (Conjuration/Summoning)
  Level: 7 
  Components: V
  Range: Touch
  Duration: Special
  Area of Effect: 3" radius
  Casting Time: 1 segment
  Saving Throw: None
  The utterance of the holy (unholy) word drives evil (good) creatures to
  their home planes, and affects all creatures of differing alignment within
  the area of effect as follows:
  Creatures of less than 4 HD are slain outright.
  Creatures of 4 to 7 HD are paralyzed 1d4 turns.
  Creatures of 8 to 11 HD are stunned for 2d4 rounds, slowed to half
  speed, and attack at -4.
  Creatures of 12 or more HD are deafened for 1d4 rounds, slowed to
  3/4 speed, and attack at -2.
  71
  
  SEVENTH LEVEL SPELLS
  Quest (Enchantment/Charm)
  Level: 7
  Range: 6"
  Duration: Until fulfilled
  Area of Effect: One creature
  Resurrection (Necromantic) Reversible
  Components: V, S, M
  Casting Time: 8 segments
  Saving Throw: Neg.
  The shukenja casting this spell upon a creature requires it to perform a
  specific action or service and return with proof. Each day of purposeful
  delay results in a loss of 1 from the creature's saving throw, with this pen-
  alty remaining until the quest is discharged. A quest may only be removed
  by the casting cleric, one of the same faith of a higher level, a deity, or by
  successful completion of the task. The material component of this spell is
  the shukenja's holy symbol.
  Reincarnate (Necromantic)
  Level: 7
  Range: Touch
  Duration: Permanent
  Area of Effect: Person touched
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  This spell allows the shukenja to instill the life force of a deceased indi-
  vidual to another form, and as such is used in situations where the body is
  long dead or the body is severely deteriorated or damaged. Unlike other
  versions of this spell, there is neither time limit nor body required to com-
  plete the spell. The spirit will inhabit one of the following types of bodies:
  01-05
  06-10
  11-15
  16-20
  21-25
  26-30
  31-35
  36-40
  41-45
  46-50
  51-55
  56-60
  61-65
  66-70
  71-75
  76-80
  81-85
  86-90
  91-95
  96-100
  Bakemono
  Bear
  Boar, wild
  Carp
  Drake
  Eagle
  Faun
  Fox
  Goblin Rat
  Hawk
  Hengeyokai
  Hsing-sing
  Human
  Korobokuru
  Ogre
  Ogre mage
  Raccoon dog
  Stag
  Tiger
  Water Buffalo
  If the character is reincarnated in a form that is a player character race,
  a new character is generated. The character has all the memories of his
  previous life, and is able to communicate with his comrades. The material
  components of this spell are the shukenja's holy symbol and some part of
  the deceased's body, or some article of clothing or item connected with
  the deceased.
  Restore Spirit (Necromantic)
  Level: 7
  Range: Touch
  Duration: Permanent
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Special
  By means of this spell, the shukenja can return the spirit of another from
  its aimless wanderings to its proper body. The shukenja lays his hands
  upon the body, reconnecting the tie between the body and the spirit. A sys-
  tem shock roll is made for the character and, if successful, the lost spirit
  instantly returns to its body, restoring the character to whatever condition
  he was in the moment the spirit became lost. Spirits can become lost in a
  number of ways, particularly through mishaps when using the possession
  and dream walk spells. The material component for this spell is a red robe.
  Level: 7
  Range: Touch
  Duration: Permanent
  Area of Effect: Person touched
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  The shukenja employing this spell is able to restore life and complete
  health to a dead body. The body may be dead up to 10 years per level of
  the shukenja, but must also be in a relatively complete form. The charac-
  ter being resurrected must be an honorable creature, as the spell does not
  function on those of less than 50 honor. The spell's reverse, destruction,
  turns the victim to dust, and requires the shukenja to touch the victim.
  Components of both spells are the shukenja's holy symbol, holy water,
  and burning incense tapers. Casting this spell is so draining that the
  caster must rest in bed for one day for each level of experience of the fig-
  ure brought back to life, and may cast no further spells during that time.
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  Wind Walk (Alteration)
  Level: 7
  Range: Touch
  Duration: 6 turns/level
  Area of Effect: Special
  This spell enables the shukenja to transform his body to a cloud-like
  mist, moving from 6 ' to 60" per round, for as long as the shukenja desires,
  up to the duration of the spell. The shukenja may in addition take two per-
  sons with him on the wind walk and, while visible, the individuals are 80%
  likely to be mistaken for clouds or fog if they are dressed in white. The
  material components of this spell are fire and holy water.
  72
  
  WU JEN SPELLS
  Spells are the main tool of the wu jen. With these, he is able to defend,
  attack, investigate, and research. Unlike the shukenja, the wu jen's spells
  are frequently more dangerous and potent in combat, both personal and
  mass. However, his ability to render aid to the injured, ill, and unfortunate
  is severely restricted to a few spells and what natural skills the character
  may possess. His spells do not have the limitations of mercy or benevo-
  lence, but neither do they enjoy the benefits these qualities can provide.
  Indeed, the wu jen is often a terrifying figure to the common peasant. He
  is a man of unknown mysteries, one who has sacrificed comfort and com-
  panionship to learn secret lore. The knowledge the wu jen possesses is
  hardly common. It is learned only from those already versed in it. These
  masters do not bandy about their skills, taking in just any pupil. Pupils are
  chosen carefully for their dedication, cleverness, and natural aptitude.
  Once such a pupil is found, the master's skills are slowly revealed. Great
  secrecy surrounds this training. Each master jealously guards his knowl-
  edge, fearful of rivals and abuse of the great powers he imparts.
  Accepted early in their youth, students spend many years in solitude,
  learning the most basic principles of their art. At first the student is little
  more than a servant, seeing to his master's wishes while practicing aus-
  terities of meditation, fasting, and physical labor. In the morning the stu-
  dent rises early, fetches water, and prepares his master's meal. He then
  spends several hours fetching obscure items and cleaning. Midday he
  eats his bowl of rice and then meditates for many hours. Should he twitch
  or wiggle, his master is quick to strike a sharp blow with his cane. His daily
  meditation practice done, the student then studies languages long forgot-
  ten and the secret meanings hidden in everyday words. After this he prac-
  tices with brush and ink, perfecting the forms and styles of calligraphy so
  important to magical work. With evening, he prepares his master's dinner
  and then takes up the study of ancient classics. Finally, well after dark, he
  retires to catch a few hours of sleep before beginning the routine again.
  Gradually, as time passes and the student proves himself, the master
  teaches him more and more of the hidden secrets needed to cast spells.
  Unlike the magic-user of occidental AD&D® campaigns, the wu jen does
  not have a spell book carefully recording each spell he knows. Instead, he
  has a collection of scrolls and books, classic treatises of lore. Each scroll
  is a commentary on the art and discipline needed to cast a particular spell,
  expounding philosophy and metaphysics. These scrolls must be studied
  carefully before any spell is memorized, since the descriptions, mental
  exercises, and arguments recorded are complex and exacting. To memo-
  rize a spell, the wu jen must have at least six hours of restful meditation
  and study with his scrolls. When this is complete, the wu jen has clarified
  and honed his mind to channel the particular supernatural powers of the
  spells he has memorized. Once the spell is cast, it is forgotten until
  rememorized, the release of mystical energies disrupting the wu jen's del-
  icate psychic balance.
  At the beginning of the game, the wu jen character is assumed to have
  left his master to begin his own career. With him he takes a few non-
  magical scrolls that he has patiently copied from his master's collection.
  These scrolls record the first-level spells the wu jen knows at the begin-
  ning of the campaign. To determine the number known by the character,
  roll 3d6. If this number is less than the minimum the character can have
  because of his intelligence, the character automatically has the minimum
  number of spells for his intelligence. If the number is greater than the max-
  imum allowed, the character automatically has the maximum. Consulting
  the spell list, the player is allowed to choose which spells his character
  knows. Since these were learned under the study of his master, no per-
  centile roll is required to see if the character knows these spells. His years
  of apprenticeship have trained him in these particular spells. Henceforth,
  each time the character discovers a new treatise on a spell he does not
  know, the percentile roll is made to see if the character can master the
  spell. The character can never have less than his minimum or more than
  his maximum allowed spells.
  1st
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  Level
  Accuracy
  Animate Wood (Nature)
  Chameleon
  Cloud Ladder (Air)
  Comprehend Languages
  Detect Magic
  Drowsy Insects (Nature)
  Elemental Burst (All)
  Fiery Eyes (Fire)
  Ghost Light
  Hail of Stone (Earth)
  Hold Portal
  Hypnotism
  Know History
  M8QIC nrtlS8llo
  Melt (Fire)
  Message
  Prestidigitation
  Read Magic
  Secret Signs
  Shield
  Spider Climb
  Still Water (Water)
  Swim (Water)
  Unseen Servant
  Ventriloquism
  Wall of Fog (Air)
  Warp Wood (Wood)
  Water Protection (Water)
  Wizard Mark
  2d
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  Table 66: WCI JEN SPELLS
  Level
  Animal Companion
  Apparition
  Animate Water (Water)
  Bind
  Detect Evil
  Detect Invisibility
  ESP
  Enchanted Btade
  Fire Shuriken (Fire)
  Fog Cloud (Air)
  Hypnotic Pattern
  Ice Knife (Water)
  Invisibility
  Knock
  Locata Objact
  Misdirection
  Omen
  Phantasmal Force
  Protection from Charm
  Pyrotechnics (Fire)
  Rope Trick
  Smoke Shape (Air)
  Smoky Form (Air)
  Stinking Cloud (Air)
  Strength
  Vocalize
  Wind Breath (Air)
  Whip
  Whispering Wind (Air)
  Wizard Lock
  3d
  i
  8
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  Level
  Animate Fire (Fire)
  Cloudburst (Water/Air)
  Commune with Lesser Spirit
  Detect Shapechanger
  Disguise
  Dispel Magic
  Fabricate
  Face
  Feign Death
  Fire Rain (Fire)
  Fire Wings (Fire)
  Haste
  Hold Person
  Hlusionary Script
  Improved Phantasmal Force
  Magnetism (Earth)
  Memory
  Protection from Normal Missiles
  Steam Breath (Air)
  Scry (All)
  Statue (Earth)
  Suggestion
  Tongues
  Wood Shape (Nature)
  4th
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  Level
  Bargain
  Confusion
  Dancing Blade
  Dimension Door (Earth)
  Dispel Illusion
  Dream Vision
  Elemental Turning (All)
  Emotion
  Fire Enchantment (Fire)
  Improved Invisibility
  Melt Metal (Fire)
  Minor Creation
  Plant Growth (Nature)
  Potymorph Other (Nature)
  Polymorph Self
  Quell
  Remove Curse
  Reverse Flow
  Shout
  Spectral Force
  Transfix
  Vengeance
  Wall of Bones
  Wall of Fire (Fire)
  73
  
  FIRST LEVEL SPELLS
  5th Level
  1 
  Aiming at the Target
  2 
  Animal Qrowth
  3 
  Animate Dead
  4 
  Cone of Cold (Water)
  5 
  Coniure Elemental (All)
  6 
  Creeping Darkness (Air)
  S 
  FtfB SfOBlh (Fir©)
  9 
  Iraftwood (Nature)
  10 
  Major Creation
  11 
  Mass (Earth)
  12 
  Metal Skin (Earth)
  13 
  Pasawall (Earth)
  14 
  Servant Horde
  15 Shadow Door
  16 
  Spirit Self
  17 
  Stone Shape (Earth)
  18 
  Sword of Deception
  19 
  letokirwals
  20 
  Wall of Forcd
  21 
  Wall of Iron (Earth)
  22 
  Wall of Stone (Earth)
  23 
  Water to Poison (Nature/Water)
  24 
  Wood Rot (Nature)
  6th Level
  7th Level
  1 
  Aura 
  1
  2 
  Control Weather 
  2
  3 
  Disintegrate 
  3
  4 
  Enchant an Item 
  4
  5 
  Gambler's Luck 
  5
  6 Geas 
  6
  7 
  Glasses (Earth) 
  7
  8 
  Lower WWW (Water) 
  B
  9 
  Mass Suggestion 
  9
  10 
  Metal to Rust (Earth) 10
  11 
  Move Earth (Earth) 
  11
  12 
  Pain 
  12
  13 
  Part Water (Water)
  14 
  Permanent Illusion
  15 
  Programmed Illusion
  16 
  Repulsion
  17 
  Speak with Dead
  18 
  Spiritwrack
  19 
  Stone to Flash (Earth)
  20 
  Sword of Darkness
  21 
  True Sight
  22 
  Veil
  23 Vessel
  24 
  Warp Stone (Earth)
  Body Outside Body
  Commune with Greater Spirit
  Duo-Dimension
  Elemental Servant
  Ice Blight (Water)
  Limited Wish
  Obedience
  Power Word, Stun
  Reanimation
  Tool
  Vanish
  Withering Palm
  8th
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  Level
  Antipathy/Sympathy
  Call
  Cloud Trapeze (Air)
  Finding the Center
  Giant Size
  Incendiary Cloud (Fire)
  Mind Blank
  Permanency
  Polymorph any Object
  Power Word, Blind
  Summoning Wind (Air)
  Surelife
  Symbol
  Whirlwind (Air)
  9th
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  Level
  Astral Spell 
  1
  CrystalbrittlefEJ
  Gate 
  j
  Imprisonment
  Instant Regenen
  Internal Fire (Fin
  Planar Call 
  A
  Power Word, Kl
  Shape Change^
  Summon Spirit
  Time Stop
  Tsunami AA/ater)
  Wish 
  1
  When the character advances to a new spell level, the DM has two
  choices for increasing the character's spell repertoire. If the DM desires,
  the character can return to his old master, provided the two are still
  friendly. There he again immerses himself in the study and copying of his
  master's scrolls. At the end of one month, the character gains spells just
  as he did when at first level. However, the DM can restrict the choice of
  spells, stating that the master does not have certain spells in his collection
  of scrolls. The DM should note that this method works best if he creates
  the master as an NPC, determining the level and spells of the master.
  However, the DM may not wish to bother with the master and student
  arrangement. In this case, the character gains new spells by finding them,
  either in the scrolls of other wu jen or long-forgotten on the musty shelves
  of libraries in various temples and academies. This means that the char-
  acter may gain none or only a few spells of the new level when he
  advances, depending on his perseverance and luck. Each time the char-
  acter gains a new spell level, the DM must secretly determine which spells
  the character can learn (based on his intelligence) within the minimum
  and maximum restrictions. Players should ask their DM which method of
  spell acquisition will be used.
  FIRST LEVEL SPELLS
  Accuracy (Enchantment/Charm) Reversible
  Level: 1
  Range: 1 •
  Duration: 1 round/level
  Area of Effect: 1 missile/level
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  Using this spell, the wu jen can temporarily enchant missiles, both nor-
  mal and magical, to improve the chance of hitting distant targets. Missiles
  that can be so enchanted include all items that can be discharged or
  thrown by a normal man-sized creature. A bundle of arrows could be so
  enchanted, but the bolt fired by a ballista could not. Likewise, a stone
  thrown by a giant is not affected by this spell nor could the boulder thrown
  by a character wearing a girdle of giant strength be affected. Upon casting
  the spell, the missile is enchanted and glows faintly, making it easy to dis-
  tinguish from normal missiles. For the duration of the spell, all range cate-
  gories for the missile are double their normal range. Thus, an arrow fired
  from a daikyu (great bow) would have ranges of 14 • (short), 28• (medium),
  and 42" (long) instead of the normal 7", 14', and 2 1 ' . This improves the
  accuracy of the missile since the range modifiers may be less than those
  that would normally apply. The enchantment remains on the missile until
  the duration ends and it is possible that a missile fired at an opponent
  could be fired back, if it can be easily found.
  The reverse of this spell, inaccuracy, is cast upon a creature, not a mis-
  sile. For the duration of the spell, all missiles fired at that creature are
  treated as if the target were one range category farther away than it actu-
  ally is. Short range becomes medium range, medium range becomes long
  range, and long range targets are considered out of range.
  The material components for the spell are brush and ink, which are
  used to write a mystical character on each missile so enchanted. A thick
  piece of ground glass is required for the reverse of this spell.
  Animate Wood (Alteration)
  Level: 1
  Range: Touch
  Duration: 1 turn
  Area of Effect: Special
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  By means of this spell, the wu jen is able to cause wooden items to
  move and bend. It has its greatest effect when cast upon living plants,
  although it can be used on all types of wooden items. When cast, the spell
  gives the wood suppleness and motion, possibly allowing the item to
  move, grasp, entangle, etc. However, this movement is slow and some-
  what stiff and thus animated objects always strike last in combat situa-
  tions. The spell does not change the form of the item. An arrow is still a
  single shaft, although it can wriggle and move like a snake. Likewise, it
  does not give fixed items the ability to move about. Thus, a tree cannot be
  animated to walk since it is rooted in one spot. However, animated items
  can be ordered to attack as a 0 level human and causing damage compa-
  rable to a weapon of the same size and type. An arrow could strike like a
  snake causing damage as an arrow, while a tree branch can club and
  thrash, causing damage as a club. The DM must determine the exact
  range of damage possible for the animated item.
  Also, the item has an armor class from 10 to 5, based on the size, solid-
  ity, and maneuverability of the object. An animated stand of bamboo
  would have an armor class of 10 because it does not move and is easily
  cut. A cypress tree could easily have an armor class of 5 because it is
  quite large and difficult to damage. Furthermore, the item possesses hit
  points (0 hit points indicates the item has been chopped into pieces). As a
  guideline, each object possesses 1d10 hit points for every 10 feet of
  height or square yard of area. A spear shaft has 1d10 points while an
  arrow has 1 or 2 at most. A tall tree has 100 to 200 hit points if it is quite
  massive.
  The amount of material that can be animated depends on if it is living or
  not. A single plant of living wood (five feet tall or less) can be animated for
  every level of the caster. For non-living wood, a piece roughly the size of
  two arrows can be animated for every level of the caster. If the material is
  magical (an arrow +1), a saving throw vs. spell is allowed. If successful,
  the animation attempt has been resisted.
  The material component for this spell is a mixture of powdered cinnabar
  and ground peach pit.
  74
  
  FIRST LEVEL SPELLS
  Chameleon (Illusion/Phantasm)
  Level: 1
  Range: Touch
  Duration: 2 rounds/level
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  This spell alters the coloration of the recipient to match that of the sur-
  rounding background. When moving through areas where the back-
  ground changes gradually (such as stepping from the edge of a forest into
  a green field), the coloration changes automatically. When the back-
  ground changes abruptly (from forest to gray stone wall), one round is
  required to effect the change in coloration. The coloration allows the char-
  acter to blend in with his surroundings, making him difficult to spot and
  attack. At ranges greater than 10", the chameleoned character cannot be
  spotted (although he can be seen if pointed out by another standing
  closer). At closer ranges, the character is treated as if he had a 20%
  chance to hide in shadows, although he is not required to remain still. In
  addition, characters who can hide in shadows gain a bonus of 20% to their
  normal chance of success if they remain still. Missile weapons suffer a -4
  penalty on their chances to hit a chameleoned character. The material
  component for this spell is the shed skin of a small lizard.
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  Cloud Ladder (Alteration)
  Level: 1
  Range: 0
  Duration: 1-4 rounds +1/level
  Area of Effect: 1 * per level
  Using this spell, the wu jen can mold and shape ordinary smoke into a
  misty ladder. The material component for the spell is a large fire of green
  wood. Reaching into the smoke, the wu jen casts the spell while shaping
  the ladder. Up to 1 " of cloud ladder can be shaped per level of the caster.
  The ladder weighs virtually nothing and one person can easily handle a
  cloud ladder of any length. Furthermore, the ladder is always steady and
  rigid; it need not be supported or leaned against an object. The wu jen sim-
  ply places it in the desired position and climbs. The ladder can only be
  used by the wu jen and one other creature per level of experience of the
  caster as designated by the wu jen. The ladder remains in place until the
  duration of the spell expires or until the wu jen wills it to vanish. At the end
  of the spell's duration, the wu jen has the option to cast an additional cloud
  ladder spell on the ladder previously created, maintaining its form for an
  additional duration.
  Comprehend Languages (Alteration) Reversible
  Level: 1 
  Components: V, S, M
  Range: Touch 
  Casting Time: 1 round
  Duration: 5 rounds/level 
  Saving Throw: None
  Area of Effect: One written object or speaking creature
  This spell allows the wu jen to understand non-magical writing or the
  language of a creature the wu jen touches, although it does not give the
  wu jen the ability to speak or write the language. The reverse, confuse lan-
  guages, prevents comprehension or cancels a comprehend languages
  spell. The material components for both spells are a pinch of soot and a
  few grains of salt.
  Components: V, S
  Casting Time: 1 segment
  Saving Throw: None
  Detect Magic (Divination)
  Level: 1
  Range: 0
  Duration: 2 rounds/level
  Area of Effect: 1 ' path, 6" long
  Except as otherwise noted, this spell is similar to the shukenja spell of
  the same name. There is a 10% chance per level that the wu jen can
  determine the type of magic involved.
  Drowsy Insects (Conjuration/Summoning)
  Level: 1 
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Neg.
  Range: 6"
  Duration: Instantaneous
  Area of Effect: 1&" sq. level
  This spell summons a small cloud of stinging and biting insects any-
  where desired within the spell range. These insects swarm around all
  those in the area of effect, unless they are protected by fire, cold, or
  smoke. Although the stings and bites cause no damage and are hardly
  felt, all those swarmed must make a saving throw vs. poison. If the save is
  successful, the spell has no effect on that creature. If the saving throw is
  failed, the creature instantly falls into a light slumber and remains asleep
  for 2d6 rounds unless awakened. The victim wakes up when shaken,
  struck, or otherwise disturbed. Loud noises such as fighting have a 50%
  chance of awakening the character and actions such as shouting in his
  ear certainly will. The material component for this spell is a live honeybee
  or stinging insect.
  Elemental Burst (Conjuration)
  Level: 1
  Range 6"
  Duration: Instantaneous
  Area of Effect: 1 ' diameter
  Components: V, S
  Casting Time: 3 segments
  Saving Throw: 1fe
  Upon uttering a twisted phrase of great potency, the wu jen indicates
  the target point within the range of the spell. The target point must be an
  item composed of one of the five elements—wood, fire, water, stone, or
  air. The element then releases the magical energy within it in a sudden
  burst. Wood and stone items throw off sharp slivers in all directions out to
  the radius of the spell. All within the area of effect must make a successful
  saving throw vs. spell or suffer 1d8 points of damage. The damage is
  halved if the saving throw is made. Fire shoots off glowing sparks, causing
  1 d4 points of damage and a successful saving throw vs. spell results in no
  damage. The sparks have a 5% chance of igniting flammable objects in
  the area of effect. Water pushes out in a string wave, knocking down all
  who fail to make a saving throw vs. spell. Boats and vessels are unaf-
  fected by this wave. An air burst creates a concussive wave, stunning all
  in the area of effect for 1-2 rounds unless a successful saving throw vs.
  spell is made. In no case does the spell noticeably affect the structure of
  the target item.
  Components: V, S
  Casting Time: 5 segments
  Saving Throw: None
  Fiery Eyes (Alteration)
  Level: 1
  Range: 0
  Duration: 3 rounds/level
  Area of effect: Caster only
  This spell causes the wu Jen's eyes to glow with an unnatural fire. So lit,
  they project beams of bright light to a range of 3 feet, clearly illuminating
  the area as if lit by a lantern. By fixing his sight on one spot for 3 rounds,
  the wu jen can cause combustible materials to burst into small, flickering
  flames if desired. In addition, any creature looking at the wu jen must
  make a saving throw vs. spell. If the saving throw is failed, the creature
  hesitates for an instant, fascinated by the unearthly light. Creatures so
  affected automatically lose the initiative on the next combat round. Finally,
  if cast in conjunction with a hypnosis, hypnotic pattern, or mass sugges-
  tion spell, the victims suffer a -1 penalty to their saving throws if they are
  looking at the spellcaster. The wu jen can control the color of the light emit-
  ted from his eyes, ranging from a reddish glow to brilliant yellow.
  Components: V, S, M
  Casting Time: 5 segments
  Saving Throw: None
  Ghost Light (Conjuration)
  Level: 1
  Range: 12"
  Duration: Special
  Area of Effect: 1 " square
  With this spell, the wu jen summons a ghostly green radiance anywhere
  within the range of the spell. The light can be used to illuminate some
  object or can be shaped in any form within the limits of the area of effect.
  Furthermore, the caster can control the movement of the light. The ghost
  light could be formed in the shape of a man and then commanded to walk
  or fly, for example. The spell lasts as long as the caster continues to con-
  centrate on it. Common superstition holds that various evil spirits radiate a
  light similar to that produced by ghost light. Intelligent creatures with low
  rating or less than 1 Hit Die must make a saving throw vs. spell upon see-
  ing the ghost light. If the saving throw is successful, the creature stands
  his ground, albeit nervously. Those who fail their saving throw panic, run-
  ning their full movement rate away from the light for 1 round. If they are
  unable to flee, they cower and attempt to hide. If forced to fight under
  these conditions, they suffer a penalty of -2 on all attempts to hit. The
  material component for this spell is a piece of phosphorus.
  75
  
  FIRST LEVEL SPELLS
  Hail of Stone (Conjuration/Summoning)
  Level: 1 
  Components: V, S, M
  Range: 12" 
  Casting Time: 1 round
  Duration: Instantaneous 
  Saving Throw: None
  Area of Effect: Vz" sq./level
  Upon casting this spell, the wu jen summons a rain of stones in the area
  of effect, causing damage to creatures and objects within this area. A hit
  roll is made for every creature in the area of effect, at the caster's chance
  to hit. If the hit is successful, the creature has been hit by one or more
  stones falling from the sky. The amount of damage caused is 1-3 points
  per level of caster. Any number of creatures can be struck by these stones
  if all are within the area of effect. The material component for this spell is a
  piece of jade worth at least 1 ch'ien which is thrown at the desired target.
  Components: V
  Casting Time: 1 segment
  Saving Throw: None
  Hold Portal (Alteration)
  Level: 1
  Range: 2 "/level
  Duration: 1 round/level
  Area of Effect: 80 square feet/level
  This spell magically seals any one door, gate, or valve within the area of
  effect. Extradimensional creatures automatically shatter such held gates.
  Wu jen four experience levels or greater than the spell caster can open the
  door. A knock will negate the spell. The door can also be battered down.
  Hypnotism (Enchantment/Charm)
  Level: 1
  Range: 3"
  Duration: 1 round + 1 round/level
  Area of Effect: One to six creatures
  Components: V, S
  Casting Time: 1 segment
  Saving Throw: Neg.
  This spell causes the target creatures that fail their saving throws to be
  susceptible to suggestion. The suggestion must be in a language the
  creature understands, and should not be obviously self-destructive.
  Know History (Divination)
  Level: 1
  Range: 12"
  Duration: Instantaneous
  Components: V, S
  Casting Time: 1 round
  Saving Throw: Special
  Area of Effect: One creature or object
  This spell is identical to the 1st-level shukenja spell, know history.
  Magic Missile (Evocation)
  Level: 1 
  Components: V, S
  Range: 6" + 1 "/level 
  Casting Time: 1 segment
  Duration: Special 
  Saving Throw: None
  Area of Effect: One or more creatures in 10 sq. ft. area
  The wu jen using this spell may cause a magical missile to leap from his
  or her fingertips and unerringly strike the target, inflicting 2-5 points of
  damage. These missiles can strike multiple targets in the same area of
  effect. The wu jen gains an additional missile for every 2 additional levels,
  gaining another missile at 3d, 5th, 7th, 9th, and so on.
  Melt (Alteration)
  Level: 1
  Range: 3"
  Components: V, S, M
  Casting Time: 1 segment
  Duration: 1 round/level 
  Saving Throw: Special
  Area of Effect: 1 cu yd of ice or 2 cu yd of snow/level of caster
  This spell allows the casting wu jen to raise the temperature in a given
  area, causing ice and snow in the area of effect to melt for the duration of
  the spell. Creatures composed of para-elemental cold or from cold
  regions take 2 points of damage per level of the wu jen if subject to this
  spell, half that if a saving throw vs. spell is made. The material compo-
  nents of this spell are a few crystals of rock salt and a pinch of soot.
  Message (Alteration)
  Level: 1 
  Components: V, S, M
  Range: 6" + 1 "/level 
  Casting Time: 1 segment
  Duration: 5 segments + 
  Saving Throw: None
  1 segment/level
  Area of Effect: 1/4"path
  Upon casting this spell, the wu jen whispers a message and points at a
  target within range. The target hears the message and, if time remains,
  the target may reply. The material components of this spell are the wings
  of a moth.
  Prestidigitation (Conjuration) Reversible
  Components: V, S, M
  Casting Time: 3 segments
  Saving Throw: Special
  Level: 1
  Range: 0
  Duration: 1 round/level
  Area of Effect: Caster only
  This spell heightens the manual dexterity of the wu jen and allows him
  to teleport small objects to different points on his body. The wu jen can
  pick pockets, cause small objects to disappear from his hand, and cause
  objects on his person to suddenly appear in his hand. When the wu jen
  attempts to pick pockets, the victim is allowed a saving throw vs. spell. If
  the save is successful, the attempt is discovered and whatever relevant
  consequences apply. If the victim fails the save, the wu jen successfully
  filches the item. Furthermore, with a quick pass of his hand, the wu jen
  can cause items small enough to fit in the palm of his hand to disappear
  and reappear elsewhere on his person (in a pocket, boot, other hand).
  This feat can also be used to bring items from elsewhere on his person
  into his hand. Again, the object must be small enough to easily fit in the
  palm of the hand. However, onlookers are allowed a saving throw vs. spell
  to notice the prestidigitation. All of these tricks take just seconds to per-
  form and several can be done in the same round. Thus, the wu jen could
  pick up a rare gem, secretly transport the item to his hat, and replace it
  with a cheap substitute hidden in his pocket in a few seconds. The mate-
  rial component for this spell is a small drop of oil rubbed on the tips of the
  fingers.
  The reverse of this spell, fumble-fingers, is cast upon a victim within 3".
  Thereafter, for the duration of the spell, the victim must make a successful
  saving throw vs. spell to successfully perform any action requiring manual
  dexterity. The spell does not affect large actions, such as melee combat,
  but can cause an archer to fumble his arrow, a ninja to drop his thieves'
  tools, or a spellcaster to confuse his gestures in spell casting. The mate-
  rial component is a small amount of oil sprinkled at the victim.
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  Read Magic (Divination) Reversible
  Level: 1
  Range: 0
  Duration: 2 rounds/level
  Area of Effect: Special
  By use of this spell the wu jen is able to read magical inscriptions and
  writing. This reading does not unleash the magic contained on scrolls, but
  activates a curse placed upon magical writing. Once read, the wu jen may
  read that magical inscription without need of the spell in the future. The
  material component of this spell is a clear crystal. The spell's reverse,
  unreadable magic, makes magical writing unreadable, even by magical
  means, until the spell wears off or is dispelled. The material components
  of the reverse are a pinch of dirt and a drop of water.
  Secret Signs (Alteration)
  Level: 1
  Range: 0
  Duration: 1 round
  Area of effect: Caster and one other
  Components: Special
  Casting Time: 1 segment
  Saving Throw: None
  This spell creates a secret method of communication between the wu
  jen and one other intelligent creature. The creature to be communicated
  with is named when the spell is cast and must be within hearing and visual
  distance of the caster. By means of secret signs, the caster can communi-
  cate a complete thought of 25 words or less through a single gesture,
  utterance, or even the placement of an object. The message is under-
  stood by the creature regardless of language, although the interpretation
  of the message is another matter. The wu jen could, for example, wave his
  76
  
  FIRST LEVEL SPELLS
  hand in the air transmitting the message, "Come see me when all are
  asleep," or place a scroll on the table in such a way to say, "Leave now
  and wait for me to contact you." Obviously, the recipient of the message
  must be able to see and hear the wu jen clearly for the spell to work. There
  is no specific component for this spell since the component is whatever
  method is used to send the message. Thus, this spell can be used even
  when the wu jen is bound and gagged. The secret signs spell cannot be
  used to trigger or deliver other spells of any type.
  Components: V, S
  Casting Time: 1 segment
  Saving Throw: None
  Shield (Evocation)
  Level: 1
  Range: 0
  Duration: 5 rounds/level
  Area of Effect: Caster only
  This spell raises an invisible barrier in front of the wu jen, with the follow-
  ing effects: It negates all magic missile attacks; it provides Armor Class 2
  protection from hand hurled missiles, Armor Class 3 vs. device-propelled
  missiles, and Armor Class 4 vs. all other attacks, and finally adds +1 to all
  saving throws from attacks from the front.
  Spider Climb (Alteration)
  Level: 1
  Range: Touch
  Duration: 1 round + 1 round/level
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 1 segment
  Saving Throw: None
  The recipient of this spell may move on vertical and upside-down sur-
  faces at 3" per round. The target of the spell must have bare hands and
  feet, and cannot handle objects of less than 50 gp weight without them
  adhering to the recipient (this alone makes spell-casting nearly impos-
  sible while engaged in a spider climb). The material components of this
  spell are a drop of bitumen and a live spider.
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Special
  Still Water (Alteration) Reversible
  Level: 1
  Range: 1 '/level
  Duration: 5 rounds/level
  Area of Effect: 10" sq./level
  This spell allows the wu jen to calm even the most turbulent waters
  except those of tsunami force, rendering them placid and still for the dura-
  tion of the spell. Upon casting the spell, all water in the area of effect
  becomes calm and settled—stormy oceans become smooth, raging
  rapids subside, flood waters flow calmly. The spell changes the rate of
  flow of the water and the force with which it moves to a gentle flow. Thus,
  the whirlpools and turbulence of a rapids become a gentle stream easily
  negotiated. The spell does not alter the amount of water passing through
  the area, only the force it carries. If cast on a water elemental or other
  creature from the Elemental Plane of Water (or a creature of watery sub-
  stance), the target is allowed a saving throw vs. spell. If the save is suc-
  cessful, the spell has no effect. If the saving throw is failed, the creature
  becomes incapable of directly hostile actions, although it can still cause
  harm indirectly. If such a becalmed creature is attacked, the spell effect is
  instantly negated. The material component for this spell is a tiny flask of
  whale oil.
  The reverse of this spell, turbulence, increases the choppiness of water.
  Still water becomes whitecapped and choppy, whitecapped waves
  become strong waves capable of capsizing canoes and small boats.
  Stormy ocean water becomes huge mounting waves capable of swamp-
  ing small ships. If cast upon water elementals or similar creatures, it
  makes them hostile and belligerent. The material component required is a
  small ornamental fan.
  Swim (Alteration) Reversible
  Level: 1
  Range: 12"
  Duration: 3 rounds/level
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  This spell gives the recipient the ability to swim with the ease of a fish.
  The character has a swimming rate of 12" and can carry his normal load of
  equipment with no difficulty. A normally outfitted character cannot drown
  while this spell is in effect. Excessive weight still causes the character to
  sink and drown normally, however. The spell does not impart the ability to
  breathe underwater. The reverse of this spell, sinking, reduces the swim-
  ming ability of the target by one class unless a successful saving throw vs.
  spell is made. Thus, natural swimming creatures are treated as land crea-
  tures trained in swimming, those with swimming proficiency are treated as
  characters without this ability, and those without swimming proficiency
  sink like stones. The material component for either spell is the scale of a
  goldfish.
  Unseen Servant (Conjuration/Summoning)
  Level: 1
  Range: 0
  Duration: 6 turns + 1 turn/level
  Components: V, S, M
  Casting Time: 1 segment
  Saving Throw: None
  Area of Effect: 3" radius of spell caster
  This spell summons a weak invisible force that may perform simple
  tasks, carrying up to a maximum of 20 pounds or pushing twice that
  amount across a smooth surface. This force cannot fight or be slain, but it
  may be affected by a dispel magic, or eliminated if it takes 6 points of mag-
  ical damage. The material components are a piece of string and some
  wood.
  Components: V, M
  Casting Time: 1 segment
  Saving Throw: None
  Ventriloquism (Illusion/Phantasm)
  Level: 1
  Range: 1 "/level, maximum 6"
  Duration: 2 rounds + 1 round/level
  Area of Effect: One object
  The wu jen using this spell may cast his or her voice, as well as imitate
  sounds and other voices, over a distance. There is a 10% chance per
  Intelligence point over 12 that creatures listening are not fooled. The
  material component for this spell is a small bit of parchment.
  Wall of Fog (Alteration)
  Level: 1
  Range: 3
  Components: V, S, M
  Casting Time: 1 segment
  Duration: 2-8 rounds + 1 round/level Saving Throw: None
  Area of Effect: 2 cu in./level
  Casting this spell creates a wall of misty vapors which reduces all sight,
  normal, infravision, or ultravision to 2 feet. The material component is a
  handful of sea salt.
  Components: V, S, M
  Casting Time: 4 segments
  Saving Throw: None
  Warp Wood (Alteration)
  Level: 1
  Range: 1 "/level
  Duration: Permanent
  Area of Effect: Special
  This spell causes wood to bend and warp. The area of effect is equal to
  15 inches of 1 inch-diameter wood per level, which is approximately a
  hand axe handle or four crossbow bolts. The spell may be used against
  the boards of a ship or a bolted door, but if used on magical items or
  enchanted objects, it only succeeds if the caster is a higher level than the
  spell on the door or object, and then only has a 20% chance of success
  per level of difference. The material component of this spell is a green
  twig, which is bent as the spell is cast.
  Water Protection (Alteration)
  Level: 1
  Range: Touch
  Duration: 1-3 turns + 1 turn/level
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  This spell protects the recipient from the dangers of drowning. It also
  protects his equipment from water damage. The recipient gains the ability
  to breathe normally underwater for the duration of the spell. Furthermore,
  the character and the equipment he carries do not become wet. Torches
  held in hand can burn underwater and words can be spoken normally. The
  spell does not give the character the ability to swim and movement
  (including combat) underwater is still slowed by the resistance of the
  water. Potions cannot be drunk, since the liquid mixes with water upon
  opening, unless a special container has been previously prepared. Obvi-
  ously, characters with this spell in effect cannot drown. The spell in no way
  77
  
  SECOND LEVEL SPELLS
  affects the character's ability to breathe air normally. The material compo-
  nent for this spell is a small golden statuette of a fish held by the recipient.
  Components: V, S, M
  Casting Time: 1 segment
  Saving Throw: None
  Wizard Mark (Alteration)
  Level: 1
  Range: Touch
  Duration: Permanent
  Area of Effect: 1 sq. ft.
  When casting this spell the wu jen may inscribe, visibly or invisibly, his
  personal symbol or mark and up to six additional characters on stone,
  metal, or softer substance without hurting the substance. A detect magic
  reveals an invisible wizard mark, as does detect invisible, and true sight. A
  read magic fully deciphers the message. The material components of this
  spell are 1 ch'ien worth of diamond dust and pigments for the mark.
  SECOND LEVEL SPELLS
  Animal Companion (Enchantment/Charm)
  Level: 2
  Range: 1 mile radius
  Duration: Special
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: Neg.
  This spell is identical to the 1 st-level shukenja spell, animal companion.
  Apparition (Illusion/Phantasm)
  Level: 2
  Range: Touch
  Duration: 1 round/level
  Area of effect: Creature touched
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Neg.
  This spell transforms the recipient's face into a horrible and terrifying
  mask. The caster can create nearly any combination of hideous
  features—blue skin, parrot face, elephantine nose, or rotting tusks. The
  spell does not allow the caster to duplicate the appearance of any known
  creature, although portions from differing creatures can be combined to
  create something new. The effect of this apparition is startling to the
  unprepared and those of little experience. The apparition increases the
  surprise of opponents by +1 in situations where surprise is rolled. Crea-
  tures with 1 hit die or level and less must make a successful saving throw
  vs. spell or flee in fright for 1 -3 rounds at the sight of the horrific apparition.
  However, the spell does not distinguish between friend and foe, affecting
  all (even the recipient) who look upon it. If the spell is cast upon an unwill-
  ing victim (to then be sent back to his comrades), the victim is allowed a
  saving throw vs. spell to avoid the effect. The material component for this
  spell is a miniature palette dotted with paints of assorted colors.
  Animate Water (Conjuration/Summoning)
  Level: 2 
  Components: V, S, M
  Range: 2 '/level
  Duration: 1 round/level
  Area of Effect: 1fe" cube/level
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the wu jen to animate any amount of water up to the
  area of effect. The wu jen cannot shape the water, but can bid it to flow in
  any direction he desires. So long as the wu jen continues to concentrate
  on the spell, he can cause the water to move about at the rate of 6". How-
  ever, the water is still subject to the natural laws of evaporation, absorp-
  tion, and gravity. Thus, fire and heat quickly do away with the water form,
  while earth turns to mud, drawing off most of the watery body. The wu jen
  can cause the animated water to climb gentle grades, but walls, stair-
  cases, and other abrupt rises are impassable to it. If used for attack, the
  water does 1 -2 points of damage per 1/2' cube of water animated, crash-
  ing in a wave against opponents. While concentrating on the spell, the wu
  jen can move up to 3', but no other actions can be taken. If the wu jen's
  concentration is broken before the end of the spell duration, the spell is
  cancelled. The material component for this spell is a small vial of pure
  spring water mixed with cinnabar ore.
  Bind (Alteration/Enchantment)
  Level: 2 
  Components: V, S, M
  Range: 3 ' 
  Casting Time: 2 segments
  Duration: 1 round/level 
  Saving Throw: None
  Area of Effect: Special
  This spell allows the wu jen to command any non-magical, non-living
  ropelike material. About 50 feet plus 5 feet per level of 1-inch diameter
  rope may be so commanded, doubling the length if the diameter is halved,
  and halving length if the diameter is doubled. Only simple commands may
  be given to the rope, and any affected rope takes 2 points of slashing dam-
  age before breaking. The material component of this spell is a small piece
  of twine.
  Detect Evil (Divination) Reversible
  Level: 2
  Range: 6"
  Duration: 5 rounds/level
  Area of Effect: 1 ' path
  Except as otherwise noted, this spell is identical to the shukenja spell of
  the same name.
  Components: V, S
  Casting Time: 2 segments
  Saving Throw: None
  Components: V, S, M
  Casting Time: 2 segments
  Saving Throw: None
  Detect Invisibility (Divination)
  Level: 2
  Range: 1 '/level
  Duration: 5 rounds/level
  Area of Effect: 1 ' path
  The wu jen using this spell may clearly see any invisible, astral, ethereal,
  hidden or out of phase creatures or objects. The material components of this
  spell are a pinch of volcanic ash and a dash of powdered silver.
  ESP (Divination)
  Level: 2 
  Components: V, S, M
  Range: 1&"/level, 9 ' maximum 
  Casting Time: 2 segments
  Duration: 1 round/level 
  Saving Throw: None
  Area of Effect: One creature per probe
  The ESP spell allows the wu jen to detect the surface thoughts of crea-
  tures within range. The ESP is stopped by 2 or more feet of rock, 2 inches
  of metal, or any amount of lead. Only creatures with thoughts may be
  scanned. The material component of this spell is a copper piece.
  Enchanted Blade (Evocation)
  Level: 2
  Range: Touch
  Duration: Special
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  When cast, this spell causes a sword blade of crackling electrical
  energy to appear in the recipient's hands. It is the size of a normal long-
  sword, but is virtually weightless. Electrical sparks flash up and down the
  length of the glowing blade. The enchanted blade can be used in two
  ways—in normal melee combat or to fire a bolt of crackling energy from its
  tip up to a range of 3'. A hit roll must be made in either case. Either
  method can be used at any point in a combat (the wielder decides). The
  spell has an absolute duration of 1 turn. However, it can disappear earlier.
  The sword can do damage up to the caster's level in six-sided dice before
  disappearing.
  Before rolling the hit, the wielder states how many dice will be used. If
  the hit is successful, that amount of damage is done, and that many dice
  are subtracted from the sword's remaining potential. However, the
  defender, if hit, is allowed a saving throw vs. death. If this save is success-
  ful, the damage is reduced by half. If a 7th-level wu jen casts the spell, one
  attack can be made, doing 7d6 of damage, or several attacks can be
  made whose total damage equals 7d6. The enchanted blade is magical
  energy and thus can be used to hit creatures that can only be hit by magi-
  cal weapons. However, the magical bonus to hit such creatures is only +1
  for every 4 levels of the spell caster's experience levels (+1 at levels 1-4,
  + 2 at levels 5-8). This bonus is only used to determine if the creature can
  be struck by the weapon. It does not improve the chance to hit or the dam-
  age caused by a successful hit. The material components for the spell are
  a small wooden sword and a silver rod.
  78
  
  SECOND LEVEL SPELLS
  Fire Shuriken (Evocation)
  Level: 2
  Range: 6"
  Duration: Instantaneous
  Area of Effect: One or more creatures
  Components: V, S, M
  Casting Time: 3 segments
  Saving Throw: None
  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 hit roll must be
  made, using the combat table for samurai of the same level as the wu jen.
  A successful hit causes 2d8 points of damage from the flames and the
  sharp edges. Creatures resistant to fire only suffer 1d4 points of damage.
  Upon striking the target (or any other solid object on a missed throw), the
  fire shuriken disappears in a burst of multi-colored smoke. This smoke is
  particularly thick, temporarily obscuring the vision of the target and caus-
  ing him to suffer a -2 on his next attack. The wu jen can cast one fire shuri-
  ken for every 6 levels he possesses (1 at levels 1-6, 2 at levels 7-12,3 at
  levels 13-18). The material component for this spell is a tiny shuriken
  coated with pine sap and sulfur.
  Fog Cloud (Alteration)
  Level: 2 
  Components: V, S
  Range: 1 ' 
  Casting Time: 2 segments
  Duration: 4 rounds + 1 round/level 
  Saving Throw: None
  Area of Effect: 4" wide, 2" high, 2" deep cloud
  This spell creates a greenish billowing cloud. The fogcloud\s harmless,
  however, moving at 1" per round away from the caster. Vision is affected
  as per a wall of fog.
  Hypnotic Pattern (Illusion/Phantasm)
  Level: 2 
  Components: S, M
  Range: 0 
  Casting Time: 2 segments
  Duration: Special 
  Saving Throw: Neg.
  Area of Effect: 3" x 3" square area
  Using this spell the wu jen summons a weaving pattern of spinning col-
  ors that cause up to 24 levels or hit dice of creatures facing the pattern to
  stand still, fascinated by the colors. The spell lasts as long as the wu jen
  maintains it. The material component of the spell is a glass tube contain-
  ing two fireflies.
  Ice Knife (Evocation)
  Level: 2 
  Components: V, S, M
  Range: 12" 
  Casting Time: 1 round
  Duration: Instantaneous 
  Saving Throw: Neg.
  Area of Effect: One or more creatures in a 1A>" radius
  When cast, this spell fires a dagger of ice at the target. This dagger flies
  to the target and hits as a normal weapon (as if thrown by the wu jen). A
  successful hit causes 2d4 points damage. Should the ice knife miss the
  target, the rules for grenade-like missiles are used to determine where the
  ice knife lands. Upon striking a solid object, the ice knife shatters with a
  loud snap, releasing a wave of numbing cold. All creatures within 5 feet of
  this point must make a saving throw vs. paralyzation or suffer 1-4 points of
  cold damage and be numbed for 1-3 rounds. Numbed characters have
  their movement rates reduced by half, their armor class reduced by 1, the
  number of attacks reduced by half, and their chance to hit reduced by 2.
  Large bodies of heat (a roaring bonfire, for example) can improve the sav-
  ing throw of any victim by allowing a + 2 on the die roll. The material com-
  ponents for this spell are a drop of melted snow water and a minute silver
  79
  
  SECOND LEVEL SPELLS
  Invisibility (Illusion/Phantasm)
  Level: 2
  Range: Touch
  Duration: Special
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 2 segments
  Saving Throw: None
  This spell causes the recipient to be undetectable by sight, including
  infravision and ultravision. It does not silence the creature, nor does it pre-
  vent detection by other means. The invisibility lasts until dispelled, can-
  celled by the recipient, or the recipient attacks another creature, whether
  by spell or action. Any attacks upon an invisible creature are at -4, and the
  invisible creature gains + 4 on saving throws.
  Components: V
  Casting Time: 1 segment
  Saving Throw: None
  Knock (Alteration)
  Level: 2
  Range: 6"
  Duration: Special
  Area of Effect: 10 square feet/level
  This spell opens stuck, locked, barred, held, or wizard locked doors,
  chests, and shackles. It suspends a wizard lock for 1 turn, otherwise the
  effect is permanent. The spell removes up to two such impediments on a
  door or chest.
  Components: V, S, M
  Casting Time: 2 segments
  Saving Throw: None
  Locate Object (Divination) Reversible
  Level: 2
  Range: 2 "/level
  Duration: 1 round/level
  Area of Effect: Special
  This spell helps the wu jen locate a known or familiar non-living object.
  The caster turns, and, if facing the correct direction of the object and it is
  within range, knows the correct direction. The spell's reverse, obscure
  object, hides the object from location by spell or magical device. The
  material component of both spells is a piece of lodestone.
  Components: V, S
  Casting Time: 2 segments
  Saving Throw: Neg.
  Misdirection (Illusion/Phantasm)
  Level: 2
  Range: 3"
  Duration: 1 round/level
  Area of Effect: Special
  By means of this spell, the wu jen causes detection spells to misfunc-
  tion. The misdirection causes the detect to reveal the wrong area, crea-
  ture, or object, or the opposite of the truth. The spell is cast upon an
  object, creature, or area, but the spell-caster throwing the detect gets a
  saving throw vs. spell to determine if the misdirection takes place.
  Components: V, M
  Casting Time: 1 turn
  Saving Throw: None
  Omen (Divination)
  Level: 2
  Range: 0
  Duration: Special
  Area of Effect: Special
  This spell is identical to the first-level shukenja spell, omen, except that
  the wu jen must burn paper strips written with mystical characters to the
  four directions as material components for the spell.
  Phantasmal Force (Illusion/Phantasm)
  Level: 2
  Range: 8" + 1 "/level
  Duration: Special
  Area of Effect: 8 square inches
  Components: V, S, M
  Casting Time: 3 segments
  Saving Throw: Special
  1 square inch/level
  This spell creates a visible illusion that lasts until struck or until the
  caster ceases to concentrate upon it. The illusion appears real if the
  caster has some knowledge of the item he is creating, even to the point of
  inflicting damage. A saving throw is granted to the viewers if it is con-
  sciously disbelieved, and, should one of a group make that save and
  inform the others, they gain a saving throw at + 4. The material compo-
  nent of this spell is a piece of lamb's wool.
  Protection from Charm (Abjuration)
  Level: 2
  Range: Touch
  Duration: 1 round/level
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 2 segments
  Saving Throw: None
  Casting this spell gives the recipient a +1 bonus for every three levels
  of experience of the wu jen for any saving throw involving charm magic,
  including spells and spell-like effects. It is not effective against such
  attacks that have no saving throw, nor against the fascination effect of
  high Comeliness. The material component for this spell is a piece of a
  charming creature or the hair of character with a Comeliness score of at
  least 21.
  Pyrotechnics (Alteration)
  Level: 2 
  Components: V, S
  Range: 12" 
  Casting Time: 2 segments
  Duration: Special 
  Saving Throw: None
  Area of Effect: 10 or 100 times the fire source
  The pyrotechnics spell has two forms, both of which require a fire
  source that is extinguished in casting the spell. The first form generates
  fireworks in an area 10 times the fire source, which blinds those within 12"
  looking at it for 1 segment per level of the wu jen. The second form is a
  thick stream of dark, choking smoke of a rough globular area of 100 times
  the fire source, which obscures vision beyond 2 feet.
  Components: V, S, M
  Casting Time: 2 segments
  Saving Throw: None
  Rope Trick (Alteration)
  Level: 2
  Range: Touch
  Duration: 2 turns/level
  Area of Effect: Special
  This spell causes a rope from 5 to 30 feet to rise vertically, its topmost
  end adjoining extra-dimensional space. The caster and up to five others
  can climb the rope into this space and be safe from others and their
  attacks. The rope may be pulled up behind if less than six people occupy
  the extradimensional space. Those in the extradimensional space must
  leave it before the spell expires or else fall the distance climbed. The
  material components of this spell are crushed rice and a strip of twisted
  parchment.
  Smoke Shape (Alteration)
  Level: 2
  Range: Touch
  Duration: 1 round/level
  Area of Effect: 1 cubic foot/level
  Components: V, S
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the wu jen to shape and mold masses of smoke, mist,
  or fog into any form he desires. A misty warrior could be made or thick
  smoke could be fashioned into a solid-looking wall. The shape still has all
  the properties of smoke or fog, but retains its form under all conditions
  until the spell's duration is over. Furthermore, upon finishing the comple-
  tion of the form, the wu jen can give it a gentle push, propelling it in one
  direction at the rate of 3" per round. The fineness of detail permitted by the
  spell is not great, but is sufficient to fool onlookers at a distance. At the end
  of the spell's duration, the form dissipates quickly. The spell requires no
  material component, but a source of mist or smoke must be present for the
  wu jen to work upon—early morning fog or a large smoky fire.
  Smoky Form (Alteration)
  Level: 2
  Range: Touch
  Duration: 1 turn/level
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  This spell changes the wu jen and all he carries or any creature touched
  by him into a cloudy mass of smoke. Unwilling creatures are allowed a
  saving throw vs. spell to avoid the effect. The mass has roughly the same
  shape and appearance of the original creature, but possesses the insub-
  stantial properties of smoke. While in this form, the wu jen cannot be hurt
  by weapons of + 2 or less and can easily disappear into a mass of smoke
  or fog. Spells cannot be cast while in smoky form, nor can the character
  take part in combat.
  80
  
  SECOND LEVEL SPELLS
  The spell does not alter the dimensions of the character and cannot be
  used to slip through cracks or other small openings. It does, however, give
  the creature the weight properties of smoke. Thus, a wu jen in smoky form
  could step off the top of a castle wall and gently drift to the ground below
  without suffering any damage. While in smoky form, the creature is partic-
  ularly susceptible to winds. Light breezes push the smoky form about
  while strong breezes can easily sweep him away. A gust of wind spell
  causes 2d10 points of damage to the character. Wind breath causes twice
  the normal amount of damage to a creature in smoky form and a divine
  wind destroys him utterly. The material component for this spell is a stick
  of burning incense.
  Stinking Cloud (Evocation)
  Level: 2
  Range: 3"
  Duration: 1 round/level
  Area of Effect: 2" x 2" x 2 ' cloud
  Components: V, S, M
  Casting Time: 2 segments
  Saving Throw: Special
  Using this spell, the wu jen conjures a billowing mass of nauseous
  vapors. Those caught within the cloud must make a successful saving
  throw vs. poison or be rendered helpless for 2-5 rounds. Those making the
  save are unable to attack for as long as they are within the cloud. A gust of
  wind dissipates the cloud in a single round, and normal winds move the
  cloud 1 to 6 ' per round, reducing its duration by 1 round for every 1"
  moved.
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  Strength (Alteration)
  Level: 2
  Range: Touch
  Duration: 6 turns/level
  Area of effect: Character touched
  This spell is identical to the 5th-level shukenja spell except as noted
  above.
  Vocalize (Alteration)
  Level: 2 
  Components: S,M
  Range: Touch 
  Casting Time: 1 round
  Duration: 5 rounds 
  Saving Throw: None
  Area of Effect: One spell-casting creature
  This spell allows the recipient to cast spells that normally require a ver-
  bal component without making a sound, as long as the casting time fits
  within the duration of the spell. It does not negate a silence spell, but only
  offsets its effects, and spells with an additional sound effect (such as mes-
  sage) would still be affected by the silence. The material component of
  this spell is a clapperless bell.
  Wind Breath (Evocation)
  Level: 2 
  Components: V, S, M
  Range: 0 
  Casting Time: 1 round
  Duration: Instantaneous 
  Saving Throw: 1/2
  Area of Effect: Cone 6 ' and 3" wide at base
  This spell allows the wu jen to fill his lungs and expel a mighty breath of
  air of tremendous strength. The strength of this wind is approximately 5
  miles per hour for every level of the caster.
  If the wind is blowing at 30 to 50 miles per hour (a strong gale), there is a
  10% chance that small boats capsize, a 1 % chance that ships capsize, a
  10% chance that a man is knocked over. There is a 20% chance that
  branches snap, light articles are blown away, and tents or sails tear. A man
  receives 1 point of damage from sand and grit.
  If the wind blows at 60 to 70 miles per hour, the storm force winds create
  •70% chance that small boats capsize, a 20% chance that ships capsize,
  and a 50% chance that a man is knocked down. In this wind, trees bend
  and there is a 70% chance that branches snap, and a 20% chance that a
  trunk snaps. Medium size articles are blown away, and there is a 50%
  chance that tents or sails are torn in the winds, and a 40% chance that
  Shacks are blown down. A man receives 1d4 points of damage from sand
  and grit. Flying creatures are blown back 10 to 30 feet.
  If the winds are hurricane force (80 to 130 miles per hour), there is a
  100% chance that small boats capsize, a 70% chance that ships capsize.
  There is a 70% chance that a man is knocked down, a 30% chance he is
  knocked down and bowled 10 to 40 feet (1d6 damage/10 feet). In this
  wind, there is a 70% chance that tree trunks snap, and a 100% chance
  that branches are ripped from trees. Heavy articles are blown away,
  medium articles are ripped from fastenings, and tents and sails are
  destroyed 70% of the time. There is a 20% chance that common buildings
  are blown down and a 60% chance that shacks are flattened. A man
  receives 1d8 points of damage from blown objects, and flying creatures
  are blown back 50 to 100 feet.
  During winds of 140 to 180 miles per hour, ships are capsized, men are
  knocked down and blown 10 to 60 feet (1d6 damage/10 feet), and they
  also receive 1d12 points of damage from blown stones. Flying creatures
  are blown out of the sky (51 % damage suffered). Trees are uprooted, large
  stones are flung into the air, tents and sails are destroyed, and shacks are
  flattened. There is a 70% chance that common buildings are blown in, a
  50% chance that roofs are torn away, and a 10% chance that stone walls
  collapse.
  When winds are 190 miles per hour or more, ships are capsized and
  broken up, wooden buildings collapse, and roofs are torn away. There is a
  50% chance that stone walls collapse. Men are blown 50 to 100 feet (1d6
  damage/10 feet) and also suffer 3d 10 points of damage from blown items.
  Flying creatures are forcibly knocked from the sky (75% damage suf-
  fered.
  The DM must adjudicate the effects of the wind on other items, using
  the above effects as a guideline. Those outside of the area of effect do not
  notice the tremendous winds, although objects may be blown out of the
  spell's area into their path. The material component for this spell is a fan
  with an artistic value of 5 or more ch'ien.
  Components: V, S, M
  Casting Time: 2 segments
  Saving Throw: Special
  Whip (Evocation)
  Level: 2
  Range: 1 '
  Duration: 1 round/level
  Area of Effect: Special
  This spell allows wu jen to conjure a whip of mystical force that may be
  used to strike at opponents. The crack of the whip keeps normal animals
  at bay unless they make a successful saving throw vs. spell, and such ani-
  mals struck take no damage, but must make a successful saving throw vs.
  spell at -1 to -4 or slink away. The whip may be used in melee combat. A
  successful hit has a chance (13 or better on a 20-sided die for edged
  weapons, 6 or better for non-edged weapons) of pulling a weapon from an
  opponent's hand (the opponent still receives a saving throw to avoid this).
  The material component of this spell is a small silken whip.
  Whispering Wind (Alteration/Phantasm)
  Level: 2
  Range: Special
  Duration: Special
  Area of Effect: 2' radius
  Components: V, S
  Casting Time: 2 segments
  Saving Throw: None
  The wu jen using this spell may send a message or other sound effect a
  number of miles above ground (or tens of feet below ground) equal to the
  caster's level. The message can be no more than 12 words or 12 seconds
  long, and moves until it reaches the limits of its range, reaches a desired
  target, or two hours have elapsed. The wind may move from 1 to 20" per
  round, as desired by the spell-caster.
  Components: V, S
  Casting Time: 2 segments
  Saving Throw: None
  Wizard Lock (Alteration)
  Level: 2
  Range: Touch
  Duration: Permanent
  Area of Effect: 30 square feet/level
  A wizard lock spell magically locks a chest, door, or portal so only a dis-
  pel magic, knock, or a wu jen of four or more levels greater may break or
  disarm the lock. The caster may pass freely through the door.
  THIRD LEVEL SPELLS
  Animate Fire (Conjuration/Summoning)
  Level: 3
  Range: 1 '/level
  Duration: 1 round/level
  Area of Effect: 1 cubic foot/level
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  81
  
