L5R: Magic

Based on the 4th edition rules

Spell Casting

Spell Casting Rolls

A shugenja makes a Spell Casting Rolls by rolling dice equal to their Shugenja School rank plus the relevant Ring, and keeping dice equal to the Ring. E.g. a Rank 2 shugenja with Fire 3 casting a Fire spell rolls 5k3.

Spell TNs

The TN of a Spell Casting Roll is equal to 5 + 5× its Mastery Level.

Mastery Level

A shugenja cannot cast spells whose Mastery Level exceeds their Shugenja School Rank (as modified by affinity and deficiency).

Spell Slots

A shugenja may cast a number of spells per day equal to their Rank in the relevant Ring. All shugenja also have "free slots" equal to their Void Ring that can be used to cast spells of any element.

A shugenja who fails their Spell Casting Roll still expends the spell slot, but a shugenja who succeeds on the roll and is interrupted before completing the spell does not lose the slot.

Scrolls & Memorization

Shugenja cast spells with long prayers and invocations in a mystical language, and most shugenja read these off spell-scrolls.

Shugenja need to have their spell-scroll in hand when casting spells, unless they have memorized the spell. Memorizing a spell costs XP equal to its Mastery Level.

Silent Spell Casting

Because the kami must hear the invocations, spells must be spoken aloud. The Stealth Skill can be used to try to conceal the spell casting by muttering under one's breath.

Actions & Casting Time

Casting a spell requires a number of Complex Actions equal to its Mastery Level. The Spell Casting Roll is made on the first action, and on subsequent uninterrupted rounds, the remaining Complex Actions must be spent. The spell takes effect immediately on completing the last Complex Action, unless otherwise specified.

The number of actions required may be reduced by calling Raises to that effect; each Raise reduces the number of actions required by one Complex Action, to a minimum of one.

A character casting a spell may be interrupted if they suffer damage or are distracted during it. A caster who is interrupted must make a WIL Trait Roll (TN 10 for distraction, or TN 5 + damage suffered) or lose their spell (but not the slot) and have to start over.

Concentration

Some spells have a Duration of "Concentration." This means the caster must maintain the spell by using a Simple Action each Round. If they do not or cannot, the spell ends immediately. A caster who suffers more Wounds than their Earth Ring while concentrating must immediately make a WIL Trait Roll (TN 20 + 5 per Mastery Level) or lose their concentration. A shugenja distracted in some other way (a sudden loud noise, a shove, etc.) must make a WIL Trait Roll at TN 15.

Affinity & Deficiency

Most Shugenja Schools have an affinity for one element and a deficiency for another, representing both the opposing natures of the elements and the specialization of the schools' teachings.

A shugenja with an Affinity for an element casts spells related to its as if their School Rank were 1 higher; conversely, spells with Deficiency are cast as if their School Rank were 1 lower. If the shugenja's effective School Rank is reduced to 0, they cannot cast spells of that element.

Void Spells

The Void has no kami, and the rare shugenja who can commune with it (called ishiken) do so directly. Void spells cannot be learned and cast except by those who possess the Ishiken-Do Advantage.

Spells

Spell Descriptions

Spell List

Universal Spells

Sense
  • Ring/Mastery: All 1
  • Range: Personal
  • Area of Effect: 50' radius from caster
  • Duration: Instantaneous
  • Raises: Range (+10')

This spell is cast in one of the four elements. The caster can sense the presence, quantity, and approximate location of spirits of that element (but not the evil kansen spirits).

Summon
  • Ring/Mastery: All 1
  • Range: 30'
  • Area of Effect: 1 cubic foot of summoned material
  • Duration: Permanent
  • Raises: Range (+10'), quantity (+1 cubic foot), composition (1–4 Raises, see below)

This spell is cast in one of the four elements. The caster summons one cubic foot of the chosen element, usually in a rough ball shape, in any open space within range. It cannot be placed inside another object or a creature. It will behave normally, falling to the ground, etc. Air will be blown away, and fire will die out unless there is something for it to burn. Generally, the spell has no combat uses.

Raises may be used to summon a more specific version of the element (e.g. iron or wood instead of earth, tea instead of water, etc.). The GM judges how many Raises (1–4) are required; precious materials (gold, etc.) or magical/spiritual materials (jade, crystal) cannot be summoned.

Commune
  • Ring/Mastery: All 1
  • Range: 20'
  • Area of Effect: Self
  • Duration: Concentration
  • Raises: See below

This spell can be cast for any of the four elements. The caster is able to speak to one of the local elemental kami, asking it a few questions that it will answer to the best of its ability. Typically, the most active local spirit of the type answers the spell, but if the local spirits are passive or dormant, the GM may require 1 or 2 Raises to rouse them.

The spirit reached will answer two questions. The caster may make Raises to ask more questions (one per Raise), and may Raise for better answers (more accurate and informative). The answers are often cryptic or incomplete, as the kami do not fully comprehend human behavior and meanings. They do not forget things, but they also do not understand time the way humans do, and asking questions of things long past may be difficult.

  • Air spirits are flighty and playful, and answer with emotions, riddles, and jokes. They are more interested in feelings than facts, and their games can be frustrating.
  • Earth spirits are straightforward and blunt, and have little understanding of or interest in human emotion and behavior. They often focus too much on details irrelevant to the caster.
  • Fire spirits are temperamental and capricious, often angry at being called upon unless propitiated with offerings to burn. When pleased, they often give the clearest answers.
  • Water spirits communicate in visual images with no sound, which can make them useful, but places limits on their answers.

Banishing Spirits

Powerful shugenja can banish elemental kami from an area, allowing them to be replaced by new spirits that do not know anything about what has occurred in the area. This is usually done to prevent other shugenja questioning the spirits with Commune.

The shugenja must cast Sense with 3 Raises to identify the area's spirits, then cast Commune with 5 Raises to persuade them to leave. Each casting only affects one element, of course.

Importuning Spirits

While most shugenja recite pre-written or memorized prayers to the kami to cause magical effects reliably, it is possible to call upon the kami for any effect if the shugenja is devout enough.

To importune a spell, a shugenja must cast Commune and spend five minutes per Mastery Level of the desired spell speaking with the kami. At the end of this time, the caster must roll Spellcraft (Importune)/Ring at TN 15 +5 per Mastery Level. If successful, the kami grant the shugenja the ability to cast the desired spell once within the next hour, at a TN of 15 +5 per Mastery Level. The shugenja cannot importune for spell of a Mastery Level higher than they can normally cast.


Air Spells: Mastery Level 1

Arrow's Flight
  • Ring/Mastery: Air 1 (Battle)
  • Range: Touch
  • Area of Effect: One arrow
  • Duration: 3 Rounds
  • Raises: Duration (+1 Round), Special (+1 arrow)

If the arrow is fired within the duration by someone with at least 1 Rank of Kyujutsu, it will strike unerringly. The shot cannot benefit from Raises or Techniques.

Blessed Wind
  • Ring/Mastery: Air 1 (Defense)
  • Range: Personal
  • Area of Effect: 10' radius around caster
  • Duration: Concentration
  • Raises: Special (3 Raises to target someone else)

A swirling aura of winds protects you from ranged attacks, deflecting arrows and projectiles. You get +15 to Armor TN vs. non-magical ranged attacks.

By the Light of the Moon
  • Ring/Mastery: Air 1
  • Range: Personal
  • Area of Effect: 20' radius around caster
  • Duration: 1 minute
  • Raises: Area (+5' radius), Duration (+1 minute)

You call upon the kami to reveal what is hidden. Concealed objects in the area of effect appear as faintly luminous outlines to you (and only you). All non-magical concealment is revealed, including secret compartments, trap doors, concealed weapons, etc.

Cloak of Night
  • Ring/Mastery: Air 1 (Illusion)
  • Range: Touch
  • Area of Effect: One object
  • Duration: 1 hour
  • Raises: Duration (+1 hour)

You call the kami to conceal an object from mortal sight. The target may be any one non-living object smaller than you. The object becomes invisible to the naked eye (but still detectable by other senses); attempts at magical detection succeed automatically if the spell has a higher Mastery Level, but spells of equal Mastery Level require a Contested Air Ring Roll to detect it.

Gathering Swirl
  • Ring/Mastery: Air 1
  • Range: Centered on caster
  • Area of Effect: 20' radius around caster
  • Duration: 1 Round
  • Raises: Area of Effect (+5' per two Raises)

The Air kami blow furiously through the area of effect, gathering several unattended items into a neat (but unorganized) stack anywhere within the area, possibly including in someone's hands. The caster will name the items to be targeted—although the caster need not see them, only know (or guess) they are within the area.

Legacy of Kaze-no-Kami
  • Ring/Mastery: Air 1 (Craft)
  • Range: School Rank × 10 miles
  • Area of Effect: One known individual within range
  • Duration: Special
  • Raises: Area (+1 individual), Range (+10 miles)

You call the wind spirits to take the form of a bird and carry a message. The bird appears normal, but it dissipates into wind if damaged, ending the spell. On casting the spell, you may speak to it a message up to one minute in length. It will then fly to deliver the message to the target individual (or individuals), whisper the message, and disappear. If the target is within range but unreachable (e.g. in a building with no windows), the bird will wait outside for up to one week, then disappear. If the target is outside of the spell's range, the bird flies in a random direction and disappears once out of sight.

Nature's Touch
  • Ring/Mastery: Air 1
  • Range: 10'
  • Area of Effect: One creature
  • Duration: Special
  • Raises: Range (+10')

You use the spirits of the wind to speak to an animal and have it understand you. The spell does not work on Shadowlands creatures or creatures from the spirit realms. The animal does not necessarily regard you positively or do what you ask, but wil understand (within its ability; e.g. human politics are beyond animals). The spell lasts as long as you keep your full and undivided attention on the animal and continue to speak to it.

Tempest of Air
  • Ring/Mastery: Air 1 (Thunder)
  • Range: Personal
  • Area of Effect: A cone 75' long and 15' wide at the base
  • Duration: Instantaneous
  • Raises: Area (+5' to base width), Damage (+1k0), Range (+5' to cone length), Special (+5 to Air TN against Knockdown)

You summon a strong gust of air that emanates from you and crashes into everyone in its path. Anyone within the area suffers 1k1 wounds and must make an Earth Ring Roll Contested by your Air Ring, or suffer Knockdown.

Token of Memory
  • Ring/Mastery: Air 1 (Craft, Illusion)
  • Range: 10'
  • Area of Effect: One small (1 cubic foot or less) illusory object
  • Duration: 1 hour
  • Raises: Area (+1 cubic foot), Duration (+1 hour), Special (see below)

You create a flawless visual illusion of one object, appearing real in every way until the spell expires and it disappears. Creating a specific familiar object requires one Raise, and anyone familiar with the object may make a PER Trait Roll Contested by your Spell Casting Roll to detect the forgery. The illusion is stationary, and will disappear if it would have to move.

To Seek the Truth
  • Ring/Mastery: Air 1
  • Range: Personal / Touch
  • Area of Effect: One individual touched (or caster)
  • Duration: 5 minutes
  • Raises: Duration (+1 minute)

You call the wind to grant clarity to the target. The spell negates temporary mental or social penalties from a mechanical effect, including Techniques, Wound Ranks, or other spells. The Spell Casting TN is increased by the Rank of the effect to be negated. Permanent Disadvantages cannot be negated.

Voice of the Wind
  • Ring/Mastery: Air 1
  • Range: Touch
  • Area of Effect: One target individual (or caster)
  • Duration: 10 minutes
  • Raises: Range (2 Raises for 20'), Duration (+2 minutes)

The Air kami enhance the target's voice, granting it timbre, depth, and resonance. The target benefits from the Voice Advantage (stacking if they already have it), and also gains +1k0 to any Social Skill rolls involving speech.

Way of Deception
  • Ring/Mastery: Air 1 (Illusion)
  • Range: 20'
  • Area of Effect: One illusory duplicate of the caster
  • Duration: Concentration plus 5 minutes
  • Raises: Area (+1 duplicate per 2 Raises), Range (+5'), Special (see below)

You entreat the wind spirits to create a perfect duplicate image of you a short distance away. The illusion looks exactly like you at the time of the casting, including clothing and equipment. The illusion will act as you do while in effect. When you leave the spell's range, the duplicate disappears. You may make two Raises to be able to leave the range and the duplicate remains in whatever position is was for the duration (you can continue concentrating).

Yari of Air
  • Ring/Mastery: Air 1 (Craft, Thunder)
  • Range: Personal or 20' (see below)
  • Area of Effect: One created weapon
  • Duration: 5 minutes
  • Raises: Damage (+1k0), Duration (+5 minutes), Range (+5'), Special (see below)

You summon a weapon of swirling air, visible as a foggy outline. It defaults to a yari, but you can make one Raise to shape it into any other spear of your choice. It has DR 1k1. If you do not have the Spears Skill, you may use your School Rank in its place. If you do have the Spears Skill, the weapon grants one Free Raise to be used on the Feint or Increased Damage Maneuvers. The weapon disappears when it leaves your hand. Instead of summoning the weapon for yourself, you may cause it to appear in the hands of an ally within 20', who is treated as the caster for all purposes, but does not gain the Free Raise.

Air Spells: Mastery Level 2

Benten's Touch
  • Ring/Mastery: Air 2
  • Range: Personal / Touch
  • Area of Effect: Target individual (or caster)
  • Duration: 1 hour
  • Raises: Range (increase range to 5')

You call the air kami to influence others to perceive the target more positively. The target gains +1k1 plus your Air Ring to all Social Skill Rolls for the duration.

Call Upon the Wind
  • Ring/Mastery: Air 2 (Travel)
  • Range: Personal or 20'
  • Area of Effect: Target individual (or caster)
  • Duration: 1 minute
  • Raises: Duration (+1 minute), Range (+5')

You call the winds to buoy the target, granting them the ability to float through the air. The target may take Free Move Actions (but not Simple Move Actions) to move through the air, no more than 10' per round. Heavy winds may interfere with or prevent this movement. At the end of the duration, the target drifts harmlessly to the ground, no matter how high they are.

Elemental Cipher
  • Ring/Mastery: Air 2 (Illusion)
  • Range: Touch
  • Area of Effect: One written page
  • Duration: 1 month
  • Raises: Duration (+1 week), Area of Effect (+1 page)

Imperial families only.

Text on the targeted page becomes unintelligible, except to the original author and the intended recipient, whose name is whispered during casting. Other shugenja can break the cipher with a Spellcraft/INT roll (TN equal to the original Spellcasting Roll).

Flight of Doves
  • Ring/Mastery: Air 2 (Illusion)
  • Range: 25'
  • Area of Effect: Story told by one target person
  • Duration: 10 minutes
  • Raises: Range (+5'), Duration (+5 minutes)

The kami illustrate a story told by the target, supplying visual and auditory illusions, the images and sounds drawn from the target's mind.

Freedom of the Air
  • Ring/Mastery: Air 2 (Wards)
  • Range: 50'
  • Area of Effect: One house or residential building
  • Duration: Hours equal to caster's Air
  • Raises: Area of Effect (3 Raises to affect a building as large as an inn, 6 Raises to affect one as large as a castle)

A soft but careful wind sweeps all dirt, insects, and filth out of the target building. Any kansen, ghosts, or other hostile disembodied spirits leave for the duration. (Those that are exceptionally strong or have an exceptional attachment to the building cannot be banished.)

The Seppun Shugenja Technique, Defense of the Throne, may be applied to this spell.

Hidden Visage
  • Ring/Mastery: Air 2 (Illusion)
  • Range: Personal
  • Area of Effect: Self
  • Duration: 5 minutes
  • Raises: Area of Effect (3 Raises to target another person in line of sight), Duration (+5 minutes)

You call upon the air kami to alter your facial features to look like a different person (but not a specific person). You appear as a person of the same age, build, race, and gender; you might be taken for your own sibling or cousin.

The Kami's Whisper
  • Ring/Mastery: Air 2 (Illusion)
  • Range: 50'
  • Area of Effect: 10' radius
  • Duration: 1 round
  • Raises: Area (+5' radius), Duration (+1 round), Range (+5')

You ask the wind kami to create a false sound, either a voice or a natural sound, no louder than a normal speaking voice. It cannot imitate a specific human voice. If used to create a voice, it is limited to 20 words.

Mists of Illusion
  • Ring/Mastery: Air 2 (Craft, Illusion)
  • Range: 20'
  • Area of Effect: 10' radius
  • Duration: 1 minute
  • Raises: Area (+5'), Duration (+1 minute), Range (+5')

You craft an illusion from the wind itself, creating any image, object, person, or creature you can imagine. The image is stationary, and must fit within the area. The illusion is visual only.

Quiescence of Air
  • Ring/Mastery: Air 2 (Wards)
  • Range: Caster
  • Area of Effect: 30' diameter sphere
  • Duration: 10 rounds
  • Raises: Range (50' for 2 Raises), Duration (+3 rounds)

By placating the kami of Air, the caster creates a bubble of silence that sound cannot penetrate, in either direction. Once created, the effect will not move. Characters on one side of the barrier gain 2 Free Raises on Stealth Rolls against characters on the other side.

Request to Hato-no-Kami
  • Ring/Mastery: Air 2 (Travel)
  • Range: 150'
  • Area of Effect: One bird
  • Duration: 1 hour
  • Raises: Range (+50'), Duration (+1 hour)

A random bird within range is called and flies down to the caster's hand, and the caster can instruct it to perform a simple task (carrying a message, distracting an enemy) fur the duration. An Animal Handling/AWA roll (TN 20) allows more complex tasks, like searching an area for enemies and reporting back, subject to the GM's judgement. The bird will not take suidical actions, and the spell ends immediately if the bird is injured.

Secrets on the Wind
  • Ring/Mastery: Air 2
  • Range: 10 miles
  • Area of Effect: 20' radius
  • Duration: Concentration
  • Raises: Area (+5' radius), Range (+5 miles)

This spell entreats the kami to carry whispers a long distance. Preparing to cast the spell requires 10 minutes of uninterrupted meditation in the area designated as the area of effect. Any time within the 48 hours immediately following, you may cast the spell and overhear anything said in the prepared area of effect. The spell ends when your concentration is interrupted, and casting the spell again will require the same preparation. You may only have one area prepared at a time.

Whispering Wind
  • Ring/Mastery: Air 2 (Divination)
  • Range: 20'
  • Area of Effect: Target individual
  • Duration: Instantaneous
  • Raises: Range (+5')

The air kami can sense both words and thoughts, and can compare the two to tell truth from lies. With this spell, you can determine if the last thing said by the target is true or false (in their belief).

