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Agent_0042
2010-05-11, 02:22 PM
Introduction
Hey, folks. This is a rework for a campaign I'm running, in a heavily-homebrewed Eastern setting with touches of inspiration from Dark Sun. I really liked the latter's gods-as-elements cosmology, and since the first player to roll up a character expressed interest in being a shugenja, it all just fit together. However, there are some issues with the class, and other issues that arose as the players built up the setting.

1) Lack of class features
Right now, there is absolutely no reason not to prestige class out of shugenja as soon as possible, and I mean none. Wizards have an occasional bonus feat, clerics improve their turn undead as they gain cleric levels, and even sorcerers have a familiar progression. Shugenja levels give NOTHING but casting ability.
Alright, I lied. They occasionally give another daily use of Sense Elements. Hooray.
2) Setting-related change - elements
Similarly to Dark Sun, the deities have effectively been replaced by the elemental and paraelemental planes: Water, Rain (replacing Ice), Air, Sun (replacing Smoke), Fire, Ash (replacing Magma), Earth, and Silt (replacing Ooze). The original shugenja only provides for the original four elements.
3) Setting-related change - classes
Preparation-based casters (archivists, clerics, druids, wizards, wu jen) do not exist in the setting. Other arcane casters (bards, sorcerers) are also absent, with arcane magic being represented by invocation-using classes such as the warlock. Thus, while the favored soul and spirit shaman can to an extent cover the cleric and druid roles, respectively, the shugenja is left to pull some of the weight of the no-longer-present arcane classes.
4) Lack of support after release
The original shugenja has received little to no support from any supplements after its release. Its current, limited spell list consists of PHB spells, a smattering of Complete Divine material, and a note in the Spell Compendium telling us to add some more spells, please!

So, after amalgamating the shugenja with Dark Sun's cleric and elementalist, and throwing in some other stuff for fun, let's see what we have to work with. While it's being designed as a somewhat setting-specific class, it's certainly workable as-is as an elemental-themed caster in any campaign – just ignore all mentions of the Empire and Royal family, have the Orders simply be traditions instead of actual organizations, and you're good to go. If you subscribe to the Tier system, let's call this high Tier 2. If you use balance points, this is Wizard-level. It IS a full caster with class abilities to boot. However, it's running the spirit shaman's casting mechanic, its spell list and abilities are thematically narrow, and all its class abilities run off the same daily pool of uses.

Quick and dirty elemental diagram.
Elements with a green line between them are considered adjacent. Elements with a red line between them are considered opposed.http://i245.photobucket.com/albums/gg57/Agent_0042/Shugenja/ElementWheel-1.png

A brief cosmology for the setting, so you can see where I'm coming from. Feel free to skip over this.
Eons ago, there were only the four Elemental Planes and a single Celestial Realm that drew power from them, with the Void permeating the spaces in between planes. All outsiders, holy and fiendish, dwelt in the Celestial Realm. Eventually, their conflicts grew so great that it devastated their races and shattered their home. This caused much upheaval throughout the multiverse. The energy from the cataclysm caused the Elemental Planes to collide into one another, giving rise to the Paraelemental Planes. The two largest fragments of the Celestial drifted apart, becoming the Material and Shadow Realms, while smaller shards fused with the Elemental and Paraelemental Planes and the Void.

The planes as they currently stand in the setting:
The Elemental and Paraelemental Planes: Combination of standard D&D's elemental and outer planes. These aren't just the standard landscapes of fire or endless expanses of air or whatever; the Celestial shards bestowed consciousness upon these realms. That's right, players. If you want to take down the gods of the setting, good luck killing a sentient PLANE. As one might expect from an Eastern setting, each plane has its own Yin and Yang; Ascending and Descending aspects, as we call them. The Material realm (and consequently, shugenja) draws power mainly from the Ascending aspects, the Shadow realm mainly from the Descending aspects.

The Elemental Plane of Void: Combination of ethereal and positive/negative energy planes. Though slightly different in nature from the other Elemental and Paraelemental planes, and usually spoken of separately, the Void does have a consciousness, as well as Ascending and Descending aspects.

The Material Realm: Equivalent of the prime material plane. Positive energy, also referred to as material energy or ascending energy, is the concentrated essence of the Material Realm. It infuses and restores anything that hails from the Material, living and nonliving alike, but has no effect on that from the Elemental or Paraelemental Planes.

The Shadow Realm: Combination of the plane of shadow and negative energy plane. Also referred to as the Descending World. This isn't a dim reflection of the Material Realm, but a world in its own right. Shadow (or descending) energy has a restorative effect on that from this place, but is detrimental to anything from the Material. Similarly, though material energy is beneficial to Material items, it harms that from the Shadow. The setting's undead, which are formed from both Realms, are healed by both material and shadow energy, but are harmed by negative energy (renamed entropy damage), the essence of the Ash Paraelemental Plane, as they would be by any other Elemental energy.

The Wound: Equivalent of the far realms. When the Celestial Realm was shattered, the energies released ripped open holes in the Void that lead outside the multiverse. Enter at your own peril, as none of your rules apply here.

THE SHUGENJA
Alignment: Any
Hit Die: d6
Skills: The shugenja's class skills are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge(History, Nobility, Religion, Planes, taken separately) (Int), Profession (Int), Sense Motive (Wis), Spellcraft (Int)
Skill Points: 4 + Int modifier (x4 at first level)

{table=head]Level|Base Attack Bonus |Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Element Focus +1, Elemental Resistance (Energy Resist 10/5), Shugenja Order
2nd|
+1|
+0|
+0|
+3|Channeling, Sense Elements, Order Ability (Lesser)
3rd|
+1|
+1|
+1|
+3|
4th|
+2|
+1|
+1|
+4|Element Focus +2, Elemental Resistance (+4 to saves)
5th|
+2|
+1|
+1|
+4|
6th|
+3|
+2|
+2|
+5|Resistance Aura
7th|
+3|
+2|
+2|
+5|
8th|
+4|
+2|
+2|
+6|Order Ability (Intermediate)
9th|
+4|
+3|
+3|
+6|
10th|
+5|
+3|
+3|
+7|Element Focus +3, Elemental Resistance (Energy Resist 20/10)
11th|
+5|
+3|
+3|
+7|
12th|
+6/+1|
+4|
+4|
+8|Rapid Retrieval (Full-Round)
13th|
+6/+1|
+4|
+4|
+8|
14th|
+7/+2|
+4|
+4|
+9|Order Ability (Greater)
15th|
+7/+2|
+5|
+5|
+9|
16th|
+8/+3|
+5|
+5|
+10|Element Focus +4, Elemental Resistance (Energy Immunity, +8 to saves)
17th|
+8/+3|
+5|
+5|
+10|
18th|
+9/+4|
+6|
+6|
+11|Rapid Retrieval (Swift)
19th|
+9/+4|
+6|
+6|
+11|Divine Aspiration
20th|
+10/+5|
+6|
+6|
+12|Element Focus +5, Elemental Resistance (Auto-succeed on saves)[/table]

SPELL PROGRESSION
{table=head]Level|{colsp=10}Spells Cast per Day||{colsp=10}Spells Retrieved per Day
|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th||0th|1st| 2nd|3rd|4th|5th|6th|7th|8th|9th|
1st|5|3|-|-|-|-|-|-|-|-||2|1|-|-|-|-|-|-|-|-
2nd|6|4|-|-|-|-|-|-|-|-||3|2|-|-|-|-|-|-|-|-
3rd|6|5|3|-|-|-|-|-|-|-||3|2|1|-|-|-|-|-|-|-
4th|6|6|4|-|-|-|-|-|-|-||3|3|2|-|-|-|-|-|-|-
5th|6|6|5|3|-|-|-|-|-|-||4|3|2|1|-|-|-|-|-|-
6th|6|6|6|4|-|-|-|-|-|-||4|3|3|2|-|-|-|-|-|-
7th|6|6|6|5|3|-|-|-|-|-||4|4|3|2|1|-|-|-|-|-
8th|6|6|6|6|4|-|-|-|-|-||4|4|3|3|2|-|-|-|-|-
9th|6|6|6|6|5|3|-|-|-|-||4|4|4|3|2|1|-|-|-|-
10th|6|6|6|6|6|4|-|-|-|-||4|4|4|3|3|2|-|-|-|-
11th|6|6|6|6|6|5|3|-|-|-||4|4|4|4|3|2|1|-|-|-
12th|6|6|6|6|6|6|4|-|-|-||4|4|4|4|3|3|2|-|-|-
13th|6|6|6|6|6|6|5|3|-|-||4|4|4|4|4|3|2|1|-|-
14th|6|6|6|6|6|6|6|4|-|-||4|4|4|4|4|3|3|2|-|-
15th|6|6|6|6|6|6|6|5|3|-||4|4|4|4|4|4|3|2|1|-
16th|6|6|6|6|6|6|6|6|4|-||4|4|4|4|4|4|3|3|2|-
17th|6|6|6|6|6|6|6|6|5|3||4|4|4|4|4|4|4|3|2|1
18th|6|6|6|6|6|6|6|6|6|4||4|4|4|4|4|4|4|3|3|2
19th|6|6|6|6|6|6|6|6|6|5||4|4|4|4|4|4|4|4|3|2
20th|6|6|6|6|6|6|6|6|6|6||4|4|4|4|4|4|4|4|3|3
[/table]

Weapon and Armor Proficiency

Shugenja are proficient with all simple weapons and with light armor. Armor does not interfere with a shugenja's casting.

Spells

A shugenja casts divine spells using the energies from the elemental planes. This is done through what is called an elemental tear: a magatama (http://www.ilovesmart.com/images/id/3977.jpg), often worn as a necklace, aligned to the plane of the shugenja's elemental focus. Whenever a shugenja wishes to cast a spell, she must have the tear on her person as a divine focus component.

To cast a spell, a shugenja must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shugenja’s spell is 10 + the spell level + the shugenja’s Wisdom modifier. Like other spellcasters, a shugenja can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the first table above. In addition, she receives bonus spells per day if she has a high Charisma score.

A shugenja begins play knowing ALL 0-level spells and 1st-level spells for the element chosen as her Element Focus, as well as her 1st-level order spell. Whenever she gains the ability to cast a new level of spells, she automatically learns all spells of that level from her chosen element and her order spell. In addition, each time the shugenja gains a level, she may learn two spells of any level she is able to cast, from the universal list or any element not opposed to her chosen element.

Knowing a spell is not enough; before a shugenja may cast a spell, she must first retrieve it. After the shugenja has rested and meditated to recover her daily allotment of spells, she selects the appropriate number of spells of each level, according to the second table above, from her list of spells known to be retrieved. She may then cast any spell she has retrieved at any time, much as a sorcerer may cast any spell he knows, assuming she has not yet used up her spells per day for that spell level. As a wizard can leave spell slots empty, to be filled later, so can a shugenja hold off on retrieving a spell to fill a slot. A shugenja may not retrieve a lower level spell in place of a higher level one, but she may use a higher level slot to cast a lower level spell she has retrieved.

*Note: This is effectively the spirit shaman's casting mechanic, substituting “spells known” for “the entire druid spell list”. You can also think of it as similar to the Tome of Battle system, where a martial adept knows several maneuvers but only has a subset of them readied for use at a given time. If that helps.*

As a spontaneous caster, a shugenja must take longer than usual to cast a metamagic spell. Swift action casting times become standard actions, standard action casting times become full round actions, and any spell that takes a full round action or more to cast requires an additional full round action. Shugenja cannot use the Quicken Spell metamagic feat, unless they have taken the Rapid Metamagic feat.