  THIRD LEVEL SPELLS
  This spell allows the wu jen to control the movements of normal fire. He
  can cause flames to leap at an opponent, spread in a particular direction,
  flare up into the sky, or fall to a quiet smolder. The animated fire can be
  made to move in any direction the caster wishes (at the rate of 3"), pro-
  vided there is combustible material for the fire to feed upon. The wu jen
  can also cause the fire to burn with greater heat, causing twice the normal
  amount of damage. This consumes the fuel of the fire at twice the normal
  rate. The amount of fire a wu jen can animate is determined by his level.
  This also determines the range he can cause flames to reach from the
  main fjre source—a 9th-level wu jen can cause a flame to reach out 9 feet
  from the main body of the fire. Controlling the fire requires the wu jen to
  concentrate on the spell. If the concentration is broken before the end of
  the spell's duration, the spell disappears. The material components for
  this spell are a handful of charcoal, sulphur, and soda ash.
  Cloudburst (Alteration)
  Level: 3 
  Components: V, S, M
  Range: 1 "/level 
  casting Time: 5 segments
  Duration: 1 round 
  Saving Throw: None
  Area of Effect: 3" diam. cylinder up to 6" high
  This spell immediately precipitates all moisture in the air into a drench-
  ing rain that falls at 1/10" per segment. The cloudburst quenches normal
  fires (small ones in 1 segment, medium sized ones in 3-5 segments, and
  large ones in 8-10 segments), and douses magical fires for 1-2 rounds.
  Large-area fire spells are extinguished, and in the process turn the rain
  into a cloud of steam four times the spell's original effect, lasting 2-5
  rounds and inflicting 1-3 points of damage per round (double for cold-
  dwelling or cold-using creatures). A cloudburst may be affected by climate
  and temperature of the area. The material components are a small kite
  and some rock salt.
  Commune with Lesser Spirit (Divination)
  Level: 3 
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  Range: 1"
  Duration: Special
  Area of Effect: Special
  This spell is identical to the 2d-level shukenja spell of the same name.
  Detect Shapechanger (Divination)
  Level: 3
  Range: 6"
  Duration: 3 rounds/level
  Area of Effect: One creature/level
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  This spell is identical to the 4th-level shukenja spell of the same name.
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: Special
  Disguise (Illusion/Phantasm)
  Level: 3
  Range: 0
  Duration: 1 turn/level
  Area of Effect: Caster only
  This spell allows the wu jen to assume the appearance of any creature
  of the same species or sub-species as the caster, provided he is familiar
  with the person whose appearance he assumes. The spell creates a com-
  plete illusion of the assumed identity—face, body build, and even voice.
  The spell does not provide any of the abilities of the character assumed,
  nor his personal habits or mental patterns. Those observing the disguised
  character have a 5% chance per level of detecting the disguise, provided
  they are familiar with the person whose identity has been assumed. They
  notice a change in the behavior of the person, thus detecting the differ-
  ence. Those who do not know the assumed character or have only met
  him a few times automatically accept the disguise. Furthermore, actions
  entirely out of character allow all present to check to see if the disguise is
  penetrated. The disguised person radiates a faint aura of magic, notice-
  able to a detect magic spell. A detect illusion reveals the spell.
  The material component for this spell is an item from the body of the
  assumed character (hair, nail clippings) or an item that is constantly worn or
  carried by the assumed character. This component must be carried by the
  wu jen at all times during the duration of the spell. Should it be set aside, the
  spell effect immediately ends. Important officials and powerful characters
  take great care in disposing of items that could be used to create the dis-
  guise dweomer—burning cut hair or fingernail parings, for example.
  Dispel Magic (Abjuration)
  Level: 3
  Range: 12"
  Duration: Permanent
  Area of Effect: 3" cube
  Components: V, S
  Casting Time: 3 segments
  Saving Throw: None
  Except as noted, this spell is the same as the 3d-level shukenja spell of
  the same name.
  Fabricate (Enchantment/Alteration)
  Level: 3 
  Components: V, S, M
  Range: 1/2"/level 
  Casting Time: Special
  Duration: Permanent 
  Saving Throw: None
  Area of Effect: 1 cu. yard per level of caster
  This spell allows the wu jen to convert material from a base state to a fin-
  ished product, though magical or living things may not be so affected. An
  equal amount of material is needed to fabricate an item, except for mineral
  materials, for which the area of effect reduced by a factor of 9 (cubic feet
  instead of cubic yards). The wu jen may fabricate items requiring high
  craftsmanship only if he or she has proficiency in that craft as well.
  Face (Illusion/Phantasm; Enchantment/Charm) Reversible
  Level: 3 
  Components: V, S, M
  Range: Touch
  Duration: 2 turns/level
  Area of Effect: Creature touched
  Casting Time: 1 turn
  Saving Throw: Special
  By means of this spell, the wu jen is able to create the illusion that he is
  of a higher social level, title, office, or position than he actually is. When
  cast, the wu jen decides what particular thing is increased—social level,
  title, or office. Upon completion of the spell, the appropriate status is
  increased by 1d4 ranks. The spell surrounds the wu jen with the appropri-
  ate air of confidence, aura of power, mannerisms, speech, and etiquette
  appropriate to the rank.
  Upon those unfamiliar with the rank assumed the spell has a greater
  than normal effect. They give the wu jen an inordinate amount of respect,
  their encounter reaction rolls are 10% greater than that dictated by the
  assumed rank. They unhesitatingly believe the wu jen really is a member
  of the assumed position and is quite fearsome and powerful. The confi-
  dence he radiates impresses those affected greatly. Those familiar with
  the rank assumed are allowed a saving throw vs. spell. If failed, they treat
  the wu jen as if he were at the assumed rank. If successful, they begin to
  notice slight flaws in the behavior of the wu jen. After one turn they
  become suspicious of the character and after two turns they realize he is
  an impostor. Whether they communicate this to others and what actions
  they may take depend on the situation. Those of higher status are also
  allowed a saving throw vs. spell with the same results for success or fail-
  ure. Of course, they never treat the character as an equal. The material
  component for this spell is a drop of honey.
  The reverse of this spell, lose face, causes the victim to become socially
  graceless. The victim must be touched (normal hit roll) but no saving throw
  is allowed. The victim and those with him are not immediately aware of
  any change, but when social graces are important the victim somehow
  manages to do the wrong thing to the obvious notice of those around him.
  The exact effect of such blunders must be adjudicated by the DM,
  depending on the situation and NPCs involved. The material component
  for the reverse of face is a small piece of charcoal.
  Feign Death (Necromantic)
  Level: 3
  Range: Touch
  Duration: 6 rounds + 1 round/level
  Area of Effect: Creature Touched
  Components: V, S
  Casting Time: 1 segment
  Saving Throw: None
  Using this spell, the caster or any other creature whose levels of experi-
  ence or hit dice do not exceed the wu jen's level may be placed in a state
  resembling death. While in this state the affected creature may perceive
  its surroundings, and may return to a normal state in a single round. While
  in this deathlike state sight or feeling are not possible, so any damage is
  one-half normal and paralysis, poison, and level drain are not effective
  during the spell.
  82
  
  THIRD LEVEL SPELLS
  Fire Rain (Evocation)
  Level: 3 
  Components: V, S, M
  Range: 24" 
  Casting Time: 5 segments
  Duration: Instantaneous 
  Saving Throw: 1fe
  Area of Effect: 3"sq.
  This spell causes threads of magical flame to stream from the sky over
  the target area. All within the area of effect (except those immune to fire)
  must make a saving throw vs. spell. Those who fail suffer the full damage
  of the spell, while those who make the save suffer half the damage. The
  spell causes 1 d8 points of damage for every two levels of the caster (frac-
  tions rounded down). In addition, there is a 50% chance that combustible
  materials in the area of effect are ignited, starting a small fire (although
  this may quickly spread). The spell is only effective outdoors and charac-
  ters in a building or under solid cover are protected. The building or pro-
  tection may be set on fire, however. The material components for this spell
  are a small blowpipe through which the caster must blow a mouthful of
  lamp oil.
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  Fire Wings (Alteration)
  Level: 3
  Range: 0
  Duration: 1 turn
  Area of Effect: Caster only
  This spell transforms the wu jen's arms into phoenix-like wings of bril-
  liant fire. The caster and all he carries suffer no damage from this flame,
  but all within 3 feet suffer 1-2 points of damage each round (unless
  Immune to fire). Since the caster's arms are transformed, he cannot hold
  items in his hands or cast spells while using the fiery wings. However,
  rings and bracers can still be worn, fitting around the pinions of feathery
  flames. The wings give the caster the ability to fly at a rate of 24". They
  cast a light to a radius of 6". Although the wings are ill-suited to combat,
  the wu jen can use them to batter opponents. However, he does so using
  his non-proficiency penalty when determining if he hits. A successful
  attack inflicts 2d6 points of damage (no saving throw allowed). The wings
  can be snuffed out if the wu jen is hit by a large quantity of water, freezing
  cold, or a wind of hurricane or greater force. The material components for
  this spell are a golden amulet shaped like a phoenix and the feather of a
  bird, which must be burned upon casting.
  Haste (Alteration)
  Level: 3 
  Components: V, S, M
  Range: 6" 
  Casting Time: 3 segments
  Duration: 3 rounds + 1 round/level 
  Saving Throw: None
  Area of Effect: 4" x 4" area, 1 creature/level
  When this spell is cast, affected creatures move and attack at double
  their normal rate. Spell casting is unaffected. This spell negates a slow
  •fleet, and ages the recipient a year. The material component of this spell
  is a shaving of bamboo.
  Components: V
  Casting Time: 3 segments
  Saving Throw: Neg.
  Hold Person (Enchantment/Charm)
  Level: 3
  Range: 12"
  Duration: 2 rounds/level
  Area of Effect: One to four persons
  Except as otherwise noted, this spell is similar to the 2d-level shukenja
  spell of the same name. If the spell is cast at three or four beings, no pen-
  alty to the saving throw is incurred. If thrown at two creatures, each saves
  at -1. If thrown at a single creature the saving throw is at -3.
  Nhwlonary Script (Illusion/Phantasm)
  Level: 3 
  Components: V, S, M
  Range: Special 
  Casting Time: Special
  Duration: Permanent 
  Saving Throw: None
  Area of Effect: Creature reading the script
  The wu jen using this spell may write on parchment, rice-paper, or hide
  instructions or information for a given person or class of persons. That
  person or those persons are able to read that information, though another
  wu jen, while unable to read it, can recognize it as illusionary script. Those
  attempting to read the script whom it is not intended for see some sort of
  magical or outlander language, and are confused (as spell) for 5-20 turns,
  minus 1 turn for each level of experience. The material component of this
  spell is a special ink made of lead, tree sap, and parts of a blue squid. The
  cost of this spell is 40-100 ch'ien.
  Improved Phantasmal Force (Illusion/Phantasm)
  Level: 3 
  Components: V, S, M
  Casting Time: 2 segments
  Saving Throw: Special
  Range: 6" + 1 "/level
  Duration: Special
  Area of Effect: 4 sq." + 1 sq."/level
  This spell is similar to the phantasmal force spell, except that the wu jen
  may maintain the illusion with minimal concentration and move at half nor-
  mal speed while maintaining the illusion. The illusion may include minor
  sounds, but not understandable speech. The illusion continues for 2
  rounds after the wu jen ceases to concentrate. Lamb's wool is the mate-
  rial component of this spell.
  Magnetism (Alteration) Reversible
  Level: 3
  Range: 6"
  Duration: 3 rounds/level
  Area of Effect: 3" radius
  Components: V, S, M
  Casting Time: 3 segments
  Saving Throw: Neg.
  This spell can be used in two ways, depending on the desires of the wu
  jen at the moment of casting. If cast upon himself, the spell gives the wu
  jen the ability to draw iron and steel items to his hand upon command. The
  item must be in the area of effect. Up to one item can be thus called per
  round. If the item is held by another, that character is allowed a saving
  throw vs. spell to resist the effect. Repeated attempts can be made upon
  the same item, provided each attempt is made in a different round.
  A wu jen could attempt to snatch weapons from the grasp of others or
  change the flight of arrows. If the item summoned has greater mass than
  the wu jen, the effect is opposite—the wu jen is drawn to the item. Attempt-
  ing to magnetize a man in metal armor normally results in the wu jen being
  dragged to the target, not always a desirable result. The spell is powerful
  enough to even pull the wu jen through the air and can be an effective
  method of crossing chasms provided there is a sufficient mass of iron on
  the other side.
  If cast upon another, the victim is allowed a saving throw vs. spell to
  avoid the effect. Thereafter, all iron and steel items within 3" of the target
  are drawn to that point. Items in the possession of creatures allow the
  creature a saving throw as explained above. Again, if the mass of any item
  is greater than that of the target point, the direction of movement is
  reversed. In either use, weapons drawn by this spell cause no damage
  since they are not wielded or controlled by a conscious mind. The material
  component for this spell is a piece of lodestone.
  The reverse of this spell, demagnetize, cancels the effects of magnet-
  ism. The material component is a small wooden rod.
  Memory (Enchantment/Charm) Reversible
  Level: 3
  Range: 1 "
  Duration: Permanent
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: Special
  Saving Throw: Neg.
  This spell allows the wu jen to plant a fictitious memory in the mind of
  another. The spell can be cast on any intelligent creature able to under-
  stand the speech of the wu jen. The victim is allowed a saving throw vs.
  spell to avoid the effect. However, if the victim is unconscious or asleep,
  the saving throw is made at a -2 penalty. Upon casting the spell (which
  takes only a few moments), the wu jen continues the casting by describing
  the memory implanted. Memories of events up to 1 turn in length per level
  of the caster can be implanted. Thus a 12th-level wu jen could construct
  the memories of an event that lasted two hours. The exact casting time of
  the spell is the time required by the wu jen to describe the memory. The
  spell gives the wu jen limited knowledge of memories already possessed
  by the victim, but only for the purpose of fitting the new memory into the
  flow of events so that it seems to fit logically in the victim's mind. The new
  memory can be used to supplant a memory already in the mind of the vic-
  tim (changing the outcome of an encounter or the orders the victim may
  have received) or can be wedged into "blank space" (describing an
  encounter during a journey which was otherwise forgettable).
  The memory has no magical properties (it is not a suggestion spell), but
  83
  
  THIRD LEVEL SPELLS
  can be used to promote friendliness, hostility, or change the victim's mis-
  sion. Obviously, the wu jen must take pains to create logical memories—
  occurrences must mesh with the personality of the victim or be logically
  explained. Telling an intelligent evil monster he likes a traditional foe of his
  race simply because he was nice is not sufficient. Telling him he likes the
  character because he spared its life is much more acceptable. If the DM
  rules the implanted memory is totally out of character for the victim, he is
  allowed a second saving throw at the end of the spell, with a + 4 on the die
  roll.
  The reverse of this spell, erasement, allows the wu jen to remove any
  memory from the mind of the victim. The limitations on the amount of
  memory removed are identical to that given above. The time of the erased
  memory is a blank to the victim. He has no idea of what transpired. Dispel
  magic, remember, or a similar spell removes an implanted memory or
  restores a memory which has been erased. The material components for
  this spell are a sheet of white paper, a brush, and a pot of ink.
  Protection from Normal Missiles (Abjuration)
  Level: 3
  Range: Touch
  Duration: 1 turn/level
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 3 segments
  Saving Throw: None
  The wu jen wielding this spell bestows upon the recipient absolute pro-
  tection from normal hurled and projected missiles, and reduces the dam-
  age from large and magical missiles by 1 point per die of damage. The
  spell offers no protection from missiles conjured by spell. The material
  component of this spell is a piece of turtle shell.
  Steam Breath (Evocation)
  Level: 3 
  Components: V, S, M
  Range: 0 
  Casting Time: 1 round
  Duration: Instantaneous 
  Saving Throw: 1k
  Area of Effect: Cone 3" long & 2" wide at base
  This spell allows the caster to expel a powerful breath of superheated
  steam. This steam billows forth from the caster's mouth, instantly filling
  the area of effect with scalding clouds of mist. All those within the area of
  effect must make a saving throw vs. breath weapon. Those failing the
  save suffer full damage from the spell; those making the saving throw suf-
  fer half damage. The steam causes 1d6 points of damage for every level
  of the caster. Creatures from the Elemental Plane of Fire suffer one addi-
  tional point of damage for every die of damage done. Creatures from the
  Elemental Plane of Water suffer only half damage if they fail the saving
  throw and no damage if the saving throw is successful. Furthermore, nor-
  mal fires in the area of effect are automatically extinguished and magical
  fires are extinguished 50% of the time, although those which can be rekin-
  dled are not permanently affected. The steam clouds dissipate instantly
  once the spell is cast. The material component for this spell is a glowing
  piece of charcoal doused with water.
  Scry (Divination)
  Level: 3
  Range: 0
  Duration: 3 rounds/level
  Area of Effect: 36 "/level
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  This spell allows the wu jen to see and hear events within the area of
  effect of the spell, regardless of most obstructions. The material compo-
  nent for the spell is a large bonfire, pool of still water, mass of clouds, sec-
  tion of smooth natural stone, or quiet grove (depending on the element, if
  any, favored by the wu jen). Upon casting the spell, the element forms a
  smooth polished mirror, unaffected by any outside disturbance. By con-
  centrating on this mirror, the wu jen can call forth any scene currently
  occurring within the area of effect. Standing outside a castle, a wu jen
  could scry into a pool of water to see what is currently transpiring within
  the walls of the castle. The spell provides a perfectly clear picture and nor-
  mal sound just as if the wu jen were present where the scene is taking
  place. The communication is strictly one-way—the wu jen cannot speak or
  otherwise influence the scene he is observing. Spells cannot be passed
  through this mirror. The scrying is blocked by a thin coating of lead or gold
  which is at least 1/8" thick. Of course, there are numerous magical protec-
  tions which likewise prevent the operation of a scry spell.
  Statue (Alteration)
  Level: 3
  Range: Touch
  Duration: 6 turns/level
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 7 segments
  Saving Throw: Special
  This spell turns the wu jen or another creature touched into solid stone
  in a single round. The affected being can still see, hear, and think, and
  may return to normal state in 1/6 of a segment, and may similarly switch
  back to stone form, for the duration of the spell. The statue may be
  wounded by chipping or breaking off part, but is as hard as granite. For the
  initial transformation, the recipient must roll 82% or less on percentile
  dice as a system shock roll, -1 to the roll for every point of Constitution.
  The material components are mortar, sand, and lime, mixed with water
  and stirred with a bar of iron.
  Suggestion (Enchantment/Charm)
  Level: 3
  Range: 3"
  Duration: 6 turns + 6 turns/level
  Area of Effect: One creature
  Components: V, M
  Casting Time: 3 segments
  Saving Throw: Neg.
  This spell allows the wu jen to affect the actions of another intelligent,
  living creature which understands the wu jen's language by suggesting a
  particular course of action. The suggestion must be reasonable; self-
  destructive actions are ignored. The material component of this spell is
  the tongue of an asp bathed in sweet oil.
  Tongues (Alteration) Reversible
  Level: 3
  Range: Touch
  Duration: 1 round/level
  Area of Effect: 6" diameter circle
  Components: V, M
  Casting Time: 3 segments
  Saving Throw: None
  Except as otherwise noted, this spell is similar to the 4th-level shukenja
  spell of the same name. The material component is a small slab of clay
  carved with outlander runes.
  Wood Shape (Alteration)
  Level: 3
  Range: Touch
  Duration: Permanent
  Area of Effect: 1 cubic foot/level
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the wu jen to shape and form natural wood into any
  shape desired. Like the smoke shape spell, the details of the image are
  rough and crude, but sufficient to fool at a distance. Doors can be made in
  wooden walls or a chest from a tree trunk. Once created, the item shaped
  is permanent unless destroyed by fire, rot, or chopped apart. The spell
  does not make the material light or easily moved and the wu jen needs
  help moving larger objects into the desired position. The material compo-
  nent for this spell is a miniature carpenter's adze.
  FOURTH LEVEL SPELLS
  Bargain (Enchantment/Charm)
  Level: 4
  Range: 1 "
  Duration: Instantaneous
  Area of Effect: One spirit
  This spell is used by the wu jen to obtain the services of lesser and
  greater spirits. Before the spell is cast, the wu jen must contact the desired
  spirit (through a commune spell). Once the contact has been made, the
  wu jen can cast the bargain spell. If the spirit makes a successful saving
  throw vs. spell, the spell fails and the spirit is under no compulsion to heed
  the wu jen. However, if the saving throw is failed, the wu jen can demand
  one service of the spirit, if that service is within the powers of the spirit.
  The spirit is compelled to perform this service if the wu jen can close the
  deal by providing some item or service demanded by the spirit. The spell
  does limit the spirit's demands to a payment of no more than half the value
  of the service demanded by the wu jen. The player and DM, playing each
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Neg.
  84
  
  FOURTH LEVEL SPELLS
  role, must negotiate what the exact terms of the bargain are. Once the
  bargain has been made, the spirit is bound to performing it. The wu jen
  can elect to make his payment immediately or wait until the spirit has ful-
  filled his portion of the bargain. Should the wu jen fail to make good on his
  part of the bargain, the spirit appeals to the Celestial Bureaucracy for
  redress. These powerful beings send a punishment to the wu jen in the
  form of a -2 penalty on all hit rolls and + 2 on all saving throws until the wu
  jen fulfills his part of the bargain.
  Note that if the spirit makes the saving throw, it may still remain to deal
  with the wu jen, although the terms are never as advantageous as they
  would have been under the power of the bargain spell. The material com-
  ponent for this spell is a bowl of incense.
  Components: V, S, M
  Casting Time: 4 segments
  Saving Throw: Special
  Confusion (Enchantment/Charm)
  Level: 4
  Range: 12"
  Duration: 2 rounds + 1 round/level
  Area of Effect: Up to 6" x 6 '
  This spell confuses 2-8 creatures in the area of effect, plus one addi-
  tional creature for every level the caster has above that of the most power-
  ful confused creature. A confused creature acts as following (all actions
  checked at start of each round):
  Die Roll 
  Action
  01-10 
  Wander away for 1 turn
  11-60 
  Stand confused for 1 round
  61-80 
  Attack nearest creature for 1 round
  81-00 
  Attack caster and caster's party for 1 round
  All saving throws are at -2, and are checked at the start of each round.
  The material components are three balls of carved ivory.
  Dancing Blade (Evocation)
  Level: 4
  Range: 1 *
  Duration: 1 round/level
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the wu jen to animate any non-magical sword, causing
  It to hover and fight in the air of its own volition. When cast, the sword
  springs into the air, fighting for the person designated by the caster. The
  sword must be one usable by the class of the character controlling the
  sword and can never be a sword in the possession of another. The sword
  always stays within five feet of this person and should that character be
  slain, the sword drops to the ground. Controlling the sword requires no
  concentration arid the person can fight with another weapon at the same
  time. It has the same number of attacks and chance to hit as the desig-
  nated person. It does normal damage, not gaining any Strength bonuses
  the designated person may have. The material component for this spell is
  a tiny stick puppet waved in the direction of the designated person.
  Components: V
  Casting Time: 1 segment
  Saving Throw: None
  Dimension Door (Alteration)
  Level: 4
  Range:0
  Duration: Special
  Area of Effect: Spell caster
  Without error, this spell teleports the wu jen and worn and carried items
  (500 lbs. nonliving, or 250 lbs. living) up to 3 * away per level of the caster.
  The wu jen arrives at the spot visualized (if within distance) or at the maxi-
  mum distance. If materializing within solid stone, the caster is trapped and
  stunned in the Astral Plane until rescued. It takes seven segments to
  recover from moving by means of a dimension door.
  Dispel Illusion (Abjuration)
  Level: 4
  Range: 1 "/level
  Duration: Permanent
  Area of Effect: Special
  Wielding this spell, the wu jen may completely dispel any phantasmal
  force cast by a non-wu jen, and may dispel those cast by other wu jen as if
  the 3d-level dispel magic spell was used.
  Components: V, S
  Casting Time: 3 segments
  Saving Throw: None
  Dream Vision (Invocation) Reversible
  Level: 4
  Range: Touch
  Duration: Special
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  This spell is identical to the 3d-level shukenja spell of the same name.
  Elemental Turning (Abjuration)
  Level: 4
  Range: Touch
  Duration: 4 + 1d4 rounds
  Area of Effect: 6" radius
  Components: V, S, M
  Casting Time: 5 segments
  Saving Throw: Neg.
  This spell allows the wu jen to drive off elementals by uttering a fear-
  some spell which is their bane. Before casting the spell, the wu jen must
  determine the type of elemental that is affected. When the spell is cast, all
  elementals of that type within the area of effect must make a saving throw
  vs. spell. If the save is successful, the creature can ignore the spell effect.
  If the saving throw is failed, the creature flees the area of effect and does
  not enter it again for the duration of the spell. The spell centers about the
  wu jen and moves with him as he moves about. If the elemental creature is
  forced into a position where it cannot escape the area of the spell, it disap-
  pears to its own plane instead of remaining. The spell does not break the
  concentration of any other creature controlling the elemental. The mate-
  rial component for this spell is a pinch of the element opposed to the type
  being turned—fire for water elementals, earth for air elementals, a puff of
  breath for earth elementals, and a drop of water for fire elementals.
  Emotion (Enchantment/Charm)
  Level: 4
  Range: 1 "/level
  Duration: Special
  Area of Effect: 4" x 4" area
  Components: V, S
  Casting Time: 4 segments
  Saving Throw: Neg.
  Wielding this spell the wu jen may project one of the following four emo-
  tions, which last as long as the wu jen concentrates:
  Fear: Those failing to save vs. spell flee the wu jen in panic, moving at
  maximum rate, and may drop items in their hands. Saving throws are at -
  2, and may be countered by Rage.
  Hate: Raises morale, saving throws, hit rolls, and damage by + 2. It is
  countered by Hopelessness.
  Hopelessness: Affected creatures turn in dejection and submit to the
  demands of the wu jen. It lasts for 3-12 rounds and is countered by Hate.
  Rage: The recipient becomes berserk, is +1 to hit, + 3 on damage, and
  gains 5 additional hit points temporarily. It is countered by Fear.
  Fire Enchantment (Enchantment/Charm)
  Level: 4 
  Components: V, S, M
  Range: 24"
  Duration: Instantaneous
  Area of Effect: 1" radius
  Casting Time: 1 round
  Saving Throw: Neg.
  By means of this spell, the wu jen is able to enchant a fire within range of
  the spell. Through this enchantment, the wu jen can deliver a suggestion
  spell coming from the dancing flames of the fire. All within the area of
  effect must make a successful saving throw vs. spell to avoid the effect of
  the suggestion. Those who fail to make the saving throw have looked at
  the fire and fallen under the spell's effect. All the normal rules concerning
  the duration and type of suggestion apply to fire enchantment. The mate-
  rial components for this spell are a mirror and a lighted candle.
  Improved Invisibility (Illusion/Phantasm)
  Level: 4 
  Components: V, S
  Range: Touch
  Duration: 4 rounds + 1 round/level
  Area of Effect: Creature touched
  Casting Time: 4 segments
  Saving Throw: None
  This spell functions as the invisibility spell, but in addition the recipient
  may attack, use spells, and fire missiles and remain unseen. A flickering
  form can be detected, and attacks on the invisible opponent are at -4, and
  saving throws are at + 4.
  85
  
  FOURTH LEVEL SPELLS
  Melt Metal (Evocation)
  Level: 4 
  Components: V, S, M
  Range: Touch 
  Casting Time: 1 round
  Duration: 1 round/level 
  Saving Throw: None
  Area of Effect: 1 cubic inch/level
  Using this spell, the wu jen can gently touch a normal metal item caus-
  ing a charge of fiery magical energy to pass from his fingertip to the metal.
  This creates such heat that the metal begins to melt and flow at the rate of
  one cubic inch per round. Bars and locks can be easily cut free with this
  spell. During the spell, the wu jen must concentrate on focusing the
  energy and can take no other action. The spell affects only normal metallic
  items. The material component for this spell is a gem worth at least 20
  ch'ien.
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  Minor Creation (Alteration)
  Level: 4
  Range: 0
  Duration: 6 turns/level
  Area of Effect: Special
  The wu jen using this spell may create temporary non-living items of
  vegetable nature such as clothes, wood, or rope. Only 1 cubic foot per
  level of the spell caster may be so created, and the material component of
  the spell is a small bit of real material that is created.
  Plant Growth (Alteration)
  Level: 4
  Range: 1 "/level
  Duration: Permanent
  Components: V, S
  Casting Time: 4 segments
  Saving Throw: None
  Area of Effect: 1" x 1" square area/level
  Using this spell the wu jen may cause available normal vegetation to
  grow, entwine, and entangle, forming a thick jungle that reduces move-
  ment to 1 * per round (2" per round if larger than man-sized), and lasts until
  it is cleared, burned, or dispelled.
  Polymorph Other (Alteration)
  Level: 4
  Range: Vz "/level
  Duration: Permanent
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 4 segments
  Saving Throw: Neg.
  This spell completely alters the form, ability, and possibly personality
  and mentality of the target creature. Creatures of low Intelligence may not
  be polymorphed into creatures of high Intelligence, and any creature poly-
  morphed must make a "system shock" roll to survive the transfer. A suc-
  cessful polymorph gains all the abilities of the creature (though not talents
  such as profession or character class), and may become one of those
  creatures as well. The base chance is 100% of taking on the mentality of
  the creature as well, -5% for every point of Intelligence of the original crea-
  ture and +1-5% for every level the final form is higher or lower than the
  original level. This check is made daily until it takes place. A polymorphed
  creature may be returned to original by a dispel magic, and the return also
  requires a system shock roll. The material components of this spell are the
  wings of a moth wrapped in silk.
  Polymorph Self (Alteration)
  Level: 4
  Range: 0
  Duration: 2 turns/level
  Area of Effect: The caster
  Components: V
  Casting Time: 3 segments
  Saving Throw: None
  Except as otherwise noted, this spell is similar to the 4th-level shukenja
  spell of the same name.
  Quell (Enchantment/Charm)
  Level: 4 
  Components: V, S
  Range: 3" 
  Casting Time: 3 segments
  Duration: Permanent 
  Saving Throw: Neg.
  Area of Effect: Hit dice or levels equal to caster's
  When the quell spell is cast, the wu jen points his finger at the target and
  utters a few mystic words, attempting to instantly subdue the victim. The
  victim must be intelligent but does not need to understand the language of
  the caster. The victim must make a successful saving throw vs. spell to
  avoid the effect. If the saving throw is failed, the victim instantly surren-
  ders, just as if he had been subdued in combat or any other means.
  In addition, the wu jen can demand some service of the subdued crea-
  ture, if it understands the speech of the wu jen. If attempted, the creature
  is allowed a second saving throw vs. spell. If this is successful, the effects
  of the quell spell are broken. If the save is unsuccessful, the victim agrees
  to the service and attempts to complete it. The service can be anything
  that does not cause the death or injury of the creature and must have hope
  of success in a short time. The affected creature will not leap into a fire
  (unless immune to fire) but it will risk dashing into a burning building to
  recover some object or rescue someone, since there is a reasonable
  chance it will succeed. Furthermore, it attempts to complete its service by
  the safest, easiest, and most efficient method. It also makes whatever
  preparations its intelligence allows. In the above example, the creature
  would probably soak itself with water and cover itself with wet blankets
  before making the attempt (if it were smart enough to think of this).
  Once the service is completed, the creature is freed from the quell spell.
  If the creature feels it is powerful enough, it may attempt to wreak its
  vengeance on the caster as soon as the spell is lifted. If the service has no
  set completion ("guard and protect me"), the creature is allowed a new
  saving throw every day to break the spell. This saving throw can be
  increased by + 2 if the spellcaster and his friends seem especially weak-
  ened in the eyes of the creature.
  Remove Curse (Abjuration) Reversible
  Level: 4
  Range: Touch
  Duration: Permanent
  Area of Effect: Special
  Components: V, S
  Casting Time: 4 segments
  Saving Throw: Special
  Except as otherwise noted, this spell is similar to the 3d-level shukenja
  spell of the same name.
  Components: V, S
  Casting Time: 1 turn
  Saving Throw: None
  Reverse Flow (Alteration) Reversible
  Level: 4
  Range: 6"
  Duration: 6 turns/level
  Area of Effect: 1/4 sq. mile/level
  This spell allows the wu jen to reverse the flow of any body of water
  within the area of effect. A stream or river would run upstream, an ocean
  current would flow in the opposite direction, even a waterfall would fall up.
  The change of direction has no ill effects on the body of water. The primary
  use of this spell is to aid the travel of vessels against the prevailing current
  or upstream. However, the spell also reverses the flow of pumps, drains
  water traps and the like. The reverse of this spell returns the water to its
  normal flow.
  Shout (Evocation)
  Level: 4
  Range: 0
  Duration: Instantaneous
  Area of Effect: 1" x 3" cone
  Components: V, M
  Casting Time: 1 segment
  Saving Throw: Neg.
  This spell grants the wu jen great vocal powers, such that those caught
  within the area of effect of the shout are deafened for 2d6 rounds and suf-
  fer 2d6 points of damage unless a saving throw is made. In addition,
  exposed brittle substances may be shattered by the shout. This spell may
  be employed only once per day by any given wu jen, as more frequent use
  results in permanent deafness. The material component of this spell is a
  sliver of ki-rin's horn.
  Spectral Force (Illusion/Phantasm)
  Level: 4 
  Components: V, S, M
  Range: 6 + 1 "/level 
  Casting Time: 3 segments
  Duration: Special 
  Saving Throw: Special
  Area of Effect: 4" square + 1" square/level
  This spell is similar to the improved phantasmal force spell, with the
  addition of sound, smell, and thermal components to the illusion. It lasts
  for three rounds after concentration is removed from the illusion. The
  86
  
  FIFTH LEVEL SPELLS
  material component is a hammer of glass, which is broken in casting the
  spell.
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Neg.
  Transfix (Enchantment/Charm)
  Level: 4
  Range: 12"
  Duration: Special
  Area of Effect: 2" sq. area
  This spell is a more powerful version of the hold person spell. When
  cast, the wu jen identifies the center point of the effect. All creatures within
  the area of effect at that time must make a saving throw vs. spell. If the
  save is successful, the spell has no effect on that creature. If the saving
  throw if failed, that creature is transfixed. Transfixed creatures cannot
  move, speak, cast spells, or take any action. Once creatures are trans-
  fixed, the wu jen must state some condition that must be met to release
  the victims—"Wait here until I return," or "Stay there for all eternity!" The
  condition can be anything, however implausible. If this condition is met,
  the creatures are automatically released. For every six turns the creatures
  remain transfixed, they are allowed another saving throw vs. spell to
  escape the spell. Furthermore, creatures entering the area of the spell
  after it is cast must also make a saving throw vs. spell (at + 4 on the die
  roll) or also be transfixed. A saving throw must be made each time a crea-
  ture enters the area of effect. Creatures removed from the area of effect
  are instantly freed from the spell. The spell is considered to be active as
  long as at least one creature is transfixed by it. The material component
  for this spell is a barnacle crushed underfoot when the spell is cast or a
  drop of pine resin.
  Components: V
  Casting Time: 1 round
  Saving Throw: None
  Vengeance (Invocation)
  Level: 4
  Range:0
  Duration: 1 round/level
  Area of Effect: Caster only
  This powerful spell is only used by the wu jen in the face of impending
  death. When cast, it allows the wu jen to take one final act of revenge even
  though he has been killed. When the character is slain, his spirit remains
  for one round to carry out whatever final thought the wu jen had fixed in his
  mind at the moment of death. If a spell is to be used, the specific spell
  must be clearly stated. This final action must be a deed that could be
  accomplished by the character in one round at the moment he died. Thus,
  the wu jen could not cast a spell he did not have memorized, had memo-
  rized and already cast, or which required more than one round to cast. If
  there is confusion concerning what the final thought of the character was,
  a saving throw vs. death should be made. If successful, the player is
  allowed to choose the deed; otherwise it must be adjudicated by the DM.
  The vengeance is directed at the thing or person which caused his death.
  His vengeful spirit has no regard for the lives of others and carries out its
  final deed even if it imperils or harms the lives of friends or innocents. If it
  is possible, the deed of vengeance must be carried out; it cannot be
  retracted once announced.
  In the next round the deed is performed. The spirit, through the energies
  sustaining it, automatically gains the initiative over all other parties. If the body
  is present, the spirit reanimates it to accomplish the vengeance. If the body is
  not available, the spirit appears in ghostly form to perform its deed. This action
  is subject to all the normal rules of hitting and saving throws, and thus may not
  be successful in its stated goal. However, success or failure is not the key
  issue. Only the opportunity to perform the deed is granted by the spell. Once
  the deed is done the spirit vanishes and is at rest.
  Wall of Bones (Conjuration/Necromantic)
  Level: 4 
  Components: V, S, M
  Range: 6" 
  Casting Time: 1 round
  Duration: 1 turn 
  Saving Throw: None
  Area of Effect: Wall 10' sq. & 1A>' thick/level
  When cast, this spell causes a wall of bones to erupt from the earth in
  whatever shape the caster desires within the limits of the area of effect.
  The wall must be solidly based or it will collapse in a random pile. The wall
  is not solid, having many small openings and gaps. Missiles can be fired
  through these and those sheltering behind the wall are considered to have
  50% cover. Creatures of small size can slip and wriggle through the open-
  ings in the wall at the rate of 10 feet per round. However, the wall is quite
  spiky and those moving through it suffer 1d8 hit points of damage for
  every 10 feet traveled.
  The wall can be cast under the feet of creatures. When this is done, the
  wall appears everywhere except where the creature is standing, possibly
  entrapping them within it. Creatures in the area of effect suffer 2d8 points
  of damage when the wall appears. The wall can be smashed down by
  creatures with an 18 or greater Strength if they use a blunt weapon. Every
  10 points of damage the creature inflicts on the wall causes the collapse of
  a 5 foot x 5 foot x 1/2 foot section of the wall. The wall is composed of
  bones of many different types of creatures, fused in bizarre angles. It can-
  not be animated by an animate dead spell. The material component for
  this spell is the branch of withered peach tree taken from a cemetery.
  Components: V, S, M
  Casting Time: 4 segments
  Saving Throw: None
  Wall of Fire (Evocation)
  Level: 4
  Range: 6"
  Duration: Special
  Area of Effect: Special
  This spell conjures a blazing curtain of amber flames inflicting 2d6
  points of damage to those within, + 1 point of damage for every level of
  the caster. The side nearest the wu jen radiates no heat, but the far side
  inflicts 1d6 points of damage to those within 1", 1-3 points to those within
  2". Undead and creatures susceptible to fire take double damage. The
  wall is immobile, and lasts as long as the wu jen concentrates upon it, or
  the wu jen's level in rounds if no concentration is given. The spell may be
  cast as a sheet-like wall of up to 2" square per level of the caster, or a ring
  o f 1 " + 1/4"perlevelofthewujencastingthespell.Thematerialcompo-
  nent of the spell is a piece of volcanic glass.
  FIFTH LEVEL SPELLS
  Components: S
  Casting Time: 3 segments
  Saving Throw: None
  Aiming at the Target (Invocation)
  Level: 5
  Range: 0
  Duration: Special
  Area of Effect: Caster only
  This spell is an outgrowth of the wu jen's training in meditation and his ki
  powers. It is cast by calming and clearing the mind through carefully con-
  trolled and strict breathing exercises. This action releases the energy of
  the spell. When cast, this allows the wu jen to concentrate on a single
  action regardless of other actions. It is one of only two spells a wu jen can
  cast without breaking the concentration required to maintain another spell
  (finding the center also has this property). A wu jen could cast phantasmal
  force on one round and aiming at the target the next without breaking the
  concentration he needs to maintain the phantasmal force. Once cast, it
  allows the wu jen to move normally, receive his normal defensive adjust-
  ment for Dexterity, suffer damage, and make successful saving throws
  without breaking his concentration. The mind of the wu jen is focused on
  the spell he is concentrating on, yet he is aware of events occurring
  around him. The duration of the spell is two turns or until he stops concen-
  trating on the first spell.
  Animal Growth (Alteration) Reversible
  Level: 5 
  Components: V, S
  Range: 6" 
  Casting Time: 5 segments
  Duration: 1 round/level 
  Saving Throw: None
  Area of Effect: up to 8 animals in a 2" square area
  This spell causes the affected animals to grow to twice their normal
  size, doubling hit dice and damage in combat. Its reverse, animal diminu-
  tion, reduces the animal by half, halving its hit dice and damage.
  Animate Dead (Necromantic)
  Level: 5
  Range: 1 '
  Duration: Permanent
  Area of Effect: Special
  The wu jen wielding this spell may create skeletons and zombies from
  dead bodies, which are then subject to the commands of their creator. The
  wu jen may create one skeleton or zombie for each level of experience,
  Components: V, S, M
  Casting Time: 5 rounds
  Saving Throw: None
  87
  
  FIFTH LEVEL SPELLS
  and these undead creatures last until destroyed or dispelled. The material
  component of the spell is a piece of a burial shroud.
  Components: V, S, M
  Casting Time: 5 segments
  Saving Throw: V2
  Cone of Cold (Evocation)
  Level: 5
  Range: 0
  Duration: Instantaneous
  Area of Effect: Special
  This spell causes a cone-shaped field of cold to spring from the wu jen's
  hand, 1/2" long per level of the caster. Those within the cone of cold take
  1 d4 points of damage, plus 1 point for every level of the wu jen. The mate-
  rial component is a glass cone.
  Conjure Elemental (Conjuration/Summoning)
  Level: 5 
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  Range: 6"
  Duration: 1 turn/level
  Area of Effect: Special
  The wu jen using this spell may conjure an elemental of air, water, earth,
  or fire if the wu jen has a large amount of that given element. The elemen-
  tal has 16 hit dice, and answers to the wu jen's commands as long as it is
  controlled. The wu jen must concentrate fully to control an elemental, and
  in any event there is a 5% chance that control is lost on the second and fol-
  lowing rounds. An uncontrolled elemental seeks to attack the wu jen that
  summoned it. Control can be maintained as far away as 3 * per level of the
  wu jen. The material component of this spell depends on the type of ele-
  mental. An air elemental requires burning incense, one of earth requires
  soft clay, one of fire requires lit sulfur and phosphorus, and a water ele-
  mental requires water and sand or salt. Although nature/wood is consid-
  ered an element, it possesses no elemental creatures.
  Components: V, S, M
  Casting Time: 5 segments
  Saving Throw: None
  Creeping Darkness (Evocation)
  Level: 5
  Range: 24"
  Duration: 3 rounds/level
  Area of Effect: 30 cubic feet
  This spell creates an amorphous cloud of inky blackness. The cloud can
  be shaped and moved as desired by the caster throughout the duration of
  the spell if he maintains concentration upon it and it does not move
  beyond spell range. It has a movement rate of 6". It can seep through the
  smallest cracks and float in the air, as desired. The cloud is impenetrable
  to all types of vision except a true sight or similar spell. It also blots out all
  sound within the cloud, thus preventing the casting of spells by spell cast-
  ers encased by it. It is susceptible to wind. The area of effect is reduced by
  1 cubic foot and the duration by one round for every five miles per hour of
  wind. While concentrating on the spell, the wu jen can normally move no
  more than 3" per round. The material components for this spell are a whis-
  ker from an old black cat and a tiny bottle of smoke captured on a moon-
  less night.
  Dismissal (Abjuration) Reversible (Conjuration/Summoning)
  Level: 5 
  Components: V, S, M
  Range: 1"
  Duration: Permanent
  Area of Effect: One creature
  Casting Time: One round
  Saving Throw: Neg.
  This spell allows the wu jen to return an extra-planar creature to its
  native plane. The creature's name and type must be known, and the spell
  must conquer magic resistance as well. The creature being dismissed
  receives a saving throw, with the difference in levels between the caster
  and creature used as a bonus or penalty to that saving throw. Should the
  saving throw fail (a willing creature needs no saving throw), the creature is
  returned to its home plane.
  The spell's reverse, beckon, calls a creature from another plane into the
  presence of the caster, but does not guarantee the creature is friendly to
  the wu jen. Neither of these spells function on creatures who are natives of
  the Prime Material Plane, nor those with part of their ancestry in this
  plane. The material component for the dismissal is an object inimicable
  and distasteful to the creature, while for the beckon it is an item pleasing
  and desirable to the creature.
  Fire Breath (Evocation)
  Level: 5 
  Components: V, S, M
  Range: 0 
  Casting Time: 1 round
  Duration: Instantaneous 
  Saving Throw: 1A>
  Area of Effect: Cone 3" long x 1 1A>" wide at base
  This spell allows the wu jen to breathe a cone of magical flame into the
  area of effect. All within the cone suffer 1d6 points of damage for every
  level of the wu jen unless they make a successful saving throw vs. breath
  weapon (which reduces the damage to half). Combustible objects (other
  than the clothing and gear of creatures in the cone) are ignited automati-
  cally. This may cause additional damage to those within the area. The DM
  must rule on these situations. The material component for this spell is a
  piece of red hot charcoal clenched in the teeth of the caster. This charcoal
  does no damage to the caster.
  Iron wood (Alteration)
  Level: 5
  Range: Touch
  Duration: Permanent
  Area of Effect: 1 cubic foot/level
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  This spell changes the tensile strength of wood to that of the finest steel.
  It only affects the hardness of the wood. Coloration, texture, and weight
  are unaffected. If cast on normal living plants, the spell has a 50% chance
  of working. If successful, it does not interfere with the normal growth of the
  plant but gives all parts of the plant, including leaves, flowers, and fruit the
  hardness of steel. If cast on a plant-like monster, a saving throw vs. spell
  must be made by the creature. If the saving throw is successful, the spell
  has no effect. If the spell does take effect, the creature becomes rigid and
  paralyzed. The Armor Class of the creature becomes 0 and a hit roll must
  always be made when striking it, since the hardness is imbued throughout
  the body of the creature. The material component for this spell is a pinch
  of metal filings mixed with the sap of a willow tree.
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  Major Creation (Alteration)
  Level: 5
  Range: 1 *
  Duration: 6 turns/level
  Area of Effect: Special
  This spell is comparable to the 4th-level minor creation spell, save that it
  extends to mineral as well as vegetable creations. If vegetable objects are
  created, the duration of the spell is doubled.
  Mass (Alteration)
  Level: 5 
  Components: V, S, M
  Range: 6" 
  Casting Time: 1 round
  Duration: 5 rounds + 1 round/level 
  Saving Throw: Neg.
  Area of Effect: 1 cubic foot/level within a 10' sq. area
  By means of this spell, the wu jen is able to control the weight of an item
  if it is within the size range of the area of effect. He can render the object
  so heavy as to be immovable or as light as a feather. Throughout the dura-
  tion of the spell he can alter the weight of the item at will, increasing it one
  round and decreasing it the next. The mass of the item can be increased
  or decreased up to 5% per level. At 10th level, the wu jen could change
  the mass of an item by 50%. The change in mass has no adverse effect on
  the properties of the item affected beyond the change in weight. Further-
  more, multiple items can be affected if all are within the same 10-foot
  square area. Missiles may be increased up to double their mass (causing
  double the normal damage) and still fired although their ranges are
  halved. Heavy items can be carried with ease, although the bulk of the
  item may prevent it from being carried readily. Thus, a huge boulder ren-
  dered extremely light would still be difficult to carry because of its size.
  The material components for this spell are the feather of a hummingbird
  and a bit of the toenail of an elephant.
  Metal Skin (Alteration)
  Level: 5
  Range: Touch
  Duration: 2-8 rounds
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 5 segments
  Saving Throw: None
  88
  
  FIFTH LEVEL SPELLS
  This spell transforms the skin of any creature touched into a gleaming
  steel-hard surface. The spell recipient's Armor Class becomes 2 for the
  duration of the spell, but the character becomes slow and stiff. The char-
  acter moves at half his normal movement rate and always acts last in com-
  bat. The character's skin is considered metal for the purposes of the
  magnetism spell. The material component for this spell is a small piece of
  rhinoceros hide swallowed by the caster.
  Components: V, S, M
  Casting Time: 5 segments
  Saving Throw: None
  Passwall (Alteration)
  Level: 5
  Range: 3"
  Duration: 6 turns + 1 turn/level
  Area of Effect: Special
  A passwa//enables the wu jen to open a passage through wood, plaster,
  or stone walls, 5 feet wide by 8 feet high by 10 feet deep. The material
  component of this spell is a pinch of sesame seeds.
  Servant Horde (Conjuration/Summoning)
  Level: 5 
  Components: V, S, M
  Range: 0 
  Casting Time: 1 segment
  Duration: 6 turns + 2 turns/level 
  Saving Throw: None
  Area of Effect: 6" radius of spellcaster
  This spell creates a number of invisible servants similar to the unseen
  servant spell. The number of servants that can be created is equal to 2d6
  + 1 per level. These servants have all the limitations of the unseen ser-
  vant except that they can also be used for common laboring tasks, pro-
  vided they are carefully directed by the spell caster. They could serve at a
  banquet, help dig earthworks, row a ship, act as porters, or assist in a
  farmer's fields. The material component for this spell is a small stick cross-
  bar to which many lengths of knotted thread are attached.
  Components: S
  Casting Time: 2 segments
  Saving Throw: None
  Shadow Door (Illusion/Phantasm)
  Level: 5
  Range: 1 *
  Duration: 1 round/level
  Area of Effect: Special
  This spell creates the illusion of a door or sliding panel which the wu jen
  appears to step through. The wu jen is in fact, rendered invisible by this
  spell for as long as the illusion is there, and may flee undisturbed. Those
  opening the "door" see an empty 10-foot by 10-foot room. Only true sight,
  a gem of seeing, or similar means reveals the illusion.
  Spirit Self (Alteration)
  Level: 5
  Range:0
  Duration: 3-12 rounds
  Components: V, S, M
  Casting Time: 3 segments
  Saving Throw: None
  Area of Effect: 24" radius of spellcaster
  This spell allows the wu jen to send his spirit outside his body while
  maintaining some semblance of life in the physical body. When the spell is
  cast, the wu jen's spirit invisibly separates itself from the body and is free
  to move around. The body does not fall into a trance, but assumes a type
  of half-awake state. The wu jen (in spirit form) can instruct the body to take
  simple actions such as walk, converse, or eat while he does other things in
  spirit form. The body behaves as if in a daze. The spirit form of the wu jen
  retains the ability to cast spells, although doing so instantly forces the
  return of the spirit form to the body. The spirit form is considered to be a
  spirit for the purposes of protection from spirits and other spells.
  Damage taken by the body or the spirit is subtracted from the hit points
  of the wu jen. If the body is destroyed, the wu jen is slain. If the body is
  moved beyond the range of the spell, the wu jen is unable to return to it. If
  the spirit form does not return to the body before the end of the spell's
  duration, it is trapped outside the body. The wu jen's body falls into a cata-
  tonic state while the spirit must wander aimlessly. With the expiration of
  the spell, the character loses the ability to cast his spells in spirit form. The
  spirit can be returned to the body through the means of a restore spirit
  spell. The material component for this spell is a small mandala.
  Stone Shape (Alteration)
  Level: 5
  Range: Touch
  Duration: Permanent
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  Area of Effect: One cubic foot per level
  By means of this spell the wu jen can form existing stone into various
  shapes, such as a stone weapon, a door or trap door, or a coffer. The
  degree of carving is not great, but rough shapes may be created. The
  material component of this spell is soft clay, which is worked into the
  shape of the stone desired.
  Sword of Deception (Evocation)
  Level: 5
  Range: 6" + 1 "/level
  Duration: 1 round/level
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 4 segments
  Saving Throw: None
  This spell creates a shimmering pale green blade anywhere the caster
  desires within the range of the spell. This sword hovers and dances in the
  air, striking of its own accord if the caster concentrates on it. The sword
  strikes as if it were wielded by a samurai of the same level as the caster
  and causes 1d4 points of damage. Since it is magical it can strike any
  creature hit only by magical weapons. In addition to the damage done,
  each hit of the sword lowers the chances of the victim making his next sav-
  ing throw by -1. This effect is cumulative up to -5. After this is reached,
  additional hits only cause damage. The sword can be moved from crea-
  ture to creature within the duration of the spell, but only one creature can
  be attacked at a time. The saving throw penalty remains in effect until the
  creature is forced to make a saving throw in a dangerous situation. Thus,
  a companion of the victim could not cast a relatively harmless spell on him
  to cancel the effect. Remove curse, limited wish, and wish can be used to
  negate the effect. The material components for this spell are a miniature
  replica of a sword and a set of loaded dice.
  Components: V, S
  Casting Time: 5 segments
  Saving Throw: None
  Telekinesis (Alteration)
  Level: 5
  Range: 1 "/level
  Duration: 2 rounds/ + 1 round/level
  Area of Effect: 250 gp weight/level
  This spell allows the wu jen to move objects by mental concentration.
  Such movement is 2" the first round and doubles each round (to a maxi-
  mum of 1024" per round). Telekinesis may be used to move opponents
  within the weight limit, but those that move otherwise (such as flight), may
  escape the effects of the spell, provided a speed of 16" per round has not
  been reached.
  Components: V, S, M
  Casting Time: 5 segments
  Saving Throw: None
  Wall of Force (Evocation)
  Level: 5
  Range: 3"
  Duration: 1 turn + 1 round/level
  Area of Effect: 20' square area/level
  This spell creates an impregnable, invisible, non-mobile barrier in the
  area desired by the caster. The barrier stops all blows, attacks, and breath
  weapons in either direction. It may only be brought down by a disintegrate
  spell, or by such items as a rod of cancellation or sphere of annihilation.
  The material component of this spell is a pinch of diamond powder
  crushed from stones of not less than 2,000 ch'ien.
  Components: V, S, M
  Casting Time: 5 segments
  Saving Throw: None
  Wall of Iron (Evocation)
  Level: 5
  Range: 1fe "/level
  Duration: Permanent
  Area of Effect: Special
  The wu jen casting this spell creates a vertical wall of iron, 1 /4 inch thick
  per level and covering 15 square feet per level of the caster. It fills a pas-
  sage tightly if it is cast in an area where it can do so, otherwise it topples
  over, crushing creatures beneath it. There is a 50% chance it topples
  either way, modified by 1 % for each 300 lbs. over 400 or Strength point
  over 30 pushing on it. The material component of the spell is an iron bar.
  