Wind-Born Slumbers
  • Ring/Mastery: Air 2
  • Range: 50'
  • Area of Effect: One target individual
  • Duration: 5 minutes
  • Raises: Range (+10'), Area (+1 person per 2 Raises), Duration (+1 minute)

The Air kami subtly insinuate themselves into the target's body and make them weary and sleepy. A physically and mentally inactive target automatically falls asleep. (They will awaken normally if touched or if there is a loud noise, but otherwise sleep until the spell ends.) A physically or mentally active target becomes Fatigued for the duration, or if already Fatigued, the penalties increase as if they had gone an extra day without rest.

Wolf's Proposal
  • Ring/Mastery: Air 2 (Illusion)
  • Range: Personal
  • Area of Effect: Self
  • Duration: 10 minutes
  • Raises: Area (2 Raises to target someone else), Duration (+5 minutes), Special (+1 Honor Rank per 2 Raises)

This spell calls the air kami to grant the target an aura of benevolence, increasing their Honor Rank by 3 for any Lore: Bushido rolls made to determine it.

Blessed Wind of Lady Sun
  • Ring/Mastery: Air 2 (Wards)
  • Range: Self
  • Area of Effect: 10 square feet raound caster
  • Duration: Concentration
  • Raises: Area (5 square feet)

Doji Family only.

All rolls based on Void and AWA in the area get a +1k0 bonus, and hostile actions suffer a -1k0 penalty, or -2k0 if using AWA. The caster may use the Meditation Skill without breaking concentration on this spell.

Heart Betrays Eyes
  • Ring/Mastery: Air 2
  • Range: 50'
  • Area of Effect: One individual
  • Duration: 3 Rounds
  • Raises: Duration (+1 Round), Range (+10')

Soshi Family only.

The next thing the target sees that seems unusual or out of the ordinary actually appears normal to them. Only vision is affected, so the target can make an Investigation Roll (TN caster's air ×5) to notice any subtle clues with other senses. Major clues (like tripping over an object, someone screaming, etc.) end the effect immediately.

Air Spells: Mastery Level 3

Air Kami's Blessing
  • Ring/Mastery: Air 3
  • Range: Personal
  • Area of Effect: Caster
  • Duration: 8 hours
  • Raises: Special (double bonus for four Raises)

Shugenja schools with Air Affinity only.

This spell aligns the caster's soul with the Air kami, and is usually cast during one's morning meditations. While this blessing lasts, the shugenja adds their Air to the total of all AWA-based rolls and to their Armor TN. The effect cannot be stacked.

Essence of Air
  • Ring/Mastery: Air 3 (Defense)
  • Range: Personal
  • Area of Effect: Self
  • Duration: 5 rounds
  • Raises: Duration (+1 round)

You mix your essence with that of the air, and become insubstantial. You remain on the ground, but cannot interact with any physical objects, and may pass through solid matter at 1' per round. Your Water Ring is considered halved (rounded down), and you may not cast any other spells.

The Eye Shall Not See
  • Ring/Mastery: Air 3 (Defense)
  • Range: Personal or Touch
  • Area of Effect: Self or target individual
  • Duration: Concentration
  • Raises: None

You call the kami to distract everyone within 20' of you (or the target). The target is not invisible, but will not be seen by those affected unless they draw attention e.g. with loud noises.

Garbled Tongue
  • Ring/Mastery: Air 3 (Illusion)
  • Range: 30'
  • Area of Effect: Two conversing persons
  • Duration: 5 minutes
  • Raises: Area (+1 person per 2 Raises), Duration (+1 minute)

The kami obscure a conversation between the targets, which may include the caster. A second layer or speech is heard by others. Their lips can still be read accurately. A shugenja may pierce the deception by winning a Contested Roll of School Rank/Air.

Mask of Wind
  • Ring/Mastery: Air 3 (Illusion)
  • Range: Personal
  • Area of Effect: Self
  • Duration: 1 hour
  • Raises: Area (2 Raises to target another), Duration (+10 minutes)

You petition the kami to create an elaborate illusion to obscure your identity and appearance. You adopt the appearance of any humanoid creature of approximately the same size (up to one foot taller or shorter).

Striking the Storm
  • Ring/Mastery: Air 3 (Defense)
  • Range: Personal
  • Area of Effect: Self
  • Duration: 3 rounds
  • Raises: Duration (+1 round)

You summon powerful winds to form a cocoon of swirling air. Your Armor TN is increased by +20 against both melee and ranged attacks. The winds prevent you from hearing e.g. speech, however.

Soul of Kaze-no-Kami
  • Ring/Mastery: Air 3
  • Range: 20'
  • Area of Effect: One target person (or caster)
  • Duration: 10 minutes
  • Raises: Duration (+2 minutes)

The Fortune of Wind infuses the target's soul with cool serenity, making them impervious to emotional manipulation or pressure. The target gets +2k2 to resist the effects of Social Skill Rolls and Fear effects, and -2k0 to any AWA-based Social rolls.

Summoning the Gale
  • Ring/Mastery: Air 3 (Defense)
  • Range: 50'
  • Area of Effect: Target individual (or caster)
  • Duration: Concentration
  • Raises: Range (+5')

Swirling winds around the target hinder ranged attacks in both directions. Everyone within the affected area is at +15 Armor TN against ranged attacks and -3k3 to all ranged attack rolls they make.

Summon Fog
  • Ring/Mastery: Air 3
  • Range: 100'
  • Area of Effect: 50' radius
  • Duration: 1 minute
  • Raises: Area (+5' radius), Duration (+1 minute), Range (+10')

The kami coalesce into a thick, obscuring fog. In the affected area, visibility is reduced to 5 feet. Fabrics and other absorbent materials become damp or wet if they remain in the area long enough. Small open flames, like candles, may be extinguished. The damp is very damaging to rice paper.

Touch of Air's Grace
  • Ring/Mastery: Air 3 (Illusion)
  • Range: Touch
  • Area of Effect: One target individual (or caster)
  • Duration: 1 hour
  • Raises: Duration (+10 minutes)

The Air kami subtly enhance the target's physical attractiveness, smoothing away imperfections and emphasizing their best features. The spell negates the Disturbing Countenance and Benten's Curse Disadvantages. If the target does not have one or either, they instead gain the corresponding Advantage (either Dangerous Beauty or Benten's Blessing). If the target already has both Advantages, there is no effect.

Your Heart's Enemy
  • Ring/Mastery: Air 3 (Illusion)
  • Range: 25'
  • Area of Effect: One target individual
  • Duration: 5 rounds
  • Raises: Duration (+1 round), Range (+5')

The kami manifest an illusion of the thing the target fears the most, whether a person, an item, or some vision or vista. The target must overcome Fear Rank 4. Anyone except the target can only see a hazy, foggy outline.

Air Spells: Mastery Level 4

Call the Spirit
  • Ring/Mastery: Air 4
  • Range: Special
  • Area of Effect: Target spirit
  • Duration: 5 minutes
  • Raises: Duration (+1 minute)

This is a specific, powerful version of the Summon spell. You summon a particular spirit (including oni) from any spirit realm to have a discussion. If you know something specific about the spirit (having seen it before or knowing something it did), you may summon that particular spirit. The spell prevents the spirit from attacking unless you attack it first. The spirit disappears when the duration expires.

Castle of Air
  • Ring/Mastery: Air 4 (Defense, Illusion)
  • Range: Self
  • Area of Effect: 20' radius
  • Duration: 10 Rounds
  • Raises: Duration (+2 Rounds), Special

A circular barrier of false sounds and images is created around the caster, making it harder to attack anyone in the area of effect. It does not move once cast. Anyone attempting to attack someone within the area must succeed at a Contested Roll of PER against the caster's Air: on a sucess, they can attack normally that Round, but on a failure, they suffer -5k0 to the attack. Spells are not affected.

False Realm
  • Ring/Mastery: Air 4 (Battle, Illusion)
  • Range: 250'
  • Area of Effect: 100' radius
  • Duration: 1 hour
  • Raises: Area (+10' radius), Duration (+10 minutes)

You can completely alter the appearance of the terrain within the area of effect. The illusion can be extraordinarily intricate, and can fool all senses except touch, having no substance.

Funeral Rites
  • Ring/Mastery: Air 4
  • Range: N/A
  • Area of Effect: N/A
  • Duration: 5 minutes

This hour-long prayer must be performed in the company of a relative to someone recently deceased, within 24 hours of the funeral, in which both the caster and the relative participated properly. Other shugenja can spend spell slots to assist, even if they do not know the spell, adding +1 minutes to the duration for each shugenja. The caster and relative may both converse with the spirit of the recently departed.

Gift of Wind
  • Ring/Mastery: Air 4 (Illusion)
  • Range: Personal
  • Area of Effect: Self
  • Duration: 5 minutes
  • Raises: Duration (+1 minute)

The wind kami surround you and make you invisible. Non-magical vision cannot perceive you. You can still be touched, heard, and smelled, but remain invisible for the duration unless you attack someone, which ends the spell immediately.

Howl of Isora
  • Ring/Mastery: Air 4 (Thunder)
  • Range: 100'
  • Area of Effect: 40' diameter
  • Duration: Instantaneous
  • Raises: Range (+20'), Area (+5' per 2 Raises), Special (+1k0 damage)

Isora, Fortune of the Seashore, unleashes a blast of storm-wracked air and lightning to smite the area. This inflicts 3k2 damage in the area, and victims must roll Earth (TN 30) or be Fatigued. Weak or vulnerable physical objects are destroyed, paper walls blown out, scrolls soaked, etc. Those with the Blood of Osano-Wo are immune.

Know the Mind
  • Ring/Mastery: Air 4
  • Range: 10'
  • Area of Effect: Target individual
  • Duration: 3 rounds
  • Raises: Duration (+1 round), Range (+5')

The kami can pluck the thoughts off the surface of the minds of others. For the duration of the spell, you hear the surface thoughts of the target, learning what they actively think about. A Contested Roll of your PER vs. their AWA will let you assess their true emotional state.

Look into the Soul
  • Ring/Mastery: Air 4 (Divination 4)
  • Range: 50'
  • Area of Effect: One target person or creature
  • Duration: 1 round
  • Raises: Area (+1 target per 2 Raises), Special (learn additional Ring)

The Air kami form a mystical lens through which the shugenja observes the world, and is able to glean a target's two lowest Rings and the values of their Traits. The Void Ring will not be revealed—it is the province of Ishiken-do.

Netsuke of Wind
  • Ring/Mastery: Air 4 (Craft, Illusion)
  • Range: Touch
  • Area of Effect: One hand-held object
  • Duration: 1 hour
  • Raises: Duration (+10 minutes)

You coalesce the air kami into a solid form, creating a small object out of the air itself: something that can be held in one or two hands, and does not weigh more than 20 pounds at most. The creation is an illusion, but functions normally, including inflicting damage if it is a weapon. The object disappears at the end of the duration.

Seeking the Way
  • Ring/Mastery: Air 4 (Illusion)
  • Range: Touch
  • Area of Effect: Caster's trail for ½ mile
  • Duration: 3 hours
  • Raises: Duration (+1 hour), Area (+1 person's trail), Special (+¼ mile of trail)

The Air kami hide the tracks of the caster (and their mount, if any), creating a false trail into a completely different distance for the same distance, following a reasonable route. Someone tracking by scent will sense the original trail, and others can see through the illusion with a Hunting/PER roll contested by Spellcraft/Air.

Symbol of Air
  • Ring/Mastery: Air 4 (Wards)
  • Range: Touch
  • Area of Effect: Special
  • Duration: Permanent
  • Raises: None

The symbol must be inscribed on a solid object (usually a door, window, gate, or other passageway). Anyone attempting to pass through the entrance or pass by the protected area are affected, and must succeed at a Contested Roll of their Earth vs. the caster's Air. Those who fail must make a WIL roll against the total of the Spell Casting Roll used to create the ward, or fall into a deep sleep for one hour. They cannot be woken by normal means, but will awaken instantly if attacked or subjected to any harm (the kami don't think this is a good joke). A caster may only have one Symbol of Air in existence at a time, and Symbols of different elements cannot affect the same area. This spell may be dispelled by another shugenja casting Symbol of Air on it, or by destroying the surface the symbol is etched on.

Tenjin's Ear
  • Ring/Mastery: Air 4 (Travel)
  • Range: Caster
  • Area of Effect: 30' radius around caster
  • Duration: 5 minutes
  • Raises: Range (3 Raises for Touch), Area (+5' radius), Duration (+1 minute)

Unicorn clan only.

Named for the Fortune of Scribes, but derived from Meishodo magic, this spell persuades the Air kami to carry the true meaning of words to the caster's ears. All audible human speech in the area is intelligible to the caster, regardless of language. The spell grants no special hearing ability, and the caster's speech is not translated to others.

Whispers of the Forgotten
  • Ring/Mastery: Air 4
  • Range: 50'
  • Area of Effect: One target individual (or caster)
  • Duration: 5 minutes
  • Raises: Range (+25'), Duration (+1 minute)

The Air kami evoke bitter memories of past shame in the target, making it hard to accomplish anything. The target must call one Raise for no effect on any Skill Rolls or Spellcasting rolls they make. If they have 3+ points in Mental or Social Disadvantages, they must call two Raises instead.

Wisdom of the Kami
  • Ring/Mastery: Air 4
  • Range: Touch
  • Area of Effect: Caster
  • Duration: 1 minute
  • Raises: Duration (+1 minute), Special (+1 additional Skill Rank, once, for 3 Raises)

The Air kami infuse your mind, allowing you to make better use of your skills and knowledge. You gain 1 Rank in all Skills you already possess, and benefit from any additional Mastery abilities.

Air Spells: Mastery Level 5

Cloud the Mind
  • Ring/Mastery: Air 5
  • Range: Touch
  • Area of Effect: One target individual
  • Duration: Permanent
  • Raises: Special (+1 day of effect)

This invasive spell is considered blasphemous by honorable shugenja, and respectable schools would meet its use with excommunication or execution. The spell calls the air kami to befuddle and dismay the target, affecting their ability to recall events. You must succeed at a Consted Roll of your Air vs. the target's Earth. If successful, the target's memories are disrupted, and they forget what has happened over the course of the past 5 days. The information is completely lost to them. Moreover, they are rendered susceptible to suggestion, and you can tell them what happened over the course of the missing time. The Commune spell can be used to determine if someone was the victim of this spell, if the kami are asked specifically about such manipulation.

Cloud the Mind
  • Ring/Mastery: Air 5 (Battle)
  • Range: 30'
  • Area of Effect: One summoned spirit
  • Duration: 5 minutes
  • Raises: Duration (+1 minute), Special

Kitsu Shugenja only.

This spell calls a shiryo, a spirit from Yomi, that will arrive in 5 Rounds. It assumes its mortal form, but its celestial glow makes its nature obvious. It will aid the caster with advice, knowledge, or in combat, but will not do anything dishonorable. It has the creature trait Spirit, and Rank 3 in all Rings and Traits, and Rank 4 in any useful Skills. It immediately returns to Yomi at the end of the duration, or if reduced to 0 Wounds.

The GM may allow a shugenja to summon a specific, named ancestral spirit by making Raises, if the circumstances warrant. Such shiryo will usually have School Rank 3 to 5 in an appropriate school.

Draw Back the Shadow
  • Ring/Mastery: Air 5
  • Range: 100'
  • Area of Effect: 30' radius
  • Duration: Instantaneous
  • Raises: Area (+5' radius), Range (+10')

Within the area of effect, any illusions created by spells of Mastery Level 4 or lower are automatically dispelled. Spells of Mastery Level 5 or 6 require a Contested Air Roll between you and their caster; if you are successful, those illusions are also dispelled. Ongoing non-illusion magical effects may also be dispelled, requiring a Contested Ring Roll of your Air vs. the caster's Ring (as per the spell in question).

Echoes on the Breeze
  • Ring/Mastery: Air 5
  • Range: Personal
  • Area of Effect: One target individual
  • Duration: Concentration
  • Raises: None

With a prayer to the kami, you send your words across the span of the Empire, whispering into the ear of anyone you need to send a message. The target must be someone you know, and the spell establishes a link between the two of you for as long as you concentrate. You may communicate back and forth, hearing each others' voices as whispers. The target is instantly aware of the connection, and either of you can end it at any point.

Facing Your Devils
  • Ring/Mastery: Air 5
  • Range: 30'
  • Area of Effect: One target person or creature
  • Duration: 10 Rounds
  • Raises: Range (+10'), Duration (+2 Rounds)

The Air kami deliberately misalign your internal Elements to test your kharmic balance. Your lowest and highest Traits are switched, possibly changing your Ring Ranks. If Traits are tied for highest or lowest, the caster can choose which ones are affected.

Legion of the Moon
  • Ring/Mastery: Air 5 (Illusion)
  • Range: Personal
  • Area of Effect: 10' radius from caster
  • Duration: 5 minutes
  • Raises: Area (+5'), Duration (+1 minute)

You summon the blessing of the Moon to envelop a group of people, obscuring them from sight. Every individual you choose within the area of effect is rendered invisible to all normal senses for the duration. You can exclude anyone within the area. Anyone affected who performs an action that physically interacts with an unaffected individual is immediately excluded from the spell's effect.

Slayer's Knives
  • Ring/Mastery: Air 5 (Thunder)
  • Range: 30'
  • Area of Effect: Corridor of air 10' wide
  • Duration: Instantaneous
  • Raises: Area (+3' wide), Damage (+1k0 per 3 Raises)

You summon a powerful wind that tears through everything i nits path. The area of effect is filled with a cutting wind that inflicts damage with a DR equal to your Air Ring +2k0 to everything in its path. Anyone damaged must make an Earth Ring Roll (TN 20) or be Knocked Down. Paper and light cloth are destroyed, heavier cloth is only damaged.

Air Spells: Mastery Level 6

Rise, Air
  • Ring/Mastery: Air 6
  • Range: 30'
  • Area of Effect: One summoned spirit
  • Duration: Concentration
  • Raises: None

You summon a massive kami of pure air to defend you. It takes a vaguely humanoid shape, roughly 10 feet in height, with an indistinct outline visible because of small debris caught up in its body. The kami may move 10' × your Air Ring per round, and creatures powerful winds in a 20' radius that hinder movement, preventing anyone from making Simple Move Actions in the area. The kami is treated as having all Physical Traits equal to your Air Ring, and attacks with a Jiujutsu Skill Rank equal to half your Air Ring, with a DR equal to your Air Ring. It has Wounds as a human with an Earth Ring equal to your Air Ring, but suffers no Wound penalties. It is Invulnerable (as the creature quality). If reduced to 0 Wounds, it is dispelled.

