First Edition Advanced Dungeons & Dragons™ Character Creation
...another useful RPG site from M. J. Young Net
Your contribution via Patreon or PayPal Me keeps this site and its author alive.
Thank you.

AD&D Character Class:  Wu Jen
  Wizards of the orient, wu jen are feared and frequently shunned by society, and tend to be reclusive and withdrawn.  They rarely live in the midst of others, normally abiding in the wilderness where they may purify their minds and bodies and contact the supernatural powers which enable them to command the elements and spirits.  Their prime requisite is intelligence, which must be at least 13, and if at least 15 will confer a 10% experience point bonus.  They may not be lawful.

  Although they roll a d4 for hit points, they are given an extra +1 hit point per level in addition to non-fighter constitution bonuses.  They fight and save as magic users, and have a selection of weapons which is restricted, but not so severely as those of his occidental counterparts--it includes several small melee weapons, some martial arts weapons, a few missile weapons, and a couple of ninja weapons.  Although the character is not penalized for proficiency in a ninja weapon, it is risky to take such proficiencies, as samurai (and other lawful characters) will quickly suspect the character of being a ninja.  They may not use any armor or shield.  They begin with six proficiency slots which can be used as desired.  If the character has proficiency in any weapons at level one, he may designate one of his choice as his favored weapon, gaining +1 on hit rolls with that weapon (which at level one gives him the same chance to hit as fighter sub-classes).

  As magic-users, wu jen have the most powerful spells in the orient.  They also generally begin with more spells available to them (in their books) than their occidental counterparts.  However, they begin the game with the ability to carry a single spell on adventures, and do not have cantrips.  (D&D spell rules require that the character memorize his spell before using it, and specify that once it is cast it is forgotten and must be learned again.)  The spells he can learn and the number of spells he can learn are based on his intelligence and the roll of the dice, as described under the spells section of this material.  If his intelligence changes (up or down) it may affect the number of spells he can learn, and permit or require him to check spells again.

  The wu jen has the shukenja's ability to meditate.  Even at level one, the character may withdraw into a restful state which is twice as restful as sleep (each hour of meditation relieves the character of the need for two hours of sleep), but during which he is fully aware of all that happens around him and is able to react and respond without penalty, other than that such a reaction or response ends his period of meditation.  (This means that the wu jen may be on watch all night for the party, and will not suffer from lack of sleep.)  Other character classes may learn this, but generally not until higher levels.

  From level 1, the wu jen may use his ki power to bonus initiative.  Once per day he may do this, giving himself a +3 bonus on his personal initiative roll for one round.  He gains a second ki power at level 4, that of increasing magic energies.  The use of this power enables him to cast any spell he can currently cast at full power--that is, any variables which would normally be determined by die roll (such as damage) will be effected at the maximum which could be rolled.  The power may be used on any spell whose spell level is at least three levels below the character's experience level; thus a fourth level wu jen may increase the potency of first level spells.  Both powers may be used once per day.

  Many of the wu jen's spells fall into elemental groups.  There are five such groups:  earth (includes metal), air, fire, water, and wood (includes nature).  If the wu jen learns (that is, has in his book and can learn and cast) all of the spells of a single element which could be known by a wu jen of his level, he is a master of that element.  When he casts any spell of that element, it does +1 damage and the targets save at -1.  When a spell within that element is cast at him, he gains a +1 bonus on his save.  Note that new spells become possible as the wu jen advances to certain new levels, and he will have to collect and learn the spells for each element among the new ones in order to renew his status as master of that element.

  At level 10, the character attracts d4 students, all level 1 wu jen wishing to learn from him.  Each will remain faithfully serving him until his level equals at least half that of his master, at which point he will leave; but each that leaves will be replaced by another level 1 student.

  The wu jen does not attract fighters into service, but may hire them if he wishes to establish his own stronghold.  Not being a fighter, he must also hire a lieutenant to command and supervise them.

  Wu jen are fluent in tengu and oni; because of his interaction with these spirits he receives a 20% bonus on reaction rolls when he encounters them.

  These characters also have severed their ties to their families, and do not need to roll for family and birthright information.  They do not gain bonuses or suffer penalties related to their family.  They are less concerned with honor than other classes, especially as it is codified by samurai, so honor awards and penalties are smaller for them.

  The wu jen draws power from a supernatural realm, and must adhere to strange ritualistic rules called taboos in order to maintain that power.  Each wu jen has a single taboo at level one, and gains an additional one every fifth level (6, 11, 16, 21).  Violation of the taboo may result in failure of the wu jen's spell power in some way, such as temporary loss of spell levels or random spell failure.  This list is suggested to select from:

  The DM may add other taboos.  The player selects the taboo for his character, and may recommend other taboos for the DM's consideration.  MyWorld has included such taboos as cannot wear drab plain clothing.

  Advancement table:

Level
From
To
1
0
2000
2
2001
4000
3
4001
8000
4
8001
18000
5
18001
36000
6
36001
65000
7
65001
100000
8
100001
140000
9
140001
280000
10
280001
600000
11
600001
800000
  300,000 experience points are required per level above the eleventh.

Oriental humans, korobokuru, hengeyokai, and spirit folk may be wu jen.


Return to the Character Creation Index Page
Return to Step 2:  Character Class
Move to the next step

The site which inspired this site....

M. J. Young's Dungeons & Dragons Materials
Collection of such pages as the much-praised Alignment Quiz, What is an RPG? (excerpted from Multiverser), the highly valued Confessions of a Dungeons & Dragons™ Addict, along with special rules and player aids in both written and computer formats, this site was highly praised by RAWS, linked by Gary Gygax, and is worth a look even if you don't like what you found here.

The best new role playing game....

The Multiverser Information Center
The complexity of creating a D&D character always reminds me of how much simpler it is to play
Multiverser®, the game which incorporates all other games, all other worlds, everything imaginable, with nothing else to buy.

A consideration of time travel....

Temporal Anomalies in Popular Movies
There are enough time travel films out there now that most of the things which could go wrong in time have been shown on the silver screen.  This page applies a new conception of how time works (discussed in the
Multiverser® game system to help referees sort out game scenarios in which player characters travel in time) to unraveling the most popular of such movies.  An Event Horizon Hot Spot and Sci Fi Weekly Site of the Week which has won the author national recognition as an authority on time travel in fiction.

Other writings by the author....

Index to the Pages of M. J. Young
An eclectic collection of materials which includes RPG stories, commentary on law and Bible, song lyrics, and indices to material all over the web.

For your added enlightenment....

Other Links of Interest
Pages related to Dungeons & Dragons, role playing games, and more.

M. J. Young Net