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Wu Jen ![]() Hailing from the eastern continent of Shokono, the Wu Jen are an oddity among mages. Rather than deriving their power solely from the moons, the eastern sorcerers have derived their power through means not fully understood to outsiders. Some claim that their magics stem through contracts with nature spirits, while others believe that it is through harmony with nature and Algoron itself that gives these practitioners the ability to harness the elements to smite their enemies. Whatever the case, their power is one to be reckoned with. Each Wu Jen may choose to specialize in two of the classical Five Elements of Shokonese lore: EARTH, FIRE, WATER, WIND, METAL. Due to this unique trait, it is rare to see two Wu Jen of identical disciplines, as each complements the others in different ways. They select the two elements of their craft at reclass. Because of the obscure nature of their magecraft, they do not receive magical benefits from the moons. Flaming Soul: Held up as a forbidden technique among the Wu Jen, it is believed that at the core of every being is an untapped source of power that is rarely called upon. The potential of such a thing carries the potential for greatness, but also carries the risk of certain death. A practiced Wu Jen may channel that power for a short time, becoming immune to all damage for the duration. However, this comes at a price. If the Wu Jen is not slain outright by the attempt to cast this spell, they will surely be at death's door when it expires. All Wu Jen have the ability to cast this, should they choose. DISCIPLINES: Element of Fire: The fire discipline of the Wu Jen is as tumultuous and chaotic as a wildfire, dangerous when controlled, but capable of breaking loose and wreaking havoc when unattended. Ignite - The Wu Jen conjures an overpowering heat to wash over their enemy. If they fail a save, they will begin stripping off their armor and throwing it on the ground in an attempt to escape the infernal warmth. Flame Wall - The Wu Jen conjures a wall of flame in the room, blinding all enemies who witness its creation for a time. The flame wall lingers in the room for awhile after, and the smoke from the burning barrier can occasionally cause spellcasters to choke and fail the spells they are casting. Searing Winds - Much like the chaotic and wild chain lightning spell, searing winds is a multi-target spell that bounces between targets, dealing fire damage to each. If there are not enough targets for its use, however, the winds will rebound upon the caster and hurt them as well. Element of Earth: Unyielding as stone and treacherous as quicksand, the earth discipline of the Wu Jen offer many opportunities and powers in return for dedication to the art. Summon Monster - The Wu Jen calls forth either a Rock or a Mud monster, which will do their bidding until destroyed. The rock monster is made for attacking, and will collapse when destroyed to deal damage to its killer. The mud monster is a defensive creature, made to absorb a great deal of punishment before it is vanquished. Stalagmite - The Wu Jen hurls a spike of rock into their enemy, dealing damage and having a chance to knock them off-balance, stunning them. Chasm - The Wu Jen splits open the earth and uses the altered terrain to their advantage, attempting to force enemy groups to break and scatter so as to not fall into the abyss. Element of Water: The water Wu Jen discipline carries the rage of storms and the crushing weight of the ocean, relentless and powerful. Wave - The Wu Jen conjures a wave of water that carries them out of the room, continuing for up to two rooms in a direction of their choosing. Monsoon - The Wu Jen summons a localized tempest that hammers rain down upon their enemies, dealing damage to everyone that is not grouped with them. Drown - The Wu Jen forces water into the lungs of their enemies, affected everyone not currently grouped with them. For a short time after, anyone affected may panic at the sensation of drowning, failing any spells they are casting or finding themselves unable to flee from combat. Element of Wind: Flighty and versatile, the wind Wu Jen discipline offers a measure of control over their surroundings, stripping the advantage from their foes and giving it to themselves. Engulf Wind - Drawing a great deal of air into their bodies, a Wu Jen is able to harness the power of wind to grow to a greater size, pushing themselves to their limits. While enlarged, they are more resistant to being bashed and other forms of stunning. Gust - Invoking a localized vortex, the Wu Jen casts a billowing wind that kicks up a great deal of dust and debris. This dust can blind anyone in the room not grouped with the Wu Jen, and the powerful winds can knock them off balance. Suffocate - Drawing all of the room in the air into themselves, a Wu Jen can create a temporary vacuum, stifling the breath of anyone not grouped with them. Affected foes begin to take damage similar to drowning underwater for a short time, the amount of harm done proportional to their health. Element of Metal: The least conventional (to traditional thought) element, the metal Wu Jen's practice of magic is unyielding and powerful, offering a great deal of control over their surroundings. Force Field - Utilizing their mastery over metal, the Wu Jen creates a field that neutralizes melee attacks for a brief time, warding away blows temporarily. Metal Storm - Pulling shards of metal from their surroundings, the Wu Jen creates a cloud of jagged metal that slice into their enemies, pelting anyone not grouped with them with splinters that cut and damage them for a short time after. Control Metal - Demonstrating their mastery over the elements, the Wu Jen focuses upon their enemy's weapons and shield, attempting to rip them from unwilling hands and tossing them aside to gain the advantage.
ArmorWu Jen can only wear cloth armor, and can use shields.
Experience by RaceHow much experience a wu jen of each race needs per level compared to normal (100%); higher means slower leveling. Which races may actually become a wu jen is listed under Becoming a Wu Jen below.
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Skills & Spells Free at CreationEvery wujen starts with these, at no creation point cost.
Wujen Default Package (40 creation points)Taking the default package at creation gives you all of the following:
Spell groups: Detection, Protective, Enhancement, Transportation, Combat (see Spell Groups below) SkillsSkills a wujen can learn individually. Cost is in creation points at creation; after creation, skills are gained from your guildmaster for twice that many trains.
Skill GroupsWeaponsmaster (40 cp): Axe, Dagger, Flail, Mace, Polearm, Spear, Staff, Sword, Whip Spell GroupsWu Jen cannot buy spells one at a time; spells come in groups. Each group lists the level at which a wujen can cast each spell.
Racial SkillsOnly wu jen of the listed race receive these.
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Becoming a Wu Jen Base class: Mage only. Requirements:
A character may reclass only once, starting at level 10 (level 51 gives the most benefit). See help reclass in the game for full details. |
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