The False Legion
  • Ring/Mastery: Air 6 (Battle, Illusion)
  • Range: Personal
  • Area of Effect: Within 100' of caster
  • Duration: Concentration
  • Raises: Area (+10'), Special (+5 illusory figures per Raise)

You create a number of illusory figures up to your Air Ring × 10. They may be as detailed or vague as you like ("Crane bushi" vs. "Daidoji fourth legion heavy infantry"), but you must be familiar with the appearance of whatever you wish to create. The figures are fully mobile and act as you desire so long as they do not leave the area of effect. They can be seen, heard, and even smelled, but cannot physically interact with anything.

Piercing the Heavens
  • Ring/Mastery: Air 6
  • Range: N/A
  • Area of Effect: N/A
  • Duration: 5 rounds
  • Raises: Duration (+1 round per 3 Raises)

Phoenix only.

The shugenja names a Fortune and calls their direct attention. The spell may only be cast in the shrine or temple of that Fortune, no more than once per month without angering all of Tengoku. A mote of the Fortune's essence manifests in the shrine's sacred icon, and the shugenja may commune with them, asking questions or for help. The Fortune is not compelled to answer questions or grant boons, and reverence must be shown or their wrath will be aroused.

Wrath of Kaze-no-Kami (Hurricane)
  • Ring/Mastery: Air 6 (Thunder)
  • Range: Personal
  • Area of Effect: 1 mile radius centered on caster
  • Duration: Concentration (maximum 1 hour)
  • Raises: None

You unleash the fury of the air kami and the Fortune of the Wind as a hurricane. You stand in the eye of the storm, 20' in radius from you, where no ill effects are suffered. Outside of the eye, the storm tears at everything. Objects less than 500 pounds are lifted and tossed; individuals in the area must hold on to something immobile or be cast into the winds to their certain death. Anyone who does not have sturdy shelter suffers 1k1 Wounds per minute from winds and flying debris. There is a 1/10 chance each minute that an exposed individual will instead suffer 5k5 Wounds from being struck by a wind-borne object. The spell lasts for a maximum of one hour, if the caster is not distracted. The spell can be cast only once per month in a given area.

Wind of the Moon
  • Ring/Mastery: Air 6
  • Range: 50'
  • Area of Effect: One target individual
  • Duration: 1 minute
  • Raises: Duration (+1 minute per 2 Raises), Special (+1k1 on Contested Roll for 3 Raises)

This spell is considered borderline blasphemy by the Phoenix. The Air kami read the target's surface thoughts and bring them to the caster, and can transmit the caster's thoughts to the target's mind. The caster must know the target's name and be able to see them clearly. If the name known is false, the Spellcasting Roll is at +10 TN. Sending the caster's thoughts requires a Contested Air Roll against the target: on a failure, the spell ends, and the caster and target suffer a severe headache. On a success, the target does not realize the thoughts are not their own. The caster must maintain partial concentration for the duration, or the spell ends. After the espell ends, the caster and the target will have trouble lying to each other, suffering +10 TN to any Sincerity (Deceit) rolls.


Earth Spells: Mastery Level 1

Armor of Earth
  • Ring/Mastery: Earth 1 (Battle, Defense)
  • Range: Personal
  • Area of Effect: Self
  • Duration: 10 rounds
  • Raises: Duration (+2 rounds)

Your body is infused with the strength of the Earth. You gain Reduction equal to your Earth Ring + School Rank. Your Water Ring is considered 1 Rank lower for purposes of movement while under the spell's effect.

Courage of the Seven Thunders
  • Ring/Mastery: Earth 1 (Battle)
  • Range: 30'
  • Area of Effect: Targets up to caster's Shugenja School Rank
  • Duration: 10 minutes
  • Raises: Duration (+1 minute), Targets (+1)

The targets (which may include the caster) are infused with unyielding courage. The targets gain +5k0 to resist any Fear effect. The spell is associated with the memory of the Seven Thunders, and those with less connection do not get the same degree of blessing: Samurai not from the original Seven Great Clans only get +3k0. Anyone with at least 1.0 Shadowlands Taint cannot benefit from the spell (although the spell does not reveal their Taint). Two or more shugenja may cast this spell together as a ritual, affecting targets equal to the highest Earth Ring among them, plus their combined Shugenja School Ranks.

Earth's Stagnation
  • Ring/Mastery: Earth 1
  • Range: 50'
  • Area of Effect: One target
  • Duration: 6 rounds
  • Raises: Duration (+2 rounds), Range (+10'), Targets (+1, maximum 4 total targets)

You call the Earth in the target's body to weigh them down. The target suffers -2k0 to all rolls using AGI, and their Water Ring is considered 1 Rank lower for the purpose of movement.

Earth's Touch
  • Ring/Mastery: Earth 1 (Defense)
  • Range: Touch
  • Area of Effect: One target
  • Duration: 1 hour
  • Raises: Duration (+½ hour), Targets (+1 per 2 Raises, maximum 3 total targets)

You call on the Earth of the target (which may be the caster) to strengthen their fortitude. One of the target's Earth Ring Traits (chosen by the caster) is increased by 1. This does not raise their Earth Ring.

Elemental Ward
  • Ring/Mastery: Earth 1 (Wards)
  • Range: Touch
  • Area of Effect: One target
  • Duration: 1 hour
  • Raises: Duration (+½ hour), Targets (+1 per 2 Raises)

The spirits of the Earth armor the target's body and soul against the influence of other kami. On casting this spell, choose on element (not Void or Maho). Spells of that element cast on the target(s), including "friendly" spells, suffer a TN penalty equal to your School Rank × 5.

Jade Strike
  • Ring/Mastery: Earth 1 (Jade, Thunder)
  • Range: 100'
  • Area of Effect: One target
  • Duration: Instantaneous
  • Raises: Damage (+1k0), Range (+10'), Targets (+1 target, maximum 5 total targets)

You summon the purest Earth kami, those of jade, as a blast of iridescent green energy. The jade power unerringly strikes the chosen target, and cannot be intercepted or deflects (but is subject to Magic Resistance and other magical defenses). If the target has at least 1 Rank of Taint, the spell inflicts 3k3 damage, burning and blackening Tainted flesh. A target with less than 1 Rank of Taint suffers no damage. Casting this spell on a non-Tainted target is generally seen as a grave insult, except among the Kuni family, who see it as a sensible precaution.

Jurojin's Balm
  • Ring/Mastery: Earth 1
  • Range: Touch
  • Area of Effect: One target
  • Duration: 1 hour
  • Raises: Duration (+½ hour), Targets (+1 per 2 Raises, maximum 5 total targets)

The target's body is filled with the purity and vigor of Earth. If the target suffers the effects of any poison or toxin during the duration, or is already under the effects of one when it is cast, they may re-roll any failed STA roll to resist it, with +2k0 on the second roll. (If the second roll fails, the poison has full effect.) The spell also cures drunkenness and other intoxication, and the target cannot become intoxicated while the spell lasts.

Minor Binding
  • Ring/Mastery: Earth 1 (Craft)
  • Range: 60'
  • Area of Effect: One target
  • Duration: 2 hours
  • Raises: Duration (+1 hour), Range (+20')

Created by the Kuni family, this spell is now used by other shugenja who battle the forces of the Shadowlands. It is used to imprison Shadowlands creatures, typically for interrogation. Any Shadowlands creature with Earth 3 or less can be targeted, but not Lost, Oni Lords or their Spawn, or creatures with Earth 4 or higher, and cannot affect non-tainted creatures.

If cast successfully, the spell calls forth iron manacles that trap and bind the target, rendering it physically helpless for the duration. When the spell expires, the manacles instantly crumble to dust.

Soul of Stone
  • Ring/Mastery: Earth 1 (Defense)
  • Range: Touch
  • Area of Effect: One target
  • Duration: 1 hour
  • Raises: Duration (+½ hour)

The target's soul is filled with the unyielding strength of stone. The target's feelings are immovable, and any attempt to divert or distract them will be resisted. The target gains +3k0 to any rolls to resist emotional manipulation or distraction of their desires, including Courtier (Manipulation) rolls, Temptation rolls, Compulsions, etc. (GM's judgement). This stony self-control also makes it difficult to read and affect others' emotions, and the target gets -1k0 to all AWA Trait Rolls and AWA-based Skill Rolls to influence others.

Stone's Endurance
  • Ring/Mastery: Earth 1 (Travel)
  • Range: Self or Touch
  • Area of Effect: One target creature or caster
  • Duration: 6 hours
  • Raises: Duration (+1 hour)

The target is immune to Fatigue from lack of rest, and has STA 1 Rank higher for the purposes of any rolls or effects. The spell may be cast on the same target multiple times, up to 24 hours total duration. Once it expires, the target is Fatigued until they rest half as long as they were under the spell's effects.

Tetsubo of Earth
  • Ring/Mastery: Earth 1 (Craft, Jade)
  • Range: Personal or 20'
  • Area of Effect: One created weapon
  • Duration: 5 minutes
  • Raises: Damage (+1k0), Duration (+5 minutes), Range (+5')

You summon a weapon of pure earth studded with stones. It defaults to a tetsubo, but you can make one Raise to shape it into any other heavy weapon of your choice. It has DR 2k2. If you do not have the Heavy Weapons Skill, you may use your School Rank in its place. If you do have the Heavy Weapons Skill, the weapon grants one Free Raise to be used on the Knockdown Maneuver. The weapon disappears when it leaves your hand. Instead of summoning the weapon for yourself, you may cause it to appear in the hands of an ally within 20', who is treated as the caster for all purposes, but does not gain the Free Raise.

Earth Spells: Mastery Level 2

Be the Mountain
  • Ring/Mastery: Earth 2 (Defense)
  • Range: 30'
  • Area of Effect: One target creature
  • Duration: 4 rounds
  • Raises: Duration (+1 round)

This spell calls the kami of Earth to cover the target's skin with a stony barrier. The target gains Reduction equal to 5× your Shugenja School Rank (maximum 20), but cannot take Simple Move Actions for the duration. Only a willing ally may be targeted.

Earth Becomes Sky
  • Ring/Mastery: Earth 2 (Jader, Thunder)
  • Range: 100'
  • Area of Effect: One target creature
  • Duration: Instantaneous
  • Raises: Damage (+1k0), Targets (+1 target), Special (2 Raises to make boulders Jade)

This spell summons several huge boulders from the Earth and hurls them to unerringly strike the target(s). The target suffers damage with a DR equal to the caster's Earth rank. If multiple targets are struck, the damage is reduced by 1k1 per additional target (to a minimum of 1k1 each). The boulders are made of mundane stone and cannot bypass Reduction or Invulnerability, but a caster can use 2 Raises to infuse them with the power of jade.

Embrace of Kenro-ji-jin
  • Ring/Mastery: Earth 2 (Travel)
  • Range: Personal or Touch
  • Area of Effect: One target creature
  • Duration: 1 hour
  • Raises: Duration (+½ hour)

This spell allows the target (who may be caster) to dive into the ground, and see and traverse through it as if it were water. The target can see up to 100 yards through the earth, and move in any direction in it. They can see through the edge between earth and air, but cannot attack, cast spells, speak, hear, etc. through the border. The spell ends immediately when the target emerges again from the ground. If the duration runs out while the target is still in the ground, the Earth spirits are offended and immediately expel the target into the nearest open air, wherever that might be.

Force of Will
  • Ring/Mastery: Earth 2 (Battle)
  • Range: 50'
  • Area of Effect: One target
  • Duration: 2 rounds
  • Raises: Duration (+1 round, maximum 4 rounds)

The Earth kami infuse the target with resistance to pain and death, allowing them to shrug off wounds. For the duration, the target is immune to Wound Rank penalties and effects, including dying if the Out Rank is filled. When the spell expires, all effects apply immediately, including death.

Grasp of Earth
  • Ring/Mastery: Earth 2
  • Range: 50'
  • Area of Effect: One target
  • Duration: 5 rounds
  • Raises: Duration (+1 round), Range (+5'), Targets (+1 target per 2 Raises)

The Earth kami reach up and seize the target, often in the form of a massive hand or claw that grips the target in its stony digits. The target is near-immobile, able to move only 3' per round as a Simple Move Action (and unable to take Free Move Actions). The target may break free by using a Complex Action and making a STR Trait Roll with a TN of 5× the caster's Earth.

Hands of Clay
  • Ring/Mastery: Earth 2 (Travel)
  • Range: Personal
  • Area of Effect: Self
  • Duration: 10 minutes
  • Raises: Duration (+5 minutes)

The caster's hands and feet are infused with Earth spirits, allowing them to merge with the Earth in wood, earth, and stone. The caster can walk and climb sheer surfaces like walls and cliffs at half usual speed rounded up), and can hang from ceilings and move along them (at 3' per Simple Move Action). The spell ends without warning, possibly leading to a fall.

Jurojin's Curse
  • Ring/Mastery: Earth 2
  • Range: 30'
  • Area of Effect: One target creature
  • Duration: 1 day
  • Raises: Range (+10'), Area (+1 creature per 2 Raises), Duration (+1 day per 2 Raises)

The Earth kami remove the protection of Jurojin, Fortune of Health and Longevity, from the target. Their Earth is considered 3 Ranks lower (minimum 1) for the purposes of healing injuries and resisting disease or poison.

The Mountain's Feet
  • Ring/Mastery: Earth 2 (Defense)
  • Range: Personal or 20'
  • Area of Effect: One target
  • Duration: 1 hour
  • Raises: Duration (+½ hour), Targets (+1 per 2 Raises)

The target's feet are rooted in the stone and soil under them. The target gets +3k0 to resist Knockdown maneuvers. Any spell that seeks to knock down the targets, lift them into the air, or otherwise break their connection with the Earth only works on them if the caster wins a Contested Roll of their Ring vs. the Earth Ring of this spell's caster.

Rites of Preservation
  • Ring/Mastery: Earth 2 (Imperial)
  • Range: 10'
  • Area of Effect: One human corpse
  • Duration: 1 day
  • Raises: Duration (+1 day per 3 Raises)

This ritual takes one hour to cast. The corpse is protected from putrefaction and other unclean influences (including kansen), keeping it pristine and untouched until cremation. It is also immune to being animated by maho or the Taint.

Taming the Beast
  • Ring/Mastery: Earth 2
  • Range: 50'
  • Area of Effect: One target natural creature
  • Duration: 1 hour
  • Raises: Area (+1 target per 2 Raises), Duration (+½ hour)

Kitsune family only.

This spell only works on natural animals, not spirits, supernatural creatures, or Tainted creatures. The caster makes a Contested Earth Roll against the target creature: on a success, the target ceases all hostile activity for the duration, and the caster may persuade it to follow simple commands with an Animal Handling roll (TN determined by GM based on complexity). When the spell ends, the creature returns to its natural behavior, but repeated castings on the same animal might permanently tame it (GM's discretion).

Whispers of the Land
  • Ring/Mastery: Earth 2
  • Range: Centered on caster
  • Area of Effect: 50' radius
  • Duration: 10 minutes
  • Raises: Area (+50' radius), Duration (+5 minutes), Special (+1 day of tracks per 2 Raises)

The Earth kami reveal the tracks of any person who walked in the area in the last 3 days: the surface (whether earth, stone, or wood) pushes their shape up, creating a visible path, whether or not the tracks would normally be visible (e.g. bare feet on wood floors).

Wholeness of the World
  • Ring/Mastery: Earth 2 (Defense)
  • Range: Personal or 20'
  • Area of Effect: One target creature
  • Duration: 10 minutes
  • Raises: Duration (+1 minute), Range (+5'), Targets (+1 per 2 Raises)

The target is infused with the strength of the Earth, maintaining their balance. Any physical or magical effect that would raise or lower their Traits or Rings is completely ineffective for the duration.

Earth Spells: Mastery Level 3

Bonds of Ningen-Do
  • Ring/Mastery: Earth 3 (Wards)
  • Range: 500'
  • Area of Effect: One target spirit creature
  • Duration: 30 days
  • Raises: Duration (+1 day), Range (+10'), Targets (+1 per 2 Raises)

This ritual binds or dispels troublesome spirit creatures. It can affect any creature from the realms of Chikushudo, Gaki-Do, Sakkaku, Toshigoku, or Yume-Do. Casting it requires 10 minutes, but this is reduced by 1 minute per additional participant who knows the spell (to a minimum of 1 minute).

If the target creature is within range of the caster(s) when the spell is completed, it can be bound or dispelled. If bound, it must obey the caster's commands for the duration (but suicidal commands break the spell). This use of the spell is controversial, even considered blasphemous. If dispelled, the creature immediately leaves Ningen-Do to its native realm and cannot return until the duration ends. Either way, the creature will regard the caster as an enemy ever after, and will likely seek vengeance if it can.

Earth Kami's Blessing
  • Ring/Mastery: Earth 3 (Battle)
  • Range: Personal or 20'
  • Area of Effect: Caster or one target creature
  • Duration: 10 minutes
  • Raises: Duration (+1 minute)

This spell infuses the target with the resilience of the Earth. For the duration, the target gains +2 Wounds er Wound Rank, and +1k1 on all rolls involving the Earth Ring and its Traits. When the spell expires, any Wounds remain, and this may drive the target into a worse Wound Rank or even kill them.

Earth's Protection
  • Ring/Mastery: Earth 3 (Defense, Wards)
  • Range: Personal
  • Area of Effect: 10' radius from caster
  • Duration: Concentration
  • Raises: Area (+5' radius per 2 Raises, maximum 30' radius), Special (2 Raises to reduce damage by another +1k1)

This spell calls the spirits of Earth to protect the area around the caster from the other Elements. While the caster concentrates, any hostile Air, Fire, or Water spell cast within the area, or extending into the area, suffers a +10 TN penalty to the Spell Casting Roll, and any damage those spells inflict on creatures within the area is reduced by 1k1 (to a minimum of 1k1).