  FIFTH LEVEL SPELLS
  Wall of Stone (Evocation)
  Level: 5 
  Components: V, S, M
  Range: 1fe "/level 
  Casting Time: 5 segments
  Duration: Permanent 
  Saving Throw: None
  Area of Effect: Special
  This spell creates a wall of granite that merges into adjoining rock sur-
  faces. The wall is 3" thick per level of wu jen and 20 feet square in area per
  level of the caster. It may be used to bridge a chasm, with 50% of the area
  used for support and buttressing.
  Water to Poison (Alteration) Reversible
  Level: 5 
  Components: V, S, M
  Range: Touch 
  Casting Time: 1 round
  Duration: 3 turns 
  Saving Throw: None
  Area of Effect: 1 cubic inch/level
  This spell allows the caster to change any water (or drinkable liquid) to
  an ingestive poison. This poison does 1d4 points of damage per level of
  the caster. If a saving throw vs. poison is made, the amount of damage
  taken is reduced by half. A single swallow is sufficient to cause this dam-
  age. In addition, those smelling the liquid have a 1 % chance per level of
  experience of noticing the poison. The poison can be diluted up to 50% its
  normal strength, the amount of damage being caused reduced accord-
  ingly. If diluted greater than this, the poison has no effect other than to
  make those who drink it slightly ill. The reverse of this spell, poison to
  water, has the opposite effect from that given above. The spells require
  the fang of a poisonous snake which dissolves in the liquid to be poisoned
  or purified.
  Components: V, S, M
  Casting Time: 3 segments
  Saving Throw: Neg.
  Wood Rot (Evocation) Reversible
  Level: 5
  Range: 3"
  Duration: Permanent
  Area of Effect: Special
  When cast, a sickly pale fire leaps from the caster's finger tips, dancing
  over the wooden object targeted by the spell. If the target is a live plant,
  the spell succeeds 75% of the time. If the target is a plant-like creature, a
  successful saving throw vs. spell prevents the spell from having any
  effect. Non-living wooden objects receive no saving throw. Once the spell
  takes effect, the wooden object begins to decay at the rate of 1 cubic foot
  per turn. Plant-like creatures lose 1 hit die for every cubic foot so rotted.
  The decayed wood rots and falls away, easily crumbling to the touch. The
  decay continues until the object is entirely rotted away. A wooden door
  can be destroyed in several turns, while a large wooden building requires
  several days. The reverse of this spell, prevent rot, stops the decaying
  process of the wood rot spell. It does not restore wood already decayed by
  a wood rot, however. The material component for the spell is a live termite
  (or dead, for the reverse).
  SIXTH LEVEL SPELLS
  Aura (Divination) Reversible
  Level: 6
  Range: 0
  Duration: 1 turn
  Area of Effect: 1 mile diameter/level
  Components: V, S
  Casting Time: 1 round
  Saving Throw: None
  This spell allows the wu jen to read the aura of an area, determining the
  basic alignment and magical tendencies of most of the inhabitants and
  items in the area. When cast, an aura appears over every dwelling or
  structure within the area of effect indicating whether most or the principal
  occupant is good, evil, lawful, neutral, or chaotic. In addition, areas with a
  high concentration of magic are also revealed. Standing on a hill overlook-
  ing a village, the wu jen casts this spell. Each of the houses in the village
  begins to glow, indicating the primary nature of the inhabitants. Thus, the
  wu jen is able to note the homes of good people, evildoers, and lawful
  types. Temples and shrines have a magical glow because they are more
  predisposed to magic than other areas. Likewise, haunted and cursed
  areas have an appropriate aura. The aura even appears over dwellings
  the caster cannot directly see—a faint glow over the treetops might indi-
  cate a hut or cave deep in the woods.
  The reverse of this spell, mask, hides the aura of any one dwelling from
  detection by the aura spell.
  Control Weather (Alteration)
  Level: 6
  Range: 0
  Duration: 4-24 hours
  Area of Effect: 4-16 square miles
  Using this spell, the wu jen can manipulate the weather within a given
  area within 1d4 turns of the completion of the spell. Each of the three
  "aspects" of weather may be moved one degree by spell. The aspects
  and degrees are explained on page 52 of the Players Handbook. Contrary
  aspects are not possible. The material component is a small skyrocket.
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  Components: V, S, M
  Casting Time: 6 segments
  Saving Throw: Neg.
  Disintegrate (Alteration)
  Level: 6
  Range: 1fe "/level
  Duration: Permanent
  Area of Effect: Special
  This spell causes living, non-living, and magical matter to vanish per-
  manently. It may affect one creature or a non-living object of up to 1" cubic
  volume. The material component of this spell is a lodestone.
  Enchant an Item (Conjuration/Summoning)
  Level: 6 
  Components: V, S, M
  Casting Time: Special
  Saving Throw: Neg.
  Range: Touch
  Duration: Special
  Area of Effect: One item
  This spell is used by the wu jen to prepare an item for enchantment and
  to effect that enchantment. An item that is to be made magical must be
  sound and undamaged, and must be of the highest quality materials, cost-
  ing not less than 20 ch'ien. The enchanting wu jen must work on this item
  alone for 2 + 1 d8 days, working eight hour days, to become familiar with
  the object. No other spell casting may be done during this period, and the
  item may not be more than one foot from the wu jen during the period. At
  the end of this time, a saving throw is made for the wu jen, with success
  indicating that the item is ready to receive the magics cast upon it, which
  must be cast within the next 24 hours. The subsequent spells require 4 +
  4-8 hours per spell level, and each additional enchantment must follow
  within 24 hours of the last. These additional magics are not permanent
  unless a permanency spell is also cast, though items with charges may
  never be made permanent. The material component varies according to
  the item being affected.
  Gambler's Luck (Invocation; Enchantment/Charm)
  Level: 6 
  Components: V, S, M
  Range: Touch
  Duration: 1 turn/level
  Area of Effect: Creature touched
  Casting Time: 1 segment
  Saving Throw: None
  When cast, the wu jen has no control over what form this spell takes. He
  must abide by the winds of fate. There is a 60% chance the outcome is
  good and a 40% chance the outcome is bad. A good outcome improves all
  die rolls made for the character by 1 (or 10% for percentile rolls) for the
  duration of the spell. A bad outcome does not affect the die rolls of the
  character, but inflicts him with a gambling mania for the duration of the
  spell. The character automatically accepts any game of chance or wager
  offered him. The game or wager must include some element of chance,
  thus, dares are not considered to fall in this category. Likewise, the spell
  does not force the character to accept suicidal wagers (the character does
  not agree to kill himself or let another kill him) on the basis of a coin toss.
  He would, however, accept a bet which offered freedom or surrender on
  the basis of a roll of the die. The character continues to play at any game
  until he is unable to pay, although he attempts to borrow from others to
  remain in a game. The material component for this spell is a small statu-
  ette of the god of luck.
  Geas (Enchantment/Charm)
  Level: 6
  Range: Touch
  Duration: Special
  Area of Effect: Creature touched
  Components: V
  Casting Time: 4 segments
  Saving Throw: None
  90
  
  SIXTH LEVEL SPELLS
  Ageas places a magical command upon an intelligent, conscious crea-
  ture to perform (or not perform) certain actions. Self-destructive orders are
  always ignored, but all others are followed until they are completed. Ignor-
  ing the geas causes the target creature to sicken and die within 1d4
  weeks, with deviation resulting in loss of Strength points. A geas may only
  be lifted by a wish spell or other similar magic. The wu jen has the casting
  time alone to phrase the nature of the geas.
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  Glassee (Alteration)
  Level: 6
  Range: Touch
  Duration: 1 round/level
  Area of Effect: Special
  By means of this spell, four inches of metal, 6 feet of stone, or 20 feet of
  wood may become transparent to the wu jen's gaze, or create a one-way
  window. In either case, the viewing area is 3 feet wide by 2 feet high, and is
  the same Strength as the original material. The spell does not function on
  lead, gold, or platinum. The material component is a small piece of crystal.
  Lower Water (Alteration) Reversible
  Level: 6 
  Components: V, S, M
  Range: 8" 
  Casting Time: 1 turn
  Duration: 5 rounds/level 
  Saving Throw: None
  Area of Effect: 1/2" by 1/2" square area/level
  The wu jen casting this spell may tower water or other fluid by 5% of its
  current height per level. The material component is a glass vial or dust.
  The spell's reverse, raise water, raises the water to its highest normal
  ttvel, plus 112 foot for every level of the caster. The material component of
  this spell is a vial of water.
  Mass Suggestion (Enchantment/Charm)
  Level: 6 
  Components: V, M
  Range: 3"
  Duration: 4 turns + 4 turns/level
  Area of Effect: One creature/level
  Casting Time: 6 segments
  Saving Throw: neg.
  This spell functions the same as the 3d-level suggestion spell, except
  that it allows the wu jen to implant the same suggestion into the minds of a
  number of creatures. If used on a single creature, the saving throw is at -2.
  Metal to Rust (Alteration) Reversible
  Level: 6
  Range:0
  Duration: Permanent
  Area of Effect: 1/2 cubic foot/level
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Special
  This spell allows the wu jen to reduce ferrous metal to a crumbled pile of
  rust with a single touch. Upon casting the spell, the wu jen touches the
  Item (rolling a hit if necessary), causing it to fall away in large flakes of rust.
  Normal metallic items do not receive a saving throw—the effect is auto-
  matic. Magical metals make a saving throw vs. disintegration (17 for hard
  metal, 19 for soft metal and jewelry), receiving the appropriate bonus to
  the saving throw for the strength of the magic. Magical items of ferrous
  content which do not have a specific plus value (an iron amulet of ESP for
  example) must be assigned a bonus to the saving throw by the DM. The
  reverse of this spell, rust to metal, restores a rusted item to its original con-
  dition if at least 90% of the original material is present. The material com-
  ponent for this spell is a flask of seawater.
  Components: V, S, M
  Casting Time: Special
  Saving Throw: None
  Move Earth (Alteration)
  Level: 6
  Range: 1 "/level
  Duration: Permanent
  Area of Effect: Special
  This spell allows the wu jen to move dirt, sand, and earth (but not rock),
  taking one turn of casting time for every 4 "-square area. Major excava-
  tions and movements require the summoning of an earth elemental to aid.
  The material components for this spell are a bundle of soil wrapped in a
  ball and a blade of iron.
  Pain (Invocation)
  Level: 6 
  Components: V, S, M
  Range: 6" 
  Casting Time: 1 segment
  Duration: Instantaneous 
  Saving Throw: None
  Area of Effect: Hit dice or levels equal to caster's
  When cast, the wu jen targets this spell at a single creature or creatures.
  If multiple creatures are affected, all must be within 20 feet of each other.
  All affected are struck by pains and agony. These pains pass in an instant.
  Once past, however, the creatures find their muscles contorted and their
  strength reduced. Both Dexterity and Strength are reduced to 3 for 2d4
  rounds after the spell is cast. This causes the creature to be -3 on hit rolls,
  -1 on damage, -3 on reaction attacking adjustment, and + 4 on defensive
  adjustment. At the end of 2d4 rounds, the Strength and Dexterity of the
  creature return to normal. A strength or prestidigitation spell cancels the
  effects of pain, providing the needed vitality to restore Strength and Dex-
  terity to normal ranges. The material components for this spell are a leech
  and stone scraped against a slate.
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  Part Water (Alteration)
  Level: 6
  Range: 2 "/level
  Duration: 1 turn/level
  Area of Effect: Special
  The wu jen using this spell can create a trough through water 3 feet
  deep by 1 foot wide by 2" (20 feet or yards) for every level of experience,
  which remains until the duration elapses or the wu jen cancels the spell.
  The material component of this spell is a ball of dust wrapped in leaves.
  Permanent Illusion (Illusion/Phantasm)
  Level: 6
  Range: 1 "/level
  Duration: Permanent
  Area of Effect: 4" square
  Components: V, S, M
  Casting Time: 6 segments
  Saving Throw: Special
  1" square/level
  This spell creates a spectral force that requires no concentration to
  maintain.
  Programmed Illusion (Illusion/Phantasm)
  Level: 6 
  Components: V, S, M
  Range: 1 "/level
  Duration: Special
  Area of Effect: 4" square
  Casting Time: 6 segments
  Saving Throw: Special
  1" square/level
  Casting this spell, the wu jen set up a spectral force that operates on
  command or when specified conditions are met, and lasts for a minimum
  of one round per level of the caster.
  Repulsion (Abjuration)
  Level: 6
  Range: 1 "/level
  Duration: 1 round/2 levels
  Area of Effect: 1" path
  The wu jen casting this spell may cause all creatures in the direction
  being faced to move away at 3" per round. The material component of the
  spell is a pair of statuettes made of ebony and ivory.
  Components: V, M
  Casting Time: 6 segments
  Saving Throw: None
  Speak With Dead (Necromantic)
  Level: 6
  Range: 1"
  Duration: Special
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  This spell is similar to the 3d-level shukenja spell of the same name.
  Spiritwrack (Evocation/Abjuration)
  Level: 6
  Range: 1" + 1 '/level
  Duration: Special
  Area of Effect: Special
  Components: V, M
  Casting Time: Special
  Saving Throw: Special
  91
  
  SIXTH LEVEL SPELLS
  The spiritwrack is a powerful spell used against a creature of the lower
  planes whose name is known. The material component of the spell is a
  vellum sheet upon which the incantation and the creature's name is
  inscribed in ink made of demon ichor and powdered rubies (1,000 gp for
  the vellum, 5,000 for the rubies for each document). Only one such docu-
  ment may exist for any creature at one time, and a wu jen may only pos-
  sess one document at a time. If the creature is present, it is rooted to the
  spot unless in makes its magic resistance roll (if any). If it makes the roll,
  the reading makes it so uncomfortable that it flees to its home plane
  unless held by magic. In the second round the pain increases, and the
  creature loses 1 hit point for every hit die possessed. In the third round of
  reading, the creature loses 50% of its existing hit points, and is banished
  to its home plane for a number of years equal to the level of the wu jen
  casting the spell. Most creatures of the lower planes are loathe to be sub-
  ject to this spell, so there is a 25% cumulative chance per round that the
  creature submits to other demands to prevent the spell from being fin-
  ished. In any event, the being is the sworn foe of the wu jen thereafter.
  Stone to Flesh (Alteration) Reversible
  Level: 6
  Range: 1 "/level
  Duration: Permanent
  Area of Effect: One creature
  Components: V, S, M
  Casting Time: 6 segments
  Saving Throw: Special.
  This spell turns stone to flesh, restoring to life those creatures that once
  lived if a system shock roll is successful. Nine cubic feet per level of
  "unliving" stone may be converted. The spell's reverse convert's flesh to
  stone of if a saving throw is failed. The spell's material components are a
  pinch of earth and a drop of blood. Its reverse requires a pinch of lime and
  a drop of water.
  Sword of Darkness (Evocation/Necromantic)
  Level: 6 
  Components: V, S, M
  Range: 6"
  Duration: 1 round/level
  Area of Effect: One creature
  Casting Time: 5 segments
  Saving Throw: None
  This spell creates a jet black sword that radiates a palpable aura of evil.
  The sword can appear anywhere within the range of the spell. When cast,
  the wu jen targets the spell on one creature. Thereafter, the sword can
  only attack that creature. The wu jen must concentrate on the actions of
  the sword, causing it to strike as if he held it in his own hand (non-
  proficiency penalties do not apply). On a successful hit, the sword tempo-
  rarily drains the creature hit of 1 -3 levels or hit dice. Appropriate hit points,
  fighting ability, spell levels, and level powers are lost. The sword itself
  causes no physical damage. If the victim is reduced below 0 level, he is
  slain. In 1-3 days, his spirit returns as a kuei (see Monster section). Lost
  levels are regained 1 -3 turns after the sword of darkness disappears, pro-
  vided the character has not died. However, spells lost are not regained,
  since they were wiped clean from the character's mind. These spells must
  be memorized again before they can be cast. The material component for
  this spell is a katana or long sword worth at least 20 ch'ien which is shat-
  tered against a stone.
  True Sight (Divination)
  Level: 6
  Range: Touch
  Duration: 1 round/level
  Area of Effect: 6" light range
  This spell is similar to the 5th-level shukenja spell true seeing, but it
  does not allow determination of alignment.
  Components: V, S
  Casting Time: 1 round
  Saving Throw: None
  Veil (Illusion/Phantasm)
  Level: 6
  Range: 1 "/level
  Duration: 1 turn/level
  Area of Effect: 2" x 2 "/level
  Components: V, S
  Casting Time: 3 segments
  Saving Throw: None
  The veil spell enables the wu jen to alter the appearance of the sur-
  rounding area in such a way that the illusion appears real, and is not dis-
  pelled by touch. Only spells such as true sight, true seeing, or similar
  magical items can pierce the veil.
  Vessel (Conjuration)
  Level: 6 
  Components: V, S, M
  Range: 2" 
  Casting Time: 1 turn
  Duration: 1-3 turns + 2 turns/level 
  Saving Throw: None
  Area of Effect: Special
  This spell allows the wu jen to create a seaworthy vessel from a singl
  sheet of paper. Use of the spell requires the origami proficiency. The wi
  jen takes the sheet of paper and, while casting the spell, folds it into thi
  shape of a small junk. Upon completion he utters the final words of th
  spell and blows on the paper boat. In one round it grows into a full-sizei
  sailing vessel. The ship is large enough to carry the wu jen and four pas
  sengers for every four levels of experience the caster has. A 16th-leve
  caster could create a small junk capable of carrying up to 17 man-size<
  people, while a 24th-level caster could create a medium-sized junk able ti
  hold as many as 25 people. For the purposes of cargo, one horse equal:
  four humans, assuming a normal amount of clothing and gear carried b
  each person. Furthermore, the vessel has no need for crew, magicalr
  moving under its own power at the rate of 15 inches. At the end of the spei
  the ship shrinks to its original size.
  Warp Stone (Alteration)
  Level: 6
  Range: 12"
  Duration: Permanent
  Area of Effect: 1/2 cubic foot/level
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  This spell is similar to warp wood because when cast, it causes nature
  stone to buckle and bend as if it were plastic. Walls can be made to buckle
  stone doors burst their fittings, pillars bend, and statues twist. The exac
  effect of the spell must be determined by the DM based on the type o
  structure and amount of stone buckled. The material component for this
  spell is a piece of clay twisted in the caster's hands.
  SEVENTH LEVEL SPELLS
  Body Outside Body (Conjuration)
  Level: 7
  Range: 1'
  Components: V, S, M
  Casting Time: 1 segment
  Saving Throw: None
  Duration: 1 round/2 levels
  Area of Effect: 1 duplicate/5 levels
  This spell allows the wu jen to create one or more duplicates of himself
  These duplicates have the normal ability scores and personality of the wi
  jen. They carry all the normal equipment of the wu jen, but have none o
  his magical items. Neither do they possess any of the spell abilities of the
  wu jen. Their hit points are one-fourth those of the caster. When created
  they are obedient to the caster and cooperative with each other, essert
  tially having the same mind. The duplicates can do anything the wu jen is
  normally capable of, except cast spells. They suffer damage as do norms
  characters except that if slain they instantly disappear. Each time a dupli-
  cate is slain, the caster suffers 10 points of damage. At the end of the spel
  duration, all duplicates disappear without causing damage to the wu jen,
  of course. The duplicates are indistinguishable from the caster, even to s
  true sight spell. The material component for this spell is a few hairs from
  the wu jen's head or beard.
  Commune With Greater Spirit (Divination)
  Level: 7 
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  Range: 0
  Duration: Special
  Area of Effect: Special
  This spell is identical to the 5th-level shukenja spell of the same name.
  Duo-Dimension (Alteration)
  Level: 7
  Range: 0
  Duration: 3 rounds + 1 round/level
  Area of Effect: Personal
  Components: V, S, M
  Casting Time: 7 segments
  Saving Throw: None
  The wu jen casting this spell converts to two dimensions, and has
  height and width, but no depth. The wu jen becomes invisible if turned
  92
  
  SEVENTH LEVEL SPELLS
  sideways, and can only be detected when in this state by a true sight spell
  or its equivalent. The wu jen may cast and move normally, and cannot be
  harmed when in invisible state, but takes triple damage from attacks when
  visible in duo-dimensional form. Furthermore, as the wu jen has shunted
  his or her depth into the Astral Piano, there is a chance of attack by astral
  creatures, with the 25% chance that such an attack brings the wu jen fully
  into the Astral Plane. The material component of this spell is a flat likeness
  of the wu jen carved in ivory, and worth 1,000-2,000 ch'ien and a strip of
  leather. Both items are consumed in the casting.
  Elemental Servant (Conjuration/Summoning; Enchantment/Charm)
  Level: 7
  Range: 0
  Duration: Special
  Area of Effect: One elemental
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: Neg.
  This spell allows the wu jen to summon any one of the four types of
  elementals—earth, air, fire, or water—and compel it to perform a service
  for the wu jen. Midway through the casting, an elemental of 16 hit dice of
  the appropriate type appears. The caster then states the service he
  wishes completed. The service must be one that is within the powers of
  the elemental, can be completed in one day/level of experience of the wu
  jen or less, and can be done within the natural element of the elemental.
  Water elementals do not perform services that take them to land, and fire
  elementals must remain in their fiery realms, for example.
  If the creature makes a successful saving throw vs. spell it disappears
  Instantly, returning to its own plane. If the saving throw is failed, the ele-
  mental attempts to fulfill the mission. The wu jen need not supervise the
  actions of the elemental, agreeing to meet it at some predetermined place
  when the mission is completed. Typical services include fire elementals
  forging a blade in the heat of a volcano, water elementals recovering
  Hems from the bottom of the ocean, earth elementals producing rare ores
  from the center of the earth, or air elementals carrying the wu jen to some
  location. When the mission is completed and the meeting kept, the ele-
  mental instantly returns to its own plane. Elementals resent being sum-
  moned and forced to perform services and may attempt to exact revenge
  at some later date. The material component for this spell is a large quan-
  tity of the appropriate element and a written document stating the exact
  nature of the service to be done.
  lee Blight (Evocation/Summoning) Reversible
  Level: 7
  Range:0
  Duration: 1 day/level
  Area of Effect: 1/2 mile diameter/level
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: None
  This powerful spell summons fearsome freezing winds, ice, and snow in
  the area of effect. Once cast, gray scudding clouds gather and rain begins
  to drizzle down. The temperature begins to fall abruptly—40 degrees in a
  tingle day. Winds begin to blow, gently at first, but slowly gaining strength.
  Each day the weather conditions worsen. The clouds thicken, the rain falls
  heavier, the air gets colder, and the winds blow more fiercely. The temper-
  tture can drop no colder than -20 degrees. In arctic and winter conditions,
  the snowfall begins after 6 hours. In temperate climes, snow begins to fall
  by the end of the first 24-hour period. In desert lands the snow starts 36
  hours after the casting of the spell, while tropical areas experience snow
  by the end of the second day. Thereafter, the snow continues to fall at the
  rate of 1 inch per hour to a maximum depth of 48 inches. The winds whip
  the snow into huge drifts (5 feet to 12 feet or more) and the wind chill is
  extreme. During the snowfall, visibility is limited to 20" and movement
  rates will be 1/4 the normal.
  Creatures exposed to the weather without adequate warm clothing, fire,
  and shelter suffer 1 d8 points of damage each turn. Control weather spells can-
  not cancel the effects of the Zee blight, but can be used to lessen the severity by
  raising the temperature, slowing the snowfall, and breaking the cloud cover.
  The reverse of the spell, drought, cancels the effects of ice blight.
  Drought has effects similar to ice blight, raising the temperature and
  drying the land instead of covering it with snow. When cast, the sky
  quickly clears of clouds and remains so for the duration of the spell. No
  rain falls for the duration of the spell. The temperature soars upward 20
  degrees per day to a maximum of 120 degrees during the day and a cool
  100 degrees at night. Fields become hard and cracked after four days,
  small streams dry up after six days, all but the deepest wells go dry after
  10 days, small rivers are reduced to a trickle in 14 days and go dry after 20
  days. Large rivers drop noticeably in 10 days and become little more than
  streams after 20 days. On the 25th day of drought, only extremely deep
  wells still have water, all else having evaporated or been soaked away.
  Plants suffer according to their size and normal habitat. Desert plants
  hardly notice the drought while those of tropical jungles die and wither rap-
  idly. Normal creatures flee the area of the drought, returning only when
  normal conditions have been restored and the land recovered. Creatures
  exposed to the full light of the sun for an entire day suffer 2d6 points of
  damage a day if without adequate shade and water. Characters in bulky
  and metallic armors suffer 1-3 points of damage a turn from the blistering
  heat and exhaustion. As with ice blight, the effects of the spell can be less-
  ened by a control weather spell and a drought is automatically cancelled
  by the casting of an ice blight.
  Casting ice blight or its reverse is an extremely difficult process for the
  wu jen. He is seeking to control magical energies powerful enough to
  affect a huge area. Upon uttering the final word of the spell, a tremendous
  blast of mystical energy leaps through the wu jen, ravaging his body and
  spirit. The wu jen instantly forgets all other spells memorized the moment
  this spell is cast. His Strength and stamina are broken, causing him to lose
  all but 1 hit point. All his ability scores are temporarily reduced to 3 and he
  must have immediate bed rest (the caster is at the center of the area of
  effect). Each day the wu jen regains 1 point to each ability score. Only
  when all his abilities have returned to 50% or more of normal can the wu
  jen begin to recover his lost hit points (although once this occurs, cure
  spells can be cast to speed recovery). Likewise, no spells can be memo-
  rized until all scores are returned to normal. The material component for
  ice blight is a piece of ice, while drought requires a handful of desert sand.
  Limited Wish (Conjuration/Summoning)
  Components: V
  Casting Time: Special
  Saving Throw: Special
  Level: 7
  Range: Unlimited
  Duration: Special
  Area of Effect: Special
  This spell can alter reality in a limited or temporary fashion according to
  the desire of the casting wu jen. Such effects are minor, such as restoring
  lost hit points, influencing the reaction of a creature, and increasing
  chances to hit for a short duration. Greedy desires usually end in disaster,
  as the spell is very literal. Casting time is the actual number of six-second
  segments it would take to phrase a wish.
  Obedience (Enchantment/Evocation)
  Level: 7
  Range: Touch
  Duration: Special
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Neg.
  This spell allows the caster to force any non-undead or spirit creature to
  totally obey the caster's will. Although the spell can be cast on unintelli-
  gent creatures, it does not have a useful effect unless the creature can
  understand the speech of the wu jen. The wu jen must touch the creature
  to cast the spell and the creature is allowed a saving throw vs. spell to
  avoid the effect. If the saving throw is failed, the creature is affected by the
  spell. The spell creates no change in the will of the creature or its person-
  ality. It can still refuse to obey orders or attempt to harm the wu jen. How-
  ever, the wu jen, by uttering a few mystical words, can cause wracking
  pains in the affected creature. These pains are so intense that the crea-
  ture cannot do anything, barely able to breathe or talk. By chanting these
  words over and over, the wu jen can sustain the pain until the creature
  relents and obeys. For every round the pain is maintained, the creature
  suffers 1d10 points of damage.
  Each day the creature is under the spell it is allowed a new saving throw
  vs. spell to escape the effect. However, this save is made with a -4 on the
  die roll. The material component for the spell is a circlet of gold placed on
  the head of the creature once the spell is cast. This circlet cannot be
  removed by the creature until a successful saving throw is made, nor does
  it fall off of its own accord. However, the caster can easily remove the cir-
  clet, breaking the spell. A dispel magic, limited wish, or wish spell can also
  be used to remove the circlet. Finally, there is the smallest chance that a
  merciful deity will, upon seeing the sufferings of the creature, lift the spell.
  The DM must decide if this occurs. The deities often view this spell as a
  means of punishing and correcting evil creatures. Once the circlet is in
  place, there is no limitation to the range of the spell. The caster can be
  hundreds of miles away and still maintain his hold over the creature.
  93
  
  SEVENTH LEVEL SPELLS
  Power Word, Stun (Conjuration/Summoning)
  Level: 7 
  Components: V
  Range: 1/2 "/level
  Duration: Special
  Area of Effect: One creature
  Casting Time: 1 segment
  Saving Throw: None
  The wu jen may stun a creature of his or her choice within range with a
  single word, leaving it unable to move or attack for the duration of effect.
  Duration is determined by current hit points: those between 1-30 hit points
  are stunned for 4d4 rounds, those with 31-60 hit points are stunned for
  2d4 rounds, those with 61-90 hit points are stunned for 1d4 rounds, and
  those of 90 + hit points are unaffected.
  Reanlmatlon (Necromantic)
  Level: 7
  Range: Touch
  Duration: One day/level
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Special
  This spell is identical to the 4th-level shukenja spell, reanimation. How-
  ever the material components for the spell are a white shawl, incense, and
  a golden amulet shaped like a phoenix.
  Components: V
  Casting Time: t segment
  Saving Throw: None
  Tool (Conjuration/Summoning)
  Level: 7
  Range: 0
  Duration: Permanent
  Area of Effect: 3 cubic feet/level
  This spell allows the wu jen to instantly create one or more common
  items or tools. The wu jen simply casts the spell and says "Now where did
  I put that (item name)?" The item instantly appears nearby. More than one
  item can be created up to the limits of the area of effect. The items created
  are not magical in any way nor are they of any extraordinary value. Money
  of any sort cannot be created since it has a value greater than its form.
  Common items include weapons, armor, food, tools, boats, wagons, and
  horses. Once created, the item is treated as a normal item.
  Components: V
  Casting Time: 2 segments
  Saving Throw: None
  Vanish (Alteration)
  Level: 7
  Range: Touch
  Duration: Special
  Area of Effect: Special
  The wu jen casting this spell may teleport items up to 500 gp weight per
  level of caster, and bring them to himself. Objects of greater weight may
  vanish, but they are placed in the ethereal plane and replaced with stone.
  The maximum size that can be affected is 3 cubic feet per level. A dispel
  magic brings back items from the ethereal plane.
  Withering Palm (Evocation)
  Level: 7
  Range: Touch
  Duration: Instantaneous
  Area of Effect: Creature touched
  Components: V, S
  Casting Time: 4 segments
  Saving Throw: 1/2
  This spell acts similar to a staff of withering. Upon casting the spell, the
  wu jen must touch the victim. If a successful hit roll is made, the victim suf-
  fers 3d6 points of damage and must make a successful saving throw vs.
  spell to avoid the withering effect. If the saving throw is failed, one limb of
  the creature (either the limb touched or one randomly determined)
  becomes shriveled and useless. The head is not considered a limbl If the
  saving throw is successful, the creature still suffers damage but does not
  undergo withering. If an arm is withered, the character can still fight,
  though he cannot use two-handed weapons. Spells requiring somatic
  components can be cast 75% of the time. If a leg is withered, the charac-
  ter's movement rate is reduced to 1/4 its normal. Armor Class decreases
  by 3 and the character suffers a -4 on his chance to hit. A withered limb
  can be restored by the use of heal, limited wish, and wish spells.
  EIGHTH LEVEL SPELLS
  Antipathy/Sympathy (Enchantment/Charm)
  Level: 8 
  Components: V, S, M
  Casting Time: 6 turns
  Saving Throw: Special
  Range: 3"
  Duration: 12 turns/level
  Area of Effect: Special
  This spell is used for a specific creature type or particular alignment. It
  may effect an area of 10 cubic feet per level of the wu jen, or a single item,
  and in the latter case reduces all saving throws by -2. The wu jen deter-
  mines if antipathy or sympathy is cast. Antipathy causes the affected crea-
  ture type or alignment to flee the area or abandon the item until the spell is
  removed or expires. Those who save are uncomfortable, and lose 1 point
  of Dexterity per round, up to four points, as long as near the item/area.
  Sympathy attracts the particular creature or alignment, making them
  desire to remain in the area or possess the item, unless a saving throw is
  made. If successful, a second saving throw must be made in 1d6 turns
  afterward, or the creature returns. The material component of the antipa-
  thy is a lump of alum soaked in vinegar; sympathy requires 200 ch'ien of
  pearls dissolved in honey.
  Call (Conjuration/Summoning)
  Level: 8
  Range: 0
  Duration: Instantaneous
  Area of Effect: Creature called
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: Neg.
  When cast, this spell allows the wu jen to summon any single creature
  he knows by sight into his presence. The wu jen must know the specific
  identity of the creature called, not just the general type. Calling for a ki-rin
  is not sufficient, the wu jen must have a specific ki-rin in mind. Creatures
  with names must be summoned by their true name. A successful saving
  throw vs. spell allows the creature to ignore the call. Creatures called must
  be on the same plane as the caster. Once called, the creature is under no
  compulsion to remain or aid the caster. Deities and similar powerful
  beings are not forced to heed the call spell. The material components for
  this spell are a stick of incense and a strip of paper, burned when the spell
  is cast.
  Cloud Trapeze (Alteration)
  Level: 8
  Range: 0
  Components: V, S, M
  Casting Time: 5 segments
  Duration: 1 turn 
  Saving Throw: None
  Area of Effect: Caster & 1 creature/4 levels
  This spell allows the wu jen to soar on a magical cloud at incredible:
  speeds. Upon casting the spell, the wu jen gently lifts into the air on a
  small cloud and then whizzes away in whatever direction he desires. The
  wu jen can take one human-sized creature with him for every four levels
  he possesses. The rate of movement is 10 miles every round. In a single
  turn, the wu jen can cover 100 milesl Those riding on the cloud feel none
  of the effects of this swift movement and the ride is perfectly steady and
  calm, even through the worst weather. At the end of the spell or when the
  wu jen decides to land, the cloud settles gently to earth and disappears.
  The material component for this spell is a boll of cotton.
  Finding the Center (Alteration/Invocation)
  Level: 8 
  Components: S
  Range: 0 
  Casting Time: 1 segment
  Duration: 1 turn 
  Saving Throw: None
  Area of Effect: Caster only
  This spell is a more powerful version of aiming at the target. Like that
  spell, finding the center can be cast after a spell that requires concentra-
  tion and the casting is a series of breathing exercises which releases the
  power of the spell. Once finding the center is cast, the wu jen no longer
  need concentrate on the first spell for it to have effect. His unconscious
  mind maintains the concentration required for the spell. The wu jen is free
  to take other actions—movement, combat, casting other spells, or any
  activity he could normally undertake. The concentration required by the
  first spell cannot be broken unless the wu jen is slain, his mind enfeebled,
  confused, or controlled, or the spell's duration ends.
  94
  
  EIGHTH LEVEL SPELLS
  Giant Size (Alteration) Reversible
  Level: 8 
  Components: V, S, M
  Range: 0 
  Casting Time: 1 turn
  Duration: 2-8 rounds 
  Saving Throw: None
  Area of Effect: Caster only
  This spell allows the wu jen to assume truly gigantic proportions. As
  soon as the spell is cast, the wu jen must make a system shock roll. If the
  roll is failed, the character permanently loses 1 point of Constitution. The
  spell causes the wu jen to instantly grow, adding a height of 3 feet for
  every level of experience. An 18th-level wu jen would be about 60 feet tall
  and a 29th-level wu jen would stand a colossal 93 feet tall. The Strength of
  the wu jen increases proportionately—1 point of Strength for every three
  levels of experience to a maximum of 25. However, the giant form is awk-
  ward and clumsy, so the wu jen does not receive any hit bonuses for his
  increased Strength (although he does receive damage bonuses). The per-
  centile scores for an 18 Strength are ignored, going directly from 18 to 19
  in Strength. Damage bonuses for Strengths above 18 are equal to + 6 +1
  point for every point of strength greater than 18. The Armor Class of the
  wu jen is improved by 1 for every 12 feet of height gained. The hit points of
  the wu jen remain unchanged and the movement rate also remains
  unchanged, because of the slow and lumbering body of the caster.
  While in giant form, the wu jen cannot cast spells of any type. Items car-
  ried by the wu jen do not increase in size, except for normal clothing. Obvi-
  ously, because of this, the wu jen cannot use normal weapons. However,
  he can uproot trees to use as clubs (2d10 points of damage) if a successful
  bendbars/lift gates die roll is made. Boulders can be hurled, again if a suc-
  cessful bend bars/lift gates die roll is made. Each boulder thrown causes
  3d6 points of damage. Other acts of rampage and destruction must be
  adjudicated by the DM, using the general guidelines of Strength and the
  bend bars/lift gates die roll. Also, since the spell causes a sudden spurt of
  growth, the caster should take care in picking the place the spell is used. If
  cast underground or in an area smaller than the full size attained by the
  , caster, the caster is going to take damage, possibly even die because of
  the squeezing and crushing that occurs. The material component for this
  . spell is the scale of a dragon or hairs from the head of a giant.
  ! 
  The reverse of this spell is minute form. When cast, the size of the caster
  > reduces by three inches per level thereafter. An 18th-level caster reduces
  i by 54 inches. When the caster shrinks to one inch in height only 1/8th of
  ; an inch is lost per level thereafter. The maximum reduction allowed is 1/
  i 8th inch tall. The Armor Class of the caster remains unchanged. However,
  I the character must be seen to be hit! The movement rate is reduced by 1"
  ; per foot of height lost. Upon reaching the last foot of height, the movement
  | rate is reduced 1 * for every further 3-inch reduction in height. The move-
  s' ment rate can never be less than 1 foot per round. Upon reaching one foot
  in height, the creature suffers only half normal damage from falls. At one
  inch or less of height, no damage is suffered from falls. However, the crea-
  ture is highly susceptible to winds and breezes and can be easily blown
  about by gust of wind, wind breath and similar spells. Although all items
  shrink when this spell is cast, most are rendered unusable or negligible in
  their effect. The ranges and effects of magical items and spells are
  adjusted proportionately to their size. The material component for this
  spell is a flea swallowed by the caster.
  I
  | Incendiary Cloud (Alteration/Evocation)
  Level: 8 
  Components: V, S, M
  Range: 3" 
  Casting Time: 2 segments
  Duration: 4 rounds +1-6 rounds 
  Saving Throw: 1/2
  Area of Effect: Special
  This spell appears similar to the smoke version of the pyrotechnics
  I spell, except that its dimensions are a cloud 10 feet high by 20 feet
  square. On the third round, the cloud bursts into flame, inflicting on those
  | within it 1/2 point damage per level of the casting wu jen. This increases to
  I 1 point of damage per level in the next round, then reduces to 1/2 point
  I damage per level the round following. The wu jen must have an available
  | fire source, and the material components for a pyrotechnics, and a pinch
  of dust.
  The mind blank spell protects the recipient from all devices and/or
  spells or spell-like abilities which detect, influence, or read emotions and/
  or thoughts, including charm and information gained by a wish spell.
  Mind Blank (Abjuration)
  Level: 8
  Range: 3"
  Duration: 1 day
  Area of Effect: One creature
  Components: V, S
  Casting Time: 1 segments
  Saving Throw: None
  Permanency (Alteration)
  Level: 8
  Range: Special
  Duration: Permanent
  Area of Effect: Special
  This spell makes the duration of certain other spells permanent. The fol-
  lowing personal spells can be made permanent, at the cost of 1 point of
  Constitution of the wu jen:
  Components: V, S, M
  Casting Time: 2 rounds
  Saving Throw: None
  comprehend 
  languages
  detect evil
  detect invisibility
  read magic
  secret signs
  water protection
  detect shapechanger
  The wu jen may also make permanent the following spells cast on other
  creatures or objects. There is only a 5% chance of losing a point of Consti-
  tution if cast upon a non-living object:
  unseen servant
  tongues
  detect magic
  protection from normal
  missiles
  protection from charm
  ghost light
  invisibility
  respect
  giant size
  wall of force
  dispel magic
  wall of fire
  Polymorph Any Object (Alteration)
  Level: 8
  Range: 1/2 "/level
  Duration: Variable
  Area of Effect: Special
  This spell changes one object to another. If used as a polymorph other
  or stone to flesh, saving throws are at -4. Otherwise, duration and effect
  depend upon how far removed (in kingdom, class, relationship, size,
  shape, and Intelligence) the final result is from the original, with small
  changes being permanent. Creatures affected by this spell must make a
  system shock roll, and radiate a strong magic while polymorphed. The
  material components of this spell are mercury, gum arabic, and smoke.
  Power Word, Blind (Conjuration/Summoning)
  Level: 8 
  Components: V
  secret signs
  wall of fog
  emotion
  metal skin
  apparition
  stinking cloud
  invisibility
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: Special
  Range: 1/2 "/level
  Duration: Special
  Area of Effect: 3" diameter
  Casting Time: 1 segment
  Saving Throw: None
  Upon uttering the power word, blind, up to 100 hit points of creatures
  are blinded. Duration of blindness for an individual creature depends on
  its hit points with those of 50 hit points or less blinded for 2-5 turns, those
  of greater hit points blinded for 2-5 rounds.
  Components: V, S
  Casting Time: 1 turn
  Saving Throw: None
  Summoning Wind
  Level: 8
  Range: 0
  Duration: Instantaneous
  Area of Effect: Special
  This spell causes a magical wind to carry an urgent message to one or
  more creatures. When cast, the wu jen can phrase any message of 25
  words or less. This message can then be sent to any creature or crea-
  tures. The number of creatures that can be contacted is 10 times the level
  of the caster. The specific identity of each creature need not be known, but
  some type of common identifier must be provided. This must be more spe-
  cific than the creature's race or character class. It must be some identifier
  of the position of the creature or creatures called. The wu jen could send
  the message to the soldiers of his palace guard or to the governors of all
  the provinces of a single land. The message is delivered on a gentle
  95
  
  EIGHTH LEVEL SPELLS
  breeze, whispering its secrets into the ears of those it is intended for. The
  spell does not compel the receiver to respond or take any action. It only
  informs them of the message sent. This spell is commonly used to rally
  troops, send warnings, or disseminate proclamations.
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  Surellfe (Alteration)
  Level: 8
  Range: 0
  Duration: 2-8 rounds
  Area of effect: Caster only
  This spell allows the caster to protect himself from some sure cause of
  death—one that if entered or undertaken is normally guaranteed to cause
  the death of the character. The event protected against can only be a natu-
  ral one—not a spell or the action of a character or creature. The wu jen
  could use the spell to protect himself from dying in a pot of boiling oil or
  under the crushing weight of an avalanche, but could do nothing to pre-
  vent death from the breath of a dragon or the swords of a band of samurai.
  The event being protected against must be specific and the spell is only
  effective against that event. Should the event come to pass during the
  duration of the spell, the wu jen suffers no damage from it nor does he feel
  any discomfort. However, the spell does nothing to protect those items
  carried or worn by the wu jen. At the expiration of the spell's duration, the
  event formerly protected against has full normal effects on the wu jen. The
  material component for this spell is an ointment of peach syrup and cinna-
  bar.
  Components: V, S, M
  Casting Time: 8 segments
  Saving Throw: Special
  Symbol (Conjuration/Summoning)
  Level: 8
  Range: Touch
  Duration: Special
  Area of Effect: Special
  This spell creates magical runes which affect creatures that pass over,
  touch, read, or pass through the area in which they are inscribed. Any of
  the following symbols may be inscribed (no saving throws unless indi-
  cated):
  Death: Slays up to 80 hit points of creatures.
  Discord: All creatures affected argue with each other for 5d4 rounds, and
  those of opposing alignments have a 50% chance of fighting for 2d4
  rounds.
  Fear: All affected creatures make saving throws vs. spell at -4 or flee in
  panic.
  Hopelessness: All creatures must turn back in dejection if a save is failed,
  and submit to an opponent's demands. The Hopelessness lasts for 3d4
  rounds, and during that time there is a 25% chance of no action being
  taken.
  Insanity: Up to 120 hit points of creature become insane and act as if a
  confusion spell is cast upon them.
  Pain: All affected creatures are -2 on Dexterity, -4 to hit, because of wrack-
  ing pain, for 2d10 turns.
  Sleep: All creatures under 8 + 1 hit die fall asleep for 4d4 turns.
  Stunning: Up to 160 hit points of creatures are stunned for 3d4 rounds.
  The type of symbol cannot be determined without setting off its effects.
  The material components of this spell are powdered black opal and dia-
  mond dust worth 1,000 ch'ien.
  Whirlwind (Conjuration/Summoning)
  Level: 8 
  Components: V, S, M
  Range: 48" 
  Casting Time: 1 turn
  Duration: 2-7 rounds 
  Saving Throw: 1/2
  Area of Effect: Cone 36" tall & 12" wide at top
  This spell summons a powerful tornado or whirlwind anywhere within
  the area of effect. When cast, a column of whirling air touches down at the
  point indicated by the caster. The tip has a 10-foot diameter. Thereafter, if
  the wu jen continues to concentrate on the spell, he can attempt to move it
  in any direction desired at the rate of 15" per round. To do this, the wu jen
  must make a successful saving throw vs. paralysis. If the save is failed,
  the wu jen has lost control of the whirlwind for the duration of the spell.
  Thereafter, each round the whirlwind moves its full movement in a random
  direction. Wooden buildings struck by the whirlwind have a 75% chance
  of being destroyed. If not destroyed, the building, although suffering dam-
  age, remains standing and can be repaired. Stone buildings collapse only
  15% of the time and damage suffered by those still standing is relatively
  minor. Trees are uprooted 80% of the time and those not ripped out are
  battered and broken.
  All creatures caught within the whirlwind must make a saving throw vs.
  death or suffer 6d10 points of damage. If the saving throw is successful,
  the damage suffered is half this amount. In addition, on a roll of a natural
  20, the creature through some freak of nature is totally unscathed by the
  whirlwind even if all about him is destroyed. The whirlwind always seeks
  to fill the area of effect. If cast underground or in a confined area it almost
  certainly affects the caster as well. A control weather spell can be used to
  weaken the strength of the whirlwind and two such spells cast with the
  same purpose cause it to disappear. Once the spell has been cast, the
  whirlwind remains for the full duration of the spell. The caster cannot vol-
  untarily end it. The material component for this spell is a child's top.
  NINTH LEVEL SPELLS
  Astral Spell (Evocation)
  Components: V, S
  Casting Time: 9 segments
  Saving Throw: None
  Level: 9
  Range: Touch
  Duration: Special
  Area of Effect: Special
  Except as noted, this spell is the same as the 7th-level shukenja spell of
  the same name.
  Crystalbrittle (Alteration)
  Level: 9 
  Components: V, S
  Range: Touch 
  Casting Time: 9 segments
  Duration: Permanent 
  Saving Throw: Special
  Area of Effect: 2 cu. ft. per level of the caster
  This spell converts any type of metal to a crystalline substance that may
  be easily smashed by a normal blow. Only a wish may reverse the trans-
  formation. Magical items gain a saving throw of 5% per plus. Artifacts and
  relics are 95% unlikely to be affected.
  Gate (Conjuration/Summoning)
  Level: 9
  Range: 3"
  Duration: Special
  Area of Effect: Special
  Except as noted, this spell is similar to the 7th-level shukenja spell of the
  same name.
  Components: V, S
  Casting Time: 9 segments
  Saving Throw: None
  Imprisonment (Abjuration) Reversible
  Level: 9
  Range: Touch
  Duration: Permanent
  Area of Effect: One creature
  Components: V, S
  Casting Time: 9 segments
  Saving Throw: None
  The imprisonment spell places the creature touched, whose name and
  background are known, in suspended animation in a sphere deep
  beneath the earth. Magical search (such as a crystal ball) does not reveal
  an imprisoned character. The spell's reverse, freedom, causes the
  appearance of the imprisoned creature where it was first entombed. If the
  background is not known, there is a 10% chance of freeing d100 other
  creatures so imprisoned.
  Instant Regeneration (Necromantic)
  Level: 9
  Range: Touch
  Duration: Instantaneous
  Area of Effect: Creature touched
  Components: V, S, M
  Casting Time: 1 round
  Saving Throw: None
  Upon casting, this spell instantly restores a lost limb, causing it to
  regrow right before one's eyes. The spell can only restore a lost limb. It
  96
  
  NINTH LEVEL SPELLS
  cannot cause a new limb to appear where none was before. The spell
  causes no harm to the recipient and restores all hit points that may be
  missing because of the loss of the limb. The material component for the
  spell is a charm of yellow paper inked with mystical red characters.
  Internal Fire (Evocation)
  Level: 9 
  Components: V, S, M
  Range: 6" 
  Casting Time: 1 round
  Duration: Instantaneous 
  Saving Throw: None
  Area of Effect: Hit dice or levels equal to level of caster within 20-foot area
  This spell creates a deadly raging heat within the bowels of the victims,
  causing them to be consumed by flame from inside. Death occurs
  instantly. There is no saving throw for this spell. If there are more hit dice
  or levels in the area of effect than can be affected by the caster, those with
  the fewest hit dice or levels are affected first. Partial totals are unaffected
  by the spell. If a 20th-level caster has already affected 15 hit dice or levels
  of creatures, a creature with 7 hit dice or levels would be unaffected since
  only 5 hit dice of power remain in the casting. Additionally, although there
  is no saving throw for this spell, magical items which confer protection
  from fire and fire-based attacks make the wearer immune to the effects of
  this spell. The material component for this spell is an iron brazier filled with
  red-hot charcoal.
  Planar Call (Conjuration/Summoning)
  Level: 9
  Range: 0
  Duration: Instantaneous
  Area of Effect: Creature called
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: Special
  This spell is identical to call, except that creatures from other planes
  can also be called by this spell. If the creature is on the same plane as the
  caster, no saving throw is allowed. If the creature is on a different plane a
  successful saving throw vs. spell allows the creature to ignore the planar
  call. Additionally, if the creature called has greater hit dice or levels than
  the caster, it gains a + 4 to the saving throw. Deities and similar powerful
  creatures are not forced to heed the planar call, although they may
  respond by their own choice. The material component for this spell is the
  same as that for call.
  Power Word, KIM (Conjuration/Summoning)
  Level: 9 
  Components: V
  Range: 1/4 "/level
  Duration: Permanent
  Area of Effect: 2" diameter
  Casting Time: 1 segment
  Saving Throw: None
  This spell slays a single creature of up to 60 hit points, or multiple crea-
  tures up to 120 hit points, at the option of the caster, with the utterance of a
  single word.
  Components: V, S, M
  Casting Time: 9 segments
  Saving Throw: None
  Shape Change (Alteration)
  Level: 9
  Range: 0
  Duration: 1 turn/level
  Area of Effect: The spell caster
  This spell allows the wu jen to assume the form of any non-unique crea-
  ture. Unique creatures include demigods, singular dragons, and demon
  princes. The wu jen may transform from one form to another at will, taking
  one segment to do so and requiring no system shock roll. The wu jen
  gains all the abilities of the new form, but retains his or her Intelligence.
  The material component of this spell is a jade ring worth 1,000 ch'ien,
  which is shattered when the spell expires. Premature shattering dispels
  the magic.
  Summon Spirit (Conjuration/Summoning; Necromantic)
  Level: 9 
  Components: V, S, M
  Casting Time: 1 turn
  Saving Throw: Neg.
  Range: 0
  Duration: 1 turn
  Area of Effect: Spirit summoned
  This spell allows the caster to summon any type of spirit. The caster
  must have a particular spirit in mind when the spell is cast and the spirit is
  allowed a saving throw vs. spell to avoid the effect. The spirit can be the
  ghost of a long dead ancestor, a spirit of nature, or any greater spirit that
  occupies the Prime Material Plane. Once summoned, the spirit appears
  before the caster, remaining for one turn. It is cooperative and friendly,
  considering the caster to be a helpful or needy person. However, aside
  from appearing and remaining for the turn, it is not under any obligation to
  the caster. It freely answers questions, provides guidance, and assists the
  caster within the scope of its abilities at that moment. The material compo-
  nents for this spell are a stick of incense and an offering appropriate to the
  nature and power of the spirit summoned.
  Components: V
  Casting Time: 9 segments
  Saving Throw: None
  Time Stop (Alteration)
  Level: 9
  Range: 0
  Duration: 1/2 segment/level +
  1-8 segments
  Area of Effect: 3" diameter sphere
  Using this spell, the wu jen can stop all time within the area of effect,
  leaving the wu jen able to move and act freely within that area. Any crea-
  tures entering the area are also caught by the time stop, and if the wu jen
  leaves the area the time stop is negated.
  Tsunami (Evocation)
  Level: 9 
  Components: V, S, M
  Range: 1 mile 
  Casting Time: 1 turn
  Duration: 2 turns 
  Saving Throw: 1/2
  Area of Effect: Wave 5 feet high & 10 feet long/level
  This spell creates a tsunami or tidal wave. It can only be cast on seas,
  oceans, or similar large bodies of water. Upon finishing the spell, the sea
  begins to rock and churn, gradually building in intensity. After two turns, a
  tsunami roils up and begins moving in the direction indicated by the
  caster. The wave moves at a speed of 48". Each round it travels, the
  height of the wave drops by 10 feet. Ships caught in the wave have a per-
  centage chance equal to the current height of the wave to be capsized and
  crushed to splinters. Non-water dwelling creatures caught in the wave suf-
  fer damage equal to the current height of the wave, although a successful
  saving throw vs. death reduces the damage to half. Upon striking land, the
  wave continues to surge ashore at the same rate, however dropping in
  height 20 feet per round. Wooden buildings suffer the same fate as ships,
  while stone buildings have 1/4 this chance of being destroyed. People on
  land suffer the same fate as those at sea. The material component for this
  spell is the scale of a dragon turtle or tun mi lung and water taken from a
  water elemental.
  Components: V
  Casting Time: Special
  Saving Throw: Special
  Wish (Conjuration/Summoning)
  Level: 9
  Range: Unlimited
  Duration: Special
  Area of Effect: Special
  This spell is a more potent form of the limited wish. If used to replace lost
  hit points, raise a lost party member, or escape from a difficult situation,
  there is no ill effect on the caster. Otherwise, the wu jen loses 3 points of
  Strength and must rest for 2-8 days to recover. The wish spell literally
  grants the desire of the character, altering reality to do so.
  97
  
  COMBAT
  The untracked wastes that separate the Oriental Adventures society from
  the rest of the AD&D® game world have led to differences in styles and
  techniques between the two worlds—differences that are more than just
  the way people talk, eat, dress, and behave. These differences even
  include the conduct of war and the approach and philosophy to fighting.
  Look first at that glorious example of warlike chivalry, the knight. There
  he sits, mounted on his heavy charger. He is prepared for battle. Iron
  plates and rings of chain mail cover him from head to toe. Joints and vul-
  nerable areas are fitted with angled plates to deflect the piercing bolts of
  crossbows and arrows. Fitted over his head is a heavy armet with a
  visored beaver covering his face. He dimly peers onto the battlefield
  through narrow slits. The armor is made as thick as possible to protect him
  while still letting him move. Strapped to his left arm is a shield, substantial
  in size. Gripped in his right is a heavy shaft of wood, 18 feet or more in
  -length, tapering to a metal point. On one side hangs a long, straight
  double-bladed sword, used to smash through weak points of his oppo-
  nent's armor, relying on the power of his swing and the weight of the sword
  to cut through any material. At his other side hangs a flanged mace,
  designed to batter against the plates of hardened steel of the enemy, daz-
  ing and injuring them through the shock of its blow. His horse is specially
  bred to bear the weight of heavy iron barding that encases its body. It is
  bred for size and weight to crash through his opponents, overrunning the
  footmen through sheer momentum.
  At the knight's side stand his men-at-arms, dressed in suits of chainmail
  from head to toe. Each carries a body shield and wears a close-fitting,
  open-faced helm. Clutched in their hands may be heavy slashing swords,
  thick-shafted spears, or long steel-tipped pikes. Some may carry mallets
  or axes to smash at the legs of unmounted knights, dropping them help-
  less to the ground. Once downed the knight can be speedily dispatched
  with a thin-bladed dagger.
  They cluster in knots around pennons fluttering from the tips of lances.
  Only their painted shields, the crests of their helms, and the decorations of
  their horses color the somber line. They are screened in front by ranks of
  unarmored archers and mailed crossbowmen. Well in their midst sits their
  commander astride his horse, the standard of his cause fluttering in the
  breeze. At the signal of drums or the blare of a horn or the wave of a flag,
  they march and charge into the enemy ranks.
  Meanwhile, at the other end of the world, the samurai and his warriors
  prepare for battle. The general sits on a stool, a screen of colored cloths
  set up behind him. He surveys his lines of battle. There he sees the samu-
  rai, the warrior ideal of his place and age.
  Like the knight, the samurai sits upon his horse for the coming battle.
  His helmet with its great flaring neck piece is tied into place. A sculpted
  metal mask covers his cheeks and connect to a gorget. His chest is pro-
  tected by a breastplate covered with painted and patterned leather. Great
  rectangular protectors cover his upper arms and legs. Metal greaves are
  strapped onto his calves. In his belt are strapped his two swords, one long
  and one short, but both single-edged coming to sharp points. With these
  he slashes and parries, relying on sharpness and speed. In one hand he
  holds a huge lacquered bow that he fires from horseback. In the other a
  short naginata—a sharp curved blade on the end of a pole—with which he
  slashes at his enemies as he rides through their lines. Strapped to his side
  is a quiver box of arrows. Some are fashioned with beautiful leaf-bladed
  heads, others sharp spikes, yet more with heavy blunt tips and perhaps
  one or two with carved wooden heads that whistle and sing as they fly
  through the air. His horse, too, is specially bred, but not for mass and
  power. Its body is covered by few ornaments as the samurai relies on its
  hardiness and speed in the upcoming fight.
  Like the knight, the samurai also has men-at-arms to stand at his side.
  They are lightly armored, with their arms and legs uncovered. They wear
  no helms, only iron hats. They carry long naginatas and have their swords
  at their sides.
  As the general looks upon his men, he sees waves and waves of color.
  Bright banners flutter from the backs of riders, colored silks show under-
  neath armor, and brilliant rows of lacing form the armor itself. All await the
  signal of the drum, the flare of the rocket, or the sounding of the conch that
  the battle is to begin.
  Whereas the knight relies on the might of his weapons and the solid
  strength of his armor, the samurai depends on his speed and sharpness.
  He dresses and fights for speed and deadliness. He does not try to batter
  his opponent into defeat but tries to slash and cut him down quickly. He
  does not rely on the might of the charge (although he can and will do so)
  but fires his arrows from horseback. He and the other warriors of the Ori-
  ental world have a different style of fighting.
  Next, compare the peasants of the two worlds. On one hand is the stout
  yeoman ready to defend his land with an old sword and a variety of cruel
  farming tools fashioned into weapons. The other, in his fields, his weap-
  ons often confiscated or forbidden, has learned to fight with other tools—
  his hands, his feet, and a variety of small and unusual items. He fights not
  only with a different style, but with weapons never considered by the
  knight and the peasant of the other half of the world. He fights not just in a
  different style, but also a different technique.
  The Oriental Adventures rules, since they are designed for the AD&D®
  game system, use the methods and rules given in the previous AD&D
  game books for handling individual combat between groups of characters
  and NPCs or creatures. However, additions to these rules are necessary
  to cover the new fighting styles and techniques found in the lands of Orien-
  tal Adventures.
  SUMMARY OF THE
  COMBAT SEQUENCE
  To help you understand where some of the additions to combat occur
  during the course of play, the steps of resolving a combat are summarized
  below. The Oriental Adventures rules that provide additions to these steps
  are listed in italics where they appear in the sequence.
  1. Determine if either side is surprised. Characters are normally sur-
  prised on a 1-2 on 1d6. There are often cases where surprise is not possi-
  ble due to visibility, surroundings, noise, etc.
  2. Players state the actions their characters are attempting. Players
  must also announce if their characters are attempting to subdue, disarm,
  or unhorse an opponent.
  3. If there is no surprise, roll for initiative on 1d6. The side with the
  higher die roll gains the initiative for the round. Kensai and wujen charac-
  ters are able to modify their die roll.
  4. Kensai and wujen characters with a higher modified initiative roll than
  either side make their attacks. Then, a to hit roll (1d20) is made for each
  character on the initiative side attempting to hit. The result is compared to
  the Armor Class of the target on the appropriate combat table for the char-
  acter class attacking. If the die roll (including modifiers for strength,
  magic, etc.) is equal to or greater than the number listed, the opponent is
  hit. Certain characters must state whether they are using ki power before
  the die is rolled.
  Appropriate saving throws are then made for characters who are the
  targets of spells. Shukenja must state whether they are using ki power
  before any saving throw is made.
  Appropriate dice for damage are rolled for each hit, adding in modifiers
  for strength, magical weapons, weapons of quality, and ki powers. The
  damage done is subtracted from the opponent's current hit points. Sub-
  dual damage is not subtracted, but recorded separately.
  5. The side that lost the initiative now performs step 4.
  98
  
  COMBAT PROCEDURES
  Surprise and Iaijutsu
  Characters who possess the iaijutsu proficiency have special opportu-
  nities to surprise their opponents because of the lightning speed with
  which they draw their weapon. Because of the nature of the skill, however,
  this modifier only applies in special situations. When a character, in a non-
  combat encounter, decides to suddenly draw his weapon and attack, the
  iaijutsu modifier for surprise is used. A player character and an NPC are in
  the midst of heated negotiations. They are kneeling beside each other,
  their weapons sheathed. The situation grows tense and the NPC decides
  to attack the player character without warning. Drawing his weapon, he
  lunges forward, intent on striking a deadly blow. At this point surprise rolls
  are made to see if both sides are prepared for the situation. Just how fast
  each is able to draw his weapon and prepare for combat is critical. A
  player with the iaijutsu proficiency has a slight advantage over his oppo-
  nent.
  If one character has iaijutsu proficiency and the other does not, a -1
  modifier is applied to the surprise die roll of the character without the profi-
  ciency. If both characters have iaijutsu proficiency, the -1 modifier is
  applied to both surprise die rolls. This modifier reflects the startling speed
  with which the iaijutsu-trained character is able to get his weapon into
  action.
  Obviously, this surprise modifier does not apply to all situations. No
  modifier is applied when weapons are already drawn or when the oppo-
  nent has reason to expect an attack. The iaijutsu modifier only applies
  when an otherwise peaceful situation erupts into bloody conflict, espe-
  cially from an unexpected quarter.
  Initiative Modifiers
  At the beginning of each combat round (unless there is surprise), 1d6 is
  rolled for initiative. This determines which individual or group acts first in
  that melee round. Normally, this die roll is unmodified, the sequence of
  actions left to chance. However, characters in the Oriental Adventures
  world live and rely on their quickness and speed. Therefore, some have
  developed their speed to the point where they have improved chances of
  striking the crucial first blow in a combat.
  When modifiers to the initiative only apply to some of the characters
  involved in the combat, the initiative roll is still made only once for each
  side. However, those characters with modifiers then apply their modifier to
  the die roll for their side—but for the actions of that character only! Thus,
  the actions of an initiative round may be divided into more than two
  phases of attacks.
  When the initiative (modified or unmodified) results in a tie result, the
  die is not rerolled. All characters or creatures are assumed to be acting in
  the same instant. Thus, damage done or the effects of spells are not
  applied to a character with the same initiative until he has completed his
  action. As soon as he has finished his action, the character suffers the
  normal results of actions against him.
  A kensai, a samurai, and a shukenja player character encounter a
  group of hostile samurai. All the characters are 1 st level. One initiative die
  is rolled for each side. The player characters roll a 3. The NPC party rolls a
  4. The kensai and the NPCs strike first, all in the same instant (the kensai
  has a modified initiative of 4). Next the remaining player characters strike.
  If the NPC group had included a kensai, he would have been able to strike
  first (with a modified initiative of 5), followed by the simultaneous attacks
  of the remaining NPCs and the player character kensai (and then the sur-
  viving player characters).
  When the initiative of one side is greater than even the highest modified
  initiative of the other side, all characters on the winning side can complete
  their attacks in whatever order is desired. Their actions are completed
  before those of the other side begin, hence order in this case is unimport-
  ant.
  COMBAT PROCEDURES
  Missile Fire from Horseback
  The mounted bowman is an integral part of the armies and fighting
  styles of the Oriental lands. Vast hordes of fierce warriors on swift ponies
  gallop across the plains, harrying their foe with devastating bowfire from
  the backs of their horses. Warriors practice and refine the art until they are
  able to fire great longbows at targets while riding at a full gallop.
  Such practice is not for show—it is a vital and effective form of combat.
  Mounted bowmen could gallop quickly toward the enemy lines, discharge
  their arrows, wheel and return to the safety of their own lines, well out of
  range of foot archers. Daring raids could be made on the enemy camp, the
  bowmen swooping through and attacking without pause. Such tactics
  gave power and fear to the horse archer, making him a difficult foe to over-
  come. Indeed, on those rare occasions when gajin armies marched
  against the mounted foe, disaster was the common result. The slogging
  ranks of footmen and heavy knights marched doggedly forward, their
  ranks thinned by bowfire. Halting their formation they would prepare to
  fire, only to have the foe gallop out of reach. Should the knights foolishly
  charge, the bowmen would easily avoid them, decimating their opponents
  with effective bowfire.
  There are two ways a character can fire a bow while on horseback—
  with the horse standing still and with the horse moving. Any character can
  use a missile weapon from the back of an unmoving horse. This takes no
  particular skill. When firing from the back of a moving horse, the character
  must have the horsemanship proficiency. This is necessary since firing
  the bow requires two hands and the character must be able to guide the
  horse with his knees. In addition, the DM can rule that extremely rough
  areas of ground (rocky slopes, thick underbrush, etc.) require the charac-
  ter to handle the reins, preventing bowfire.
  The rate of fire from horseback is half what the character is normally
  allowed. Thus, 2/1 becomes 1/1,3/1 becomes 3/2, etc. The character also
  suffers penalties on his chance to hit, based on the speed of the animal.
  These are listed on Table 67.
  Table 67: HORSEBACK BOWFIRE MODIFIERS
  Animal's Current Movement 
  Modifier
  Less than 1/2 normal 
  -1
  1/2 to less than 3/4 normal 
  -3
  3/4 to maximum speed 
  -5
  These modifiers are cumulative with those for range, weapon versus
  armor type, etc.
  During the round in which he fires, the character cannot perform
  maneuvers with his mount except for slight turning. The most the horse
  can be turned is 30 degrees to either side of its current direction. Sharper
  turns and maneuvers prevent the character from firing his bow.
  Firing from horseback can also be performed while mounted on any
  horse-like creature to which the horsemanship proficiency also applies.
  Unhorsing
  In a world where the horseman is an important and formidable warrior,
  defending against him and defeating him are important goals of the foot
  soldier. One of the simplest and most direct methods is to get him off his
  horse. Once downed, the lone warrior can be outnumbered and overpow-
  ered with far greater ease.
  There are several methods of unhorsing a character—some heroic and
  others just grim and efficient. By far the most direct was to eliminate the
  mount. Once the horse is slain, the rider is automatically on foot. This can
  be done by missile or melee attack. However, it does have a considerable
  disadvantage (especially from the commoner's point of view): the horse
  cannot be claimed as a prize. Since horses are valuable commodities and
  often the goal of the attack, killing them to dismount the rider is somewhat
  of a last resort tactic.
  Oriental warriors prefer to bring the rider down without harming the
  horse. Hits from weapons can accomplish this and some weapons are
  more effective than others. Anytime a rider is struck by a melee weapon of
  3 feet or greater length wielded by another mounted character, and the to
  hit roll was a natural 20 on 1d20, there is a chance that the struck rider is
  knocked from his mount. If the rider does not have horsemanship profi-
  ciency, he automatically falls to the ground (suffering an additional 1 d3 of
  damage). If the rider does have horsemanship proficiency, he is allowed to
  check against his proficiency. If the roll is successful, the character retains
  his seating with no ill effect (other than the damage inflicted by the hit). If
  the roll fails, the character falls to the ground with the effect as noted
  above.
  Foot soldiers using melee weapons of 5 to 9 feet in length have the
  same chance as a mounted attacker of unhorsing a rider and the rider has
  the same chance of remaining in his saddle. Foot soldiers using weapons
  of 10 feet or greater in length have a 25% chance (16-20 on 1d20) of dis-
  mounting the rider. Again the rider is allowed a roll against his horseman-
  ship proficiency to remain in the saddle.
  99
  