Element Focus

All shugenja have a favored element, selected near the end of their training, which determines the majority of their spell list. A shugenja gains a +1 to her caster level and spell DC when casting a spell from her chosen element. This bonus increases to +2 at fourth level, +3 at tenth level, +4 at sixteenth level, and +5 at 20th level. The cost of this, though, is that a shugenja may not learn any spells from the three elements opposed to her elements, as described below.

The elements are as follows:

Water
http://i245.photobucket.com/albums/gg57/Agent_0042/Shugenja/1Water.jpgWater is the element of stoicism and rationality. Water spells include those which manipulate water and ice, as well as divination magic. Water's adjacent elements are Rain and Silt, and its opposed elements are Sun, Fire, and Ash. The associated damage type for Water is cold, and the associated descriptors are Cold and Water.

Rain
http://i245.photobucket.com/albums/gg57/Agent_0042/Shugenja/2Rain.jpgRain is the element of growth and renewal. Rain spells include those which manipulate weather and lightning, as well as restorative magic. Rain's adjacent elements are Air and Water, and its opposed elements are Fire, Ash, and Earth. The associated damage type for Rain is electricity, and the associated descriptors are Air and Electricity.

Air
http://i245.photobucket.com/albums/gg57/Agent_0042/Shugenja/3Air.jpgAir is the element of change and liberation. Air spells include those which manipulate wind, sound, and movement, as well as teleportation magic. Air's adjacent elements are Sun and Rain, and its opposed elements are Ash, Earth, and Silt. The associated damage type for Air is sonic, and the associated descriptors are Air and Sonic.

Sun
http://i245.photobucket.com/albums/gg57/Agent_0042/Shugenja/4Sun.jpgSun is the element of truth and purity. Sun spells include those which manipulate light or heat, as well as abjuration and detection magic. Sun's adjacent elements are Fire and Air, and its opposed elements are Earth, Silt, and Water. The associated damage type for Sun is desiccation, and the associated descriptors are Light and Mind-Affecting.

Fire
http://i245.photobucket.com/albums/gg57/Agent_0042/Shugenja/5Fire.jpgFire is the element of passion and spirit. Fire spells include those which manipulate fire and emotion. Fire's adjacent elements are Ash and Sun, and its opposed elements are Silt, Water, and Rain. The associated damage type for Fire is fire, and the associated descriptors are Fire and Mind-Affecting.

Ash
http://i245.photobucket.com/albums/gg57/Agent_0042/Shugenja/6Ash.jpgAsh is the element of decay and progression. Ash spells include those which manipulate death, poison, and time (to some extent), as well as dispelling magic. Ash's adjacent elements are Earth and Fire, and its opposed elements are Water, Rain, and Air. The associated damage type for Ash is negative energy, and it's associated descriptors are Death and Fear.

*Note: Undead in the setting are harmed by negative energy and healed by positive energy, as with any other creature. Feel free to not worry about that.*

Earth
http://i245.photobucket.com/albums/gg57/Agent_0042/Shugenja/7Earth.jpgEarth is the element of stability and harmony. Earth spells include those which manipulate stone, metal, and force. Earth's adjacent elements are Silt and Ash, and its opposed elements are Rain, Air, and Sun. The associated damage type for Earth is force, and the associated descriptors are Earth and Force.

Silt
http://i245.photobucket.com/albums/gg57/Agent_0042/Shugenja/8Silt.jpgSilt is the element of deception and secrecy. Silt spells include those which manipulate acid and darkness, as well as illusion and obscuring magic. Silt's adjacent elements are Earth and Water, and its opposed elements are Air, Sun, and Fire. The associated damage type for Silt is acid, and the associated descriptors are Acid and Darkness.

Additionally, there is a ninth element, Void. Void is the element of existence, of being and nonbeing. Shugenja are not able to specialize in Void.

Elemental Resistance (Ex)

A shugenja gains energy resistance 10 to the associated energy type for her chosen element. In addition, she gains energy resistance 5 to the associated energy type for the elements adjacent to her chosen elements.

At 4th level, a shugenja gains a +4 bonus to all saving throws against spells, as well as spell-like or supernatural abilities, with the associated descriptors for her chosen element.

At 10th level, the shugenja's energy resistances increase from 10 to 20 for her chosen element, and from 5 to 10 for her adjacent elements.

A 16th level shugenja becomes immune to the energy associated with her chosen element, and the saving throw bonus granted by this ability increases to +8.

Upon reaching 20th level, the shugenja automatically succeeds on any saves against abilities with the associated descriptors for her chosen element.


Shugenja Order

A shugenja completes her training by joining one of the Shugenja Orders. Each order has an associated element or elements, and all shugenja of that order must have one of those as a chosen element. The one exception is the Order of the Ineffable Mystery; its associated element is void, but shugenja of any element may join, though membership is exclusive to members of the Royal Family. In exchange for serving the order, a shugenja gains knowledge of one order spell at each spell level and, once she gains the appropriate levels, is taught additional abilities. The orders are detailed further below.

Channeling (Su)

A 2nd level learns to use her divine connection to the elemental planes for more than just casting spells. She gains a number of Channeling attempts each day equal to three plus her Charisma modifier, recovered whenever she rests to regain her spells. She can then use these attempts in the following ways, each use requiring only one Channeling attempt unless otherwise specified:

Turning Undead

Regardless of her alignment, a shugenja can turn or destroy undead as a good cleric of her class level. Shugenja of all elements and orders hate undead, as undead represent a perversion of the natural order.

Turning/Rebuking Elementals

A shugenja can rebuke or command any creature with the same elemental subtype as her chosen element as an evil cleric would rebuke or command undead. She can also attempt to rebuke a creature with the elemental subtype adjacent to her chosen element, though she receives a -4 to her check. Similarly, She can attempt to turn creatures with the elemental subtype directly opposed to her chosen element (Water<->Fire, Rain<->Ash, Air<->Earth, Sun<->Silt) at no penalty, or creatures with the other subtypes opposed to her chosen element at a -4 to her check. A shugenja must decide which elemental subtype she wishes to turn or rebuke when she uses this ability, and may only select one per use.

*Note: Each element has its own, appropriately named subtype, described in a later section. If you don't feel like having to assign paraelemental subtypes to creatures, just use the standard four. If they chose an element, they rebuke that subtype and turn the opposed subtype. If they picked a paraelement, they rebuke either of their adjacent subtypes and turn the other two subtypes, but all of that is at a -4 to their turning check.*

Power Class Features

A shugenja may alternatively use Channeling attempts to activate Sense Elements, her order abilities, or later class features, as stated in the descriptions for those abilities.

Channeling benefits from any feats, spells, or class features that would improve Turn Undead, and counts as such for the purposes of qualifying for prestige classes and of taking/activating divine feats. If a shugenja takes levels in classes or prestige classes that advance Turn Undead, she may choose to have it advance her Channeling instead; those levels then stack with shugenja levels for turning and rebuking checks, or for whenever an ability that uses a Channeling attempt refers to her class level (but not for obtaining new abilities). However, if she takes a class that grants Turn Undead, the two do not stack, and she cannot use Turn Undead attempts in place of Channeling attempts to power her shugenja class features.

Order Ability (Su)

Each order has its own place and function in the Empire, and their members are trained in certain techniques so that they may serve appropriately. All order abilities are supernatural abilities. Consult the order write-ups for the ability details.

Upon reaching 2nd level, a shugenja learns the lesser ability appropriate to her order. Although no two abilities are the same from order to order, they all require spending a Channeling attempt and usually last for no more than a single action or round.

Upon reaching 8th level, a shugenja learns the intermediate ability appropriate to her order. These abilities typically take the form of an aura, field, or similar effect that moves with the caster. They require spending a single Channeling attempt and a standard action to activate.

Upon reaching 14th level, a shugenja learns the greater ability appropriate to her order. These abilities affect a zone or otherwise stationary area. They require a single Channeling attempt and a full-round action to activate. However, additional Channeling attempts may be spent to increase the size of the effect, as specified in the ability descriptions.

Sense Elements (Su)

Upon reaching 2nd level, as a full-round action, a shugenja may spend a Channeling attempt to become aware of all sources of any single element within ten feet. She may choose to detect any element other than Void, not just her chosen element. The shugenja learns the size and distance of the sources but not their precise location or actual nature.
For purposes of this ability, the following count as sources of an element: Actual, physical quantities of a particular element, such as a bonfire or a lake, or related phenomena, such as lightning for Rain.
Spells, effects, or magic items which have an associated descriptor for a particular element or involve an associated energy type.
Creatures which used one of the above in the past [Spell Level] hours.
Living creatures from the Material or Shadow realms, which consist of all elements.
Creatures with an elemental subtype.
Any other phenomena or effects that the GM decides appropriate.By concentrating longer, a shugenja can either extend her senses or gather more information about the elements she has detected. Each round spent in concentration adds five feet to the radius of the sense ability, to a maximum of five additional feet per class level. Alternatively, the shugenja can focus on one source of the sensed element per round, attempting a Spellcraft check to determine more about the item. The amount of information learned depends on the Spellcraft check result:

{table=head]Check Result|Information Learned
20 or more|Item's general location.
25 or more|Whether item is natural or a spell effect.
30 or more|Whether item is a creature or an object.
35 or more|Exact nature of item.
[/table]

In subsequent rounds, the shugenja can retry her check on the same item, shift her attention to a different item, or extend the range of her senses. The effect lasts until the shugenja stops concentrating, and no additional Channeling attempts need be expended past the first.

Resistance Aura (Su)

At 6th level, a shugenja may spend a Channeling attempt to create an aura that grants all bonuses given by her Elemental Resistance class feature to all allies within 5ft per class level. This only applies to allies who remain within the area of effect; if an ally leaves the aura, he or she loses these benefits until he or she re-enters. This ability is a swift action to initiate, and it lasts for one round per class level.

Rapid Retrieval (Su)

A 12th level shugenja may spend a Channeling attempt as a full-round action to fill a spell slot that she previously left blank when she retrieved her spells for the day.

At 18th level, this ability is usable as a swift action.

Divine Aspiration (Su)

At 19th level, a shugenja may spend a Channeling attempt to temporarily acquire the elemental creature template appropriate for her chosen element. This ability requires a swift action to initiate, and lasts for one round per class level. At any point while the ability is still active, the shugenja may spend another Channeling attempt as a free action to extend the duration by the same amount.

Agent_0042
2010-05-11, 02:23 PM
SPELL LIST
In order to get a workable number of spells for each element, it's assumed that you'll have access to additional books. The base spell list consists of spells from core, the Players Handbook 2, the Spell Compendium, and the Dark Sun guide (available here (http://www.athas.org/products/ds3/documents/109)). Spells that are marked with an asterisk (*) are modified, the changes described in the fourth spoiler.