Groves of Stone
  • Ring/Mastery: Earth 3 (Craft, Defense)
  • Range: Centered on caster
  • Area of Effect: Circular barrier 15' in radius
  • Duration: 10 rounds
  • Raises: Area (+5' radius per 2 Raises), Duration (+2 rounds), Special (+5 TN to climb per Raise)

A circular barrier of stones erupts from the ground around you, through most intervening obstacles (such as a floor). They are too strong to break with anything short of a siege engine (500 Wounds, Reduction 15 against siege engines), but can be climbed with a Complex Action and an Athletics/STR roll (TN your Earth×5). When the spell ends, the barrier crumbles to dust.

Murmur of Earth
  • Ring/Mastery: Earth 3
  • Range: Touch
  • Area of Effect: 100' radius
  • Duration: 1 round
  • Raises: Area (+50' radius), Special (+5 TN per 2 Raises)

The Earth kami create a tremor in the earth around the caster (but not under them). Anyone except the caste rin the area must succeed at an AGI Roll (TN 20) or be knocked Prone, suffering 1k1 damage and being Dazed for 1 round. Furniture and other objects may be knocked over. If the Siege rules are used, structures suffer 4k2 damage which ignores Reduction.

Purge the Taint
  • Ring/Mastery: Earth 3 (Jade)
  • Range: Personal
  • Area of Effect: 50' radius from caster
  • Duration: Permanent
  • Raises: Area (+10' radius)

This spell created by the Kuni family has spread to other Clans. It is an elaborate ritual, requiring an hour to cast, and calls the Earth to purge the land of the Shadowlands Taint, driving out the evil kansen spirits. The spell removes all Taint from the land, plant life, and inanimate objects in the area, but will not remove Taint from living creatures, nor will it affect powerful Tainted artifacts or obsidian objects.

As a price, the elemental kami of the area are weakened and scattered, particularly the Earth spirits. Afterwards, there is a +15 TN penalty on all Spell Casting Rolls in the area. This penalty may fade over time, especially if the area is surrounded by non-purged land, but if cast over a large area, it may be reduced to lifeless gray wasteland (like the Kuni Wastes).

Sharing the Strength of Many
  • Ring/Mastery: Earth 3
  • Range: 30'
  • Area of Effect: One to six target persons within range
  • Duration: 5 rounds
  • Raises: Duration (+1 round), Range (+5')

The targets (who may include the caster) are infused with the power of Earth, allowing them to call on each others' Earth. For the duration of the spell, the lowest Earth Ring Rank among the targets is added to the total of all Ring, Trait, and Skill Rolls (but not Spell Casting Rolls) they make.

Shelter of the Earth
  • Ring/Mastery: Earth 3 (Craft, Illusion)
  • Range: Touch
  • Area of Effect: One target creature (may be the caster)
  • Duration: 30 minutes
  • Raises: Duration (+10 minutes)

The kami cause the earth to flow up and form a shell around the target, taking on the appearance of a natural object, like a tree or a boulder, and concealing them. When the spell ends, the shell collapses into loose earth. The target can hear and breathe normally, but cannot otherwise interact with the world. If they speak, move, or are hit by an attack (the object resists attacks as normal), the spell ends.

Strength of the Crow
  • Ring/Mastery: Earth 3 (Jade)
  • Range: Touch
  • Area of Effect: One target
  • Duration: Hours equal to Shugenja School Rank
  • Raises: Duration (+1 hour), Targets (+1)

The target (who may be the caster) is infused with a resistance to the Shadowlands Taint. For the duration, the target(s) get +5k5 to all rolls to resist gaining the Taint (but not increasing it, if they are already Tainted), and any Maho spells cast at them suffer a +10 TN penalty. The bonus does not apply to resisting gaining the Taint from casting Maho.

Strike as Stone
  • Ring/Mastery: Earth 3 (Battle)
  • Range: Self or Touch
  • Area of Effect: One target person or caster
  • Duration: 5 minutes
  • Raises: Duration (+1 minute)

The target's hands and forearms become hard as stone, and cannot be harmed for the duration (enabling a variety of feats). The target's unarmed attacks deal +2k0 damage.

Time's Deadly Hand
  • Ring/Mastery: Earth 3
  • Range: Touch
  • Area of Effect: One physical object
  • Duration: Permanent
  • Raises: Range (change to 50' for 3 Raises)

The Earth kami abandon a physical object, weakening it: wood warps and flakes, stone and metal grow brittle, cloth becomes thin and frays, etc. Any weapon affected loses 2k1 DR, armor loses 5 Armor TN bonus and 3 Reduction. Other effects are up to the GM. This spell will generally not affect awakened objects, like nemuranai, whose spirits resist it.

The Wolf's Mercy
  • Ring/Mastery: Earth 3
  • Range: 50'
  • Area of Effect: One target creature
  • Duration: 10 rounds
  • Raises: Range (+10'), Targets (+1)

This spell calls on the power of the Earth to weigh down and impede the target, leaving them weak and vulnerable. The target's Earth Ring and STR Rank are lowered by 1, and their Wound Ranks are correspondingly lowered (which may even kill a wounded target). If the target has at least 1 Rank of Shadowlands Taint, the Earth spirits are wrathful and will lower their Earth Ring by 2 Ranks (to a minimum of 1).

Wooden Prison
  • Ring/Mastery: Earth 3 (Defense)
  • Range: 50'
  • Area of Effect: One target creature
  • Duration: 5 rounds
  • Raises: Range (+10'), Duration (+1 round), Special (+1k0 to plants' STR)

Plants (which must be available for the spell to function) grow and twine around the target, who is automatically Entangled. On subsequent Turns, they may take Simple Actions to try to escape by winning a Contested STR Roll (plants have STR 4). Allies can cut the target free: it takes two Turns worth of actions. When the target escapes or the spell expires, the plants fall and shrivel away.

Earthen Wave
  • Ring/Mastery: Earth 3
  • Range: Self
  • Area of Effect: One 10' × 50' area
  • Duration: Instantaneous
  • Raises: Area (5' to either dimension)

Kuni Family only.

The caster chooses a direction, and the ground shakes in the area in front of the caster. All creatures in the area must make a Contested Roll of their STR against the caster's Earth or be knocked Prone. Creatures with more than two legs get two Free Raises on the roll.

Earth Spells: Mastery Level 4

Armor of the Emperor
  • Ring/Mastery: Earth 4 (Defense)
  • Range: Personal
  • Area of Effect: Self
  • Duration: 5 Rounds
  • Raises: Duration (+2 Rounds)

The caster is covered by durable Earth spirits that absorb damage from physical and magical attacks. Each individual damage die rolled against them is reduced by the caster's Shugenja School Rank, to a minimum of 0 per die.

Earth Dragon's Ward
  • Ring/Mastery: Earth 4 (Wards, Jade)
  • Range: Touch
  • Area of Effect: 20' radius
  • Duration: 10 minutes
  • Raises: Duration (+5 minutes), Special (+1k1 to WIL roll per 2 Raises

You must inscribe a warding symbol on a solid surface (ground, wall, etc.), taking 5 minutes. The area is warded against possessing spirits and effects: any spirit or being attempting a possession must first succeed at a Contested WIL Roll against you. You will be aware something is trying to penetrate the Ward, and know whether it was successful, but not the nature or identity of the force.

Spirits already possessing someone are not driven out.

The Earth Flows
  • Ring/Mastery: Earth 4 (Battle)
  • Range: Centered on caster
  • Area of Effect: 1 square mile
  • Duration: 1 hour (or 2 Mass Battle rounds)
  • Raises: Duration (+½ hour or 1 Mass Battle round per 2 Raises)

The Earth kami rearrange a battlefield to be favorable to the caster's side: a hillside shifts to allow a charge downhill, or a cliff shielding an enemy flank becomes a gentle slope, etc. The commander of the caster's side gets +3k2 on rolls to determine who is winning a Mass Battle, and individual samurai get +1k1 to rolls on the Mass Battle Table. If both sides of a battle use this spell, it usually leads to an earthquake (as the spell Earthquake).

Essence of Earth
  • Ring/Mastery: Earth 4 (Battle)
  • Range: Personal or 20'
  • Area of Effect: One target creature (Self or another)
  • Duration: 10 rounds
  • Raises: Duration (+1 round), Range (+5'), Targets (+1 per 2 Raises), Special (+1 Rank of Earth per 2 Raises, up to 3 Ranks of Earth total)

The target is infused with the true strength of the Earth, able to shrug off mortal blows. For the duration, the target's Earth Ring is considered 1 Rank higher, increasing their Wound Ranks. When the spell ends, the target's Wound Ranks return to normal, which may cause death.

Maw of the Earth
  • Ring/Mastery: Earth 4 (Battle)
  • Range: 40'
  • Area of Effect: 10' radius
  • Duration: Permanent
  • Raises: Range (+20'), Special (+10' depth and +1k1 damage per 2 Raises)

The Earth kami wrench open a pit 20' deep, swallowing up anyone in the area unless they succeed in a Contested Roll of their REF against the caster's Earth. Those who fall in suffer 3k2 damage, and are trapped until they are rescued or climb out (Complex Action, Athletics/STR [TN equal to depth in feet]).

Symbol of Earth
  • Ring/Mastery: Earth 4 (Wards)
  • Range: Touch
  • Area of Effect: Special
  • Duration: Permanent
  • Raises: Damage (+1k0)

The symbol must be inscribed on a solid object (usually a door, window, gate, or other passageway). Anyone attempting to pass through the entrance or pass by the protected area are affected, and must succeed at a Contested Roll of their Air vs. the caster's Earth. Those who fail are struck by a powerful shockwave and must succeed at a STR Trait Roll against the total of the Spell Casting Roll used to create the ward, or be knocked Prone and Stunned. If they have at least 1 Rank of Taint, they also suffer 2k2 Wounds. A caster may only have one Symbol of Earth in existence at a time, and Symbols of different elements cannot affect the same area. This spell may be dispelled by another shugenja casting Symbol of Earth on it, or by destroying the surface the symbol is etched on.

Tomb of Jade
  • Ring/Mastery: Earth 4 (Jade)
  • Range: 50'
  • Area of Effect: One target creature
  • Duration: Concentration
  • Raises: Range (+10'), Special (+1k1 to Contested Roll per Raise)

The ultimate spell for combatting the creatures of the Shadowlands, this spell calls on the spirits of purest Earth: jade. The target must have at least 1 Rank of Shadowlands Taint, but if the spell fails, the caster does not know whether they do.

When the spell is cast, the target is immobilized. Each round starting with the first, the caster must make a Contested Earth Roll against the target. If the target wins, the spell ends. If the caster wins, the target takes 2k2 Wounds as its body begins to turn into jade. This continues each round the caster concentrates, until the target successfully resists or dies. Those killed by this spell are turned into statues of pure jade that crumble into mundane dust in 24 hours.

Wall of Earth
  • Ring/Mastery: Earth 4 (Defense)
  • Range: 100'
  • Area of Effect: Wall measuring up to 10' high and 100' wide
  • Duration: 10 minutes
  • Raises: Area (+1' height or +10' width), Duration (+1 minute), Range (+10')

This spell coaxes the Earth spirits to rise up and form a thick barrier. The wall of rock-hard earth can be shaped as the caster wishes. Breaking through it requires a STR Roll against TN (caster's Earth + Shugenja School Rank) × 5. It can hold back a raging flood, a lava flow, or hurricane winds as long as the spell lasts. When the duration ends, the barrier crumbles away in moments.

Earth Spells: Mastery Level 5

Drawing on the Mountain
  • Ring/Mastery: Earth 5 (Battle, Defense)
  • Range: 300'
  • Area of Effect: One target structure (up to a small castle)
  • Duration: 1 day
  • Raises: Range (+150'), Area (second structure for 3 Raises), Duration (+1 day per 3 Raises)

The Earth kami strengthen a structure against harm, including flood, earthquakes, and siege engines.

If using the Siege rules, the structure's Wounds and Reduction are doubled. Wounds are lost when the spell ends, which may lead to the structure's destruction.

Earthquake
  • Ring/Mastery: Earth 5
  • Range: Personal
  • Area of Effect: 1 mile radius
  • Duration: 1 minute
  • Raises: Area (+500 yards), Duration (+1 minute per 2 Raises)

This spell unleashes a terrible earthquake centered on the caster, who alone is unaffected. All wooden buildings are utterly destroyed, and stone buildings are severely damaged. People are thrown to the ground, remaining Stunned and Prone for the duration, and suffer 2k1 Wounds. Individuals inside buildings (including the caster) take 6k6 damage from falling objects and debris.

Grounding Energy
  • Ring/Mastery: Earth 5 (Defense, Wards)
  • Range: Centered on caster
  • Area of Effect: Caster and all allies within 20' radius
  • Duration: 3 Rounds
  • Raises: Duration (+1 Round per 2 raises)

Any maho spell targeting the caster or the caster's allies within the area has its Spell Casting TN increased by 10× the target's Earth.

Major Binding
  • Ring/Mastery: Earth 5 (Jade, Wards)
  • Range: 100'
  • Area of Effect: One target Shadowlands creature
  • Duration: 12 hours
  • Raises: Duration (+1 hour), Range (+50')

A more powerful version of the Kuni family's Minor Binding, also employed by other clans, like the Phoenix. Any Lost or any Shadowlands creature may be targeted, as can Tainted spirits. Other creatures cannot be affected.

Casting this spell requires 10 minutes, but this is reduced by 1 minute per additional participant who knows the spell (to a minimum of 1 minute). If cast successfully, the casters make a Contested Roll of their combined Earth Rings against the target's Earth. If the casters win, the spell calls forth manacles of pure elemental jade to imprison the target, rendering it helpless with searing pain for the duration. When the spell expires, the manacles instantly crumble into dust, and the target is likely to seek vengeance.

Strike at the Roots
  • Ring/Mastery: Earth 5
  • Range: 50'
  • Area of Effect: One target creature
  • Duration: 3 rounds
  • Raises: Duration (+1 round), Range (+10'), Targets (+1 target per 2 Raises), Special (+1k1 to Contested Roll

A more devastating version of The Wolf's Mercy, this spell drains all of Earth's favor from the target's body, leaving them weak and helpless. After casting the spell, the caster must succeed in a Contested Earth Roll against the targets (rolling separately for multiple targets). If the target loses, their Earth Ring is immediately reduced to 1 for the duration (also reducing their Wound Ranks and possibly killing them if they are wounded).

The Kami's Strength
  • Ring/Mastery: 5 (Battle)
  • Range: 30'
  • Area of Effect: One target creature
  • Duration: 5 rounds
  • Raises: duration (+1 round), Range (+10')

The target's physical abilities and damage resistance are fortified by the power of Earth. They gain Reduction 20 and increase their Strength and one other physical Trait by the caster's Earth Ring. In return, they are weighed down by Earth's burden, and cannot take Simple Move Actions (but can take Free Move Actions).

The Kami's Will
  • Ring/Mastery: 5 (Defense)
  • Range: 30'
  • Area of Effect: One target creature
  • Duration: 10 rounds
  • Raises: Duration (+1 round), Range (+10')

The target's willpower enhanced by the stubborn determination of Earth, making them all but immune to magic. The target's Willpower is increased by the caster's Earth Ring, and any spells (friendly or hostile), except for Maho, targeting him suffer -XkX to the Spell casting roll (X is the caster's Earth Ring). In return, they are so stubborn they suffer a -Xk0 penalty to Social Skill rolls (X is the caster's Earth Ring).

Earth Spells: Mastery Level 6

Essence of Jade
  • Ring/Mastery: Earth 6 (Defense, Jade)
  • Range: 30'
  • Area of Effect: One target creature
  • Duration: 10 rounds
  • Raises: Duration (+1 round), Range (+5'), Targets (+1 target for 2 Raises, max 3 total targets)

The caster calls on the purity of jade to protect against the power of Jigoku, whether Taint or Maho. The target radiates sacred green light, cannot gain Shadowlands Taint, and is immune to Maho spells. The spell cannot be cast on anyone with 1+ full Ranks of Taint, as the pure jade spirits recoil from them, alerting the cater of their Taint.

Power of the Earth Dragon
  • Ring/Mastery: Earth 6 (Defense)
  • Range: 50'
  • Area of Effect: One target creature
  • Duration: 10 minutes
  • Raises: Duration (+1 minute), Range (+10'), Targets (+1), Special (Damage absorption +10 Wounds per Raise)

The favor of the Dragon of Earth protects the targets from harm: Earth spirits absorb all damage the targets suffer while the spell lasts, up to a total of 100 Wounds of damage (at which point the spell ends on that target). Nemunerai bypass this protection.

Prison of Earth
  • Ring/Mastery: Earth 6 (Wards)
  • Range: 30'
  • Area of Effect: One target creature
  • Duration: Permanent
  • Raises: Range (+5'), Special (Contested Roll, +1k1 to the caster for each Raise)

This spell imprisons the essence of a creature native to the realms of Jigoku, Gaki-Do, or Toshigoku, or any other non-human creature with at least 1 Rank of Taint. The caster must possess a gem or pearl in which to imprison it (the GM may allow other rare or precious items to be used, such as crystal pendants, inlaid puzzle-boxes, etc.). The caster must make a Contested Willpower roll with the target. If the caster wins, the target's physical body vanishes and its essence is imprisoned. It will be released, resuming its physical form, if the item is destroyed. It will probably seek vengeance on the imprisoner, or their descendants.

Rise, Earth
  • Ring/Mastery: Earth 6
  • Range: 30'
  • Area of Effect: One summoned spirit
  • Duration: Concentration
  • Raises: None

You raise the Earth itself to your defense, summoning a massive kami of Earth to serve you. It takes a vaguely humanoid shape, roughly 10' tall, with a broad body and thick limbs of earth and stone. It can move up to 5' × your Earth Ring per round, its footsteps shaking the earth in a 20' radius, preventing anyone from making Simple Move Actions. It is considered to have Physical Traits equal to your Earth Ring, with a Jiujutsu Skill Rank equal to half your Earth Ring, and an attack DR equal to your Earth Ring. It can carry up to 1,000 lbs. if commanded, and its attacks can destroy any wooden structure and shatter 1' thick stone walls. It has Wounds as a human with Earth equal to your Earth Ring, but suffers no Wound Penalties. It is Invulnerable. If reduced to 0 Wounds, it is dispelled.

Soldiers of Clay
  • Ring/Mastery: Earth 6 (Battle, Craft, Jade)
  • Range: 100'
  • Area of Effect: N/A
  • Duration: 1 hour
  • Raises: Duration (+½ hour), Special (+2 soldiers)

Phoenix clan only.

