Scuole Shugenja
AGASHA SCHOOL (PHOENIX CLAN) SPELLS
0 Flare. Dazzles one creature (–1 attack). 1 Burning Hands. 1d4 fire damage/level (max: 5d4). 2 Produce Flame. 1d4 +1/two levels damage, touch or thrown. 3 Searing Light. Ray deals 1d8/two levels, more against undead. 4 Fireball†. 1d6 damage per level, 20-ft. radius. 5 Flame Strike. Smites foes with divine fire (1d6/level). 6 Fires of Purity*. Target bursts into magical flame, becoming a dangerous weapon. 7 Fire Storm. Deals 1d6 fire damage/level. 8 Delayed Blast Fireball†. 1d6 fire damage/level; you can delay blast for 5 rounds 9 Meteor Swarm. Deals 24d6 fire damage, plus bursts. †This spell is not on the normal shugenja spell list.
ASAHINA SCHOOL (CRANE CLAN) SPELLS
0 Guidance. +1 on one roll, save, or check. 1 Detect Snares and Pits. Reveals natural or primitive traps. 2 Detect Thoughts. Allows “listening” to surface thoughts. 3 Clairaudience/Clairvoyance. Hear or see at a distance for 1 min./level. 4 Divination†. Provides useful advice for specific proposed actions. 5 Commune With Nature. Learn about terrain for one mile/level. 6 Find the Path†. Shows most direct way to a location. 7 Legend Lore†. Learn tales about a person, place, or thing. 8 Vision†. As legend lore, but quicker and strenuous. 9 Foresight†. “Sixth sense” warns of impending danger. †This spell is not on the normal shugenja spell list.
IUCHI SCHOOL (UNICORN CLAN) SPELLS
0 Detect Magic. Detects spells and magic items within 60 ft. 1 Remove Fear. +4 on saves against fear for one subject +1/four levels. 2 Horse’s Nose*†. Grants the scent special ability. 3 When Two Become One*†. Your spirit merges with your horse’s. 4 Remove Fatigue*†. Removes effects of fatigue as 8 hours of rest. 5 Dance of the Unicorn*†. Purifying mist washes the air clean of smoke, dust, and poisons. 6 Control Weather. Changes weather in local area. 7 Greater Scrying. As scrying, but faster and longer. 8 Horrid Wilting†. Deals 1d8 damage/level within 30 ft. 9 Shambler†. Summons 1d4+2 shambling mounds to fight for you. †This spell is not on the normal shugenja spell list.
KITSU SCHOOL (LION CLAN) SPELLS
0 Cure Minor Wounds. Cures 1 point of damage. 1 Cure Light Wounds. Cures 1d8 +1/level damage (max +5). 2 Commune with Lesser Spirit*†. Lesser spirit answers one question/2 levels. 3 Cure Serious Wounds. Cures 3d8 +1/level damage (max +15). 4 Cure Critical Wounds. Cures 4d8 +1/level damage (max +20). 5 Commune with Greater Spirit*†. Ask any spirit 1 question/level. 6 Heal. Cures all damage, diseases, and mental conditions. 7 Resurrection. Fully restores dead subject. 8 Mass Heal. As heal, but with several subjects. 9 Soul Bind†. Traps newly dead soul to prevent resurrection. †This spell is not on the normal shugenja spell list.
KUNI SCHOOL (CRAB CLAN) SPELLS
0 Resistance. Subject gains +1 on saving throws. 1 Magic Weapon. Weapon gains +1 bonus. 2 Tetsubo of Earth*. Melee attack deals 1d10+1/two levels damage. 3 Greater Magic Weapon. +1 bonus/three levels (max +5). 4 Dismissal. Forces a creature to return to native plane. 5 Dispel Taint*. +4 bonus against attacks. 6 Banishment. Banishes 2 HD/level extraplanar creatures. 7 Tomb of Jade*. Entraps and harms Shadowlands creatures. 8 Binding. Array of techniques to imprison a creature. 9 Imprisonment†. Entombs subject beneath the earth. †This spell is not on the normal shugenja spell list.
SOSHI SCHOOL (SCORPION CLAN) SPELLS
0 Daze. Creature loses next action. 1 Change Self. Changes your appearance. 2 Know the Shadows*. +10 to Hide checks in darkened areas. 3 Invisibility. Subject is invisible for 10 min./level or until it attacks. 4 Air Walk. Subject treads on air as if solid (climb at 45 degree angle). 5 Improved Invisibility. As invisibility, but subject can attack and stay invisible. 6 Veil. Changes appearance of group of creatures. 7 Mislead. Turns you invisible and creates illusory double. 8 Screen. Illusion hides area from vision, scrying. 9 Foresight†. “Sixth sense” warns of impending danger. †This spell is not on the normal shugenja spell list.
TAMORI SCHOOL (DRAGON CLAN) SPELLS
0 Mending. Makes minor repairs on an object. 1 Magic Stone. Three stones gain +1 attack, deal 1d6+1 damage. 2 Soften Earth and Stone†. Turns stone to clay or dirt to sand or mud. 3 Stone Shape. Sculpts stone into any form. 4 Holy Smite†. Damages and blinds evil creatures. 5 Transmute Rock to Mud†. Transforms two 10-ft. cubes/level. 6 Flesh to Stone†. Turns subject creature into statue. 7 Statue. Subject can become a statue at will. 8 Earthquake. Intense tremor shakes 5-ft./level radius. 9 Antipathy. Object or location affected by spell repels certain creatures. †This spell is not on the normal shugenja spell list.
YOGO SCHOOL (SCORPION CLAN) SPELLS
0 Resistance. Subject gains +1 on saving throws. 1 Protection from Taint*. +2 AC and saves, counter mind control, hedge out oni. 2 Obscure Object†. Masks object against divination. 3 Magic Circle against Taint*. As protection from Taint, but 10-ft. radius and 10 min./level. 4 Spell Immunity. Subject is immune to one spell/four levels. 5 Spell Resistance. Subject gains 12 +1/level SR. 6 Antimagic Field. Negates magic within 10 ft. 7 Spell Turning. Reflect 1d4+6 spell levels back at caster. 8 Protection from Spells. Confers +8 resistance bonus. 9 Jade Aura†. +4 AC, +4 resistance, and 25 SR against evil spells. †This spell is not on the normal shugenja spell list.