Myojin / Legendary Spirit


Level KXP Myojin
789
1 1000 1--
2 1500 2--
3 2000 3--
4 2500 4--
5 3000 5--
6 3500 6--
7 4000 7--
8 4500 8--
9 5000 9--
10 5500 A--
11 10000 A1-
12 15000 A2-
13 20000 A3-
14 25000 A4-
15 30000 A5-
16 35000 A6-
17 40000 A7-
18 45000 A8-
19 50000 A9-
20 55000 AA-
21 60000 AA1
22 65000 AA2
23 70000 AA3
24 75000 AA4
25 80000 AA5
26 85000 AA6
27 90000 AA7
28 95000 AA8
29 100000 AA9
30 105000 AAA
31 110000 BAA
32 115000 BBA
33 120000 BBB
34 125000 CBB
35 130000 CCB
36 135000 CCC
TH Saves
PD RS PP BW Sp Fo Re Wi
+22 20 20 20 20 20 20 20 20
+24 22 22 22 22 22 22 22 22
+26 24 24 24 24 24 24 24 24
+28 26 26 26 26 26 26 26 26
+30 28 28 28 28 28 28 28 28
+32 30 30 30 30 30 30 30 30
+34 32 32 32 32 32 32 32 32
+36 34 34 34 34 34 34 34 34
+38 36 36 36 36 36 36 36 36
+40 38 38 38 38 38 38 38 38
+42 40 40 40 40 40 40 40 40
+44 42 42 42 42 42 42 42 42
+46 44 44 44 44 44 44 44 44
+48 46 46 46 46 46 46 46 46
+50 48 48 48 48 48 48 48 48
+52 50 50 50 50 50 50 50 50
+54 52 52 52 52 52 52 52 52
+56 54 54 54 54 54 54 54 54
Requisites: Priest 15 or HNCL 24,
Con 31, Wis 24, Chr 32
Alignment: any
HD/level: & d70 (+1 ihp, see below)
Weapon Prof.: & level*2
To Hit Table: Conc
Save Table: 2xConc
Reference: MTG
Groups: Concordant (x2), Priest
 
[X] Section stats
ihp +8
iTH +1
P Save +1
M Save +2
War +1
Rog -2
PPsi +1
Wiz +0
Pri +3
MPsi +1
   
Gets 1X action per round.
Can use 3S+1V (without 1X) per segment if desired.
Gets Giga Barb Con [bonus = (Con-28)*11/2], Barb Wis, and Barb Chr.
Myojin spells are resisted using GR or iXR (but iXR is treated as XR)
Gets Wis bonus to spell progression, but remember the "7th's" here are actually "17th's". (CSL=7 is equal to SL=17)
All of your effects are undispellable and all of your items are indestructible.
Level N (every level): +1 GGL pick.
Level N (every level): +1 ihp.

Myojin / Legendary Spirit


Myojin / Legendary Spirit Spells (CSL=7)

# Spell Effect
1 Black Honden Target will have his next CCL effects Countered (no save)
2 Blue Honden Cast 16 SL's of Priest spells simultaneously
3 Cleansing Fire Slay CCL groups of targets (no save)
4 Green Honden For 1 turn, each segment, copy one of your summons (it's in the same summon slot as the original)
5 Infinite Rage Earthquake CCL groups, each group takes CCL^2 Bdmg (Boxes of dmg, each "Box" is 100 dmg)
6 Life's Web Summon CCL*7 DL=7+CCL/7 monsters (you can comprehend them if over DL X)
7 Night's Reach Natural Set CCL targets (no save)
8 Red Honden Spend an unspend GGL pick: Pixelate one target (no save)
9 Seeing Winds Capital F Fix and Natural Reset one target
10 White Honden Cureall and remove CCL [C] section effects on up to CCL targets

Myojin / Legendary Spirit Spells (CSL=8)

# Spell Effect
1 Endless Swarm For 1 round, each segment, double the number of your summons (they're in the same summon slot as the original)
2 Enduring Ideal For 1 round, each segment, cast a SL 0-16 Priest spell as a 0 action.
3 Eternal Dominion For 1 round, each segment, Fork an effect as a 0 action.
4 Neverending Torment For 1 round, each segment, Banhammer an effect as a 0 action.
5 Undying Flames For 1 round, each segment, Capital S Slay one target (no resistance)

Myojin / Legendary Spirit Spells (CSL=9)

# Spell Effect
1 Charge Across the Araba You and your allies get ++CCL TH and ++CCL saves
2 Choice of Damnations X+Y+Z=CCL: Reverse Continuous X effects, Unsummon Y groups of summons, and Lower Multiplier (by 1) Z times
3 Ribbons of the Reikai Sacrifice N summons: Cast a total of N SL's of Priest spells right now.
4 Through the Breach Summon a DL=CCL monster (that you can comprehend), it disappears at end of segment.

