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
No comments:
Post a Comment