This spell creates 10 human-sized warriors from earth and stone, which move, fight, and act as the caster commands. They have Traits and Rings equal to the caster's Earth, Kenjutsu 4, and Reduction equal to 2× the caster's Earth. Their swords have the Jade property. When destroyed, or the spell ends, they collapse into loose earth.


Fire Spells: Mastery Level 1

Biting Steel
  • Ring/Mastery: Fire 1 (Craft)
  • Range: Touch
  • Area of Effect: 1 bladed weapon
  • Duration: 1 minute
  • Raises: Duration (+1 minute)

Fire spirits can infuse metal with their fury, improving a sharp edge. This spell enhances the damage of a metal bladed weapon (provided they are not nemuranai and have not been enhanced by magical effects), increasing DR by 1k1 for the duration.

Burning Kiss of Steel
  • Ring/Mastery: Fire 1 (Battle)
  • Range: Touch
  • Area of Effect: One melee weapon in caster's hand
  • Duration: 5 minutes
  • Raises: Duration (+2 minutes)

A tendril of fire embraces the weapon, making it larger and more effective. It gains +1k1 to melee attack rolls (+2k2 against mounted opponents or larger-than-human sized opponents). The spell ends if the caster drops or loses the weapon.

Envious Flames
  • Ring/Mastery: Fire 1
  • Range: 30'
  • Area of Effect: One target
  • Duration: Instantaneous
  • Raises: None

This spell invokes a single Fire kami to shoot at a target, hitting unerringly to deal 2k2 Wounds, causing painful burns; if the target is casting a spell, they must make a Willpower roll of TN 20 + the damage dealt instead of the usual 10 + damage dealt.

Extinguish
  • Ring/Mastery: Fire 1
  • Range: Personal
  • Area of Effect: 100' radius
  • Duration: Instantaneous
  • Raises: Area (+20' feet)

This spell dismisses active Fire kami, immediately extinguishing all non-magical fire in the area, and reduces any damage dealt by fire (magical or not) by 1k1 until the start of the next Round.

Fire Kami's Blessing
  • Ring/Mastery: Fire 1
  • Range: Touch
  • Area of Effect: One target creature or caster
  • Duration: 1 hour
  • Raises: Duration (+½ hour)

The Fire kami stimulate the mind and memory. The target gets +Xk0 (X = caster's Fire) to any High or Merchant Skill Roll using INT.

Fires of Purity
  • Ring/Mastery: Fire 1 (Defense)
  • Range: 25'
  • Area of Effect: One target
  • Duration: 1 minute
  • Raises: Damage (+1k0 per 2 Raises)

The target is enveloped in a shroud of bright flames, which do not damage them or anything they carry. Anyone who comes into contact with them, or attacks them in melee, takes 2k2 Wounds. Anyone the target attacks in melee, either unarmed or with a weapon they carried when the spell was cast, takes an extra 2k2 Wounds. Ranged weapons ignore these effects. Anything the target puts down cannot be picked back up without suffering from the flames.

The Fire That Cleanses
  • Ring/Mastery: Fire 1
  • Range: Self
  • Area of Effect: 30' radius
  • Duration: Instantaneous
  • Raises: Area of Effect (+5' per 2 Raises)

The Fire kami are whipped into a frenzy, and everyone in the area (including the caster) takes damage with DR equal to the caster's Fire Ring (roll once and apply to everyone in the area). The caster takes only half damage (round up).

Fury of Osano-Wo
  • Ring/Mastery: Fire 1 (Thunder)
  • Range: 300'
  • Area of Effect: One target
  • Duration: Instantaneous
  • Raises: Damage (+1k0 per 2 Raises)

The caster invites the wrath of the Fortune of Fire and Thunder upon the enemy. This spell can only be cast outdoors, and summons a thunderbolt from the sky, striking the target for 5k2 Wounds. Everyone within 10' of the target must make a Stamina roll (TN 15) or be deafened for 2 Rounds. If cast during a thunderstorm, the damage is 6k2 for a moderate storm, or 6k3 for a disastrous storm or hurricane.

Gift of Amaterasu
  • Ring/Mastery: Fire 1 (Defense)
  • Range: 50'
  • Area of Effect: 50' radius sphere
  • Duration: 10 minutes
  • Raises: Range (+25'), Duration (+5 minutes)

Warm sunlight blazes down on the area, bathing it in full daylight.

Katana of Fire
  • Ring/Mastery: Fire 1 (Battle, Craft)
  • Range: Personal or 20' (see below)
  • Area of Effect: One created weapon
  • Duration: 5 minutes
  • Raises: Damage (+1k0), Duration (+5 minutes), Range (+5'), form of weapon

The caster summons a weapon of pure fire, either in their own hand or that of another; by default, it is a katana, but one Raise can change it to any other sword of the caster's choice. It has DR 2k2. The wielder may use their School Rank in place of their Kenjutsu Skill. If the caster wields it and possesses the Kenjutsu skill, they add their Honor Rank to all damage rolls with it. The weapon disappears if lost from the wielder's hand.

Never Alone
  • Ring/Mastery: Fire 1
  • Range: Touch
  • Area of Effect: One target
  • Duration: 5 Rounds (see below)
  • Raises: Targets (+1)

Fire is the element of knowledge and understanding, which this spell invokes to remind an ally of the courage of their ancestors: the target receives a bonus to attack, Skill, and Trait Rolls equal to the caster's Fire Ring until the spell expires or they fail an attack or Skill Roll, or until they suffer Wounds from any source.

Osano-Wo's Blessing
  • Ring/Mastery: Fire 1
  • Range: 100'
  • Area of Effect: 40' radius
  • Duration: 30 minutes
  • Raises: Range (+25'), Area (+10' radius), Duration (+10 minutes)

All fires in the area become impossible to extinguish by normal means, and magical effort must succeed in a Contested Fire Roll with the caster.

The Raging Forge
  • Ring/Mastery: Fire 1 (Craft)
  • Range: Touch
  • Area of Effect: One weapon or armor
  • Duration: Instantaneous
  • Raises: None

The caster invokes the powers of the merciless forge to remake an item, like a weapon or suit of armor, into its perfect form. The item loses all blemishes, nicks, cracks, etc. A broken or destroyed item is not repaired, and only items of ordinary quality can be affected.

Warning Flame
  • Ring/Mastery: Fire 1 (Battle)
  • Range: Touch
  • Area of Effect: One target person or caster
  • Duration: 10 rounds
  • Raises: Duration (+2 rounds), Area (+1 person per 2 Raises)

The target is immune to being surprised, adds +1k0 to any Initiative rolls, and may add +3 to Initiative during the Reactions stage of each round.

Elemental Crucible
  • Ring/Mastery: Fire 1
  • Range: Touch
  • Area of Effect: One object up to 1 cubic foot
  • Duration: Instantaneous
  • Raises: Area (+1 cubic foot)

Agasha Family only.

This spell strips away unwanted Elements from an object, leaving only one behind: water boils out, earth crumbles, fire dissipates, air becomes vacuum. The caster declares one element (other than Void), and the others are stripped away. The GM must judge the effects: water grants pliability, earth grants strength, etc. Some items, like katanas, have too many elements too intertwined to separate, andare immune.

Fire Spells: Mastery Level 2

Disrupt the Aura
  • Ring/Mastery: Fire 2
  • Range: 50'
  • Area of Effect: Target person or creature
  • Duration: 24 hours
  • Raises: Duration (+12 hours)

Aggravating the Fire element in the target puts their elements out of balance: while it is in effect, the target cannot be healed or have Wounds restored by magical spells, items, or Techniques (but the Medicine Skill still works). The target may feel something is wrong, but only the Sense (Fire) spell will show the presence of excited Fire spirits in the target, hinting at the problem.

Enticing Dance of the Flame
  • Ring/Mastery: Fire 2
  • Range: 50'
  • Area of Effect: 20' radius
  • Duration: 2 rounds
  • Raises: Duration (+1 round)

A more powerful version of The Fire That Cleanses, keeping the Fire spirits under control more firmly and longer: the Fire Kami erupt at the target location, igniting everything in the area. Targets in the area take 3k2 Wounds on the Round the spell takes effect; those present at the beginning of each subsequent Round take 2k1 Wounds.

The Fires From Within
  • Ring/Mastery: Fire 2
  • Range: 100'
  • Area of Effect: One target
  • Duration: Instantaneous
  • Raises: Target (+1 per 2 Raises)

The caster summons a Fire kami that becomes an orb of flame over their palm, then streaks at the target, growing larger until it strikes. It hits with a DR equal to the caster's Fire.

Hurried Steps
  • Ring/Mastery: Fire 2
  • Range: Personal
  • Area of Effect: Self
  • Duration: 2 rounds (see below)
  • Raises: None

The caster draws on Fire kami to aid their next spell: the casting time of their next Fire spell is reduced by 4 Rounds; if it is Mastery Level 3 or lower, it is cast instantaneously as a Simple Action. The spell must be begun in the next 2 Rounds to gain this benefit.

Mental Quickness
  • Ring/Mastery: Fire 2
  • Range: Touch
  • Area of Effect: One item
  • Duration: 10 minutes
  • Raises: None

This spell imbues the wit of Fire kami into an object: anyone carrying it has their INT increased by +3.

Purity of Shinsei
  • Ring/Mastery: Fire 2 (Defense)
  • Range: 50'
  • Area of Effect: One target person/effect
  • Duration: Instantaneous
  • Raises: Range (+10'), Area (+1 target per 2 Raises)

One gaijin spell or spell-like effect is ended.

If the Counterspelling rules are in use, a shugenja who knows this spell can Counterspell meishodo and gaijin magic.

Relentless Heat
  • Ring/Mastery: Fire 2 (Defense)
  • Range: Touch
  • Area of Effect: One armor
  • Duration: 10 Rounds
  • Raises: Duration (+2 Rounds)

This spell protects the target by infusing their armor with Fire kami: the targeted suit of armor glows like the merciless desert sun, and anyone who attempts to strike the wearer with a melee attack (successful or not) immediately becomes Fatigued until the beginning of their next Turn. The penalties for this apply to the attack roll that triggered the spell. If the attacker was in the Full Attack Posture, they immediately assume the Attack Posture instead.

Tail of the Fire Dragon
  • Ring/Mastery: Fire 2
  • Range: Personal
  • Area of Effect: Self
  • Duration: 4 Rounds
  • Raises: Duration (+1 Round)

Fire Kami form a whip-like tendril extending from the caster's hand. It can be used to strike enemies out to 30' away, extending and rectracting at blinding speed. The caster's attack roll is AGI + (2× School Rank), keep AGI. The tendril's DR is equal to the caster's Fire.

Ward of Purity
  • Ring/Mastery: Fire 2 (Wards)
  • Range: Touch
  • Area of Effect: 15' radius
  • Duration: 1 day
  • Raises: None

This spell binds Fire kami to protect a location against evil, like the Shadowlands Taint. It requires drawing an elaborate kanji on a flat surface in chalk or ink (taking 1 minute of concentrated effort) before the Spellcasting Roll. Once active, the area is protected from evil influences: creatures with at least 1 Rank of Shadowlands Taint, or under the control of the Lying Darkness, must make a Contested WIL Roll to enter the warded area (the caster gets +5 to the Roll). If they do enter, they are in agony as the ward burns their essence: their bodies ignite and they suffer Wounds equal to the caster's Fire + Insight Rank each Round. The object the spell was cast on must remain clearly visible and immobile, or the spell is dispelled.

Wings of Fire
  • Ring/Mastery: Fire 2 (Travel)
  • Range: Touch
  • Area of Effect: Self
  • Duration: 10 minutes
  • Raises: Duration (+5 minutes), Special (move at +1 Water for 3 Raises)

A cloud of Fire kami take the form of fiery, feathery wings growing from the caster's arms and back. The caster may fly slowly (as if they had Water 1), or glide from a height (at Water 4). The caster cannot use their arms for anything else, and will set fire to easily fammable objects they touch (although the Fire kami avoid harming their clothes). When the spell ends, the caster may fall—the mercurial Fire kami don't care.

Fire Spells: Mastery Level 3

Agasha's Shield
  • Ring/Mastery: Fire 3 (Defense, Wards)
  • Range: Touch/Self
  • Area of Effect: 30' radius around caster
  • Duration: 6 rounds
  • Raises: Area (+5' radius), Duration (+1 round)

This spell creates an area of protection where friendly Fire kami reject intrusion by other Firek ami. Hostile Fire spells cast within the area suffer -4k0 to Spell Casting Rolls. Hostile Fire spells from outside the area into or overlapping it suffer -3k0 to DR.

The Breath of Battle
  • Ring/Mastery: Fire 3 (Battle, Imperial)
  • Range: 30'
  • Area of Effect: One target individual
  • Duration: 5 rounds
  • Raises: Area (+1 target per 2 Raises), Duration (+1 round), Range (+10')

The target gets +1k1 to all AGI-based Skill Rolls and +1k0 to damage rolls while under the direct light of the sun (ignoring things like foliage and shoji screens). The spell Gift of Amaterasu can provide the requisite light.

Breath of the Fire Dragon
  • Ring/Mastery: Fire 3
  • Range: Personal
  • Area of Effect: 15' long, 5' wide blast
  • Duration: 4 Rounds
  • Raises: None

This spell entreats the Dragon of Fire for his power. The caster can breathe a bolt of flame from their open mouth once per Round as a Simple Action. The flame has DR equal to the caster's Fire, and strikes all targets in the area of effect. The caster cannot speak or cast spells for the duration, but can end the spell during the Reaction Stage of any earlier round.

Fiery Wrath
  • Ring/Mastery: Fire 3
  • Range: 100'
  • Area of Effect: 1 free-standing structure, or 50'×50'
  • Duration: Instantaneous
  • Raises: None

This spell was created to clera brush and demolish buildings, but is also used for rituals and celebrations. All flammable materials in the area catch fire and burn until only ashes are left. The fire cannot be extinguished except by magic. The spell keeps the fire from spreading beyond the area of effect, and neither living beings nor material outside the area are affected (e.g. clothes worn by people in the area will burn without harming them).

The Fist of Osano-Wo
  • Ring/Mastery: Fire 3 (Thunder)
  • Range: 50'
  • Area of Effect: 20' radius
  • Duration: 1 Round
  • Raises: Area of Effect (+10' radius)

Massive lightning strikes and vaguely fist-shaped bolts of flame streak from the sky to strike the area. Weak structures and those easily set aflame are destroyed or catch fire and are consumed. Creatures in the area are hit by DR equal to the caster's Fire.

Haze of Battle
  • Ring/Mastery: Fire 3 (Battle)
  • Range: 10'
  • Area of Effect: One target creature
  • Duration: 5 Rounds, or 1 hour out of combat
  • Raises: Duration (+1 Round)

The target is filled with the fury of Fire kami. They immediately assume Full Attack Stance and cannot switch from it for the duration. If cast out of battle, the target gains the Disadvantages Brash and Contrary. The target can attempt to resist with a Contested WIL Roll; the caster adds their Fire. If cast in battle, the roll occurs in the Reaction Stage, and can be attempted each Round. If cast out of battle, the roll occurs every 10 minutes.

Hungry Blade
  • Ring/Mastery: Fire 3 (Craft)
  • Range: 50'
  • Area of Effect: One weapon
  • Duration: 5 Rounds
  • Raises: Duration (+1 Round)

This spell enhances the Fire kami in a weapon, giving it a faint sheath of fire. The wielder gets +1k0 to attack rolls, and all damage dice explode on 8+ (each die can only explode once on 8 or 9).

Oath of the Heavens
  • Ring/Mastery: Fire 3
  • Range: Touch
  • Area of Effect: Two target persons
  • Duration: 5 rounds
  • Raises: Duration (+1 round), Special (+1k0 to bonus per 2 Raises)

Agasha Family only.

Both recipients get +2k0 to all rolls involving the Fire Ring and Fire Traits (AGI/INT). If either recipient becomes Fatigued, Dazed, or Stunned, the other immediately shares the condition. If either is reduced to Down, Out, or Dead, the spell ends immediately.

Ravenous Swarms
  • Ring/Mastery: Fire 3
  • Range: 30'
  • Area of Effect: One target person
  • Duration: 5 Rounds
  • Raises: Duration (+1 Round)

The caster sends a bolt of flame streaking at the target, dealing 4k3 Wounds on impact. The flames encircle the target for the duration: if they cast any Fire spell, the spell strikes instantly, dealing 3k3 Wounds and causing their Spell Casting Roll to fail. (The target loses the spell slot as usual.)

Shining Light
  • Ring/Mastery: Fire 3 (Defense)
  • Range: 30'
  • Area of Effect: One target armor
  • Duration: 10 Rounds
  • Raises: Damage (+1k0 per 2 Raises), Duration (+2 Rounds)

This spell imbues Fire kami into a suit of armor, which emits a bright light that becomes blinding when the wearer is attacked in melee: the attacker takes 2k2 Wounds immediately after attacking, and is Blinded until the Reaction Stage of the same Round. Ranged attacks are unaffected.

Whispering Flames
  • Ring/Mastery: Fire 3 (Illusion)
  • Range: 50'
  • Area of Effect: All persons within 10' radius
  • Duration: 3 rounds
  • Raises: Range (+10'), Area (+5' per 2 Raises), Duration (+1 round)

The Fire kami gather and dance in a pleasing visual shape, with soothing rhythmic light, creating an entrancing and appealing vision to distract viewers from violence. Anyone in the area is Dazed for the duration, but can attempt to shake off the effect in the Reaction Stage of each round with a WIL Roll (TN caster's Fire ×10). Gaijin and non-humans may get a bonus to the roll (GM's discretion). Animals and bestial or mindless creatures like undead are immune.

Fire Spells: Mastery Level 4

Blessing of the Sun
  • Ring/Mastery: Fire 4
  • Range: Touch
  • Area of Effect: One willing individual or caster
  • Duration: 3 rounds
  • Raises: Range (2 Raises for 10'), Duration (+1 round)

The Fire kami invigorate the target. They instantly recover from the Dazed Condition if they suffer it. Fire-related rolls (including AGI/INT and Spell Casting Rolls) ignore penalties for Fatigue and Wounds. Once the spell expires, the target is Fatigued (stacking with any existing Fatigue) and cannot recover from it in any way for 24 hours.

