Showing posts with label MUs. Show all posts
Showing posts with label MUs. Show all posts

Monday, February 5, 2024

More Monsters and Wizards!

It's been a few years since I added to my 1/72 scale miniatures collection, despite getting many of them painted up. I actually need to re-paint quite a few of them, as the summer heat, and possibly the clear top coat I used, caused a lot of the paint to melt/blend, and the figures don't look anywhere near as good as they did when I finished painting them. Looking back through old blog posts, I don't think I posted pictures of the finished products, just a work in progress post and this one from two years ago when I finally painted the lizard men

Well, I had a set of Caesar Adventurers which covered a lot of LotR types, plus a few Conan style barbarian types. I had Caesar Elves, Dwarves, and Goblins as well. 

And I had Red Hat Dark Alliance Cimmerians, Amazons, Half-Orcs, regular Orcs...

One problem, and a reason why I still hesitate to switch to 1/72 scale minis instead of standard 28mm minis (not that I'm using minis at all for D&D these days...) is that there just aren't enough spell-caster types. 

I have a few from the Caesar Adventurers and Elves. I had a set of historical Vikings and one of Robin Hood characters (forget who made both of them) that had a few poses that could be a spell-caster. There's one Dark Alliance Cimmerian shaman. Definitely not enough cleric/druid/magic-user types. 

Well, I ordered some more Red Hat/Dark Alliance figures for my birthday. They arrived today. And I'm pleased to say that the Red Hat historical Russian War Monk Artillery make for good spell-caster types! They're all male, but at least I've now got a bunch of robed, bearded little dudes that could be PC or NPC spellcaster types. The tamping rods and fuse-sticks look like magic staves.

I also ordered the Dark Alliance Minotaur and Cyclops sets. I wanted to get their Southern Kingdoms Rangers set (based on Faramir's company in the LotR movies), which obviously are ranger/thief types, but my supplier was out (Michigan Toy Soldier Company -- I always get great customer service from these guys on my international orders!).

Here they are, with a few of the not so nice looking anymore Caesar Adventurers. The cyclopes are nice and big, and the minotaurs look fairly hefty next to them. 

Red Hat figures tend to come with a lot of flash that needs cleaning off, but the cyclops figures are really clean. The minotaurs and war monks not so much.

I compared these guys to a TSR (Dragonstrike board game) figure and a Reaper metal figure. The minotaurs look pretty wimpy next to them, but the cyclops set is still decently big by comparison.


With either scale, I think these will make good additions to the Gauntlet-inspired tactical board game rules I'm working on. 

Time to get these guys off their sprues!



Wednesday, August 31, 2022

How many spells do I get?

This is something I've known about for a while, but if I've blogged about it before, I've forgotten. And I didn't tag it with my MU tag if I did. 

So, Magic-Users. How many spells per day can they cast? Apparently, as you level up, there are quite a few discrepancies depending on what book you're using. 

My print version of the Mentzer Expert Set has this table:

However, the PDF version (the really old Paizo.com PDF, back before the Pathfinder schism) has this:

Up to 5th level, they're identical. But at 6th level, you get an extra 1st level spell in my print book than in the PDF version. 

7th and 8th level are the same. So far, slight advantage to the print book.

At 9th level, though, the PDF version gets an extra 3rd level spell compared to the print book. Now the tables have turned!

At 10th level, the print MU gets an extra 1st level spell, but the PDF MU gets an extra 4th level spell! 

But at 11th level, the PDF MU finally gets that fourth 1st level spell, and their first 6th level spell. But the print MU gets extra 2nd and 3rd level spells (fourth for each) and finally gets that third 4th level spell. 

12th level finally sees the two versions the same again. 

But at 13th level, the print MU again gets a 1st level spell that the PDF MU doesn't, which remains the case at 14th level, as well. 

I don't know if the PDF was edited to match the later RC progression, or if there were multiple versions of the Expert Set put out. Here's the RC: 

And for completeness, here's the BX version: 

This is almost the same as what's in the PDF and RC, until 12th level. Then the BX MU gets a boost in their higher level spells per day. Since the BECMI line was planned from the beginning for a level 1 to 36 spread, that's not surprising. 