Core + Dark Sun + Player's Handbook 2 + Spell Compendium
Water, Rain, Air, & Sun Spells
{TABLE=head]
LEVEL|
WATER|
RAIN|
AIR|
SUN

0(3)|
Detect Magic[br]Know Direction[br]Ray of Frost|
Cure Minor Wounds[br]Detect Poison[br]Electric Jolt|
Message[br]Prestidigitation[br]Sonic Snap|
Dawn[br]Light[br]Virtue|

[B]1(10)|
Buoyant Lifting[br]Clear Water[br]Ice Dagger[br]Ice Gauntlet[br]Identify[br]Know Greatest Enemy[br]Omen of Peril[br]True Strike[br]Wings of the Sea[br]Winter Chill|
Aura against Flame[br]Cooling Canopy[br]Cure Light Wounds[br]Delay Disease[br]Healthful Rest[br]Invest Light Protection[br]Obscuring Mist[br]Shocking Grasp[br]Thunderhead[br]Vigor, Lesser|
Accelerated Movement[br]Alarm[br]Amplify[br]Benign Transposition[br]Deep Breath[br]Expeditious Retreat, Swift[br]Feather Fall[br]Joyful Noise[br]Sonic Blast[br]Warning Shout|
Clear Mind[br]Command[br]Guiding Light[br]Heat Lash[br]Hold Portal[br]Light of Lunia[br]Remove Fear[br]Resurgence[br]Sanctuary[br]Vision of Glory|

[B]2(15)|
Augury[br]Calm Emotions[br]Chill Metal[br]Creeping Cold[br]Detect Thoughts[br]Find Traps[br]Frost Breath[br]Ice Knife[br]Locate Object[br]Ray of Ice[br]Snowball Swarm[br]Sure Strike[br]Surface Tension[br]Swim[br]Winter's Embrace|
Battlefield Healing[br]Close Wounds[br]Cerulean Shock[br]Cure Moderate Wounds[br]Delay Poison[br]Electric Loop[br]Electric Vengeance[br]Fog Cloud[br]Healing Lorecall[br]Moonbeam[br]Remove Paralysis[br]Restoration, Lesser[br]Seeking Ray[br]Stabilize[br]Status|
Alarm, Greater[br]Baleful Transposition[br]Cloud Wings[br]Dimension Hop[br]Fly, Swift[br]Gust of Wind[br]Haste, Swift[br]Levitate[br]Silence[br]Sonic Weapon[br]Sonic Whip[br]Sound Burst[br]Stolen Breath[br]Whispering Wind[br]Wind Wall|
Blade Brothers[br]Body of the Sun[br]Continual Flame[br]Daylight[br]Desiccating Bubble*[br]Light of Mercuria[br]Linked Perception[br]Loyal Vassal[br]Mark of Judgment[br]Rainbow Beam[br]Rebuke[br]See Invisibility[br]Share Talents[br]Wracking Touch[br]Zone of Truth|

[B]3(12)|
Amorphous Form[br]Clairaudience/Clairvoyance[br]Corona of Cold[br]Hypothermia[br]Ice Axe[br]Icelance[br]Know Opponent[br]Know Vulnerabilities[br]Standing Wave[br]Swim, Mass[br]Telepathic Bond, Lesser[br]Worm's Breath|
Call Lightning[br]Circle Dance[br]Cure Serious Wounds[br]Healing Touch[br]Invest Moderate Protection[br]Lightning Bolt[br]Moon Blade[br]Remove Blindness/Deafness[br]Remove Disease[br]Scintillating Sphere[br]Sleet Storm[br]Vigor, Mass Lesser|
Breeze Lore[br]Creaking Cacophony[br]Dimension Step[br]Fly[br]Gaseous Form[br]Great Thunderclap[br]Haste[br]Interplanar Message[br]Sculpt Sound[br]Shatterfloor[br]Sonorous Hum[br]Sound Lance|
Anticipate Teleportation[br]Clarity of Mind[br]Dehydrate[br]Flashburst[br]Glowing Orb[br]Hold Person[br]Invisibility Purge[br]Light of Venya[br]Rainbow Blast[br]Resurgence, Mass[br]Searing Light[br]Wall of Light|

[B]4(11)|
Creeping Cold, Greater[br]Divination[br]Ice Storm[br]Lay of the Land[br]Locate Creature[br]Lungs of Water[br]Raise from the Deep[br]Rushing Waters[br]Telepathic Aura[br]Wall of Ice[br]Wall of Water|
Acid Rain[br]Arc of Lightning[br]Channeled Divine Health[br]Cure Critical Wounds[br]Healing Spirit[br]Moon Bolt[br]Neutralize Poison[br]Renewed Vigor[br]Restoration[br]Sheltered Vitality[br]Solid Fog|
Defenestrating Sphere[br]Dimension Door[br]Eye of the Hurricane[br]Freedom of Movement[br]Sending[br]Shout[br]Speechlink[br]Translocation Trick[br]Wind at Back[br]Wounding Whispers[br]Zone of Silence|
Cloak of Bravery[br]Detect Scrying[br]Dimensional Anchor[br]Discern Lies[br]Dismissal[br]Favor of the Martyr[br]Geas, Lesser[br]Hand of the Faithful[br]Rebuke, Greater[br]Sunstroke[br]Wrack|

[B]5(9)|
Anticold Sphere[br]Cloak of the Sea[br]Dream[br]Freeze[br]Ice Flowers[br]Mantle of the Icy Soul[br]Nightmare[br]Telepathic Bond[br]Water Trap|
Ball Lightning[br]Call Lightning Storm[br]Cerulean Hail[br]Electric Vengeance, Greater[br]Invest Heavy Protection[br]Magic Convalescence[br]Moonbow[br]Ragestorm[br]Revivify|
Break Enchantment[br]Cacophonic Shield[br]Cyclonic Blast[br]Dimension Door, Greater[br]Dimension Shuffle[br]Fly, Mass[br]Overland Flight[br]Sonic Shield[br]Teleport|
Command, Greater[br]Hold Monster[br]Lucent Lance[br]Radiance[br]Refusal[br]Sanctuary, Mass[br]True Seeing[br]Zone of Respite[br]Zone of Revelation|

[B]6(6)|
Analyze Dweomer[br]Cone of Cold[br]Drown[br]Extract Water Elemental[br]Interplanar Telepathic Bond[br]Legend Lore|
Acid Fog[br]Chain Lightning[br]Freezing Fog[br]Heal[br]Miasma[br]Moon Path|
Blood Sirocco[br]Glass Storm[br]Sirocco[br]Stone Shatter[br]Thunder Field[br]Wind Walk|
Anger of the Noonday Sun[br]Anticipate Teleport, Greater[br]Banishment[br]Geas/Quest[br]Ray of Light[br]Repulsion|

[B]7(5)|
Blood to Water[br]Brain Spider[br]Ice Claw[br]Vision[br]Waterspout|
Fortunate Fate[br]Restoration, Greater[br]Storm of Elemental Fury[br]Stun Ray[br]Synostodweomer|
Body Harmonic[br]Poisoned Gale[br]Refuge[br]Sympathetic Vibrations[br]Teleport, Greater|
Hold Person, Mass[br]Holy Star[br]Radiant Assault[br]Rebuke, Final[br]Sunbeam|

[B]8(3)|
Field of Icy Razors[br]Maelstrom[br]Polar Ray|
Incendiary Cloud[br]Lightning Ring[br]Regenerate|
Lion's Roar[br]Shout, Greater[br]Storm Legion|
Dimensional Lock[br]Horrid Wilting*[br]Sunburst|

[B]9[br](2)|
Foresight[br]Tsunami|
Heal, Mass[br]Moonfire|
Freedom[br]Unbinding|
Hold Monster, Mass[br]Implosion|
[/TABLE]
Fire, Ash, Earth, & Silt Spells
{TABLE=head]
LEVEL|
FIRE|
ASH|
EARTH|
SILT

0(3)|
Dancing Lights[br]Daze[br]Flare|
Inflict Minor Wounds[br]Resistance[br]Touch of Fatigue|
Caltrops[br]Mage Hand[br]Mending|
Acid Splash[br]Ghost Sound[br]Minor Disguise|

[B]1(10)|
Burning Hands[br]Burning Rage[br]Blades of Fire[br]Cause Fear[br]Charm Person[br]Confusion, Lesser[br]Raging Flame[br]Ray of Flame[br]Shock and Awe[br]Slow Burn|
Backbiter[br]Chill of the Grave[br]Chill Touch[br]Deathwatch[br]Dispel Ward[br]Entropic Shield[br]Inflict Light Wounds[br]Ray of Clumsiness[br]Ray of Enfeeblement[br]Spirit Worm|
Cutting Hand[br]Foundation of Stone[br]Hail of Stone[br]Mage Armor[br]Mage Hand, Greater[br]Magic Missile[br]Sand Pit[br]Sandstone[br]Scatterspray[br]Tenser's Floating Disk|
Color Spray[br]Corrosive Grasp[br]Disguise Self[br]Distract[br]Invisibility, Swift[br]Magic Aura[br]Net of Shadows[br]Phantom Threat[br]Sleep[br]Silent Image|

[B]2(15)|
Balor Nimbus[br]Combust[br]Daze Monster[br]Delusions of Grandeur[br]Fire Shuriken[br]Fire Trap[br]Fireburst[br]Flame Blade[br]Flaming Sphere[br]Heat Metal[br]Mindless Rage[br]Pyrotechnics[br]Scare[br]Scorch[br]Wave of Grief|
Black Karma Curse[br]Clues of Ash[br]Death Mark[br]Decomposition[br]Dispelling Touch[br]Ghost Touch Armor[br]Inflict Moderate Wounds[br]Kelegore's Grave Mist[br]Malevolent Miasma[br]Ray of Stupidity[br]Ray of Weakness[br]Scale Weakening[br]Spectral Hand[br]Touch of Idiocy[br]Touch of Madness|
Battering Ram[br]Blast of Force[br]Bristle[br]Body Blades[br]Burrow[br]Deflect[br]Earthbind[br]Earthen Grace[br]Earthfast[br]Force Ladder[br]Gembomb[br]Make Whole[br]Soften Earth and Stone[br]Strength of Stone[br]Treasure Scent|
Blinding Color Surge[br]Blindness/Deafness[br]Blur[br]Cloud of Bewilderment[br]Darkness[br]Darkvision[br]Invisibility[br]Minor Image[br]Mirror Image[br]Obscure Object[br]Phantasmal Assailant[br]Phantom Foe[br]Ray of Sickness[br]Saltray[br]Veil of Shadow|

[B]3(12)|
Fireball[br]Fire Shield[br]Flame Arrow[br]Flame of Faith[br]Heroism[br]Hesitate[br]Inevitable Defeat[br]Mesmerizing Glare[br]Miser's Envy[br]Quench[br]Rage[br]Suggestion|
Alter Fortune[br]Crumble[br]Death Whip[br]Dispel Magic[br]Ghost Touch Weapon[br]Inflict Serious Wounds[br]Mind Poison[br]Poison[br]Ray of Exhaustion[br]Rust Ray[br]Slashing Darkness[br]Slow|
Bands of Steel[br]Chain Missile[br]Diamondsteel[br]Eradicate Earth[br]Explosive Runes[br]Land Womb[br]Leomund's Tiny Hut[br]Lighten Load[br]Mage Armor, Greater[br]Meld into Stone[br]Stone Shape[br]Tremor|
Acid Breath[br]Deep Slumber[br]Deeper Darkness[br]Deeper Darkvision[br]Displacement[br]Evard's Menacing Tentacles[br]Invisibility Sphere[br]Major Image[br]Nondetection[br]Ray of Dizziness[br]Phantasmal Decoy[br]Stinking Cloud|

[B]4(11)|
Blast of Flame[br]Blindscorch[br]Bright Worms[br]Charm Monster[br]Confusion[br]Crushing Despair[br]Explosive Cascade[br]Fear[br]Flame Whips[br]Good Hope[br]Wall of Fire|
Death Ward[br]Delay Death[br]Dispelling Screen[br]Enervation[br]Inflict Critical Wounds[br]Languor[br]Miasma of Entropy[br]Negative Energy Aura[br]Ray of Deanimation[br]Rusting Grasp[br]Slashing Dispel|
Burrow, Mass[br]Floating Disk, Greater[br]Force Missiles[br]Forceward[br]Leomund's Secure Shelter[br]Metal Melt[br]Spike Stones[br]Stoneskin[br]Thunderlance[br]Wall of Sand[br]Wingbind|
Armor of Darkness[br]Burning Blood[br]Evard's Black Tentacles[br]Hallucinatory Terrain[br]Illusory Wall[br]Invisibility, Greater[br]Mirror Image, Greater[br]Phantasmal Killer[br]Phantom Battle[br]Rainbow Pattern[br]Stifle Spell|