Death of Flame
  • Ring/Mastery: Fire 4
  • Range: 100'
  • Area of Effect: One target creature
  • Duration: 5 Rounds
  • Raises: None

This spell lowers the target's AGI and INT by the caster's Fire, to a minimum of 1. If the caster maintains Concentration, the target cannot resist the effect. If the caster does not, the target can make a Contested Fire Roll against the caster at the start of their Turn, using their unmodified Fire, to end the spell effect.

Defense of the Firestorm
  • Ring/Mastery: Fire 4 (Defense)
  • Range: Touch
  • Area of Effect: One target armor
  • Duration: 5 Rounds
  • Raises: Duration (+1 Round)

The target suit of armor is surrounded by an aura of magical flames, surrounding and protecting the wearer. All wooden weapons, including arrows and most polearms, are instantly burnt before they can strike the wearer, and do no damage. The flames also obscure the targer, increasing their Armor TN by 20. The flames do not harm living things.

Essence of Fire
  • Ring/Mastery: Fire 4 (Wards, Imperial)
  • Range: 10'
  • Area of Effect: Two duelists
  • Duration: One iaijutsu duel
  • Raises: Special

This The Fire kami drive out other active kami in the targets and remain until the end of the iaijutsu duel. They end any ongoing spell effects, and any spell targeting either duelist before the duel concludes suffers a -3k0 penalty to the Spell Casting Roll.

A variant of this spell requires 4 Raises, and prevents either duelist from using bushi Techniques.

Eyes of the Phoenix
  • Ring/Mastery: Fire 4 (Illusion)
  • Range: 25'
  • Area of Effect: One target creature
  • Duration: 1 hour
  • Raises: Range (+5'), Area (+1 creature per 2 Raises)

Fire kami float directly before the target's eyes, making them appear as if they had caught fire. Any allies of the target suffer a Fear 3 effect, and the target is Blinded for the duration.

The Mending Forge
  • Ring/Mastery: Fire 4 (Craft)
  • Range: Touch
  • Area of Effect: One target item
  • Duration: Instantaneous
  • Raises: None

This spell restores a damaged or destroyed material item, provided all its pieces are gathered in front of the caster. The casting takes 1 minute, requiring concentration. If used to repair nemuranai or items of Fine quality or better, the spell requires a gift of another item of appropriate worth to the target for the Fire kami to burn and destroy.

Symbol of Fire
  • Ring/Mastery: Fire 4 (Wards)
  • Range: 100'
  • Area of Effect: 10' radius
  • Duration: Permanent
  • Raises: None

A symbol of Fire can be inscribed on a solid object (usually a door, window, gate, or other passageway). Anyone attempting to pass through or otherwise pass by the ward must make a Contested Roll of their Water vs. the caster's Fire. Those who fail are Dazed and Blinded for one Round, and take 3k3 Wounds. The spell can be dispelled by another casting of Symbol of Fire, or by destroying the surface it is inscribed on. A caster may only have one Symbol of Fire in existence at a time, and Symbol spells of different elements cannot affect the same area.

Wall of Fire
  • Ring/Mastery: Fire 4
  • Range: 100'
  • Area of Effect: Special
  • Duration: 1 hour
  • Raises: Area of Effect (+1 increment, see below)

Fire kami spring up and form a wall of flames 10' tall, 1' wide, and 25' long. It causes 6k6 Wounds to anyone who touches it. The dimensions of the wall may be altered, but the total volume must remain the same. If the wall is created in an area where creatures are standing, they must make REF Rolls (TN 20) to avoid taking Wounds. A Raise may increase one of the three specifications by one base increment (10', 1', or 25' respectively).

Ward of Thunder
  • Ring/Mastery: Fire 4 (Defense, Ward, Thunder)
  • Range: Touch
  • Area of Effect: 15' radius from target armor
  • Duration: 1 hour
  • Raises: None

Osano-Wo's protection is invoked by inscribing the kanji for thunder on a suit of armor. Anyone within 15' of the armor is under Osano-Wo's care, completely protected from non-magical fire and thunder. Any Fire spell cast by a shugenja other than the caster that targets somtehing within the area of effect gets +20 to its Spell Casting TN.

Fire Spells: Mastery Level 5

Castle of Fire
  • Ring/Mastery: Fire 5 (Battle, Defense)
  • Range: Centered on caster
  • Area of Effect: 30' radius circle
  • Duration: 10 rounds
  • Raises: Area (+5' radius for 2 Raises), Duration (+2 rounds)

The Fire kami create a fiery barrier, 1' thick and 10' highm around the caster. anyone standing where it appears must make a REF Roll (TN 20) to leap away our be burnt. Any arrows and other missiles trying to pass the barrier are instantly incinerated. Creatures passing through it or caught by it take 6k6 damage and are set on fire.

Consumed by Five Fires
  • Ring/Mastery: Fire 5
  • Range: 100'
  • Area of Effect: One target creature and caster
  • Duration: Instantaneous
  • Raises: Range (+50')

Fire kami strike down the target, but exact a price from the caster. The target is instantly killed (Dead) and burnt to ashes in seconds. The caster immediately suffers the same number of Wounds required to kill the target, which cannot be mitigated in any way. This may kill the caster. The spell automatically fails if the target is resistant to Fire, and it cannot kill divine beings.

Destructive Wave
  • Ring/Mastery: Fire 5
  • Range: Personal
  • Area of Effect: 25' radius
  • Duration: Instantaneous
  • Raises: Damage (+1k1 per 2 Raises)

This spell, created by the Isawa Elemental Masters, summons a great mass of Fire kami that roll outward from the caster in a wave of searing flame. Everything in the area takes 7k7 Wounds, sparing only the caster.

The Dragon's Talon (Kuro's Fire)
  • Ring/Mastery: Fire 5 (Battle)
  • Range: 100'
  • Area of Effect: Up to 10 target creatures
  • Duration: Instantaneous
  • Raises: Range (+25'), Area (+2 targets)

Created by Naka Kuro, this spell strikes down unworthy foes with the power of the Dragon of Fire. Bolts of fire resembling snarling dragon heads streak from the caster's hands and strike the targets. Each suffers 8k6 damage. Only enemies of Insight Rank 1 or 2 (or nonhuman's of comparable power, GM's discretion) can be targeted.

Everburning Rage
  • Ring/Mastery: Fire 5
  • Range: 25'
  • Area of Effect: One target creature
  • Duration: 1 Round
  • Raises: Duration (+1 Round), Targets (+1)

Angry Fire kami infuse the target's body, searing their limbs and ligaments and wracking the mwith pain. The victim is considered at the Down Wound Rank and suffers all associated penalties, but takes no additional Wounds. When the spell ends, the target recovers. Some shugenja consider this spell too similar to maho.

Follow the Flame
  • Ring/Mastery: Fire 5
  • Range: Personal
  • Area of Effect: See below
  • Duration: 5 Rounds
  • Raises: Damage (+1k0 per Raise)

On the Round the spell is cast, and for every subsequent Round, the target may declare a target in line of sight within 300' and send a stream of fire snaking at them along the ground. (This is a Simple Action on subsequent rounds.) The fire moves at 75' per Round and can circumvent impassable or inflammable barriers to reach the target. Once the flame reaches the target, they burst into flame, suffering 6k5 Wounds, catching fire and suffering half that many Wounds (round down) every subsequent round until the fire is doused or the spell ends.

Light of the Sun
  • Ring/Mastery: Fire 5 (Jade)
  • Range: 100'
  • Area of Effect: 30' radius
  • Duration: 10 Rounds
  • Raises: None

This spell, a favorite of the Moshi family, invokes the power of the Sun to call down a concentrated beam of pure sunlight. Everyone in the area takes 2k2 Wounds per Round from the intense heat. Human targets take an extra 2k1 Wounds for every Honor Rank they are below 4, and another extra 2k2 Wounds if they have 1+ Ranks of Shadowlands Taint or are controlled by the Lying Darkness. Human targets with Honor Rank 0 are Blinded for a number of Rounds equal to the caster's Fire.

Wings of the Phoenix
  • Ring/Mastery: Fire 5 (Travel)
  • Range: Personal
  • Area of Effect: Self
  • Duration: 10 Rounds
  • Raises: None

Fire kami form giant wings sprouting from the caster's back, allowing them to fly at a speed of Water ×10 as a Free Action or Water ×20 as a Simple Action. If the caster is airborne when the spell ends, they are borne safely to the ground by the Fire kami.

Fire Spells: Mastery Level 6

Beam of the Inferno
  • Ring/Mastery: Fire 6
  • Range: 200'
  • Area of Effect: One target
  • Duration: Instantaneous
  • Raises: None

A tremendous blast deals 10k10 Wounds to the target. Fire Kami in the area are agitated, and norma lfires within range burn hotter and more violently for many minutes afterwards.

Curse of the Burning Hand
  • Ring/Mastery: Fire 6
  • Range: 10'
  • Area of Effect: One target creature
  • Duration: Infinite
  • Raises: Range (+5')

Fire kami are bound to the target's soul. This spell requires a minute to cast, and a Contested Fire Roll against the target. The target is wreathed in flames that do not harm them, but harm friends, allies, and innocents who touch them, inflicting 3k3 damage, and setting alight flammable objects. The Fire kami are hostile, and if the target attempts to use the flame a a weapon, they suddenly recede to avoid harming enemies. Spells that end spell effects may be able to remove the curse, at the GM's discretion; otherwise, the kami must be driven out (such as with Banishment).

The Elements' Fury
  • Ring/Mastery: Fire 6
  • Range: Self
  • Area of Effect: Caster
  • Duration: Instantaneous
  • Raises: Special (+1 spell per 3 Raises)

Your mind and body are energized by Fire kami. You may immediately cast a number of spells of Mastery Level 4 or less equal to your Fire Ring, casting each as a Free Action regardless of its normal casting time. Spell Casting Rolls must be made and spell slots spent, but no Raises for casting time are needed.

Globe of the Everlasting Sun
  • Ring/Mastery: Fire 6 (Defense)
  • Range: 500'
  • Area of Effect: 1 mile
  • Duration: 1 day
  • Raises: None

Fire kami in the area are soothed, and all buildings in the area are immune to magical fire, and Fire spells in the area have their Spell Casting TN increased by +15. Normal fires burn sluggishly and do not spread easily. The spell is often used for major festivals, including the coronation of an Emperor.

Rise, Fire
  • Ring/Mastery: Fire 6
  • Range: 30'
  • Area of Effect: One summoned spirit
  • Duration: Concentration
  • Raises: None

You summon a massive kami of Fire to serve you. It takes a vaguely humanoid shape, roughly 10' tall, shifting and changing in a fiery dance. It can move up to 10' × your Fire per round, igniting easily flammable objects within 10'. It is considered to have Physical Traits equal to your Fire Ring, with a Jiujutsu Skill Rank equal to half your Fire Ring, and an attack DR equal to your Fire ring. Anyone struck by the Fire kami will catch on fire, suffering 1k1 damage per round until extinguished. (The effect does not stack.) It has Wounds as a human with Earth equal to your Fire Ring, but suffers no Wound Penalties. It is Invulnerable. If reduced to 0 Wounds, it is dispelled.

The Soul's Blade
  • Ring/Mastery: Fire 6 (Craft)
  • Range: Touch
  • Area of Effect: One target weapon
  • Duration: 5 Rounds
  • Raises: Duration (+1 Round pre 3 Raises)

The target weapon is imbued with a powerful Fire kami. The weapon will overcome Invulnerability, and every target hit is automatically Stunned.


Water Spells: Mastery Level 1

Bo of Water
  • Ring/Mastery: Water 1 (Craft)
  • Range: Personal or 20' (see below)
  • Area of Effect: One created weapon
  • Duration: 5 minutes
  • Raises: Damage (+1k0), Duration (+5 minutes), Range (+5')

The spell summons a staff of pure water into the hand of the caster or a willing target. By default, it is a bo, but with a Raise it can be made into any other staff of the caster's choice. The weapon has DR 1k2. If the wielder does not have the Staves Skill, they can use the caster's School Rank instead. If the caster wields it, and does have the Staves skill, they gain a Free Raise to be used on the Knockdown Maneuver. The weapon disappears if lost from the hand.

Clarity of Purpose
  • Ring/Mastery: Water 1 (Battle)
  • Range: Personal
  • Area of Effect: 10' radius
  • Duration: 2 Rounds
  • Raises: Area (+5' radius), Duration (+1 Round per 2 Raises)

All allies in the area around the caster gain +5 to their Initiative Scores.

Ebbing Strength
  • Ring/Mastery: Water 1 (Defense)
  • Range: 20'
  • Area of Effect: One target creature
  • Duration: 3 Rounds
  • Raises: Duration (+1 Round), Range (+5')

The caster's energy flows from them to the target. The caster reduces any one Physical Trait by an amount up to their School Rank, and increases the same Trait by the same amount in the target. If the caster's Trait is reduced to 0, they fall unconscious, and the spell's Duration is reduced to 1 Round. No Trait may be more than doubled.

Path to Inner Peace
  • Ring/Mastery: Water 1
  • Range: Touch
  • Area of Effect: One target creature
  • Duration: Instantaneous
  • Raises: None

Water kami hasten natural healing in the body: the spell restores Wounds to the target equal to the amount by which the Spell Casting Roll exceeded the TN.

Purification of the Kami
  • Ring/Mastery: Water 1
  • Range: Touch
  • Area of Effect: Body of water up to 500' radius
  • Duration: Permanent
  • Raises: Area (+500' radius)

The caster touches the water and purification ripples out in waves of glowing light. All water in the area becomes pure and safe to drink (although the Taint cannot be removed). This does not prevent dirt or poison being re-introduced. The water inside a container can be targeted; alcohol will be turned into pure water.

Reflections of Pan Ku
  • Ring/Mastery: Water 1 (Divination)
  • Range: Touch
  • Area of Effect: One object
  • Duration: Instantaneous
  • Raises: None

The caster learns all powers and abilities the target object possesses. This can identify nemuranai, cursed objects, or the spell in a shugenja prayer scroll (but does not allow reading a ciphered scroll). The caster receives a general idea of the item's origin (where it was made, the Clan of whoever bore it longest, etc., as per the GM's discretion).

Reversal of Fortunes
  • Ring/Mastery: Water 1
  • Range: 10'
  • Area of Effect: One target creature
  • Duration: 3 Rounds
  • Raises: Duration (+1 Round), Range (+5')

The target may immediately re-roll any one roll each Round, immediately after the roll is made; they may keep either result.

The Rushing Wave
  • Ring/Mastery: Water 1 (Travel)
  • Range: 10'
  • Area of Effect: One target creature
  • Duration: 1 Round
  • Raises: Duration (+1 Round), Range (+5')

The target may make a Free Move Action of up to Water ×10' (instead of ×5'). If the Duration is only 1 Round, the benefit must be used on the target's next Turn or it is lost.

Speed of the Waterfall
  • Ring/Mastery: Water 1 (Travel)
  • Range: Touch
  • Area of Effect: One target creature
  • Duration: 1 hour
  • Raises: Duration (+10 minutes), Range (2 Raises for Range 10')

The target may move a maximum total distance of Water ×22' each Round. The target gains no additional movement.

Spirit of the Water
  • Ring/Mastery: Water 1 (Battle)
  • Range: 20'
  • Area of Effect: One target creature
  • Duration: Instantaneous
  • Raises: Range (+5'), Special (5 Raises to increase additional action to Complex)

The target gains one extra Simple Action in the Reactions Stage of the Round in which this spell is completed. This Action cannot be used to make an attack.

Suitengu's Curse
  • Ring/Mastery: Water 1
  • Range: 20'
  • Area of Effect: One target creature
  • Duration: 10 rounds
  • Raises: Range (+10'), Duration (+3 rounds)

The target feels a great weight on their limbs, like swimming in heavy seas. Their REF is lowered by 1 Rank, and they move as if their Water were 1 Rank lower.

The Swell of the Storm
  • Ring/Mastery: Water 1 (Defense)
  • Range: 25'
  • Area of Effect: One target creature
  • Duration: Instantaneous
  • Raises: Range (+10'), Area (+1 target per 2 Raises), Special (+1k0 on Contested Roll)

You summon a heavy mass of water that flies at the target, striking gently but irresistibly. Make a Contested Roll of your Water and the target's STR. If you succeed, the target is knocked Prone. Any open flames they carry are extinguished. Huge creatures can be affected, but the GM can give them a bonus to the Contested Roll.

Sympathetic Energies
  • Ring/Mastery: Water 1
  • Range: 25'
  • Area of Effect: One target creature
  • Duration: Instantaneous
  • Raises: Range (+5'), Special (see below)

The caster may transfer one ongoing spell effect from themselves to a willing target. With 3 Raises, they may transfer an effect from a willing target to another willing target.

Water Spells: Mastery Level 2

Cloak of the Miya
  • Ring/Mastery: Water 2 (Defense)
  • Range: Personal
  • Area of Effect: Self
  • Duration: 5 Rounds
  • Raises: Duration (+1 Round)

The caster is wrapped in the protective embrace of the wave. Their Armor TN is increased by the caster's Water + School Rank.

Heaven's Tears
  • Ring/Mastery: Water 2 (Crystal)
  • Range: Centered on caster
  • Area of Effect: 30' radius
  • Duration: 2 rounds
  • Raises: Area (+5' radius), Duration (increase to 3 rounds for 2 Raises)

This spell creates a deluge of rain empowered with the purity of the Sun. The rain falls from the sky, so the spell cannot be used indoors or underground. Pure souls (no Taint or shadow, Honor 4.0+) are healed each round by Wounds equal to the caster's Water. Those with Taint or shadow suffer 1k1 Wounds each round.

Inari's Blessing
  • Ring/Mastery: Water 2 (Craft)
  • Range: Personal
  • Area of Effect: Created sustenance
  • Duration: Instantaneous
  • Raises: Special (food for +1 person per Raise)

This spell invokes Inari, the Fortune of Rice, and creates nourishing food and drink, enough to feed a number of people equal to 1 + School Rank for a day. Without Raises, the food is bland but sustaining (rice and water), but Raises can increase the quality to seafood and tea (GM's discretion). The Spell Casting TN is doubled in the Shadowlands.

Reflective Pool
  • Ring/Mastery: Water 2 (Divination)
  • Range: 10 miles
  • Area of Effect: Body of water / target location
  • Duration: 5 minutes
  • Raises: Duration (+1 minute), Range (+10 miles)

The caster stares into a body of water (which may be as small as a puddle; images are clearer in larger bodies) and view a familiar location as if they were present, seeing (but not hearing) what is taking place. The caster must have spent a great deal of time at the location, or spent 10 minutes meditating there.