AD&D, of course, also has a different spread of spells per level: 

Not gonna analyze all the differences between AD&D and Classic, as I'm mainly just interested in the two very different versions of BECMI Expert today. Oh, and just the BECMI MU. The Elf is also different, with a progression matching the MU in the PDF version 100%, but in the print version getting 10th level spells 5/4/3/2/1 in the print version!

Either way, the spell progression of both print and PDF Expert sets match up with the progression in the Companion Set (which matches the RC, at least at 15th level):

The PDF MU is gaining 1st and a 7th level spells at 15th level, while the print MU is only getting that 7th level spell.

The print version gets a bit more versatility over all, with more lower level spells sooner. But the PDF version gets better higher level spells, so more power.

Just for fun, I may go through my spell tables and see what it would look like to give the most generous spell progression for each spell level, mixing the two (three with BX) Expert Sets. Or maybe even bringing in the 1E progression, too! Just to see what it's like.



Thursday, December 10, 2020

How Wizards Work

 A friend of mine who runs an AD&D game online recently got into a 5E game and decided to play a Wizard as his first character. And he was pretty confused. There are spells in your spell book, spells you prepare, spell slots, cantrips that are at-will, and ritual spells that are sort of at-will, but take time. 

So he asked me to explain it to him since his DM couldn't in a way that made sense to him. 

Honestly, I flailed around at this for a bit, even though I get 5E and how it runs spell casters. 

The way I finally explained it was to break down for the first three levels how many spells you get in the spellbook, how many of those spells you prepare each day, and then how many spell slots you have to cast prepared spells. Plus, then reminding him of ritual spells and how they work. (He had cantrips down, they're easy.)

I was more wordy than this, but it broke down along these lines: 

At 1st level, you have 6 spells in your spellbook. You prepare any 4 of them (assuming a +3 Int bonus at 1st level). You can cast twice. That may be two different spells you prepared, or the same spell twice. 

At 2nd level, you get two more spells in your spellbook. You prepare any 5 of the 8 spells. You can cast three times, in any combination of the 5 prepared spells.

At 3rd level, you get two more spells in your spellbook, probably but not necessarily 2nd level ones. You can prepare any 6 of your 10 spells. You can cast six times, four times MUST be 1st level spells, and two times could be 1st or 2nd level spells, in any combination of your 6 prepared spells. 

And then you can cast any ritual spell without spending a spell slot as long as you have the time to cast it, but since they're mainly out of combat spells, you usually will.

While the flexibility of this is nice (utility spells don't need to be ignored and never prepared until after the need for them is known), it is fairly complex. 

Preparing X spells of each spell level per day, and then just casting those spells old school style is just so much simpler.

Sunday, June 28, 2020

Using my noggin

Nate, who has been playing Tusken Tumble, the Half-Orc Acrobat in my West Marches game, started a 5E game using the free content WotC has been putting out during the coronavirus lockdown. He started us as 1st level PCs in the Lost Mines of Phandelver module, which is I guess the 5E equivalent of Keep on the Borderlands.

I rolled up a Wizard (Conjurer specialist now that he's 2nd level). And among his spells, only one cantrip does direct hit point damage. It's called infestation, and it summons up fleas, mites, etc. to bite and annoy the target. All of his other cantrips and spells are 'utility' magic.

Out of four sessions Nate has run, I've only played in two (the most recent last Friday night). So I just hit level 2 after this past session while everyone else is level 2 or 3 already. But that didn't really matter. I've been a pretty effective character when I've been there.

Minor Spoilers for Lost Mines of Phandelver below:

In my first session (second of the campaign), we were exploring a goblin cave to rescue some prisoners and stolen goods. The goblins had wolves (dire? worgs? not sure) as guards. Dean's Gnomish Bard and I combined our minor illusion cantrips to get the sound and image of a cat, to lure them out, which worked. We were able to take them on more easily as some were chained and some were not. Later, inside the cavern, my familiar (a Raven, not the most optimal familiar, but stylish!) scouted out a chamber that was up a hill of bones and rubble, and found several goblins, a bugbear, stolen goods, and a prisoner. Some of the party climbed up, but then retreated when they saw how tough the opposition was. I cast my second spell (the first being mage armor) to grease the slope, and the goblins that pursued slid down into our waiting warriors' axes/swords/pummeling fists. Then we all went up the slope, rescued the prisoner (Jeff's character, as he joined the session late), and when reinforcements arrived, I was back to using infestation and minor illusion to distract.