[B]5(9)|
Bolts of Bedevilment[br]Firebrand[br]Fireburst, Greater[br]Fireward[br]Incite Riot[br]Inferno[br]Scapegoat[br]Shroud of Flame[br]Skyfire|
Feeblemind[br]Graymantle[br]Incorporeal Nova[br]Mind Fog[br]Night's Caress[br]Sands of Time[br]Vulnerability[br]Wall of Dispel Magic[br]Waves of Fatigue|
Earth Reaver[br]Passwall[br]Sparkrain[br]Stone Shape, Greater[br]Telekinesis[br]Transmute Mud to Rock[br]Transmute Rock to Mud[br]Wall of Force[br]Wall of Stone|
Acid Sheath[br]Crawling Darkness[br]Darkbolt[br]Doomtide[br]False Vision[br]Friend to Foe[br]Persistent Image[br]Seeming[br]Vitriolic Sphere|

[B]6(6)|
Cometfall[br]Delayed Blast Fireball[br]Fire Spiders[br]Fires of Purity[br]Heroism, Greater[br]Suggestion, Mass|
Dispel Magic, Greater[br]Dispelling Screen, Greater[br]Ghost Trap[br]Harm[br]Ray of Entropy[br]Ruby Ray of Reversal|
Flesh to Stone[br]Howing Chain[br]Move Earth[br]Stone to Flesh[br]Stonehold[br]Wall of Iron|
Acid Storm[br]Illusory Pit[br]Permanent Image[br]Phantasmal Disorientation[br]Programmed Image[br]Veil|

[B]7(5)|
Flame Harvest[br]Glass Strike[br]Insanity[br]Maddening Scream[br]Watch Fire|
Chain Dispel[br]Energy Ebb[br]Sword of Darkness[br]Waves of Exhaustion[br]Withering Palm|
Earthquake[br]Force Cage[br]Statue[br]Stone Spiders[br]Whirlpool of Doom|
Ethereal Jaunt[br]Hiss of Sleep[br]Mind Blank[br]Sequester[br]Slime Wave|

[B]8(3)|
Heat Drain[br]Maddening Whispers[br]Magma Tunnel|
Protection from Time[br]Temporal Stasis[br]Wall of Greater Dispel Magic|
Bombardment[br]Excavate[br]Repel Metal or Stone|
Scintillating Pattern[br]Screen[br]Shifting Paths|

[B]9[br](2)|
Conflagration[br]Detonate|
Energy Drain[br]Reaving Dispel|
Cast in Stone[br]Fissure[br]|
Etherealness[br]Weird|
[/TABLE]
Universal Spells
{TABLE=head]
LEVEL|
UNIVERSAL

0|
Disrupt UndeadGuidance[br]Read Magic|

[B]1|
AidConviction[br]Divine Favor[br]Divine Sacrifice[br]Endure Elements[br]Hide from Undead[br]Magic Weapon[br]Orb of Energy, Lesser*[br]Portal Beacon[br]Shield of Faith|

[B]2|
Analyze PortalAvoid Planar Effects[br]Consecrate[br]Deific Vengeance[br]Energized Shield, Lesser*[br]Portal Alarm[br]Resist Energy*[br]Shield Other[br]Spiritual Weapon*|

[B]3|
Aid, MassAttune Form[br]Conviction, Mass[br]Disrupt Undead, Greater[br]Divine Retaliation*[br]Energized Shield*[br]Energy Vulnerability*[br]Halt Undead[br]Magic Weapon, Greater[br]Primal Form*[br]Protection from Energy*[br]Resist Energy, Mass*[br]Safety[br]Surface Walk[br]Weapon of Energy*|

[B]4|
Contingent Energy Resistance*Elemental Armor*[br]Elemental Weapon*[br]Energy Spheres*[br]Orb of Energy*[br]Planar Ally, Lesser[br]Planar Tolerance[br]Portal Alarm, Improved[br]Scramble Portal[br]Shield of Faith, Mass[br]Summon Elementite Swarm*|

[B]5|
AtonementCommune[br]Disrupting Weapon[br]Elemental Strike*[br]Plane Shift|

[B]6|
Energy Immunity*Planar Ally[br]Seal Portal[br]Summon Greater Elemental*|

[B]7|
Elemental Body*Planar Bubble[br]Plane Shift, Greater|

[B]8|
Elemental Storm*Planar Ally, Greater|

[B]9|
Elemental Swarm*[br]Gate*[br]Miracle[br]Summon Elemental Monolith*|
[/TABLE]
Modified Spells
CONTINGENT ENERGY RESISTANCE: Now can protect against desiccation, negative, or sonic in addition to the five energy types already described.

DESICCATING BUBBLE; HORRID WILTING: Now deal desiccation damage instead of untyped damage.

DIVINE RETALIATION; SPIRITUAL WEAPON:

ELEMENTAL ARMOR:

ELEMENTAL BODY: Caster must choose his chosen element. The spell otherwise functions normally. Additional abilities for the paraelements are as follows:
{TABLE=head]
PARAELEMENT|
ABILITIES

Rain||

Sun||

Ash||

Silt||
[/TABLE]

ELEMENTAL STORM; ELEMENTAL STRIKE: Energy damage is of the associated energy type for the shugenja's chosen element.

ELEMENTAL WEAPON:

ENERGIZED SHIELD; ENERGIZED SHIELD, LESSER; ENERGY IMMUNITY; ENERGY VULNERABILITY; PROTECTION FROM ENERGY; RESIST ENERGY; RESIST ENERGY, MASS; WEAPON OF ENERGY: Caster can select from acid, cold, desiccation, electric, fire, force, negative, or sonic as an energy type.

ENERGY SPHERES: Desiccation, force, and negative are valid energy types in addition to the five already described. Caster chooses five of the eight.

GATE: Only the planar travel function of this spell may be used.

ORB OF ENERGY: Functions exactly as Orb of Acid, except that it deals damage of the associated energy type for the shugenja's chosen element, and the secondary effect depends on the energy type, as follows:
{TABLE=head]
ENERGY TYPE|
EFFECT

Acid|
Nauseated|

Cold|
Blinded|

Desiccation|
Exhausted|

Electric|
Entangled|

Fire|
Dazed|

Force|
Knocked Prone|

Negative|
Frightened|

Sonic|
Deafened|
[/TABLE]

ORB OF ENERGY, LESSER: Functions exactly as Orb of Acid, Lesser, except that it deals damage of the associated energy type for the shugenja's chosen element.

PRIMAL FORM: Caster must choose his chosen element. The spell otherwise functions normally. Additional abilities for the paraelements are as follows:
{TABLE=head]
PARAELEMENT|
ABILITIES

Rain||

Sun||

Ash||

Silt||
[/TABLE]

ELEMENTAL SWARM; SUMMON ELEMENTAL MONOLITH; SUMMON ELEMENTITE SWARM; SUMMON GREATER ELEMENTAL: Caster must summon the creature appropriate to his chosen element.


ADDITONAL SPELLS
I tried to limit the spell list to as few sources as possible to make the class more usable, and found that the four above were the minimum to get a really fleshed-out list. I also tried to ensure that an out-the-box shugenja of each element would have a list that's fun to cast from while being roughly balanced with one another. As a result, there's a bunch of leftover spells that didn't make the cut, either due to power or space limitations, and there's a wealth of other sources with fitting spells. I'll sort through some of them here.

If you want to make use of these additional spells, first check with your DM. If the spell is listed under your element, then whenever you gain access to that level of spells, have it replace one of the spells on your standard list. If you don't want to do that, you already have access to that level of spells, or it's for a different element, pick it as one of your two level-up spells.

Leftovers from Core + Dark Sun + Player's Handbook 2 + Spell CompendiumWater, Rain, Air, & Sun Spells
{TABLE=head]
LEVEL|
WATER|
RAIN|
AIR|
SUN

0|||||

1|
Cold Fire[br]Erase[br]Sign[br]Snowshoes[br]Spontaneous Search|
Moon Lust[br]Whelm|
Channel Stench[br]Deafening Clang[br]Distort Speech[br]Longstrider[br]Slide[br]Strategic Charge[br]Wall of Smoke|
Lionheart[br]Moment of Clarity[br]Rouse[br]Targeting Ray|

2||
Whelming Blast|
Belker's Claws[br]Ironthunder Horn[br]Quick March[br]Slide, Greater[br]Wings of Air|
Aura of Glory[br]Stay the Hand[br]Tactical Precision[br]Zeal|

3|
Hailstones[br]Sink[br]Snowshoes, Mass||
Air Breathing[br]Bottle of Smoke[br]Capricious Zephyr[br]Knight's Move[br]Resonating Bolt[br]Scattering Trap[br]Suspended Silence[br]Thunderous Roar|
Blindsight[br]Halt[br]Heatstroke[br]Luminous Assassin, Lesser[br]Righteous Fury[br]Sign of Sealing[br]Suppress Glyph[br]Word of Binding|

4|
Listening Coin[br]Pact of Water|
Positive Energy Aura[br]Whelm, Mass|
Wings of Air, Greater|
Blindsight, Greater|

5|
Sweet Waters|
Cure Light Wounds, Mass[br]Rejuvenate|
Cacophonic Burst[br]Divine Agility[br]Longstrider, Mass[br]Sonic Rumble[br]Wind Tunnel|
Indomitability[br]Luminous Assassin[br]Stalwart Pact[br]Valiant Fury|

6|
Animate Snow[br]Dreamcasting[br]Dream Sight[br]Drown on Dry Land[br]Freezing Sphere[br]Tidal Surge|
Cure Moderate Wounds, Mass[br]Overwhelm||
Rejection[br]Sign of Sealing, Greater|

7|
As the Frost[br]Waters of Life|
Cure Serious Wounds, Mass||
Crusade[br]Luminous Assassin, Greater[br]Prismatic Eye[br]Righteous Burst|

8|
Flash Flood[br]Moment of Prescience[br]Visions of the Future|
Cure Crit Wounds, Mass||
Binding[br]Demand[br]Wrathful Castigation|

9|
Drown, Mass[br]Eye of Power[br]Obedient Avalanche|
Magic Miasma|
Wind Trap||[/TABLE]
Fire, Ash, Earth, & Silt Spells
{TABLE=head]
LEVEL|
FIRE|
ASH|
EARTH|
SILT

0|||||

1|
Incite[br]Inhibit[br]Kelegore's Fire Bolt[br]Nerveskitter|
Bane[br]Blade of Blood[br]Ectoplasmic Armor|
Bigby's Helpful Hand[br]Bigby's Tripping Hand[br]Deflect, Lesser[br]Golem Strike[br]Magic Stone[br]Repair Light Damage|
Distract Assailant[br]GreaseLow-Light Vision[br]Nightshield[br]Undetectable Alignment[br]Unseen Servant[br]Ventriloquism|

2|
Burning Sword[br]Entice Gift[br]Flame Dagger[br]Produce Flame|
Celerity, Lesser[br]Death Armor[br]Ectoplasmic Feedback[br]Infernal Wound[br]Life Bolt[br]Spawn Screen|
Bigby's Slapping Hand[br]Bigby's Striking Fist[br]Bigby's Warding Hand[br]Earthen Grasp[br]Repair Moderate Damage|
Absorb Weapon[br]Bladeweave[br]Distracting Ray[br]Iron Silence[br]Magic Trick[br]Melf's Acid Arrow[br]Phantom Trap[br]Vertigo|