Myojin / Legendary Spirit


Kami Spirit Spells

SL # Spell Effect (Note: The "+N spirits in a summon slot" powers stack)
7 1 Ancient Law Dispel a x1 or x2 effect.
7 2 Crescent Moon The party gets +1slowS action (this does not count as a Haste)
7 3 Deathknell Can have +1 spirit in a summon slot; 1M, spend X hp: Target gets +X*CL TH and dmg with his next attack.
7 4 False Hope 1bM: Take no damage from one attack or effect
7 5 Hana 0, 1/t: Fork (your effect only)
7 6 Hearth Dispel a x1 or x2 item.
7 7 Hunt If your subordinates are in your group, they get +1 DL.
7 8 Lantern Fly at 12*CL" (A); 0: Faerie Fire (target loses 2 AC)
7 9 Pain 1M, sacrifice a summon: Deal CL*DL*DL fire dmg to one group (no save; DL=DL of summon)
7 10 Teardrop 1M, 1/t: +1W action next segment. [ You can use a W as an S action, but you still can use only 1S+1V per segment. 1W: Give another party member +1RS action. This can be used in addition to 1S+1V per segment. ]
7 11 Traproot The party can melee with flying creatures (CL miles "Reach" upwards)
7 12 Twisted Reflection 0, sacrifice a summon: Counterspell
7 13 Waning Moon 1M: Fear a group (no save; they will not run through the dungeon generating ?'s)
8 1 Briarknit Your subordinates get +1 DL and +CL rhp.
8 2 Empty Graves Can have +3 spirits in a summon slot; Your summons get +1 offensive DL, -1 defensive DL
8 3 Fiddlehead Regenerate CL hp/s. Each segment may use this regeneration on any friendly target in sight.
8 4 Fire's Roar 1M: A group's AC becomes 0 (no save; |AC| becomes AC, ||AC|| becomes |AC|)
8 5 Gibbering Fly at 12*CL" (A); Can have +3 spirits in a summon slot.
8 6 Hundred-Talon Can have +4 spirits in a summon slot.
8 7 Innocence 1M: A group loses their ability to use 1S+1V next time they act (no save)
8 8 Old Stone +35 AC and saves.
8 9 Painted Road Immune to CL/2 Elements or spells/psionic powers by name
8 10 Tattered Shoji Wind Walk 96" on the party; the party gains +25 AC and saves.
8 11 Tended Garden Every segment you don't act, you may do the Summon Spirit "Level:" ability for 1N action. Can have +3 spirits in a summon slot.
9 1 Honored Dead Whenever you deal damage in any way, you are cured that much dmg.
9 2 Lunacy Can have +5 spirits in a summon slot.
9 3 Moss Each summon slot of yours may engage two groups of enemies instead of one.
9 4 Nightsoil Can have +5 spirits in a summon slot.
9 5 Palace Fields You don't lose initiative, can't be surprised; Can have +5 spirits in a summon slot.
9 6 Pus Can have +6 spirits in a summon slot; 1M, sacrifice a summon: Target is slain (no save)
9 7 Thousand-Legged Can have +7 spirits in a summon slot.
9 8 Vine Can have +6 spirits in a summon slot; 1V: Give a target +1 instance of tactical movement.
Myojin 7 (17) 1 Black Honden Target will have his next CCL effects Countered (no save)
Myojin 7 (17) 2 Blue Honden Cast 16 SL's of Priest spells simultaneously
Myojin 7 (17) 3 Cleansing Fire Slay CCL groups of targets (no save)
Myojin 7 (17) 4 Green Honden For 1 turn, each segment, copy one of your summons (it's in the same summon slot as the original)
Myojin 7 (17) 5 Infinite Rage Earthquake CCL groups, each group takes CCL^2 Bdmg (Boxes of dmg, each "Box" is 100 dmg)
Myojin 7 (17) 6 Life's Web Summon CCL*7 DL=7+CCL/7 monsters (you can comprehend them if over DL X)
Myojin 7 (17) 7 Night's Reach Natural Set CCL targets (no save)
Myojin 7 (17) 8 Red Honden Spend an unspend GGL pick: Pixelate one target (no save)
Myojin 7 (17) 9 Seeing Winds Capital F Fix and Natural Reset one target
Myojin 7 (17) 10 White Honden Cureall and remove CCL [C] section effects on up to CCL targets