  COMBAT PROCEDURES
  Riders can also be pulled from the saddle by both mounted and
  unmounted men. A mounted man can attempt to dive on another rider by
  pulling adjacent to him and leaping from his saddle. If he makes a suc-
  cessful to hit roll, he has grappled the other rider. If not, he falls to the
  ground. The grappled rider makes a check against his horsemanship pro-
  ficiency. If he fails, both characters fall to the ground (each suffering 1d6
  points of damage). If he succeeds, he remains in the saddle with the other
  rider hanging from his side. The grappling rider must make a to hit roll
  thereafter every turn. If he succeeds, the other must again make a profi-
  ciency roll as noted above. If he fails, he falls to the ground (and takes
  damage). Meanwhile, the rider can use a weapon to strike at his grappling
  opponent. When doing so, he is -2 on his chance to hit.
  Men on foot can also attempt to pull a rider from his horse, although this
  is not an easy task. The attempt can only be made by man-sized creatures
  or larger. Those larger than man sized count as two men for the attempt.
  First, the footman has to grab the rider as he passes by. To do this he
  makes a to hit roll, modified by the speed of the horse. If the horse Is mov-
  ing 6" or less, the footman's chance is reduced by -2, at 7 to 12 • the modi-
  fier is -4, and at speeds greater than 12" the modifier is -6. If the hit is
  successful, the rider must make a proficiency check to remain in the sad-
  dle. If the attempt to unseat the rider fails and the horse is moving faster
  than 12", the animal is allowed a free set of attacks against the footman.
  For each additional footman grappling (up to 4), -1 is applied to the profi-
  ciency check. If the rider is pulled from his horse by more than one person,
  he suffers no damage, since he is likely to land on someone on the way
  down. If a horse can be surrounded by eight men, they can pull both the
  horse and rider down. Of course, all during this the horse and rider are
  allowed their normal attacks.
  Finally, given time and materials, set defenses can be prepared to dis-
  mount riders and stop horses. Most of these are simple tricks and traps-
  ropes hung between trees at the rider's height, tripwires, etc. The DM
  must determine the success of these types of traps. For defense against
  horse attack, sharpened stakes can be set in the ground. It takes two men
  an hour to prepare a 10-foot-square area with stakes of about 4 to 5 feet in
  length, provided there is a supply of bamboo or light wood available.
  These are easily spotted and can be avoided simply by turning aside or
  the rider can attempt to urge his horse through. This requires a proficiency
  check just as if a jump or leap were being attempted. If the horse does
  enter the defended area, it will crash into 0-3 of these stakes (1d4-1) for
  every 10 feet of depth of the barrier. Barding will reduce the number of
  stakes which hit (by -1 for chain and -2 for plate). Each stake causes 2d6
  points of damage to the horse.
  The rules for dismounting a horse rider also apply to other riding crea-
  tures that a character may encounter.
  Disarming
  At times characters will find it necessary to disarm an opponent. A party
  member may be charmed into attacking his friends or the characters wish
  to capture an opponent without being harmed greatly themselves. Dis-
  arming can be done by two methods—parrying the weapon out of the
  opponent's grasp through superior weapon skill or wresting it from his
  grasp with one's bare hands.
  To disarm with a weapon, the character must be using a melee weapon
  of equal or greater size than that of the victim. He must declare at the
  beginning of the round that he is attempting to disarm. A normal to hit roll
  Is made but the attack does no damage. Instead, the victim must pass a
  saving throw versus petrification or have the weapon knocked from his
  grasp. The weapon falls 1d6 feet away from the disarmed character. One
  round is needed to recover the weapon.
  To disarm an opponent with one's bare hands, the character can use
  either the weaponless combat system explained in Unearthed Arcana or, if
  he has the proficiency, the martial arts skills explained later in these rules.
  When using martial arts, the character can attempt to knock loose a
  weapon of any size. The process is the same as that for disarming with a
  weapon, except that the victim is allowed a + 2 to his saving throw.
  When attempting to disarm a character using a two-handed weapon, a
  successful attempt knocks loose only one hand. Thus two successful dis-
  arming attempts must be made in the same round for the character to be
  disarmed. Should only one succeed, the opponent simply regrips his
  weapon at the end of the round.
  Subduing Opponents
  It is sometimes desirable to defeat an opponent without killing him. This
  is particularly true of the shukenja character class, since they are normally
  forbidden from killing. Nonetheless, the shukenja character needs some
  method of defeating and overcoming NPCs and monsters. Furthermore,
  characters may have the need to take prisoners or a hostage, both of
  which are only useful when they are alive.
  Subdual can only be used against creatures with at least a modicum of
  Intelligence—they must be of at least the low Intelligence rating. However,
  those of genius Intelligence or greater can only be subdued if they volun-
  tarily decide to surrender. They know too well the type of fate that awaits
  most prisoners. Subdual can be used against any kind of creature or NPC,
  but a player character can never be forced into submission. Player char-
  acters may decide to surrender, but this choice is left to the player.
  Players must declare any subdual attempt at the beginning of the fight.
  After this declaration has been made, attackers are assumed to be strik-
  ing with the blunt edge, flat, haft, butt, pommel, or hilt of their weapon.
  Damage from each blow is determined normally, but only 1/4 of this
  causes a loss of hit points. The remaining 3/4 is subdual damage. Sub-
  dual damage is recorded separately from the hit points lost. When the
  subdual damage exceeds the total starting hit points (not the current hit
  points) of the creature or character, the being is subdued and surrenders.
  However, if any attack is made on the being for normal damage after the
  declaration to subdue, the creature will not surrender. All subdual points
  disappear and the creature is fought normally.
  A subdued creature must stop fighting and drop its weapons. At this
  point, if the players can communicate with the creature they can attempt
  to exact an oath from the defeated being. The oath can be some particular
  task or promise exacted from the creature or character, such as "Leave
  this province never to return," "Go to your lord and tell him of your humili-
  ating defeat," or "Swear never to haunt this place again." The DM secretly
  rolls against the creature's honor (if it possesses any honor points) or
  makes a saving throw versus death for the subdued creature. If the die roll
  is equal to or less than the creature's honor or the saving throw is failed, it
  complies with the request. Otherwise, the creature makes a show of
  agreeing but does not honor the request, instead hoping to wreak venge-
  ance on its captors at a later time. Alternatively, the victor can choose to
  keep the creature captive. In this case, it seeks the first opportunity to
  escape. It only remains humble and docile as long as its captors maintain
  the upper hand.
  The Psychic Duel
  Two fearsome samurai swagger into the dusty street. Toe to toe, they
  glare menacingly at each other. The buzzing of flies is the only sound to
  break the silence. Each stands impassive, unflinching. Sweat runnels
  down their mustaches. Then, finally, one of the two makes a sudden
  move! With a quick bob of his head, he bows to the other. So defeated, he
  turns and tries to lose himself in the gathering crowd. The other grins
  broadly—he has won the battle without even touching his sword!
  The encounter described above is a classic example of the psychic
  duel—a fierce but hidden struggle fought between warriors proud of their
  skills and their honor. The psychic duel is a type of mental combat that can
  be practiced by any character race or class. It does not require psionic tal-
  ent. It is a test of the wills of the duelists—their courage, skill, and determi-
  nation. It is an invisible fight, the outcome revealed by a faint grimace, the
  flicker of an eyelid, or the tic of a muscle. In it, the character displays his
  mental determination as a warrior, showing just how tough he is. Will he
  attack with wild abandon? Is he cool and calm, confident in his skill? Is he
  willing to risk absolute death in the coming fight? By showing such fear-
  some qualities, the character may win the duel, possibly thus avoiding the
  need to fight altogether. Sometimes the wise man is one who recognizes
  when he is outmatched and admits defeat before it actually occurs.
  Although the psychic duel can be attempted by anyone, it can only be
  done under special circumstances. It can only be used on or by intelligent
  creatures of human or humanoid races. It is strictly a one-on-one duel, a
  single character facing off against another. It is never used between
  friends or companions, such an action being highly insulting and dishon-
  orable for both (-3 points of honor). The characters cannot have crossed
  weapons before during the encounter. Neither can it be used if they are
  attacked by others during the course of the psychic duel. For example, it is
  not used in the heat of a furious battle, but it might be used in a challenge
  before the battle begins. Likewise, it might be used on a swaggering bully
  in the street, forcing him to recognize his superiors.
  To resolve a psychic duel, the characters spend the round within 10 feet
  of each other, concentrating their will. Each then rolls a saving throw vs.
  death. Kensai characters have a bonus of + 2 to the roll when facing non-
  100
  
  MARTIAL ARTS
  kensai characters. If one character makes a successful saving throw and
  the other does not, the successful character has won the duel. If both
  characters fail the saving throw, the duel is inconclusive and neither wins.
  If both characters make the saving throw, they are locked in the mental
  battle and the duel continues for another round. Should one player break
  off the duel and attack before it is resolved, he is the loser (i.e. his nerve
  has broken).
  The winner of a psychic duel gains 2 points of honor if his opponent is of
  a higher experience level than himself. If the two are equal level, the win-
  ner gains 1 point of honor. If the loser is of lower level, the winner gains no
  honor for the duel.
  The loser of the psychic duel has two options. He may either retreat, los-
  ing points of honor equal to those gained by the victor, or he can attack,
  regardless of the outcome of the psychic duel. However, if he attacks he is
  -1 on his initiative, to hit, and saving throw rolls throughout the ensuing
  battle. No surprise roll is made, since both sides are prepared.
  Martial Arts
  In the world of Oriental Adventures, the martial arts are a style of combat
  that never developed significantly in the rest of the AD&D® game world. It
  is perhaps one of the most unique features of this land—the development
  of the body into a useful weapon, capable of defeating opponents suppos-
  edly better armed and armored than the unarmed fighter. The unarmed
  fighter uses his entire body—his hands, feet, legs, arms, head—any part
  can be turned into a weapon. To achieve this skill, he must undergo rigor-
  ous training. This training requires great physical and mental discipline to
  master the styles, maneuvers, and feats of the martial arts. The unarmed
  fighter must learn to anticipate actions, harden his body, block out pain,
  and summon energies from deep within himself. This is not easy and
  requires a deep commitment on the part of the character.
  There are several reasons why the martial arts have been developed to
  such a high degree within this society. Part of it is the philosophy and out-
  look of the people. Found throughout all the lands is a belief in the forces
  of nature. These forces are not just abstract concepts, they surround the
  character and charge everything about him with hidden energies. Nor is
  the character a passive observer of these forces. He is part of them, just
  as they are part of him. Therefore, he too can draw upon these forces and
  use them. Furthermore, he strives to live in harmony with these forces,
  perhaps appeasing them with offerings and prayers or learning to com-
  mune and understand them. But before he can do this, he must learn,
  develop, and harmonize the forces within himself. By doing so, he is able
  to live at peace with the natural forces. While tools can be effective in
  changing the face of nature, they are outside this harmony, they intrude
  upon it. Understanding one's own body and its capabilities is thus one fac-
  tor leading to the development of unarmed fighting skills.
  Several religious beliefs espouse the idea that this world is a passing
  thing, that with time, everything will change. As such, material possessions
  have little real worth or value—they are not permanent. Devout followers of
  these beliefs try to divest themselves of the desire for the material world,
  since these are impediments to ultimate perfection. Only the inner qualities
  of a man are permanent and positively known. Reliance upon a tool such as
  a weapon is reliance upon the material world. Only by knowing themselves
  and their own value can they achieve perfection. Thus, they learn and
  develop their own abilities to understand themselves.
  There are other, more pressing social reasons for the development of
  unarmed fighting. The Oriental society is not like the other societies of the
  world. Where the peasant of another land always keeps and feels entitled
  to carry a sword or similar weapon, it is not unusual in the lands of Oriental
  Adventures for severe edicts to be passed restricting the ownership of
  such weapons. This is particularly true in conquered lands and notori-
  ously troublesome provinces. Punishments could be quite severe, includ-
  ing torture and execution. Given these restraints, commoners often had to
  find other ways to defend themselves.
  In time, these skills became widely practiced and honorable. Efforts
  were made to regularize the styles and training practices. Careful study of
  scientific principles and religious concepts followed. Unarmed fighting
  became an art which if practiced diligently and correctly could guide the
  student to self-perfection.
  With the spread of martial arts skill, every land developed its own styles.
  The fighter had to learn to counter weapons favored in the local area and
  studied the natural styles of the beasts of his land. Each style was further
  divided by the masters who taught it. Each developed his own particular
  moves and methods and two masters of the same style could easily fight
  in entirely different forms. Thus, there grew a vast proliferation of methods
  of martial arts, some might favor use of the feet while others might rely on
  evasion and throws and so forth. Arguments and challenges over which
  style was better were quite common, as fighters of different schools
  sought to establish the supremacy of their claim. These were often spec-
  tator events, with hundreds of interested onlookers.
  At the lowest level, the martial arts train the fighter in the use of his body.
  The primary goal is to train the fighter so that he can avoid being hurt.
  However, different masters espouse different ways of reaching this goal.
  Some styles are mainly defensive, diverting or avoiding the attack. Other
  styles are more aggressive, their masters believing that attacking is the
  best way to protect oneself. Others demand the fighter learn and master
  many different weapons to understand their use.
  Unarmed combat uses many different techniques, depending mainly
  on the style learned. Forms include punches, blocks, kicks, pushes,
  throws, holds, locks, and dodges—a near- infinite variety of moves.
  Unarmed combat is also a misnomer. Students are often expected to learn
  how to handle common and unusual weapons. However, using many of
  these weapons effectively requires the same discipline and training as the
  unarmed or open-hand forms and so their use is only taught as part of a
  particular martial arts style. To give a peasant a tui-fu and expect him to
  fight with it effectively is foolish, but in the hands of a master of martial arts
  it can become a deadly weapon.
  This section covers how martial arts skills are learned and used in com-
  bat. Some of the styles described are historical. But, as noted above,
  there can be hundreds of different styles, so a part of these rules describe
  how the DM can create different and unique styles as befits the campaign.
  One never knows when there might be a hermit in the hills who has devel-
  oped a new fighting style!
  The martial arts given here are designed to fit within the rules the
  AD&D® game. Players should not expect a detailed listing of every type of
  combat move, thrust, or parry that combine to make a complete style.
  Styles are defined by their effects within the rules—number of attacks,
  damage, armor class, and principal attack form. As characters rise in
  levels, they may also learn a number of specialized maneuvers inherent to
  a style. However, such powers only come with dedication and training!
  Styles
  Under Oriental Adventures rules, the martial arts are classified by five
  different characteristics—number of attacks, damage, armor class, prin-
  cipal attack form, and special maneuvers. When grouped together, these
  elements form a style. There can be as many styles as there are possible
  combinations of these elements. Each style is different and must be
  learned separately. Styles are often given descriptive or poetic names,
  based on how the style works, its appearance when used, or the source of
  inspiration. There are animal names (Snake, Monkey, Tiger, etc.), poetic
  names (Eight Drunken Fairies), and descriptive names (Empty Hand,
  Springing Legs, Eight Fists, etc.). Each identifies a particular style. In
  addition, styles are further identified by their use. Some are highly defen-
  sive, relying on the inner power of the user to overcome the opponent; oth-
  ers are aggressive, stressing form and channeled power in hard and
  sudden attacks. Below are listed some common styles.
  Table 68: COMMON MARTIAL STYLES
  Principal Special
  Name 
  # of At. Damage 
  AC 
  Attack 
  Maneuvers
  Karate 
  3/1 
  1-6 
  8 
  Hand 
  Strike 1,2,3
  Kicki
  Movement 1
  Mental 1
  Kung-fu 
  2/1 
  1-6 
  6 
  Hand 
  Lock 1,2,3
  Strike 1, 2
  Kick 2
  Movement 4
  Mental 5
  TaeKwonDo 
  1/1 
  1-8 
  8 
  Foot 
  Kick 1,2,3
  Strike 1
  Throw 4
  Movement 5
  Jujutsu 
  2/1 
  1-6 
  7 
  Hand 
  Throw 1,2,3,4
  Movement 1,3
  Vital Area 1,2
  Mental 1, 2, 3
  101
  
  MARTIAL ARTS
  Number of attacks functions in the same manner as it does for normal
  combat. When using martial arts, the number of attacks depends on the
  style used and may differ from the number of attacks with weapons. Thus
  a character's ability to attack may increase, decrease or remain the same
  when using martial arts.
  Damage is the die that is rolled to determine the effect of a hit. Defen-
  sive styles generally do low damage; offensive styles have the opposite
  effect.
  Armor class is a measure of the degree of protection the character
  gains when using the style. This protection comes from the character's
  training which may allow him to avoid, deflect, or withstand blows.
  Principal attack form is the part or parts of the body most often used in
  the style. So long as the character has the listed body part free he can con-
  tinue to make effective attacks. Karate emphasizes the fist, so the charac-
  ter can attack even though his legs may be held. Other styles use the legs,
  elbows, torso, etc.
  Special maneuvers are the secrets of the art, secrets that allow
  fantastic feats, but are difficult to learn. These include things such as
  Backward Kick, Sticking Touch, Great Throw, Ironskin, and other normally
  impossible abilities.
  Creating a Style
  In addition to using the common styles already listed, the DM is encour-
  aged to create new styles for use in his campaign. These styles are taught
  by various NPC masters. A style is created by choosing the general char-
  acteristics of the style and then selecting values, terms, and abilities from
  the lists given in the text.
  The DM should first decide whether the style is hard, soft, or a combina-
  tion of the two. Hard styles emphasize the use of the muscles and bones
  for power. They usually use very direct movements and are generally
  offensive, stressing the attack. Soft styles rely more on the inner power of
  the character to provide the necessary energy, although they too require
  conditioning of the muscles. Their movements are much more fluid and
  circular and are generally considered more defensive. These movements
  divert the attacker, using his own force against him, and making an attack
  only after the enemy has committed himself. The training is more mentally
  oriented, showing the student how to focus and use his inner power.
  Styles that combine both hard and soft attempt to use the best practices
  from each. Circular and gentle defensive movements are combined with
  swift and direct attacks. Physical training is balanced with psychic train-
  ing. All styles can make use of a number of unusual weapons.
  Next, the DM must choose the principal method of the style, the fighting
  method most commonly used in the style. When a character attacks, he
  more often than not uses the principal method of the style. Each principal
  method describes the most common means of attack—those with kicking
  method use many kicks, those with throwing rely on grappling and lever-
  age, etc. However, every style incorporates moves from other methods,
  since reliance on a single form would certainly mean defeat.
  Table 69: Martial Style Combinations lists all the different choices avail-
  able for creating a style. As the DM makes selections, his choices deter-
  mine the armor class, number of attacks, damage, and body part used by
  the style.
  Table 69: MARTIAL STYLE COMBINATIONS
  Form
  Hard
  Soft
  Hard/Soft
  AC Mod.
  1
  3
  2
  Principal Method
  Kick
  Lock
  Movement
  Push
  Strike
  Throw
  Vital area
  Weapon
  1
  1
  2
  2
  1
  1
  2
  1
  #AT Mod.
  1
  0
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Damage Mod.
  4
  2
  3
  4
  2
  2
  1
  4
  2
  4
  by weapon
  Body Part
  —
  Foot
  Body
  Legs
  Hand
  Hand
  Body
  Hand and foot
  Hand and arm
  Notes Regarding Style Combination Table
  Form/Principal Method—The DM must select one form and one prin-
  cipal method for each style.
  AC Mod.—Total the AC Mod. from the form and the method chosen.
  Subtract this number from 10 to get the Armor Class of the style.
  #AT Mod.—Total the #AT Mod. from the form and the method chosen.
  This is the number of attacks allowed in a melee round when fighting in
  this style. This number of attacks does not apply for any other style or
  when fighting with normal weapons.
  Damage Mod.—Total the Damage Mod. from the form and the method
  chosen. Round this number (up) to the nearest die size used in the game.
  Thus, a total of 6 equals 1d6. A total of 4 equals 1d4. A total of 5 equals
  1d6. This is the basic amount of damage done when fighting in the style.
  Body Part—This lists the part or parts of the body most commonly used
  when fighting in this style. Kicking relies on the feet, while throwing makes
  use of the whole body. So long as a character has the listed body part
  unbound or free to move, the character can still attack effectively with that
  particular martial arts style.
  In addition to the basic information concerning the style of the martial
  art, the referee must also determine what weapons (if any) are taught
  under the style. The DM rolls 1 d4 and subtracts two from the result. This is
  the number of weapons that are taught under this particular style of mar-
  tial arts. The DM can select the weapons from those that can be used in
  martial arts only.
  Finally, the DM must determine the special maneuvers used by the
  style. This is explained in the next section, Special Maneuvers.
  Special Maneuvers
  Special maneuvers are actions and abilities that require intensive study
  and skill to learn. In return, they give the user greater-than-normal results
  and can be used to great effect. Some maneuvers are actions that the
  character can attempt during the course of a fight (Flying Kick, One Fin-
  ger, etc.), others are constant abilities that once learned are always in
  effect (Ironskin, Blind Fighting, etc.). Combat maneuvers are risky in that
  failure often leaves the character in an exposed or dangerous position. A
  combat maneuver costs the character one or more of his attacks for the
  melee round. A movement maneuver counts as movement, preventing
  the character from making any attacks that round (unless the maneuver
  notes otherwise).
  All maneuvers are organized according to the principal method of fight-
  ing used. Kicking covers actions involving kicks; movement includes
  leaps, tumbles, dives, and acrobatics. In addition, each maneuver is iden-
  tified as being hard, soft, or hard/soft. This corresponds to the general
  classification of the fighting style. A soft fighting style mainly uses soft
  special maneuvers and a hard style uses hard special maneuvers. This
  does not prevent crossover between the two styles, it just indicates the
  general type of maneuver each style uses.
  To determine the number of special maneuvers taught by the style, roll
  1d8. This is the number of special maneuvers that can be chosen only
  from the principal method of the style or from the Mental and Physical
  Training lists. Then, a second roll of 1-3 is made to find the number of
  maneuvers chosen from other methods (or again the Mental and Physical
  Training category). All styles usually incorporate a few maneuvers from
  other methods to provide the character with an arsenal of tactics.
  The special maneuvers of each method are ranked according to the dif-
  ficulty of each maneuver. The lower the number of the maneuver, the eas-
  ier it is to learn and execute. When selecting the special maneuvers, there
  must be a progression from 1 on up. However, the progression does not
  need to be within a single principal method and there can be more than
  one maneuver at the same difficulty level. A style could begin with Circle
  Kick (1), Flying Kick (2), All-around Sight (2), and end with Backward Kick
  (3). The ranking is given to determine the order in which the abilities are
  gained. A higher difficulty maneuver can only be learned if those beneath
  it have already been learned.
  Special maneuvers are not gained immediately upon learning the mar-
  tial art style. They require extra training and are learned gradually. How
  these maneuvers (and martial arts proficiencies in general) are gained is
  explained under Learning Martial Arts.
  In addition to the maneuvers grouped under the principal method, there
  is the additional category of Mental and Physical Training. These are spe-
  cial maneuvers that can be learned in any style because of the methods of
  practice and discipline of the training.
  102
  
  MARTIAL ARTS
  Table 70: MARTIAL ARTS SPECIAL MANEUVERS
  Kick
  1. Circle kick (hard)
  2. Flying kick (hard)
  3. Backward kick (hard/soft)
  Lock
  1. Choke hold (hard/soft)
  2. Locking block (soft)
  3. Incapacitator (hard/soft)
  4. Immobilizing (hard/soft)
  Movement
  1. Feint (hard/soft)
  2. Prone fighting (soft)
  3. Immovability (soft)
  4. Missile deflection (soft)
  5. Leap (soft)
  6. Speed (hard/soft)
  7. Slow resistance (hard/soft)
  Push
  1. Concentrated push (soft)
  2. Sticking touch (soft)
  3. One finger (soft)
  Strike
  1. Iron fist (hard)
  2. Crushing blow (hard)
  3. Eagle claw (hard)
  Throw
  1. Fall (hard/soft)
  2. Instant stand (hard/soft)
  3. Hurl (hard)
  4. Great throw (soft)
  Vital Area
  1. Pain touch (soft)
  2. Stunning touch (soft)
  3. Paralyzing touch (soft)
  4. Distance death (soft)
  Weapon
  1. Weapon catch (hard/soft)
  2. Weapon breaker (hard/soft)
  3. Steel cloth (soft)
  Mental and Physical Training
  1. Meditation (hard/soft)
  2. All-around sight (soft)
  3. Mental resistance (soft)
  4. Blind fighting (soft)
  5. Ironskin (hard)
  6. Levitation (soft)
  Principal Methods
  Kick
  Circle Kick: In this dramatic kick, the attacker builds up power and
  momentum by spinning in a complete circle before landing the kick (usu-
  ally on the side of the head or body). If successful (a normal to hit roll), the
  kick does twice normal damage. If unsuccessful, the character loses the
  next attack he is normally allowed as he tries to recover his balance.
  Flying Kick: This spectacular kick requires at least five feet of running
  space. The character leaps high into the air and leads with a powerful kick
  to the head (or head height for larger than man-sized creatures). If the kick
  connects, the character does triple normal damage. If unsuccessful, the
  character falls to the ground adjacent to the intended target and must
  spend a round getting back to his feet (unless he also has Prone Fighting
  or Instant Stand).
  Backward Kick: This seemingly innocuous kick is extremely difficult to
  master. The character attempts a normal attack at any creature directly
  behind him, either kicking his foot over and behind his own head or lash-
  ing out straight backward. He does not have to turn around and face his
  attacker. The kick does normal damage, but a failed attempt has no ill
  effects.
  Lock
  Locking is the art of gripping an opponent in such a way that prevents
  him from acting—twisting an arm so the joint is locked, applying pressure
  to choke off breathing and blood flow, etc.
  Choke Hold: This teaches the character the correct way of applying
  pressure to render an opponent unconscious. When using a choke hold,
  no attacks can be made in the next round as the attacker is entirely occu-
  pied in gripping and holding his opponent. If a successful to hit roll is
  made, the choke has been applied. Once applied, the hold must be main-
  tained until the end of the next melee round (during which the character
  can take no other action). The victim can attempt to escape by making a
  successful to hit roll, modified by a -2 on the die roll. The escape attempt
  can be tried as many times as the victim has attacks. If the character fails
  to escape, he falls unconscious at the end of the round. He remains
  unconscious for 1-3 rounds.
  Locking Block: This action can be attempted instead of a normal
  attack. It can be used against other unarmed fighters or melee weapon
  attacks. A normal to hit roll is made. If successful, the character has
  trapped his opponent's weapon, arm, or leg in a scissors arm-lock and it
  cannot be used to make attacks. In addition, so long as the victim is so
  trapped the character can make attacks (using the feet only) with a + 4 on
  his chance to hit. The victim can break the lock by expending an attack
  and making a normal to hit roll for success. The locking block does not
  cause damage.
  When used against an unarmed fighter, an unsuccessful locking block
  causes no penalty other than the fact that the attack has been lost and no
  damage is done. However, when used against a weapon, an unsuccessful
  locking block results in the character taking damage from the weapon. In
  attempting to make the block, the character has only managed to get him-
  self hit by the weapon.
  Incapacitator: By gripping the opponent and twisting the joints, the
  character can render one finger, arm, or leg useless for 24 hours and
  cause double normal damage. The effects of incapacitating a limb are
  explained under the wu jen withering palm spell. A successful to hit roll
  must be made and the victim is allowed a saving throw vs. paralyzation. If
  the saving throw is failed, the appropriate limb is rendered useless. If the
  saving throw is made, the attack fails. An unsuccessful attack (either a
  failed to hit or a successful saving throw) has no effect on the attacker
  other than the waste of an attack and the lack of damage done. This
  maneuver is particularly useful to prevent opponents from escaping or
  making attacks.
  Immobilizing: With one hand the character is able to grip and hold an
  opponent in a way that keeps him from taking any action. The character is
  still able to make attacks (using either his feet or his other hand), even
  applying an immobilizing lock on another victim. A successful to hit roll
  must be made and the attack does no damage. Immobilized characters
  can attempt to escape by spending a melee attack to break the hold. How-
  ever, the chance of success is modified by -6 to the die roll. An unsuccess-
  ful immobilizing lock results in a -4 modifier on the character's next attack.
  Movement
  This method relies on the training of the character in the control and
  positioning of his own body—his posture, stance, and reflexes. From it
  students learn the importance of speed, sudden changes of direction, and
  footwork. It is seldom very offensive, but when combined with other styles
  creates a dangerous and deadly fighter.
  Feint: A feint is a trick where the character begins an attack in one
  direction and at the last minute changes it to another direction. When
  done successfully, the opponent is out of position to the new attack and
  cannot defend as effectively against it. A feint requires one melee attack
  to execute. A normal to hit roll is made and if successful the character's
  next attack gains a + 2 on the chance to hit. The feint itself does no dam-
  age. If unsuccessful, the character suffers no penalty other than the loss
  of the attack.
  Prone Fighting: Prepared for any circumstance, the character is able
  to fight effectively even when lying on the ground. This special maneuver
  is constant—it applies any time the character is knocked from his feet.
  The only limitation is that the character can perform no other special
  maneuver (except Instant Stand) when prone.
  Immovability: By carefully positioning his feet and learning to tense
  and relax various muscles, the character can avoid being knocked, lifted,
  or thrown off his feet. Any time these would occur, the character is auto-
  matically allowed a saving throw vs. paralyzation. If the save is success-
  ful, the character remains where he is.
  Missile Deflection: Relying on the speed of his reflexes and the nim-
  bleness of his footwork, the character is sometimes able to avoid non-
  magical missile attacks (including magical arrows and bolts). This ability
  is constant although the character must be aware of the attack. The char-
  acter is allowed a saving throw vs. paralyzation against each attack. If the
  save is successful, the character has dodged the missile; if not, the mis-
  sile hits normally.
  Leap: The character is able to perform extraordinary feats of springing
  and leaping by channeling his inner power, mentally making himself as
  light as a feather. From a standing start the character can spring four feet
  into the air and three feet forward plus one foot for each level of the char-
  acter. He can also flip in mid-air to automatically change his facing. Such
  103
  
  MARTIAL ARTS
  springs do not take an entire melee round, costing instead only one attack
  allowed during the round. Thus a character could flip over an opponent,
  land behind him, and execute an attack from the rear with his next melee
  attack. From a running start, the character can spring eight feet upward
  and ten feet forward plus one foot for each level of the character. The char-
  acter must have at least 10 feet of running space for springing. In both
  cases, the character must make a normal to hit roll to see if he lands
  safely. If the roll is made, the leap or spring is successful. If the roll is
  failed, the character makes the leap but falls to the ground upon landing.
  Speed: The character has developed lightning-fast reflexes and power-
  ful muscles mainly by concentrating and learning how his body controls its
  movements. The character gains twice the normal amount of melee
  attacks he is normally allowed (both with the martial arts and normal com-
  bat) and moves at double the normal combat movement rate (only). The
  increase in movement rate does not apply to normal movement nor can
  the movement speed be maintained for more than five rounds. This spe-
  cial maneuver is difficult and tiring. It can only be done once per day and
  can only be maintained for five rounds. At the end of this time, the charac-
  ter must rest for 1-3 rounds.
  Slow Resistance: Having developed his body and disciplined his mind,
  the character is automatically immune to slow effects.
  Push
  Pushing is a soft form of combat, primarily protective in nature. It relies
  on the character's understanding of the forces of motion. The opponent's
  own force is turned against him, deflecting his attack, throwing him off-
  balance, or knocking him backward with a single touch. Learning this art
  takes great mental discipline but does not require great strength.
  Concentrated Push: The character focuses his inner energy into his
  hands, giving him great results even from a gentle push. On a successful
  to hit roll the opponent is knocked back one foot per level of the character.
  If the distance is greater than three feet, the victim must make a success-
  ful saving throw vs. paralyzation to remain on his feet. If the victim hits a
  solid object, he suffers damage as if he had fallen the same distance. Note
  that those with Immovability can resist being knocked back. If the Concen-
  trated Push attack is unsuccessful, all attacks made against the character
  for the remainder of the round have a + 2 on their chance to hit.
  Sticking Touch: The character has so attuned his sense of touch that
  even by lightly placing his hand on another he can cause it to follow their
  every move. A normal to hit roll must be made and the touch does no dam-
  age. However, so long as the character remains in contact, he gains + 2
  on all subsequent to hit rolls and his armor class improves by 2, since he is
  able to feel the impending move of his opponent before it happens. The
  touch can only be broken by the opponent moving in a way or at a speed
  beyond the abilities of the character. Thus, if the opponent had the Leap
  maneuver he could use this to break contact. However, if both knew this
  maneuver, the character could automatically choose to leap at the same
  time as his opponent, keeping his contact unbroken.
  One Finger: This skill requires long and difficult practice. It is said that
  the student first learns to push a heavy bell with the touch of a single fin-
  ger. He concentrates then on touching it lighter and lighter while making
  the bell swing even more. Finally, he reaches the point where he can make
  the bell move without actually touching it. His inner power extends from
  his finger and pushes the bell. At this point he has mastered One Finger.
  One Finger gives the character the power of Concentrated Push with-
  out having to touch the target. The character simply concentrates and
  points his finger at the victim. The range is equal to one foot per character
  level. One Finger requires great concentration and is the only action that
  can be taken in the melee round regardless of the number of attacks the
  character has. A normal to hit roll must be made. If successful, the victim
  is affected as if hit by a Concentrated Push. If unsuccessful, the attack
  misses and has no effect.
  Strike
  Iron Fist: Through various toughening exercises, the character has
  hardened his hands so much so that they feel like steel. The character
  does 1 d10 points of damage on each attack, if his principal body part used
  is the hands. If the principal body part is not the hands, the character does
  1d10 points of damage on one attack per melee round.
  Crushing Blow: The character is able to shatter or break hard objects
  with a blow of his hand. This includes wood, ceramics and masonry but
  not metal. The character can break 1 /2" of wood or 1 /4" of brittle stone per
  level. The DM can modify this based on the shape, hardness, and age of
  the object. If used against a living target, the character causes normal
  damage plus points equal to his level. The Crushing Blow requires great
  concentration and is the only action the character can do in a round
  regardless of the number of attacks normally allowed. In all cases a nor-
  mal to hit roll must be made. The DM must determine the number needed
  to hit a stationary object (based on its hardness). If the die roll is failed and
  the character is striking a hard object (such as a stone), he has seriously
  hurt his hand. He suffers damage equal to what he would do on a normal
  attack and the hand is unusable for 24 hours.
  Eagle Claw: Through physical exercise and concentration, the charac-
  ter can summon immense crushing strength into his hand. On a success-
  ful to hit roll he can shatter objects (snap spear shafts, crush stones, etc.),
  crush metal items, and cause 3d10 points of damage on an attack. This
  requires great concentration and is the only action the character can take
  during the round.
  Throw
  Fall: The first maneuver any student of this style learns is how to fall cor-
  rectly. He learns to fall and roll, taking the impact of the fall on the safest
  areas of his body. Once learned this maneuver is constantly in effect.
  Thereafter he suffers only 112 the normal amount of damage from any fall.
  Instant Stand: After learning to fall, the student learns how to gain his
  feet quickly either by rolling up to a standing position or using an acrobatic
  jump. Normally one round is required for a character to gain his feet, but a
  character knowing this maneuver can regain his feet automatically
  instead of making an attack. He may do other actions in the round if he has
  attacks available.
  Hurl: This type of throw relies a great deal on strength and less on lever-
  age. The character can attempt to pick up an opponent and throw him to
  the ground 1d4 feet away. The victim suffers double damage from the
  throw. Characters with Immovability can resist this maneuver. A success-
  ful to hit roll must be made for the Hurl to work. If the roll is failed, the char-
  acter loses all remaining attacks for the round and automatically loses
  initiative for the next round.
  Great Throw: Using leverage and his opponent's momentum, the char-
  acter is able to throw his enemy a great distance. A normal to hit roll must
  be made. If the victim is stationary, the character can throw him one foot
  per level. If the victim is charging the character, the distance thrown is six
  feet plus one foot per level. The victim suffers triple normal damage from
  the throw. If the to hit roll is unsuccessful, the opponent has countered the
  move and the character has been knocked off his feet, automatically los-
  ing initiative the next round.
  Vital Area
  This method is much like strike or kick in that it relies on the blow for
  effect. However, the strength of the blow is not nearly as important as
  where it is delivered. The vital area method teaches the character where
  and how to strike at the weak spot on his opponent's body—the throat, the
  ears, the foot, nerve points, and other places. Because the training
  requires a knowledge of anatomy, the special maneuvers listed can only
  be used against human and humanoid opponents.
  Pain Touch: Simply by pressing his finger against specific points of the
  body, the character can cause great pain in his victim. This can be done in
  place of a normal attack. It causes no damage, but if the to hit roll is suc-
  cessful, the victim feels as if he is on fire. Thereafter, he will be -2 on his
  chance to hit and +2 on chance of being hit. The effect lasts for 1-3
  rounds. There is no adverse effect on the victim if the to hit roll is failed.
  Stunning Touch: With a light slap of his fingers in the correct place, the
  character can stun and daze his opponent. This can be done in place of a nor-
  mal attack and causes no damage. A normal to hit roll must be made. If suc-
  cessful, the victim is allowed a saving throw vs. paralyzation. If this is failed,
  the victim is stunned for 1d4 rounds, unable to take any action. However,
  should the to hit roll fail or the saving throw be passed, the attack has no effect.
  Paralyzing Touch: By placing pressure on specific nerve junctions, the
  character can paralyze his victim, leaving him unable to move for 1d6
  turns. A normal to hit roll must be made and the victim is allowed a saving
  throw vs. paralyzation. If the attack fails or the saving throw is made, no
  damage is done.
  Distance Death: This is the ultimate skill of this method and requires
  great practice and concentration. To learn it, the character must practice
  at a pool of water, driving his finger at it without touching it. As he does so,
  he concentrates on his own power, trying to extend it from his finger. When
  104
  
  MARTIAL ARTS
  he can hear the echo of his thrust rebound from the water, he has mas-
  tered the maneuver.
  Distance Death requires great concentration and is the only action the
  character can take during the melee round. It has a range of one foot per
  level of the character. With it the character can choose to apply the effects
  of Pain, Stunning, or Paralyzing Touch or he can choose to do three times
  his normal damage on the attack. If Pain is chosen, the victim is not
  allowed a saving throw; for Stunning the saving throw is -2 on the die roll.
  In all cases a normal to hit roll must be made.
  Weapon
  The martial arts often include training in a number of standard and unu-
  sual weapons. The training with standard weapons is very much like that
  which other warriors receive and is covered elsewhere in these rules.
  However, there are several weapons unique to the martial arts—weapons
  that cannot be used effectively without training in the moves and positions
  associated with the martial arts. The maneuvers given below can only be
  applied when using those weapons that are noted as being exclusive to
  practitioners of the martial arts.
  Weapon Catch: All weapons are routinely used to block and parry an
  opponent. The Weapon Catch maneuver teaches the character how to
  use the special martial arts weapons to catch and lock his opponent's
  weapon in place. Here weapon includes not just melee weapons but also
  the arms and legs of an unarmed opponent. A Weapon Catch is made in
  place of a normal attack and a to hit roll must be made. If successful, the
  character has caught the opponent's attack with his weapon and has
  locked it in place. The opponent cannot use that weapon to fight with. Fur-
  thermore, the character can make further attacks on the opponent with a
  + 2 on his chance to hit, if he has the correct principal body part free to
  make the attack. The opponent can break the catch by either dropping his
  weapon or spending a melee attack to attempt to break free. If he attempts
  the latter, he must make a normal to hit roll to succeed.
  If the Weapon Catch attempt fails, the character has managed to foul
  his own weapon on that of the opponent's. With a quick twist the opponent
  pulls the character's weapon from his grasp, leaving the character dis-
  armed.
  Weapon Breaker: Just as martial arts weapons are designed to catch
  weapons, they are also capable of breaking them. Indeed, students are
  often taught this art as it gives them an advantage in combat. The break-
  ing action is a swift blow or twist with the weapon. It can only be used
  against melee weapons, not unarmed, fighters. The character can also
  use this maneuver when fighting with the bo stick against a sword. A nor-
  mal to hit roll must be made. If successful, the opponent's weapon must
  save vs. crushing blow or be broken. If the to hit roll fails or the save is
  made, the maneuver fails. This maneuver does no damage.
  Steel Cloth: With this maneuver, the character need never be without a
  weapon. Taking a 6- to 10-foot piece of cloth, the character whirls and
  snaps it tight, keeping it in constant motion, giving it the rigidity of a spear.
  The cloth is treated as a spear, except that it cannot be thrown. This
  maneuver is automatic, no die roll is made for success.
  Mental and Physical Training
  These maneuvers are gained by the character in the course of training
  and reflect his superb control over mind and body. They do not belong to
  the categories of principal methods as they can be learned by practition-
  ers of any method or style.
  Meditation: The character gains all the powers of meditation as
  explained under the shukenja character description. Shukenja and ken-
  sai, who already have this ability, do not need to spend a proficiency to
  gain this maneuver.
  All-around Sight: The character's training makes him more attuned to
  his immediate surroundings. He is able to detect opponents on all sides of
  him, provided they are not invisible. The character can never be struck
  from behind or suffer a penalty from a back attack. This maneuver is con-
  stantly in effect.
  Mental Resistance: The mental exercises and ordeals of the charac-
  ter's training have toughened and strengthened his will. He receives a + 2
  on all saving throws against mental attacks including charm, illusion, and
  hold spells. This maneuver is constantly in effect.
  Blind Fighting: Under his master's guidance, the character has trained
  for long periods while wearing a blindfold or in darkened rooms. This has
  given the character the ability to detect his foes with his other senses. The
  character suffers only a -1 penalty when fighting in darkness, when
  blinded, or when faced by invisible opponents. However, any of these in
  combination with a silence spell render the character effectively blind
  again. This maneuver is constantly in effect.
  Ironskin: Rigorous physical training has toughened the character's
  muscles to the point where he can harden them like iron. The armor class
  of the character is improved by 2, but only when he is not wearing any
  other type of armor.
  Levitation: This is perhaps the rarest of all the martial arts maneuvers,
  since it requires the utmost of concentration and mental discipline. Daily
  the character practices at making his body feel lighter, using his mental
  power to negate his own weight. Finally, the character succeeds in over-
  coming all his weight. At this point he can levitate. This maneuver requires
  one turn of concentration before it can be done. Thereafter the character
  can move up, down or sideways at five feet per round. He can take no
  actions while levitating and if his concentration is broken, he falls to the
  ground. Upon completion of the Levitation, the character must rest for one
  round before doing any other action.
  Stunning and Incapacitating
  In addition to the basic abilities and the special maneuvers associated
  with a martial arts style, all styles have a chance of stunning or incapaci-
  tating a man-sized opponent. Whenever the martial arts fighter rolls an
  unmodified 20 on his to hit roll, the victim must make a saving throw vs.
  paralyzation. If the saving throw is successful, the victim is not stunned or
  incapacitated (although he does take normal damage from the attack). If
  the saving throw is failed, the victim is either incapacitated or stunned.
  Compare the hit dice or level of the victim to the die roll. If the number
  rolled is less than the hit dice or level of the target, the victim is stunned for
  1 d6 melee rounds. If the number is greater than this, the victim is incapac-
  itated for 1-3 hours.
  A character attacks a lizard man with martial arts and scores a 20. A
  saving throw roll is made and 2 is rolled on the die. This is equal to the
  2 + 1 dice of the lizard man, so it is stunned for 1d6 rounds. If the die roll
  had been 6, the creature would have been incapacitated for 1-3 hours.
  Creatures with a + 4 or greater on their hit dice are treated as having one
  extra die for this calculation.
  Learning Martial Arts
  In some ways, learning a martial arts skill is like learning any other profi-
  ciency. The character must have a proficiency slot available and spend it
  on the particular martial arts style he wishes to learn. However, learning a
  martial art is much more difficult than learning other disciplines, so there
  are a few more requirements when mastering a martial art.
  The character must first find a master to study under. Masters are the
  teachers of the martial arts. They can be anyone and can be found any-
  where. The peasant in the field may also be a master of martial arts. The
  hermit in the hills may pass his time learning and developing his own style.
  The master may be a bushi skilled in these techniques who travels the
  countryside teaching others. He may be a professional teacher who
  opens a school in a city or village. He may be a famous samurai, willing to
  pass his skills onto others. A priest in a temple may teach his followers as
  part of their religious training.
  Master is an honorary title, not a character class. Students refer to their
  teacher as master. Unarmed fighters who have gained a reputation are
  respectfully called master. A wanderer may enter a town proclaiming him-
  self to be a master. The title is not a measure of the skill or level! There are
  brilliant masters whose names and deeds are well-known. There are
  skilled masters, able to teach all but the most difficult feats. There are
  mediocre masters, just good enough to teach the basics. And there are
  incompetent masters who hide their poor skills behind the imposing-
  sounding title. As characters study, they learn the true qualities of the
  master they have chosen.
  Finding a master is not necessarily an easy task. Many masters regard
  their skills as valuable secrets to be taught to only a select few. Many a
  style has disappeared because the master refused to reveal his art. Often
  they do not advertise or even display their skill. They feel that to do so
  would be proud and boastful, characteristics that are undesirable in a
  master (and incidentally may incur the wrath of the gods). For many, the
  ultimate goal of their training is to avoid having to use it. Others feel that
  their art can only be learned in the most tranquil and secluded surround-
  ings, deep in mountain forests and the like. Such men seldom appear in
  civilized lands.
  105
  
  MARTIAL ARTS
  Politics are another reason masters can be hard to find. Conquered
  peoples are often forbidden to learn or practice their arts lest they become
  troublesome and rebellious. Powerful temples (often the center of such
  training) may be destroyed by nervous emperors, warlords, or daimyos.
  The master and his students are forced to scatter with the winds and many
  disappear without a trace. In such cases, they may join or form secret
  societies, clandestinely meeting on rare occasions to train.
  Not all masters are such recluses or the skills of martial arts would long
  since have died away. A large town or city may have a school run by a
  master. His skill might be well-known and potential students might travel
  great distances to study under him. The DM can also create other schools
  teaching the same or different styles. As characters adventure in his cam-
  paign, they will undoubtedly hear of some of these schools or may even
  learn of one of the more secretive masters of martial arts.
  Even after finding a master, the character is not guaranteed of training.
  Masters are notoriously finicky about who they take as a student. The
  character untrained in martial arts must first present himself to the master
  with, he hopes, the proper humble and respectful attitude. At this time the
  character has a 10% chance of being accepted outright. More often than
  not, the master will dismiss the applicant politely. Now the character must
  begin courting the master, trying to gain his favor. He must return to the
  master, bearing some small gift or offering. If this pleases the master (and
  the character's behavior is still properly respectful), the chance of accept-
  ance is increased by 10%. The character can continue this round of visits
  until he is either accepted or he offends the master. Once the latter occurs
  the master will never accept the character as his student.
  If the character already has some martial arts skill, he can challenge the
  master to a fight. This challenge is automatically accepted. A time and
  place is arranged and the master decides if he or one of his current stu-
  dents will fight the challenging character. If the character is not well-known
  for his skill, a student is automatically assigned to accept the challenge.
  This is customary and is not considered an insult to the character. Chal-
  lenges can be fought to subdue or fought to the death. In most cases, the
  former is preferred since it spares unnecessary killing. However, the
  death of an opponent in a challenge is not considered a crime and the vic-
  tor is seldom punished. Challenges are open to spectators and large
  crowds may gather to see the outcome. If the character wins the chal-
  lenge, the master automatically accepts him as a student (although he
  may actually hope to learn from his pupil). If the character loses the chal-
  lenge, he can leave and return at a later date when he has gained more
  skill, or he can humbly beg to be accepted. Such entreaties are particu-
  larly effective when the master has disposed of the challenger with humili-
  ating ease.
  After a character has been accepted by a master, the DM should deter-
  mine just what the master knows about the particular style. He automati-
  cally knows the basics (which give the Armor Class, etc.). The DM should
  count the number of weapons used by the style (if any) and roll the nearest
  die that is equal to or greater than this number. The result is the number of
  special weapons the master is proficient in. The DM should then total the
  number of special maneuvers available to the style and roll the nearest die
  that is equal to or greater than this number. This gives the number of
  maneuvers the master is proficient in. Special maneuvers are always
  known from those of lowest difficulty upward (the master is under the
  same restriction as characters for learning special maneuvers). Once this
  is determined, these are the things the master can teach. The master
  never increases in knowledge unless the DM rules that special circum-
  stances dictate otherwise.
  Once a character has been accepted by a master, he must remain and
  study under him for at least one month. At the end of this time, the charac-
  ter spends one proficiency slot and gains the basics of the style—the
  Armor Class, number of attacks, and damage. He does not gain any of the
  special maneuvers or weapons that may be taught by the style. At this
  point, the character does not need to remain with the master constantly.
  He is free to travel and adventure. He must practice his style for at least
  one hour a day and must spend six hours per week working with his mas-
  ter. Characters who do not fulfill this obligation cannot add more special
  maneuvers and weapons.
  To learn the special maneuvers and weapons of a particular style, the
  character must spend additional proficiency slots, For each proficiency
  slot expended, the character can add one special maneuver or weapon
  from the style. This does not mean the character just suddenly knows how
  to do it, but assumes that he has been practicing prior to gaining the
  maneuver or weapon proficiency. No more than two proficiency slots can
  be expended on a single martial arts style per level. Special maneuvers
  must be learned in order of difficulty. All difficulty 1 maneuvers must be
  learned before the character can progress to difficulty 2 maneuvers, and
  so forth.
  When a character has learned all the knowledge the master knows,
  there is no point for him to study under the master. The character can now
  go off in search of another master—one who knows more about the style
  or one who teaches a different style.
  Multiple Styles and Combining Styles
  Player characters can learn more than one style of martial arts at a time.
  This requires more than one master, available proficiency slots, and dedi-
  cation on the part of the player character. When fighting, the character
  must choose which particular style he will use. He gains all the abilities of
  that style, but none of the other style he knows. Likewise only the special
  maneuvers of the style can be used, unless they are constantly in effect.
  The character can change styles from melee round to melee round, how-
  ever.
  After a player character has gained proficiency in two or more styles
  and has learned all he can from those masters, he can create his own
  unique style. To create a unique style, the character combines those ele-
  ments of each style as he desires. He could use the Armor Class of one
  style combined with the number of attacks and damage of another. All the
  maneuvers he has learned from each style can be combined in the new
  single style. He can also instruct others in this new style as if he were a
  master.
  106
  
  EVENTS AND ENCOUNTERS
  he world of Kara-Tur is rich and varied, filled with wondrous palaces,
  Bcaying shrines, and stout castles. It is a land where many different
  lings can and do happen, from the exotic to the mundane. It is also a
  orld of change. People die, children are born; earthquakes shatter vil-
  iges, new homes are built; nations conquer their neighbors, rebellions
  re crushed. With each event, the face and history of Kara-Tur changes,
  hese events and the changes they bring are an important part of the daily
  fe of characters in Kara-Tur.
  Some events are grand in scope, sweeping across entire provinces or
  mpires. Such events seldom involve the player characters directly. The
  ower and force of a great earthquake is more than can be contained by a
  andful of player characters, although they can certainly try (and under
  pecial circumstances may even succeed). However, such an event can-
  ot be ignored. Crumbled buildings and shifted riverbeds will affect the
  haracters in what they know and possibly what they own. Such grand
  vents are rare but create profound Shockwaves when they occur. Major
  vents happen only once a year at most.
  Of more concern to the player characters are events that happen infre-
  uently, but have more impact on the player characters. When a group of
  landits decides to establish a base in the player characters' home prov-
  ice, it is quite possible the player characters may become involved. Car-
  ivans will need guards and rewards may be offered for the heads of the
  Mains. Still, such events do not happen every day or life would become
  jst too exciting. Secondary events occur at most once a month.
  On the road and at home, many events occur daily. Often these are
  nsignificant and trivial. Sometimes they provide the characters with infor-
  nation, ideas, help, or clues. More often than not, they lead to action and
  idventure. A bandit party descends on the player characters as they
  samp and a sharp skirmish ensues. The man-eating tiger prowls the forest
  ooking for a kill. Such events are checked for daily, or perhaps several
  imes a day in particularly dangerous areas.
  Finally, there are places where the player characters are involved in
  ime-consuming and thorough investigation. In these places, several
  hings may happen to the player characters in the course of an hour.
  Sneaking through a ninja village or poking around the ruins of a haunted
  emple are particularly dangerous activities. Things happen at a much
  quicker pace. In such situations, encounter checks are made several
  imes an hour.
  The encounter system in Oriental Adventures combines events of a
  jrand scale with those of everyday occurrence. All events are organized
  nto groups that determine how often they are checked for. Major events
  jccur once a year, if at all. Secondary events are checked for every month.
  Daily and hourly events are checked for as needed.
  Of these events, the DM should determine the major and secondary
  3vents at the start of play and at the beginning of every game year thereaf-
  ter. The DM has the freedom to do many things by determining the events
  in advance. He can prepare new campaign materials in anticipation of the
  event (preparing modified maps for a major earthquake), minimizing the
  amount of delay and "winging it" that would occur. He can begin to intro-
  duce the factors leading up to the event into his campaign (the different
  forces in a war and the rumors of impending war). He can arrange to have
  the player characters in the right place at the right time. It may be that the
  player characters are soldiers or commanders of an army about to go to
  war or courtiers of a prince soon to be assassinated. In this way the player
  characters are prepared to take their roles in the coming action. Finally,
  determining the events in advance allows the DM to appear omniscient—
  fate, divination, and other spells can be answered with a certain degree of
  confidence.
  THE CALENDAR
  In ancient times, one of the great emperors of Shou Lung devised a cal-
  endar to fix the occurrence of regular holidays and festivals. This calendar
  has been highly successful and is commonly used throughout all the civi-
  lized lands of Kara-Tur. Listed below are the months of the calendar and
  some of the special holidays and festivals of the various lands of Kara-Tur.
  The first of the year falls sometime in modern-day February or March.
  Month
  Tsou
  Ju
  Yu
  Kao
  Kaoll
  Chu
  Hsiang
  Chuang
  Hsuan
  Yang
  Ku
  Tu
  No. of Days
  30
  30
  30
  30
  29
  30
  29
  30
  30
  29
  30
  29
  Festivals, Feasts, and Holy Days
  New Year's Festival, God of Heaven
  Feast of Lanterns, God of Spring,
  God of Wealth, Fertility Festival,
  God of Happiness, God of Learning
  God of North, Goddess of Mercy
  God of Central Mound, Queen of
  Heaven, Cherry Blossom Festival
  God of Medicine, God of South
  Thunder God, Dragon Boat Festival
  God of War
  God of Fire, Purification Festival
  Moon Feast Festival, God of Land
  and Grain, God of Furnace, Great
  Sage's Birthday
  Wine God, Yang Feast, Polar Gods,
  God of Wealth
  God of Disease
  Kings' Festival
  Festivals are celebrations that last several days, possibly even weeks.
  Feasts are just that, reasons to gather together for as sumptuous a banquet as
  can be afforded. Holy days may or may not be observed—this greatly
  depends on the religion of the area and the character of the inhabitants.
  Observances are simple, often used as an excuse to have a feast.
  YEARLY & MONTHLY EVENTS
  Yearly Events
  Table 71: YEARLY EVENTS
  Die Roll
  1-10
  11-15
  16-30
  31
  32-40
  41-43
  44-47
  48-52
  53-57
  58
  59-68
  69
  70-74
  75-78
  79-85
  86
  87
  88
  89-100
  Event
  Ambassador
  Assassination of a Lord
  Birth
  Comet
  Death of a Lord
  Earthquake, Major
  Famine
  Fire, Maior
  Flood
  Incursion, Major
  Marriage
  New Religion
  Plague
  Political Plot
  Rebellion
  Tsunami
  Visitation
  Volcano
  War
  107
  
  YEARLY AND MONTHLY EVENTS
  When determining events, the yearly event (if there is any) must always
  be determined first. Once it is known, it remains in effect for the entire
  year—there is only one yearly event in a given year. The yearly event will
  often determine the type of monthly events that occur.
  Yearly events are normally figured only for the campaign area. Thus if
  the player characters are on the island of Kozakura, a yearly event is
  determined for Kozakura only. However, if the player characters are
  expected to travel a great deal or if there are several groups of player char-
  acters at different points in the campaign world, the DM should determine
  the yearly event for every land where the player characters are involved. If
  the player characters begin in Kozakura but are expected to travel to Shou
  Lung, a yearly event should be determined for both lands.
  Once the DM knows the yearly event, 1d12 should be rolled to find the
  month the event occurs in or begins. Some events, such as an earthquake,
  occur in a short period of time. A war, however, can last several months for a
  single campaign season. The exact description of the event will give a range
  of time over which it will occur. After determining what month the yearly
  event occurs in, check to see what the monthly events will be, if any.
  Monthly Events
  Table 72:
  Die Roll
  01-05
  0&O7
  08-10
  11-15
  16-20
  21-22
  23-25
  28-27
  28
  29-30
  31-32
  33
  34-35
  36-37
  38-40
  41
  42-43
  44
  45-49
  50
  51
  52-54
  55
  56-60
  61
  62-65
  66
  67-68
  69
  70-71
  72-73
  74-78
  79-80
  81-82
  83
  84-87
  88-92
  93
  94
  95-100
  MONTHLY EVENTS
  Yearly Event
  Assassination,
  Incursion,
  Political Plot,
  Rebellion, War
  Accident
  Bandit Activity
  Bandit Activity
  Birth
  Death
  Excessive Taxes
  ixcessive Taxes
  Famous Person
  Fire, Major
  Haunting
  Horrendous Monster
  Horrendous Monster
  Incursion, Major
  Incursion, Major
  Incursion, Major
  Incursion, Major
  Incursion, Minor
  Incursion, Minor
  Incursion, Minor
  Incursion, Minor
  Incursion, Minor
  Injustice
  Major Battle
  Major Battle
  Notorious Criminal
  Recruiting
  Recruiting
  Troop Movements
  Troop Movements
  Troop Movements
  Uprising
  Uprising
  Vengeful Stranger
  No Event
  No Event
  No Event
  No Event
  No Event
  No Event
  No Event
  Natural
  Disaster
  Accident
  Bad Harvest
  Bad Harvest
  Bad Harvest
  Bad Weather
  Bad Weather
  Bandit Activity
  Bandit Activity
  Bandit Activity
  Bandit Activity
  Bandit Activity
  Birth
  Birth
  Birth
  Death
  Death
  Death
  Death
  Earthquake, Minor
  Excessive Taxes
  Excessive Taxes
  Excessive Taxes
  Fire, Minor
  Fire, Minor
  Flooding
  Flooding
  Flooding
  Haunting
  Haunting
  Horrendous Monster
  Horrendous Monster
  Injustice
  Landslide
  Landslide
  Maneater
  Maneater
  Plague
  Uprising
  VIP Visit
  No Event
  Other
  Accident
  Bad Harvest
  Bad Weather
  Bandit Activity
  Birth
  Birth
  Birth
  Death
  Death
  Death
  Famous Person
  Famous Person
  Famous Person
  Fire, Minor
  Fire, Minor
  Haunting
  Haunting
  Injustice
  Injustice
  Injustice
  Maiden of Virtue
  Maiden of Virtue
  Maiden of Virtue
  Maneater
  Marriage
  Marriage
  Marriage
  Marriage
  Notorious
  Criminal
  Notorious
  Criminal
  Notorious
  Criminal
  Notorious
  Criminal
  Vengeful
  Stranger
  Vengeful
  Stranger
  Vengeful
  Stranger
  VIP Visit
  VIP Visit
  No Event
  No Event
  No Event
  Table 72: Monthly Events is organized into three columns. The first
  column is used during months of armed violence or its potential—war,
  uprisings, assassinations, and political power plays. The second column
  is used in months of natural disasters and their aftermaths (as specified by
  the exact description)—floods, typhoons, droughts, famines, plagues and
  the like. The third column is used when all is right with the world, no
  calamities or armed insurrections are occurring. As each event is
  determined, the DM should note it down on a sheet of paper next to the
  proper month. The DM is free to change any event he feels is
  inappropriate, especially when compared to the other events of the year.
  In addition, the list of events given is only a small selection. The DM is, as
  always, encouraged to add his or her own creativity to the possible
  selections.
  The events of a year for a group of player characters in the empire of T'u
  Lung might be constructed as follows: The DM first rolls for the main event
  of the year and obtains an 82, Rebellion. The month of the outbreak is
  determined on 1d12, obtaining a 5. One of the provinces of T'u Lung will
  rise in rebellion during the month of Kao II. Looking at the calendar, the
  DM decides the plotters of the rebellion will time their uprising to coincide
  with the Dragon Boat Festival, hoping to catch the government off-guard.
  Reading the description of Rebellion, he finds that it will last for 1d6
  months and rolls a 3. He decides the outcome will be that the rebels will be
  beaten in the end by the government troops. The events for the first four
  months of the year are determined on the third column of Table 72:
  Monthly Events. The next three months are determined on the first
  column and the last months use the third column again. Making the
  appropriate die rolls, the DM determines the following events for the year.
  1.TSOU
  2.Ju
  3.Yu
  4. Kao
  5. Kao II
  6.Chu
  7. Hsiang
  8.Chuang
  9.Hsuan
  10. Yang
  11.Ku
  12.Tu
  — Famous Person
  — VIP Visit
  — Bandit Activity
  — Bandit Activity
  — Rebellion; Incursion, Minor
  — Bandit Activity
  — Recruiting
  — Injustice
  — Accident
  — Haunting
  — Bandit Activity
  — Marriage
  Finally, after reading the description of each event, the DM creates a
  story framework to explain the events. At the beginning of the year, a
  powerful wizard, leader of a secret society, visits the province where he
  and his fellow members lay the groundwork plans for the rebellion to
  come. After his visit, an imperial censor (a powerful official somewhat like
  a member of the secret police) pays call on the ruler of the province to
  check out reports of discontent, but learns little. In the next two months,
  bandits in the mountains become more aggressive and dangerous.
  Actually they are members of the secret society, testing the defenses and
  fighting ability of the soldiers of the province.
  In the month of Kao II, these bandits are joined by a strong force of
  soldiers from a neighboring warlord and together they arouse dissatisfied
  peasants and blackguards to rise against the government. At first they are
  successful, however, they quickly suffer setbacks.
  In the month of Chu, the rebels retreat into the mountains and continue
  their raids, harrying the government forces. Finally, the government
  conscripts all the able-bodied men it can find and drives the rebels out of
  their mountain strongholds. The rebellion is broken, although many
  rebels escape. With the end of the rebellion, the government launches
  reprisals against those suspected of aiding the rebels—executing,
  imprisoning and banishing entire families. Alas, many use this as an
  excuse to settle old scores or steal property. Many innocent people are
  accused.
  In the month of Hsuan, a bridge collapses and several unfortunates
  plunge to their death. The next month rumors abound that the site of the
  bridge, now being rebuilt, is haunted by those who died. The bridge
  cannot be completed until the matter is resolved.
  In the month of Ku bandits once again return to the hills, sponsored by
  the same neighboring warlord who secretly aided the rebellion. Finally, all
  is put to right as the governor of the province manages to arrange a
  marriage between one of his daughters and one of the sons of the warlord.
  It is an occasion of great celebration and feasting, ending the year on a
  happy tone.
  108
  