Rejuvenating Vapors
  • Ring/Mastery: Water 2
  • Range: Touch
  • Area of Effect: One target creature
  • Duration: Instantaneous
  • Raises: Targets (+1 per 2 Raises)

The target is instantly refreshed as if they had just risen from a full night's sleep. Void Points are not restored, but fatigue is removed. Shugenja have their Void Ring spell slots restored, but not other slots. Limited-use abilities are not refreshed. No one may benefit from this spell more than once in a 24-hour period.

Stand Against the Waves
  • Ring/Mastery: Water 2 (Battle)
  • Range: 10'
  • Area of Effect: One target creature
  • Duration: Instantaneous
  • Raises: Range (10' per 3 Raises)

The target gains a Simple Action in the Reaction Stage of the current Round, which may only be used to make an attack. If the target is not capable of attacking as a Simple Action, they gain a Complex Action instead.

Strength of the Tsunami
  • Ring/Mastery: Water 2
  • Range: Touch
  • Area of Effect: Caster
  • Duration: 3 rounds
  • Raises: Area (target one creature for 2 Raises), Duration (+1 round)

The target's STR Rank is increased by half the caster's Water (rounded down), but no higher than 9.

Surging Soul
  • Ring/Mastery: Water 2 (Battle)
  • Range: 10'
  • Area of Effect: One target individual
  • Duration: 3 rounds
  • Raises: Range (+10'), Duration (+1 round for 2 Raises)

Water chi surges through the target. They get +1k1 to all attack rolls, but cannot enter or benefit from the Center Stance, and must take at least one Move Action each round.

The Ties That Bind
  • Ring/Mastery: Water 2 (Divination)
  • Range: 10 miles
  • Area of Effect: Self
  • Duration: Instantaneous
  • Raises: Range (+2 miles)

The caster seeks out the Water kami inside a single, specific object. The caster must be familiar with the object, having either spent a great deal of time around it or handled it personally. If the object is within range, the caster will know the direction and relative distance to it from their current position.

Wave-Borne Speed
  • Ring/Mastery: Water 2 (Travel)
  • Range: Personal
  • Area of Effect: Self
  • Duration: 2 Rounds
  • Raises: None

The caster gets +2 Water for the purposes of determining how far they may move as part of any Move Actions during the present Round or following Round.

Wisdom & Clarity
  • Ring/Mastery: Water 2
  • Range: Personal
  • Area of Effect: Self
  • Duration: 1 hour
  • Raises: Duration (+30 minutes), Targets (2 Raises to target another)

The caster's reading speed doubles, and they will have perfect recall of anything read under the spell's effects. Comprehension (e.g. of languages or ciphers) is not enhanced.

Yuki's Touch
  • Ring/Mastery: Water 2 (Travel)
  • Range: Touch
  • Area of Effect: Body of water 100' radius from caster
  • Duration: Instantaneous
  • Raises: Area (+50' radius)

A single natural body of water freezes solid out to the area of the spell. Any persons or creatures within will be trapped, and may start Drowning if under the surface. Breaking free of the ice requires a Contested Roll of STR against the caster's Water. The ice melts normally.

Judgment of Yomi
  • Ring/Mastery: Water 2
  • Range: 50'
  • Area of Effect: One individual
  • Duration: Concentration (Special)
  • Raises: Range (10'), Targets (+1)

Kitsu Family only.

The target feels the gaze of the Realm of Blessed Ancestors, judging them. If the target is human, for every Social or Spiritual Disadvantage they possess, they suffer -1k0 on all physical Skill Rolls. In addition, they must make an Honor Roll (TN 20) or be unable to move closer to the caster than the spell's maximum range (but is not pushed back). The effects last for one Round, or while the caster concentrates.

Water Spells: Mastery Level 3

Endless Deluge
  • Ring/Mastery: Water 3
  • Range: Centered on caster
  • Area of Effect: 1 mile diameter
  • Duration: 12 hours
  • Raises: Area (+1 mile per 2 Raises), Duration (+6 hours)

Casting this spell requires a ritual of at least 10 minutes. At the GM's option, casting it in a dry region or during drought may require a longer casting time and/or calling Raises. Rainclouds gather during casting, and when it is finished, a massive rainstorm is unleashed. Fires are extinguished (even large conflagrations like forest fires in a ½ hour), visibility is obscured and objects are slickened (-1k0 to physical actions, -2k0 to ranged attacks), and Fire spells are cast at -1k1 to Spell Casting Rolls. Flash floods may be caused.

The Inner Ocean
  • Ring/Mastery: Water 3
  • Range: 50'
  • Area of Effect: One willing person or caster
  • Duration: 5 minutes
  • Raises: Range (+20'), Duration (+1 minute)

The target (and anything they are wearing or carrying) is transformed into pure, clear water (of the same mass). They cannot speak, attack, cast spells, or directly manipulate physical objects. They can move quickly (as if they had +1 Water), indirectly manipulate objects by pushing against them, and flow through narrow openings. They are immune to most physical harm, except Fire spells and the most intense heat (a burning castle, a lava flow). At the GM's option, something like being soaked up or scattered might harm the target.

Near to Ice
  • Ring/Mastery: Water 3
  • Range: Touch
  • Area of Effect: One target creature
  • Duration: 5 Rounds
  • Raises: Duration (+1 Round), Range (2 Raises for Range 10')

The target's Wound Penalties are negated for the duration. Any additional penalties incurred take full effect, using the difference between the negated and new penalty as the effective penalty. Wounds are not healed by this spell.

Regrow the Wound
  • Ring/Mastery: Water 3
  • Range: Touch
  • Area of Effect: One target creature
  • Duration: Concentration
  • Raises: Special (+1 Water per Raise for the purposes of healing)

Pain and suffering flows away from the target, to be lost in the infinite ocean. The target recovers Wounds equal to the caster's Water + School Rank each Round. Once cast, the spell can be maintained without physical contact.

Sanctuary of the Waves
  • Ring/Mastery: Water 3 (Defense)
  • Range: 50'
  • Area of Effect: One target individual
  • Duration: 10 rounds
  • Raises: Duration (+3 rounds), Area (+1 person)

This spell can only be cast within range of a large quantity of natural water (a pond, stream, or more). The water lunges out and scoops up the target, drawing them in and concealing them. The target can breathe for the duration (but no longer). They are completely protected, but also cannot attack, and cannot see outside the water unless they make a PER Roll (TN 20) to make out blurry images). When the spell ends, targets are released where they are, and must swim out.

Silent Waters
  • Ring/Mastery: Water 3 (Defense)
  • Range: Personal
  • Area of Effect: Self
  • Duration: Variable
  • Raises: None

Upon completing casting, the caster may immediately cast a second spell of any element. It must be a spell they can normally cast, of Mastery Level 3 or lower. If the second Spell Casting Roll is successful, the second spell is stored within the caster until a specific physical effect, determined at the time of casting, takes place. The trigger could be the caster speaking specific words or drawing a weapon or falling in battle. When it occurs, the second spell takes effect instantly. A character may never have multiple castings of Silent Water active on them at once: a second casting immediately replaces the previous one.

Strike of the Tsunami
  • Ring/Mastery: Water 3 (Battle)
  • Range: 25'
  • Area of Effect: Cone originating from caster, 10' wide at the end
  • Duration: Instantaneous
  • Raises: Damage (+1k0), Range (+5'), Special (+5 per Raise to Earth Roll TN)

The caster summons a crushing wave of water that overruns everything in its path. It deals 3k3 Wounds to everything in the area, and opponents must make an Earth Roll (TN 15) or suffer Knockdown. Everything in the area is saturated with water.

Typhoon's Surge
  • Ring/Mastery: Water 3
  • Range: 50'
  • Area of Effect: [Water] target allies
  • Duration: Instantaneous
  • Raises: Range (+10'), Area (+1 target per 2 Raises)

The targets are flooded with invigorating chi, freed from the Fatigued and Dazed conditions and healed a number of Wounds equal to the caster's Water.

Visions of the Future
  • Ring/Mastery: Water 3 (Divination)
  • Range: Personal
  • Area of Effect: Self
  • Duration: 1 minute
  • Raises: None

Developed by the Dragonfly Clan, this spell grants visions of the future. The caster must gaze into a large pool of still water. Upon completion, they enter a brief trance and see images of things that have not yet come to pass. They are rarely direct and usually symbolic, but completely accurate, and will come to pass unless prevented by the caster's direct intervention. Many shugenja feel this spell is an offense against the natural order.

Walking Upon the Waves
  • Ring/Mastery: Water 3 (Travel)
  • Range: Touch
  • Area of Effect: One target creature
  • Duration: 10 minutes
  • Raises: Duration (+1 minute), Targets (+1 individual)

This spell calls the Water kami to carry the targets and grant them passage: they may move across the surface of water as if it were solid ground (Basic Terrain). If the surface of the water is disturbed )e.g. by storm rolling waves, etc.), it counts as Difficult Terrain.

Water Kami's Blessing
  • Ring/Mastery: Water 3
  • Range: Touch
  • Area of Effect: One target creature
  • Duration: 5 Rounds
  • Raises: Special (+1 Water per 2 Raises)

The caster calls on the clarity of Water for insight. The target receives a bonus to PER-based Rolls of rolled (not kept) dice equal to the caster's Water.

Water Spells: Mastery Level 4

Dominion of Suitengu
  • Ring/Mastery: Water 4 (Divination)
  • Range: 100 miles
  • Area of Effect: Two bodies of water
  • Duration: Concentration
  • Raises: Range (+10 miles)

Suitengu, the Fortune of the Sea, is wrathful, but blesses those who entreat him properly. This spell of the Mantis Clan allows the caster to peer into a body of water (at least 1' across and 1" deep) and see out of any other body of water within range, the location of which is known to the caster. The caster can only see, not hear, through it.

Ebb & Flow of Battle
  • Ring/Mastery: Water 4 (Battle)
  • Range: Personal
  • Area of Effect: All selected allies within 50' radius
  • Duration: 5 Rounds
  • Raises: Duration (+1 Round per 2 Raises)

The movement speed of allies within range is increased, and they may move Water ×10' as a Free Action (instead of as a Simple Action).

The Emperor's Road
  • Ring/Mastery: Water 4 (Travel, Imperial)
  • Range: Touch
  • Area of Effect: One Imperial road up to 10 miles in length
  • Duration: 8 hours
  • Raises: Area (+1 mile)

An aura of Water kami along an Imperial road eases travel. It is cleared of all minor obstacles and irregularities, and honorable travelers loyal to the Emperor move on it as if their Water were 2 Ranks higher, and their mounts do not become Fatigued from travel so long as they remain on the road.

Heart of the Water Dragon
  • Ring/Mastery: Water 4
  • Range: 25'
  • Area of Effect: Target creatures equal to School Rank
  • Duration: 1 Round per School Rank
  • Raises: Duration (+1 Round), Special (+1k0 healed per 2 Raises)

The blessings of the benevolent Water Dragon are poewrful. Any time a target of this spell suffers damage, they instantly regain 1k1 Wounds.

Master of the Rolling River
  • Ring/Mastery: Water 4 (Battle)
  • Range: 100'
  • Area of Effect: Up to 25 allies in one group
  • Duration: 5 minutes
  • Raises: Range (+50'), Duration (+1 minute), Special (affect non-samurai)

A military unit (up to 25) of samurai is blessed: they move as if their Water were 1 Rank higher, and their STR is 1 Rank higher. 2 Raises allow non-samurai humans to be affected, and 4 Raises allow non-human allies to be affected. In Mass Battle, each casting grants a bonus equal to the caster's Water to the total of the commanding general's next Battle Skill Roll to determine winning or losing.

Seed of Qanan
  • Ring/Mastery: Water 4
  • Range: Touch
  • Area of Effect: Any two people
  • Duration: 5 rounds
  • Raises: Duration (+2 rounds)

Unicorn Clan only.

You merge the chi of two people and allow them to call on each others' knowledge and skills. The targets must remain within 50' of each other or the spell ends immediately. The targets can use each others' Skill Ranks if they are higher (but do not benefit from the other's Mastery Abilities).

The Path Not Taken
  • Ring/Mastery: Water 4
  • Range: Personal
  • Area of Effect: Self
  • Duration: 1 day
  • Raises: Special (+1 bonus spell slot per 5 Raises)

The caster selects one Ring to weaken and one to strengthen. Upon completion, they may transfer unused spell slots from the weakened Ring to the strenghtened Ring.

Steed of the Ebbing Tides
  • Ring/Mastery: Water 4 (Travel)
  • Range: 25'
  • Area of Effect: One summoned steed
  • Duration: 4 hours
  • Raises: Duration (+2 hours)

You summon Water kami into the shape of a watery, translucent horse that can bear you, or one person you designate at the time of casting, as a normal horse, controlled with Horsemanship. It will fight in your defense (as an Utaku Warhorse with Reduction 15). It is untiring. When the spell ends, it collapses into water.

Strike of the Flowing Waters
  • Ring/Mastery: Water 4
  • Range: 10'
  • Area of Effect: One target creature
  • Duration: 1 Round
  • Raises: Duration (+1 Round), Range (+5')

The target may ignore bonuses to their opponents' Armor TN conferred by worn armor, spell effects of Mastery Level 3 or lower, and other non-Technique mechanical effects. They can treat the Armor TN of non-human creatures that do not wear armor as 5 lower. Reduction from armor is not negated, and the Armor TN from Defense and Full Defense Stances is not ignored.

Symbol of Water
  • Ring/Mastery: Water 4 (Wards)
  • Range: Touch
  • Area of Effect: Special
  • Duration: Permanent
  • Raises: None

A symbol of Water can be inscribed on a solid object (usually a door, window, gate, or other passageway). Anyone attempting to pass through or otherwise pass by the ward must make a Contested Roll of their Fire vs. the caster's Water. Those who fail are struck by crippling terror and must roll against a Fear 7 effect. The spell can be dispelled by another casting of Symbol of Water, or by destroying the surface it is inscribed on. A caster may only have one Symbol of Water in existence at a time, and Symbol spells of different elements cannot affect the same area.

Within the Waves
  • Ring/Mastery: Water 4 (Travel)
  • Range: Self
  • Area of Effect: 10' diameter sphere
  • Duration: 1 hour
  • Raises: Duration (+½ hour), Special (additional person within bubble for 3 Raises)

Water kami stay away from a sphere around the caster, forming a bubble of air around them underwater, allowing them to move about and explore. Others can enter and leave the bubble by swimming, and the caster can make Raises to allow other persons to travel in it. When the spell ends, the bubble is first pushed up to the surface.

Water Spells: Mastery Level 5

Chi Reversal
  • Ring/Mastery: Water 5
  • Range: 20'
  • Area of Effect: One target person/creature
  • Duration: 1 hour
  • Raises: Range (+20'), Duration (+½ hour), Special (1 additional pair of Traits per 2 Raises)

One pair of the target's Traits from one Element (chosen by the caster) have their Ranks switched.

Ever-Changing Waves
  • Ring/Mastery: Water 5 (Illusion)
  • Range: Personal
  • Area of Effect: Self
  • Duration: 1 hour
  • Raises: Duration (+1 hour)

The caster's flesh flows like water, and they can shape it to match another natural creature. The caster keeps their own Mental Traits, and uses the higher of their own or the target form's Physical Traits. They gain other natural abilities, including senses and natural attacks. Some traditionalist shugenja consider this spell unclean.

The Final Bond
  • Ring/Mastery: Water 5 (Divination)
  • Range: Special
  • Area of Effect: One target object or individual
  • Duration: Instantaneous
  • Raises: None

The caster can detect the location of one object or individual. The caster must have spent a tremendous amount of time around the target object, or have handled it frequently; or the individual must be well-known to them, like a close friend or immediate family member. The caster learns the target's location (on the level of a specific city or a region of a province). If the target is outside of the Empire of Rokugan, the spell fails.

Hands of the Tides
  • Ring/Mastery: Water 5 (Battle, Travel)
  • Range: 100' radius centered on caster
  • Area of Effect: Targets up to caster's Water
  • Duration: Instantaneous
  • Raises: Area (+10'), Targets (+1 per 2 Raises)

The caster may choose a number of targets within the area and switch their positions, exchanging one for the other.

Open the Waves
  • Ring/Mastery: Water 5 (Battle)
  • Range: 300'
  • Area of Effect: Trench up to 30' wide and deep and 300' long
  • Duration: 15 minutes
  • Raises: Area (+5' width or depth), Duration (+5 minutes)

The Water kami create a trench through a body of water, allowing passage of men, animals, and wagons and war machines—assuming it can reach the bottom of the body of water.

Power of the Ocean
  • Ring/Mastery: Water 5 (Defense)
  • Range: Touch
  • Area of Effect: One target individual
  • Duration: Days equal to School Rank
  • Raises: Duration (+1 day per 3 Raises)

This complex ritual takes 1 hour to cast. The target must be willing. The target requires no food, drink, or sleep. A number of times during the duration equal to the caster's School Rank, the target may replenish their Void Points as a Simple Action (as recovering Void Points by a full night of rest). The target also recovers 2× their Water Wounds per hour. If the caster is a shugenja, they recover all spell slots at sunrise, regardless of whether they had any rest. After the spell ends, the target is completely exhausted for exactly half the duration of the spell. They can take no significant physical action, cannot travel, and can only move sluggishly.

Suitengu's Embrace
  • Ring/Mastery: Water 5 (Thunder)
  • Range: 25'
  • Area of Effect: One targer creature
  • Duration: Instantaneous
  • Raises: Range (+5')

The wrathful Fortune of the Sea is eager to smite victims. The target's lungs fill with seawater. They can take no actions other than to attempt to resist: they are effectively reduced to the Down Wound Rank, and each Round must make a STA roll (TN 15) to resist; if they get a total of 3 successes, they spend an additional Round vomiting up seawater and then are fully recovered. If they fail twice in a row, they fall unconscious and die within 1 minute unless they receive magical or medical intervention (like a Medicine/INT roll TN 50).

