Sunday, September 29, 2019

TSR-East classes: Mudang

The second class is the Shaman. 1E OA called them Shukenja, but 3E OA wanted to call the Rokugan sorcerer class Shugenja (the proper spelling) so they got renamed as Shaman. Dragon Fist also called them Shamans. So might as well go with that name. But in Korean. Because I can.

The trick with this class is that I wanted to use both a shaman-type Cleric and a warrior-monk (sohei) type Cleric in the game. So I have two versions of the Cleric. It wasn't so hard to rearrange the class basics, but the spell lists are still a work in progress. I want to try and differentiate them a bit more.

Well, that shouldn't be so hard, right? I've got regular D&D Cleric spells, Druid spells, and Magic-User spells. I've got Flying Swordsmen Shaman spells and Chanbara Onmyoji/Soryo/Yamabushi spells to work with! Don't forget original OA's Shukenja (and possibly Wu Jen) spells.

But honestly, a lot of the "original" spells in my two games are just renamed versions of regular spells. Or slight tweaks of original game spells.

For the Mudang, I tried to keep all the "nature" or spiritual spells of the Cleric, and added in more spells to fill the gaps. Sohei, as you'll see later, are more battle-focused in their spells. And since they are less of a combat class, I gave them 10 spells per level so they get more to choose from. At the higher levels, it was pretty easy to differentiate them from Sohei spells. It's just at level 1, there are so many basic spells that seem to fit for both styles.

Mudang (Shaman) AKA Shugenja, Wū
Requirement: Wis 9
Prime Requisite: Cha [13 +5%, 16 +10%]
Hit Die: d6 to 9th level, +1/level after
Arms: blunt weapons, light armor and shields
Special Abilities: spells, turn unholy
Mudang Advancement
Level
XP
BAB
1
2
3
4
5
6
1
0
+1
1
2
1500
+1
2
3
3000
+1
2
1
4
6000
+1
2
2
5
12,000
+3
2
2
1
6
25,000
+3
3
2
2
7
50,000
+3
3
3
2
1
8
100,000
+3
3
3
3
2
9
200,000
+5
4
4
3
2
1
10
300,000
+5
4
4
3
3
2
11
400,000
+5
4
4
4
3
2
1
12
500,000
+5
5
5
4
3
2
2
13
600,000
+7
5
5
5
3
3
2
14
700,000
+7
6
5
5
3
3
3
15
800,000
+7
6
5
5
4
3
3
Spells: A mudang can cast a number of spells of the levels shown on the Mudang Advancement chart each day. The mudang must prepare their spells in advance, but may select from any spells of appropriate level from the mudang spell list.
Turn Unholy: The mudang may attempt to force undead, evil spirits, or demons to flee. If the target has fewer than ½ the mudang’s level in hit dice, 2d6 HD worth are automatically destroyed. If they have fewer hit dice but more than ½, 2d6 HD worth automatically flee. If they have hit dice equal to or greater than the mudang, the mudang must roll 2d6 to see if they are affected. If the creatures have HD equal to the mudang’s level, roll 7 or better. If the targets have up to double the mudang’s level in HD, roll 9 or better. If the targets have more than double the mudang’s level in HD, roll 11 or better. If successful, 2d6 HD of targets will flee. The mudang may use this ability as often as desired in an encounter until it fails, then it may not be used again in that encounter.



Mudang
Save Level:
1-4
5-8
9-12
13-15
Death Ray/Poison
11
9
7
5
Magic Wand
12
10
8
6
Paralysis/Turn to Stone
14
12
10
8
Dragon Breath
16
14
12
10
Rod/Staff/Spell
15
13
11
9


Spells
 
First
1 Cure Light Wounds*
2 Detect Evil
3 Detect Magic
4 Light*
5 Protection from Bludgeons
6 Protection from Evil
7 Purify Food and Water
8 Remove Fear*
9 Resist Cold
10 Sanctuary

Second
1 Bless*
2 Channel Spirit
3 Cloud Feet
4 Fresh Air
5 Hold Person*
6 Resist Fire
7 Silence 15' Radius
8 Speak with Animal
9 Spirit’s Vengeance
10 Voice of the Dragon

Third
1 Call Lightning
2 Cure Blindness
3 Cure Disease*
4 Exorcism
5 Growth of Animal
6 Invisibility to Spirits
7 Locate Object
8 Omen
9 Remove Curse*
10 Speak with the Dead

Fourth
1 Control Winds
2 Create Water
3 Cure Serious Wounds*
4 Detect Shapechanger
5 Dispel Magic
6 Earth Grave
7 Neutralize Poison*
8 Pro. from Evil 10' radius
9 Shield of Spirits
10 Speak with Plants

Fifth
1 Cloud Trapeze
2 Create Food
3 Cure Critical Wounds*
4 Dispel Evil
5 Hold Monster*
6 Insect Plague
7 Quest*
8 Raise Dead*
9 Spirit Storm
10 Weather Control

Sixth
1 Aerial Servant
2 Animate Objects
3 Commune with Spirits
4 Create Normal Animals
5 Cureall
6 Earthquake
7 Invulnerability
8 Lower Water
9 Speak with Monsters*
10 Word of Recall

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