Shugenja Orders

These orders are schools of philosophy for the shujenga class; they operate much like domains do for clerics. Most of them require a particular element focus to be selected by the shujenga; these focuses preface each order spell list. See Orders under the shujenga class for more information.

Order of the All-Seeing Eye

Element Focus: Air.

Order Spells

  1. Guidance: +1 on one attack roll, saving throw, or skill check. {PH}.
  2. Detect Snares and Pits: Reveals natural or primitive traps. {PH}
  3. Detect Thoughts: Allows “listening” of surface thoughts. {PH}
  4. Clairaudience/Clairvoyance: See or hear at a distance for 1 minute/level. {PH}
  5. DivinationM: Provides useful advice for specific proposed actions. {PH}
  6. Commune with Nature: Learn about terrain for 1 mile/level. {PH}
  7. Find the Path: Shows most direct way to a location. {PH}
  8. Legend LoreMF: Lets you learn tales about a person, place, or thing. {PH}
  9. VisionMX: As legend lore, but quicker and strenuous. {PH}
  10. Foresight: “Sixth sense” warns of impending danger. {PH}

Order of the Consuming Flame

Element Focus: Fire.

Order Spells

  1. Flare: Dazzles one creature (–⁠1 on attack rolls). {PH}.
  2. Burning Hands: 1d4/level fire damage (max 5d4). {PH}
  3. Produce Flame: 1d6 damage +1/level, touch or thrown. {PH}
  4. Searing Light: Ray deals 1d8/two levels damage, more against undead. {PH}
  5. Fireball: 1d6 damage per level, 20-ft. radius. {PH}
  6. Flame Strike: Smite foes with divine fire (1d6/level damage). {PH}
  7. Fires of Purity: Subject bursts into magical flame, becoming a dangerous weapon. {SC}
  8. Fire Storm: Deals 1d6/level fire damage. {PH}
  9. Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds. {PH}
  10. Meteor Swarm: Four exploding spheres each deal 6d6 fire damage. {PH}

Order of the Forbidding Wasteland

Element Focus: Water.

Order Spells

  1. Detect Magic: Detects spells and magic items within 60 ft. {PH}
  2. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. {PH}
  3. Scent: Grants the scent special ability. {SC}
  4. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. {PH}
  5. Phantom Stag: Magic stag appears for 1 hour/level. {SC}
  6. Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons. {SC}
  7. Control Weather: Changes weather in local area. {PH}
  8. Scrying, GreaterF: As scrying, but faster and longer. {PH}
  9. Horrid Wilting: Deals 1d6/level damage within 30 ft. {PH}
  10. Shambler: Summons 1d4+2 shambling mounds to fight for you. {PH}

Order of the Gentle Rain

Element Focus: Water.

Order Spells

  1. Cure Minor Wounds: Cures 1 point of damage. {PH}
  2. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). {PH}
  3. AuguryMF: Learns whether an action will be good or bad. {PH}
  4. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). {PH}
  5. Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). {PH}.
  6. CommuneX: Deity (elemental lord) answers one yes-or-no question/level. {PH}
  7. Heal: Cures 10 points/level of damage, all diseases and mental conditions. {PH}
  8. ResurrectionM: Fully restore dead subject. {PH}
  9. Heal, Mass: As heal, but with several subjects. {PH}
  10. Soul BindF: Traps newly dead soul to prevent resurrection. {PH}

Order of the Impenetrable Crucible

Element Focus: Earth.

Order Spells

  1. Resistance: Subject gains +1 on saving throws. {PH}
  2. Magic Weapon: Weapon gains +1 bonus. {PH}
  3. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. {PH}
  4. Magic Weapon, Greater: +1 bonus/four levels (max +5). {PH}
  5. Dismissal: Forces a creature to return to native plane. {PH}
  6. Death Ward: Grants immunity to death spells and negative energy effects. {PH}
  7. Banishment: Banishes 2 HD/level of extraplanar creatures. {PH}
  8. Repulsion: Creatures can’t approach you. {PH}
  9. BindingM: Utilizes an array of techniques to imprison a creature. {PH}
  10. Imprisonment: Entombs subject beneath the earth. {PH}

Order of the Ineffable Mystery

Element Focus: Air, Earth, Fire, Water, or Void. (Select only one.)

Order Spells

  1. Resistance: Subject gains +1 on saving throws. {PH}
  2. Entropic Shield: Ranged attacks against you have 20% miss chance. {PH}
  3. Obscure Object: Masks object against scrying. {PH}
  4. Dispel Magic: Cancels magical spells and effects. {PH}
  5. Spell Immunity: Subject is immune to one spell per four levels. {PH}
  6. Spell Resistance: Subject gains SR 12 + level. {PH}
  7. Antimagic Field: Negates magic within 10 ft. {PH}
  8. Spell Turning: Reflect 1d4+6 spell levels back at caster. {PH}
  9. Protection from SpellsMF: Confers +8 resistance bonus. {PH}
  10. Mage’s Disjunction: Dispels magic, disenchants magic items. {Mordenkainen’s disjunction} {PH}

Order of the Perfect Sculpture

Element Focus: Earth.

Order Spells

  1. Mending: Makes minor repairs on an object. {PH}
  2. Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. {PH}
  3. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. {PH}
  4. Stone Shape: Sculpts stone into any shape. {PH}
  5. Subvert Planar Essence: Reduces subject’s damage reduction and spell resistance. {SC}
  6. Transmute Rock to Mud: Transforms two 10-ft. cubes per level. {PH}
  7. Flesh to Stone: Turns subject creature into statue. {PH}
  8. Statue: Subject can become a statue at will. {PH}
  9. Earthquake: Intense tremor shakes 80-ft.-radius. {PH}
  10. Antipathy: Object or location affected by spell repels certain creatures. {PH}

Order of the Spring Zephyr

Element Focus: Air.

Order Spells

  1. Daze: Humanoid creature of 4 HD or less loses next action. {PH}
  2. Disguise Self: Changes your appearance. {PH}
  3. Blur: Attacks miss subject 20% of the time. {PH}
  4. Invisibility: Subject is invisible for 1 minute/level or until it attacks. {PH}
  5. Air Walk: Subject treads on air as if solid (climb at 45-degree angle). {PH}
  6. Invisibility, Greater: As invisibility, but subject can attack and stay invisible. {PH}
  7. Veil: Changes appearance of group of creatures. {PH}
  8. Mislead: Turns you invisible and creates illusory double. {PH}
  9. Screen: Illusion hides area from vision, scrying. {PH}
  10. Foresight: “Sixth sense” warns of impending danger. {PH}

Source: Complete Divine, page 149.