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).
Hey, I'm a huge wuxia fan (less so of chanbara, but I love Kurosawa movies, and I enjoyed 13 Assassins and L5R) and I really like Flying Swordsmen's setting. I'd also like to practice my mapping abilities. Would you mind if I gave Zhongyang Dalu a whirl? Not asking for any money, of course. I'd also like to do a map of the setting of Chanbara, if you'd be okay with that.
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