Last night, I felt like I was a bit more creative with my spells. We started out in town, seeking information on the Red Brand bandits who the party had tussled with in the third session which I missed. We ended up impressing a farm boy who knew the secret location into the lair by my mending cantrip and Bumblesnick's minor illusion cantrip. Once we got in the lair, we encountered a creature called a nothic (one-eyed twisted former mage with mental powers) and decided to fight it. The Ranger and Monk did most of the work there.

But after we killed it, we found a room with some red cloaks. They were filthy, maybe diseased, but a prestidigitation cleaned them. But since they wouldn't be much good as disguises shiny clean, more prestidigitation gave them cosmetic soiling.

The final room we investigated had three sarcophagi with armed skeletons leaning on them. With the help of both my and Bumblesnick's unseen servant rituals, we had the servants thread ropes gently through the bones of the skeletons to tie them up. When Denis' Tortle Monk entered the room, they animated of course, but the ropes kept them from mobbing Chell the Monk while we battled them.

Finally, we had a cache of weapons, beaver pelts, and the treasure from the nothic. It was a lot to carry. So I cast Tenser's Floating Disk to carry the loot out.

Dustie, playing a Half Orc Ranger, was wondering why I wasn't blasting away at things. I just laughed and in character wondered why any spell-caster worth his salt would be so crude.

Considering that a very high percentage of spells in 5E are damage dealing spells, I don't think Dustie was overreacting. I just found it amusing that I was getting by without much in the way of direct damage spells, and definitely making things easier for the party.

______________________________________
Story Two!

In my West Marches game this afternoon, the party was asked by the local king of the Fair Folk to wipe out a lair of river sahuagin (piranha people instead of shark people), in exchange for help transporting their large piles of treasure taken from the fledgling dragons last session. Justin's character, Queeg, is an antiquarian (MU/Thief).

On the way to the dungeon, they met hostile satyrs, but Queeg's phantasmal force spell (or was it the wand of illusion?) of frolicking nymphs distracted most of them.

Queeg has a stone of earth elemental control which he used to summon an elemental to battle the sahuagin (until it was dispelled by the sahuagin priestess of Blibdoolpoolp). That weeded out a fair number of sahuagin guards.

Then the party waded in. The remaining front room guards were reinforced by the priestess and her retinue, plus they had a giant crab. While battling, Queeg made good use of continual light to blind the priestess, his wand of paralyzation, and his mirror image spell to even the odds a bit (very necessary, as the priestess had used hold person and paralyzed Abernathy the Dragonborn Fighter/Magic-User, and Calvin the Half Orc Cavalier) [Yes, home brew Classic D&D!]. He also used a staff of dispelling to remove the paralysis of the hold person spell.

Later, fighting the Sahuagin Baron and his bodyguards, Abernathy finally got to shine, with sleep spells (Queeg also used sleep) and magic missiles.

Two things are clear from this: One, Justin is also using utility magic well to solve problems. Two, Queeg has a lot of magical gear (being the only MU in the party for some time, he got a lot by default).


Friday, October 4, 2019

TSR-East Classes: Wushi

As I mentioned a few days ago in my general class overview of what I'm doing for TSR-East, I switched the name for the magic-user class from Wu Jen to Wushi. Wu Jen is more recognizable thanks to its inclusion in 1E and 3E OA, plus the AD&D 2E Complete Wizard book (I think), and 5E (as a psychic subclass?). Not sure if 4E had a Wu Jen option.

As I said the other day, though, Wushi 巫师 is better Chinese. If you want to call your character a Wu Jen, I'm not going to send the OSR Police after you.

So, how does my Wushi compare to the normal Magic-User? Very similar. In fact, the only real difference is the spell list. As you can see below, it's mostly the same, but with some of my Flying Swordsmen and Chanbara spells substituted in where I felt appropriate. They're the only spell casting class that uses spell books, but they also have the greatest variety of spells. Not only do they get 12 choices for each spell level, there's a good range of offense/defense, observation, mobility, and utility spells.

How does it compare to the OA Wu Jen? It doesn't have enforced taboos, and no elemental mastery (which wasn't really that great an ability for the effort that went into achieving it). Again, feel free to give your Wushi (or any character) taboos they must abide by. I just don't feel like it needs to be baked into the class. Maybe you want to play a refined, courtly gentle-woman scholar who studies magic in the Imperial Library by day, adventures through muck-filled ruins for treasure by night. No need for taboos. But if you want to play the wild crazy hermit from the mountain, feel free to come up with taboos on your own.