3||
Blade of Pain and Fear[br]Corpse Candle[br]Sepia Snake Sigil|
Bigby's Disrupting Hand[br]Clear-River[br]Curse of the Choking Sands[br]Giant's Wrath[br]Mage Armor, Mass[br]Manyjaws[br]Melf's Unicorn Arrow[br]Repair Serious Damage[br]Sand Spray[br]Steeldance[br]Stony Grasp|
Cone of Dimness[br]Decoy Image[br]Illusory Script[br]Nauseating Breath[br]Servant Horde[br]Shadow Phase[br]Vertigo Field|

4|
Channeled Pyroburst[br]Explosive Rune Field[br]Gloomcloud[br]Meteoric Strike|
Celerity[br]Corporeal Instability[br]Cursed Blade[br]Ghostfire[br]Wither Limb|
Crushing Grip[br]Force Chest[br]Force Claw[br]Forcewave[br]Oil Spray[br]Repair Critical Damage[br]Sand Trap[br]Stone Sphere[br]Sudden Stalagmite[br]Sword of Deception[br]Vortex of Teeth|
Darkvision|

5||
Cloudkill[br]Inflict Light Wounds, Mass[br]Slay Living[br]Toxic Weapon|
Bigby's Interposing Hand[br]Hidden Lodge[br]Sandflow[br]Shard Storm[br]Shining Sands|
Groundflame[br]Phantasmal Thief[br]Viscid Glob|

6||
Antilife Shell[br]Circle of Death[br]Inflict Moderate Wounds, Mass|
Bigby's Forceful Hand[br]Bones of the Earth[br]Gemjump[br]Hardening[br]Tunnel Swallow[br]Wall of Gears||

7|
Pulse of Life|
Avasculate[br]Finger of Death[br]Inflict Serious Wounds, Mass|
Bigby's Grasping Hand[br]Body of War[br]Wrack Earth|
Invisibility, Mass[br]Simulacrum|

8|
Antipathy[br]Charm Monster, Mass[br]Sympathy|
Avascular Mass[br]Celerity, Greater[br]Ghostform[br]Inflict Critical Wounds, Mass|
Bigby's Clenched Fist[br]Iron Body||

9|
Meteor Swarm[br]Transmute Rock to Lava|
Mage's Disjunction[br]Time Stop|
Bigby's Crushing Hand[br]Legendary Stonecraft||[/TABLE]Universal Spells
{TABLE=head]
LEVEL|
UNIVERSAL

0||

1||

2||

3||

4||

5||

6||

7||

8||

9||[/TABLE]
Modified Spells


Frostburn + Sandstorm + StormwrackWater, Rain, Air, & Sun Spells
{TABLE=head]
LEVEL|
WATER|
RAIN|
AIR|
SUN

0|||||

1|||||

2|||||

3|||||

4|||||

5|||||

6|||||

7|||||

8|||||

9|||||[/TABLE]
Fire, Ash, Earth, & Silt Spells
{TABLE=head]
LEVEL|
FIRE|
ASH|
EARTH|
SILT

0|||||

1|||||

2|||||

3|||||

4|||||

5|||||

6|||||

7|||||

8|||||

9|||||[/TABLE]Universal Spells
{TABLE=head]
LEVEL|
UNIVERSAL

0||

1||

2||

3||

4||

5||

6||

7||

8||

9||[/TABLE]
Modified Spells


The Completes: Adventurer + Arcane + Champion + Divine + Mage + Scoundrel + WarriorWater, Rain, Air, & Sun Spells
{TABLE=head]
LEVEL|
WATER|
RAIN|
AIR|
SUN

0|||||

1|||||

2|||||

3|||||

4|||||

5|||||

6|||||

7|||||

8|||||

9|||||[/TABLE]
Fire, Ash, Earth, & Silt Spells
{TABLE=head]
LEVEL|
FIRE|
ASH|
EARTH|
SILT

0|||||

1|||||

2|||||

3|||||

4|||||

5|||||

6|||||

7|||||

8|||||

9|||||[/TABLE]Universal Spells
{TABLE=head]
LEVEL|
UNIVERSAL

0||

1||

2||

3||

4||

5||

6||

7||

8||

9||[/TABLE]
Modified Spells


Book of Exalted Deeds + Book of Vile DarknessWater, Rain, Air, & Sun Spells
{TABLE=head]
LEVEL|
WATER|
RAIN|
AIR|
SUN

0|||||

1|||||

2|||||

3|||||

4|||||

5|||||

6|||||

7|||||

8|||||

9|||||[/TABLE]
Fire, Ash, Earth, & Silt Spells
{TABLE=head]
LEVEL|
FIRE|
ASH|
EARTH|
SILT

0|||||

1|||||

2|||||

3|||||

4|||||

5|||||

6|||||

7|||||

8|||||

9|||||[/TABLE]Universal Spells
{TABLE=head]
LEVEL|
UNIVERSAL

0||

1||

2||

3||

4||

5||

6||

7||

8||

9||[/TABLE]
Modified Spells

Agent_0042
2010-05-11, 02:24 PM
SHUGENJA ORDERS
As with the spell list, core spells are printed in black, Dark Sun spells are printed in red, PHB2 spells are printed in green, and Spell Compendium spells are printed in blue.

Order of the Watery Veil - Water
Members of this order, known as Savants, are tasked with maintaining and adding to the vast stores of knowledge of the Golden Empire. Not just passive acquirers of information, these shugenja are diviners, reaching for knowledge through time and space.

Lesser Ability: (Su)

The shugenja may spend a Channeling attempt to attune her senses to a nearby (adjacent) pool of still water. She may choose to cast her perception through space, in which case she may select any location she has previously visited. For one hour per class level or until the pool is disturbed, the shugenja (and only the shugenja) perceives that location through the pool as if she was physically present, with any natural or magical senses she possesses. Alternatively, she may choose to cast her perception through time. This is a harder task, and the picture she receives isn't quite as clear; she may make any single knowledge check (including checks made as part of a class feature, feat, spell, or other ability, as well as similar checks such as bardic knowledge) when she uses this ability and add her class level as a bonus to that check. If casting through space, this ability is a full-round action to use. If casting through time, this ability is either made as part of the same action used to make the knowledge check or a full round action to use, whichever is more.
Intermediate Ability: (Su)

The shugenja may spend a Channeling attempt to create a number of sensors equal to her Charisma modifier in her square, similar to scrying sensors. She may use a move action to move as many sensors as she'd like, each one flying up to 10ft per point of Charisma modifier in any direction; if at any time a sensor is further than 50ft x the shugenja's class level from the her, it winks out of existence. She may perceive through her sensors as though she was physically located where the sensor was; this includes any magical senses, such as true seeing. In addition, whenever she casts a spell with a range other than touch or personal, she may treat any square where a sensor is located as the origin square. This ability requires a standard action to activate, and the sensors last for one round per class level or until dismissed as a swift action.
Greater Ability: (Su)

Order Spells

1st - Animate Water
2nd - Listening Lorecall
3rd - Chain of Eyes
4th - Scrying
5th - Swamp Stride
6th - Awaken Water Spirits
7th - Scrying, Greater
8th - Discern Location
9th - Waterways

Order of the Living Current - Water/Rain
Members of this order, known as Menders, function as medics and healers within the Empire. These shugenja can be found wherever their duties take them, whether that be in a hospital or on a battlefield.

Lesser Ability: Healing Hands (Su)

The shugenja may spend a Channeling attempt to grant healing to herself and her allies. She may heal a total amount of hit points equal to her class level times her Charisma modifier, distributed as she sees fit. She must have a hand or appendage free, and all allies to be affected must be within her (unarmed) reach. Any healing not used is wasted. This ability is a standard action to use.
Intermediate Ability: Convalescence (Su)

The shugenja may spend a Channeling attempt to create an aura with a radius of 5ft per class level. All allies within the aura are granted a form of regeneration – converting all damage except for fire and negative energy into nonlethal damage, and automatically healing a number of points of nonlethal damage per round equal to the shugenja's Charisma modifier. They don't, however, gain any ability to regrow or reattach lost limbs. This benefit only applies to allies who remain within the area of effect; if an ally leaves the aura, he or she loses this benefit until he or she re-enters. This ability requires a standard action to initiate, and lasts for one round per class level or until dismissed as a swift action.
Greater Ability: Font of Life (Su)

The shugenja may spend at least one Channeling attempt to create a stationary zone of restorative energy, centered on her current location with a radius of 20ft plus 10ft per Channeling attempt spent past the first. At the start of their turn, each of the shugenja's allies in the affected area have one of the following conditions removed from them, their choice - ability damage/drain/reduction (single ability), blinded, confused, dazed, dazzled, deafened, diseased (single), energy drained, fatigued/exhausted, fear, sickened/nauseated, paralyzed, petrified, poisoned (single), and stunned. They may instead choose to heal an amount of lethal or nonlethal damage equal to the shugenja's class level. This ability requires a full-round action to initiate and lasts for one round per class level.
Order Spells

1st - Second Wind
2nd - Water Shock
3rd - Vigor
4th - Panacea
5th - Greater Vigor
6th - Vigorous Circle
7th - Renewal Pact
8th - Liquid Lightning
9th - Water Light

Order of the Merciful Rain - Rain
Members of this order, known as Preservers, are the caretakers of the Empire's lands. These shugenja are both wise in the ways of nature and skilled manipulators of the weather, which can be put to use to tend crops or to drive off encroaching armies.

Lesser Ability: (Su)

Intermediate Ability: Eye of the Storm(Su)

The shugenja may spend a Channeling attempt to create an aura with a radius of 5ft per class level. All creatures, as well as any attacks they make or spells they cast, are unaffected by any adverse weather conditions, mundane or magical, occurring inside this radius – any such conditions are essentially suppressed within the area of effect. For the purpose of this ability, adverse weather conditions are defined as any wind or precipitation effect that inflicts damage, impedes a creature's actions, or inflicts a penalty of some sort; fog- and storm-related effects are included, but temperature effects are not. This ability requires a standard action to initiate, and lasts for one round per class level or until dismissed.
Greater Ability: (Su)

Order Spells

1st - Cloudburst
2nd - Eye of the Storm
3rd - Weather Eye
4th - Coat of Mists
5th - Cold Snap
6th - Summon Tyr-Storm
7th - Control Weather
8th - Storm of Vengeance
9th - Tempest

Order of the Liberating Storm - Rain/Air
Members of this order, known as Redeemers, are the Empire's first response to an impending threat. When military action is needed yet it wouldn't be prudent to mobilize an army, these shugenja are dispatched to resolve the issue quickly.

