Categoria:Incantesimi da Shugenja

Da Miniature Fantasy.

Shugenja

  • Livello 0

Air: Frastornare, Suono fantasma, Guida, Conoscere direzione

Earth: Mano magica, Riparare, Resistenza, Virtù

Fire: Luci danzanti, Distruggere non morti, Lampo, Luce

Water: Creare acqua, Cura ferite minori, Individuazione del veleno, Purificare cibo e bevande

All: Individuazione del magico, Lettura del magico

  • Livello 1

Air: Camuffare se stesso, Scopri trappole, Individuazione di calappi e trabocchetti, Ritirata rapida, Caduta morbida, Immagine silenziosa, Sonno

Earth: Pietra magica, Arma magica, Passare senza tracce, Protezione dal Marchio, Santuario, Scudo della fede

Fire: Mani brucianti, Incuti paura, Luminescenza, Ipnosi, Stretta folgorante

Water: Calmare animali, Benedizione, Cura ferite leggere, Individuazione del Marchio, Foschia occultante, Rimuovi paura

All: Contrastare elementi

  • Livello 2

Air: Individuazione dei pensieri, Conoscere le ombre, Levitazione, Immagine minore, Silenzio, Yari di aria

Earth: Pelle coriacea, Forza del toro, Resistenza dell'orso, Blocca persone, Rendere integro, Tetsubo di terra

Fire: Grazia del gatto, Lama infuocata, Sfera infuocata, Riscaldare il metallo, Produrre fiamma

Water: Bo di acqua, Cura ferite moderate, Ritarda veleno, Ristorare inferiore, Localizza oggetto, Rimuovi paralisi

All: Resistere all'energia

  • Livello 3

Air: Chiaroudienza/Chiaroveggenza, Folata di vento, Velocità, Invisibilità, Immagine maggiore, Muro di vento

Earth: Arma magica superiore, Cerchio magico contro il Marchio, Fondersi nella pietra, Crescita vegetale, Preghiera, Scolpire pietra

Fire: Invocare il fulmine, Luce diurna, Ali di fuoco, Estremità affilata, Luce incandescente

Water: Cura ferite gravi, Rimuovi cecità/sordità, Rimuovi maledizione, Rimuovi malattia, Respirare sott'acqua, Camminare sull'acqua

All: Dissolvi magie, Glifo di interdizione, Protezione dall'energia, Evoca mostri III lo Shugenja può evocare solo un elementale piccolo.

  • Livello 4

Air: Air Walk. Subject treads on air as if solid (climb at 45- degree angle). Detect Scrying. Alerts you of magical eavesdropping. Discern Lies. Reveals deliberate falsehoods. Hallucinatory Terrain. Makes one type of terrain appear like another (field into forest, etc.). Illusory Wall. Wall, floor, or ceiling looks real, but anything can pass through.

Earth: Death Ward. Grants immunity to death spells and effects. Dismissal. Forces a creature to return to native plane. Jade Strike*. Damages and blinds Shadowlands creatures. Spell Immunity. Subject is immune to one spell/four levels. Spike Stones. Creatures in area take 1d8 damage, may be slowed.

Fire: Fire Shield. Creatures attacking you take fire damage; you’re protected from heat or cold. Flame Arrow. Shoots flaming projectiles (extra damage) or fiery bolts (4d6 damage). Lightning Bolt. Electricity deals 1d6 damage/level. Quench. Extinguishes nonmagical fires or one magic item. Wall of Fire. Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.

Water: Control Water. Raises or lowers bodies of water. Cure Critical Wounds. Cures 4d8 +1/level damage (max +20). Locate Creature. Indicates direction to familiar creature. Neutralize Poison. Detoxifies venom in or on subject. Restoration. Restores level and ability score drains.

  • Livello 5

Air: Control Winds. Change wind direction and speed. Dimension Door. Teleports you and 500 lb. Improved Invisibility. As invisibility, but subject can attack and stay invisible. Mirage Arcana. As hallucinatory terrain, plus structures. Persistent Image. As major image, but no concentra- tion required.

Earth: Dispel Taint*. +4 bonus against attacks. Passwall. Breaches walls 1 ft. thick/level. Spell Resistance. Subject gains 12 +1/level SR. Wall of Iron. 30 hp/four levels; can topple onto foes. Wall of Stone. Creates a stone wall that can be shaped. Fire Circle of Flame*. Flames deal 1d8+1/level damage in all directions. Confusion. Makes subject behave oddly for 1 round/level. Feeblemind. Subject’s Int drops to 1.