Here is the class:

Wūshī (Wizard) AKA Onmyoji, Mabopsa
Prime Requisite: Int [13 +5%, 16 +10%]
Hit Die: d4 to 9th level, +1/level after
Arms: limited weapons, no armor
Special Abilities: spells
Wushi Advancement
Level
XP
BAB
1
2
3
4
5
6
1
0
+1
1
2
2500
+1
2
3
5000
+1
2
1
4
10,000
+1
2
2
5
20,000
+1
2
2
1
6
40,000
+3
3
2
2
7
80,000
+3
3
3
2
1
8
150,000
+3
3
3
3
2
9
300,000
+3
4
4
3
2
1
10
450,000
+3
4
4
3
3
2
11
600,000
+5
4
4
4
3
2
1
12
750,000
+5
5
5
4
3
2
2
13
900,000
+5
5
5
5
3
3
2
14
1,050,000
+5
6
5
5
3
3
3
15
1,200,000
+5
6
5
5
4
3
3
Spells: A wushi can cast a number of spells of the levels shown on the Wushi Advancement chart each day. The wushi must prepare their spells in advance. Wushi keep a spellbook with the spells they know. They begin play knowing two spells plus one spell per point of Int bonus (if any). At each level they may add a new spell to their spellbook of a level which they can cast. They may also copy spells found in captured spellbooks or scrolls if it is of a level they can cast to increase their store of spells. 



Wushi
Save Level:
1-5
6-10
11-15
Death Ray/Poison
13
11
9
Magic Wand
14
12
10
Paralysis/Turn to Stone
13
11
9
Dragon Breath
16
14
12
Rod/Staff/Spell
15
12
9

Wushi Spells

Level 1

1. Charm Person
2. Detect Magic
3. Disguise
4. Flame Dart
5. Floating Disk
6. Light*
7. Magic Missile
8. Protection from Evil
9. Read Languages
10. Read Magic
11. Scales
12. Sleep

Level 2

1. Continual Light*
2. Detect Invisible
3. ESP*
4. Foretell
5. Ice Blast
6. Invisibility
7. Knock
8. Levitate
9. Locate Object
10. Needle Storm
11. Phantasmal Force
12. Wizard Lock

Level 3

1. Clairvoyance
2. Dispel Magic
3. Fireball
4. Fly
5. Haste*
6. Heart Crusher
7. Hold Person*
8. Invisibility 10' Radius
9. Lightning Bolt
10. Protection from Missiles
11. Speak with Nature
12. Water Breathing

Level 4

1. Charm Monster
2. Confusion
3. Dimension Door
4. Hallucinatory Terrain
5. Ice Storm/Wall of Ice
6. Improved Invisibility
7. Polymorph Other
8. Protection from Poison
9. Remove Curse*
10. Shadow Monsters
11. Wall of Fire
12. Wizard Eye

Level 5

1. Cloudkill
2. Dragon’s Breath
3. Feeblemind
4. Hold Monster*
5. Ice Prison
6. Magic Jar
7. Mass Suggestion
8. Passwall
9. Steal the Essence
10. Telekinesis
11. Teleport
12. Wall of Bones

Level 6

1. Anti-Magic Shell
2. Conjure Elemental
3. Death Spell
4. Disintegrate
5. Invisible Stalker
6. Mind Barrier*
7. Projected Image
8. Reincarnation
9. Speak with Monsters
10. Stone to Flesh*
11. Wall of Stone
12. Weather Control

Monday, June 26, 2017

Crazy Idea? Or is this basically what DCC does?

I sometimes feel like I'm the only OSR guy that doesn't have Dungeon Crawl Classics. I've gotten some modules for it, but don't have the game itself. I've of course heard about the spell system, where every spell has a random table to go with it.

What I'm proposing is a bit different from my perception of DCC's spell system, but somewhat similar. I'm not sure how well this would work in play, it's just a random idea I had. But enough blather, what was my shower thought last week?*

So, using a TSR version of D&D, or a retroclone of the same, here's an idea for Magic-Users (I probably wouldn't allow it for Clerics, but then again, maybe I might) that might give them a bit more oomph. Once they've cast all of their prepared spells for the day (or if a situation calls for a spell in their spellbook but not prepared), they can cast it, but need to make a roll using the Chainmail spell chances (2d6 rolls) to see if the spell goes off or fizzles.