Whirlpool
  • Ring/Mastery: Water 5 (Thunder)
  • Range: 1 mile
  • Area of Effect: 200' radius whirlpool
  • Duration: 10 minutes
  • Raises: Area (+25' radius), Duration (+2 minutes)

The Water kami are excited into a whirlpool that sucks down ships and swimmers. Any swimmer in the area must roll Athletics (Swimming)/STR (TN 30) each round to avoid being sucked down. Ships' captains must roll Navigation/INT (TN 30) every minute to keep from being sucked under. Under water, victims are subject to Drowning, and must roll Athletics (Swimming)/STR (TN 40) to reach the surface.

Water Spells: Mastery Level 6

Breath of Mist
  • Ring/Mastery: Water 6 (Defense)
  • Range: ½ mile
  • Area of Effect: 200' radius
  • Duration: 30 minutes
  • Raises: Area (+25' radius), Duration (+10 minutes)

Hundreds of Water kami are invoked to turn the ground into a half-liquid mire and filling the air with obscuring vapors. Gronud in the area turns int Difficult terrain, and normal visibility is reduced to 10', with +15 TN for ranged attacks up to 30', and Blindness beyond 30'.

Opening the Veil
  • Ring/Mastery: Water 6 (Travel)
  • Range: 10'
  • Area of Effect: One spirit portal
  • Duration: 1 hour
  • Raises: Duration (+10 minutes), Special (reach Sakkaku or Yume-do for 1 Raise, Gaki-do or Toshigoku for 2 Raises, Yomi for 4 Raises)

Kitsu and Isawa families only.

You open a temporary portal into the Spirit Realms. This spell will not work in any area warded against the influences of the Spirit Realms. Normally, the portal is into either Meido or Chikushudo, but with Raises, one can be opened into other realms.

Peace of the Kami
  • Ring/Mastery: Water 6
  • Range: Touch
  • Area of Effect: One target creature
  • Duration: Instantaneous
  • Raises: None

The immeasurable benevolence of the Water Dragon cures the target of all diseases, purges them of all poisons, and completely heals all Wounds.

Rise, Water
  • Ring/Mastery: Water 6
  • Range: 30'
  • Area of Effect: One summoned spirit
  • Duration: Concentration
  • Raises: None

The sea itself rises to defend the caster, forming a massive kami of pure Water. It takes a vaguely humanoid shape, roughly 10' tall, with a constantly shifting outline. It can move up to 15' × your Water Ring per round, and saturates the ground in a 20' radius around it, making all terrain at least Moderate Terrain (unless already Difficult). It is considered to have Physical Traits equal to your Water Ring, with a Jiujutsu Skill Rank equal to half your Water Ring. It has Wounds as a human with Earth Ring equal to your Water Ring, but suffers no Wound Penalties. It is Invulnerable. If reduced to 0 Wounds, it is dispelled.

Water's Sweet Clarity
  • Ring/Mastery: Water 6 (Divination)
  • Range: Personal
  • Area of Effect: Target body of water
  • Duration: 3 Rounds
  • Raises: None

The caster focuses the spirits on a body of still water, invoking powerful visions of the future. They may ask one question and the water will reeal the answer in the form of three separate images, which may be connected in any number of ways. Witnesses other than the caster will also see the visions.


Void Spells: Mastery Level 1

Boundless Sight
  • Ring/Mastery: Void 1
  • Range: 50 miles
  • Area of Effect: Self
  • Duration: 4 Rounds
  • Raises: Duration (+1 Round), Range (+5 miles)

Ishiken's most essential lesson os that everything is linked, and may be perceived, through the Void. The caster sees through the veil to another location, as if they were standing there. The location must be familiar and the caster must have been there at least once. For the duration, they see and hear all that transpires there, but may not be detected and cannot interact in any way. The caster's body is left in a trance-like state, highly vulnerable (Armor TN 5).

Drawing the Void
  • Ring/Mastery: Void 1
  • Range: Personal
  • Area of Effect: Self
  • Duration: Instantaneous
  • Raises: Special (+1 Void Point per 3 Raises)

Reaching into the void to draw strength is a key lesson of ishiken. The caster gains Void Points equal to their School Rank. If these exceed the caster's normal maximum, one extra point is lost each Round that the caster does not spend one.

Flow Through the Void
  • Ring/Mastery: Void 1
  • Range: Touch
  • Area of Effect: Up to 1 cubic foot of pure elemental matter
  • Duration: Permanent
  • Raises: Area (+1 cubic foot)

All things are equal, one and none, in the Void. The caster transforms a small amount of pure elemental matter (air, earth, fire, or water) into another.

See Through Lies
  • Ring/Mastery: Void 1
  • Range: 25'
  • Area of Effect: Target individual
  • Duration: Instantaneous
  • Raises: Range (+5'), Special (+1 Advantage/Disadvantage)

The patterns of the Void in individuals are perceivable in individuals. The caster learns the highest point Advantage or Disadvantage (their choice) possessed by the target.

Sense Void
  • Ring/Mastery: Void 1
  • Range: Personal
  • Area of Effect: 25' radius around caster
  • Duration: Concentration
  • Raises: Area (+5' radius)

In the Void, life is visible like stars in the night sky. The caster enters a trance and becomes aware of the existence and location of all living creatures in the area. The caster cannot see them in any detail. This includes non-sentient, natural living creatures. Spirits and Shadowland creatures (but not Tainted humans) are recognizable as a gap in awareness.

Touch the Emptiness
  • Ring/Mastery: Void 1
  • Range: 30'
  • Area of Effect: One target individual
  • Duration: Instantaneous
  • Raises: Range (+5')

Experiencing the Void can be disturbing for the uninitiated. The target suffers 1k1 Wounds and is Dazed.

The Void's Caress
  • Ring/Mastery: Void 1
  • Range: Touch
  • Area of Effect: One target individual
  • Duration: 1 minute
  • Raises: Duration (+1 minute)

Beginning students of ishiken-do cannot affect the Void's pattern except in the short term. The caster may negate one Mental or Spiritual Disadvantage (up to 5 points value) the target possesses for the duration. The Shadowlands Taint cannot be removed, but mental disorders caused by it can be temporarily alleviated.

Witness the Untold
  • Ring/Mastery: Void 1 (Divination)
  • Range: 15'
  • Area of Effect: One target individual
  • Duration: 3 Rounds
  • Raises: Range (+5')

Peering through the Void can reveal glimpses of things yet to happen. If the caster is delaying their action, they may interrupt the target after they have declared an action but before they have taken their Turn. This may be done each Round of the Duration.

Void Spells: Mastery Level 2

Altering the Course
  • Ring/Mastery: Void 2
  • Range: Personal
  • Area of Effect: Self
  • Duration: 1 minute
  • Raises: Duration (+1 minute)

Ishiken teaches how to draw upon the Void consciously. The caster may spend multiple Void Points on any roll during the duration. This does not allow spending Void Points on rolls that do not allow it (i.e. damage rolls).

Commune with the Void
  • Ring/Mastery: Void 2
  • Range: N/A
  • Area of Effect: Self
  • Duration: 1 round per question (concentration)
  • Raises: Special (+1 question per 3 Raises)

You commune directly with the Void. The player asks the GM two questions to represent the information gleaned. The GM may answer completely or confusingly, and may provide information from the past, present, or future. The answers need not be exactly what was sought, and should never be outright false.

Drink of Your Essence
  • Ring/Mastery: Void 2
  • Range: 30'
  • Area of Effect: One target individual
  • Duration: Instantaneous
  • Raises: Range (+5')

An ishiken can examine an individual's pattern in the Void. The caster learns the target's Rings (but not Traits), current Wound penalties, and a one-word summation of their mood ("hostile," "sad," "confused," etc.).

The Empty Voice
  • Ring/Mastery: Void 2
  • Range: Personal
  • Area of Effect: Self
  • Duration: 5 minutes
  • Raises: None

Ishiken can invoke the kami with greater ease. The caster may cast spells of other elements (Mastery Level 1 or 2 only) without speaking prayers aloud.

False Whispers
  • Ring/Mastery: Void 2
  • Range: 30'
  • Area of Effect: One target individual
  • Duration: 1 minute
  • Raises: None

Mingling the Void of two beings can influence the unprepared. The target will repeat the next sentence the caster speaks, word for word, without any foreknowledge, in their own normal voice. This does not allow the target to cast a spell.

Reach Through the Void
  • Ring/Mastery: Void 2
  • Range: 50'
  • Area of Effect: Target object (up to 5 lbs.)
  • Duration: Instantaneous
  • Raises: Area (+1 lbs. per 2 Raises), Range (+5')

All things exist in the Void, and can be touched through it. The caster moves the target object without touching it.

Severed from the Stream
  • Ring/Mastery: Void 2
  • Range: 25'
  • Area of Effect: One target individual
  • Duration: 5 Rounds
  • Raises: Duration (+1 Round), Range (+5')

Ishiken can cut others off from the Void temporarily. The target must succeed on a Contested Void Roll with the caster before they are able to spend any Void Points. This does not count as an action. The target need only succeed in one Roll per Turn, even if they spend multiple Void Points per Turn.

Strengthen the Void
  • Ring/Mastery: Void 2
  • Range: N/A
  • Area of Effect: 20' radius from caster
  • Duration: 5 rounds
  • Raises: Area (+5' radius per 2 Raises), Duration (+1 round)

Anyone within the area gets a Free Raise for casting Void spells, but suffers a +5 TN penalty on non-Void spells. Anyone in the area who spends a Void Point to enhance a roll gets +2k1 instead of +1k1. Any creature of the Lying Darkness, or any mortal with 1 Shadow Rank, must make a WIL Roll (TN 20) or suffer a +10 TN penalty to all Skill rolls and attack rolls. If they fail by more than 1, they must try to leave the area and cannot voluntarily re-enter it.

Balance in All
  • Ring/Mastery: Void 2
  • Range: Self
  • Area of Effect: Caster
  • Duration: 1 Round
  • Raises: Duration (+1 Round)

Isawa Family only.

The caster can cast spells of any given Element as if they were of a different Element—including the Ring used for Spellcasting Rolls, spell slots, Affinity/Deficiency, and other mechanics. The GM must adjudicate other effects on spells.

Void Spells: Mastery Level 3

Banish the Void
  • Ring/Mastery: Void 3
  • Range: N/A
  • Area of Effect: 20' radius from caster
  • Duration: 5 rounds
  • Raises: Area (+5' radius per 2 Raises), Duration (+1 round)

Casting other Void spells in the area suffers a +10 TN penalty. anyone wishing to spend a Void Point must spend two to gain the effect of one. (At the GM's option, this may affect Naga Akasha, Ratling Name, etc.)

Echoes in the Void
  • Ring/Mastery: Void 3
  • Range: 25'
  • Area of Effect: One target individual
  • Duration: Concentration
  • Raises: Range (+5')

Thoughts may be heard as whispers in the Void. The caster can hear what the target is thinking.

Kharmic Intent
  • Ring/Mastery: Void 3
  • Range: 20'
  • Area of Effect: One target individual
  • Duration: 10 minutes
  • Raises: Duration (+1 minute), Range (+5')

Links forged from the Void allow the transfer of great energy. All Void Points the caster and the target possess are placed in a shared pool either may draw from. Further Void Points granted by spells are also placed into this pool. When the spell ends, remaining points are divided between the caster and the target, up to their normal maximum.

Moment of Clarity
  • Ring/Mastery: Void 3
  • Range: Personal
  • Area of Effect: Self
  • Duration: 2 Rounds
  • Raises: Duration (+1 Round)

All human achievement is reflected in the Void. The caster gains temporary ranks in one chosen Skill equal to their Void Ring; these ranks replace any ranks the caster already possessed.

Read the Essence
  • Ring/Mastery: Void 3 (Divination)
  • Range: Personal
  • Area of Effect: One target object
  • Duration: Instantaneous (but see below)
  • Raises: None

Objects retain some memory of events involving them, and those who hold them. By meditating on an object, the caster gains a vision of the individual who held it last, or a major event that involved it in some way. The GM decides what vision is imparted. Very important objects (like ancestral weapons) may impart powerful, longer visions.

Void Release
  • Ring/Mastery: Void 3
  • Range: 25'
  • Area of Effect: One target individual
  • Duration: Instantaneous
  • Raises: Range (+5')

The Void coursing inside the living can be stolen away. The caster must succeed on a Contested Void Roll against the target. On a success, the target loses 1 Void Point and the caster gains 1 Void Point. An additional point is stolen for every 5 by which the caster exceeded the target's Roll. If the caster's Void Points exceed their maximum, the extra points are lost after 1 hour if not used. Substitutes for Void Points (Naga Akasha, Ratling Name) may be stolen this way, becoming Void Points.

Void Spells: Mastery Level 4

Balance of Elements
  • Ring/Mastery: Void 4
  • Range: Touch
  • Area of Effect: One target individual (or caster)
  • Duration: 5 Rounds / 5 minutes (see below)
  • Raises: Duration (+1 Round / minute), Special (+1k1 Wounds per 2 Raises)

Flaws in the great pattern may be overcome. The caster negates all Disadvantages of the target for the duration of the spell, as well as negative effects from spells of Mastery Level 3 or below (TN penalties, Armor TN reduction, Trait/Ring reduction, etc.). The target is also instantly healed 3k3 Wounds. In combat, the duration is 5 Rounds; out of combat, it is 5 minutes.

Draw Closed the Veil
  • Ring/Mastery: Void 4
  • Range: 50'
  • Area of Effect: One target spirit
  • Duration: Instantaneous
  • Raises: Range (+5'), Targets (+1 spirit)

The emptiness of the Void separates the spirit realms. The target must be a spirit not native to Ningen-do (the mortal realm). It is banished into its home realm for a minimum time equal to the caster's Void in months. Spirits with a physical body (like oni or some shapeshifters) make a Contested WIL Roll to resist. Spirits much more powerful than the caster (GM's discretion) may be immune.

Essence of Void
  • Ring/Mastery: Void 4
  • Range: 50'
  • Area of Effect: One target creature
  • Duration: Concentration
  • Raises: Range (+10'), Special (+1k0 to Contested Roll)

You must be able to see the target, and must succeed at a Contested Void Roll (or Name, Akasha, or WIL, at the GM's discretion, for creatures with no Void). The target is held immobile, unable to move, speak, or act while you concentrate. On the second and subsequent rounds, the target can make another Contested roll in the Reactions Stage to end the effect.

Fill with Emptiness
  • Ring/Mastery: Void 4
  • Range: Touch
  • Area of Effect: One target individual
  • Duration: Instantaneous
  • Raises: Range (3 Raises for Range 10')

Strengthening one's connection to the Void replenishes their inner energy. The target regains all lost Void Points, up to their normal maximum.

Void Strike
  • Ring/Mastery: Void 4
  • Range: 50'
  • Area of Effect: One target individual
  • Duration: Instantaneous
  • Raises: Range (+5'), Special (+1k0 damage per 2 Raises)

Too much exposure to the Void can destroy the flesh. This spell inflicts damage with a DR equal to the caster's Void.

Void Spells: Mastery Level 5

Divide the Soul
  • Ring/Mastery: Void 5
  • Range: Personal
  • Area of Effect: Self
  • Duration: 1 minute
  • Raises: Duration (+1 minute)

The caster divides their soul across the Void and exists in two places at once. The duplicate appears anywhere within the caster's sight they desire. The caster perceives both locations fully, and can take actions in each (acting simultaneously, as two individuals). Only one manifestation may make a Spell Casting Roll each Round. Any Wounds suffered by either are combined when the spell ends, and if either dies, both die.

Reforge
  • Ring/Mastery: Void 5
  • Range: Touch
  • Area of Effect: One object
  • Duration: Permanent
  • Raises: None

All is one and one is all. The caster transforms one object into another of comparable size. The objects must be uniform in composition, not made of multiple pieces. Living material is not affected. The effect can be reversed with a second casting, even by a different ishiken.

Unbound Essence
  • Ring/Mastery: Void 5
  • Range: 25'
  • Area of Effect: One target individual
  • Duration: 1 hour
  • Raises: Duration (+1 hour), Range (+5')

Tampering with another's Void may cause catastrophic changes. The values of the target's Rings are reordered at random (the values of the Traits are also switched, e.g. Earth 3/STA 4 may become Water 3/STR 4).

Void Spells: Mastery Level 6

Ring of the Void
  • Ring/Mastery: Void 6
  • Range: Personal
  • Area of Effect: Self
  • Duration: Concentration (1 hour to cast)
  • Raises: Duration (+5 minutes to casting time)

This rare prayer calls on the favor of the Void Dragon. It is never taught, but learned by intuition, and thus there are no scrolls of it. This ritual allows communication with the Void Dragon, who knows all. The caster may ask it questions, which it may or may not answer. Failing to be respectful may cause the caster to cease to exist.

Rise from the Ashes
  • Ring/Mastery: Void 6
  • Range: Touch
  • Area of Effect: One target individual
  • Duration: Instantaneous (1 hour to cast)
  • Raises: Special (+1 hour of regression)

Everything that exists is part of the pattern of the Void. Through the memory of the pattern, recent effects may be reversed. Upon completion, the targetis restored to the state they were in eight hours prior to when the casting was begun. Any injuries, disease, poison, Taint, corruption, etc., are undone. The caster loses all Void Points upon completion, and cannot regain them for 3 days, after which they recover 1 point per day until they reach their maximum. The spell can not restore the dead.

Unmake the World
  • Ring/Mastery: Void 6
  • Range: 50'
  • Area of Effect: One target creature or object
  • Duration: Instantaneous
  • Raises: Range (+10')

The most terrible ability of the ishiken is that of destroying the bonds between the elements. The target ceases to exist. If the target is a living creature, it can resist with a Contested Earth Roll against the caster's Void. If they fail, they are dead and gone. Targeting awakened objects, like nemuranai, may have dire consequences, as the kami may react poorly.

Special Spells

Transmute
  • Ring/Mastery: Any non-Void 2
  • Range: 10'
  • Area of Effect: One material object (up to 10 cubic feet)
  • Duration: Instantaneous
  • Raises: Range (+10'), Area of Effect (5 cubic feet), Special (one additional Element per 2 Raises)

This spell is a secret among the Agasha Shugenja. It is usually only taught to Agasha Shugenja of Rank 5+.

The elements in the target inanimate object are transformed into other elements; e.g. a wooden table (Earth) could be transformed into Air, Fire, or Water. (The spell cannot affect Void.) 2 Raises can be used to add one element to either the original or transformed object. Complex structures or devices made of many separate objects cannot be targeted, but specific parts can be. The GM is the arbiter of what elements an object contains. Daisho (katana and wakizashi) contain all five elements, and are immune to this spell.

SPELL