  YEARLY AND MONTHLY EVENTS
  The events of the above year provide many opportunities for player
  character involvement at all levels. High-level characters may become
  caught up in the intrigue of the rebels and the visit of the imperial censor or
  may command forces sent to crush the rebellion (or be part of the rebel-
  lion). Mid-level characters may be rebels, secret aides of the censor, com-
  manders of smaller units of government troops, supervisors of the
  rebuilding of the bridge, or ambassadors to arrange the marriage. Low-
  level characters may be guarding a caravan attacked by bandits, spying
  for the rebels, impressed into government service, or present when the
  bridge collapses. By knowing these events in advance, the DM is able to
  prepare adventures for his characters that involve these events.
  Always remember that the events of a year do not take into account the
  actions of the player characters. It is possible (and not unlikely for high-
  level player characters) that the player characters could change the out-
  come of many events. In the above example, the player characters might
  dig up enough evidence for the censor to prevent the rebellion, lead the
  rebellion to success, prevent the outbreak of cruelty and injustice that fol-
  lows it, or spoil the marriage plans of the governor and the warlord. When
  the player characters do cause a change of events, the DM should be
  ready and willing to change the course of events for the remainder of the
  year. Often the new events will be obvious and the DM can decide what
  the changes will be. Other times the events can simply be rerolled. How-
  ever, the yearly event is never rerolled. If the player characters manage to
  prevent the yearly event (the rebellion in the above example), no yearly
  event occurs for that year.
  Explanation of Yearly Events
  Ambassador: An ambassador arrives from (50%) or is sent to (50%)
  another land. The ambassador remains for 3d 10 months. Ambassadors
  are sent for a variety of reasons—to prevent war, form a military alliance,
  arrange a marriage, pay tribute, promote trade, or gain culture. Their
  arrival is always a major event for those of the court, accompanied by cer-
  emonies and banquets. There is a 10% chance that any arriving ambas-
  sador is a gajin from the distant lands beyond Kara-Tur.
  Assassination of Lord: A high-ranking lord is assassinated.High rank-
  ing lords include emperors, princes, chieftains, daimyos, governors,
  prime ministers, and ministers of state. If the player characters are vas-
  sals of the one slain or have had dealings with that NPC, they may fall
  under suspicion. They are automatically suspected if they are known ene-
  mies of the one assassinated. There is a 30% chance the assassin is
  taken alive and a 1 % chance he accuses the player characters (if they
  have any connection to the one slain). There is a 20% chance the one
  assassinated has no clear successor and a power struggle ensues, last-
  ing for 1d6 months (this may result in war if the DM desires). Otherwise,
  the court is in turmoil for 1d6 months after which things return to normal.
  Birth: A high-ranking noble's family has given birth to a child, thereby
  ensuring the continuation of the line. This is a cause for celebrations both
  by the noble and those under him. The event is a happy one and feasting
  and ceremonies last for several days.
  Comet: A bright comet is sighted in the sky for 1 d4 weeks. This is a por-
  tent of some great event. A second yearly event is chosen by the DM and
  occurs shortly after the comet passes.
  Death of Lord: A high-ranking noble dies, either in battle, through mis-
  adventure, disease, or peacefully in bed. The effects of succession are
  the same as those given for Assassination.
  Earthquake, Major: A powerful earthquake strikes the land, causing
  extensive destruction in a 50-mile-radius area. The DM choses the center
  point of the earthquake. Before and after the earthquake there are a
  series of lesser tremors, causing slight damage (as decided by the DM).
  The major quake destroys cities, reshapes lakes, coastlines, and rivers,
  causes great fires, and possibly kills hundreds of people. The effects on
  player characters and their property if in the radius is equal to an earth-
  quake spell (severity chosen by the DM). There is a 70% chance that a
  major fire occurs in any town or city and a 40% chance that a plague will
  occur in a populated area. The quake lasts only a few hours.
  Famine: Drought and poor harvest result in the region undergoing fam-
  ine. The signs of impending famine are obvious—crops wither, animals
  die, the poor begin to hunger, etc. The famine lasts for 2-7 months. During
  this time, the price of food skyrockets 10,50, or even 100 times its normal
  price. Marauder groups appear, scavenging for food of any type—cattle,
  sheep, dogs, horses, etc. Farms in the region produce no income for the
  year and only 25% of their normal income in the next year. There is a 60%
  chance of an uprising by the peasants unless steps are taken to relieve
  the suffering. The population of the area is reduced by 5% per month of
  famine. There is a 20% chance of a plague occurring.
  Fire, Major: A huge conflagration sweeps a major city of the land,
  destroying 50% to 80% of the city. Property of the player characters is
  burned to the ground at the percentage chance equal to the amount of the
  city destroyed. The city's population is reduced by 10% to 40%. There is a
  20% chance of a plague outbreak and a 10% chance of famine. The price
  of lumber and building materials is 10 times normal for the next four
  months. The price of food doubles for one month.
  Flood: A major flood sweeps the region. If on the coast, severe storms
  cause the waters to flood the coastal regions. If along a river, a series of
  heavy rains cause the river to rage and overflow its banks, flooding the
  bottom land. The waters rise 5-30 feet (5d6). Signs of the impending flood
  are obvious 2-5 days in advance and levees and dikes can be built to pro-
  tect against it. Once the flood begins, the waters rise at the rate of 1 /2 foot
  an hour until the maximum is reached. They remain at their high point for
  4d6 hours and then subside at the rate of 1 foot per day. Buildings are
  extensively damaged, although only those in the path of the raging waters
  are destroyed. The population of the area is reduced by 1% to 10% and
  the price of all goods is doubled for 2-5 months. Normal movement across
  the flooded areas is impossible. If the flood strikes during the planting sea-
  son, income from farms in the area is reduced by 50% for the year. If it
  strikes during the harvest season, 80% of all farm income is lost and there
  is a 40% chance of a famine in 1-3 months (unless steps are taken to pre-
  vent it). In addition, all floods have a 20% chance of causing a plague.
  Floods do not occur in desert or arid regions.
  Incursion, Major: A major migration of creatures enters the kingdom
  from outside its borders. Although this migration is not war it is not neces-
  sarily peaceful. The size of the incursion should be in proportion to the
  size of the kingdom. Thus several hundred creatures would be a major
  incursion for a small province, while several thousand creatures would
  migrate into a large kingdom. The creatures may be humans, humanoids,
  or monsters. The migration might be a barbarian horde driven from its
  homeland or a race of hobgoblins expanding its territory. The newly
  arrived creatures attempt to live life as they always have, retaining their
  old habits and speaking their own language. If given to violence and raid-
  ing, they continue these practices. The creatures remain until driven out.
  If allowed to stay, they will, over the years, adopt some of the habits and
  practices of the new land until they are considered a regular part of life.
  This migration occurs over a period of 1d12 months.
  Marriage: The ruler of the land has arranged an important diplomatic
  marriage involving either himself or his children. Such marriages are used
  to secure alliances, gain control over smaller kingdoms, settle disputes, or
  appease overlords. The marriage is a cause for festivals and feasting.
  New Religion: A new religion or a new sect of an established religion
  appears in the land, quickly gaining converts and followers. There is a
  75% chance that this causes hostility and feuding between it and the
  established religions, leading to skirmishing, temple burning, and battles
  between warrior monks. Both sides attempt to gain the support of the ruler
  of the land. There is a 60% chance the ruler comes out in favor of the new
  religion. If so, there is a 40% chance the ruler bans the other religions,
  burning their temples, forbidding their practices, and killing or banishing
  their clerics. Rulers often find it convenient to support new religions as a
  tool for breaking the political power of established religions. The initial
  arrival of the new religion takes from 2-7 months, while the feuding
  between different sects and religions may last for centuries.
  Plague: A terrible disease sweeps the land faster than the clerics can
  check it with their spells. The plague lasts for 2d6 months. There is a 40%
  chance per month spent in the plague-ridden lands of contracting the dis-
  ease and a 60% chance of contracting it if in the company of a diseased
  person. The population of the area is reduced by 5% per month. Those
  untouched by the disease and those of neighboring lands are suspicious
  of strangers. Traders do not enter plagued lands and the cost of imported
  goods increases five times and the cost of normal goods doubles. When a
  plague strikes, the entire country (unless small) does not become dis-
  eased all at once. Rather, the plague moves about, sweeping from town to
  town like a moving scythe. Thus a town may not yet have been hit by the
  plague, may currently be in the throes of the disaster, or may have suf-
  fered and survived through it already.
  Political Plot: A plot to overthrow the present government is discov-
  ered or the ruler of the land is convinced that such a plot exists. Many
  nobles and government officials are stripped of their rank, banished, or
  executed. If the player characters hold positions within the government or
  are involved in political affairs, there is a 40% chance they are accused of
  complicity. If the characters have powerful enemies, this chance is
  increased to 80%. They must either prove their innocence or suffer the
  109
  
  YEARLY AND MONTHLY EVENTS
  consequences. There is a 20% chance that a noble or group of nobles
  rises in rebellion. Spies and secret police are everywhere, ready to arrest
  people on the slightest evidence. The political turmoil lasts for 1 -3 months.
  Rebellion: A powerful lord, secret society, religious sect, army com-
  mander, or army of peasants attempts to overthrow the government in the
  area. The purpose of the rebellion may be to gain independence from the
  government, avoid taxation and brutal treatment, gain special privileges,
  or seize the throne. The exact cause of the rebellion is left to the DM. Like-
  wise the exact strength of the rebellion and the final outcome are left for
  the DM to decide. If the rebellion involves the player characters in military
  battles, it is strongly recommended that the Dungeon Master use the
  BATTLESYSTEM™ Fantasy Combat Supplement to create and play sev-
  eral battles with his players. If these rules are used, the DM can give the
  players responsibility for the management and strategy of either the
  rebels or the government troops. This, in itself, will create an entire series
  of adventures for the player characters. If the BATTLESYSTEM™ Fantasy
  Combat Supplement rules are not used, the rebellion lasts for 1d6 months
  before succeeding (highly unlikely) or failing. Captured and defeated
  rebels can expect no mercy from their masters.
  Tsunami: A great wave (as per the spell tsunami) strikes a 50-mile sec-
  tion of coastline. The effects are the same as the spell. The wave is 100 to
  200 feet high when it hits. It strikes with little warning. The population of
  the area is reduced by 70%. Countries without coastlines treat this event
  as no event for the year. In its aftermath, there is a 10% chance of plague
  occurring. The price of building materials triples and the price of all other
  goods doubles in the area. While the tsunami strikes quickly, the effect on
  prices lasts for 1-2 months.
  Visitation: A major deity appears somewhere in the land, either for
  good or ill. News of the appearance travels fast and the site is revered or
  despised depending on the nature of the visitation. If the site is revered, it
  becomes the object of pilgrimages by the faithful. The religion or sect
  orders the construction of a temple or shrine on the site. If the site is
  despised, the fortunes of those in a 5-mile radius fall. Common folk move
  away if possible and the area is generally shunned. It becomes the secret
  meeting place of evil followers and monsters.
  Volcano: Either a dormant volcano erupts (70%) or a new volcano
  appears (30%). In either case, the eruption is preceeded by tremors and
  rumblings identical to those that precede a major earthquake. When the
  eruption occurs, it is of exceptional violence. All within a 5-mile radius is
  destroyed and clouds of thick ash rain down up to 30 miles downwind. The
  volcano spews smoke and ash for the remainder of the month. Thereafter,
  the volcano remains active for 1d12 months, with a 10% chance per
  month of another major eruption.
  War: Either the ruler of the kingdom launches a campaign against a
  neighboring land (50%) or the kingdom is invaded from a neighboring
  land (50%). The size of the armies range into the thousands or tens of
  thousands. As with rebellion, the exact causes, forces, and outcome of
  the war are left for the DM to determine.
  If the DM has the BATTLESYSTEM™ Fantasy Combat Supplement, he
  may wish to involve the player characters in the war by giving them com-
  mands in one of the armies. One major campaign is fought per year and
  lasts from 2-5 months (generally in the summer). The war lasts for 1-3
  years. Player characters are readily accepted into the ranks of the army
  and, depending on their actions, may be able to quickly rise to high rank.
  The effects of war are many and varied. Prices on the campaign trail
  double or triple, farm incomes in the area fought over are reduced by
  50%, and the civilian population generally moves away. Away from the
  front, other groups may take advantage of the situation and stage a rebel-
  lion or uprising. Press gangs roam the countryside, seeking new
  "recruits." The younger sons of peasants desert their homes, seeking
  fame and fortune as soldiers.
  Explanation of Monthly Events
  Accident: Some type of terrible accident occurs in the area. A bridge
  across a raging river may collapse, lightning may strike a building, a
  horse-drawn cart may rampage through the streets, a levee may break,
  etc. The DM must decide what accident occurs. The accident at best
  causes inconvenience and at worst causes substantial loss of life. It will
  be the topic of conversation for some time afterwards.
  Bad Harvest: Poor weather, lazy farmers, bad luck, and greedy crows
  have combined to yield a poor crop. Farm incomes of the area are
  reduced by 25%. There is a 5% chance of famine occurring. The price of
  food increases by 50%. The peasants become dissatisfied and there is
  considerable grumbling about ill luck and bad fates. Often the poor har-
  vest is blamed on the actions of the ruler of the land. Supposedly, the poor
  crop is punishment for his evil actions.
  Bad Weather: The weather throughout the month is particularly foul.
  During winter, roads are choked by blizzards. The air is freezing cold. In
  monsoon season, the rains are particularly heavy, turning everything into
  a sodden morass. In hot weather, the weather is exceptionally hot, broiling
  the characters uncomfortably. All movement is reduced by 50% with a like
  effect on trade. Armies in the field suffer a 15% desertion rate during the
  month as the common soldiers decide they have had enough. During the
  farming season crops are damaged, reducing farm income by 15%.
  Bandit Activity: A force of 20-200 bandits have moved into the area
  and are being particularly active. They may have been driven out of a
  neighboring region or may have naturally gravitated here. They establish
  a stronghold in some remote place, preferably deep in the mountains.
  They have spies and informers in the towns and villages, appraising them
  of the movements of merchant caravans and treasury shipments. There is
  a base 50% chance that any caravan moving through the region is
  attacked. Lone travelers are robbed 80% of the time. Should any mer-
  chant or official be so indiscreet as to publicly let out that he is transporting
  a valuable cargo, the caravan is automatically attacked. Of course, mer-
  cenary guards are in great demand. If the government of the area is effec-
  tive, troops are called out to drive the bandits from the region (possibly
  leading to several encounters suitable for use with the BATTLESYSTEM™
  Fantasy Combat Supplement). Merchants and travelers are suspicious of
  strangers. If the government troops are ineffective, the bandits stage raids
  on the small villages, robbing their grain shortly after each harvest. The
  bandits remain in the area until they are defeated or the pickings become
  too slim to be profitable.
  Birth: Should any of the player characters be married, the character
  learns at this time that he or she is to have a child. The actual birth will
  occur in nine months. If this does not apply, a local noble or government
  official has a child (95%) or there are reports of the miraculous birth of a
  child to a peasant family (5%). Should the child be born of a noble, it is an
  occasion for feasting and celebration for the noble and his retainers. If the
  birth is a miraculous one, it is an event of great wonder. The child springs
  from a piece of cut bamboo, appears from the waters of a spring, is found
  in a local shrine, etc. The peasant family is always hard-working, honest,
  and pious. As the child grows through the years, he will prove to be excep-
  tional in some way—great strength, cleverness, magical ability, etc.
  Meanwhile, the fortunes of the peasant family will rise and they will
  become leaders of their community.
  Death: A local noble or government official dies, either of natural
  causes, war, or misadventure. If the position vacated is hereditary, it is
  filled by his son. If the noble has no heirs, there is a 30% chance some
  other person has inherited the property, either through adoption or assign-
  ment of rights. In this case the succession goes smoothly. If the succes-
  sion is unclear and there is a strong central government in the land, the
  fief is assigned to a new lord by the court. At the court there is political
  maneuvering to gain the fief appropriate to value of the province (furious
  struggles erupt for the control of a rich farming province). If the central
  government is weak or non-existent, neighboring lords attempt to seize
  the fief through force of arms. This can lead to armed clashes across the
  province. If the vacated position is a government post, the central govern-
  ment appoints a new official who arrives in 2-7 weeks. During the time
  before he arrives, no government duties relating to the post can be
  resolved. Thus, upon the death of a magistrate, no cases could be heard
  or resolved until the new magistrate arrived.
  Earthquake, Minor: The region is stricken by a minor earthquake,
  affecting a 5-mile radius from a center point chosen by the DM. Although
  loss of life is minor, 50% of the buildings in the area of the quake will be
  damaged. There is a 20% chance of a major fire occurring and a 30%
  chance of a minor fire. The earthquake is preceded by tremors identical to
  those that precede a major quake. After the earthquake, the cost of build-
  ing materials doubles for 1-2 months.
  Excessive Taxes: A new edict comes from the ruler of the land, setting
  the taxes upon the peasants at an impossible rate. The ruler may need to
  finance a military campaign, rebuild sections of the kingdom destroyed in
  a natural disaster, or may just be a corrupt, licentious spendthrift. Poorer
  peasants are driven into poverty or debt-slavery. Many are forced to sell
  their lands at low prices and take up begging. Everyone tries to find ways
  to avoid the new taxes—petitioning for special exemptions or hiding their
  goods. There is a 30% chance of an uprising occurring and a 70% chance
  of an increase in bandit activity as the impoverished peasants flee to the
  hills.
  110
  
  YEARLY AND MONTHLY EVENTS
  Famous Person: A person of great renown, but no official position, has
  arrived in the area. The person is noted for exceptional skill in some art or
  craft. It may be extraordinary skill at painting in the classical style, mastery
  of a particularly difficult poetry form, superb form in a fighting style, bril-
  liance as a philosopher, or a reputation for pious behavior. The person
  may have a character class and level, like a normal player character, or
  may be an NPC with some skill other than those of the player characters.
  The famous visitor attempts to arrive quietly and pass his time without
  arousing notice. However, rumors soon get about of his presence and his
  reputation. In addition, the person may have secret reasons for being in
  the province. The DM can create and add whatever complications. The
  person remains in the area for 1d6 weeks.
  Fire, Minor: A large fire sweeps a city, town, or village. If the fire occurs
  in a city, 1O°/o-4O% of the buildings are destroyed. If the fire is in a town
  50°/o-70% are burned. If the fire is in a village 8O°/o-1OO% are burned to
  the ground. Costs for building materials are double the normal price. For-
  tunately, however, loss of life from the fire is minor. Minor fires are a useful
  tool for the DM when he wishes to make some change in the buildings or
  day-to-day affairs of an established place.
  Flooding: Flooding is a sudden and less severe event than Floods (on
  Table 70: Yearly Events). Flooding is caused by the collapse of a levee,
  dam or dike, or by a sudden cloudburst upstream. The water rushes over
  the countryside in a great wave 5d4 feet high. The wave is 101-200 feet
  wide, centered about the riverbed of its source. The wave rushes down-
  stream for 1d6 miles before losing force. It it can easily snap trees, tear
  down buildings, and sweep men away. All those caught in the path of the
  wave are swept downstream to their deaths—unless they have some type
  of raft or other flotation device. After this passes the water level quickly
  falls to a height of 3d12 inches. It remains at this height until the collapsed
  construction is rebuilt or the water naturally evaporates.
  Haunting: It is rumored that some site in the region has recently been
  the center of strange supernatural events—often the site of a great battle,
  murder, or accident. The DM decides whether the haunting is real or not. A
  number of creatures listed in this book are suitable for a haunted site. This
  event can be used to provide the player characters with a ready-made
  source of adventure. Hauntings may be simple affairs, or quite elaborate,
  with the spirit returning to complete some arduous task left unfulfilled or to
  right some wrong (perhaps committed by the magistrate of the province).
  Horrendous Monster: Some creature of great evil and power moves
  into the area and begins terrorizing the local villages. The DM should
  select the monster, either from those presented in this book or from pre-
  vious books. The lair of the monster is some secluded site hidden from its
  hunters. However, the general location of the lair is known to the local
  peasants. They do not attack the monster, afraid of its power. If the mon-
  ster is not defeated or driven away soon, the villagers make offerings to it
  as an evil god, hoping to appease it. In addition, others of its type (or
  young) appear in the same area and the infestation becomes stronger.
  Incursion, Major: A strong force has moved into the region, with the
  intent of establishing a permanent home here. The force may or may not
  be friendly and good. Like the yearly event, the size of the incursion is rela-
  tive to the size of the territory. Unlike the yearly event, this incursion is not
  a gradual process but a rather sudden arrival of people or creatures from
  another area. Typical incursions are soldiers invading or retreating, refu-
  gees escaping disaster or war, bandits or monsters driven from another
  province, nomads following game, or even prospectors attracted to a
  recent mineral find.
  Incursion, Minor: This is identical to a major incursion except that the
  forces involved are much smaller. Such incursions may be a band of
  ninjas sent to spy out the province, reinforcements to a bandit gang, the
  punitive expedition of a neighboring warlord, or the raiding party of a tribe
  of monsters.
  Injustice: Wickedness has seized control of the local government and
  courts. Corrupt and greedy magistrates and court officials are jailing and
  punishing innocent people. This evil may occur because the magistrate
  has been bribed, wants to steal the property of the accused, has been
  tricked by others, is cruel, or is exacting official vengeance on rebels or
  traitors. Such injustice can be stopped if evidence can be brought to
  higher officials (assuming they are not corrupt) or the player characters
  decide to act as protectors of the innocent. There is a 5% chance that a
  player character is wrongfully accused of a crime (20% if the player char-
  acter has a powerful enemy).
  Landslide: This event can only occur in mountainous or hilly regions. A
  major landslide or avalanche has blocked one of the main roads of the
  province. The road cannot be used until the landslide is cleared. The
  peasants must be mobilized to clear the road and the work takes 1-2
  weeks unless spells are used to speed the task.
  Maiden of Virtue: A young woman of exceptional grace, wit, and
  beauty has appeared in the region. She may be the daughter of a powerful
  noble (50%), a maiden of mysterious and magical origin (30%), an exiled
  princess (10%), or simply a commoner (10%). She charms and impresses
  all who meet her. She has an exceptionally fine writing style that reveals
  her pure nature. She is skilled in the playing of musical instruments and
  other artistic accomplishments. She is properly respectful of her parents
  (if she has any). If the maiden is any but the daughter of a powerful noble,
  she can be courted (and possibly wed) without the full formalities. How-
  ever, being aware (but not vain) of her own qualities, she does not accept
  just anyone. Her accepted suitor must possess exceptional qualities of his
  own. He must also be a model of virtue and likewise skilled in the arts. He
  must possess heroic qualities. To even attract her notice, he must produce
  some artistic item of quality—a poem, painting, exceptional handwriting,
  etc. He must also have a Comeliness and Charisma of at least 13 each.
  Maidens of mysterious origin or princesses may set impossible tasks as a
  condition for any successful suitor. The social rank of the character is not
  as important as the qualities mentioned above. The handling of the court-
  ship, the degree of attraction between the two, and the final result of any
  courtship are left in the capable hands of the DM.
  Major Battle: A large and important battle is fought in the region. As
  with war and similar events, the DM must decide the forces involved on
  each side and the site of the battle. Use of the BATTLESYSTEM™ Fantasy
  Combat Supplement is strongly recommended to resolve this battle, pos-
  sibly giving the player characters command of units on one side. If this
  approach is not used, the DM must determine the outcome of the battle.
  Prior to the engagement, there are many troops moving through the area
  (possibly creating many interesting encounters). After the battle, the
  losers are forced to retreat, possibly in flight. During this retreat, many
  peasants take up arms to protect their villages and hunt down the losers.
  Patrols of the victorious force scour the countryside looking for stragglers,
  deserters and small bands of the enemy.
  Maneater: A leopard, tiger, wolf, or similar creature has acquired a taste
  for human flesh and is raiding the local villages, carrying off women, chil-
  dren, and farmers in their fields. The animal strikes once or twice a week,
  killing its prey and dragging it off into the woods. The villagers are para-
  lyzed by fear, unwilling to venture outside alone or after dark. They petition
  the government, a powerful NPC, or the player characters for aid. The
  maneater remains active until captured or killed.
  Marriage: Should one of the player characters currently be courting a
  member of the opposite sex, his or her proposal of marriage is accepted
  (unless the DM rules this does not happen for other reasons). If this is not
  the case, an important or influential person in the region either marries or
  completes the marriage arrangements for one of his children. If the player
  characters are known to the NPC, they are invited to attend the wedding.
  In any case, the wedding is cause for feasting and celebration.
  Notorious Criminal: A wanted villain is rumored to be in the area. He
  may be a banished lord who has secretly returned, a traitor fleeing the
  wrath of the emperor, an escaped convict, a famous bandit, etc. There
  may be a reward posted for the capture or slaying of the criminal. His pres-
  ence may only be a rumor, leading to nothing but a wild goose chase.
  Plague: See Plague in yearly events.
  Recruiting: Men are needed to shoulder arms and special measures
  are taken to recruit soldiers. These include enforced levies of peasants,
  bounties offered to capable officers, and recruiting gangs. There is a 20%
  chance the characters are swept up by one of these gangs. If the charac-
  ters do not want to be hustled off to the front line, they will have to do some
  fast talking (or something!).
  Troop Movements: Organized groups of soldiers, either friendly or
  enemy (or perhaps both at different times) sweep through the province. In
  either case there is a fair amount of looting and collections of rice, grain,
  and horses. No repayment can be expected for this, although notes may
  be issued for items taken. There is a 10% chance any character is
  arrested as a spy. Ninja characters are given orders to spy on the enemy
  40% of the time. Friendly troops do not engage in wholesale pillaging and
  neither do enemy troops (most of the time). Barbarians and enemies on
  raids burn buildings and cause as much damage as possible in addition to
  carrying off anything of value.
  Uprising: Dissatisfied with their poor lot, the peasants rise spontane-
  ously in rebellion. They may be protesting against injustice, excessive
  taxes, or their general misfortune. The uprising begins in one or two vil-
  lages and spreads quickly to the other rural areas of the region. The peas-
  ants arm themselves with whatever is at hand—farm implements and
  weapons they have gathered from samurai they have hunted down. Only
  111
  
  DAILY EVENTS
  10% of the peasants involved have proper armor. There is a 60% chance
  that any monastery in the area supports them, giving them troops, shelter
  and aid. The peasants have no military plan or strategy, simply attacking
  and ambushing any troops and officials of the government they find. If a
  strong leader should arrive in their midst, they can be trained into an effec-
  tive fighting force in 2-4 months. Of course, uprisings are dealt with
  severely by the government and reinforcement troops are dispatched to
  deal with them. No mercy or quarter is shown, a fact that causes the peas-
  ants to fight to the death. When an uprising occurs, there are many posi-
  tions the player characters can fill—leaders of the uprising or
  commanders for the government troops being the most common. Unless
  the player characters manage to swing the balance of power the uprising
  is doomed to failure and all who took part (and their families) are executed
  if captured. However, the effort may not be futile, as there is a 70% chance
  the government listens and reacts to the complaints of the peasants, pos-
  sibly lowering taxes or replacing the officials of the area. There is a 70%
  chance that there is increased bandit activity in the area for 1-3 months
  after the uprising, as the surviving peasants take to the hills to escape
  punishment. As with war and rebellion, the DM must determine the size
  and type of the forces involved and use of the BATTLESYSTEM™ Fantasy
  Combat Supplement is recommended.
  Vengeful Stranger: A mysterious NPC arrives in the area, searching
  for a particular person. He travels through the region making discreet
  inquiries in the villages and towns. He seeks revenge for some past wrong
  (possibly a murder or insult). If the player characters have offended or
  wronged some family or person in the past, the stranger is looking for
  them. He learns their whereabouts 70% of the time. The DM can use this
  as the basis for an adventure for his player characters. If the stranger is
  not looking for the player characters, he may enlist their aid in his search
  (or his prey may do the same). Most often the local government is neutral
  in the matter, but if the DM decides, the local officials may attempt to inter-
  vene and end the feud. Should the stranger be hunting for the player char-
  acters and they defeat him, this will be cause for an ancestral feud
  between the two families.
  VIP Visit: An important official comes on a formal visit to the province.
  The purpose of his visit is left to the DM to decide. If he has arrived to
  investigate the misdeeds of the local officials, they certainly try to elimi-
  nate him. However, in this case he is traveling in disguise. Player charac-
  ters may be hired to protect the VIP or do away with him. Otherwise the
  visit is marked by official banquets and feasts (which the player charac-
  ters may be invited to attend).
  Table 73: DAILY EVENTS
  DAILY EVENTS
  Daily events are the most common type of encounter and the ones that
  most frequently involve the player characters. Whereas yearly and
  monthly events form a backdrop for the campaign, daily events provide
  much of the action for the player characters. Daily events include
  encounters with creatures and special summons the player characters
  may receive.
  Player characters can have up to three events in a single day, depend-
  ing on the PCs' location. To determine the number of daily events possi-
  ble, consult the chart below.
  Court 
  0-1 events possible per day
  City, town 
  0-1 events possible per day
  Rural area 
  0-2 events possible per day
  Wilderness 
  0-3 events possible per day
  Sea, ocean 
  0-2 events possible per day
  To determine the daily event, if any, roll percentile dice on the column of
  Table 73: Daily Events that best fits the current location of the player char-
  acters for that day. Thus, if the player characters are currently traveling
  across a lonely mountain pass, the Wilderness column would be used. If
  the player characters descend from the pass and reach an area of farm-
  land and villages, the Rural column would be used. The maximum num-
  ber of events are rolled for in the area—in wilderness, three die rolls would
  be made. However, many of these die rolls may result in no event.
  Die Roll
  1-50
  51
  52-53
  54-55
  56-60
  61-63
  64-65
  66-69
  70
  71-72
  73-77
  78-79
  80
  81
  82
  83
  84
  85-86
  87
  88
  89-90
  91
  92
  93
  94
  95
  96-98
  99-100
  Court
  Contest
  Contest
  Contest
  Contest
  Duel
  Duel
  Entreaty
  Illness
  Illness
  Invit.
  invit.
  Maiden
  Maiden
  Maiden
  Monster
  Plot
  Plot
  Special
  Special
  Special
  Special
  VIP
  VIP
  VIP
  VIP
  VIP
  VIP
  City/Town
  Duel
  Duel
  Duel
  Entreaty
  Fire, small
  Insult
  Insult
  Insult
  Invitation
  Invitation
  Rural
  Bandits
  Bandits
  Bandits
  Bandits
  Crime
  Crime
  Haunting
  Haunting
  Monster
  Monster
  Kidnapping Monster
  Maiden
  Maiden
  Monster
  Monster
  Monster
  VIP
  VIP
  VtP
  VIP
  VIP
  VIP
  VIP
  VIP
  —
  Monster
  Stranger
  Stranger
  Stranger
  Shrine
  Shrine
  Shrine
  Shrine
  Mystery
  VIP
  VIP
  VIP
  VIP
  VIP
  Wilderness
  BandH camp
  Monster
  Monster
  Monster
  Monster
  Monster
  Monster
  Monster
  Monster
  Monster
  Monster
  Monster
  Monster
  Nobles
  Ruins
  Ruins
  Ruins
  Ruins
  Ruins
  Shrine
  Shrine
  Storm
  Storm
  Stranger
  Traveler
  Traveler
  Traveler
  Ocean
  Becalmed
  Becalmed
  Monster
  Monster
  Monster
  Monster
  Monster
  Monster
  Monster
  Monster
  Pirates
  Pirates
  Pirates
  Pirates
  Pirates
  Pirates
  Pirates
  Pirates
  Ship
  Ship
  Ship
  Ship
  Storm
  Storm
  Storm
  Storm
  Land
  Explanation of Daily Events
  Bandits: The player characters, through accident or design, find a
  camp or outpost of a bandit force operating in the area. If there are bandits
  active in the area, the characters come across the outer edges of a bandit
  camp. There are 2d10 bandits present. They attempt to delay or waylay
  the characters while two of their brethren return to the main camp for help
  or to sound the warning. If there are no active bandits in the area, the
  encounter is with an advance group moving into the area. The player char-
  acters encounter 3d 10 mounted bandits. If possible, the bandits avoid a
  fight (since they are here to scout). They may attempt to pass themselves
  off as travelers. If the bandits are clever and the players are not, the ban-
  dits may succeed in fooling the player characters in which case nothing
  happens in the encounter.
  Bandit Camp: The player characters have accidentally stumbled onto a
  bandit camp in the wilderness. The referee should create the camp
  according to the information given in the Monster Manual book.
  Becalmed: The winds die out and the sea becomes perfectly still. Ships
  cannot sail this day and must be rowed.
  Contest: The player characters (if of noble station) receive an invitation
  to a contest from a powerful lord. The contest is in one of the arts—poetry,
  painting, calligraphy, etc.—that at least one of the player characters has
  proficiency in. The time and place for the contest is already set. When
  held, the contest takes the form of a formal party. Each guest is supposed
  to compose a work on the spot that is then judged according to the quality
  of the work, the appropriateness to the occasion, the imagery, and the
  sheer beauty. The winner of the contest receives a minor gift and gains
  honor. The contest can be missed if there is a good reason (leaving town at
  the orders of one's lord, etc.). If the player characters do not attend (and
  do not have good reason), they lose 2 points of honor. It is assumed that
  they are ashamed of their own skills.
  Crime: Some crime, petty or notorious, has occurred and the player
  characters are privy to it. They may be friends of the victim or the accused
  (or they may be the victim). They may be witnesses to the crime. They may
  be requested or ordered to help catch the criminal. The DM can use this
  encounter as a basis for the beginning of an adventure with the player
  characters.
  Duel: One of the player characters is challenged to a duel. This can be for
  several reasons. The character may have accidentally insulted an NPC or
  publicly embarrassed him. The NPC may have come looking for the player
  character, having heard of his fame. It may be a case of mistaken identity. The
  NPC may have an old score to settle with the player character or his family.
  Note, shukenja are never normally challenged to a duel.
  112
  
  DAILY EVENTS
  Entreaty: A lower ranked noble or a group of commoners comes to the
  player characters requesting a special favor. A noble may want the player
  characters to recommend him to an NPC the player characters are famil-
  iar with or he may want them to do some deed that is beyond his station or
  power. He is willing to pay or even bribe the player characters. A group of
  peasants may be looking for warriors to protect their village from bandits,
  drive away an evil spirit, or avenge some wrong done to them. The DM
  should use this encounter as the starting point for an adventure for his
  player characters.
  Fire, small: A fire breaks out in a building not far from the player charac-
  ters. They are expected to aid in the firefighting. This may mean organiz-
  ing the work or simply being part of the bucket brigade. If this encounter
  occurs while the player characters are at home, one of their buildings will
  be on fire. The fire will have been intentionally set 70% of the time, either
  by an enemy of the player characters, ninjas attempting to create a dis-
  traction (thereby slipping past the player characters), or a malicious spirit.
  If not fought quickly and effectively, the fire will burn out of control. Out-of-
  | 
  control fires have a 70% chance of igniting nearby buildings.
  I 
  Haunting: See Haunting in the monthly events.
  j 
  Illness: A disease strikes one of the player characters (20%) or an NPC
  i 
  known to them (80%). The disease is quite dangerous. The first indica-
  tions of the illness start the day the encounter is rolled. The DM must roll
  2d6 to determine the number of days required for the disease to run its
  course. Each day untreated, the sick person becomes worse in
  condition—high fevers, sweating, dizziness, weakness, etc. At the end of
  the time period, if the disease has not been cured, a saving throw versus
  death must be made. If the save is failed, the invalid dies. If the saving
  throw is made, the person begins to recover. Sick characters are required
  to rest and recover one day for every day spent ill.
  Insult: One of the player characters, intentionally or inadvertently,
  insults an NPC. If the NPC is of the player character's status or higher, he
  demands satisfaction. If this occurs at a court, the aggrieved party
  presents his complaint to the ruling lord, who takes some type of action on
  it. Should this punishment be inadequate or the aggrieved is of lower
  standing, the player character has made a long-term enemy who will
  attempt to cause harm in the future.
  Invitation: The player characters have received an order, politely
  phrased as an invitation to call upon a powerful lord. The exact purpose of
  the invitation is left to the DM. Typical reasons include celebrating births,
  christenings, marriages, or receipt of offices; outings to view the moon,
  admire cherry blossoms, or go hunting; political maneuvers to receive
  special instructions, embarrass a third party, or compromise the player
  characters; or, rarely enough, purely social calls. These invitations are by
  no means casual affairs. Proper decorum and respect must be observed
  at all times when attending. Of course, to refuse without justifiable reason
  is cause for an insult.
  Kidnapping: An attempt is made to kidnap a player character or an
  NPC known to the player characters. The reason for the kidnapping can
  be anything the DM desires. A powerful lord may have sent ninjas to keep
  someone out of the way or ensure their cooperation. Bandits or yakuza
  may be attempting a little extortion. A jealous lover may be removing his
  competition. It may even be that a pair of lovers has secretly run away
  under the guise of a kidnapping. Obviously, this encounter can lead to fur-
  ther adventures for the player characters.
  Land: Land is sighted. Depending on the location of the ship, the land
  may be a section of the coast of their intended destination, an island along
  their course, or some small uncharted island. Such uncharted lands are
  certainly filled with all manner of unusual and dangerous creatures (per-
  haps even dinosaurs and gargantual).
  Monster: Roll on the appropriate monster table to determine the
  encounter.
  Mystery: A strange or supernatural event occurs in the area the player
  characters are in. They may witness it themselves or may hear about it
  indirectly. The event (which must be described by the DM) may have been
  caused by spirits, a powerful spellcaster, a cunning creature, or even a
  manifestation of a deity. There is a 60% chance the player characters are
  asked to investigate the event.
  Nobles: A noble party of 2d10 bushi, 1d6 samurai, and 1-3 persons of
  rank are encountered. They are traveling openly 80% of the time. How-
  ever, the other 20% of the time, they are traveling in disguise. If traveling
  openly, they expect all respect due their station. They are traveling on
  foot, with the nobles carried in palanquins. If traveling in secret, they may
  be on a special mission or fleeing a powerful enemy. They are either on
  foot and dressed as common peasants, or mounted dressed as wander-
  ing samurai and bushi. If dressed as peasants, they are forced to swallow
  their pride and act in an appropriately humble fashion.
  Pirates: 1-3 ships of wako are sighted. See the description of Men,
  Wako in this rulebook for further explanation.
  Plot: The player characters get wind of a plot against their lord or a pow-
  erful NPC known to them. What the characters do with this information is
  up to them. This encounter can be used as the basis for a player character
  adventure.
  Ruins: The characters come across a set of ruins. The DM can decide
  the type of ruins or roll on the table below. The number given in parenthe-
  ses after each entry is the chance that the ruin is haunted by some type of
  spirit or inhabited by some type of monster.
  Die Roll
  01-10
  11-60
  61-90
  91-100
  Ruin Type
  Temple compound (70%)
  Farmhouse (20%)
  Shrine (50%)
  Military stockade (30%)
  If the ruins are haunted or occupied, the DM must determine the type of
  creatures presently there.
  Ship: A sail is sighted on the horizon. There is a 30% chance it is a
  ghost ship, ferrying the dead to their new land. Otherwise the ship is a
  merchant vessel (50%) or warship (20%). If the vessel is either of the latter
  two, there is a 10% chance it is crewed by gajin undertaking the long and
  dangerous voyage (or blown hopelessly off course).
  Shrine: The player characters come across a small shrine to a local
  deity. There is a 10% chance that if they stop and make appropriate offer-
  ings they receive the benefits of a bless spell for the next 24 hours. If the
  player characters damage or are disrespectful to the shrine (whether
  intentionally or not), there is an 80% chance they are struck by some
  curse of the DM's devising.
  Special: One or more of the player characters receive a special mission
  from their lord, mentor, or head of the family. Thus, a ninja character may
  be given a mission, a yakuza may have to gain special information, a shu-
  kenja may be sent on a quest, or a samurai may be entrusted with an
  important message to deliver. The DM should use this encounter as the
  starting point for an adventure for the player character.
  Storm: A fierce storm strikes. If at sea, it has gale force winds, driving
  rain, and huge crashing waves. It lasts for 5d6 hours. If on land, the storm
  is appropriate to the season with either driving rain, lightning, and fierce
  wind or whipping snow, freezing cold and winds. In deserts it is a sand-
  storm. In any case, the characters are unable to travel that day due to drift-
  ing, flooding, sand dunes, etc. Standing outside during the storm is
  physically exhausting and exposed characters suffer 1-2 points of dam-
  age per hour.
  Stranger: An unknown NPC encounters the party and displays an inor-
  dinate amount of interest in them. He is either an ordinary traveler (30%),
  a member of a secret society (10%), an official of the secret police (10%),
  a ninja on a mission (10%), a noble traveling in disguise (10%), a bandit
  wanting to use the characters as cover (10%), a hengeyokai or spirit in
  human form (10%), or a yakuza attempting to subtly gain information
  (10%). He is traveling in the same direction as the characters and usually
  wants to travel with them for company and safety. He may or may not be a
  threat to the player characters, depending on the DM's whim.
  Traveler: A person is encountered while traveling through an area. He
  has no special interest in the player characters, but is going in the same
  direction and accompanies them for at least a little ways (if allowed). A
  traveler can be any sort of person—a peasant on his way to the next vil-
  lage, the runner for a secret society, a samurai carrying a message, a
  bushi looking for work, etc. The DM can devise whatever he desires for
  this encounter.
  VIP: A noble or important official makes a state visit or passes through
  the area the player characters are in. No attempt is made to hide his
  arrival. His entourage includes 20d6 bushi and 10d4 samurai plus
  assorted servants. Moving through the streets in advance of him, they
  announce his title and force the commoners aside with blows and drawn
  weapons. Any impudent enough to challenge them are cut down on the
  spot. All are expected to get out of sight or bow as he passes.
  113
  
  ENCOUNTER TABLES BY TERRAIN TYPE
  City/Town
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Ogre magi
  Jiki-ketsu-gaki
  Jiki-niku-gaki
  Kuei
  Goblin rat
  Bakemono
  Shikko-gaki
  Merchant
  Pilgrim
  Noble
  Nature spirit, lesser
  Oriental NPC party
  Shinen-gaki
  Buso, tigbauna
  Hengeyokai
  Hu hsien
  Cat lord
  Gajin NPC party
  Ikiryo
  Rural
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  18
  17
  18
  19
  20
  Jiki-ketsu-gaki
  Gargantua, humanoid
  Bajang
  Tengu
  Goblin rat
  Buffalo
  Oriental NPC party
  Centipede, huge
  Brigands
  Pilgrims
  Hu hsien or ogre
  Centipede, giant
  Jishin mushi or doc cu'o'c
  Kenku
  Dragon, li lung
  Goblin spider
  P'oh
  Ikiryo
  Nat, hkum yeng
  Steppes
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Nature spirit, greater
  Hu hsien
  Eagle
  Ram
  Stag, giant
  Horse, wild
  Scorpion, giant
  Buffalo
  Nomads
  Scorpion, large
  Stag
  Ogre
  Bandits
  Scorpion, huge
  Nature spirit, lesser
  Vulture, giant
  Oriental character party
  P'oh
  Gajin character party
  Aerial
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Spirits of the air or dragon, t'ien lung
  Ki-rin or phoenix
  Dragon, tun mi lung or elemental, air
  Dragon, chiang lung
  Dragon, li lung
  Kenku
  Bat, giant
  Eagle or bee, giant worker
  Bee, giant bumblebee or crane, giant
  Raven, huge or raven, giant
  Falcon, small or vulture, ordinary
  Dragonfly, giant or dragon horse
  Falcon, large
  Gargantua, insectoid or owl, giant
  Dragon, shen lung
  Dragon, pan lung
  Dragon, mist
  Bee, giant soldier or vulture, giant
  Dragon, cloud or dragon, gold
  Troplcal/Sub-tropical Mountains
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Dragon, gold
  Yuan ti
  Lycanthrope, weretigw
  Tasloi
  Termite, giant harvester
  Snake, poisonous
  Snake, constrictor
  Tribesmen
  Buffalo
  Rat, giant
  Game animals
  Bat, giant
  Bandits
  Snake, giant constrictor
  Gargantua, reptilian
  Centipede, megalo-
  Dragon, li lung
  Rakshasa
  Yellow musk creeper
  iroplcal/Sub-troplcal Forest
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Nat. hkum yeng
  Bisan
  Eagle
  Tasloi
  Behemoth
  Buso, tigbauna
  Buso. tagamaling
  Tribesmen
  Bandits
  Kech
  Nature spirit, lesser
  Centipede, huge
  Bngands
  Baku or lycanthrope, weretiger
  Hsing-sing
  Nat, lu
  Nature spirit, greater
  Doc cu'o'c
  Bajang
  Tropical/Sub-troplcal Swamp
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Yuan ti
  Oni
  Nat. lu
  Behemoth
  Crane, giant
  Snake, constrictor
  Snake, poisonous
  Rat, ordinary
  Nature spirit, lesser
  Rat, giant
  Tribesmen
  Ogre
  Snake, giant constrictor
  Snake, giant poisonous
  Dragon, pan lung
  Snake, giant spitting
  Skeleton
  Ogre mage
  Eblis
  iropical/Sub-troplcal Freshwater
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Catfish, giant
  Dragonfly, giant
  Crab, giant
  Behemoth
  Nature spirit, greater
  Carp, giant
  Men, wako
  Frog, giant
  Nature spirit, lesser
  Beetle, giant water
  Crocodile, normal
  Tribesmen
  Merchant
  Hippopotamus
  Dragon, chiang lung
  Dragon, shen lung
  Dragon, yu lung
  Eblis
  Verme
  iropical/Sub-tropical Ocean
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  IS
  16
  17
  18
  19
  20
  Dragon turtle
  Men, gajin buccaneers
  Afanc
  Crab, giant
  Octopus, giant
  Lycanthrope. wereshark
  Spider, giant marine
  Ogre, aquatic
  Turtle, giant sea
  Men, wako
  School of fish
  Snake, sea
  Nlngyo
  Troll, marine
  Hainu
  Verme
  Dragon, tun mi lung
  Dragon, lung wang
  Elemental, water
  Temperate Mountain
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  IS
  18
  17
  18
  19
  20
  Jisrun mushi
  Gargantua, humanoid
  Dragon, li lung
  Falcon, small
  Stag, giant
  Bakemono
  Buao, tigbauna
  Giant, hill
  Stag
  Ogre
  Nature spirit, lesser
  Raven, ordinary
  Owl
  Snake, poisonous
  Nature spirit, greater
  Tengu
  Oni
  Giant, mountain
  Lycanthrope, weretiger
  temperate Forest
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Jishin mushi
  Centipede, megalo-
  Tengu
  Kech
  Mantis, giant
  Shan sao
  Shinen-gaki
  Ogre
  Falcon, small or owl, giant
  Nature spirit, lesser
  Oriental character party
  Brigands or merchant
  Bakemono
  Weasel
  Goblin spider
  Hu hsien
  Nature spirit, greater
  Lycanthrope, foxwoman
  Lycanthrope, weretiger
  Temperate Plain
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Jiki-ketsu-gaki
  Oni
  Ogre mage
  Shinen-gaki
  Crane, giant
  Horse, wild
  Buffalo
  Ogre
  Scorpion, large
  Herd animal
  Nature spirit, lesser
  Oriental NPC party or brigands
  Bakemono
  Snake, poisonous
  Stag, giant
  Gargantua, reptilian
  Ki-rin
  Phoenix
  Phantom
  Temperate Swamp
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Phantom
  Ghost
  Gargantua, insectoid
  Dragon, pan lung
  Nature spirit, greater
  Shinen-gaki
  Spider, giant
  Quicksand
  Nature spirit, lesser
  Spider, huge
  Spider, giant water
  Ogre
  Bakemono
  Weasel
  Goblin rat
  Goblin spider
  Utoyasukata
  Jiki-niku-gaki
  Lycanthrope, foxwoman
  Temperate Freshwater
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Catfish, giant
  Men, wako
  Dragon, shen lung
  Dragon, yu lung
  Naga. water
  Crayfish, giant
  Frog, giant
  Crocodile, normal
  Spider, giant water
  Nature spirit, lesser
  Beetle, giant water
  Merchant
  Carp, giant
  Leech, giant
  Dragon, chiang lung
  Nature spirit, greater
  Dragon, mist
  Dragon horse
  Verme
  Temperate Ocean
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Dragon turtle
  Men, gajin buccaneers
  Afanc
  Crab, giant
  Squid, giant
  Men, wako
  Turtle, giant sea
  Ogre, aquatic
  School of fish
  Ningyo
  School of fish
  Merman
  Men, wako
  Trotl, marine
  Hainu
  Seawolf
  Dragon, tun mi lung
  Dragon, lung wang
  Elemental, water
  Cold Regions (All terrain types)
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Raven, giant
  Owl, giant
  Hoarfox
  Kala, cave
  Kala, earth
  Raven, ordinary
  Falcon, large
  Ogre
  Bear, black
  Giant, hill
  Stag
  Weasel
  Bear, brown
  Shan sao
  Stag, giant
  Bear, northern
  Falcon, small
  Hu hsien
  Bakemono
  114
  
  MONSTERS
  The lands of Kara-Tur are vast and varied in both climate and geography.
  Within the near boundless spaces of the continent exist virtually every
  type of geographic condition known. These conditions provide a wide
  range of habitats for both normal and fantastic creatures. Many are com-
  mon throughout the world—deer, oxen, rabbits, horses, foxes, hobgob-
  lins, ogres, and giants. Yet others are unique to the lands of
  Kara-Tur—pandas, tengu, oni, and water buffalo. Creatures common to
  other parts of the world have never made their appearance in Kara-Tur,
  held at bay by stormy oceans, grim mountain ranges, and scalding des-
  erts.
  Hence, there are a number of creatures unique to Kara-Tur. These crea-
  tures are described in this section. In addition, animals and monsters
  described here and in the AD&D® Monster Manual, Monster Manual II,
  and FIEND FOLIO* Tome are grouped under the type of geography and
  climate they inhabit. Some of these creatures are found later in the Wilder-
  ness Encounter Tables. However, common and game creatures are not
  described in this section, nor do they appear on the majority of the
  encounter tables. They are listed here to provide the DM with information
  on the typical types of wild game that can be found in a given climate.
  CLIMATE GROG PINGS
  Sub-Arctic Forests: Bear, carp, deer, lynx, moose, otter, owl, rabbit,
  reindeer, roe deer, salmon, snow fox, squirrel, stoat, sturgeon, tiger, wolf,
  wolverine.
  Temperate Plain/Forest Regions: Badger, bear, bustard, crane, deer,
  duck, fox, hawk, hedgehog, lynx, marten, otter, rabbit, tiger, weasel, wild
  ass, wild boar, wild ox, wolf, and wolverine.
  Steppelands: Bactrian camel, badger, bear, deer, fox, gazelle, horse,
  lynx, marmot, otter, sheep, wild boar, and wolf.
  Sub-lropical Forest Regions: Alligator, bear, black porpoise, deer, ele-
  phant, fox, fruit bat, leopard, marten, monkey, otter, panda, rhinoceros,
  river dolphin, tiger, water buffalo, wild boar, and wolf.
  Tropical Forest Regions: Badger, bushbaby, deer, elephant, fruit bat,
  guar, kingfisher, leopard, marten, mongoose, monkey, orangutan, otter,
  parrot, peacock, tiger, water buffalo, and wild boar.
  Cold Oceans: Cod, halibut, killer whale, salmon, sea otter, and seal.
  Warm Oceans: Dolphin, oysters, porpoise, and shark.
  CREATURES FROM PREVIOUS
  BOOKS
  Given below is a listing of some of the monsters already described in
  various AD&D tomes. These creatures are found in various parts of the
  lands described in Oriental Adventures book. They are listed in alphabeti-
  cal order below to aid the DM in creating his own adventures. After each is
  an abbreviation corresponding to the work in which the creature descrip-
  tion can be found (MMI: Monster Manual, FF: Fiend Folio, MMII: Monster
  Manual II, LL: Legends & Lore). Simply because a creature is not listed
  below does not mean it cannot appear in an oriental adventure. The crea-
  tures listed are those most likely to fit the particular mythos and style of the
  Oriental Adventures rules.
  Ant, Giant (MMI)
  Badger(MMI)
  Baku (MMII)
  Bat, Giant (FF)
  Bear (MMI)
  Bear, Northern (MMII)
  Beetle, Giant (MMI)
  Bee, Giant (MMII)
  Behemoth (MMII)
  Boar (MMI)
  Buffalo (MMI)
  Bull (MMI)
  Camel (MMI)
  Cat (MMII)
  Cat Lord {MMII)
  Catfish, Giant (MMII)
  Cattle (MMI)
  Centipede, Giant (MMI)
  Centipede, Huge (MMII)
  Centipede, Megato- (MMII)
  Crab, Giant (MMI)
  Crane, Giant (MMII)
  Crayfish, Giant (MMI)
  Crocodile (MMI)
  Dog (MMI)
  Dolphin (MMI)
  Dragon Horse (MMII)
  Dragon Turtle (MMI)
  Dragon, Cloud (MMII)
  Dragon, Gold (MMI)
  Dragon, Li Lung (FF)
  Dragon, Lung Wang (FF)
  Dragon, Mist (MMII)
  Dragon, Pan Lung (FF)
  Dragon, Shen Lung (FF)
  Dragon, T'ien Lung (FF)
  Dragon, Yu Lung (FF)
  Eagle (MMII)
  Eagle, Giant (MMI)
  Elbis (MMII)
  Elemental, Air (MMI)
  Elemental, Earth (MMI)
  Elemental, Fire (MMI)
  Elemental, Water (MMI)
  Falcon (MMII)
  Fire Snake (FF)
  Foo Creatures, Dog (MMII)
  Foo Creatures, Lion (MMII)
  Frog, Giant (MMI)
  Ghost (MMI)
  Ghoul (MMI)
  Giant, Hill (MMI)
  Grim (MMII)
  Guardian Daemon (FF)
  Guardian Familiar (FF)
  Haunt (MMII)
  Herd Animal (MMI)
  Hippopotamus (MMI)
  Hoarfox (FF)
  Hobgoblins (MMI)
  Horse (MMI)
  Iron Cobra (FF)
  Kech (MMII)
  Kenku(FF)
  KI-Rin(MMI)
  Lamprey (MMI)
  Leech, Giant (MMI)
  Leopard (MMI)
  Lizard (MMI)
  Lycanthrope, Foxwoman (MMII)
  Lycanthrope, Wererat (MMI)
  Lycanthrope, Wereshark (MMII)
  Lycanthrope, Weretiger (MMI)
  Lynx, Giant (MMI)
  Mantis, Giant (MMII)
  Men
  Minimal (MMII)
  Mule (MMI)
  Naga(MMI)
  Octopus, Giant (MMI)
  Ogre (MMI)
  Ogre Mage (MMI)
  Ogre. Aquatic (MMII)
  CMiphant (MMII)
  Ophidian (MMII)
  Owl (MMII)
  Owl, Giant (MMI)
  Penanggalan (FF)
  Phantom (MMII)
  Phoenix (MMII)
  Rakshasa (MMI)
  Ram (MMII)
  Rat, Giant (MMI)
  Rat, Ordinary (MMII)
  Raven (MMH)
  Revenant(FF)
  Scorpion (MMII)
  Scorpion, Giant (MMI)
  Shark (MMI)
  Skeleton (MMI)
  Skeleton, Animal (MMII)
  Snake (MMII)
  Snake, Giant (MMI)
  Spider, Giant (MMI)
  Spider, Giant Marine (MMII)
  Spirits of the Air (LL)
  Squid, Giant (MMI)
  Stag (MMI)
  Stegocentipede (MMII)
  Tabaxi (FF)
  Tasloi (MMII)
  Tiger (MMI)
  Toad (MMI)
  Troll, Marine (MMII)
  Turtle (MMI)
  Vargouille (MMII)
  Verme (MMII)
  Vulture (MMII)
  Weasel (MMII)
  Whale (MMI)
  Wolf (MMI)
  Yellow Musk Creeper (FF)
  Yellow Musk Zombie (FF)
  Yeti (MMI)
  Yuan Ti (MMII)
  115
  
  MONSTERS (BAJANG)
  THE CELESTIAL EMPEROR
  AND THE CELESTIAL
  BUREAUCRACY
  Unlike the western world, which has always tended to view non-human
  creatures as a loose collection of beings with no unity or cohesion, the Ori-
  ental mind has organized the world into a unified whole. One particularly
  strong belief is that of the Celestial Emperor, a powerful being who heads
  the Celestial Bureaucracy, a type of government of the spirits. Many of the
  spirit creatures described in this section come under his command and
  many hold offices or positions within the Celestial Bureaucracy. Here they
  receive and carry out orders, punish the wicked, and file reports of their
  activities. Thus the Chiang lung (river dragons) have been given the duty
  of making rain and report to the Ministry of Thunder, who in turn reports to
  the Celestial Emperor. Like the bureaucrats of the real world, these spirit
  officials can be corrupt, disobedient, just, or incompetent. They can also
  be replaced, since each year their activities and behavior are examined
  by their superiors.
  Bajang (Lesser Spirit)
  FREQUENCY: Very rare
  NO. APPEARING: 1
  ARMOR CLASS: 2
  MOVE: 12"
  HIT DICE: 6
  % IN LAIR: 20%
  TREASURE TYPE: P
  NO. OF ATTACKS: 2
  DAMAGE/ATTACK: 1-4/1-4
  SPECIAL ATTACKS: Spells, poison
  SPECIAL DEFENSES: Nil
  MAGIC RESISTANCE: 10%
  INTELLIGENCE: High
  ALIGNMENT: Chaotic Evil
  SIZE: S
  PSIONIC ABILITY: Nil
  Attack/Defense Modes: Nil
  LEVEL/XP VALUE: V/500 + 6 per hp
  The bajang is an evil and malignant creature found in tropical jungles.
  Its true form is that of a stunted and evil-looking humanoid with bird-like
  feet and clawed hands. However, the bajang is able to change shape at
  will, assuming the form of a small wildcat. Indeed, this is the most com-
  monly seen appearance of the bajang.
  The bajang is particularly evil. It can cast curse, omen, divination, fate,
  ghost light, wind breath, steam breath, and transfix three times per day.
  Once per day it is able to cast an ancient curse. In hand-to-hand combat,
  the bajang fights with its claws, although not to great effect. However, any
  creature struck by a bajang must make a saving throw vs. poison or suffer
  a -1 on all hit and saving throw rolls for the next 2-7 rounds. This effect is
  cumulative.
  As a spirit, the bajang suffers from all the limitations of spirit creatures,
  as regards spells which affect these creatures. Its lifeforce is tied to some
  tree in the forest in which it dwells. Should this tree be destroyed, the
  bajang is instantly slain. Obviously, the bajang goes to great efforts to con-
  ceal the location of this tree.
  Bajang normally live in the area of a small village or habitation, preying
  on the people dwelling there. They strike at night, attempting to take their
  victims while sleeping. However, bajang sometimes serve powerful sor-
  cerers of evil nature, serving as their familiar. They are intelligent and
  extremely devious. They speak their own language and the language
  common to the area they inhabit.
  Bakemono
  FREQUENCY: Uncommon
  NO. APPEARING: 1-100
  ARMOR CLASS: 6
  MOVE: 6"
  HIT DICE: 1-1
  % IN LAIR: 40%
  TREASURE TYPE: A
  NO. OF ATTACKS: 1
  DAMAGE/ATTACK: 1-6 or by weapon type
  SPECIAL ATTACKS: Nil
  SPECIAL DEFENSES: Nil
  MAGIC RESISTANCE: Standard
  INTELLIGENCE: Low
  ALIGNMENT: Chaotic evil
  SIZE: S
  PSIONIC ABILITY: Nil
  Attack/Defense Modes: Nil
  LEVEL/XP VALUE: 1/10 + 1 per hp
  The bakemonos are cousins to the western goblin and in characteristics
  and habits are quite similar to these creatures. However, unlike the goblin,
  the bakemonos come in a variety of different shapes and sizes. No two
  creatures are alike. Skin color varies from brilliant orange and red to deep
  blue. Physical features range from small stunted wings, hooves, fur,
  scales, huge noses, feathers, oversized ears, and hunched bodies. The
  referee should feel free to use his imagination in describing these crea-
  tures.
  Socially, bakemono organize themselves in bands, usually for the pur-
  poses of raiding and banditry. These bands are ruled by an oni or ogre
  mage. For every 20 members in the band, there is a lieutenant of greater
  size (HD 2, AC 4, D 1-8). This lieutenant receives his orders from the oni
  (or ogre mage) and commands absolutely the 20 bakemono under him.
  Bakemono typically lair in abandoned temples or villages, preferring to
  drive the rightful inhabitants out instead of building their own homes. The
  lairs are always in bad repair, having the appearance of being long
  deserted. On occasion (40%), the bakemono build and man a wooden
  stockade around the lair. They seldom make their own weapons or armor,
  preferring to use items they have scavenged and looted on their raids. A
  force is typically equipped as follows:
  Katana
  Naginata and short sword
  Spear
  Tetsubo and short sword
  Short sword and shortbow
  Chain and shuriken
  Kusari-gama and trident
  5%
  20%
  40%
  10%
  10%
  5%
  10%
  When a large force is encountered, 20% of the bakemono have an
  Armor Class of 5, gained from some piece of armor worn. These pieces
  are in poor repair and have often been drastically altered to fit the particu-
  lar bakemono. As such, they cannot be worn by player characters.
  Bakemono speak the trade language, the language of humans in the
  area, the language of oni, and their own language (which is similar to that
  of oni). They are not particularly bright and are easily tricked or outwitted.
  They have a great weakness for sake and strong drink.
  116
  