Probably too powerful if it's just "cast or fail" so (like DCC) it would need some chance of misfire of some sort (Wild Magic tables? Reverse effects or targets? Page in the spellbook is burned and the spell is lost?) to make it a gamble to keep casting spells when you've exhausted your spells per day or are casting something you didn't prepare. Higher level spells would also incur a higher chance of a negative effect besides just not casting the spell.

It might be fun to try this some day.


*Or was it 2 weeks ago? I'm so behind on blogging. We've had two sessions of Dean's game that I haven't posted about. I've also been doing the West Marches for 2 months now, and it's going well. Chanbara is nearly ready for publication. And I've seen a movie or two I could review. No time for any of that recently.

Friday, August 26, 2016

5E Wizard of High Sorcery

I just spent a few minutes (didn't take long) comparing the eight magical traditions in 5E with the various spell schools in 1E, and how in Dragonlance, your wizard's robe color determines which spell schools you can know/cast. And it turns out they easily map together, giving five of 5E's eight groups to each robe color. Also, the influence of the three moons seems like it will be pretty simple to apply to 5E's Wizard class.

Class: Wizard of High Sorcery
Except as noted below, identical to the basic Wizard class.

2nd Level: Arcane Tradition
Wizards of High Sorcery have limits on which arcane traditions they can choose from, based on their alignment. Wizards of Good alignment can select from Abjuration, Conjuration, Divination, Enchantment, and Evocation. Wizards of Neutral alignment can select from Conjuration, Divination, Evocation, Illusion, and Transmutation. Wizards of Evil alignment can select from Conjuration, Divination, Enchantment, Illusion, and Necromancy. [Note that the Law/Chaos axis does not matter for this choice, only the Good/Evil axis.]

3rd Level: Robes
After achieving 3rd level and before gaining 4th level, the wizard must pass the Test of High Sorcery, which is pass or die. The wizard who passes joins one of three orders, White (good), Red (neutral) or Black (evil) and is issued appropriately colored robes. From this point forward, they may only cast spells of the spell schools allowed as valid choices for their Arcane Tradition. Spells of prohibited schools in their spellbook are unusable, and the wizard may select any one such spell, if any, to be removed and replaced with another spell by the Conclave of Wizards upon completion of the Test.

3rd Level: Moon Influence
After passing the Test of High Sorcery, the wizard's magic is influenced by one of Krynn's three moons: Solinari (White), Lunitari (Red) or Nuitari (Black). When the wizard's influencing moon is in High Sanction (full), the wizard gains a +1 bonus to their Spell Save DC and Spell Attack Bonus. They also gain one additional spell slot that they can cast, of the highest level of which they can cast 2 or more spells. When the influencing moon is in Low Sanction (new), the wizard suffers a -1 penalty to their Spell Save DC and Spell Attack Bonus. They also lose one spell slot of the highest level of which they can cast 2 or more spells.

For example, at 7th level, a Wizard has 1 4th level spell slot and 3 3rd level spell slots. At High Sanction, the Wizard would gain an extra 3rd level spell slot, for a total of 4. During Low Sanction, the Wizard would have only 2 3rd level spell slots. Once the Wizard advances to 8th level and has 2 4th level spell slots, the Wizard would have 3 4th level slots at High Sanction and only 1 4th level slot at Low Sanction.

Renegade Magic Users
A Wizard who continues to advance in level beyond 3rd without having taken the Test of High Sorcery is considered a renegade. The renegade may cast spells of any spell school regardless of alignment, and the moons have no influence on the renegade's spells. Any Wizard of High Sorcery who encounters a renegade is bound by the Conclave of Wizards to attempt to capture or kill the renegade.

Wednesday, July 22, 2015

Chanbara Mahotsukai

Here's a bit more of the new Chanbara draft I'm working on, the Mahotsukai [Magician] and its three profiles (subclasses or kits, however you want to think about it), the Onmyoji, Soryo and Yamabushi.