Lesser Ability: Lightning Channel (Su)

The shugenja may spend a Channeling attempt to teleport up to 5ft per class level. She must have both line of sight and line of effect to the destination. Each creature in a straight line between the shugenja's origin and her destination takes 1d6 electrical damage per class level (Reflex for half, DC 10 + 1/2 shugenja level + Charisma modifier). This ability is a move action to use.
Intermediate Ability: White Noise (Su)

The shugenja may spend a Channeling attempt in order to produce a field of vibration and faint, background noise that moves with the her and affects all within a radius of 5ft per class level. Any creature within the field that has blindsense, blindsight, tremorsense, or similar abilities finds that they do not function; if it's outside the field, it receives no information about what is within. If such a creature has no other senses, all other creatures are effectively rendered invisible against it. Any creature within the field that attempts a Concentration or Listen check takes a penalty equal to the shugenja's Charisma modifier, while creatures making a Move Silently check receive a bonus of the same amount. Finally, any creature within the field that takes sonic damage is dealt an additional point per die. The shugenja is unaffected, as are a number of creatures up to her Charisma modifier that she designates when this ability is used. This ability requires a standard action to initiate, and lasts for one round per class level or until dismissed as a swift action.
Greater Ability: (Su)

Order Spells

1st - Expeditious Retreat
2nd - Binding Winds
3rd - Regroup
4th - Murderous Mist
5th - Quietstorm
6th - Word of Recall
7th - Storm Tower
8th - Stormrage
9th - Instant Refuge

Order of the Aerial Passage - Air
Members of this order, known as Envoys, are responsible for the Empire's commerce. These shugenja oversee the flow of goods within the Empire, regulate who and what crosses the borders, and operate the correspondence system.

Lesser Ability: As the Wind (Su)

The shugenja may spend a Channeling attempt to fly up to the greater of her land speed or fly speed, plus 5ft per class level, with perfect maneuverability. She provokes no attacks of opportunity for this movement, and she can move through enemies and through openings of any size, but not through a solid barrier. If she ends her movement in a space that is too small for her or that is occupied by another creature or solid body, she is shunted to the nearest empty space of sufficient size and takes 1d6 damage for every 10ft thus traveled. This ability is a move action to use.
Intermediate Ability: (Su)

Greater Ability: (Su)

Order Spells

1st - Updraft
2nd - Speak to Allies
3rd - Downdraft
4th - Air Walk
5th - Control Winds
6th - Cloud-Walkers
7th - Teleport Object
8th - Whirlwind
9th - Whirlwind, Greater

Order of the Revealing Light - Air/Sun
Members of this order, known as Seekers, gather information and perform a wide variety of functions. Shugenja of this order often act as investigators within the Empire, while those who wish to go abroad serve as scouts and reconnaissance elements for the Empire's military.

Lesser Ability: (Su)

Intermediate Ability: (Su)

The shugenja may spend a Channeling attempt in order to shed a powerful light that illuminates all within a 5ft radius per class level. If any creature within the the illuminated area has total concealment, she can pinpoint the square it occupies. In addition, the shugenja reduces her miss chance for that creature by 5% per class level. If this reduction meets or exceeds the actual miss chance, then the shugenja ignores the miss chance entirely, and all other creatures may pinpoint the affected creature and reduce their miss chance for the affected creature by the excess amount. This ability is treated as a light spell of the highest spell level the shugenja can cast for purposes of interacting with magical darkness. This ability requires a standard action to initiate, and lasts for one round per class level or until dismissed as a swift action.
Greater Ability: (Su)

Order Spells

1st - Nimbus of Light
2nd - Glitterdust
3rd - Prismatic Mist
4th - Shadowblast
5th - Air Lens
6th - Prismatic Ray
7th - Prismatic Spray
8th - Prismatic Wall
9th - Prismatic Sphere

Order of the Scintillating Sun - Sun
Members of this order, known as Arbiters, function as the judges and mediators of the Empire. These shugenja preside over all disputes and trials, and their decisions are binding unless appealed.

Lesser Ability: (Su)

Intermediate Ability: (Su)

Greater Ability: (Su)

Order Spells

1st - Luminous Gaze
2nd - Mark of the Outcast
3rd - Wall of Light
4th - Blistering Radiance
5th - Mark of Justice
6th - Forbiddance
7th - Transfix
8th - Crown of Glory
9th - Cloak of Bravery, Greater

Order of the Blazing Countenance - Sun/Fire
Members of this order, known as Inquisitors, are responsible for maintaining the integrity of the divine faith. These shugenja are tasked with tracking down heretics and, if not necessarily bringing them to justice, “convincing” them to rethink their ways.

Lesser Ability: Smite the Heretic (Su)

The shugenja may spend a Channeling attempt to add her Charisma bonus to all attack rolls until the end of the round. In addition, each attack that hits deals extra fire or desiccation damage (shugenja's choice) equal to her class level. This ability is a swift action to use.
Intermediate Ability: (Su)

Greater Ability: (Su)

Order Spells

1st - Faerie Fire
2nd - Heartfire
3rd - Mark of Doom
4th - Fire Track
5th - Righteous Wrath of the Faithful
6th - Brilliant Blade
7th - Brilliant Aura
8th - Confessor's Flame
9th - Spirit of Flame

Order of the Fiery Wrath - Fire
Members of this order, known as Vindicators, serve as part of the Empire's military tradition. While the bulk of the army consists of regular soldiers and practitioners of the Sublime arts, it is these who are called when something beyond mundane might is needed.

Lesser Ability: Flash Point (Su)

The shugenja may spend a Channeling attempt to ignore a number of points of fire resistance equal to her charisma modifier times her class level until the end of the round. Also, while this effect is active, if she attempts to deal fire damage to a fire-immune creature, she deals up to twice her class level or the actual amount of fire damage, whichever is less. This ability is a swift action to use.
Intermediate Ability: (Su)

Greater Ability: Sculpt Flame (Su)

The shugenja may spend at least one Channeling attempt to create shapes and walls made of fire. For each Channeling attempt spent, she may fill with flame up to ten 5ft x 5ft x 5ft cubes. This effect is fully shapeable, with two stipulations: at least one cube must be adjacent to the shugenja, and all cubes must form a contiguous area. Any creature other than the shugenja passing through a square with fire in it suffers 1d6 of fire damage per two class levels, no save. A creature which is in a square that is being filled with fire is entitled to a Reflex save, DC 10 + 1/2 shugenja level + Charisma modifier) to move to the nearest non-flaming square as an immediate action. This ability requires a full-round action to activate, and the fires last for one minute per class level.
Order Spells

1st - Animate Fire
2nd - Scorching Ray
3rd - Fire Wings
4th - Fire Stride
5th - Fire Shield, Mass
6th - Aura of Terror
7th - Emerald Flame Fist
8th - Molten
9th - Blazing Wreath

Order of the Broken Sands - Fire/Ash
Members of this order, known as Warders, are the hunters of all threats unnatural. Be they rogue lycanthropes, powerful undead, Shadow creatures, or worse, these shugenja are deployed to combat them.

Lesser Ability: (Su)

The shugenja may spend a Channeling attempt and target a single creature within line of sight and line of effect. The affected creature must make a Will save (DC 10 + 1/2 shugenja level + Charisma modifier) or be unable to use one supernatural or spell-like ability for a number of rounds equal to the shugenja's Charisma modifier. The shugenja may select the ability to be suppressed, if she wishes, otherwise one is chosen at random. This ability is a standard action to use.
Intermediate Ability: (Su)

The shugenja may spend a Channeling attempt to create an aura with a radius of 5ft per class level. Any time a creature within the aura makes an attack roll, caster level check, class level check, saving throw, or skill check, it must roll twice and take the worse of the two rolls. The shugenja is unaffected, as are a number of creatures up to her Charisma modifier that she designates when this ability is used. This ability requires a standard action to initiate, and lasts for one round per class level or until dismissed as a swift action.
Greater Ability: (Su)

Order Spells

1st - Doom
2nd - Curse of the Black Sands
3rd - Darkfire
4th - Bloodstar
5th - Mana Flux
6th - Eyebite
7th - Evil Glare
8th - Blackfire
9th - Black Blade of Disaster

Order of the Fading Ash - Ash
Members of this order, known as Keepers, are responsible for the burial and safeguarding of the dead. Of all the orders, these shugenja despise undead the most, and in addition to their duties members are trained to combat this unholy menace.

Lesser Ability: Not Your Time (Su)

When the shugenja or a creature in her line of sight would die from damage or from an effect, she may spend a Channeling attempt to make a class level check. If the creature was to die from damage, the DC of the check is the creature's negative hit point total after taking the damage. If the creature was to die from an effect, the DC of the check is the DC for the effect. On a successful check, the shugenja or creature survives the damage or effect, being healed to 1 hit point if they had less. This ability is an immediate action to use.
Intermediate Ability: (Su)

Greater Ability: (Su)

Order Spells

1st - Return to Earth
2nd - Gentle Repose
3rd - Spark of Life
4th - Undead Bane Weapon
5th - Life's Grace
6th - Undeath to Death
7th - Destruction
8th - Death Ward, Mass
9th - Undeath's Eternal Foe

Order of the Stalwart Tomb - Ash/Earth
Members of this order, known as Guardians, function as bodyguards for nobles and other high-ranking individuals. Their loyalties are to the Empire first, order second, then the position they guard, not necessarily to a given person.

Lesser Ability: (Su)

When an opponent attempts to harm an ally, be it with a physical attack, spell, spell-like, or supernatural ability, the shugenja may spend a Channeling attempt to take the effects in her ally's place. This can affect any ally within the shugenja's line of sight, but the shugenja must be aware of the attack. If an attack roll is involved, it automatically hits; however, the shugenja may still attempt any save and may apply spell resistance if applicable. Any damage she takes is reduced by twice her shugenja level, and she may add her Charisma bonus to her saving throw if applicable. This ability is an immediate action to use.
Intermediate Ability: (Su)

Greater Ability: (Su)

The shugenja may spend at least one Channeling attempt in order to call up a transparent, stationary, spherical barrier with a 20ft radius, plus 10ft for each Channeling attempt spent past the first. Creatures within this radius must make a Fortitude save (DC 10 + 1/2 shugenja level + Charisma modifier) as the barrier expands or be pushed directly outward to the edge of the radius; if a solid obstacle prevents this, the creature takes 1d6 force damage per five feet of movement prevented. The shugenja may ignore the barrier and act freely; all other creatures, whether inside or outside, interact with this barrier as they would a wall of force.. This ability requires a full-round action to initiate, and the barrier lasts for one minute per class level or until dismissed as a swift action.
Order Spells

1st - Sandblast
2nd - Mountain Stance
3rd - Tremorsense
4th - Resilient Sphere
5th - Ironguard, Lesser
6th - Sarcophagus of Stone
7th - Ironguard
8th - Telekinetic Sphere
9th - Imprisonment

Order of the Earthen Embrace - Earth
Members of this order, known as Sentinels, are responsible for maintaining order within the realms of the empire. These shugenja are the ones who pacify and arrest lawbreakers, and when the empire itself is threatened they form the first line of defense.

