Kami Spirit



Level

KXP
Kami [Myojin]
789  [7]

TH
1 0 1--  [-] +1
2 5 2--  [-] +2
3 10 3--  [-] +3
4 20 4--  [-] +4
5 40 5--  [-] +5
6 80 6--  [-] +6
7 160 7--  [-] +7
8 320 8--  [-] +8
9 640 9--  [-] +9
10 1120 A--  [-] +10
11 1600 A1-  [-] +11
12 2080 A2-  [-] +12
13 2560 A3-  [-] +13
14 3040 A4-  [-] +14
15 3520 A5-  [-] +15
16 4000 A6-  [-] +16
17 4480 A7-  [-] +17
18 4960 A8-  [-] +18
19 5440 A9-  [-] +19
20 5920 AA-  [-] +20
21 6400 AA1  [-] +21
22 6880 AA2  [-] +22
23 7360 AA3  [-] +23
24 7840 AA4  [-] +24
25 8320 AA5  [-] +25
26 8800 AA6  [-] +26
27 9280 AA7  [1] +27
28 9760 AA8  [1] +28
29 10240 AA9  [1] +29
30 10720 AAA  [1] +30
31 11200 BAA  [1] +31
32 11680 BBA  [1] +32
33 12160 BBB  [1] +33
34 12640 CBB  [2] +34
35 13120 CCB  [2] +35
36 13600 CCC  [2] +36
37 27200 CCC  [3] +37
38 40800 CCC  [4] +38
39 54400 CCC  [5] +39
45 136000 CCC  [B] +45
54 258400 EEE  [D1] +54
63 380800 EEE  [DA] +63
72 503200 FFF  [EE1] +72
Requisites: Con 16, Wis 12, Chr 16,
  Class Slots 2
Alignment: any
HD/level: & d7
Weapon Prof.: & level
Reference: MTG {Reduced Myojin / Legendary Spirit}
Groups: Priest, Concordant (x1), Monster
Complexity: CF=3
 
Saving Throws:
PPD: level+10 Fort: level+10
RSW: level+10 Reflex: level+0
PP: level+10 Will: level+10
BW: level+0
Spell: level+10
 
Barbarian Con, Exceptional Wis, and Exceptional Chr bonus.
Gets Wis bonus to spell progression, but remember the first SL is "7th's" here.
This class can cast Priest spells of SL=LVL or less. Priest spells below SL=6 use a SL=7 slot each. So at 3rd level you can cast a Priest 3rd by using a SL=7 slot.
Kami spells are resisted using IR.
Kami spells are hard to dispel (require 2 dispels, as if they were x2 multiplier).
"Kami" is a Priest Sphere, but costs 4 Grands to actually be Grand in it.
Level 1 ¶: 1M: Summon a DL=(LVL+1)/2 Spirit.
Level 1 ¶: +1 GGL pick in a god that has a Con, Wis, or Chr requirement.
Level 1 ¶: Gets +SN S actions per round; where SN is the session number.
Level 9 ¶: +LVL/9 ihp.
Level 27 Note: Your "CCL" for Myojin spells is CL-26.

Kami 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