  MONSTERS (CARP)
  Bisan (Lesser Spirit)
  FREQUENCY: Very rare
  NO. APPEARING: 1
  ARMOR CLASS: 0
  MOVE: 24"
  HIT DICE: 10
  % IN LAIR: 100%
  TREASURE TYPE: Q, T
  NO. OF ATTACKS: 1
  DAMAGE/ATTACK: 1-10
  SPECIAL ATTACKS: See below
  SPECIAL DEFENSES: See below
  MAGIC RESISTANCE: 40%
  INTELLIGENCE: High
  ALIGNMENT: Neutral
  SIZE: M
  PSIONIC ABILITY: Nil
  Attack/Defense Modes: Nil
  LEVEL/XP VALUE: VII/2,100 + 14 per hp
  The bisan is a lesser spirit found in conjunction with a particular tree,
  usually one that is harvested for its valuable wood, sap, gum, or oils. They
  are most commonly associated with camphor trees, but sometimes reside
  in teak, mahogany and other valuable woods. In its natural form, the bisan
  appears as a beautiful human woman. However, it is seldom seen in this
  form, preferring instead that of a small insect.
  Bisan are protectors of the same type of tree as they live in. Thus, a
  bisan associated with a camphor tree watches over the health of all cam-
  phor trees in its region. Each bisan is associated with a single tree in the
  forest. Should this tree be damaged or cut down, the bisan suffers the
  same effect. Although protecting the trees from harm, the bisan allow
  humans (and others) to harvest these trees, taking sap, branches, fruit or
  leaves. Trees at the end of their life spans can even be cut down without
  incurring the bisan's displeasure. However, in exchange, the bisan must
  be given an offering—normally part of each meal and a white cock.
  Should this not be done, the bisan becomes angry.
  Bisan have the ability to polymorph self, turn invisible, and become ethe-
  real at will. Once per round they can cast a bless (and its reverse), casti-
  gate, cause paralysis, pacify, animate wood, wood shape, elemental
  turning, quickgrowth, or ironwood. Bisan generally try to avoid combat
  whenever possible, using their spells to cause mischief and hardship. If
  forced to fight, the bisan flees at the first possible moment, unless defend-
  ing its personal tree.
  Bisan are highly intelligent and clever, and can be formidable enemies if
  angered. Woodsmen generally know the location of all bisan woods in
  their area and many can be identified by local superstition. Bisan speak
  the language of their own race and no other.
  Buso
  FREQUENCY:
  NO. APPEARING:
  ARMOR CLASS:
  MOVE:
  HIT DICE:
  % IN LAIR:
  TREASURE TYPE:
  NO. OF ATTACKS:
  DAMAGE/ATTACK:
  SPECIAL ATTACKS:
  SPECIAL DEFENSES:
  MAGIC RESISTANCE:
  INTELLIGENCE:
  ALIGNMENT:
  SIZE:
  PSIONIC ABILITY:
  Attack/Defense Modes:
  LEVEL/XP VALUE:
  Tigbanua
  Uncommon
  1-6
  4
  12"
  8 + 2
  Nil
  Nil
  3
  1-6/1-6/1-10
  See below
  Nil
  Standard
  Animal
  Chaotic Evil
  M
  Nil
  Nil
  VII/1.400 + 12/hp
  Tagamaling
  Uncommon
  1-6
  5
  12"
  Special
  Nil
  Nil
  3
  1-4/1-4/1-8
  Nil
  Nil
  Standard
  Animal
  Chaotic Evil
  M
  Nil
  Nil
  Variable
  Buso are fearsome ghoul-like creatures normally found near cemeter-
  ies or in forests or rocky mountains. Once friendly and helpful to men, the
  buso have since become one of mankind's deadly enemies. Now, under
  the cloak of night, they prey on lone travelers and helpless villages. Buso
  are exceptionally tall and lean, having long bodies and necks. Their feet
  are bony and oversized. Their hair is curly and dirty and their noses are
  flat. All have a single eye in their head, either red or yellow.
  Tigbanua buso: This type of buso is extremely ferocious, and attacks
  whenever it has the opportunity. They radiate a fear aura out to a 10-foot
  radius. Creatures with less than 1 HD are automatically paralyzed by this
  aura. Creatures with 1 HD or more are allowed a saving throw vs. paraly-
  zation to avoid this effect. Creatures remain paralyzed until they are no
  longer in the radius of the tigbanua. If the saving throw is successful, that
  creature is immune to the effects of the fear aura for the remainder of the
  encounter. Tigbanua attack with their sharp claws and fangs. The claws of
  a tigbanua transmit a horrible disease and all wounded by the creature
  must make a successful saving throw vs. death or become infected.
  Those infected eventually become tagamaling. The tigbanua buso is not
  noted for its intelligence.
  Tagamaling buso: This type of buso is a person infected by a tigbanua.
  This disease periodically transforms the person into a tagamaling. Each
  night there is a 1 % cumulative chance that the diseased person trans-
  forms, his body changing into that of a buso. The victim becomes savage
  and mindless, attacking (and devouring) any and all he can. The tagamal-
  ing has the same hit dice and hit points as the person possesses in normal
  life. Characters with special abilities are not able to use their powers while
  transformed, their minds filled only with rage and animal lusts. The dis-
  eased person has no memory of any actions done as a tagamaling. Once
  the disease reaches 100%, the victim can no longer be cured and
  changes into a tagamaling every night.
  Carp, Giant
  FREQUENCY: Uncommon
  NO. APPEARING: 1-4
  ARMOR CLASS: 6
  MOVE://18"
  HIT DICE: 8-12
  % IN LAIR: Nil
  TREASURE TYPE: Nil
  NO. OF ATTACKS: 1
  DAMAGE/ATTACK: 2-20
  SPECIAL ATTACKS: Swallow whole
  SPECIAL DEFENSES: Nil
  MAGIC RESISTANCE: Standard
  INTELLIGENCE: Animal
  ALIGNMENT: Neutral
  SIZE: L(20'-30' long)
  PSIONIC ABILITY: Nil
  Attack/Defense Modes: Nil
  LEVEL/XP VALUE: 8 HD: VI/650 + 10/hp
  9HD:VI/1,000 + 12/hp
  10 HD: VII/1,500+14/hp
  11 &12HD:VII/2,150 + 16/hp
  The giant carp is an overgrown cousin of the common carp, a food-fish
  favored by many people. The giant carp lives in all types of fresh water
  lakes and rivers, if they are of substantial depth. Its range extends from
  colder temperate waters to tropical climes. It feeds as a scavenger, pri-
  marily digging through the ooze on the bottom. However, they have been
  known to surface to attack small boats or swimmers. Some have even
  taken the bait of a simple fishhook. In addition, on an attack that causes 12
  or more points of damage, the carp may swallow a creature whole. Those
  with 8 HD can swallow creatures the size of a dog, those with 9 HD a large
  dog or colt, a 10 HD carp can swallow a small man, an 11 HD carp a
  normal-sized man, while those with 12 HD can even swallow a small oni or
  ogre. Creatures swallowed suffer normal damage from the attack and 1
  hp per round thereafter from the carp's digestive juices. In addition, the
  victim has a 5% cumulative chance per round of suffocating.
  Characters swallowed can be rescued from the outside or the victim
  can cut his way free if he has some type of sharp-edged weapon. When
  the carp has suffered a loss of 50% of its hit points, the victim can be
  freed. While those on the inside suffer no penalty when making these
  attacks, those outside the fish suffer a -2 on their chance to hit (they are
  attempting to aim a series of blows to the same area). Thrusting and stab-
  bing weapons have a 20% chance of striking the swallowed victim.
  A single giant carp can supply the needs of a village for quite some time.
  Consequently, fishermen sometimes organize expeditions to bring back
  one of these beasts. Such endeavors are highly dangerous and often
  result in the loss of life, however.
  117
  
  MONSTERS (CON-TINH)
  Con-Tinh (Lesser Spirit)
  FREQUENCY: Rare
  NO. APPEARING: 1-2
  ARMOR CLASS: 7
  MOVE: 12"
  HIT DICE: 6
  % IN LAIR: 100%
  TREASURE TYPE: I
  NO. OF ATTACKS: 1
  DAMAGE/ATTACK: 1-6
  SPECIAL ATTACKS: Laugh
  SPECIAL DEFENSES: See below
  MAGIC RESISTANCE: 20%
  INTELLIGENCE: Standard
  ALIGNMENT: Chaotic evil
  SIZE: M
  PSIONIC ABILITY: Nil
  Attack/Defense Modes: Nil
  XP VALUE: VI/600 + 6/hp
  The con-tinh is an evil spirit creature. Legend and folklore maintain they
  are spirits of maidens who died before their time. Their appearance is
  much like that of a young girl. They only appear at night and are always
  found within 100 feet of an old tree, which is their life force. Should this
  tree be damaged, the con-tinh suffer an appropriate amount of damage. If
  the tree is destroyed, the con-tinh is destroyed.
  The con-tinh is greatly feared by commoners and areas where they are
  rumored to live are shunned, especially at night. During the daytime, they
  hide within the branches of their tree. At night, they come out hoping to
  catch travelers and foolish locals. Although not particularly fierce in com-
  bat, the con-tinh has two special attacks which it uses to great effect. The
  first is a weird laugh which it can do three times a night. Those within 20
  feet of the con-tinh when it laughs must make a successful saving throw
  vs. death or be stricken with insanity. This insanity reduces the person's
  Intelligence and Wisdom to 2 until a heal spell is cast. The con-tinh also
  has the power to possess (as per the spell) once per night. This posses-
  sion can be maintained even during daytime. The con-tinh can only be hit
  by weapons of + 2 or greater. A successful exorcism spell destroys the
  creature. Any person who destroys the tree of a con-tinh must make a sav-
  ing throw vs. spell or suffer an ancient curse. This power is automatic and
  can occur day or night.
  Doc Cu'o'c (Greater Spirit)
  FREQUENCY: Very rare
  NO. APPEARING: 1
  ARMOR CLASS: -3
  MOVE: 24"
  HIT DICE: 10
  % IN LAIR: 10%
  TREASURE TYPE: G
  NO. OF ATTACKS: 2
  DAMAGE/ATTACK: 1-8/1-8 + special
  SPECIAL ATTACKS: See below
  SPECIAL DEFENSES: See below
  MAGIC RESISTANCE: 70%
  INTELLIGENCE: Genius
  ALIGNMENT: Chaotic good
  SIZE: M
  PSIONIC ABILITY: Nil
  Attack/Defense Modes: Nil
  LEVEL/XP VALUE: VIII/3,600 + 14/hp
  The doc cu'o'c appears to have the body of half a man standing on one
  leg and holding in one hand an axe which it always carries. It is a benefi-
  cial and helpful spirit if it is continually given small offerings and is
  included in local worship ceremonies. So pleased, the doc cu'o'c acts as
  the protector of the local countryside, placing under his protection the
  inhabitants of a house or village.
  The doc cu'o'c can see invisible objects and spirits at all times. Once
  per day it is able to cast the following spells: cure disease, remove paraly-
  sis, cure blindness, oath, and remove curse. It can cast control weather
  and become astral up to 3 times per day. It is able to become invisible at
  will. Creatures struck by the axe of a doc cu'o'c suffer 1 d8 points of dam-
  age from the weapon. In addition, the axe delivers a massive electrical
  shock, doing damage equal to the doc cu'o'c's current hit points. The vic-
  tim is allowed a saving throw vs. spell with a successful save reducing the
  amount of damage taken by half. It can only be hit by weapons of + 3 or
  greater.
  The lair of a doc cu'o'c is never found on the Prime Material Plane.
  Instead, it forms a lair somewhere on the Astral Plane, returning to it only
  occasionally. Here it stores the offerings which are given it and items
  obtained from vanquished evil spirits. Should the lair be robbed, the doc
  cu'o'c returns to the Prime Material Plane where it uses its spells to wreak
  havoc over the area it protects. Once this is done, it leaves, never again
  protecting the area.
  Doc cu'o'c are great enemies of evil spirits and most of their protection
  involves driving these creatures off. They also use their spell powers to
  ensure good weather for crops and harvesting. They seldom, if ever,
  become directly involved in the affairs of the mortal world, at most using
  their spells at night to relieve a condition or correct a wrong suffered by
  those under its care. The doc cu'o'c is concerned with protecting the land,
  not necessarily the inhabitants and the good fortune that befalls them
  from the creature's protection is mostly an indirect outcome of its actions.
  DRAGONS, ORIENTAL
  (Additions)
  Most oriental dragons are officials in the Celestial Bureaucracy. Each
  type has been charged with some aspect of government, as listed below.
  Once per year each dragon must go to the Celestial Palace and file a
  report of the previous year's activities and events. This report is examined
  by the appropriate censors and rewards and punishments are handed out
  accordingly. It is not uncommon for a corrupt or incompetent dragon to be
  removed from his position and replaced by a new appointee. Such
  changes in the Celestial Bureaucracy are made known to humans by
  dreams which announce the new official and his arrival date. Knowing
  this, the humans prepare a ceremonial procession and banquet of offer-
  ings to please and curry favor with the new dragon.
  Dragon 
  Position
  Li Lung 
  Control of the energies of the earth
  Lung Wang 
  Guardians of sea creatures, aide to the Sea Lords
  Pan Lung 
  Guardians of hidden places
  Shen Lung 
  Aides to the Chiang Lung
  T'ien Lung 
  Masters of weather (except rain)
  Chiang Lung 
  Guardians of rivers and lakes, bringers of rain
  Tun Mi Lung 
  Dispenser of ocean storms
  The yu lung does not hold an official position in the Celestial Bureauc-
  racy and is not considered to belong to the class of greater dragons. As
  such, it receives no offerings and has no cult among the human popula-
  tion.
  In addition to the Oriental dragons listed in the FIEND FOLIO" Tome,
  the following two dragons are also found in the Orient.
  Chiang Lung (River Dragon)
  FREQUENCY: Rare
  NO. APPEARING: 1-2
  ARMOR CLASS: 2
  MOVE: 127187/24"
  HIT DICE: 10-12
  % IN LAIR: 80%
  TREASURE TYPE: F
  NO. OF ATTACKS: 3
  DAMAGE/ATTACK: 1-6/1-6/3-36
  SPECIAL ATTACKS: See below
  SPECIAL DEFENSES: See below
  MAGIC RESISTANCE: 10%
  INTELLIGENCE: High to Genius
  ALIGNMENT: Lawful neutral (tending to good)
  SIZE: L(50'-60' long)
  PSIONIC ABILITY: Nil
  Attack/Defense Modes: Nil
  LEVEL/XP VALUE:
  10 HD:VIII/3,750+14/hp
  11 & 12 HD: VIII/5,400 + 16/hp
  118
  
  MONSTERS (CHIANG LUNG)
  Chiang lung are the lords of rivers and lakes, responsible to the Celes-
  tial Bureaucracy for the denizens of the waters, the giving of rain, and the
  flow of waters within their jurisdiction. Although there is a chiang lung
  present in every river and lake, they seldom appear to humans who are
  outside their jurisdiction. They act upon the orders of the Celestial
  Emperor and report to him once a year. Although wingless, they are able
  to fly through the power of a magical pearl lodged in the brain. They are
  able to speak the languages of the Celestial Court, fishes, shen lung, their
  own language, and all human languages.
  Chiang lung have the powers common to all oriental dragons, except
  that they can polymorph to any form desired. Their breath expels dark
  rainclouds, enabling them to cause rain when and where desired. They
  can lower water in a 1-square-mile radius per age level as desired.
  Humans often make offerings to them, beseeching them to intercede with
  the Celestial Emperor for rainfall during periods of drought or to lessen the
  waters in times of flood. However, the chiang lung do not act unless prop-
  erly ordered, for disobedience is punished by death.
  Chiang lung also have the following abilities, usable at will once per
  round: bless, curse, omen, fate, dispel evil, control weather, and remove
  curse. They are able to use major creation and reward once per day. Any
  person accompanied by a chiang lung can breathe and move underwater
  just as if he were on dry land. Upon special orders of the Celestial
  Emperor they can cast a tsunami. In combat they attack with their claws
  and bite. If in human form they are armed with a sword + 5. This blade is
  so massive that others must make a successful bend bars/lift gates roll to
  use the weapon.
  The lair of the chiang lung is a magical palace located under the waves.
  This mansion is always of great size and wealth, as befits the dragon's sta-
  tion, regardless of the size of the river or lake. Although decorated in great
  wealth and taste, items stolen from the mansion of the chiang lung auto-
  matically become worthless objects upon reaching the surface. Only
  items freely given by the chiang lung are exempt from this. When in this
  mansion, the chiang lung always assumes human form. Although this is
  not their natural form, they seem to prefer it over that of their dragon body.
  They are always well-attended by lesser nature spirit servants in their
  mansion (also assuming human form) and have from 1d6 shen lung to act
  as their bodyguard and aides. In addition they have from 2d4 children
  present at the mansion. When encountered outside their lair, there is a
  75% chance they are accompanied by 1d4 lesser nature spirits and a
  40% chance that 1-2 shen lung are present.
  Aside from their official duties, chiang lung occasionally involve them-
  selves in the affairs of man. They have a particular fondness for virtuous
  scholars and men of learning and art. Sometimes they entertain these
  men on lavishly decorated boats, posing as wealthy nobles or government
  officials. Such parties usually last all night or until the human falls asleep.
  With the dawn, the scholar finds himself alone on the boat often with some
  token of the event left behind.
  The daughters of chiang lung seem to find themselves particularly
  attracted to handsome human males and secret love affairs and mar-
  riages are often the result. Indeed, chiang lung often give a daughter (who
  is always strikingly beautiful and gracious) in marriage to a courageous or
  clever hero who visits his court. Such offers are conducted with none of
  the formality of normal courtship and are a great honor. While it is possible
  to refuse such a marriage for noble reasons (a wife at home or filial piety)
  this seldom occurs. However, these liasons normally end sadly as the
  daughter must eventually return to her home, never to see her lover or
  husband again. Children born of such a marriage are spirit folk.
  Tun Mi Lung (Typhoon Dragon)
  FREQUENCY: Very rare
  NO. APPEARING: 1
  ARMOR CLASS: -1
  MOVE: 9748"
  HIT DICE: 10-12
  o/o IN LAIR: 20%
  TREASURE TYPE: F
  NO. OF ATTACKS: 3
  DAMAGE/ATTACK: 1-3/1-3/2-20
  SPECIAL ATTACKS: See below
  SPECIAL DEFENSES: See below
  MAGIC RESISTANCE: Standard
  INTELLIGENCE: Average
  ALIGNMENT: Neutral evil
  SIZE:L(60'-80' long)
  PSIONIC ABILITY: Nil
  Attack/Defense Modes: Nil
  LEVEL/XP VALUE:
  10HD:VII/3,000+14/hp
  11 &12HD:VIII/4,400+16/hp
  The tun mi lung is a fearsome dragon which dwells in the seas and
  oceans. However, it is most commonly encountered in the sky along sea-
  coasts or far out to sea. It is wingless; the power of flight comes from a
  magical pearl lodged in its brain. The Celestial Emperor has charged the
  tun mi lung with the duty of causing destructive typhoons and hurricanes
  which ravage the coasts of warmer lands. This is a task they enjoy greatly.
  Although they are only supposed to act on the orders of the Celestial
  Bureaucracy, they have a habit of forgetting this fact, launching into
  destructive rampages out of sheer maliciousness. Such is their great
  power that even the Celestial Emperor finds it hard to restrain and punish
  them.
  In addition to the standard powers of the oriental dragon, the tun mi lung
  has the power to summon a divine wind (as per the spell) of great strength.
  The radius of this effect is equal to five times the age level of the tun mi
  lung in miles. The power is usable only once per week, but the duration of
  the effect is 6d4 hours. The tun mi lung is always at the center of the storm
  and it moves along with him as he travels. In combat, should the typhoon
  power of the tun mi lung be insufficient, it attacks with its claws and bite. It
  possess no breath weapon. It is immune to all water- and air-based
  attacks.
  Nothing conclusive is known of the lairs of tun mi lung. However, as
  members of the Celestial Bureaucracy, they probably maintain palaces
  appropriate to their station under the sea. Their evil nature makes them
  unwelcome to the more peaceful and cultured creatures of the sea and it
  is likely that their mansions are in remote corners of the ocean. The tun mi
  lung speak the languages of all sea creatures, the Celestial Court, and the
  Sea Lords.
  Gaki (Lesser Spirit)
  FREQUENCY:
  NO. APPEARING:
  ARMOR CLASS:
  MOVE:
  HIT DICE:
  % IN LAIR:
  TREASURE TYPE:
  NO. OF ATTACKS:
  DAMAGE/ATTACK:
  QDC/"MA| ATTAf^l^Q-
  OrCvlnL f\\ lAOrvo.
  SPECIAL DEFENSES: -
  MAGIC RESISTANCE: -
  INTELLIGENCE:
  ALKaNMbNT.
  SIZE:
  PSIONIC ABILITY:
  Attack/Defense
  Modes:
  LEVEL/XP VALUE:
  Jlki-ketsu-
  Very rare
  1
  2
  1276"
  8
  Nil
  Nil
  3
  1-3/1-3/1-8
  Very
  M
  Nil
  Nil
  VII/1,075
  + 10/hp
  Jiki-nlku-
  Rare
  1-4
  6
  1276"
  3
  Nil
  Nil
  3
  1-4/1-4/1-8
  A||l 1 1-1
  Shlkko-
  Uncommon
  1
  4
  1276"
  5
  Nil
  Nil
  2
  1-4/1-4
  J . . .•
  btanuaru
  Low
  Oh -inti
  Low
  unaotii; evn
  M
  Nil
  Nil
  11/50 + 3/hp
  M
  Nil
  Nil
  IV/245 + 5/hp
  Shlnen-
  Uncommon
  1-3
  0
  /18"
  4
  Nil
  Nil
  1
  1-8
  Average
  M
  Nil
  Nil
  lll/135 + 4/hp
  119
  
  MONSTERS (GARGANTCIA)
  The gaki (or more properly the nin-chu-ju-gaki) are the spirits of the
  wicked, returned to the Prime Material Plane in the form of horrid mon-
  sters as punishment for their sins. The nature of the crimes committed in
  his life determines the type of gaki the spirit returns as. While on the Prime
  Material Plane, the gaki are inflicted with terrible pains and needs, com-
  pelling them to do evil actions. They are always hungry and thirsty, but eat-
  ing and drinking does not satisfy their desires. All gaki have the following
  powers: become invisible at will, polymorph into an insect at will (moving at
  the flying speed listed), and passwall three times per day. They are
  immune to all charm, hold, drowsy insect or sleep spells. As spirits, they
  are subject to all spells which affect spirit creatures.
  Jiki-ketsu-gaki: These are the most fearsome of all gaki. They are
  gaunt humanoids with sharp fangs and clawed hands. The jiki-ketsu-gaki
  are vampiric, driven to drain the blood of human victims. In combat they
  attack with their clawed hands and bite. If they scorce a successful hit with
  the bite attack, they remain gripped to their victim, draining 1-10 hit points
  of blood per round. Once the bite is scored the blood drain is automatic, no
  hit roll is needed. Once attached, they do not let go until the victim is slain
  or they are destroyed. They can only be hit by + 3 weapons or better. They
  regenerate at the rate of 1 hit point per round. They are immune to cold-
  and fire-based attacks. They are most active at night.
  Jiki-nlku-gaki: This is the most common type of gaki. They are compel-
  led to hunt and eat flesh, preferably human. They appear identical to the
  jiki-ketsu-gaki. In combat they attack with their claws and bite, attempting
  to slay their victims and carry them off. They regenerate damage at the
  rate of 1 hit point per turn. They are most frequently found near grave-
  yards or on lonely roads and trails.
  Shikki-gakl: This type of gaki causes disease. They are gaunt human-
  oids pocked by disease and decay. Any creature struck by a shikki-gaki
  must make a successful saving throw vs. poison or be stricken by disease.
  This saving throw must be made each time the gaki scores a successful
  hit. If the saving throw is failed, the victim falls ill in 2d6 turns. He becomes
  delirious, suffering from intense chills and fevers, losing 1 hit point per
  hour. During this time, although the character can stumble along, he is not
  able to participate in any action, cast spells, or otherwise think clearly. He
  does not recover hit points naturally nor do healing spells have any effect
  on him until the disease is cured or ends. The disease lasts for 2-5 days or
  until the victim dies. Shikki-gaki can only be hit by + 1 weapons or greater
  and regenerate hit points at the rate of 2 per turn. They are immune to all
  types of disease and poison.
  Shinen-gaki: This type of gaki is the least dangerous, appearing as a
  moving fire. It is commonly encountered on lonely roads or woods where it
  tries to lure victims to grassy or wooded area. If successful, it ignites the
  surrounding area, attempting to trap the victim in a circle of flame. Those
  struck by the shinen-gaki suffer 1 d10 points of fire damage. It is immune to
  all fire-based attacks, but saves at a -2 from water-based attacks and suf-
  fers +1 hit point per die of damage done. It can only be struck by + 2
  weapons or better and regenerates hit points at the rate of 3 per turn.
  Gargantua
  FREQUENCY:
  NO. APPEARING:
  ARMOR CLASS:
  MOVE:
  HIT DICE:
  % IN LAIR:
  TREASURE TYPE:
  NO. OF ATTACKS:
  DAMAGE/ATTACK:
  SPECIAL ATTACKS:
  SPECIAL DEFENSES:
  MAGIC RESISTANCE:
  INTELLIGENCE:
  ALIGNMENT:
  SIZE:
  PSIONIC ABILITY:
  LEVEL/XP VALUE:
  Humanold
  Very rare
  1-2
  4
  21*
  35
  Nil
  Nil
  2
  4-40/4-40
  Trample
  L(80'-100')
  Nil
  16,600
  + 35/hp
  Insectold
  Rare
  1-3
  6
  6736"(MC:E)
  20-30
  Nil
  Nil
  1
  3-30
  See below
  — Regeneration—
  — Standard
  Low
  • Chaotic neutral—
  L(60')
  Nil
  — Level X (all)
  20 HD:
  11,100 + 30/hp
  21 + HD:
  13,600 +35/hp
  Reptilian
  Rare
  1-2
  2
  187/12"
  50
  Nil
  Nil
  3
  3-30/3-30/6-60
  See below
  L(100'-200')
  Nil
  22,600 + 35/hp
  The gargantua are a class of truly monstrous creatures in proportion
  and ferocity. They appear in many different forms, but the most frequently
  encountered types are those of gigantic humanoids, insects, and reptiles.
  These beasts tower over virtually anything they encounter. Whether they
  are abberations of natural processes, throwbacks to an age when they
  dominated the land, or the results of a crazed magical experiment is
  unknown. All that is known is that they exist and occasionally appear to
  ravage the land. Although they have some degree of intelligence, their
  actions are most often those of mindless brutes bent on destruction for
  destruction's sake. Because of their huge size, gargantua make the
  ground tremble when they walk. As such they cannot surprise creatures at
  all. Their height makes them easily spotted at a distance. Furthermore,
  their habit of emitting squealing roars as they move and fight makes it
  almost impossible to ignore their presence. All possess the ability to
  regenerate 4 hit points per round.
  Humanoid Gargantua: These gargantua are the least intelligent of
  their kind. They stand 80 to 100 feet tall and are sometimes covered with
  fur. They have no language of their own, but are able to comprehend the
  meanings of other languages 25% of the time. This is because they have
  a strong empathy for human emotions. The humanoid gargantua attacks
  with its two fists for 4d10 points of damage each. In addition, the beast can
  trample any who come underfoot, causing 10-100 points of damage. The
  humanoid gargantua lives in jagged remote mountains or tiny islands far
  out at sea.
  Insectoid Gargantua: This creature goes through several stages of
  growth. It begins life as a gigantic egg which soon hatches, revealing a
  gigantic larva. Starting life, it has 20 hit dice. In this form, it has the ability
  to shoot a strand of cocoon silk to a range of 60 feet. This silk is exception-
  ally strong and sticky, adhering to whatever it hits. Using this, the larva can
  entangle and immobilize creatures. A strand can be severed with 20
  points of damage from an edged weapon, a successful bend bars/lift
  gates roll, or by monsters of 10 hit dice or more. The creature grows at a
  phenomenal rate, increasing 1 hit die per week. Upon attaining 25 hit dice,
  the larva spins a cocoon and enters into the pupae stage. It remains a
  pupae for 2d4 weeks, finally emerging as a gigantic moth with 30 hit dice.
  In this form the creature has lost the ability to spin silk. However, by flap-
  ping its wings it is able to create a huge windstorm. This storm is 6" wide
  and extends 24". All within the path of the storm must either be solidly
  anchored (tied to a boulder, etc.) or make a successful saving throw vs.
  death (at a -4 on the die). Those who fail the die roll are blown back 10 to
  40", suffering 1 d6 points of damage for every 1" blown. Insectoid gargan-
  tua are found in warm mountainous regions.
  Reptilian Gargantua: These creatures are gigantic, often bipedal, rep-
  tiles. Their size is truly magnificent, towering above all other creatures.
  Although unable to speak, these creatures possess a simple empathy and
  can sense the emotions and desires of other creatures. In combat, they
  attack with their front claws and their bite. If moving upright they are able
  to trample for 10d10 points of damage. Finally, they sweep the ground
  behind them with their tail, 90 feet to either side. Any creature in this area
  of effect must make a successful saving throw vs. death or suffer 8d10
  points of damage. Reptilian gargantua are found most often on tropical
  islands, far out at sea. Since they can swim, this does not serve to isolate
  them from the rest of the world.
  Fortunately, gargantua are rare and seldom bother humans. When they
  do appear, their arrival is often treated as a national (or at least regional)
  emergency and every resource is mobilized to ensure their riddance.
  Generals of the Animal Kings (Greater spirits)
  NO. APPEARING:
  ARMOR CLASS:
  MOVE:
  HIT DICE:
  % IN LAIR:
  TREASURE TYPE:
  NO. OF ATTACKS:
  DAMAGE/ATTACK:
  SPECIAL ATTACKS:
  SPECIAL DEFENSES:
  MAGIC RESISTANCE:
  INTELLIGENCE:
  ALIGNMENT:
  SIZE:
  Attack/
  Defense Modes:
  LEVEL/XP VALUE:
  Tiger
  • 1 +
  -6
  36724"
  30
  Nil
  Nil
  3
  1-10/1-10/2-20
  Ox
  host—
  -8
  18721"
  - (MC: A)—
  36
  Nil
  Nil
  2
  2-12/2-20
  - See below-
  - See below-
  - 
  80%
  - Genius—
  Monkey
  -4
  48736"
  24
  Nil
  Nil
  2
  2-12/2-12
  - Lawful neutral-
  L
  Nil
  X/27400
  + 35/hp
  Nil
  X/24400 + 35/hp
  Nil
  X/24800 + 35/hp
  120
  
  MONSTERS (GOBLIN SPIDER)
  There are three principal types of generals—General Tiger, General
  Ox, and General Monkey. In their natural form they appear as giant-sized
  humanoid animals of the same type as their name. Each is dressed in the
  armor, robes, and weapons as befits his station as a lord of the Animal
  Kings' court. They all have the following abilities in common, usable once
  per round at will: become invisible, ethereal, or astral at will, shapechange,
  and teleport (no error). They have ESF> comprehend languages, tongues,
  detect magic, and know history in effect at all times. They can only be hit
  by + 5 weapons or better. They have the spell casting ability of a 29th-level
  wu jen and know all spells of that class. Once per day they can cast a
  cloud trapeze powerful enough to transport themselves and 1,000 other
  creatures. They are able to regenerate 5 hit points per round.
  General Tiger is most frequently dispatched by the Animal Kings to sup-
  press rebellions or carry out orders of punishment. His mien is so fear-
  some that all creatures within 24" with less than 3 hit dice or levels must
  make a saving throw vs. spell or flee in panic for 1d4 turns. He is armed
  with a vorpalsword + 5 which causes 2d6 + 12 points of damage on a suc-
  cessful hit. He can either make 3 attacks per round with this weapon or
  use his clawed hands and bite for the damages listed above. He is +3 on
  his chance to hit (+ 8 when using the sword). When he appears, he is
  accompanied by a host of 100 tigers. These tigers are absolutely loyal to
  him and instinctively understand his every command. General Tiger is
  extremely proud, hot-tempered, and blood-thirsty.
  General Ox is normally sent when General Tiger needs assistance or to
  aid some particularly righteous human emperor in a great endeavor. Once
  per turn he is able to crash his hooves to the ground with all the effects of
  an earthquake spell. He is armed with a mace + 5 which is able to fire a
  meteor swarm once per day. This mace causes 1d10 + 9 points of damage
  on a successful hit. He may attack with it and gore with his horns in the
  same round. He is +4 on his chance to hit (+ 9 with the mace). When he
  appears, he is accompanied by a host of 10d4 gozu-oni, all absolutely
  loyal to him. Although extremely intelligent, General Ox is not a quick
  thinker and can sometimes be outwitted by those of clever wit. He is
  extremely patient and stubborn, never breaking off a combat unless
  ordered by his lord.
  General Monkey is sent on missions which require cleverness and
  stealth. He has all the abilities of a 20th-level ninja. He carries a rod of
  lordly might at all times. When he appears, 50% of the time he is accom-
  panied by 10d6 intelligent monkeys (AC 7, MV 12", HD 1, #AT 1) armed
  with swords and spears. In combat, General Monkey is + 4 on his chance
  to hit and + 5 on damage. General Monkey is noted for his tricks and
  pranks and of all the generals of the animals kings is the most likely to
  challenge or disregard his orders. He is intensely curious and can some-
  times be bribed with bits of interesting information or magic.
  The Animal Kings only appoint a few generals of each type at any given
  time. However, should one of the generals be slain, the Animal Kings
  instantly appoint a new general from the ranks of animals that serve them.
  As soon as this appointment is made, the creature gains all the powers
  appropriate to that type of general.
  Goblin Rat
  FREQUENCY: Rare
  NO. APPEARING: 1-20
  ARMOR CLASS: 7
  MOVE: 9"
  HIT DICE: 3
  % IN LAIR: 20%
  TREASURE TYPE: B
  NO. OF ATTACKS: 1
  DAMAGE/ATTACK: 1-8 or by weapon type
  SPECIAL ATTACKS: Nil
  SPECIAL DEFENSES: Shapechange
  MAGIC RESISTANCE: 10%
  INTELLIGENCE: Low to standard
  ALIGNMENT: Lawful Evil
  SI2E:S(3'-4')
  PSIONIC ABILITY: Nil
  Attack/Defense Modes: Nil
  LEVEL/XP VALUE: VI/1,000 + 10/hp
  The goblin rat is an intelligent shapechanging animal, similar to a hen-
  geyokai. However, it is only able to assume two forms—a particularly foul
  and ugly giant rat or a ratman. In either form it possesses its full hit points
  and abilities. While in animal form, the creature attacks with its bite. Each
  successful hit has a 5% chance of transmitting a disease to the victim.
  Cholera, plague, and fevers are the most common. In its ratman form, the
  goblin rat fights with weapons and can wear armor. Its preferred weapons
  are spears, naginatas, and two-handed swords. When 10 or more are
  encountered, one of the creatures is the "king" of the group. This king has
  5 HD, AC 4, and does + 2 points of damage with his bite.
  Goblin rats have a great fear of all types of feline creatures and must
  make a saving throw vs. paralyzation when faced by such a creature.
  Those which fail the saving throw flee in panic, while a successful saving
  throw leaves the goblin rat unaffected. Cat-like creatures gain a +1 on all
  hit rolls when fighting goblin rats, because of the antipathy between the
  two and the superstitious fear of the goblin rats. Indeed, even life-like
  paintings of cats are sufficient to protect a household from goblin rats. A
  life-like painting is equal to a painting of quality, if it is painted for this
  express purpose.
  Goblin rats live on the fringes of human settlements, stealing food and
  livestock and occasionally preying on lone travelers. Their lair is typically
  a deserted temple or abandoned hut in the forest, the inhabitants slain or
  driven off. They do not have a language of their own, but speak the trade
  language and the language of humans common to the area.
  Goblin Spider
  FREQUENCY: Rare
  NO. APPEARING: 1-4
  ARMOR CLASS: 4
  MOVE: 18"
  HIT DICE: 6 to 9
  % IN LAIR: 80%
  TREASURE TYPE: C
  NO. OF ATTACKS: 2
  DAMAGE/ATTACK: 1-8/1-8
  SPECIAL ATTACKS: Surprise, grasp
  SPECIAL DEFENSES: + 1 or better weapons to hit
  MAGIC RESISTANCE: 20%
  INTELLIGENCE: Low
  ALIGNMENT: Neutral evil
  SIZE:L(8'-10')
  PSIONIC ABILITY: Nil
  Attack/Defense Modes: Nil
  LEVEL/XP VALUE:
  6HD:VI/575 + 6/hp
  7 HD: VI/900 + 8/hp
  8HD:VII/1,350 + 10/hp
  9HD:VII/2,200+12/hp
  The goblin spider, or earth spider, looks like a huge furry spider of particu-
  larly evil cast. They dwell far from human habitations in the rough wooded
  mountains common to Kara-Tur. Once they dominated large sections of the
  land now controlled by humans and view humans and their allies as
  invaders to their homelands. As such, they take every opportunity to cause
  harm to human travelers and settlers on the edges of their territories.
  Goblin spiders do not spin webs, instead making their lairs in tunnels
  underground. The entrances to these tunnels are carefully concealed by
  trapdoor openings. The goblin spiders are able to detect the vibrations of
  creatures passing overhead and attack by springing suddenly from their
  lairs, surprising on a 1-4. Once in combat, they attempt to grab their victim
  and drag him back into the lair, closing the door behind them. In any melee
  round in which a goblin spider hits with both attacks, the victim has been
  grasped and held. Held victims fight with a -4 on their chances to hit. A
  successful bend bars/lift gates roll allows the victim to free himself from
  the grip. Those not held can help free the victim. This requires 20 or more
  points of Strength (at least two characters) to wrench the victim loose.
  While the goblin spider is gripping a victim, it cannot make any other
  attacks.
  Goblin spiders are excellent mimics, able to imitate any voice or animal
  sound they hear, although when imitating languages they do not under-
  stand they can only repeat words they have heard spoken. Although not
  exceptionally intelligent, they are clever and devious, often using their
  mimicry to lure victims to their doom. They speak their own language, the
  language of spiders, the trade language, and the language common to the
  human inhabitants near their lair.
  There is a 30% chance that there are 2d4 giant spiders in the immediate
  vicinity of any goblin spider lair. These creatures serve as guards for the
  goblin spiders and assist them in any battle.
  121
  
  MONSTERS (HAI NU)
  HaiNu
  FREQUENCY: Rare
  NO. APPEARING: 4-40
  ARMOR CLASS: 7
  MOVE: 67/15"
  HIT DICE: 1 to 4
  % IN LAIR: 30%
  TREASURE TYPE: U
  NO. OF ATTACKS: 1
  DAMAGE/ATTACK: By weapon type
  SPECIAL ATTACKS: Nil
  SPECIAL DEFENSES: Immune to water attacks
  MAGIC RESISTANCE: Standard
  INTELLIGENCE: Average to High
  ALIGNMENT: Lawful neutral
  SIZE: M
  PSIONIC ABILITY: Nil
  LEVEL/XP VALUE:
  1 HD:l/14 + 1/hp
  2 HD: II/28 + 2/hp
  3 HD: II/50 + 3/hp
  4HD:lll/85 + 4/hp
  The hai nu are an aquatic race of creatures. They are humanoid with
  webbed hands and feet. Their bodies are covered with a soft fur that shim-
  mers in many different colors. They live in the warm shallow seas of the
  sub-tropical and tropical regions gathering fish and attending the court of
  the Lord of the Sea. They can only speak the language of their own race
  and the court language of the Sea Lord.
  Hai nu live in simple communities—the hulls of sunken ships and the
  stands of thick kelp are sufficient for their needs. They love bright trea-
  sures and gather precious cargoes from ships for their own enjoyment.
  Their society is matriarchal, dominated by the females, and 75% of those
  encountered are female. Each community is led by a matron with 6 HD
  and an Armor Class of 5. There are 2d6 tamed sharks defending the com-
  munity. They have quite good relations with sharks, porpoises, and
  whales and there is a 40% chance that 3d4 of these creatures are present
  with any band of hai nu.
  When encountered, the arms of the hai nu are:
  Short sword
  Trident and speargun (treat as spear)
  Trident and dagger
  Short sword and net
  20%
  50%
  20%
  10%
  Hai nu seldom attack surface vessels, much preferring to be left alone.
  They are by nature quite peaceful and friendly, but vigorously defend their
  hunting grounds and homes from outsiders. Fishermen who ply their
  waters often find their lines cut, nets fouled, and small leaks appearing in
  the bottom of their ships. Should these actions fail to discourage the fish-
  ermen, the hai nu petition the Lord of the Sea for more drastic action.
  Hai nu cannot survive very long out of water, suffering 1 point of damage
  each round spent totally out of water. They suffer double normal damage
  from fire-based attacks and +1 per die of damage from cold-based
  attacks. They are immune to all forms of water-based attack.
  Hsing-Sing
  FREQUENCY: Rare
  NO. APPEARING: 2-20
  ARMOR CLASS: 6
  MOVE: 67/9"
  HIT DICE: 2 + 1
  % IN LAIR: 25%
  TREASURE TYPE: B
  NO. OF ATTACKS: 1
  DAMAGE/ATTACK: 1-6 or by weapon type
  SPECIAL ATTACKS: Nil
  SPECIAL DEFENSES: Nil
  MAGIC RESISTANCE: Standard
  INTELLIGENCE: Average
  ALIGNMENT: Neutral
  SIZE: M
  PSIONIC ABILITY: Nil
  LEVEL/XP VALUE: II/35 + 3/hp
  The hsing-sing are a race of ape-like humanoids, white-furred and with
  the faces of men. They live in the mountainous sub-tropical forests. They
  speak the language of their own race and the trade language. Normally
  they prefer to be left alone, but because of a weakness for strong drink,
  occasionally come to human villages to trade. On these trips they bring
  rare treasures from the hidden enclaves of the forest—parrots, feathers of
  rare birds, scented woods, and exotic fruits. In exchange they take forged
  metal, pottery, wine, and rice. They practice no crafts themselves, prefer-
  ring a simple existence. Some scholars hold them as perfect examples of
  the principles of harmony with nature and non-action.
  However, the hsing-sing are not entirely peaceful. Once per year they
  go on a "war-season." During this time they become extremely savage
  and aggressive. They organize themselves into raiding bands, attacking
  settlements on the edges of their territory. Their attacks are impartial, pil-
  laging good and evil creatures alike. They are clever enough not to strike
  the same settlement two years in a row, always raiding different places.
  On these raids they carry spears, parangs, blowguns, and wicker shields.
  They are quite adept at using poisons and their blowgun darts are always
  dipped in noxious concoctions. They have two principal poisons. The first
  causes death if the saving throw vs. poison is failed and 1d8 points of
  damage if the save is successful. The second is a strong muscle relaxant,
  paralyzing the victim for 2d6 turns if the saving throw is failed and slowing
  him for 1d6 turns if the save is successful.
  The lair of the hsing-sing is a large tree in the forest. In its branches are
  simple sleeping platforms with thatched roofs. In the lair are females and
  children, equal to 50% of the number encountered. The females have 1
  hit die and fight from the branches, hurling clubs and stones at attackers.
  The hsing-sing despise the tasloi, which sometimes wander up from their
  tropical homes on raids.
  Hu Hsien (Lesser Spirit)
  FREQUENCY: Rare
  NO. APPEARING: 1-6
  ARMOR CLASS: 7
  MOVE: 15"
  HIT DICE: 6
  % IN LAIR: 10%
  TREASURE TYPE: I, S, T
  NO. OF ATTACKS: 1
  DAMAGE: 1-6 or by weapon type
  SPECIAL ATTACKS: See below
  SPECIAL DEFENSES: See below
  MAGIC RESISTANCE: 50%
  INTELLIGENCE: Genius
  ALIGNMENT: Chaotic evil
  SIZE: M
  PSIONIC ABILITY: Nil
  LEVEL/XP VALUE: VII/1,150 + 6/hp
  The hu hsien are a race of shapeshifting foxes, supernatural in origin. In
  many ways they are similar to the hengeyokai. The hu hsien has two basic
  forms. The first is similar to a fox. However, in this form, the hu hsien can
  walk on its hind legs and hold items in its front paws. Its second form is
  that of a human maiden of exceptional beauty and grace (18 Charisma, 25
  Comeliness). This form can be identified, however, since the hu hsien's
  tail never changes. The hu hsien is clever to conceal this under its robes.
  The hu hsien has the following spell-like effects which it can do at will,
  one per round: become invisible, polymorph self, disguise, chameleon,
  know history, hypnotism, read magic, comprehend languages, ventrilo-
  quism, apparition, ESP, and hypnotic pattern. Once per day it can use pos-
  sess, servant horde, and major creation. Three times per week it is able to
  use reward or ancient curse. When appearing in human form, its 25
  Comeliness gives it the power of fascination. It can only be hit by + 3
  weapons or better. It has a limited regeneration, healing at the rate of 2 hit
  points per hour. It is immune to fire and takes only half damage from cold
  attacks (no damage on a successful saving throw). It suffers double dam-
  age from electrical-based attacks. It greatly fears thunderstorms since the
  Celestial Emperor sometimes sends the Thunder God to punish the hu
  hsien for its wicked ways.
  Hu hsien live and gain their power of shapeshifting by draining the life
  force of human victims. To do so, the hu hsien must assume human form
  and snare a victim in its web, generally by using its fascinate power to
  cause the victim to fall hopelessly in love with it. Thereafter, each day the
  victim spends with the hu hsien results in the loss of one level of experi-
  122
  
  MONSTERS (JISHIN MUSHI)
  ence. The victim, totally blinded by love, is not aware of what is happening
  and does not realize that any harm has befallen him. Once the process
  starts, the victim can only be saved if the hu hsien is driven away or
  destroyed by others.
  Hu hsien are not totally cruel and ungrateful. They have been known to
  reward or aid people who have helped them or shown them kindness and
  generosity. Such rewards usually take the form of success at examina-
  tions, good fortune, or rescue in a moment of great danger. They are par-
  ticularly attracted to scholars, both for good and ill. They are noted for
  devious tricks, especially upon those who scoff at their existence. They
  are particularly fond of wine, unable to resist its temptation. However,
  once intoxicated they unwillingly revert to their true forms. Hu hsien lairs
  are normally on the edges of human villages. Sometimes they occupy an
  abandoned house, using their magical powers to create the illusion of
  great wealth and luxury. Other times their lair is a fox den similarly
  enchanted to appear as a great mansion on the inside. Many times the
  unfortunate traveler has dined and slept in a grand hall only to awaken in
  the tight cramped space under the floors of an old house.
  Ikiryo (Lesser Spirit)
  FREQUENCY: Very rare
  NO. APPEARING: 1
  ARMOR CLASS: Nil
  MOVE: Nil
  HIT DICE: Nil
  % IN LAIR: Nil
  TREASURE TYPE: Nil
  NO. OF ATTACKS: 1
  DAMAGE/ATTACK: Nil
  SPECIAL ATTACKS: Ability drain
  SPECIAL DEFENSES: See below
  MAGIC RESISTANCE: See below
  INTELLIGENCE: Very
  ALIGNMENT: Chaotic evil
  SIZE: Nil
  PSIONIC ABILITY: 200-260
  Attack/Defense Modes: B,C,D,E/F,G,H
  LEVEL/XP VALUE: VIII/3,500
  This spirit is most unusual, for it is extremely difficult to detect and
  destroy. The ikiryo is a projection of the evil thoughts of a living person.
  The ikiryo comes into being from intense thoughts of hate or jealousy,
  without the knowledge of the person who has the feelings. Once in exist-
  ence, the ikiryo has a will of its own and seeks to do harm in the cause of
  the anger or jealousy. The ikiryo has no form or real body, only a presence
  of psychic energy. As such, it cannot be seen or detected by detect invisi-
  bility or detect life. A detect evil reveals an aura of evil surrounding the vic-
  tim. A derecf harmony reveals that something about the victim and his
  surroundings is out of balance. A true sight reveals the ikiryo, causing it to
  appear before the caster's eyes in the form of the person from which the
  ikiryo sprang. A protection from spirits or protection from evil 10' radius
  hedges out the ikiryo, but does not cause it harm. Invisibility to spirits
  makes it impossible for the ikiryo to find its victim. A dispel evil drives it
  away for a 24-hour period. A summon spirit causes it to take the form of its
  source person. An exorcism, if successful, banishes the creature, causing
  it never to return. If the person the ikiryo sprang from is confronted with the
  existence of the ikiryo, the ikiryo vanishes forever.
  Once created, the ikiryo seeks out its victim, staying with him until it is
  destroyed. Each 24-hour period the ikiryo stays with the victim, he suffers
  the loss of one point from every ability score. He feels disturbed and rest-
  less; the air is oppressive and stagnant. He becomes tired and exhausted.
  If any ability score is reduced to 0, the victim dies. Lost ability points are
  not regained until the ikiryo is destroyed. At this time, they are recovered
  at the rate of one point per ability score per day.
  When the DM determines there is an encounter with an ikiryo, he can
  either have the ikiryo attack one of the player characters or have the ikiryo
  spring from one of the player characters. Should the DM know of an NPC
  who harbors secret resentment against a player character, the ikiryo can
  attack that player character. If the DM knows that a player character har-
  bors a grudge against an NPC, the ikiryo can attack the NPC. In the sec-
  ond case, the ikiryo is discovered and traced back to the player character.
  This leads to complications for the player character. In no case can a char-
  acter consciously summon up an ikiryo and its actions are never done for
  the good of the character.
  Jishin Mushi
  FREQUENCY: Very Rare
  NO. APPEARING: 1-3
  ARMOR CLASS: 3
  MOVE: 973"
  HIT DICE: 5 + 4
  % IN LAIR: Nil
  TREASURE TYPE: Nil
  NO. OF ATTACKS: 1
  DAMAGE/ATTACK: 2-16
  SPECIAL ATTACKS: Tremor
  SPECIAL DEFENSES: Nil
  MAGIC RESISTANCE: Standard
  INTELLIGENCE: Animal
  ALIGNMENT: Neutral
  SIZE:L(8'-10')
  PSIONIC ABILITY: Nil
  Attack/Defense Modes: Nil
  LEVEL/XP VALUE: V/275 + 6/hp
  The jishin mushi, or earthquake beetle, is a species of giant beetle. It is
  scintillating blue-green in color and covered with a hard carapace which
  hides its small wings. It prowls the temperate forests, looking for meat
  which forms its main diet. It is particularly attracted to the scent of oxen
  and sometimes attacks the animals as they work in the farmer's fields.
  The jishin mushi attacks with its powerful mandibles, grasping its vic-
  tims and dragging them back to the security of the trees. Fortunately, a
  character can easily slip free of these mandibles as they are poorly
  designed to clamp things. More dangerous are the thrumming tremors
  these creatures can create in the earth. By striking their abdomens on the
  ground, the jishin mushi sends out a small tremor, weak at first, but grow-
  ing in intensity with repeated blows. On the first round, any creature within
  five feet of the jishin mushi must make a successful saving throw vs.
  breath weapon or be knocked to the ground. On the second round, this
  extends to a 10-foot radius. On the third round, the radius is 15 feet and
  those within five feet of the creature are thrown violently about for 1d6
  points of damage and lose the opportunity to make an attack that round.
  On the fourth round, the radius is 20 feet and those within 10 feet take
  damage. On the fifth round the radii extend to 25 feet and 15 feet respec-
  tively. Cracks in the earth begin to appear within five feet of the creature.
  On the sixth round the radii are 30 feet and 20 feet. Furthermore the area
  within 10 feet of the beetle suffers the effects of an earthquake spell. At
  this point the jishin mushi takes to the air to avoid the consequences of its
  own deeds.
  The ichor of the jishin mushi is greatly prized by incense makers, fetch-
  ing as much as 2 tael for a flask.
  Kala
  FREQUENCY:
  NO. APPEARING:
  ARMOR CLASS:
  MOVE:
  HIT DICE:
  % IN LAIR:
  TREASURE TYPE:
  NO. OF ATTACKS:
  DAMAGE/ATTACK:
  SPECIAL ATTACKS:
  SPECIAL DEFENSES:
  MAGIC RESISTANCE:
  INTELLIGENCE:
  ALIGNMENT:
  SIZE:
  PSIONIC ABILITY:
  Attack/Defense Modes:
  LEVEL/XP VALUE:
  Cave
  Rare
  1-10
  -1
  9"
  8
  30%
  O
  2
  1-8/1-8
  Pain
  Nil
  Standard
  Low
  Neutral
  M
  Nil
  Nil
  VI/825 + 10/hp
  Earth
  Rare
  1-12
  2
  12'
  6
  25%
  P
  2
  1-6/1-6
  Disease
  Nil
  Standard
  Low
  Neutral
  M
  Nil
  Nil
  V/275 + 6/hp
  The kalau are an ancient and primitive spirit race of humanoids found in
  the cold wastelands. They appear similar to normal humans except for
  their pointed heads and large feet (which aid them in moving through the
  snow). They are inured to the cold and never wear more than a loincloth,
  regardless of the weather. They are quite ferocious and cannibalistic, raid-
  ing camps and villages for their food.
  123
  
  MONSTERS (KAPPA)
  All types of kalau are expert trackers and hunters. They can follow a trail
  with a base 80% chance of success. They attack with their clawed hands
  or with primitive stone axes, one held in each hand.
  The bite of a cave kala injects a terrible poison which causes wracking
  pains in the victim unless a successful saving throw vs. poison is made.
  These pains begin slowly and build in intensity. On the first round of effect,
  the victim notices discomfort similar to a strong headache. On the second
  round the pain spreads, causing the victim to be -1 to hit, damage, and +1
  on all saving throw rolls. By the third round the pains are quite strong,
  increasing the penalty to -2/ + 2; on the fourth round they are excruciating
  (-4/ + 4). On the fifth round, the pain is so great that the victim is incapaci-
  tated, unable to take any action. These pains last for 1-3 turns.
  The breath of the earth kala causes disease in all who fail to make a sav-
  ing throw vs. death. This breath has a range of five feet and a width of two
  feet. The disease slowly weakens the victim, causing the loss of 1d6 hit
  points per day. While so diseased, the victim cannot heal or benefit from
  the effects of magical healing.
  Cave kalau make their lairs in hidden caves deep in the forest. Earth
  kalau live a nomadic life, moving their camps according to the season and
  the hunting. All speak the language of the northern tribes and that of their
  own kind.
  Kappa
  FREQUENCY:
  NO. APPEARING:
  ARMOR CLASS:
  MOVE:
  HIT DICE:
  % IN LAIR:
  TREASURE TYPE:
  NO OF ATTACKS:
  DAMAGE/ATTACK:
  SPECIAL ATTACKS:
  SPECIAL DEFENSES:
  MAGIC RESISTANCE:
  INTELLIGENCE:
  ALIGNMENT:
  SIZE:
  PSIONIC ABILITY:
  Attack/Defense Modes:
  LEVEL/XP VALUE:
  Common
  Rare
  1-6
  3/-2
  67/18"
  4
  70%
  D
  2
  5-10/5-10
  Nil
  Regeneration
  Standard
  Low to average
  Chaotic evil
  S
  Nil
  Nil
  111/135+ 4/hp
  vamplric
  Very rare
  1-2
  0/-2
  97/18"
  7 + 7
  80%
  D
  3
  5-10/5-10/1-6
  Strength drain
  Regeneration
  Standard
  Average
  Chaotic evil
  S
  Nil
  Nil
  VI/1,000+10/hp
  The kappa are a race of amphibious humanoid creatures found in lakes,
  ponds, rivers, and streams of fresh water. They are little creatures, stand-
  ing approximately two feet high with the general proportions of a young
  boy. On their back is a thick tortoise-like shell (AC -2 for back attacks). The
  top of their head is concave, forming a small bowl filled with water. Vam-
  piric kappa also have eyes which glow with a red fire.
  All kappa possess incredible Strength (18/00), giving them a +3 on
  their chance to hit in combat and the damages listed above. In addition,
  they are masters of one style of martial arts (including 1 d6 special maneu-
  vers of that style). In combat, they fight with their clawed hands, rending
  their opponent. In addition, vampiric kappa attack with their bite. Once a
  successful bite has been scored, the vampiric kappa retain the grip, drain-
  ing one point of Strength each round (but causing no further damage).
  This grip can only be broken by slaying the vampiric kappa, emptying the
  bowl in the top of its head, or making a successful bend bars/lift gates roll.
  If the victim's Strength reaches 0, he is slain. In addition, there is a 50%
  chance that the victim contracts a debilitating disease from the bite. This
  disease causes the loss of 1-3 Strength points per day until cured or the
  victim dies. If the disease is cured, Strength points are recovered at the
  rate of 2-5 points per day of rest. All kappa are able to regenerate damage
  at the rate of 1 hit point per round.
  As mentioned above, kappa are a water-dwelling race of creatures, and
  they draw their power from water. The bowl in the top of their head is filled
  with water from the particular stream or lake that is their lair. So long as
  this bowl remains filled, the kappa possesses its powers. Should the bowl
  ever be emptied, the kappa loses its powers. Its Strength becomes normal
  and it loses the ability to regenerate damage. Furthermore, the kappa
  loses hit points at the rate of 2 per round until the water is restored.
  Although they can infrequently be tricked into bowing (thus spilling the
  water), most kappa are more clever than this. In combat, the water can be
  spilled if the opponent makes a successful bend bars/lift gates roll for this
  purpose or a martial arts throw special maneuver. Otherwise, the natural
  agility and grace of the kappa are sufficient to prevent spillage. The kappa
  is immune to water-based spells.
  Kappa live in bodies of fresh water, making their lairs under rocks and
  bridges. They normally appear to waylay lone travelers, dragging them
  underwater to their doom. They are also particularly fond of horseflesh
  and often attempt to grab and drag these creatures underwater. It is said
  that they are also fond of melons and cucumbers and can be appeased by
  offerings of these. In areas where kappa are known to live, it is a common
  practice to throw a few of these fruits into the water before crossing a
  bridge or straying too near the bank, in hopes that the kappa does not
  molest the traveler.
  Kuei (Lesser Spirit)
  FREQUENCY: Rare
  NO. APPEARING: 1
  ARMOR CLASS: -4
  MOVE: 18"
  HIT DICE: 3 to 6
  % IN LAIR: Nil
  TREASURE TYPE: Nil
  NO. OF ATTACKS: 1
  DAMAGE/ATTACK: 1-6/1-8/1-10 or 1-12
  SPECIAL ATTACKS: Possession
  SPECIAL DEFENSES: See below
  MAGIC RESISTANCE: 10%
  INTELLIGENCE: Average to very
  ALIGNMENT: See below
  SIZE: M
  PSIONIC ABILITY: Nil
  Attack/Defense Modes: See below
  LEVEL/XP VALUE:
  3HD:IV/180 + 3/hp
  4 HD: V/275 + 4/hp
  5 HD: V/405 + 5/hp
  6 HD: VI/725 + 6/hp
  A kuei is a spirit of the dead, now in the form of a demon-ghost. This may
  occur if a person dies unburied, with his life unfulfilled, or by violence
  unavenged. It appears exactly as the person did in life with a solid-
  seeming body. However they cannot be physically touched, as objects
  pass harmlessly through them. Although they are not affected by sunlight,
  they are most active at night. The alignment of a kuei depends on the nat-
  ure of the task they must fulfill.
  The power of a kuei is dependent upon its hit dice. These powers are
  listed on the following table:
  Hit Dice
  3HD
  4HD
  5HD
  6HD
  Weapon Needed to Hit
  + 1
  + 2
  + 3
  + 4
  Damage
  1-6
  1-8
  1-10
  1-12
  They can become ethereal at will. They also have the ability to possess
  a person, as per the spell. This power is usable three times per day. They
  are immune to ESP and all charm, enchantment, illusion, and water spells.
  They are immune to all forms of psionic attack. They suffer no damage
  from normal fire and cold. Magical fire and cold only cause half the normal
  amount of damage.
  When encountered, a kuei normally attempts to possess a victim. If this
  is successful, the form of the kuei disappears and takes control of the vic-
  tim. Once the possession is successful, the kuei uses the physical body to
  complete whatever task still binds it to the Prime Material Plane. This may
  be to seek vengeance on its killer, fulfill an oath, or arrange for the ceremo-
  nies in the temple necessary to release it. When fulfilling an oath, the kuei
  may remain in possession of the victim for a long time. Indeed, one story is
  told of a kuei possessing her sister to fulfill an oath of marriage, remaining
  with her promised husband for many years before being discovered. The
  possession of a kuei can only be broken by the death of the victim, fulfill-
  ment of the task, or exorcism (or other spell intended to drive out spirits).
  Once the possession is broken, the victim returns to his normal senses
  with no knowledge of what has transpired.
  124
  