Lesser Ability: Stonebind (Su)

The shugenja may spend a Channeling attempt to encase a portion of her, or another creature's, lower body in stone. The creature to be affected must be within line of sight and effect and touching the ground, and if the creature isn't willing, the creature may attempt a Fortitude save (DC 10 + 1/2 shugenja level + Charisma modifier) to negate it. An affected creature cannot move or be moved, voluntarily (including 5-ft steps) or involuntarily (automatically succeeding on any opposed rolls to resist being moved, such as for trips and bull rushes), from their location by any means other than teleportation (which ends the effect), but may otherwise act normally. This affect is a standard action to use and lasts for a number of rounds equal to the shugenja's Charisma modifier, though she may dismiss it at any time as a free action.
Intermediate Ability: Leaden Weight (Su)

The shugenja may spend one Channeling attempt in order to create an aura of enhanced gravity, with a radius of 5ft per class level. All creatures treat squares within the aura as difficult terrain, and have both their encumbrance and armor category increased by one level (e.g. medium load to heavy load, no armor to light armor). Additionally, falling damage accumulates at twice the normal rate while in passing through the aura (1d6 per 5ft). The shugenja is unaffected, as are a number of creatures up to her Charisma modifier that she designates when this ability is used. This ability requires a standard action to initiate, and lasts for one round per class level or until dismissed.
Greater Ability: Shape Terrain (Su)

The shugenja may spend at least one Channeling attempt in order to modify any earthen (including sand, mud, or stone, but not metal or crystal) terrain within a 20ft radius, plus 10ft for each Channeling attempt spent past the first. Each square of earthen terrain in the area of effect can be raised or lowered as she sees fit, as long as the result remains in the area of effect. Any creature on such a square must make a Reflex save (DC 10 + 1/2 shugenja level + Charisma modifier) or be knocked prone. The shugenja can also alter the material of any earthen surroundings in the area of effect to any other non-magical earthen material. This ability is a full-round action to use, and the effects are permanent unless changed.
Order Spells

1st - Fist of Stone
2nd - Earth Lock
3rd - False Gravity
4th - Call of Stone
5th - Xorn Movement
6th - Stone Body
7th - Maw of Stone
8th - Reverse Gravity
9th - Undermaster

Order of the Reflective Edge - Earth/Silt
Members of this order, known as Enforcers, are the extralegal guardians of the Empire. When an internal threat to the Empire is sufficiently dire, these shugenja are authorized to act as judge, jury, and executioner, answerable only to their order and the Royal house.

Lesser Ability: (Su)

Intermediate Ability: (Su)

Greater Ability: (Su)

Order Spells

1st - Persistent Blade
2nd - Cloud of Knives
3rd - Ring of Blades
4th - Sensory Deprivation
5th - Modify Memory
6th - Blade Barrier
7th - Solipsism
8th - Mordenkainen's Sword
9th - Programmed Amnesia

Order of the Pervasive Silt - Silt
Members of this order, known as Operatives, are tasked with acquiring and safeguarding all manner of information. These shugenja coordinate information gathered from other orders and are rumored to have a large spy network throughout the Empire, as well as the Emperor's ear.

Lesser Ability: Vanish (Su)

The shugenja may spend a Channeling attempt to make a hide check, even when she would not normally be able to do so. She is treated as having the Hide in Plain Sight ability for the purposes of this check only, and gains a bonus to her check equal to her class level. This ability is an immediate action to use.
Intermediate Ability: (Su)

Greater Ability: (Su)

Order Spells

1st - Ebon Eyes
2nd - Reflective Disguise
3rd - Blacklight
4th - Glibness
5th - Reflective Disguise, Mass
6th - Mislead
7th - Project Image
8th - Invisibility, Superior
9th - Replicate Casting

Order of the Clouded River - Silt/Water
Members of this order, known as Emissaries, serve as part of the diplomatic arm of the Empire. These shugenja are often found abroad as ambassadors, or internally serving as spokespeople and messengers from the Empire to domestic or foreign parties.

Lesser Ability: (Su)

Intermediate Ability: (Su)

Greater Ability: (Su)

Order Spells

1st - Comprehend Languages
2nd - Misdirection
3rd - Tongues
4th - Control Tides
5th - Prying Eyes
6th - Probe Thoughts
7th - Prying Eyes, Greater
8th - Red Tide
9th - Hindsight

Order of the Ineffable Mystery - Void
Members of this order are simply known as Royals, thus called because the order consists of all shugenja from the royal family, regardless of their chosen element. These shugenja function as administrators, serving as a liaison between the Emperor's family and the remaining sixteen orders.

Lesser Ability: Denial (Su)

When the shugenja would be affected by a spell, or spell-like or supernatural ability, she may spend a Channeling attempt to make a class level check. The DC is 11 + the opponent's caster level, and if she succeeds, the spell or ability does not affect her. This ability is a free action to use.
Intermediate Ability: (Su)

When the shugenja would be affected by a spell, or spell-like or supernatural ability, she may spend a Channeling attempt to make a class level check. The DC is 16 + the opponent's caster level, and if she succeeds, the spell or ability fails and is lost. Additionally, the shugenja regains one expended spell slot of up to one level less than the highest she can cast. After one hour, if she has a slot of that level uncast, she loses that slot. This ability is an immediate action to use.
Greater Ability: Suppression Field (Su)

The shugenja can spend at least one Channeling attempt to create a stationary field centered on her location with a 20ft radius, plus 10ft per additional Channeling attempt spent. While the effect is active, anything within the field that attempts to cast a spell, manifest a power, or activate a spell-like or supernatural ability must make a caster level check against a DC of 11 + the shugenja's class level + the shugenja's Charisma modifier. If the check fails, the ability fails to activate but is not lost (no spell slot is expended, no power points or daily uses are spent, etc). The suppression field has no effect on preexisting magical effects that enter the area. This ability requires a full-round action to initiate and lasts for one minute per class level.
Order Spells

1st - Shield
2nd - Divine Interdiction
3rd - Blink
4th - Baleful Blink
5th - Blink, Greater
6th - Disintegrate
7th - Phase Door
8th - Maze
9th - Reality Maelstrom

WoodenSword
2010-05-11, 02:24 PM
definately cool. though Divine Aspiration should be the Capstone, and make you an elemental

Agent_0042
2010-05-11, 02:27 PM
RELATED MATERIAL
Other stuff that is either referenced by the class or will prove useful.

ACF: Dual Focus
Level: 1st
Replaces: Element Focus
Benefit: You choose two elements, which must be adjacent to each other. Each time you gain access to a new spell level, including cantrips and first level spells, you may select either element. You automatically learn all spells from that element's list for that level; spells from the other element's list are treated as non-element spells.
Whenever you use Channeling to turn or rebuke elementals, treat your chosen element as whichever of the two would be more beneficial.
When you gain your Elemental Resistance class feature, you gain resistances to the associated energy types of both elements, with the secondary resistances being applied to the energy types of the other elements adjacent to your two.
When you gain Ignore Element, Counter-Force, or Divine Aspiration, you may select either of your two elements as your chosen element each time you use these abilities, but not both in a single usage.
Special: You do not gain any DC or caster level bonuses to spells from your chosen elements. You are prohibited from learning spells from any element opposed to either of your chosen elements. If your character is a member of a dual-element Order, you must select both of those elements to be your chosen elements.

Feat: Extra Recall
Prerequisite: Shugenja
Benefit: When you select your spells to recall, you may select a single additional spell of any level you can currently cast.


New Weapon Properties
Corrosive

Corrosive Burst

Entropic

Entropic Burst

Kinetic

Kinetic Burst

Resonant

Resonant Burst

Elemental Subtypes
Air

Ash

Earth

Fire

Rain

Silt

Sun

Water

Elemental Creature Templates
Air Elemental Creature

Ash Elemental Creature

Earth Elemental Creature

Fire Elemental Creature

Rain Elemental Creature

Silt Elemental Creature

Sun Elemental Creature

Water Elemental Creature

Wahrheit
2010-07-15, 04:44 PM
I'm definitely liking how it's been turning out. You may want to make a post each time you update the class, though, so it gets more attention.

jiriku
2010-07-15, 05:04 PM
This reeks of awesome. I'll be robbing you extensively for my elemental casters...starting with that excellent picture of the ash shugenja for my void disciple.

some PEACH:

Counter-Force: needs a range.

A well-made diagram with a wheel of elements and orders would be convenient for quickly assessing which things are related/opposed to what.

Morph Bark
2010-07-15, 05:14 PM
I like it. I like the new elements and moving away from the normal DnD para-elements. One of the big things I didn't like about the Shugenja was the "o+x+y" spells thing, though. I don't suppose that can be changed to something else, something simpler? Or, otherwise, has that been done before?

mrcarter11
2010-07-15, 05:18 PM
My question... So we got spells known and per day.. Got the order spells(sorta).. Where is the spell list?

Morph Bark
2010-07-15, 05:25 PM
My question... So we got spells known and per day.. Got the order spells(sorta).. Where is the spell list?

Complete Divine 144.

Allegedly.

Agent_0042
2010-07-15, 05:30 PM
I'm definitely liking how it's been turning out. You may want to make a post each time you update the class, though, so it gets more attention.

Well, I was going to wait until I'd gotten everything up, first. :smallmad:

Oh, well.


This reeks of awesome. I'll be robbing you extensively for my elemental casters...starting with that excellent picture of the ash shugenja for my void disciple.


Well, shucks, I was going to rob you for abilities!



some PEACH:

Counter-Force: needs a range.


Gotcha!
{EDIT} On second thought, I think it works being able to target any ally within line of sight. Too much?



A well-made diagram with a wheel of elements and orders would be convenient for quickly assessed which things are related/opposed to what.

Noted. When I have time to spare, I'll make one.


I like it. I like the new elements and moving away from the normal DnD para-elements. One of the big things I didn't like about the Shugenja was the "o+x+y" spells thing, though. I don't suppose that can be changed to something else, something simpler? Or, otherwise, has that been done before?

Possibly. Any suggestions?


My question... So we got spells known and per day.. Got the order spells(sorta).. Where is the spell list?

In the works. Hopefully, you won't be waiting too long.

mrcarter11
2010-07-15, 05:35 PM
Alright works for me.. Off topic.. you want someone to sort the SC and see if they can find spells for your orders by any chance?

Agent_0042
2010-07-15, 05:37 PM
If anyone wishes to assist with the order abilities, I'll gladly take suggestions. A few guidelines:

1) I want to stay away from abilities that simply replicate a spell. That's what they have a spell list for.

2) Buffs and +x's work, but I'd rather abilities that offer new options rather than larger numbers.

3) I'd strongly prefer if the abilities scaled in some way with shugenja level, even if it's just a longer duration or higher save DC.

4) Lesser abilities use one Turning attempt and generally are not ongoing effects, though they can be. Greater abilities can be empowered in some manner by spending additional Turning attempts and usually have a duration.

{EDIT}

Alright works for me.. Off topic.. you want someone to sort the SC and see if they can find spells for your orders by any chance?
Already have it sorted actually, just trying to figure out which order and element gets what. A couple of the elements are hard-pressed for spells at certain levels.

Agent_0042
2010-07-20, 02:26 PM
Some updates:

1) Spells have been completed. Yay! There's probably going to be some revisions, but for the most part it's set.

2) Added the Dual Focus ACF.

3) Slightly reduced spells per day, and added some MAD in the form of needing Wis to cast spells, while DC's and bonus spells are still based off of Cha. This is to help offset potential imbalance from the next change.

4) Turned the shugenja into a pseudo-fixed-list caster. She now learns ALL spells from her chosen element when she gets access to a new level, plus a small amount of non-element spells as she gains further levels. When combined with 3), I don't feel that this is overpowering, for the following reasons:
Any given element's spell list is thematically narrow, with two or three shticks each. Sure, there's a lot of spells at a particular level, but most of them are overlapping or variations on a theme. A shugenja can't easily mix-match spells from different elements, so it's quite similar to having eight separate fixed-list casters with shared class features.
Each element does have several nice spells, from both the cleric and wizard lists, but to my knowledge I've weeded out all the blatantly game-breaking spells. No time stop and celerity, no domination, no planar binding or summoning creatures with gate, no polymorph, and so on. She gets a Turn Undead equivalent, but it doesn't work for Divine Metamagic, so no CoDzilla.
As a setting-specific class, the only other Vancian casters present are the favored soul (rare, probably won't come up, and needs to be reworked anyway) and the spirit shaman. The spirit shaman knows fewer spells at one time, but can swap out his entire list daily. Thus, I don't think the shugenja is overwhelmingly better than its fellow caster.
As a general use class, in terms of total number spells at any particular level the shugenja is well in line with the beguiler, dread necromancer, and warmage. I feel her spell list is equally limited, only along element lines instead of school lines. She learns a few non-element spells to cover her weaknesses, true, but the fixed-list casters have Advanced and Eclectic Learning for the same purpose.


