Chapter 1 - Class - Character Kits - Wizard Kits
Wu Jen
The Wu Jen is a wizard from cultures based on medieval oriental
civilizations. He is a sorcerer of mysterious power and uncertain fealty. Unlike the
oriental samurai, the Wu Jen seldom answers to a lord or master. His primary allegiance
is to himself and to his craft.
The Wu Jen seldom lives among the masses, preferring instead to dwell in the
wilderness where he can contemplate the secrets of nature without interruption. Living
the life of a hermit, the Wu Jen concentrates on purifying his body and mind, thus making
him more receptive to the supernatural forces of the world.
To be a Wu Jen, a wizard must have an Intelligence of at least 13. He cannot be of
lawful alignment, but may still be good, evil, or neutral. The Wu Jen kit cannot be
abandoned.
Preferred Schools: Wu Jen prefer the schools of conjuration/summoning, alteration,
and invocation/evocation.
Barred Schools: There are no barred schools for the Wu Jen.
Role: Unless the campaign has an eastern setting, the DM, in conjunction with the
player, should invent a plausible explanation for the Wu Jen's appearance so far from
home. Perhaps the Wu Jen is on a religious pilgrimage. Perhaps a magical device or spell
transported the Wu Jen to the western world, either intentionally or unintentionally. Or
perhaps the Wu Jen is on a decade-long quest for knowledge or self-awareness, and his
travels have brought him to the other player characters.
Whatever the reason, the Wu Jen should add a touch of oriental intrigue and exotic
culture to a western-based party. His fellow player characters should find the Wu Jen's
habits strange and fascinating. For instance, a Wu Jen prefers to record his spells on
scrolls instead of in spell books. Perhaps he prays to the sun for an hour each day at
dawn, or maybe he eats only roots and berries. A Wu Jen keeps his emotions hidden, and
his motives are equally difficult to discern. It is unlikely that the Wu Jen shares the
party's goals and moral code; if he agrees to join the party, it is probably due to his
intellectual curiosity.
The DM is within his rights to forbid Wu Jen from the campaign. Before a player
selects this kit, he must check with the DM to make sure that Wu Jen are allowed.
Secondary Skills: Required: Scribe.
Weapon Proficiency: Required (choose one of the following): Blowgun, short bow,
dagger, dart, sling. Alternately, the Wu Jen can choose from the selection of oriental
weapons listed in Table 9. The Wu Jen has an automatic and permanent +1 bonus to hit
whenever using the weapon he has chosen for his Weapon Proficiency.
Nonweapon Proficiencies: Bonus Proficiencies: Etiquette, Artistic Ability (Painting,
Calligraphy, or Origami). Recommended: (General) Riding (Land-based), Cooking,
Dancing, Singing; (Wizard) Astrology, Herbalism, Spellcraft; (Priest, double slot)
Musical Instrument; (Rogue, double slot) Blind-fighting, Gaming, Juggling, Tumbling.
Equipment: The Wu Jen must buy all weapons from the choices listed in the Weapon
Proficiency entry above. He may have no more than 10 gp remaining when he has
finished purchasing his equipment.
Special Benefits: When a Wu Jen reaches 4th level, he gains the power to summon
massive magical energies that allow him to cast any one spell that is three or more levels
lower than his level at maximum effect. The spell automatically has maximum range, (if desired), duration, and effect. Thus, a 4th-level Wu Jen can cast a 1st-level spell at
maximum effect. A Wu Jen can use this ability once per day.
Special Hindrances: The Wu Jen operates under special taboos that do not affect
other characters. Though the taboos may seem trivial or even ridiculous to other
characters, the Wu Jen takes them quite seriously-- violating a taboo causes the Wu Jen to
lose levels of ability, lose spells, become ill, or even die (the DM decides the exact
penalty). A 1st-level Wu Jen has one taboo and gains an additional taboo every five
levels thereafter (at 6th level, 11th level, and so on). The DM selects the taboos. Some
suggestions follow; the Wu Jen:
ˇ Can't eat meat or animal products (including milk, eggs, and cheese).
ˇ Can't sleep within 20 yards of a member of the opposite sex.
ˇ Can't wear a certain color.
ˇ Can't carry gold (or other precious metal) on his person.
ˇ Can't bathe or must bathe frequently.
ˇ Can't cut his hair or fingernails.
ˇ Can't intentionally take the life of an insect.
ˇ Can't drink alcoholic beverages.
ˇ Can't sit facing the north (or other direction).
ˇ Can't speak after sunset (except to cast spells).
Wealth Options: The Wu Jen starts with the normal (1d4+1) x 10 gp.
Races: Normally, a Wu Jen must be human. The DM may make exceptions in his
campaign, elves and half-elves being the most likely choices.
Note: For more detailed information about the Wu Jen, along with additional spells,
weapons, and proficiencies, see Oriental Adventures. The DM may need to make some
adjustments to adapt the descriptions and statistics to AD&DŽ 2nd Edition rules
Table 9: Selected Oriental Weapons for the Wu Jen
Name | Cost | Wt. | Size | Type* | Speed Factor | S-M | L |
Bo Stick | 2cp | 4 | L | B | 3 | 1-6 | 1-4 |
Boku-toh | 6cp | 3 | M | B | 4 | 1-4 | 1-2 |
Jitte | 10cp | 2 | S | B | 2 | 1-4 | 1-2 |
Shuriken | 10cp | 1* | S | P | - | 1-6 | 1-4 |
- B = Bludgeoning weapon, P = Piercing weapon. ** Ten large shurikens weigh a total of 1 pound.
Description of Weapons
Bo stick: A staff of hard wood that is very difficult to break and is normally 6-7 feet in
length.
Boku-toh: A wooden replica of a short sword, usually used for practice since it cannot cut
or slash. Used aggressively, it can cause bludgeoning damage.
Jitte: A tapered iron bar with a short hook near the handle. Although the hook is not sharp
enough to cut or pierce, the jitte can be used to strike blows.
Shuriken: A small throwing weapon in the shape of a star with needle-like projections.They are thrown by hand and easily concealed in folds of clothing. A large-star shuriken
has a fire rate of 3, a short range of 5 yards, a medium range of 10 yards, and a long range
of 20 yards