  MONSTERS (NAT)
  Men
  Wako (Sea Pirate)
  FREQUENCY: Uncommon
  NO. APPEARING: 30-180
  ARMOR CLASS: See below
  MOVE: 12"
  HIT DICE: 1 (2-7 hit points)
  % IN LAIR: 100%
  TREASURE TYPE: A
  NO. OF ATTACKS: 1
  DAMAGE/ATTACK: By weapon type
  SPECIAL ATTACKS: Leader types
  SPECIAL DEFENSES: Leader types
  MAGIC RESISTANCE: Standard
  INTELLIGENCE: Average to very
  ALIGNMENT: Lawful evil
  SIZE: M
  PSIONIC ABILITY: Leader types
  Attack/Defense Modes: Leader types
  LEVEL/XP VALUE: 1/14 + 1/hp
  Like their brethren, the buccaneers and pirates, the wako ply the warm
  seas, boarding ships and raiding coastal towns. They are a vicious
  scourge, greatly feared by all who travel the seas of Kara-Tur. Composed
  of men of low class who have fled their homelands or have been hired by
  powerful lords, the wako are desperate and dangerous men. Even the
  fierce western pirates, from their few encounters with the wako, regard
  them with fear. The wako have a disregard for death. Knowing that horri-
  ble tortures and death await them should they ever be captured, they fight
  to the last man no matter how hopeless the situation. Likewise, they take
  no prisoners, except women who are carried to their towns as slaves. This
  attitude renders them utterly ferocious in battle. All wako fight with a + 2
  on hit rolls and a +1 on damage.
  For every 30 wako encountered there is a 5th-level bushi present and
  for every 60 there is a 7th-level barbarian. These are in addition to the
  numbers indicated by the dice. They are always led by a 10th-level samu-
  rai. With him is a barbarian lieutenant of 8th level and 1-3 bushi mates of
  6th level. For every 30 wako present there is a 5% chance that a wu jen is
  present. He is of 6th to 9th level.
  The arms and armor of a force of wako are:
  Hara-ate-gawa & sword
  Sword & bow
  Do-maru & sword
  Kote & spear
  Kote, do-maru, sword & bow
  Haramaki, sword, spear, & bow
  50%
  10%
  15%
  10%
  5%
  10%
  All leaders and high level types wear o-yoroi.
  The lair of the wako is a permanent settlement, possibly on the lands of
  the sponsoring lord. It is walled and is well defended and patrolled.
  Nat (Lesser Spirit)
  FREQUENCY:
  NO. APPEARING:
  ARMOR CLASS:
  MOVE:
  HIT DICE:
  % IN LAIR:
  TREASURE TYPE:
  NO. OF ATTACKS:
  DAMAGE/ATTACK:
  SPECIAL ATTACKS:
  rtrrpi A i nrrrMrtrn'
  MAGIC RESISTANCE:
  INTELLIGENCE:
  ALIGNMENT:
  SIZE:
  PSIONIC ABILITY:
  Attack/Defense Modes:
  LEVEL/XP VALUE:
  Elnsaung
  Rare
  1
  2
  12'
  2
  100%
  Nil
  1
  1-6
  Nil
  10%
  Very
  Chaotic good
  S
  Nil
  Nil
  111/113+ 2
  Hkum yeng
  Very rare
  1
  0
  12-/12*
  4
  100%
  Nil
  2
  1-6/1-6
  Fear
  30%
  Standard
  Neutral
  M
  Nil
  Nil
  V/405 + 4/hp
  Lu
  Rare
  1
  -2
  9*
  8
  80%
  Nil
  3
  1-8/1-8/1-4
  Disease
  10%
  Low
  Chaotic evil
  M
  Nil
  Nil
  Vll/2250 + 10/hp
  The nats are a group of lesser spirits found in tropical jungles. They are
  humanoid in appearance, with brightly colored skins and a general
  demonic cast. Their hair is wild and tangled and their hands end in long,
  clawed fingernails. All have sharp, fanged teeth, although not all nats are
  able to bite effectively.
  All types of nats have the following abilities which they can do at will:
  become invisible, levitate, ESP, comprehend languages, deflection, dream
  vision, possess animal, detect shapechanger, quickgrowth, passwall, and
  dancing blade. They are immune to poisons and diseases. They suffer
  half damage from electrical and fire-based attacks (no damage if the sav-
  ing throw is made). All nats speak the language of their own kind and the
  language of the wu jen common to their area.
  Einsaung Nat: This nat is a beneficial and helpful spirit if it is properly
  pleased by offerings of food and small treasures. If properly beseeched, it
  takes up residence in the house. Once settled it acts as a benefactor and
  protector of the owner of the house and his family. To have such a nat
  residing in one's home is a sign of good luck. If the nat should ever leave,
  the inhabitants take this as a sign of grievous fortune or evil to come. The
  "home" of the einsaung is always the south cornerpost of the house.
  Although the actual lair is on the Ethereal Plane, the einsaung always cen-
  ters its effects around this post. Offerings to the einsaung are always
  placed there.
  The einsaung nat have the following abilities, in addition to those listed
  above: become ethereal, beneficence, know history, slow poison, detect
  curse, protection from evil, 10-foot radius, and polymorph self (all at will
  once per round); omen and cure disease (once per day); dispel evil and
  possess (once per week). The einsaung also radiates an aura which has
  the same effect as a bless upon the owner and family of the house. The
  radius is such that it always covers the entire house (and any attached
  grounds). The einsaung can only be hit by weapons of +1 or better.
  The einsaung nat is extremely shy, preferring to remain invisible and
  ethereal. In times of distress to the owner of the house, the einsaung nat
  uses its powers without revealing itself or, should this be impossible, pos-
  sesses a person and acts through them. They prefer to avoid combat
  either directly or indirectly, and most often aid the household by providing
  advice, information (both of which mysteriously appear), and good for-
  tune. The einsaung loves to play with children, though it is shy. It reveals
  itself in order to play when only children are present.
  Hkum yeng nat: This nat, although a protector, is more feared than
  respected for its powers. The nat assumes the role of protector of an
  entire village, generally a village of fierce savages as befits its nature. In
  the village, it takes residence in some central point—the head stakes of a
  headhunting tribe or the main building of a warrior tribe. Here it is given
  offerings of the spoils of the tribe's battles which it carries back to its lair on
  the Ethereal Plane. This is done to keep the hkum yeng's favor, for should
  it grow displeased it brings misfortune and disaster to the village. So long
  as it is properly appeased, the hkum yeng assists in the defense of the vil-
  lage from attack by both human and spirit enemies.
  In addition to the powers of all nats, hkum yeng have the following abili-
  ties: purify food and drink, create spring, snake summon, dispel magic,
  castigate, oath, hail of stones, fire rain, elemental burst, and become ethe-
  real (all usable at will once per round); animate fire and animate wood
  (three times per day); quell and remove curse (once per day); and ancient
  curse (once per week). They can only be hit by weapons of + 2 or greater.
  They radiate an aura of fear (10-foot radius) which causes those who fail
  their saving throw vs. spell to flee in panic for 2-5 rounds. This power only
  affects those who can see the hkum yeng, either because it appears or is
  detected.
  Lu nat: This nat is totally evil and malicious, seeking to cause harm
  whenever possible. Its lair is always found in a graveyard or cemetery,
  where it disturbs the rest of the dead. Fortunately it is simple-minded and
  can be appeased by offerings of food. However, when it grows hungry it
  descends upon a village causing sickness and death until the offerings
  are resumed.
  In addition to the powers of all nats, lu are able to do the following: appa-
  rition, transfix, melt, fire shuriken, and stinking cloud (all at will once per
  round); curse and creeping darkness (three times per day); water to poi-
  son and wood rot (once per day). In addition, the lu is surrounded by an
  invisible cloud of disease (10-foot diameter). All within this cloud must
  make a successful saving throw vs. death each round spent in the cloud or
  become afflicted with a rotting disease. This disease rapidly weakens the
  character, causing the loss of 1 d10 hit points per turn until cured. Until the
  disease is cured the victim cannot heal naturally or benefit from healing
  spells. The lu can only be hit by + 3 weapons or better.
  125
  
  MONSTERS (NATURE SPIRITS)
  Nature Spirits
  FREQUENCY:
  NO. APPEARING:
  ARMOR CLASS:
  MOVE:
  HIT DICE:
  % IN LAIR:
  TREASURE TYPE:
  NO. OF ATTACKS:
  DAMAGE/ATTACK:
  SPECIAL ATTACKS:
  SPECIAL DEFENSES:
  MAGIC RESISTANCE:
  INTELLIGENCE:
  ALIGNMENT:
  SIZE:
  PSIONIC ABILITY:
  Attack/
  Defense Modes:
  LEVEL/XP VALUE:
  2HD: lll/118 + 2/hp
  3HD:IV/160 + 3/hp
  4HD:IV/215 + 4/hp
  5HD:V/280 + 5/hp
  6HD:V/475 + 6/hp
  7 HD: VI/700 + 8/hp
  Lesser
  Common
  1
  7
  12"
  2 to 7
  80%
  I
  1
  1-8
  Greater
  Rare
  1
  2
  12"
  8 to 15
  100%
  H
  2
  1-10/1-10
  - See below -
  • See below -
  20%
  Very to genius
  70%
  Genius
  - Variable-
  - Variable -
  - 
  Nil —
  Nil
  8HD:VII/1,275 + 10/hp
  9HD: VII/2,000+12/hp
  10 HD: Vll/3,000 + 14/hp
  11 & 12 HD: VIM/4,400 + 16/hp
  13&14HD: IX/6,100+18/hp
  15HD:IX/8,100 + 20/hp
  Nature spirits are the outward manifestations of the powers of various
  plants and inanimate objects found in nature. Lesser nature spirits are
  those of trees, flowers, rocks, and bamboo groves. Greater nature spirits
  include those of mountains, boulders, plains, extremely ancient trees,
  and small islands. All are associated with a particular object or place from
  which they derive their life force. Damage done to this thing or place
  affects the spirit accordingly. Thus, cutting down the tree which is the life-
  force of a lesser nature spirit would cause the death of that spirit. An earth-
  quake which strikes the mountain of a greater nature spirit may anger or
  injure it, depending on the amount of havoc wreaked by the earthquake.
  Furthermore, they are all possessed of two aspects—a good and an evil
  aspect. The good aspect leads the nature spirit to be gentle, helpful, and
  kind. The evil aspect causes the spirit to be malicious, savage, and cruel.
  When encountered, there is a 75% chance that the good aspect is domi-
  nant. Normally, the nature spirit shuns contact with the mortal world, pre-
  ferring to peacefully reside within (and throughout) the thing or place that
  forms its lifeforce. However, in times of danger, the nature spirit manifests
  itself. Likewise, they often appear to meet or test people of renown and
  fame.
  All nature spirits have the following abilities in common: become invisi-
  ble, polymorph self, detect evil (and good), detect magic, and detect har-
  mony. These powers are usable once per round at will.
  Lesser Nature Spirits: These spirits are most often encountered in the
  vicinity of their lifeforce. When encountered, they are usually poly-
  morphed into the form of a handsome man or beautiful maiden (Charisma
  19, Comeliness 21). They have complete knowledge of the area around
  their lifeforce and are thus able to find hidden treasures and lost items in
  that area without difficulty. They possess no special abilities beyond those
  already listed. It is not uncommon for a lesser nature spirit to become
  attracted to and marry a mortal, such romances forming the basis for
  many tales and legends.
  Greater Nature Spirits: These beings are considerably more powerful
  than those of the lesser kind. In addition to the powers listed above, they are
  able to shapechange five times per day, know history and aura at will,
  reward once per week, and ancient curse once per week. In addition, they
  are able to cast all wu jen spells of the element of their lifeforce (except con-
  jure elemental) once per day. Thus, a greater mountain spirit can cast all
  earth-related spells, while a greater island spirit could cast all water-related
  spells (the water is more dominant than the land in this case). They can only
  be struck by + 4 weapons or better and are immune to magical attacks
  made using their element. Like the lesser nature spirits, they have complete
  knowledge of all events and happenings within the area of their lifeforce.
  However, unlike the lesser nature spirits, the greater nature spirits tend to be
  more aloof, haughty, and irritable. Should a village be built on a prominent
  mountain slope of a greater mountain spirit, he may think ill of it and attempt
  to drive the settlers off. Mortals often go to great pains to avoid upsetting the
  greater nature spirits, presenting them with offerings and consulting shu-
  kenja before undertaking any enterprise which might upset the being. The
  greater nature spirits seldom intermarry with humans.
  Ningyo
  FREQUENCY: Rare
  NO. APPEARING: 2-20
  ARMOR CLASS: 7
  MOVE: in 8"
  HIT DICE: 2 to 5
  % IN LAIR: 30%
  TREASURE TYPE: I
  NO. OF ATTACKS: 1
  DAMAGE/ATTACK: By weapon type
  SPECIAL ATTACKS: Spells
  SPECIAL DEFENSES: Spells
  MAGIC RESISTANCE: Standard
  INTELLIGENCE: Very
  ALIGNMENT: Chaotic good
  PSIONIC ABILITY: Nil
  Attack/Defense Modes: Nil
  LEVEL/XP VALUE:
  2HD:lll/73 + 2/hp
  3 HD: 111/105+ 3/hp
  4 HD: 111/150+ 4/hp
  5 HD: IV/205 + 5/hp
  The ningyo is a close relative of the merman/mermaid. It is virtually
  identical in appearance, except that it always has flaming red hair. The
  ningyo dwell under the waves and rarely come to the surface, preferring to
  serve the Sea Lord rather than become involved in the affairs of men.
  They are, however, quite kindly and helpful to humans. Sailors consider
  them protectors and sometimes make offerings to them, especially during
  great storms.
  Ningyo normally do not carry weapons, but when armed have either a
  trident or spear. They are generally peaceful and non-combative, prefer-
  ring to avoid a fight whenever possible. However, if forced, they fight with
  whatever weapons are available. In addition, ningyo have the spellcasting
  abilities of a shukenja and wu jen of a level equal to their hit dice. Thus, a 3
  HD ningyo has the spell ability of a 3d-level shukenja and wu jen.
  Ningyo do not form communities under the sea; instead they roam with
  the currents and follow the schools of fish upon which they feed. They
  cannot survive out of water for any length of time and lose 1 hit point per
  round spent above the surface. They speak the languages of the Sea
  Lord, fishes, and the trade language.
  Oni (Lesser spirit)
  FREQUENCY:
  NO. APPEARING:
  ARMOR CLASS:
  MOVE:
  HIT DICE:
  % IN LAIR:
  TREASURE TYPE:
  NO. OF ATTACKS:
  DAMAGE/ATTACK:
  SPECIAL ATTACKS:
  SPECIAL DEFENSES:
  MAGIC RESISTANCE:
  INTELLIGENCE:
  ALIGNMENT:
  SIZE:
  PSIONIC ABILITY:
  Attack/
  Defense Modes:
  Level/XP
  Value:
  Common
  Rare
  1-100
  4
  9"
  8
  10%
  A
  2
  3-10/3-10
  Spells
  Nil
  Standard
  Average
  Lawful evil
  L
  Nil
  Nil
  VI/650 + 10/hD
  Go-zu
  Very rare
  1-20
  0
  9"
  12 + 8
  Nil
  S
  3
  6-16(x2)/1-10
  See below
  Regeneration
  20%
  High
  Lawful neutral
  L
  Nil
  Nil
  VIII/5.250 + 16/hD
  Me-zu
  Very rare
  1-20
  2
  12"
  10 + 5
  Nil
  S
  2
  3-18/3-18
  See below
  Regeneration
  40%
  High
  Lawful neutral
  L
  Nil
  Nil
  VIII/3.150 + 14/1
  The oni are fearsome spirits who dwell in desolate and forbidding
  places. Common oni stand seven to eight feet tall, have one to three eyes,
  and one or two horns on their head. Their arms and legs are covered with
  coarse hair. Their hands end in dirty, thick talons. Their skin in normally
  red, but other colors including green, black, orange, and purple have
  been seen. There are also blue-skinned oni, although these are more
  commonly known as ogre magi. Their dress imitates that of the local
  human population, although their clothing and equipment are more rag-
  ged and dirty than that of their human counterparts.
  126
  
  MONSTERS (SHAN SAO)
  Common oni are found living in rocky mountain regions, deserted
  ruins, graveyards, and other sites commonly considered haunted. Occa-
  sionally they take up residence along a lonely highway at a shrine or gate,
  terrorizing all who go by. They are bloodthirsty and cruel, attacking for
  food and the sheer delight of cruelty. They commonly fight with two-
  handed swords (wielded in one hand) or their powerful claws. They are
  able to polymorph self three times per day, fly (as per the fly spell) three
  times per day, become invisible two times per day, use cloud trapeze (for
  themselves only) once per day, and cause fear at will. They are frequently
  found in command of lesser creatures such as bakemono, goblin rats, and
  gaki. When encountered, there is a 10% chance the oni is accompanied
  by 2d10 of these creatures. If encountered in their lair, there are always
  4d10 bakemono or goblin rats present, attending the court of the more
  powerful oni. Common oni are able to speak the language of their kind,
  and the languages of tengu, bakemono, hengeyokai, and the local human
  population.
  Go-zu oni stand eight to nine tall with a hulking body and the heads of
  bulls. Unlike the common oni, these creatures are servants and soldiers of
  the Celestial Empire. They, and the me-zu oni, form the bulk of the Celes-
  tial Emperor's army in times of trouble and insurrection. They also over-
  see the lands of the dead and escort the reluctant departed there. Go-zu
  oni dress in armor and robes appropriate to their position as soldiers of the
  Celestial Emperor. They fight with two-handed swords, spears, naginata,
  halberds, and tridents. In combat they are able to make two attacks with a
  weapon or their hands per round and gore with their horns. They can poly-
  morph self, cause fear, become invisible, fly, and cast fire shuriken at will.
  Twice per day they are able to use cloud trapeze. They can automatically
  detect invisible creatures and objects. They are able to regenerate 3 hit
  points per round. Their strength is equal to that of a hill giant. They are
  able to speak all human languages and those of tengu, oni, bakemono,
  animals, and the Celestial Court.
  Me-zu oni are the most important of all oni. They are ogre sized with the
  heads of horses. Like the go-zu oni, they are the servants and soldiers of
  the Celestial Emperor, although they generally hold positions of higher
  rank within his army. In addition to the weapons used by the go-zu oni, the
  me-zu oni are also known to use whips and lassos to deal with their vic-
  tims. They are able to polymorph self, become invisible, cause fear, and fly
  at will. They become ethereal or astral two times per day and can use
  cloud trapeze three times per day. They have the spell casting ability of a
  wu jen of the same experience level as their hit dice. They have the sight
  abilities as per the true seeing spell in effect at all times. They are able to
  speak and understand any language. They regenerate 3 hit points per
  round. Their strength is equal to that of a stone giant. When encountered,
  they are on some mission assigned by the Celestial Empire and do not
  brook any interference or delay to this mission.
  P'oh (Lesser Spirit)
  FREQUENCY: Very Rare
  NO. APPEARING: 1
  ARMOR CLASS: 4
  MOVE: 6"
  HIT DICE: 5
  % IN LAIR: 30%
  TREASURE TYPE: Q
  NO. OF ATTACKS: 1
  DAMAGE/ATTACK: 1-6 or by weapon type
  SPECIAL ATTACKS: Drought
  SPECIAL DEFENSES: + 1 or better weapons to hit
  MAGIC RESISTANCE: Standard
  INTELLIGENCE: High
  ALIGNMENT: Chaotic evil
  SIZE: S
  PSIONIC ABILITY: Nil
  Attack/Defense Modes: Nil
  LEVEL/XP VALUE: V/280 + 5/hp
  The p'oh is a small humanoid, standing two to three feet tall. His skin is
  ruddy bronze and his hair is red. The p'oh is a wandering spirit, active dur-
  ing both day and night. It is greatly feared by the common folk (because of
  its powers) and is often given gifts and offerings to appease it. It is most
  commonly encountered in agricultural lands well away from populous
  areas.
  In combat, the p'oh attacks either with a club cut from a withered and
  dead tree or with an iron rod. In addition to the damage done by each hit,
  the person struck must make a saving throw vs. spell. If the saving throw is
  successful, the victim suffers no further effect. If the saving throw is failed,
  the victim is dessicated by the drying touch of the p'oh, suffering the loss
  of one point of Constitution. Should the character's Constitution be low-
  ered to 2, the character is unable to fight or stand. If the Constitution is
  reduced to 0, the character is dead. The p'oh can become invisible at will.
  More fearsome for the common folk is the p'oh's power to create
  drought (as per the wu jen spell). This power is usable once per week.
  When used, the drought remains until the p'oh cancels it, is slain, or the
  spell is countered (by ice blight). It affects a 5-mile-diameter area. Typi-
  cally, the p'oh arrives in an area, finding some secure lair. Once this is
  done, it appears to the peasants, announcing it has settled in their area
  and that they must venerate and appease it or else. If the peasants leave
  suitable offerings (which the p'oh collects while invisible), the p'oh
  remains in the area, not causing any mischief. However, should the offer-
  ings be insufficient, refused, or missed, the p'oh becomes angered and
  causes a drought to settle on the area. Thus, it is not uncommon to see
  small shrines dedicated to p'oh set up along country roads. On rare occa-
  sions, a p'oh is sent to an area by the Celestial Emperor to punish the
  inhabitants for some failing or crime. The p'oh can speak the language of
  its kind and the trade language.
  Shan Sao
  FREQUENCY: Uncommon
  NO. APPEARING: 1-10 (x3 in lair)
  ARMOR CLASS: 4
  MOVE: 6715" (MC: A)
  HIT DICE: 2-4
  % IN LAIR: 10%
  TREASURE TYPE: B
  NO. OF ATTACKS: 1
  DAMAGE/ATTACK: 1-6
  SPECIAL ATTACKS: Disease
  SPECIAL DEFENSES: Summon tigers, immune to fear
  MAGIC RESISTANCE: Standard
  INTELLIGENCE: Average
  ALIGNMENT: Chaotic neutral
  SIZE: S
  PSIONIC ABILITY: Nil
  Attack/Defense Modes: Nil
  LEVEL/XP VALUE:
  2 HD: II/36 + 2/hp
  3 HD: Ml/65 + 3/hp
  4HD: 111/110 + 4/hp
  The shan sao are a race of one-foot-tall humanoids who live in wood-
  land hills. They are known for being an extremely fearless and private
  race, having little communication with the outside world. They are quick to
  take offense and equally quick to return it. They are quite adept at defend-
  ing themselves.
  The shan sao can polymorph three times per day, assuming the shape
  of a bird (hence the flying speed). In combat they fight with short swords,
  darts, and uchi-ne. Once per day they can cause disease as per the spell,
  except that they need not touch their victim, only point at him if he is within
  10 feet. Once per day the shan sao can summon 1-3 tigers within a half
  mile radius (if the DM determines there are any present). These tigers
  arrive in 1d6 turns. They fight for the shan sao and are able to understand
  his desires and needs. There is a 5% chance that any shan sao encoun-
  tered has the ability to cast spells equal to a wu jen of the same level as the
  shan sao's hit dice. Shan sao are immune to fear.
  Shan sao make their homes in the hearts of thick bamboo groves. They
  live in simple thatched houses, centered around a communal cooking pot.
  In addition to the number determined by the dice roll, there are 50% more
  who are females. These females have 1 HD and fight to defend their
  homes. There is a 10% chance the village is guarded by 1 -2 tigers who lair
  with the shan sao.
  Shan sao do not like loud noises, particularly bursting bamboo. They
  speak the language of their own kind, the trade language, and that of the
  animal court.
  127
  
  MONSTERS (SHIROKINCIKATSUKAMI)
  Shirokinukatsukami (Greater Spirit)
  FREQUENCY: Very rare
  NO. APPEARING: 1
  ARMOR CLASS: -2
  MOVE:18"V18"(MC:A)
  HIT DICE: 12
  % IN LAIR: Nil
  TREASURE TYPE: Nil
  NO. OF ATTACKS: 3
  DAMAGE/ATTACK: 2-5/2-5/3-18
  SPECIAL ATTACKS: See below
  SPECIAL DEFENSES: See below
  MAGIC RESISTANCE: 50%
  INTELLIGENCE: Genius
  ALIGNMENT: Lawful good
  SIZE: L
  PSIONIC ABILITY: Nil
  Attack/Defense Modes: Nil
  LEVEL/XP VALUE: IX/7,200 + 16/hp
  The shirokinukatsukami is a powerful and kindly spirit also known as
  the Eater of Dreams. Its appearance is quite bizarre as it is said to have
  the body of a horse, the face of a lion, the trunk and tusks of an elephant,
  the tail of a cow, and the feet of a tiger. It is sometimes mistaken for the
  baku to which it bears a slight superficial resemblance. It is a staunch foe
  of evil spirits and sendings and often comes in the night to protect mortals
  tormented by these. It has no permanent homeland but roams the night
  world and the Celestial lands searching out evil. It is quite likely that there
  are no more than four shirokinukatsukami in existence.
  In combat, the shirokinukatsukami attacks with its front paws and its
  goring tusks. If both paws score a hit, it rakes its victim with its back paws
  for 2d4 points of damage each. Normal hit rolls must be made for these
  two additional attacks. In addition the shirokinukatsukami has the follow-
  ing abilities: detect evil, detect shapechanger, detect charm, detect har-
  mony, ESP (all constantly in effect); invisibility, become astral, dream sight,
  dream vision, protection from evil, 10-foot radius, teleport (no error), smoke
  form (usable at will once per round); dispel evil, cloud trapeze, pacify, exor-
  cise, obedience (usable three times per day); restore spirit and heal (usea-
  ble once per day). The shirokinukatsukami can only be hit by + 3 weapons
  or better and regenerates damage at the rate of 2 hit points per round. It is
  immune to air-based attacks and suffers half or no damage from fire-
  based attacks. It is immune to poison.
  To those who successfully beseech the aid of the shirokinukatsukami,
  the creature arrives in the night, usually invisible or in smoke form. Slip-
  ping into the bedchamber, it takes a position at the head of the bed, guard-
  ing over its charge. During the night it uses its powers to destroy or drive
  away evil spirits, leaving with the first light of dawn. The shirokinukatsu-
  kami only appears at night and is never seen during the daytime. It is
  sometimes sent by the Celestial Emperor to specifically protect some
  deserving or noted person.
  Tengu
  FREQUENCY:
  NO. APPEARING:
  ARMOR CLASS:
  MOVE:
  HIT DICE:
  % IN LAIR:
  TREASURE TYPE:
  No. Attacks:
  DAMAGE/ATTACKS:
  Special Attacks:
  Special Defenses:
  MAGIC RESISTANCE:
  INTELLIGENCE:
  ALIGNMENT:
  SIZE:
  PSIONIC ABILITY:
  Attack/Defense Modes:
  LEVEL/XP VALUE:
  1 HD:ll/28 + 2/hp
  2 HD: II/50 + 3/hp
  3 HD: HI/85 + 4/hp
  4HD:lll/130 + 5/hp
  Crow
  Rare
  1-4
  6
  9"/24'
  MC:C
  2 to 5
  10%
  C
  1
  Humanold
  Rare
  1-3
  4
  12"/15"
  MC:C
  5 to 10
  20%
  C
  2
  1-8 
  1 -6 or by weapon type
  Spells
  Nil
  Standard
  Low to Average
  Chaotic evil
  S
  Nil
  Nil
  5HD:V/360 + 5/hp
  6 HD: VI/625 + 6/hp
  7 HD: VI/950 + 8/hp
  8HD:VII/1,450 + 10/hp
  9HD:VII/2,300 + 12/hp
  10HD:VIII/3,450 + 14/hp
  Spells
  Invisibility
  Standard
  High to Very
  Chaotic neutral
  S
  Nil
  Nil
  The tengu are a race of birdlike humanoid creatures found in uninhab-
  ited mountain areas, though not far from settled lands. Many people
  believe they were the original inhabitants of the land before the arrival of
  humans. Once the humans arrived, with their organization and culture,
  the tengu were pushed deeper and deeper into the mountains. There they
  now dwell in forest glades, meadows, and on the banks of streams and
  ponds. They are somewhat solitary creatures and do not form villages or
  permanent communities.
  There are two types of tengu—the crow-headed tengu and the human-
  oid tengu. The crow-headed tengu is a humanoid two to three feet tall with
  the head and beak of a crow. Feathered wings sprout from between their
  shoulder blades. They are evil and malicious, seeking to cause harm to all
  humans who stray into their territory. They fight with katana and waka-
  zashi. They can speak the language of tengu, that of animals, and the
  human language of the area. They are able to perfectly mimic voices of
  those they have heard. They are able to use polymorph self and shout
  spells three times per day. They have lower status than the humanoid
  tengu and follow orders from these creatures in deference to their rank.
  Humanoid tengu stand from three to four feet tall. They have normal
  human faces except that the skin is red or blue and their noses are excep-
  tionally long. They may or may not have stunted feathered wings on their
  backs, growing between their shoulder blades. Humanoid tengu are able
  to use polymorph self, shout, and phantasmal force three times per day,
  become invisible at will, use reward or ancient curse once per week, use
  misdirection once per turn, and ghost light once per round. They can
  mimic any human or animal sound perfectly. They speak the language of
  their own kind, that of the local human population, and the languages of
  animals.
  They also have the spellcasting ability of a shukenja and the combat
  ability of a kensai both of the same experience level as their hit dice. They
  also know one martial arts style (with two to five special maneuvers in that
  style). They always carry a fan made of brightly colored feathers. This fan
  has magical properties, allowing it to be used as a normal katana when
  folded. When fanned, it can be used to create a wind equal to a strong
  gale (as per wind breath), cast a quickgrowth spell, or cause abnormal
  growth or shrinkage of a facial feature (the nose or ears are most com-
  mon). While not evil, humanoid tengu are not overly fond of humans and
  often play cruel tricks upon humans. However, they do have a liking for
  shukenja, wu jen, and kensai who specialize in the sword. On rare occa-
  sions, they tutor a sword kensai, teaching him the secrets of their skill.
  Such tutoring, which takes 1 to 3 months, automatically earns the kensai
  character 1,000 XP.
  In general, all tengu are extremely secretive and capricious. Little is
  known about their way of life. They are all quite fond of strong drink and
  can be bribed, appeased, or befriended with large offerings of sake. They
  also have a taste for music, particularly that of the flute and drum.
  128
  
  TREASURE AND
  MAGICAL ITEMS
  One of the goals of any character is to accumulate treasure, and those
  of the Oriental world are no different. Money and magic is power — the
  power to influence destiny and the power to influence others. The trea-
  sure characters find gives them access to this power, although how they
  choose to use it is another matter. The information in this section supple-
  ments the information given in the Dungeon Masters Guide. Most of the
  magic items presented there can be found in the world of the Orient. What
  is given here are magical items peculiar to the Oriental world and the nec-
  essary tables and information to integrate them into a campaign.
  Magical Items Usable by Character Class
  When using magical items described in the Dungeon Masters Guide,
  the restrictions on items usable by character classes are applied for Ori-
  ental characters as follows:
  Class
  Samurai
  Sohei
  Shukenja
  Bushi
  Kensai
  WuJen
  Ninja
  Yakuza
  Item Usable By
  Fighter
  Fighter, Clerics except for staves
  Cleric
  Fighter
  Fighter
  Magic-user
  Thief
  Thief
  RANDOM TREASURE DETERMINATION
  The procedure given in the DMG is used to randomly determine trea-
  sures and magical items, with the exception of Table 74: Monetary Trea-
  sure and Magical Items. When it is necessary to roll on these tables, use
  the versions given here, not the tables printed in the DMG. Furthermore,
  there is an additional table, Table 86: Oriental Magical Items, for randomly
  selecting the magical items described in this book. Table 11. A. (ORIENT)
  and Table III (ORIENT) replace Tables II.A. and III (on pages 120 and 121
  of the DMG) in the world of Oriental Adventures.
  Modifications to Standard Magical Items
  Although the majority of the magical items presented in the Dungeon
  Masters Guide are available throughout the world of the Orient, there are
  some that are particularly occidental. These items do not appear normally
  in the Oriental world or, if they do, are somewhat different from those listed
  in the DMG. There may be little or no use for the items in the Oriental set-
  ting or they may not be items that would be found within the culture. This is
  not to say they cannot appear, only that their construction and use is far
  from common. As a general rule, if any of the items listed below do appear
  as presented in the DMG in an Oriental setting, it is because they have
  been brought in by gajin, imported as curiosities, or assembled by some
  inspired (or deranged) spell caster.
  Furthermore, the items given in the DMG are generally (although not
  always) occidental in form and function. For example, a lyre is a known
  musical instrument in occidental lands. However, in the Orient, the same
  item may take the form of a samisen or flute. Likewise, a cloak might
  become a robe or jacket, boots become sandals, bags become boxes,
  etc. It is the DM's decision to alter the form of any item. This does not
  affect the function of the item in any way.
  Table 74: MONETARY TREASURE AND MAGICAL ITEMS
  Treasure
  Type
  A
  B
  c
  D
  E
  F
  Q 
  -
  H 
  ' ^
  J
  K
  L
  M
  N
  O
  P
  Q
  R
  S
  T
  U
  V
  wX
  Y
  z
  1000
  Fen
  14:25%
  1*50%
  1-12:20%
  1-8:10%
  1-10: 5%
  nil
  nH
  Mt -
  3-24 pieces
  nil
  nil
  nil
  nH
  1-4:25%
  nil
  nil
  nil
  nil
  nH
  nH
  rA
  nil
  nil
  nil
  1-3: 20%
  1000
  Yuan
  1-3.30%
  1-6:25%
  1-6-30%
  1-10:15%
  1-10: 25%
  3-18: 10%
  nH
  1-t«0:40%
  «H
  nil
  4-24 pieces
  nil
  nH
  nH
  1-6:20%
  2-8:30%
  nil
  nil
  nil
  ml
  nH
  mi
  nil
  nil
  nil
  2-8: 25%
  100
  Tael
  2-20; 35%
  10-40:85%
  1-40:10%
  10-60: 35%
  10-60: 25%
  20-80: 30%
  10-40:50%
  20*0:49%
  nit
  nil
  nil
  2-12 pieces
  4-24 pieces
  nil
  nB
  1-10: 25%
  nil
  10-40: 40%
  nil
  ml
  mi
  nil
  10-100: 60%
  nil
  10-60: 70%
  20-60: 25%
  100
  Ch'ien
  1-3:40%
  nH
  nil
  nil
  nil
  1-8: 35%
  2-16:50%
  4-40:26%
  2-12:30%
  nil
  nil
  nil
  nil
  1-6 pieces
  nil
  nil
  nil
  10-30: 50%
  nil
  nil
  nil
  nH
  1-8: 15%
  nil
  nil
  1-3: 30%
  Gems
  4-40:60%
  1 * 3 0 % 
  .
  1-6:25* •'•
  1-6: 30%
  1-8: 15%
  2-20: 20%
  2-12:30% .•
  1-100:60%
  1-10:56*
  nil
  nil
  nil
  nil
  nil
  nil
  nil
  1-4: 50%
  3-24: 55%
  nil
  ml
  10-40:90%
  nil
  10-40: 60%
  nil
  nil
  5-30: 55%
  Art
  Objects
  f4fc9Mt-'
  1-3: 25%
  1-4:10%
  1-6:10%
  nil
  nil
  nil
  flH 
  - 
  •• •
  nH
  n H 
  • • •*
  nil
  nil
  1-8: 45%
  nil
  ml
  2-80:80%
  nil
  3-30:50%
  nil
  nil
  3-18: 50%
  Maps&
  Magic
  • A n y * 3 0 % 
  • 
  ' 
  - 
  •-,- 
  ,-., 
  '
  Sjtgtag^tmta, fir mtse.^w»fj|!Wfl: j O ^ ^ ' A ' * ^ ; , ^ '
  Any 2 plus 1 potion: 15%
  Any 3 plus 1 scroll: 25%
  Any 3 except swords or misc. weapons plus 1
  potion & 1 scroll: 30%
  nMtHfepht^'SCflBtt: JBI^i 
  ,.; v • <*£*£&&&$&&
  jiMMy* ptus. 1'polftinH \> aaMhVtltfc^ K^i^Sfffra
  ''#bbV'4:1S% 
  - 
  • ' - > / . • 
  *&§&%&
  nil
  nil
  nil
  Ml 
  • .: .4i-
  nil
  nil
  nil
  2-8 potions: 4 0 %
  1-4serous-50% 
  •. ••,•.
  t «f Mch magic except potwns A « N M K 
  £ & &
  2 tit Men magic except potions & MrallMfHg?5
  1 map: 55%
  1 misc. magic & 1 potion: 60%
  nil
  Any 3: 50%
  129
  
  TREASURE AND MAGICAL ITEMS (POTIONS)
  fable II.A.(ORIENT): MONETARY TREASURE
  D20 Roll Result
  1 -2 
  10,000-40,000 fen, 10,000-60,000 yuan
  3-5 
  10,000-60,000 tael
  6-10 
  500-1000 ch'ien(1d6 +4)
  11-12 
  500-200 ch'ien (5d4)
  13-15 
  10-100 gems
  16-17 
  5-50 pieces of jewelry or art objects
  18 
  Roll twice, rerolling rolls above 17
  19 
  Roll three times, rerolling rolls above 17
  20 
  One of each treasure above
  Table III.(ORIENT): MAGICAL ITEMS
  D100 Roll
  01-10
  11-35
  36-40
  41-45
  46-47
  48-49
  50-51
  52-53
  54-55
  56-60
  61-75
  76-100
  Results
  Potions (MA.)*
  Scrolls (NIB.)
  Rings (NIC.)
  Rods, Staves & Wands (MID.)
  Miscellaneous Magic (IIIE.1)
  Miscellaneous Magic (HIE.2)
  Miscellaneous Magic (HIE.3)
  Miscellaneous Magic (IIIE.4)
  Miscellaneous Magic (HIE.5)
  Oriental Magical Items
  Armor & Shields
  Magical Weapons
  'Parentheses refer to tables in the DMG, pages 121-124.
  POTIONS
  Dragon Control: While potions of dragon control do exist, they do not
  affect the same types of dragons as those listed in the DMG. Instead, use
  the table given below:
  D20 Roll
  1-2
  3-4
  5-7
  8-9
  10
  11-12
  13-14
  15
  16
  17
  18-19
  20
  Potion
  Chiang lung control
  Pan lung control
  Yu lung control
  Shen lung control
  Li lung control
  Mist dragon control
  Cloud dragon control
  Lung wang control
  T'ien lung control
  Gold dragon control
  Evil dragon control
  Good dragon control
  Giant Control: The only type of giant control potion commonly found is
  hill giant control.
  Human Control: When determining the type of creature that can be
  controlled, use the followingjable.
  D20 Roll
  1-2
  3-5
  6
  7-15
  16
  17-19
  20
  Potion Controls
  Korobokuru
  Hengeyokai
  Spirit folk
  Human
  Tengu
  Kororbokuru, hengeyokai, and humans
  Gajin (roll on the DMG table)
  Undead Control: This potion is not normally available in Oriental lands.
  The result should be rerolled.
  SCROLLS
  When determining the type of scroll found, use the standard rules given
  in the DMG, treating magic-users as wu jen and clerics as shukenja. In ad-
  dition, 5% of all scrolls found contain gajin spells — either magic-user or
  clerical. Such spells can be used by wu jen and shukenja respectively and
  even added to spell books (in the case of the wu jen).
  Protection from Devils: This scroll is not commonly found in Oriental
  lands. The result should be rerolled.
  Protection from Shapechangers: This scroll includes all hengeyokai
  and spirit creatures able to change their form.
  Protection from Undead: This scroll is not commonly found in Oriental
  lands. The result should be rerolled.
  RODS, STAVES, AND WANDS
  Rod of Resurrection: This rod expends a number of charges accord-
  ing to the table below:
  Class
  Samurai
  Shukenja
  Bushi
  Ninja
  Wujen
  Kensai
  Sohei
  Yakuza
  Monk
  Barbarian
  Base
  3
  1
  2
  4
  3
  2
  1
  3
  3
  3
  Race
  Korobokuru
  Spirit folk
  Hengeyokai
  Human
  Plus
  3
  4
  3
  1
  MISCELLANEOUS MAGIC
  Boots of Elvenkind: These boots are not commonly available in Orien-
  tal lands. Reroll this result.
  Broom of Animated Attack & Broom of Flying: These items are not
  commonly available in Oriental lands. The result should be rerolled.
  Bucknard's Everful Purse: When opened, the purse will contain:
  Gems
  D100 Roll
  01-50
  51-90
  91-100
  Fen
  20
  20
  Yuan
  10
  —
  Tael
  5
  5
  5
  Ch'ien
  1
  2
  —
  10
  Cloak of Elvenkind: This cloak is not common to Oriental lands. The
  result should be rerolled.
  Instruments of the Bards: These instruments are not found in Oriental
  lands. Reroll the result.
  Manual of Golems: This magical book is not found in Oriental lands.
  Reroll the result.
  ARMOR AND SHIELD
  Armor and Shield: To determine the type of magical armor found and
  its properties, the DM should randomly roll on the following tables or se-
  lect from these tables the features he wants. The first step is to roll on Ta-
  ble 75 to determine the armor type. After determining the type of armor,
  roll on Tables 76 + 77 to determine its properties.
  130
  
  TREASURE AND MAGICAL ITEMS (WEAPONS)
  Table 75: MAGICAL ARMOR
  D100 Roll Armor Type
  13-16 
  Do-maru
  17 
  Haidate
  18-22 
  Hara-ate
  36-44 
  Hide
  45-46 
  Kote
  47-55 
  Leather
  71-74
  75-78
  79-82
  Scale, leather
  Scale, metal
  Shield, I
  93-99 
  Studded
  100 
  Gajin armor (roll on the DMG Armor and Shield Table)
  Table 76. MAGICAL ARMOR PROPERTIES
  D100 Roll Property
  01-40 
  Armor of quality*
  41-65 
  +1
  66-80 
  + 2 or +1 if armor piece
  81-85 
  + 3 or +1 if armor piece
  86-88 
  + 4 or +1 if armor piece
  89-90 
  + 5 or +1 if armor piece
  91-100 
  Special property, roll again on Table 77*
  * Armor of quality and pieces of armor can never have a special property.
  table 77: SPECIAL PROPERTIES
  D100 Roll
  01-05
  06-30
  31-40
  41-50
  51-65
  66-75
  76-80
  81-85
  86-90
  91-95
  96-100
  Special Property
  Etherealness
  + 3 versus missiles
  + 4 versus missiles
  + 5 versus missiles
  Vulnerability
  Missile attraction
  Presence
  Blending
  Fear
  Possession
  Healing
  Explanation of Armor Properties
  Armor of Quality: This armor is not magical in any way, but is armor of
  such exceptionally fine construction that it has special properties. It has
  no bonus to its Armor Class, but is light and highly flexible. It is treated as
  one encumbrance class less than normal. It is decorated with fine artistic
  taste and quality, making it 2d4 times more valuable than normal.
  Etherealness: The armor has the ability to make the wearer ethereal as
  per armor of etherealness in the DMG.
  Vulnerability: The armor functions as armor of vulnerability as per the
  DMG. The + 1, +2, +3, etc. of the armor (determined from the Armor
  Property Table) is actually a penalty to the wearer's Armor Class.
  Missile Attraction: The armor or shield has been cursed and functions
  identically to the missile attractor shield presented in the DMG when
  determining if the character is the target of a missile attack. The + 1 , +2,
  etc. of the armor (as determined above) is actually a negative modifier to
  the Armor Class.
  Presence: The armor magically bestows on its wearer a dignified and
  commanding aura. While wearing the armor, the character is treated as if
  he has an 18 Charisma for all encounter reactions. Friendly troops within
  12 * of the wearer have their morale raised by 10%. The armor is quite dis-
  tinctive and only has its effect when visible to others. As such, the charac-
  ter cannot hope to use the powers of the armor and hide unnoticed in a
  crowd.
  Blending: This armor looks like normal armor and a detect magic will
  not reveal its special property. However, when the command word is spo-
  ken, the armor changes shape and form, appearing to all as a set of nor-
  mal clothing. The armor retains all its properties and functions normally,
  even when disguised. The true nature of the armor can only be seen by
  the use of a true seeing spell.
  Fear: This armor looks like normal armor and a detect magic only
  reveals that it is magical. However, the armor contains 2d4 fear charges
  when found. Upon uttering the command word, the wearer radiates a fear
  aura to a 30-foot radius. All creatures within this radius must make a sav-
  ing throw versus spell or flee in panic for one turn. The wearer is immune
  to this effect. Each use expends one charge (2d10 charges when found).
  When all charges are spent, the armor functions as normal +1 armor. It
  cannot be recharged.
  Possession: This armor appears to be a normal suit of magical armor
  and provides the protection of whatever plus is determined from Table 76.
  However, in making the armor, the craftsman has invested more than the
  normal effort. The armor has absorbed or stolen the personality and life-
  force of its maker. The first time the armor is donned and once per day
  thereafter, the DM must secretly roll a saving throw versus spell for the
  character wearing the armor. If the saving throw is successful, nothing
  happens. However, if the saving throw is failed, the lifeforce contained
  within the armor successfully possesses the character. The possession is
  not a sudden occurrence, but rather a gradual insinuation of the new per-
  sonality into the character's psyche. This takes 3d4 days. At first the
  change is hardly noticeable — a few odd quirks not evidenced before and
  a certain possessiveness toward the armor. As the days go by, the posses-
  sion becomes stronger and more pronounced. The character leaves off
  from his old friends, as the armorer's personality takes over. He abandons
  old haunts, roaming the streets searching for places the possessing per-
  sonality once knew. He has memories that are not his. He refuses to aban-
  don or remove the armor. At the end of the given time period, the character
  is entirely possessed by the armor. As such, the character does not recog-
  nize his old friends, remember events of his own life, or perhaps even the
  abilities of his character class. He may change his name, adopt a new
  alignment, display abilities of a new character class, etc. If he is not freed
  of the possession, the character becomes an NPC under the control of the
  DM. The possession can be broken by an exorcism spell, which destroys
  the personality of the armor. A dispel magic releases the character from
  the possession long enough to remove the armor, but does not cancel any
  personality traits the character may have already absorbed. If the pos-
  sessing influence is destroyed, the armor loses all its magical properties.
  Healing: This armor appears to be normal magical armor. However,
  once per day, it automatically heals the wearer of 2d6 points of damage
  (whether desired or not). It does this without warning or set time. Each
  healing takes one charge and the armor has 3d10 charges when found.
  When all the charges are spent, the armor becomes +1 magical armor.
  WEAPONS
  Magical Weapons: If a magical weapon is rolled on Table III, roll on
  Table 78 to determine the general type of weapon. Then roll on Table 79to
  find the magical property of the weapon. Finally, roll on the appropriate
  table of Tables 80-85 to determine the specific type of weapon.
  Table 78: MAGICAL WEAPONS
  D100 Roll
  01-40
  41-52
  53-68
  69-80
  81-90
  91-100
  Weapon Class
  Sword
  Bow, crossbow, or sling
  Miscellaneous melee weapon
  Missile weapon
  Martial arts weapon
  Ninja weapon
  131
  
  TREASURE AND MAGICAL ITEMS (WEAPONS)
  Table 79: WEAPON PROPERTIES
  D100 Roll
  Bow
  16-20
  21-25
  26-30
  KjtOif/F ,.•
  46-50
  51-55
  56-60
  CMV
  76-80"
  81-85
  86-90
  • 
  UMI.I 
  1
  " 
  Ckaftty
  Quality
  Quality
  Quality
  * 1 tDMl
  +1 to hit
  - 1 to hit
  + 2 to hit
  + 2tDhtt
  . 
  +3<ohft
  + 2
  -1, cursed
  Distance +1
  w&
  Speed
  Missile
  +1 damage
  4-1 damage
  + 1 damage
  1 damage
  • 1 damage
  1 damage
  • 1 damage
  + 1 damage
  +1 damage
  + 2 damage
  + 2 damage
  + 2 damage
  + 2 damage
  * 2damage
  * 3 damage
  + 1
  + 1
  + 2
  • 3
  Slaying
  Weapon Type
  Quality
  Quality
  Quality
  Quality
  Quality
  1
  + 1
  + 1
  + 1
  + 1
  + 2
  + 2
  + 3
  • 3
  + 1, + 2 vs. S
  + 1, + 2 vs. L
  Disruption
  -1, cursed
  Intelligence
  Martial Arts
  Quality
  Quality
  Quality
  Quality
  Quality
  1
  + 1
  + 1
  + 1
  1
  1
  2
  - 3
  Speed
  Dancing
  Unbreakable
  Unbreakable
  Roll twice
  Ninja
  Quality
  Quality
  Quality
  • 1
  1
  1
  * 1
  • 1
  - 2
  + 2
  + 2
  + 2
  * 3
  + 3
  + 3
  Detection
  Balance
  Flame
  Venom
  Roll twice
  lable 80: SWORD CLASS
  0100 Roll
  01-30
  31-35
  36-50
  51-65
  66-80
  81-85
  86-100
  Sword Type
  Katana
  Parang
  Sword, broad
  Sword, long
  Sword, short
  Sword, two-handed
  Wakizashi
  table 81: BOW, CROSSBOW,
  AND SLING CLASS
  D100 Roll
  01-15
  16-30
  31
  32-45
  46-60
  61-80
  81-90
  91
  92-96
  97-100
  Type
  Composite shortbow
  Short bow
  Chu-ko-nu
  Crossbow, heavy
  Crossbow, light
  Daikyu
  Hankyu
  Pellet bow
  Sling
  Staff sling
  table 83: MISSILE CLASS
  D100ROII Type
  01 -10 
  Arrow, armor piercer, 2-12
  11 -20 
  Arrow, frog crotch, 2-8
  21-25 
  Arrow, humming bulb, 2-5
  26-40 
  Arrow, leaf head, 2-12
  41-60 
  Arrow, normal, 3-24
  61-70 
  Axe, throwing
  71 
  Dart, blowpipe, 2-8
  72 
  Dart, thrown, 3-12
  73-77 
  Javelin
  78-90 
  Quarrel, 2-24
  91-98 
  Sling/pellet bow bullets, 2-20
  99-100 
  Uchi-ne
  table 84: MARTIAL ARTS CLASS
  table 82: MISCELLANEOUS
  MELEE CLASS
  D100 Roll
  01-05
  06-15
  16-30
  31-45
  46-48
  49-54
  55
  56-60
  61-65
  66-75
  76-90
  91-95
  96-100
  Type
  Axe, battle
  Bo stick
  Dagger
  Halberd
  Jo stick
  Kama
  Lajatang
  Lance
  Nagimaki
  Naginata
  Spear
  Tetsubo
  Trident
  D100 Roll
  01-05
  06-10
  11-20
  21-30
  31-35
  36-40
  41-55
  56-70
  71-75
  76-80
  81-90
  91-100
  Type
  Chain
  Fang
  Gunsen
  Jitte
  Kau sin ke
  Kiseru
  Nunchaku
  Sai
  Sang kauw
  Siangkam
  Three-piece-rod
  Tui-fa
  Table 85: NINJA CLASS
  DIOORoll Type
  01-05 
  Kawanaga
  06-10 
  Kumade
  11-15 
  Kusari-gama
  16-20 
  Kyoketsu-shogi
  21-25 
  Needle, 10-60
  26-30 
  Nekode
  31-40 
  Ninja-to
  41-45 
  Shaken, 2-12
  46-60 
  Shikomi-zue
  61-70 
  Shuriken, spike, 2-12
  71-85 
  Shuriken, star, large, 3-18
  86-100 
  Shuriken, star, small, 3-18
  Explanation of Weapon Properties
  Weapons of Quality
  Swords and Miscellaneous Melee Weapons: These weapons are
  extremely well made — forged of the finest steel, honed to razor sharp-
  ness, made of the finest woods, etc. Although not magical, they give the
  wielder a +1 on his chance to hit (only). These weapons are worth 2d6
  times the normal price.
  Bow, Crossbow, and Sling Weapons: These weapons of quality have
  been perfectly balanced for pull and weight. Although not magical, they
  allow the user to treat each range as the next lowest when determining to
  hit modifiers. Thus, short and medium range are both treated as short
  range and long range is treated as medium range. They are beautifully
  constructed and are worth 2d4 times the normal price.
  Missile Weapons: These weapons are balanced to fly true and strike
  hard. They are +1 on the chance to hit (only). Some are adorned fancifully
  and tastefully decorated. They are worth 2-5 times the normal price.
  Martial Arts: These weapons have been made by masters of the mar-
  tial arts who understand the needs and demands of the style. When used
  by those trained in a martial arts style, they give a +1 on the chance to hit
  (only). They are generally quite plain and simple looking. Those knowl-
  edgeable in the martial arts are willing to pay 2-5 times the normal price for
  such a weapon.
  Ninja: These weapons have been made with the ninja in mind. They are
  quite common and ordinary in appearance. However, they are razor sharp
  and finely balanced, giving them a +1 to damage. Furthermore, they are
  extremely lightweight and compact. Large weapons can be disassembled
  into smaller pieces that are easily concealed and can be reassembled in
  one round.
  + 1, + 2, +3: These weapons are magical, giving the listed bonus to
  both the chance to hit and damage.
  +1 Damage, + 2 Damage, + 3 Damage: These weapons are magical,
  causing extra damage equal to the listed bonus, but not giving a bonus to
  hit.
  +1 To Hit, + 2 To Hit, + 3 To Hit: These magical weapons increase the
  chance to hit by the listed amount. They do not increase the amount of
  damage done.
  + 1, +2 vs. S: These magical weapons are +1 to hit and damage
  against man-sized and larger creatures and are + 2 to hit and damage
  against smaller than man-sized creatures.
  + 1 , + 2 vs. L: These magical weapons are +1 to hit and damage
  against man-sized and smaller creatures and are + 2 to hit and damage
  against larger than man-sized creatures.
  -1, Cursed: These magical items are undetectable from normal +1
  items and only reveal their true nature in earnest combat situations.
  Cursed bows are -1 on the chance to hit. Furthermore, on a to hit roll of 1,
  the missile fired actually returns full force on the person who fired it, strik-
  ing them for normal damage. Cursed melee weapons are -1 on their
  chance to hit. Once picked up and used, the owner will use the weapon in
  132
  
  TREASURE AND MAGICAL ITEMS (ORIENTAL)
  preference to all others, never voluntarily discarding or ignoring it. A
  remove curse will free the character from the weapon.
  Accuracy + 3: This magical weapon is + 3 for both to hit and damage.
  Furthermore, all ranges are considered to be short range (no range modi-
  fier applied).
  Balance: This weapon appears to be a normal +1 weapon and is +1 to
  hit and damage. However, when carried it gives the character exceptional
  balance. Ninjas gain a bonus of 10% to their tightrope walking ability. In
  other situations where balance is important (teetering on the edge of a pit,
  etc.), the character is automatically allowed a saving throw versus death
  to regain his balance. If successful, the weapon shifts its weight or pulls
  the character the fraction of an inch he needs to regain his footing. If the
  saving throw is failed, the character suffers the normal consequences.
  Dancing: This weapon appears to be a + 2 weapon and is + 2 to hit and
  damage when held by the character. However, upon uttering the com-
  mand word, the martial arts weapon leaps to life, whirling and flashing
  through the forms of the character's combat style. It has the number of
  attacks equal to the character's martial arts style and has the same
  chance to hit as the character. Before the command word can be spoken,
  the character must have fought with the weapon in the preceding combat
  round. The weapon will not stray more than five feet from the character
  and will fight for 2-5 rounds and then instantly return to its owner's hands.
  The command word can only be used once every turn. Obviously, this
  weapon does not function unless the character is proficient in a martial
  arts style that teaches the weapon's use.
  Detection: This weapon is +1 to hit and damage. However, the
  weapon is also able to detect one type of thing or situation, selected from
  the table below.
  D8 Roll
  1
  2
  3
  4
  5
  6
  7
  8
  Detects
  Evil, 10' radius
  Good, 10' radius
  Poison, touch
  Lifeforms, 10' radius
  Back attacks, 1 ' range
  Invisible creatures and objects, 10' radius
  Traps, 5' radius
  Secret doors, 10' radius
  For the power to function, the character must hold the weapon and utter
  the command word. Should the result be positive, the weapon indicates
  this by a gentle tug in the direction of the thing detected.
  Disruption: The weapon functions identically to the mace of disruption
  described in the DMG.
  Distance + 1 : The weapon is +1 to hit and damage and is able to fire to
  double all normal range categories for the weapon.
  Flame: The weapon is +1 to hit and damage. Upon uttering the com-
  mand word, it bursts into magical flame. This flame causes 2d4 points of
  additional damage on a successful hit. It will ignite combustible items
  40% of the time. It casts light out to a 15-foot radius. The weapon remains
  flaming until the character utters the command word again. The flame
  does no damage to the weapon, regardless of the weapon's material.
  Intelligence: The weapon is + 3 to hit and damage. Furthermore, the
  weapon has Intelligence and capabilities as if it were an intelligent sword,
  although it will never have communication ability beyond semi-empathy.
  The Intelligence ranges from 12-17 (1d6 +11). Use the rules for intelligent
  swords presented in the DMG to determine the weapon's powers.
  Silence: The weapon is +1 to hit and damage. When held, it cloaks the
  character in a muffling field, deadening but not totally stopping all sound
  emanating from the character. The character can still hear all sounds nor-
  mally. This field improves the ninja's chance of moving silently by 15% and
  his chance of hiding in shadows by 20%. Sonic based attacks are reduced
  to 1fe or no damage. The field extends over the wielder and his carried pos-
  sessions only. Should he drop something or knock an object over, it makes
  the normal noise. Thus the weapon does not protect against clumsiness.
  Slaying: This is a + 3 weapon, marked or made in some distinctive way.
  Its appearance makes it easy to pick out from a group of similar weapons.
  Its markings also serve to identify the type of creature affected by the mis-
  sile. If the weapon is used against the type of creature identified by the
  markings, it slays the creature instantly on a successful hit. Once suc-
  cessfully used, the missile loses all magical properties. Below is a list of
  some of the creatures that might be affected by the slaying power.
  Bajang
  Bushi
  Dragons
  Elemental
  Giants
  Hengeyokai
  Hu hsien
  Humans
  Kalau
  Korobokuru
  Kuei
  Nats
  Ninja
  Ogre magi
  Ogres
  Oni
  P'oh
  Samurai
  Shukenja
  Sohei
  Spiders
  Spirit folk
  WuJen
  Yakuza
  Obviously, many other creatures could be included on this list. The DM
  should create, modify, or limit weapons of slaying as best fits his campaign.
  Speed: The weapon is +1 to hit and damage. If the weapon is a bow
  (bows, crossbows, and pellet bows), the weapon allows the user to fire at
  double the normal fire rate. Furthermore, the weapon automatically nocks
  or cocks itself, allowing the user to automatically fire one shot first in the
  melee round. If surprised, the character is unable to react quickly enough.
  However, in situations of complete surprise, the character is able to fire
  one shot in the second segment. If the weapon is a throwing weapon, it vir-
  tually leaps from the character's hand and darts towards the target at
  incredible speed. At the beginning of any round that the character has the
  weapon in hand, he may automatically make the first attack, provided he
  throws the weapon.
  For martial arts weapons, speed allows the character to make twice the
  normal number of attacks allowed by the martial arts style when fighting
  with the magical weapon. The character must know a martial arts style
  that teaches the use of the weapon to gain this benefit.
  Unbreakable: The weapon is treated as a + 2 weapon to hit and dam-
  age. The weapon cannot be broken by the Weapon Breaker special
  maneuver. There is a 75% chance that the opponent's weapon will be bro-
  ken instead, should he attempt this maneuver.
  Venom: The weapon is identical to the dagger of venom in the DMG.
  ORIENTAL MAGICAL ITEMS
  Table 86:ORIENTAL MAGICAL ITEMS
  D100 Roll
  01-0$
  OMB .
  09-11
  12
  13
  14-15
  18-20
  21-24
  25-27
  28-31
  32
  33
  34-3S
  as
  37
  38-41
  42-44
  45
  46-47
  46
  4*51
  52-53
  54-58
  59-60
  Magic Item
  Banner of Pwtecfion.
  Gtyfl pf Protection
  Hw of Warning
  Biwa of Calm
  Biwa of Charm
  Biwa of Discord
  Charm of I
  '
  .
  *
  •
  • 
  • ,
  Charm of Protection from Ftm
  Cham of ProtsoOM hom Spfriti
  Charm of Protection from Theft
  Diamond Mace
  Drums of Thunder
  @W Diagram Cofoa
  jEwrptoduclngt^Mortar
  GtttfifWIahaa
  Gong of Dispelling
  Mallet of Luck
  Minyan (shukenja sohei)
  Wto* of Corfno
  Mirror of Spirit Seemg
  Net of Spirit Snaring (shukenja)
  Noisome Spirit Chasers
  11 (DM r tat. „, ,
  »TWe 
  ' 
  - •
  Pearl of the Rising Tide
  Scroll of Protection from Spirits
  Seal of Deception (ninja, yakuza)
  aw*
  954M
  87-100 
  WombtHJs^Mrinfl Sat
  72
  73-85
  86-87
  133
  