I plan to keep the split-ability-score casting in any event, but I'm not entirely sure if the reduced spells per day are necessary. On the to-do list, in no particular order: finish up the order abilities, work on the new subtypes, templates, and creatures, and make up a few feats. Any feedback or suggestions, on the changes or upcoming stuff?

Mephibosheth
2010-07-20, 05:42 PM
I really like what you're doing here. Some of the new classes from the Complete series and OA are really flavorful and interesting but terribly-supported, even within the Completes. I agree with you that the shugenja class has great potential but horrible implementation, especially since, as you say, there's no reason not to PrC out. As you've written it, however, the class gives a lot of juicy abilities to entice you to stay in.

I also really like the strong elemental alignment you've built into the class. Far to often, in my option, D&D element-based classes have a few abilities that make the character marginally better with one element but not necessarily significantly focused.

Just to clarify, you say that a shugenja cannot learn a spell from his or her "prohibited" element. You go on, under the list of shugenja elements to list three elements that are "opposed." Is an "opposed" element a "prohibited" element or is only one of the "opposed" elements "prohibited." I'm imagining some sort of color wheel-like diagram wherein some elements are on the opposite side of the wheel but not directly opposite and therefor not necessarily "prohibited." Or are all three "opposed" elements also "prohibited." I think I could see strong cases for either way but thought the issue could use some clarity. Unless I've missed something...

I also think the aura mode of "Ignore Elements" could use some clarification. You say they can spend additional channel attempts to change the self-only version into an aura. Does it cost two channel attempts to turn it into a 20 foot radius aura (one for the initial self-only version and one for the first 20 feet of radius) with an additional 10 feet for every additional channel attempt spent? Can a shugenja activate the self-only version and, in a later round, spend an additional channel attempt to turn it into an aura?

That's all I can think of off the top of my head. Excellent start! I'll be keeping an eye out for the finished product.

Mephibosheth

Agent_0042
2010-07-21, 01:48 PM
Just to clarify, you say that a shugenja cannot learn a spell from his or her "prohibited" element. You go on, under the list of shugenja elements to list three elements that are "opposed." Is an "opposed" element a "prohibited" element or is only one of the "opposed" elements "prohibited." I'm imagining some sort of color wheel-like diagram wherein some elements are on the opposite side of the wheel but not directly opposite and therefor not necessarily "prohibited." Or are all three "opposed" elements also "prohibited." I think I could see strong cases for either way but thought the issue could use some clarity. Unless I've missed something...
Both terms refer to the same thing. Each shugenja has three opposed elements based on the one she chooses, and can't learn spells from any of those lists. I didn't think it was confusing, but I've reworded it for clarity.

As for the diagram, it was on my to-do list, but I'll bump it up to a priority.



I also think the aura mode of "Ignore Elements" could use some clarification. You say they can spend additional channel attempts to change the self-only version into an aura. Does it cost two channel attempts to turn it into a 20 foot radius aura (one for the initial self-only version and one for the first 20 feet of radius) with an additional 10 feet for every additional channel attempt spent? Can a shugenja activate the self-only version and, in a later round, spend an additional channel attempt to turn it into an aura?

Now for that, I totally understand the confusion. The idea was one Channeling gets you a self-only effect, two gets a 30-ft aura, three a 40ft aura, and so on. I think I'll just make it into a flat-out aura, though, to keep it simple.

Much appreciate the kind words and support, by the way. :smallbiggrin:

Agent_0042
2010-08-11, 07:13 PM
Threw up a quick element diagram and cosmology summary for the setting this is designed for, reworked Ignore Element some, clarified what Sense Elements can find, and filled in a bit over half the order abilities. Any suggestions for the remaining abilities, as well as names for some of the ones I already have, would be appreciated. After those are out the way, I'll write up the new templates/subtypes and perhaps dig through some splatbooks for more spell options.

AtlanteanTroll
2010-08-11, 07:27 PM
If their is a sun elemental, shouldn't their be a corrosponding moon elemental? I think it's kind of silly sun is an element.

Sir Shadow
2010-08-11, 08:06 PM
A moon is just a piece of earth. It makes no sense for it to have an element if you're going by these.

Wahrheit
2010-08-15, 07:45 PM
Given the cosmology, Reality Maelstrom would need a new destination chart. Maybe something like this, with the Material plane taking the place of whatever plane you're on if you're jaunting about the place? Or a d10, simply removing the last two entries on the chart.

{table=head]d12|Destination [br] Plane

1|Void

2|Earth

3|Water

4|Air

5|Fire

6|Silt

7|Rain

8|Sun

9|Ash

10|Shadow

11|Wound

12|Reroll[/table]

Agent_0042
2010-08-15, 11:12 PM
If their is a sun elemental, shouldn't their be a corrosponding moon elemental? I think it's kind of silly sun is an element.
First: Where would you put Moon? Water and Earth? Water and Air?
Second : With the current elemental setup, each has their own themes and shticks. Sun, which can be interpreted as light in this context, has enough thematically to stand on its own. On the other hand, most of the themes commonly associated with the Moon are currently linked with Silt, Water, and Rain. If you were to replace any one of those with Moon, it would disrupt the rest.

Now, I'm not saying I couldn't fit Moon in there, but it would be a pain to figure out again what element gets what, and then rework abilities, spell lists, etc. It's not worth the trouble.

As it turns out, Moon is somewhat subsumed into Rain. Most of the "moon" spells involve electricity, which is Rain's thing. Rain is also the feral element, so lycanthropes fit thematically.


Given the cosmology, Reality Maelstrom would need a new destination chart. Maybe something like this, with the Material plane taking the place of whatever plane you're on if you're jaunting about the place? Or a d10, simply removing the last two entries on the chart.

{table=head]d12|Destination <br> Plane

1|Void

2|Earth

3|Water

4|Air

5|Fire

6|Silt

7|Rain

8|Sun

9|Ash

10|Shadow

11|Wound

12|Reroll[/table]

Mmm, good catch. We'll just go with the d10, dropping the Wound. That's too mean.
This applies to any spell with a random planar destination, of course.

The Antigamer
2010-08-19, 07:59 PM
Suggesting spells from Sandstorm for Earth, Ash, and Fire, and spells from Frostburn for Water and Rain. Actually, there are some nifty water spells in Sandstorm too, especially if you count dessication spells as water. I'll give specific examples by soon.

The Antigamer
2010-08-19, 10:49 PM
Frostburn spells:
Water-
1st level: Float
2nd level: Flash-freeze, Zone of glacial cold, Bone chill
3rd level: Lesser aura of cold, Control snow and ice, Meld into ice
4th level: Frostburn, Glacial globe of invulnerability
5th level: Dispel fire, Frostbite, Hibernal healing, Pass through ice, Flesh to ice, Ice to flesh
6th level: Mass frostburn, Mantle of the icy soul, Waves of cold, Suppress flames
7th level: Greater aura of cold
9th level: Iceberg, Frostfell


Rain-
2nd level: Obscuring snow, Thin air
3rd level: Arctic Haze, Control Temperature
4th level: Glacial wind
5th level: Boreal wind, Blizzard
6th level: Death hail
7th level: Whiteout, Greater glacial wind
8th level: Fimbulwinter

Fire:
2nd level: Thaw
5th level: Dispel cold, Anticold sphere

Sandstorm spells:
Water-
1st level: Locate water
2nd level: Hydrate
4th level: Wall of water
5th level: Antifire sphere
8th level: Flashflood

Silt-
4th level: Wall of salt
5th level: Flesh to salt, Salt to flesh
7th level: Mass flesh to salt

Earth-
2nd level: Halo of sand, Scimitar of sand
3rd level: Control sand, Soul of the waste
4th level: Blast of sand, Wall of sand
5th level: Transmute stone to sand/sand to stone/sand to glass

Ash-
2nd level: Ashstar
3rd level: Black Sand
5th level: Wall of magma
6th level: Scalding mud, Ashen union

Fire-
1st level: Parching touch
3rd level: Body blaze
4th level: Dispel Water, parboil
9th: Mantle of the fiery spirit

Sun-
1st level: Parching touch
2nd level: Sunstroke, Dessicate
4th level: Searing exposure, Mass dessicate
5th level: Unearthly heat

Figured dessicate spells would be better as Fire, although there is an argument they could be Ash, since they are the necromancy subschool. Obviously not all of these can be on the spell lists, and some may match the elemental theme of the focus, but not the magical abilities theme, but I included all I thought were good thematic additions.

Edit: Moved dessicate spells to sun

Sir Shadow
2010-08-21, 10:58 AM
Dessicate would probably be Silt if you put the salt spells in there.

The Antigamer
2010-08-21, 11:15 AM
You think so? I put flesh to salt in silt because I was thinking ocean sand can contain a lot of dry salt. But it's still part water, and dessicate is dehydration...I dunno, I think dessication fits better in fire or ash.

Sir Shadow
2010-08-21, 12:00 PM
Well, dessication was basically you sucking the water out of something, kind of like how salt dehydrates you. I don't think it would go in fire... it would fit more in Ash if you don't think Silt should have it.

Wahrheit
2010-08-21, 12:31 PM
Desiccation is the associated damage type for Sun.

The Antigamer
2010-08-22, 01:21 AM
*smacks forehead* don't knowhow I missed that, I'll edit that list when I get back to my computer tomorrow. Seems a bit too large of a task to undertake with just my phone.

thomasgr42
2012-12-15, 01:49 PM
Great work! This class looks much more interesting now.

I might be missing something vital though, since after comparing this version of the class to the one described in Complete Divine, I feel that the added class features are powerful and comes with no similarly added disadvantages(?)

Has this class been ‘buffed-up” in comparison (or how can balance possibly be kept)?
Is the original shugenja class underpowered and by this revamping made more balanced compared to other classes?

Thanks for any help to understand.

Agent_0042
2012-12-15, 04:43 PM
Yes, this is intended as a straight power-up. The CD shugenja has no class features to speak of, a delayed casting progression (like the sorcerer, but with fewer spell slots) and a spell list that is not-very-good.

Now, I have a much higher point for balance compared to most of the playground, and I admit as such in the OP. This is supposed to be a wizard/cleric/sorcerer replacement, with a little setting-specific flavor, and was designed to go toe-to-toe with those classes. That said, I do feel as if I overshot the mark, and would tone it down if I planned to use it in someone else's campaign.

Wyntonian
2012-12-15, 09:39 PM
This is excellent. I plan to yoink it for use as the main spellcasting class in a setting of mine, with your permission. I honestly love this to bits, and I'll playtest it if I get a chance.

Sorry to join in the thread necromantizing, but the damage is done, and this class if pretty freaking sweet.

thomasgr42
2012-12-16, 09:58 AM
Thank you!
Now I know more of what I can do. Might allow some of these improvements in my game.

Agent_0042
2012-12-16, 10:52 AM
This is excellent. I plan to yoink it for use as the main spellcasting class in a setting of mine, with your permission. I honestly love this to bits, and I'll playtest it if I get a chance.

Sorry to join in the thread necromantizing, but the damage is done, and this class if pretty freaking sweet.

Of course you can, no permission needed. Information is free; I not only allow but encourage people to "steal". Playtests are also welcome. I've SGT'd it and it seems alright (on par with a sorcerer), but the game it gets used in is a high-powered gestalt game, so power imbalances tend to go unnoticed.

I never got around to finishing the class, because the game went on hiatus until the summer, but I guess I should do so now.