Fire: Breath*. You can breathe fire once/round; flame deals 1d8/2 levels (maximum 10d8) damage to one target within 15 ft. Flame Strike. Smites foes with divine fire (1d6/level).

Water: Atonement. Removes burden of misdeeds from subject. Healing Circle. Cures 1d8 +1/level damage in all directions. Righteous Might. Your size increases, and you gain +4 Str. Scrying. Spies on subject from a distance. Wall of Ice. Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

All: Commune With Nature. Learn about terrain for one mile/level. Summon Nature’s Ally V. Calls creature to fight. Shugenjas can use this spell only to summon a Medium- size elemental.

  • Livello 6

Air: Cloudkill. Kills 3 HD or less; 4–6 HD save or die. Permanent Image. Includes sight, sound, and smell. Teleport. Instantly transports you anywhere. Veil. Changes appearance of group of creatures. Wind Walk. You and your allies turn vaporous and travel fast.

Earth: Antimagic Field. Negates magic within 10 ft. Banishment. Banishes 2 HD/level extraplanar creatures. Move Earth. Digs trenches and builds hills. Stone Tell. Talk to natural or worked stone. Stoneskin. Stops blows, cuts, and slashes.

Fire: Fire Seeds. Acorns and berries become grenades and bombs. Fires of Purity*. Target bursts into magical flame, becoming a dangerous weapon. Greater Glyph of Warding. As glyph of warding, but up to 10d8 damage or 6th-level spell. Yakamo’s Anger*. Blinds creatures within 10 ft.

Water: Contingency. Sets trigger condition for another spell. Control Weather. Changes weather in local area. Heal. Cures all damage, diseases, and mental conditions. Master of the Rolling River*. Wave of water deals 1d8/two levels damage and bull rush. True Seeing. See all things as they really are.

All: Greater Dispelling. As dispel magic, but up to +20 on check. Summon Nature’s Ally VI. Calls creature to fight. Shugenjas can use this spell only to summon a Large elemental.

  • Livello 7

Air: Mass Invisibility. As invisibility, but affects all in range. Mislead. Turns you invisible and creates illusory double. Programmed Image. As major image, plus triggered by event. Vanish. As teleport, but affects a touched object. Earth Disintegrate. Makes one creature or object vanish. Spell Turning. Reflect 1d4+6 spell levels back at caster. Statue. Subject can become a statue at will. Tomb of Jade*. Entraps and harms Shadowlands creatures.

Fire: Chain Lightning. 1d6 damage/level; secondary bolts. Fire Storm. Deals 1d6 fire damage/level. Sunbeam. Beam blinds and deals 3d6 damage.

Water: Greater Restoration. As restoration, plus restores all levels and ability scores. Greater Scrying. As scrying, but faster and longer. Resurrection. Fully restore dead subject. Words of the Kami*. Kills, paralyzes, weakens, or dazes Tainted subjects.

All: Summon Nature’s Ally VII. Calls creature to fight. Shugenjas can use this spell only to summon a Huge elemental.


  • Livello 8

Air: Screen. Illusion hides area from vision, scrying. Teleport without Error. As teleport, but no off-target arrival. Whirlwind. Cyclone deals damage and can pick up creatures. Earth Binding. Array of techniques to imprison a creature. Earthquake. Intense tremor shakes 5-ft./level radius. Protection from Spells. Confers +8 resistance bonus.

Fire: Incendiary Cloud. Cloud deals 4d6 fire damage/round. Power Word, Blind. Blinds 200 hp worth of creatures. Sunburst. Blinds all within 10 ft., deals 3d6 damage.

Water: Discern Location. Exact location of creature or object. Mass Heal. As heal, but with several subjects. Regenerate. Subject’s severed limbs grow back.

All: Summon Nature’s Ally VIII. Calls creature to fight. Shugenjas can use this spell only to summon a greater elemental.

  • Livello 9

Air: Teleportation Circle. Circle teleports any creature inside to designated spot. Earth Antipathy. Object or location affected by spell repels certain creatures.

Fire: Meteor Swarm. Deals 24d6 fire damage, plus bursts.

Water: True Resurrection. As resurrection, plus remains aren’t needed.

All: Elemental Swarm. Summons multiple elementals. Summon Nature’s Ally IX. Calls creature to fight. Shugenjas can use this spell only to summon an elder elemental.

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