Mahotsukai [Magician]
Studious hermits, imperial exorcists, village medicine women, enlightened monks and more are all capable of harnessing the powers of magic in the Jade Islands. They are masters of spells and uncanny abilities that set them apart from normal men, yet they are still human rather than a part of the Spirit Realm. While they are less than formidable in physical combat, their arcane gifts allow them to battle creatures and deal with more mundane problems as well.
Hit Die: d6
Bonus Dice: Magic
Level
XP
Att
Spells
Special Abilities
1
0
+0
2
Magic Dice, Profile Ability
2
2500
+0
3
+1 Magic Die
3
5000
+0
3/1
Profile Ability
4
10,000
+1
4/2
+1 Magic Die
5
20,000
+1
4/2/1
+1 Magic Die
6
40,000
+1
4/2/2
Profile Ability
7
80,000
+2
4/3/2/1
+1 Magic Die
8
150,000
+2
5/3/2/2
+1 Magic Die
9
300,000
+2
5/3/3/2/1
Profile Ability
10
600,000
+3
5/4/3/2/2
+2 Magic Dice
Unlike the other classes, mahotsukai gain spells. They begin knowing any three 1st level spells from their spell list, and gain two spells of any level which they can cast every time they gain a level. They may also learn spells from other mahotsukai or spirit creatures, from books of lore or other forms of research. The details of this will be handled by the GM. How a mahotsukai keeps their spells is up to the player. Maybe they keep a spell-book or a long, illustrated scroll. Perhaps they are tattooed on the mahotsukai's body. They could simply be stored in the mahotsukai's memory. No matter how they are stored, the mahotsukai must prepare spells each day, up to the number shown on the level advancement chart of each spell level. A lower level spell can be prepared in the place of a higher level spell slot, but not the reverse, obviously. After a night's rest, the mahotsukai can prepare new spells.
Mahotsukai gain magic bonus dice (a d6). Any time a mahotsukai casts a spell, they can roll a standard magic die. If the result is 5 or more, the spell is not expended by the casting, and may be used again that day. Only one magic die may be used per round of combat. At first level, the mahotsukai gains three magic dice, plus or minus the prime ability bonus of their profile (minimum one). Expended magic dice are refreshed after a night's rest.


Mahotsukai Profiles
Onmyoji: Onmyoji [Exorcist] are trained astrologers, geomancers and monster-hunters. Those in imperial service work to predict disasters and protect the imperial family from evil spirits and magic, while independent Onmyoji are most likely wilderness hermits or wanderers selling their services to commoners. Their prime ability is Int. Onmyoji may select the Kuge, Buke or Shukyo backgrounds. They gain the Astrology and Geomancy skills for free, and may select any four other skills from their background of choice. They are proficient with basic and classical weapons, and with light armor.
Onmyoji Special Abilities
1st level: Demon Hunter – Onmyoji gain a +1 bonus to hit and +2 bonus to damage with weapons when fighting demons, undead and spirits. Also, once per day per level, they may spend a magic die to increase their chance to hit and damage with weapons, as if it were a basic combat die.
3rd level: select either Summoning or View Fate.
Summoning – By spending one magic die, the onmyoji can summon a swarm of tiny creatures or else a number of larger creatures (no more than 2 HD) equal to 1 plus Int modifier (minimum 1) that serve the onmyoji for 10 minutes. Each onmyoji must select one type of creature: furred, feathered, scaled or shelled. Once chosen this cannot be changed.
View Fate – By spending a magic die, the onmyoji gains the ability to see coming future events and react to them. All rolls to hit in combat (but not damage), saving throws and rolls for spell variables may be rolled twice and the better result taken for 1 minute (10 rounds).
6th level: select either Destroy Undead or Expulsion.
Destroy Undead – By spending one magic die, the onmyoji forces a number of undead creatures equal to the magic die result, with hit dice no higher than the onmyoji's level, to save vs. fire or be instantly destroyed.
Expulsion – By spending one magic die, the onmyoji forces one life force that is possessing another to save vs. earth, with a penalty equal to the magic die result, to leave the host body.
9th level: select from Impart Spell or Mysticism.
Impart Spell – By spending one magic die, the onmyoji can cast a spell that only affects the caster and have it also affect one plus the onmyoji's Int mod (minimum 1) other creatures.
Mysticism – When using a magic die as a combat die (see Demon Hunter above), the onmyoji can both cast a spell and make an attack with a weapon in the same round, with the magic die bonus adding to the hit and damage rolls as normal.


