I frankly don't know the name of the creator
Rahvi
Oriental Magic
Here are some basic Chi spells for AD&D oriental rules campaigns, just a little something I could add to spice up the adventures. <G> < all things considered, it should be up to the DM what level these spells should be. > (High level if you ask me)
Chi Gong <invocation/Evocation>
Sphere: Cosmos,Numbers,Summoning,All
Range: Special
Duration: Instantaneous
Casting Time: 4
Area of Effect: Special
Saving Throw: none
This is a very tricky spell that has three major sections to its effectiveness. however, only one power of this spell can be used in casting. The first is saving the caster and up to three others from a disastrous situation in the campaign. If a saving throw is not allowed for a deadly attack or for a more serious situation, then this spell allows for one <save versus spells 18 >. For example, a thief was picking a lock and set off a trap that would totally destroy the players around him. The mystic <or anyone else who is allowed to have Chi spells> casts Chi Gong and they are all allowed two saves versus the danger. In addition to the double saves , this spell also confers a bonus to the second saving throw of +2 plus 1 point per level of the caster to all recipients, to a maximum of +6. It is up to the DM in this situation to determine exactly what happened that saved them and what actions were taking place in game time.>
The second use for this spell is to heal all ailments in the caster only. When cast this spell is so dramatic in effect that it neutralizes poison and cures disease simultaneously <if a save versus spell is successful>. Diseases cured can either be magical or a curse if successful. This spell also heals 2d8 hit points plus + 1 per level of the caster.
The special use of this spell is when a character familiar with chi spirits calls upon his own for help in a critical point in the game. This is very similar to a priest class Deity call but provides an animal or magical creature's appearance according to the character's own affinity. <I would suggest using the ranger's handbook if nothing else for animal affinities.> The quick appearance of the character's animal spirit causes a special affect removing the danger in most cases or allowing a setback to be removed <DM's discretion>.
Change Chi into hit points
Sphere: Healing
Range: 0/1 creature
Duration: Instantaneous
Casting Time: 1
Area of Effect: caster or one creature
Saving Throw: none
This is a very useful yet simple spell. The caster converts his own chi points into 2 consecutive hitpoints. The amount of Chi points used is decided before casting. The ratio of exchange is 1 Chi point per every 2 hitpoints healed.
Hikari
Sphere: Sun
Range: same as a torch
Duration: special
Casting Time: instantaneous
Area of Effect: same as torch
Saving Throw: none
This is very similar to the Priest light spell. However, instead of a duration, this spell radiates light without the concentration of the caster at a rate of one Chi point per hour of use. The light is also ot harmful to demons or undeads Priest light spells are.
Detect Chi
Sphere: Divination, all
Range: 50' arch in front of caster
Duration: Instantaneous
Casting Time: Instantaneous
Area of Effect: 50' in front of caster
Saving Throw: none
This spell acts as a detect magic spell and a spirit sense ability at the same time. However, The spell also tells the practicioner if positive or negative chi is in the vacinity and if there is enough to absorb to regenerate his own supply.
This spell is also useful in detecting the presence of undead in an area concealed from view. It allows only the knowledge that these creatures are present and not where or how many.
Hi Chi
Sphere: sun, elemenal fire,wards
Range: special
Duration: Instantaneous
Casting Time: Instantaneous
Area of Effect: one creature + 1 per 5 levels of caster or a 10' sphere around
caster.
Saving Throw: N/A
This is the element fire form of chi forces. When called upon it is normally for purification. It can instantly neutralize poisons and purify food and drink. It's major use though is to keep all bad air elements away from the caster. When cast no harmful air particles or clouds can come within the sphere projected for the duration of the caster's concentration, after 6 hours of concentration however the DM should begin to make constitution checks every turn until one fails. When the check fails the field goes down and the caster becomes weak for 1d4 rounds after which he can move normally and attack.
Shan Chi
Sphere: all, summoning, Wards, healing
Range: 0
Duration: 1 hour per level of the caster
Casting Time: 2
Area of Effect: 10 feet around the caster
Saving Throw: Negate < enemies only >
This is literally translated as mountain force. From my own experience , mountain and the spirits within seem to be very divine in nature. When their power is called upon they have a great ability to heal and dispel supernatural evils. Thus this spell has two functions. First it heals all ailments and cures all diseases and returns the caster and two other creatures or PC's within the ten foot field to full hitpoints and health. It does not however heal such conditions as starvation and lack of rest. When used as a ward, it acts as an impassible shield against undead who try to tread over the boundaries set by the caster. It however does not stop the projectiles sent through the field at the caster and his party.
Wu Chi
Sphere: all, protection, numbers, Law, combat
Range: 0
Duration: 1 turn per level of caster
Casting Time: 4
Area of Effect: 20 foot circle , caster being the center
Saving Throw: N/A
This spell's name is literally translated as river force. The rivers of the world are often seen as flowing and calm. It was once said that they are the symbols of calmness and tranquility. In refernce to this this spell has two affects. First, it causes a lack of chaos in the area, thus every action is imbalanced for the evil side and almost perfect for the good. < or however the caster desires > It conveys A +2 bonus to all saves, attacks, and AC's of the side chosen by the caster for the duration of the spell. It also, acts in allowing better chances to help each other out in a party. For example, an orc is attacking the mage of the good party , but this spell interferes and the warrior of the group instantly blocks the orcs attack protecting the mage. Within this spell's mechanics, these extra actions do not affect the player's regular attacks and thus the warrior in this example would carry out his first choice attack after saving the mage. This spell is also the Chi practicioner's version of a remove curse spell.
Mori Chi
Sphere: Plant,protection, all, combat, chaos
Range: special
Duration: instantaneous
Casting Time: 1
Area of Effect: special
Saving Throw: special
This spell's name is literally translated as forest force. The forest has been used in times of need by those who practice nature magic in AD&D settings. Thus this spell is used for just that. The player must choose between these three effects.
1: to blend in for a duration of 10 turns <or until stopped by caster> as cloak of elven kind. This blending also allows the character to move through the forest at a normal movement rate as if there are no obstacles.
2: to entangle up to 1 creature per level of the caster for a duration of 2 turns.<save required>
3: or to cause 1d2 treants to come to the aid of the caster upon command. Each having HD 8 AC 4 Thac0 13.
The treants leave when the spell duration is up or the danger ends.
Kin Chi
Sphere: Protection, wards, combat, war
Range: 0
Duration: 1 rd per level
Casting Time: 2
Area of Effect: caster only
Saving Throw: none
This spell's name is literally 'gold force' or 'metal force'. The element gold or metal has always been a symbol of armor and weapons for me. thus this spell creates a protective armor around the caster <either of gold or
any other metal named in casting>. This layer is like the caster's own skin and moves with him. It conveys a bonus to the AC of + 6 added to the AC of the caster. Thus a priest of Feng Shui who wears padded leather armor with a regular AC of 6 now has an AC of 0. This spell also creates a Bladed weapon in the hand of the caster. The weapon can only be slashing and can only appear is the caster is of an Ethos allowing such weapons. The blade despite the size or shape chosen does 1d10 damage always. The bladed weapon does not however allow for a better chance to hit it's opponent yet it does allow the use of it to be without error commonly found when one is not familiar with the weapon.< thus no penalties for using a weapon if one is not specialized in it.>
That's all for now! ENJOY