  TREASURE AND MAGICAL ITEMS (ORIENTAL)
  Banner of Protection: This item appears to be a flag or banner that
  would be hoisted above a castle or palace. On it are written in red the char-
  acters for health, prosperity, and fame. To activate the banner, it must be
  affixed to the highest point on the building or compound it is to protect and
  the name of the building or compound must be boldly written on the ban-
  ner. Once in place, the banner extends a magical field that blocks spells of
  5th level or greater. The field extends to all buildings and grounds that
  form a single unit identified by the name written on it. Thus if placed on the
  main building of Matsuma Castle, the field would protect all buildings that
  form the castle. However, the area of effect can never be greater than a
  100-yard radius. The banner is only effective so long as it is flying in plain
  view. If it is cut down or removed, the protection is cancelled until the ban-
  ner is restored to its proper position.
  Bell of Protection: This magical item is a huge bell, like those com-
  monly found in temples. When suspended from a frame and rung so its
  tone carries clearly, the bell creates a fearsome barrier to spirit creatures.
  This barrier extends to the edges of the compound or group of buildings
  built and used for a single purpose (the grounds of a temple or a cluster of
  hermitages, for example). The maximum area that can be protected is a
  50-yard radius. The barrier lasts for one turn. Lesser spirits cannot cross
  this barrier. Greater spirits must make a saving throw versus death (with a
  -4 to the die roll) to be able to cross the barrier, they suffer 4d10 points of
  damage from the painful effort. Spirit creatures within the area of effect
  when the bell is struck suffer 3d10 points of damage from the painful
  noise. The bell has no effect on spirit folk.
  Ball of Warning: This small bell is about 6 inches long and 4 inches in
  diameter. When it is hung from a branch, rafter, etc., and the command word
  is spoken, the bell activates. While activated, the bell automatically peals if
  any Invisible, ethereal, or asfral creature comes within 30 feet of it. It likewise
  sounds for creatures attempting to move silently or hide in shadows within
  its radius. It continues to sound until the detected presence leaves the area
  or the bell is deactivated. Each activation of the bell requires one charge and
  lasts for 3d6 hours. When found the bell has 3d10 charges.
  Blwa of Calm: The biwa is a stringed instrument similar to a lute. This
  biwa, like all magical instruments, is of exceptionally fine and tasteful con-
  struction. When played by a person proficient in its use, the clear and dul-
  cet tones of the instrument produce an air of dignified calm. This has the
  effect of a pacify spell to all listening within a 3" radius. The effect lasts
  only so long as the instrument is played. Furthermore, the musician must
  roll against his proficiency each round of playing. If the die roll is a 1, his
  music is exceptionally poor and unharmonious, and the calming effect is
  immediately broken for the remainder of the encounter. The instrument
  cannot be used effectively again so long as there are hostile creatures
  present who previously heard the musician's musical butchery.
  Blwa of Charm: This instrument appears identical to other magical
  biwa. When played by a person proficient in the instrument, a proficiency
  die roll is made. If the roll is successful, the character can cast one sug-
  gestion spell that round. If the die roll is failed (but greater than 1), the
  music has no effect. If the die roll is a 1, the musician's playing is so poor
  that the instrument acts as a biwa of discord.
  Biwa of Discord: Identical to other magical biwa, this instrument emits
  painful and discordant tones when played, enraging all within 3". Those
  enraged will attack the musician 50% of the time and the nearest target
  the other 50%. This frenzy lasts for 2-5 rounds. The player of this instru-
  ment is not affected by the frenzy. The properties of the instrument cannot
  be detected until it is actually played in earnest — tuning and idly strum-
  ming the strings only create lucid, clear tones.
  Charm of Protection from Disease: This magical item is a long strip of
  yellow or red paper, inked with potent supplications to one of various dei-
  ties. When hung in a house or similar building, it exerts its magical influ-
  ence to protect the occupants of the building from disease. Characters are
  immune to any disease that might be transmitted or contracted while
  within the building protected by the charm. Plague will not touch a pro-
  tected building. The charm is effective so long as it is hung in place. Of
  course, it is easily destroyed by fire and other disasters.
  Charm of Protection from Fire: This magical item, like the other
  charms, is a long strip of yellow or red paper. This charm is inked with
  potent threats against the fire deities. Pasted to the lintel of the door to a
  building, the charm helps protect the building from fire. If protected, the
  building has only a 50% chance of catching fire. Furthermore, if a fire
  should break out, it burns slowly, causing half the normal amount of dam-
  age it would otherwise cause. The charm does not lessen the amount of
  damage characters might suffer from a fire-based attack within the build-
  ing, only from damage caused by the actual burning of the building. The
  charm itself is immune to fire.
  Charm of Protection from Spirits: This charm, on yellow or red paper,
  is inked with powerful threats against spirits. Any spirit attempting to enter
  the house must make a saving throw versus death to enter the building. If
  the saving throw is successful, the spirit is unaffected by the charm. If the
  saving throw is failed, the spirit cannot enter the building, although it can
  use spells and missiles to attack those in the building. The charm must be
  pasted to the lintel of the door to be effective, however it cannot be
  touched by any type of spirit creature.
  Charm of Protection from Theft: This charm, on yellow or red paper, is
  written with supplications to various deities to protect the building from
  thievery. Any creature within the building who attempts to move silently,
  hide in shadows, or open locks has his chance of success reduced by
  20%. To be effective, the charm must be pasted to the lintel of the door,
  clearly showing to all that the house is protected. Any person other than
  the owner of the building who attempts to remove the charm suffers 2d10
  points of damage doing so.
  Diamond Mace: This magical item is a small iron rod topped with a
  large diamond. It is too small to be used effectively as a weapon. Upon
  uttering the command word, a 12-dice lightning bolt discharges from the
  gem. Each use requires one charge and the diamond mace has 3d10
  charges. When all charges are spent, the diamond can be sold. It is worth
  1000ch'ien.
  Drums of Thunder: This magical item is a small pair of drums, adorned
  with tassels and a harness to fasten it to the waist. The drums have sev-
  eral uses requiring different numbers of charges. Only one use of the
  drums can be called on per round. When beat upon, they can cause the
  wearer to fly for one turn (one charge), cloud trapeze for one turn (three
  charges), act as drums of panic (as per the DMG, two charges), control
  weather (one charge), or cast a 20-dice lightning bolt (five charges). When
  found, the drums have 2d10 charges.
  Eight Diagram Coins: These coins are actually copper discs, each
  engraved with a specific symbol. There are always eight in a set. When
  these coins are tossed and the command word spoken, the caster intui-
  tively learns of his or another's fate (as per the fate spell).
  Everproducing Rice Mortar: This magical item appears to be a normal
  rice mortar and mallet. There is an 80% chance the rice mortar is of the
  common type and a 20% chance that it is extraordinary. In either case, the
  magic of the everproducing rice mortar is activated by turning the mallet in
  the mortar one direction and deactivated by turning it in the other direc-
  tion.
  Once per day the common rice mortar can be activated to produce any
  type of food or drink for 1d100 people, as desired. The food spews from
  the mortar hot and fresh — rice, buns, sake, candies, tea, salt, etc. The
  food is normal in all respects. The extraordinary rice mortar has all the
  powers of the common rice mortar. In addition, it can also be used to grant
  1 d4 wishes. Once all the wishes have been granted, the extraordinary rice
  mortar becomes a common version.
  Gem of Wishes: This large gem looks like any other fine gemstone.
  However, it reveals itself as a magical item if a detect magic is used. It has
  the power to grant 1-4 wishes. Once all wishes have been granted, the
  gem loses all magical properties. The gem itself has a value of 100-1000
  ch'ien.
  Gong of Dispelling: This magical item is a large gong, three feet in
  diameter. When hung from a frame and struck, the gong has the effects of
  a dispel evil and dispel magic on everything within a 3 * radius. The spells
  are equal in potency to those cast by a 15th-level spell caster. Each time
  the gong is sounded one charge is used. The gong has 1d100 initial
  charges.
  Mallet of Luck: This item appears to be a common wooden mallet.
  Devised by a particularly warped imagination, the mallet bestows a bonus
  of + 2 on all to hit and saving throw rolls. This bonus lasts for six turns.
  However, it is necessary to strike the recipient forcibly with the mallet to
  bestow the bonus. The blow, unfortunately, causes 2d6 points of damage.
  Multiple blows do not have a cumulative effect, although the specified
  amount of damage is still done. Note that this item can be used in combat,
  if the wielder does not mind giving his opponent the bonus.
  Minyan: This large (10- to 20-foot long) item is a portable shrine
  devoted to a particular deity. It is carried like a palanquin, (i.e. by poles
  supported by bearers), and requires 20 men to move it about. Many mon-
  asteries and temples have a minyan and they are often carried into battle
  by a squad of sohei. The minyan has the following powers:
  Cause fear — The minyan forces any being of a different ethos from
  that represented by the minyan to make a successful saving throw ver-
  sus spell or flee in panic for one turn. This power has a radius of 3 * and
  is constantly in effect.
  134
  
  TREASURE AND MAGICAL ITEMS (ORIENTAL)
  Remove curse — Three times per day the minyan can be used to cast
  a remove curse as if cast by a 20th-level spell caster.
  Presence — When used on the battlefield, the sight of the minyan
  improves the morale of friendly sohei by 10%.
  Ancient curse — Once per month the minyan can be used to cast an
  ancient curse.
  Heal — Once per week the minyan can be used to cast a heal spell.
  As noted above, minyan are most commonly held by monasteries or
  temples and are placed in the charge of the abbot or a person designated
  by him. Since the power of the minyan is derived from the deity it repre-
  sents, it must be properly cared for to be effective. Appropriate offerings to
  the deity and incense must be placed daily before the minyan and serv-
  ices must be said by a shukenja of the same religion. Those charged with
  the care of the minyan and those who seek its aid must be of the proper
  ethos or alignment. On holy days of the deity, the minyan must be paraded
  through the streets and shown to the population, so that they may see and
  respect the deity represented. Shoufd any of these duties be neglected,
  the minyan permanently loses all its power.
  Mirror of Curing: Looking like a normal mirror, this item has special
  therapeutic properties. When the command word is spoken, any creature
  viewing the mirror receives the benefit of a heal spell. This requires the
  use of one charge and the mirror has 2d4 charges. When all charges are
  spent, the mirror shatters.
  Mirror of Enllghtment. This looks like a normal round mirror. However,
  when the command word is spoken, the reflection of any creature in front
  of the mirror is surrounded by a colored aura only visible to the person who
  speaks the command word. This aura reveals the nature of the person
  reflected, acting as a detect evil/good, detect motivation, and know align-
  ment spell. Only one person can be reflected and studied per round.
  Mirror of Fear: This looks identical to the mirror of enlightenment. Any
  creature looking into the mirror sees a hideous and distorted reflection of
  himself. The viewer must make a saving throw versus spell or flee in panic
  for 1d6 rounds. If the character is unable to flee, he collapses in a quiver-
  ing heap for the duration of the effect.
  Mirror of Spirit Seeing: This round mirror (approximately one foot in
  diameter) looks like all other mirrors. However, all spirit creatures passing
  in front of it are revealed in it. The mirror penetrates invisibility, disguise,
  illusions, polymorphs, and shapechanges, revealing the true form of the
  creature. The power of the mirror is constantly in effect. This mirror is
  favored by prudent homeowners who often place it in a prominent position
  to observe a door or entry, hopefully to protect from the arrival of evil spir-
  its.
  Net of Spirit Snaring: This magical net looks like a common fishing
  net. When used on normal creatures the net has no more effect than a nor-
  mal net would. However, when cast upon a spirit creature, the net freezes
  the creature in place and prevents the use of any of its attacks or spell-like
  abilities. Furthermore, the spirit cannot remove the net itself. The creature
  is still able to converse and may bargain for its release.
  Noisome Spirit Chasers: These magical items come in strings of 100
  and look like modern-day firecrackers. When lit and cast to the ground,
  the noisome spirit chasers magically explode with a loud bang. Spirits
  cannot tolerate this noise. Lesser spirits will automatically flee for 2-5
  rounds. Greater spirits must make a saving throw versus spell to remain in
  the area, otherwise they will flee as described above. The explosions
  cause no damage nor do they affect any other type of creature.
  Paper of Forms: This magical colored paper can be used by those with
  origami proficiency. To use, the character folds the paper into the desired
  shape, checking against his origami proficiency for success. If success-
  ful, he then blows on the paper and utters the command word. The paper
  then transforms into a life-sized version of the origami form, having all the
  normal properties of the object created. The paper can only be used to
  make normal creatures of animal intelligence, non-magical man-made
  objects, and natural objects. Thus a horse, house, or tree could be cre-
  ated, but not an oni, person, or magical item. The transformed paper of
  forms is indistinguishable from a normal object except that it radiates a
  faint dweomer of magic. The paper object is highly susceptible to fire. Nor-
  mal fires will ignite it 80% of the time and magical fires will always cause
  the paper to catch fire. The paper remains in the transformed state until
  the character utters a second command word, causing it to revert back to
  its origami form that can be used again. Once the paper has been used to
  make a particular origami shape, it can henceforth only be used for that
  shape. If the origami shape is unfolded, the paper is ruined and cannot be
  used again. One sheet of paper is sufficient to make any object up to the
  size of a small house or junk. When found there are 1d4 sheets of paper.
  Pearl of Protection from Fire: This magical pearl, when carried, has
  all the properties of a ring of fire resistance as described in the DMG.
  Pearl of the Ebbing Tide: This powerful magical pearl causes waters
  to recede. Holding the pearl in his hand, the character utters the com-
  mand word. Each round thereafter that the character concentrates on the
  pearl, all waters within 60 feet recede at the rate of five feet per round.
  Once the concentration is ended, the waters instantly rush back to their
  normal banks or depths.
  Pearl of the Rising Tide: This pearl is identical to the pearl of the ebb-
  ing tide, except that instead of receding, the waters in the area of effect will
  rise at the rate of five feet per round.
  Scroll of Protection from Spirits: This scroll is identical to the other
  protection scrolls in that it can be used by any character. When read, the
  scroll casts a protection from spirits spell as if cast by a 12th-level shu-
  kenja.
  Seal of Deception: Name seals are an important part of official com-
  munications throughout Kara-Tur. No order or document is considered
  official without the personal seal of the writer of the document. Severe
  penalties are applied to government officials who lose their name seal,
  since this opens the door to forgery and other crimes. The seal of decep-
  tion is a magical seal that can reshape its stamp to match any seal the
  character has seen. To use the seal of deception, the character utters the
  command word and concentrates on the image of the seal he wishes to
  reproduce. If the character has a stamp of the seal at hand to concentrate
  on, there is a 5% chance of error in the copy. If the character is concentrat-
  ing on the seal from memory, there is a 30% the seal is incorrect in some
  way. While an incorrect seal can pass a cursory examination, it will be
  revealed as a forgery under careful checking.
  Seal of Vigor: When found, this magical item appears as a blank name
  seal. To use, the character must inscribe the surface with his name. Once
  this is done, the magical properties of the seal are activated. Thereafter,
  the character heals at double the normal healing rate and cure spells have
  maximum effect when cast upon the character, provided in both cases the
  character is carrying the seal. If the inscribed seal should fall into the
  hands of another, the character named on the seal suffers all damage
  taken by the new owner until he is slain, the seal is destroyed, or he
  regains the seal.
  Tablet of Spirit Summoning: This item is a small jade tablet inscribed
  with characters. Upon uttering the command word, the character can cast
  a summon spirit spell as per the 9th-level wu jen spell. The tablet is usable
  once per week. With each use of the tablet, one inscribed character fades
  magically from the surface. When all the characters have faded, the tablet
  is a smooth piece of jade worth 10 ch'ien. The tablet has 2d6 characters
  inscribed on it when found.
  Wheels of Fire: These magical items are always found in pairs and look
  like large, ornately decorated chariot wheels. When mounted on a chariot
  and the command word spoken, they burst into magical flame. This flame
  does not hinder the movement of the chariot, nor does it harm the vehicle,
  animals, or occupants. However, all creatures within 30 feet of the chariot
  suffer 2d6 points of damage from the intense heat (unless immune to fire).
  Furthermore, the chariot leaves flaming tracks behind it wherever it goes.
  Saying the command word a second time causes the flames to disappear.
  Wondrous Writing Set: This magical writing set comes in a lacquered
  box and contains a brush, inking stone, and inkwell with ink. When used
  for writing, the set improves the character's calligraphy proficiency by + 2.
  Furthermore, if the character has a sample of another person's handwrit-
  ing, he can create a perfect forgery of that person's handwriting, provided
  he makes a successful calligraphy proficiency roll. The inkwell contains
  enough ink to write 2-5 pages.
  135
  
  AN OVERVIEW OF
  KARA-TGR
  Kara-Tur is the name of a vast continental area, encompassing within it a
  tremendous range of climates, terrains, governments, societies, cultures,
  and beliefs. Indeed, such is its variety that to detail the continent com-
  pletely would require another work the size of this, devoted exclusively to
  the campaign information required. Presented here is a general overview
  of the principal lands—their geographies, governments, and societies. It
  is given to provide the DM with the very beginning basis for an Oriental
  campaign.
  Within Kara-Tur are four main empires—Shou Lung, T'u Lung, Koza-
  kura, and Wa. Surrounding these are a host of other political units-
  uncivilized tribes, tribal confederations, warlord domains, petty
  kingdoms, and trading outposts. Many of these form convenient alliances
  with their more powerful neighbors while others, feisty and rebellious,
  maintain their independence as best they can. In addition to these settled
  lands, tracts of unsettled and inhospitable wilderness are found through-
  out Kara-Tur, inhabited only by a few hardy settlers, bandits, dangerous
  head-hunters, non-human societies, and monsters.
  GEOGRAPHY
  Within the boundaries of Kara-Tur is virtually every type of terrain com-
  monly found in our world. In the far northern reaches is the Land of Snow
  Demons, a vast expanse of permafrost tundra, unbroken except for a few
  stunted trees and upheavals of rock. The winters here are long and
  extremely harsh and the summers are cool and short. As one travels
  southward out of the permafrost, the land becomes thickly-wooded and
  swampy. These woods, mostly pine with a thick undergrowth of thorny
  berries, mosses, and ferns, are rich in wildlife—deer, moose, elk, bear,
  fox, rabbit, etc. The land gradually rises to the south until it reaches the
  Koryaz Mountains, a series of low mountain ranges. Waters flow from the
  north and south into this basin, forming a network of streams, lakes, and
  swamps feeding the Ama River which drains into the northern end of the
  Celestial Sea. During the spring months the Ama turns into a raging tor-
  rent, swollen with the runoff of melting snow.
  At the southwestern end of the Ama Basin are a series of rugged foot-
  hills that separate the basin from the drier steppes beyond. These
  steppes, extending for thousands of square miles, are relatively flat and
  featureless, only occasionally broken by rocky putcroppings. The area is
  known variously as the Desert of Horses or the Beastlands. To the north-
  east of the Ama Basin, the continent curves around the northern end of
  the Celestial Sea, extending a mountainous peninsula southwards.
  Breaking off from the tip of this peninsula are a series of rugged islands,
  including the islands of Wa and Kozakura. Warm southern ocean currents
  bring these islands a mild temperate climate.
  South of the Koryaz mountains is a high plain forming the northern prov-
  inces of Chukei and Pyint'sien of the Shou Lung Empire. This area was
  once a fertile meadow region, but changing weather patterns and poor
  land management have reduced it to a dusty, cold, wind-swept plateau. To
  the west, the Koryaz Mountains arc to the south and gradually decline into
  a range of foothills, forming a barrier between the Chukei Plateau and the
  Desert of Horses. To the east the plateau drops in an abrupt series of
  escarpments to the coast of the Celestial Sea.
  Still further south, the plateau gently slopes away into rolling hills, and
  descends into the main river basin of Kara-Tur. To the east are the fertile
  floodplains, well-watered and loamy. Extending to the west, three major
  rivers, the Ch'ing Tung, the Hungsete, and the Fenghsintzu, tumble out of
  the mountains and descend through the rolling hills to the Celestial Sea.
  The weather is warm and temperate, becoming sub-tropical along the
  southern side of the basin. To the west and southwest the Peerless Moun-
  tains (Wu Pi Te Shan Mo), gradually reach towering heights. The lower
  slopes are warm and humid, covered with lush growth, while the peaks
  are jagged and frozen. South of the Three-River Basin, the ground again
  rises in a ruggedly rolling countryside. The sub-tropical weather makes
  everything lush and green, fed by the monsoons that sweep through each
  year. The coast swings out to the southeast, marking the lower end of the
  Celestial Sea. The ranges of hills extend to the south and southeast, grad-
  ually rising into a volcanic chain. The climate becomes fully tropical, with
  thick verdant jungles filled with all manner of strange and fanciful crea-
  tures. Feathery peninsulas reach into the Eastern Ocean and island
  chains dot its waters.
  POPULATION
  In Kara-Tur the majority of the population is concentrated within the
  Three-River Basin, its surrounding foothills, and on the islands of Wa and
  Kozakura. Centered in the Three-River Basin and extending to the west
  and north is the Shou Lung Empire. To support its massive population,
  nearly all arable land of the basin is used for farming, while herding and
  some small agriculture is done on the Chukei Plateau. The Peerless and
  Koryaz mountains are mined for valuable ores that are sent downstream
  or overland. Along the southern and southwestern side of the Three-River
  Basin is the Empire of T'u Lung. Here again farming is practiced, primar-
  ily along the banks of the Fenghsintzu while farming and lumbering are
  common in the southern hills. To the north, in the Ama Basin, live tribes of
  nomadic hunters who practice little farming but raise herds of elk and rein-
  deer. The few human tribes that live in the Land of the Snow Demons sur-
  vive by hunting seal, bear, and reindeer. To the west in the Desert of
  Horses live several tribes of nomadic horsemen, joined together in a loose
  confederation. A strong leader has recently appeared among them and is
  gradually welding them into a fierce warrior-nation.
  On the lower end of the peninsula to the northeast of the Ama Basin are
  several petty kingdoms, tributary states of the Shou Lung Empire. On the
  islands between the peninsula and the islands of Wa and Kozakura are
  several tribes of primitive fishermen and hunters. Wa and Kozakura are
  populated by a people different from those found on the mainland, most
  likely an offshoot branch that settled the islands in ancient times.
  South of the Three-River Basin, the human population gradually thins
  out until there are isolated tribes living in the jungles. Those along the
  coast trade extensively with the more civilized north and have formed sev-
  eral small states that pay tribute to T'u Lung or Shou Lung. Deep in the
  jungle are the remnants of an ancient empire that once held sway over all
  the southern lands. Ruled by a race of evil snake creatures (possibly
  yuan-ti), this empire corrupted and transformed several of the human
  groups it came in contact with.
  Shou Lung
  Shou Lung (or "Receiver of the Dragon") is the largest and most power-
  ful empire of Kara-Tur. It is also the oldest state of Kara-Tur and has been in
  existence for over 1,200 years in one form or another. It has been ruled by
  an emperor for all of its history, except for a few periods of turmoil. The
  head and center of the state is the current emperor Chin of the Kuo
  Dynasty, the eighth dynasty to rule the land. The bureaucracy he heads is
  manned by thousands of officials, major and minor, chosen by a system of
  examinations given throughout the land. Thus, within Shou Lung it is pos-
  sible for even the poorest commoner to rise to an influential position, pro-
  vided he is talented enough and studies hard.
  Shou Lung is divided into 14 provinces, each headed by a governor.
  The provinces are in turn divided into districts, also with its own official. At
  each level the officials are responsible for the management of those
  beneath them, the hearing of court cases, keeping the peace, collection of
  taxes, and the construction of public works.
  The provinces are connected by a well-maintained network of roads
  and bridges, creating a regular flow of trade between different provinces.
  There is also an extensive network of Imperial Messengers stationed at
  136
  
  AN OVERVIEW OF KARA-TOR
  depots throughout the land to carry news to and from the capital city, T'ien
  Shih. Extensive areas of dikes and dams have been built along major riv-
  ers to reduce the risk of flooding. Regular coinage and paper money are
  minted and honored throughout the land.
  T'u Lung
  T'u Lung ("Earth Dragon") was part of Shou Lung until a dispute over
  imperial succession 300 years ago. Claiming its own emperor, T'u Lung
  set up a separate imperial court. After many wars between the two states,
  the situation has stabilized. No love is lost between the two empires. In the
  wars of succession, the Emperor of T'u Lung was supported by powerful
  officials and nobles of the rebelling provinces. This led to their acquiring
  great power and strength. Although the government is modeled after that
  of Shou Lung, the Emperor of T'u Lung (of the Lui Dynasty) has never
  been able to break the power of his nobles. Thus they control the exami-
  nation system and have arranged for various offices to become heredi-
  tary. Furthermore, their power has allowed them to exempt their estates
  from most imperial edicts (including taxation). Now the Emperor can only
  enforce his edicts with the consent of the majority of the nobles. Common-
  ers have little chance to rise in the government and corruption of official
  posts is common.
  T'u Lung is divided into six provinces, each administered by a heredi-
  tary governor. The provinces are divided into districts and official positions
  are assigned on the basis of family and graft. Although T'u Lung inherited
  the public works of Shou Lung, these are poorly maintained and new pro-
  jects are seldom undertaken. The people are easily oppressed, having no
  recourse to the law. The prime activity in the capital, Chia Wan Ch'uan, is
  political plotting. Many of the nobles of T'u Lung are leaders of secret soci-
  eties pledged to overthrow the Emperor.
  Wa
  The island of Wa is a unified military state. Although there is an emperor,
  the title is honorary and real power rests in the hands of the shogun or
  "barbarian-suppressing general." The shogun is always a member of the
  Hidetomi family. The island is divided into fiefs, granted by the shogun,
  and ruled individually by daimyos. Each daimyo has total control over his
  lands, provided he obeys and enacts the orders of the shogun. Indeed,
  the court of the shogun only involves itself in threats against its power and
  in cases between different fiefs. However, the shogun does retain the
  power to confiscate lands or resettle a daimyo to a different fief, a power
  that helps his family retain control. In return for his fief, the daimyo is
  expected to provide military service and administer his lands.
  Within Wa the status of the warrior, particularly the samurai, has been
  raised above all others. Each daimyo maintains a household of samurai,
  paying them a stipend of rice in return for their service. These samurai are
  expected to give absolute and loyal service to their daimyo. Under the
  warriors come the peasants, then the craftsmen, and finally the mer-
  chants. Rigid laws have been enacted to keep each social class separate.
  Cities are customarily divided into walled wards. Those living in a ward
  must pass through armed gates to visit other parts of the city and must
  return to their own ward at night. Samurai are given special privileges,
  particularly those of the vendetta and the right to avenge insults, as befits
  their military upbringing. Travel is strictly controlled and leaving or enter-
  ing the island is difficult. The intent of these laws and regulations is to pre-
  vent any possibility of rebellion or civil war against the shogun.
  Kozakura
  Kozakura ("Little Cherry Blossom") is inhabited by the same race of
  people as found on Wa and shares virtually the same customs and tradi-
  tions. However, Kozakura is far from a unified state. For several centuries
  it has been the scene of incessant warfare between powerful daimyos, all
  struggling to gain the title of shogun. The island is divided into fiefs and
  estates, ruled by the daimyos. It is a very turbulent place—one where for-
  tunes and might can be achieved by those of even the most common
  upbringing. As such, it is the perfect place for the adventurer seeking
  fame and fortune.
  Currently, a struggle is raging between several powerful daimyos who
  support the emperor in his bid to regain his long-lost political power and
  the remains of the bakufu, or shogunal government. Each side is attempt-
  ing to ally the remaining families on the island. Of these families, some are
  joining out of loyalty and others see the chance to amass more power
  themselves. Some families are even arranging to be allied to both sides so
  they cannot lose) Although the warrior is the most respected and powerful
  class, Kozakura lacks the rigid laws of Wa and more than once a humble
  peasant has risen to powerful lord through his military skill.
  Gajin
  Players who already have the AD&D® game rules may want to introduce
  character classes from these worlds into the lands of Oriental Adventures.
  However, these lands are very different from those of the standard classes
  of fighter, magic user, cleric, and thief. The lands described in this book
  are insular and closed—they avoid contact with the outside world when
  possible. True, trade exists with the outside world, but it is infrequent and
  carefully controlled. Furthermore, many ply the sea lanes and caravan
  routes with gold and treasures only to disappear at the hands of bandits or
  other, more cruel, dangers.
  The result of this separation has left the inhabitants of the Oriental
  Adventures lands with two peculiar traits. The first is a lack of curiosity
  about the rest of the world. To most people of the Oriental lands, the out-
  side world is filled with rude and hostile barbarians (known as gajin). As
  such they are not dealt with, having nothing of value to offer. This leads to
  the second of their traits—the belief that they are superior to the gajin, that
  all gajin are below the level of culture and refinement of their lands.
  Therefore, when other character classes enter Oriental lands—
  perhaps by a long sea journey or arduous overland trip—they will discover
  that their level and character class has little meaning to the Oriental popu-
  lation. Instead, they are gajin, uncivilized outsiders.
  As gajin, the characters have several disadvantages and advantages.
  First, gajin are outside the social order of the Oriental lands. The inhabit-
  ants of the land do not know exactly where to place them in the caste sys-
  tem. If a character can show some equivalent rank to a class that exists in
  the Oriental lands, he will be treated as if he were a member of that class,
  though always with a slight edge of contempt. Thus, if a fighter can show
  that he serves a great lord in his land, he would be treated as if he were a
  samurai—although he would never receive the full recognition a normal
  samurai would. Gajin are also without a family or clan and can never gain
  the benefits of belonging to one, as Oriental Adventures characters do.
  Finally, the gajin must relearn a great many basic skills. The common lan-
  guage of his land is not the trade language used here. This must be
  learned in order to communicate. Clothing is different and proper styles
  and patterns of dress must be releamed. Armor is also different and the
  gajin must receive instruction before using it. Indeed, the very fabric of
  society is different and the gajin on his own must constantly be careful to
  avoid innumerable social blunders and outrages while living among the
  Oriental people.
  There are, however, advantages. Firstly, a change of location does
  nothing to affect the abilities of the character. Those powers a character
  possessed in one land still apply here. Secondly, being an outsider, the
  character is not affected by honor. This does not mean the character has
  no honor, rather that the particular code of honor used in Oriental Adven-
  tures has no bearing on the gajin character. Qajin characters do not use
  the honor system presented in this rulebook. Thirdly, the gajin character is
  a novelty. If he behaves in a civilized and proper manner, he will find him-
  self the honored guest of one or many lords, who gain great honor by
  sponsoring the gajin. In this position, he will be closer to those in power
  than his normal caste would allow.
  The various non-humans found in the other AD&D® works are even
  more unusual to the people of Oriental Adventures. Whereas the other
  gajin are at least human, these are totally unknown. They are often mis-
  taken for hairy men or spirit folk or spirits roaming the earth. On rare occa-
  sions they will be attacked by those who mistake them for dangerous and
  evil creatures. In all cases, they are a novelty.
  137
  
  DAILY LIFE IN
  KARA-TOR
  The world of Kara-Tur and the real lands that provide its inspiration are not
  necessarily those familiar to most DMs and players. There are many dif-
  ferences in dress, food, customs, and behavior—differences that are
  small in themselves, but when added together make a culture and style of
  life foreign to most players. This section of Oriental Adventures describes
  some of these differences, aiding the DM and players in capturing the feel
  and color of the world. DMs especially should note that this section does
  not and cannot describe all of the variety and richness of a land so differ-
  ent from those of the west. It is strongly suggested that further reading be
  done. The bibliography at the back of this book lists many titles that give
  more information and detail. The DM is strongly encouraged to read one
  or more of these titles.
  The customs and ways of life described in this section are not abso-
  lutes. Just because it is stated here does not mean this is the only choice.
  The Orient covers a vast number of different types of cultures, even more
  so when the different time periods are considered. What may be true in
  one part of the Orient may be entirely different in another part. Also, since
  this is a fantasy world, the DM should freely change or alter aspects of the
  world as he wishes.
  For convenience, this section is divided into general sections dealing
  with different parts of daily life. Covered here are dress, food, buildings,
  religion, justice, manners, and names. Each section describes some (but
  not all) of the tastes, customs, and habits particular to the Orient.
  Dress
  In Kara-Tur, as in nearly all lands, men and women wear clothing. For
  the most part this is a matter of practicality, a necessary device to keep
  warm and dry. Clothing also provides a second and almost as important
  service—identifying the rank or status of the wearer. Nearly all clothing is
  decorated in dyed patterns or embroidery, but the type of clothing, the
  quality of the decoration, and the materials used all indicate status.
  The most common materials used in making clothing are cotton and
  silk. However, other materials are also used, generally confined to a spe-
  cific region and to the lower classes. These materials include pounded
  tree bark, flax, wool, woven horse-hair, furs, paper, and hemp. Heavy
  leathers would be used for durability, while soft leathers like deerskin
  would be used for items requiring flexibility or lavish decoration. Primitive
  tribesmen and poor commoners would use the cheapest and most availa-
  ble materials for their clothing. White is typically the color of mourning, so
  nearly all cloth is dyed. Common colors are browns, ochres, yellows,
  grays, and blues. The brighter colors of green, pinks, and reds are rarer
  and are commonly worn by those of higher station. Dyes are made from
  flowers, nuts, barks, woods, and certain minerals.
  The main articles of clothing vary from land to land and climate to cli-
  mate. Most common is a set of short trousers, normally made of cotton.
  These wrap around the waist and tie with strings. They can be left loose at
  the bottom or tied to fit snugly around the leg. They are normally loose-
  fitting so that they can be pulled up for wading through rice paddies or
  streams. They are often dyed in stripes or other patterns. Such pants are
  typically worn by peasants of both sexes. Commoners normally wear a
  short robe over the trousers, tied with a belt. Wealthier and more impor-
  tant persons often omit the trousers, wearing one or more long robes
  instead. Among the nobility, wearing layers of robes is standard. Each
  layer is of a different color and peeks through at the ends of the sleeves
  and around the collar. Arranging the color and order of the layers is an art
  for many of the ladies of a noble's court. Robes have wide, open sleeves,
  both for artistic and practical effect. In cold weather, the sleeves serve as
  muffs, since gloves are not normally worn. They are also used as pockets
  where a handkerchief or string of cash can be kept safely tucked away.
  Robes are often lavishly decorated with dyes, brocade, and embroidery
  and may be quite valuable. During colder seasons, warmth is achieved by
  adding more and heavier layers of robes. An outer coat of quilted cotton is
  worn to protect from cold winds. As the day grows warmer, layers are
  removed to maintain comfort. In rain, peasants wear a simple raincloak
  made from layers of straw (mino).
  The choice of footwear also depends on the land and the climate. The
  simplest and most common is a sandal of woven straw. These are cheap,
  durable, and easy to make. Sandals made of woven straw or wooden
  blocks are worn throughout Kozakura. In Shou Lung and T'u Lung, slip-
  pers of soft leather or cloth are worn by refined people while soldiers nor-
  mally wear a short soft-leather boot. Sandals are worn by the common
  people, who cannot afford to ruin good shoes in muddy fields. In the cold
  north lands, the common shoe is a leather boot wrapped in fur leggings to
  protect from snow and ice.
  Hats are a clear sign of a person's status. Nearly everyone has or wears
  a hat. Peasant hats are practical—round and broad-rimmed of woven
  straw or bamboo. These keep the sun off the fieldhand and double as bas-
  kets when needed. Wandering shukenja and monks may wear hats like
  these or ones that are baskets that cover the entire head. Hats of nobles
  are often small, the style indicating the position of the wearer. Huge
  rimmed hats of horsehair are worn by gentlemen in some parts of Kara-
  Tur. A simple scarf or piece of cloth can be used to provide protection from
  the rain.
  Personal beauty is different in Kara-Tur, too. Men, especially those of
  rank, pride themselves on their grace and beauty. A pale complexion is
  considered best and some men have even been known to pluck their eye-
  brows. It is common to use perfumes and fragrances and those of worth
  are often quite skilled at mixing these. However, the majority of men fall
  short of this ideal, being hardened by the weather and the accidents of life.
  For women, personal beauty is also quite different. It is standard practice
  for a woman to blacken her teeth. Indeed a pearly white smile is consid-
  ered an unfortunate flaw, not the attractive feature of the west. In addition,
  women pluck their eyebrows and then repaint them in a delicate thin line.
  Again a pale complexion is most attractive and many women powder their
  faces to give the best and palest color possible.
  Hair is an important feature for both sexes. It can show both age and
  status. Men of rank draw their hair back and fix it in a topknot, holding it in
  place with carved pins or a cord. This is a privilege generally reserved only
  for nobles, warriors, and those of the ruling class. Indeed, in some parts of
  Kara-Tur, particularly Kozakura, cutting off a man's topknot is a special
  punishment reserved for minor offenses. It is a sign the man has shamed
  himself before his lord. The age of a person also effects the hairstyle.
  Small children are often shaved bald except for a single lock—on the
  crown for boys and over the ear for a girl. As they grow older, this practice
  is stopped and the child grows a full head of hair. Young warriors tie this in
  the topknot described above. Upon coming of age, the samurai youth has
  the top of his forehead shaved to show his status as a man. Peasant men
  normally wear their hair loose or tied back in a long queue.
  Women let their hair grow long and flowing, possibly gathering it up into
  elaborate headdresses. The length and luxury of a woman's hair is a mea-
  sure of her beauty and her station. In periods of mourning, grief or upon
  becoming a nun, a woman will cut her hair short to show her new status.
  Men entering into the priesthood shave their heads as a sign of their new
  calling.
  Food
  Rice is the one constant throughout the civilized lands of Kara-Tur.
  Everyone eats rice and rice, in one form or another, is served with virtually
  every meal. In Shou Lung and T'u Lung, people do not greet each other
  with the friendly "Hello" of the west, instead saying, "Have you eaten rice
  today?" The intention is the same, but the importance of rice in daily life is
  clear. Rice is used in a multitude of ways. It is boiled and served as a main
  course. It is cooked into a paste-like gruel. Leftover rice is mixed with
  meats and vegetables. It is vinegared, shaped, and served cold. It is
  138
  
  DAILY LIFE IN KARA-TUR
  pounded and crushed and made into rice-cakes. It is ground into flour and
  formed into buns or noodles. It is mashed, fermented, and made into sake, a
  strong drink. Like wheat in the west, rice is the stuff of life in Kara-Tur.
  When rice is not available or too valuable to serve at the common table,
  yellow millet, sorghum, or barley is often substituted. This is the poor
  man's food. These are normally pounded into cakes or cooked into a thick
  gruel. Beans of various sizes, shapes, and colors are also used in addition
  to or in place of rice. Soybeans, red beans, black beans, and brown beans
  may all be stewed or mashed into a paste. This paste may be fermented,
  flavored, dried, or sweetened. It is used as a dip, stuffed into buns, formed
  into candies, or used as a sauce. From soybeans comes the unusual pre-
  pared foods soy sauce and tofu. Tofu is prepared from the juice or "milk"
  of mashed soybeans. This is curdled and pressed into semi-soft cakes. It
  may be stewed, dried, deep-fried, or prepared in a variety of other ways.
  Soy sauce is prepared through a complicated process of mashing, fer-
  menting, soaking, and rinsing. The end result is a thin, salty sauce used
  as a flavoring for nearly anything.
  Next to rice in importance come vegetables of many different types and
  flavors. These, grown in family garden plots, are stewed, fried, pickled,
  and steamed. They are almost never eaten raw, except as garnishes.
  Along with the huge variety of vegetables are an assortment of fruits, nuts,
  grasses, and flowers. Plant products that are eaten include the shoots of
  bamboo plants, the roots of water chestnuts, melons, giant radishes,
  mushrooms in great variety, bean sprouts, pumpkins, squash, chestnuts,
  potatoes, cucumbers, turnips, cabbage, onions, leeks, peaches, pears,
  persimmons, sweet potatoes, carrots, walnuts, almonds, lychees, lotus
  root, plums, cherries, bananas, peanuts, and many, many others. Some
  of the more unusual preparations include pickled greens or radishes
  (often with chilies), pickled plums (indeed virtually anything will be pick-
  led), dried flower buds, dried chestnuts, and pastes.
  Also important to the Oriental diet are the products of the water. Obvi-
  ously, only those living near the sea, a river, or lake consume these things.
  Hundreds of varieties of fish are eaten, taken fresh from the water, ranging
  from the commonplace to the exotic. A few of the desired delicacies
  include pufferfish (which is deadly poisonous if incorrectly prepared), sea
  cucumber, jellyfish, octopus, eels, shrimp, and fish maw. Various types of
  kelp are harvested from the ocean to be dried and used in soups and as
  flavorings. Virtually anything that comes from the sea is used in some way.
  Fish is the main source of meat; however, other meats are eaten too.
  Chicken and pork are most common. These are prepared in a variety of
  ways. Game is also eaten when available. Beef is seldom eaten as cattle
  are very rare and are specially regarded. Barbarians are known to eat
  mutton and horsemeat, especially at feasts.
  Tea is clearly the most common drink. It comes in many different vari-
  eties. The majority of people drink it plain. Among the nomads, however, it
  is mixed with milk and sugar and even served as a soup. In addition to tea,
  rice wines (sake and the like) are also drunk. These are served heated in
  small cups. Beers are also made and drunk with meals. The people of the
  steppes make a drink of fermented mare's milk, which they claim is a
  refreshing tonic. On special occasions this is mixed with mare's blood,
  especially for warriors before or after a battle. While the steppes warriors
  drink and use a great deal of milk, it is rare elsewhere.
  A typical day's meals for a group of adventurers might be something like
  this: In a town, the morning meal might be steamed buns, dumplings, rice
  or rice gruel, and several types of pickles. The mid-day meal is likely to be
  the largest with rice, vegetables, maybe fish or chicken, more pickles, and
  tea. Late in the day, the characters may indulge in some tea and rice can-
  dies or sweet buns. Finally, in the evening, a light meal is served of rice
  and a few simple delicacies. When traveling, the meals will be somewhat
  different. The morning meal, before breaking camp, may be rice gruel,
  plain boiled rice, millet, or barley. At mid-day, there may or may not be time
  for a meal. If there is a meal, it is likely to be ricecake, cold rice, or a packet
  of rice, fish, nuts, and dried seaweed or pickles wrapped and tied in
  banana leaves. If available, fruit will round out the lunch. In the evening
  dinner will be more rice and dried fish and vegetables, fresh or dried. If the
  day's hunting has gone well, fresh game may be eaten instead of fish.
  Buildings
  There are three main building types in Kara-Tur—the homes of com-
  moners, the palaces of the wealthy and powerful, and temples. Each has
  distinctive methods and materials used in building. Several floorplans are
  provided in this section for the DM to use in designing his adventures and
  to provide him with some idea of the typical arrangement of buildings.
  The peasant homes are customarily built of wood or clay brick. In its
  simplest form, the wood house is a single large room with a bare-earth
  floor and an open framework of rafters overhead. The roof is made of a
  thick layer of thatch and is steeply angled to shed snow and water. The
  roof has broad eaves that extend well over the sides of the house, shading
  from the hot summer sun and winter snow. Several windows are built into
  the walls for light, covered with a simple wood lattice, removable shutters,
  bamboo shades, or glazed paper. Surrounding the outer walls of the
  house is a small veranda—a raised deck as wide as the eaves and often
  covered with woven straw mats. Inside the house, the central room is
  dominated by an earthen hearth, normally a stone-lined pit dug into the
  floor. Above this is a hook used for hanging cooking pots when preparing
  meals, especially rice. The smoke from the fire escapes through a smoke
  hole in the roof. Since there is no type of central heating or fireplaces for
  warmth, much of the family life centers around this hearth, especially in
  winter.
  Not all houses consist of a single room. Sometimes the house is divided
  into separate sections by raised platforms. The central area of the house
  is still the earth-floored hearth area, but adjoining it are raised wooden
  platforms. These are used for sleeping and other activities. They are sep-
  arated from the main room by removable screens of paper or permanent
  wooden walls. Storage spaces are built into the walls and under the plat-
  forms. Sometimes an attic is built and used as a storage area and sleep-
  ing space for the younger family members. The attic is reached by a
  broad-stepped ladder.
  The thatched roof of such a house requires regular care and repair. In
  wealthier homes this thatch is replaced by layers of glazed tile. Although
  more expensive, these have the advantage of durability and have quickly
  become a sign of the status of the homeowner. In addition, the ridge of the
  roof and the edges of the eaves are often decorated with wooden forms
  and carvings.
  In the cities and large towns, such houses would be built tightly packed
  together on narrow twisting streets. Since thatch is not readily available,
  most of the houses are tile-roofed and a thatched roof is the sign of a truly
  poor man. Most of the shops and businesses are in the same building as
  the family home. During the day, large front shutters are opened to form a
  table for holding goods offered for sale. Behind the row of houses may be
  a common courtyard with a well for use by all the families in that block.
  Larger and wealthier homes are set off from the street by walled gardens
  or form a square around a central courtyard. Houses are seldom more
  than one story high.
  In addition to the main building providing the family living quarters,
  there may be other buildings owned by the family—workshops, stables,
  and granaries. Most of these are built in a similar style to the main house.
  Granaries, however, are almost always built of plaster and stone. This is
  due to the great risk of fire. While the family home can be rebuilt, should
  the granary burn down, the loss of wealth in the form of rice could never be
  replaced.
  Obviously, buildings making such great use of wood, thatch, and paper
  are very susceptible to fire. Building fires are greatly feared, especially in
  large cities. In such densely packed areas, winds quickly carry sparks
  from a blaze to nearby buildings, touching off devastating fires that sweep
  through entire sections of the city. Every ward of the city has organized
  teams of fire-fighters (normally under the control of a noble). Practices are
  primitive, consisting of bucket gangs and pulling down nearby buildings to
  halt the spread of the blaze.
  The other type of peasant home is made from pressed clay brick. This is
  commonly used in areas where good building wood is scarce. Such build-
  ings are normally two stories tall. They are often built around a central
  courtyard or have a walled garden attached. The cooking is done in a
  kitchen area which is dominated by a clay or brick stove. Like other
  houses, there is no central heating or fireplaces for warmth. Charcoal bra-
  ziers are placed in rooms when the weather is cold. The roofs are often
  flat, used as decks, or slightly canted and covered with glazed tile. Win-
  dows are built into nearly all the rooms and are covered with wooden lat-
  tices or heavy, removable shutters. The houses are often decorated with
  red-painted ornaments (red being considered a lucky color). Such
  houses, being mostly plaster, clay and stone, are far less susceptible to
  fire.
  The houses of nobles and the wealthy are in many ways identical to
  their peasant counterparts, except larger and more lavish. Nearly all
  include extensive garden grounds and large numbers of rooms. These
  are necessary to maintain the proper image of wealth and status and to
  house the retainers, servants, and wives of the lord. The garden grounds
  are carefully landscaped and often include a man-made pond or stream.
  Such homes are always surrounded by walls. These ensure privacy and,
  139
  
  DAILY LIFE IN KARA-TCIR
  from a more practical side, protection from wars and revolts. All have solid
  wooden floors and chambers divided by movable screens.
  Temple buildings are quite lavish in their construction. Generally, a
  group of buildings are organized within a single walled compound. The
  most common building material is wood, although magnificent towers
  (pagodas) are often built of stone. The temple usually rests on a raised
  foundation and is surrounded by terraces of stone. Around the outside of
  the building, under the broad-tiled eaves, is a broad veranda. The inside
  has a large main hall dominated by a statue or artifacts of the deity, quite
  imposing in size. Attached to the main hall are several smaller chambers
  for the use of the priests of the temple. The grounds of the compound are
  normally landscaped and planted with different types of flowering and
  decorative trees.
  In addition to the main types of architecture, there is the special class of
  military buildings—castles, watchtowers, and the like. Although the styles
  of architecture are different, these castles have many similarities to those
  of the west. The castle is usually located on the most commanding or stra-
  tegic point of ground. The compound centers around the main building—
  many stories tall—the equivalent of the donjon or keep of the western
  world. Like the keep, this building forms the last point of defense. The
  foundation is made of heavy blocks of stone rising higher than a man. The
  entrance to this tower is reached by a series of ramps and staircases.
  Attached to and surrounding this tower are a series of lesser towers and
  walls. These have only a few gates that lead to narrow winding avenues.
  The walls are pierced with loopholes and openings, allowing the
  defenders to fire upon the attackers as they advance. Surrounding the
  castle is a series of ditches or moats, smaller walls, and more towers.
  Sieging a castle is a formidable undertaking!
  Religion
  The average man of Kara-Tur does not attend a church or temple on a
  regular basis, indeed the concept of a church as a separate entity clearly
  identified from all others is somewhat strange to him. For him, religion
  organized on such a scale does not exist. However, this does not mean
  the average man is not pious and respectful of religion, nor that the tem-
  ples and monasteries are in total anarchy. It is just that the attitude toward
  religion is vastly different.
  There are several different religions in Kara-Tur, each with its own set of
  beliefs and practices—The Way, The Path of Enlightenment, The Eight
  Million Gods, ancestor worship, the cult of the state, and more. Each is
  distinct, teaching enlightenment, perfection, and salvation according to
  its own methods. Each believes it is the correct path. However, in practice,
  few common people follow the beliefs of strictly one religion. Instead, they
  take no chances, not wishing to offend one deity or another. As a result,
  commoners make offerings, listen to sermons, celebrate holy days, and
  pray at temples of many different religions. Nor is this considered unusual
  or incorrect.
  The various religions, when compared to those of the west, are
  extremely tolerant of one another. Several religions will be practiced in the
  same area, their temples often side by side. It is not unknown for a sect to
  adopt some of the practices or outward forms of another religion. These
  adoptions are re-explained according to the beliefs of the religion. Thus
  minor gods may be adopted and identified as different forms of a deity
  already worshiped by the religion. The clergy are faithful to their particular
  religion, not practicing any other. Although they would like the peasants to
  follow only their teachings and strive for this, they know that the common
  folk follow many different beliefs at once.
  In addition, religions are often divided into sects. The various sects of a
  religion all have the same overall goal and beliefs, but disagree as to what
  is the best method to pursue these beliefs. Some may hold to chanting a
  phrase over and over again, another thinking a different phrase is
  required, and a third foregoing chanting for breathing and physical exer-
  cises. Each believes its methods are the correct way. Often fierce rivalries
  develop between different sects, leading to feuds and violent clashes.
  Indeed, sects of the same religion are often more hostile to each other
  than they are to entirely different religions!
  Law and Justice
  Most of the lands of Kara-Tur are quite civilized and organized. Law and
  order is an important part of this civilizing influence and a great deal of
  effort is devoted to maintaining order and harmony throughout the lands
  of Kara-Tur. Therefore, regular systems of laws, courts and punishments
  exist. Although the exact laws and punishments may vary from country to
  country, the machinery of justice is remarkably the same throughout Kara-
  Tur.
  The center of the legal system is the law court. These courts are found
  throughout the land, generally one to every province and major city. The
  head of the court is the magistrate, who has broad powers. He may be a
  scholar who earned his post by passing the examinations, a noble
  appointed to the position by the emperor, the daimyo of the province, a
  learned sage, or the village headman. His official assistants are the bailiff
  and the constables. These in turn may hire outcasts as assistants. In addi-
  tion, the magistrate may have one or more secretaries to assist in his
  work.
  When a case first comes to the attention of the court, it is the responsi-
  bility of the bailiff and constables to gather the evidence required. Physi-
  cal evidence is brought to the court and held until the trial. Witnesses and
  those involved in the case can be arrested and held by the constables or
  ordered to appear at the time of the trial. There is no protection from
  arrest, save the possible displeasure of the magistrate or higher authori-
  ties. Obviously, this can make it very difficult to arrest important or power-
  ful people. Once all the evidence and witnesses have been gathered, the
  trial date is set, usually with little delay.
  At the trial, the accused and the accuser are each allowed to state their
  case. There are no lawyers and the magistrate asks all necessary ques-
  tions. If the accused or the accuser is reluctant to speak, the magistrate
  can order the person beaten or tortured to aid their memory. Similar pun-
  ishments await them if they are out of order. Witnesses are also brought in
  front of the magistrate for questioning and the magistrate can order force
  used to extract their testimony. The bailiff oversees the courtroom, main-
  taining order, producing the witnesses, and administering beatings as
  necessary.
  If the case involves murder, a spellcaster may be summoned to use his
  spells to speak with the dead person. Such testimony is accepted as fact.
  Spells may also be used to determine the truth of statements from the vari-
  ous testifiers. After all evidence has been heard and examined, the judge
  arrives at a decision. In this his secretaries aid him, stating the existing
  laws and previous cases.
  Persons of higher rank, because their responsibilities are greater, often
  receive special considerations. Actions which are crimes for the com-
  moner are often not if committed by one of a warrior class. Thus, in lands
  such as Kozakura, a samurai has the right to cut down a commoner he
  deems to be insulting or truculent without being charged with murder.
  Likewise, if he receives the proper approvals, he can undertake a ven-
  detta to avenge the death of a family member. On the other hand, these
  same classes are often punished more severely for actions which are not
  as criminal for the commoner. Gambling and drunkedness are much more
  severe crimes for the samurai than for the common people. In these
  cases, their crime is greater by having broken their trust.
  Punishments are fixed by law, but the magistrate has some power to
  interpret the law and alter the fixed punishment to one of lesser or greater
  severity. For commoners, typical punishments include execution, brand-
  ing, loss of the hands, payment of fines, imprisonment, banishment, slav-
  ery, the wearing of a heavy yoke, and public announcements of their
  crimes. For those of the higher classes the punishments include house
  arrest, banishment, loss of position, and honorable death. For particularly
  vile crimes (such as treason), the samurai may be forced to undergo pub-
  lic humiliation in the form of execution.
  The magistrate hears both civil and criminal cases. However, given the
  harsh treatment of even the innocent by the courts, most people attempt
  to settle civil complaints without resorting to the courts. This is often done
  by having a mediator arrange a settlement between the two parties. This
  mediator, a priest or village headman, decides the appropriate terms of
  the settlement. However, it is up to both parties to agree to this. Should
  this fail, the case may well come before the court.
  To discourage crime and treachery, many of the governments of Kara-
  Tur practice a policy of collective responsibility. Collective responsibility
  holds the entire family, village, or group responsible for the actions of the
  criminal, not just the criminal himself. Thus, if a samurai is banished for a
  crime, his entire family may be banished with him. If a murderer hides in a
  village, the entire village may be punished for the crime, not just the mur-
  derer. Given such severe penalties, people, especially commoners, are
  loathe to give aid or comfort to a criminal, lest they be held responsible for
  his actions. While this policy may seem unduly harsh, it has proven to be
  an effective way of dealing with crime.
  Finally, there is the practice of the vendetta, an act officially sanctioned
  in some lands (such as Kozakura). The vendetta is a required part of the
  samurai's honor. When a family relation is murdered or slain in a duel, it is
  140
  
  DAILY LIFE IN KARA-TOR
  the responsibility of the surviving family members to track down and kill
  the perpetrator of the crime.
  Special rules govern the vendetta. Those engaging in a vendetta can-
  not be of higher rank than the person slain. Thus, the eldest son of a sam-
  urai family cannot undertake a vendetta to avenge a younger brother
  (since the eldest son is of higher rank). Likewise the direct retainer of a
  daimyo cannot legally avenge the death of a lesser retainer. Next, the
  avenger must be released from the service of his lord. This is done by
  applying to the lord, requesting permission to undertake the vendetta. If
  the lord deems the cause to be just and does not require the services of
  the samurai at that time, he releases the samurai from service. When the
  vendetta is over, the samurai can reenter the service of his lord with no
  penalties (indeed he may have gained renown and approval for his honor-
  able actions). Finally, upon locating his man, the avenger must receive the
  approval of the local government to engage in the vendetta. Normally this
  is given with little question. However, if the person hunted is valuable to or
  a friend of the local lord, this permission may be denied. Should the
  avenger act without approval, he can be arrested for murder. However, if
  all the approvals are given, the avenger can challenge the hunted to a
  duel to the death at any time. Since everything is legally done, the winner
  of the duel is not charged with murder. Either side can have any number of
  seconds to assist him in the duel—it need not be a one-on-one fight.
  Manners
  The people of Kara-Tur, it is noticed by gajin, are extraordinarily polite as
  a rule. They often go to meticulous pains to behave in the correct manner.
  Indeed, among the higher classes, incorrect or poor manners is virtually
  as great a crime as murder and severe punishments can be levied upon
  those who knowingly or unknowingly commit some social faux pas. Cor-
  rect manners mark clearly the differences between various social classes
  and, perhaps more importantly, help prevent the possibility of embarrass-
  ing oneself in public. This latter is of great importance, since there is per-
  haps no greater sin than to be laughed at by others.
  The bow is the most obvious expression of manners. It is not just a way
  of saying "Hello." It measures the respect one has for the person bowed
  to. Those of lower status bow lower to their superiors than their superiors
  do to them. Indeed, a high ranking official may barely nod to those under
  him. The greatest deference one can make is to kowtow—kneel and touch
  one's head to the floor. This is normally done only in the presence of
  emperors and extremely powerful lords, but is sometimes necessary
  when apologizing to or begging forgiveness from another. Except in the
  presence of a powerful lord, kowtowing is an extreme act, since it repre-
  sents the debasement and surrender of the person to another.
  Manners also extend to what one says to another person. Statements,
  even when spoken in jest, can be insulting and offensive. Comments
  about another person's honor, courage, dislikes, fears, family, dress,
  behavior, friends, and even his possessions can be cause for insult.
  Insults are seldom taken lightly. Truly generous people might be able to
  ignore one or two spoken in jest, but even they would surely not be able to
  abide more. Therefore, to prevent these insults, conversations are often
  stilted or phrased in extremely polite terms to avoid offence.
  It is the great concern over insults to honor and the risk of public ridicule
  that prompts so much of the politeness. Thus, the DM is allowed to cause
  player characters to lose honor when they do things that would bring them
  ridicule or make them look foolish. Player characters cannot be cavalier in
  their attitude, they must be careful of all they do and say.
  Names
  In the western world, once a man is given a name, it stays with him for
  the rest of his life. He may acquire nicknames and aliases, but he can
  always be identified by his given name. Indeed, the process of changing a
  name could be a complicated legal matter, since it implies a change of
  family and identity. However, in the Oriental world, the situation is much
  different. Throughout the life of an Oriental character, he can expect to
  use at least two different names, quite often more. Each name would be
  valid for the person, depending on his age and situation. To further add to
  the confusion, aliases would also be used when the person wished to
  keep his identity secret.
  The different types of names and their uses are listed below. Players
  need not have names for all these instances and many names are
  dropped (such as a childhood name) when a new name is given.
  A secret name given at birth which is never revealed, but is suppos-
  edly known only to the gods. Superstition holds that learning the secret
  name of a person gives magical power over that person.
  A childhood name given the person at birth that is used in daily life.
  Childhood names are distinctly different from adult names making it
  easy to tell if a person has come of age.
  An adult name given at coming of age that shows the person is now
  considered a full adult with all the inherent rights and responsibilities.
  Once the adult name is given, the childhood name is seldom, if ever,
  used.
  A hereditary family name used in conjunction with the person's per-
  sonal name. These are by no means universal, generally reserved for
  the upper classes and nobles. For the lower classes to attach a family
  name to the personal name is considered insulting and above their sta-
  tion.
  A clan or tribe name used to identify the person by the group he
  belongs to. These are used by barbarian groups where tribal affiliation
  is extremely important.
  A place name that acts in many ways like a hereditary family name.
  These are common among the common people and identify the vil-
  lage, district, province, or etc. the person is from.
  A nickname used for much the same reasons as in the west—to tell
  two people with the same name apart, as an honor, or to ridicule them.
  A substitute name for people of quality, craftsmen, or those working
  at unseemly or improper occupations. This is the closest name to an
  alias. However, it does not disguise the identity of the person (every-
  one knows who he is and what his station is). It only protects the true
  name of the person from connection with the undesired activity.
  A substitute name chosen by an artist (writer, craftsman, etc.) either
  because it would be improper to use one's real name since it might
  have associations to some powerful person or family, or to create a
  poetic allusion about the artist (a poet choosing a name that is derived
  from that of a great poet of the past).
  A substitute name chosen by an artist, craftsman or warrior that
  shows his connection to some school or master.
  A religious name taken upon entering the ranks of the priesthood.
  This name shows the person has severed his ties with his past life and
  become a new person. Religious names normally have some special
  significance in the religion.
  Event names, chosen by the person or given by another, to tell of
  that person's deeds and exploits. Such names can come and go,
  depending on the whims and deeds of the person.
  A posthumous name, given shortly after burial, to protect and assist
  the departed person from evil influences.
  141
  
  RECEPTION HALL OF MINOR DAIMVO
  I square = 5 fret 
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  Solid Wall
  Sliding Door
  Sliding Wan
  Ueranda
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  Mttar
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  PEASANT MINKA
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  ®1985 TSR, Inc. All Rights Reserved.
  
  TEMPLE MAIN FLOOR AND TERRACES
  SIDE UIEID Of TEMPLE
  ®1985 TSR, 
  Inc. All Rights RMWVMJ.
  
  BIBLIOGRAPHY
  Titles marked by + provide a good general background.
  Aero, Rita. Things Chinese
  Basho. The Narrow Road to the Deep North and Other Travel Sketches
  Birch, Cyril (tran.). Stories From a Ming Collection
  Blofeld, John. Taolst Mysteries and Magic
  Chan, Albert. The Glory and Fall of the Ming Dynasty
  Dennys, N. B.. Folklore of China
  + Draeger, Donn & Robert Smith. Comprehensive Asian Fighting Arts
  + Duus, Peter. Feudalism in Japan
  Embree, John R. Suye Mura: A Japanese Village
  + Frederic, Louis. Dally Life in Japan at the Time of the Samurai
  + Qreer, John P.. Armies and Enemies of Ancient China
  Grousset, Rene. The Rise and Splendour of the Chinese Empire
  Hall, John Whitney. Government and Local Power in Japan: 500 to 1700
  Hatiro Yamagami. Japan's Ancient Armor
  Hatsumi, Dr. Masaaki. Ninjutsu: History and Tradition
  + Hearn, Lafcadio. In Ghostly Japan
  — Japan: An Interpretation
  + — Kotto: Being Japanese Curios, With Sundry Cobwebs
  + — Kwaidan: Stories and Studies of Strange Things
  + Hucker, Charles O.. China's Imperial Past
  lhara Saikaku. Tales of Japanese Justice
  — Tales of Samurai Honor
  Kageo Muraoka & Kichiemon Okamura. Folk Arts and Crafts of Japan
  Keene, Donald, ed.. Anthology of Japanese Literature
  Kim, Ashida. Ninja: Secrets of Invisibility
  Kitabatake Chikafusa. A Chronicle of Gods and Sovereigns
  Kiyoshi Hirai. Feudal Architecture of Japan
  + Kuo, Louise and Yuan Hsi. Chinese Folktales
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  China, 5th Series.
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  Miyamoto Musashi. A Book of Five Rings
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  — The World of the Shining Prince
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  + New Larousse Encyclopedia of Mythology
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  Smith, R. Gordon. Ancient Tales and Folklore of Japan
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  Arms and Armor
  + Storry, Richard. The Way of the Samurai
  Sun, Ruth Q.. The Asian Animal Zodiac
  + Sun Tzu. 
  The Art of War
  Teiji Itoh. Traditional Domestic Architecture of Japan
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  + Turnbull, S. R.. Samurai Armies 1550-1615
  + — 7ihe Samurai
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  Werner, E. T. C . Chinese Weapons
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  Yuzan
  Wu Cheng-en. Monkey
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  FAMILY NAME
  FAMILY CHART
  FAMILY HONOR
  HEAD Of FAMILY AND HIS BROTHERS AND SISTERS
  C
  MOKftTVOUMEO DOOOOOO
  NlUttCH
  WCMUMEN
  YOUR FATHER, WKLE AND AUNTSoooooooo
  OFCMUMEN
  YOU AND YOUR BROTHER! AND SISTERS
  OOOOOOOO
  NAME
  NUMttft
  WCWUMflV
  144
  
  Advanced
  ORIENTAL ADVENTURES
  Gary Gygax with David Cook and Francois Marcela-Froideval
  "...The mysterious and exotic Orient,
  land of spices and warlords, has at last
  opened her gates to the West.'9
  For beginners or experts,
  players or DMs, this book holds
  all the information on oriental
  character classes, races, spells,
  magical items, weapons,
  fighting styles, and monsters.
  The world of samurai and
  ninja awaits!
  2018XXX7301
  TSR, Inc.
  POB 756
  Lake Geneva,
  WI 53147
  TSR UK Ltd.
  The Mill, Rathmore Road
  Cambridge, CB1 4AD
  United Kingdom
  ISBN 0-88038-099-3
  394-54872-8TSR1500
  46363Mb2018
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 1e-2e, D&D, OD&D (TSR)/AD&D, D&D, OD&D Adventures & Settings/AD&D 1e Oriental Adventures/Oriental Adventures (1e).pdf