Soryo: Soryo [Priest] are holy men and women who use their enlightenment and the connection to the divine to power their magic. Some are monks and nuns from remote monasteries, others tend local temples or shrines, while others still are part of a larger sect which seeks to spread its influence. Their prime ability is Cha. While they may come from any class, their religious training usually begins young leaving them with a choice of either Buke or Shukyo for background. They gain the Religion skill for free, and may choose either Leadership or Letters. They also gain any three other skills from their background of choice. Soryo are proficient with basic weapons but are not proficient in any type of armor.
Soryo Special Abilities
1st level: Inspiring Word – By spending a magic die, the soryo inspires all allies within 30', who gain a +2 bonus to attacks and saving throws for a number of rounds equal to the magic die result.
3rd level: select either Appeal or Unravel.
Appeal – By spending a magic die, the soryo improves the Reaction level of a single NPC two steps (from Violent to Unsure, Hostile to Friendly, etc.) for a number of rounds equal to the magic die result. This is a charm effect.
Unravel – By spending a magic die, the soryo has a chance to counter a spell that has been cast by a creature or hostile mahotsukai. The result of the die roll must match or beat the level of the spell for the counter-spell to take effect.
6th level: select either Strength of Will or Warded Spirit.
Strength of Will – If a saving throw is failed, the soryo may roll a magic die and add the result to the save roll as a reaction. If this is still not enough to pass the saving throw, a number of hit points equal to the difference between the save TN and the number rolled may be spent in order to pass the save. If the soryo already acted this round and used a magic die, they may still use this ability but may NOT use a magic die in the following round, or for subsequent saving throws this round.
Warded Spirit – The soryo is immune to possession, attempts to possess the soryo automatically fail. This ability does not require spending any magic dice.
9th level: select either Incite or Vision.
Incite – By spending a magic die, the soryo causes all opponents within 60' to bicker and argue, causing them to suffer a -2 penalty to hit, damage and saving throw rolls for 10 minutes. This is a charm effect.
Vision – By spending a magic die, the soryo gains true sight, being able to see all illusions, transformations, disguises, secret doors, hidden traps, invisible objects, etc. for 10 minutes.


Yamabushi: Yamabushi [Mountain Ascetic] are priests and priestesses who turn to a secluded life in the wilderness, where they are constantly tested by the elements and nature. This testing and purification gives them holy powers and magical ability. Their prime ability is Wis. Yamabushi may select the Shukyo, Noumin, or Chounin backgrounds. They gain the Mysticism and Woodscraft skills for free, and may select any four other skills from their background of choice. They are proficient with basic and ninja weapons and light armor.
Yamabushi Special Abilities
1st level: Tested – The soryo becomes attuned to one element (fire, water, wood, metal, or earth), gaining a +2 bonus to saves against spells or abilities keyed to that element. This ability does not require spending any magic dice.
3rd level: select either Know Aspect or Transmute.
Know Aspect – By spending a magic die, the yamabushi can detect any cosmic forces that surround creatures (yin, yang, the five elements, ki), if it is a spirit creature, and any cosmic weaknesses it may possess, up to a range of 60' for one minute per point of the magic die result.
Transmute – By spending one magic die, the yamabushi can change the energy type (fire, cold, electricity, sonic, force, acid) of a spell being cast into another energy type.
6th level: select either Guardian or Storm.
Guardian – By spending a magic die, the yamabushi summons a totem animal: White Tiger removes all hindering physical effects; Red Bird restores all hit points; Green Dragon removes all hindering magical effects; Black Tortoise restores ability score loss; Yellow Unicorn restores a number of spell slots equal to your Wis modifier (minimum 1). Each totem may be summoned only once per day.
Storm – By spending a magic die, the yamabushi creates a magical elemental attack (5' radius thunder clap; 10' cone water wave; 5' radius ice burst; 15' line lightning bolt; 15' line wind gust; or 10' cone firestorm) that automatically hits, dealing 2d6 damage plus an amount equal to the magic die result multiplied by the yamabushi's Wis modifier (minimum 1) to all in the area.
9th level: select either Cloud Form or Resistance.
Cloud Form – By spending a magic die, the yamabushi, with all gear carried, becomes gaseous for one minute per point of the magic die result.
Resistance – The yamabushi becomes immune to one energy type (fire, cold, electricity, sonic, force, acid). This ability does not require spending any magic dice. By spending a magic die, the yamabushi gains resistance to one additional energy type for a number of rounds equal to their Wis modifier (minimum 1).