By The Light of The Moon (CR)

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Aire:

Tempest of Air [CR]


Ring/Mastery: Air 1 (Thunder)
Range: Personal
Area of Effect: A cone 75' long and 15' wide at its end
Duration: Instantaneous
Raises: Area (+5' to the width of the cone), Damage (+1k0), Range (+5' to the length of the cone), Special (+5 to Air TN
against Knockdown per Raise)
You summon a powerful gust of air emanating from your position that crashes into all in its path, knocking them to the
ground. All targets within the area of effect suffer 1k1 Wounds and must make a Contested Roll using their Earth against
your Air. Every target that fails suffers Knockdown.
By the Light of the Moon [CR]
Ring/Mastery: Air 1
Range: Personal
Area of Effect: 20' radius around the caster
Duration: 1 minute
Raises: Area (+5' radius), Duration (+1 minute)
You call upon the kami to reveal that which has been hidden. All concealed objects within the area of effect appear as
slightly luminous outlines to you. Any non-magical concealment is revealed, including secret compartments, trap doors,
concealed weapons, etc. Only you can see the presence of these objects.
Nature's Touch [CR]
Ring/Mastery: Air 1
Range: 10'
Area of Effect: One creatuer
Duration: Special
Raises: Range (+10')
You are able to use the spirits of the wind to speak to an animal and ensure that it understands what you are saying. This
spell works only on natural animals, and will not work with Shadowlands creatures or creatures from other realms. It
does not guarantee that the animal will regard you positively or that it will fulfill requests made of it, but the creature will
understand anything you tell it (within its ability to do so naturally - political relationships have no meaning to a horse,
no matter how many times you explain them). This spell lasts as long as you maintain your full and undivided attention
on the animal and continue speaking with it.
Benten's Touch [CR]
Ring/Mastery: Air 2
Range: Personal/Touch
Area of Effect: Target individual (may be caster)
Duration: 1 hour
Raises: Range (may increase range to 5' with a single Raise)
By calling upon the air kami to whisper suggestions to others, you may cause them to perceive the target of this spell
more positively than they otherwise might. The target of this spell gains a bonus of +1k1, plus your Air Ring, to the total
of all Social Skill rolls made for the duration of the spell.
Call Upon the Wind [CR]
Ring/Mastery: Air 2 (Travel)
Range: Personal or 20'
Area of Effect: Target individual (may be caster)
Duration: 1 minute
Raises: Duration (+1 minute), Range (+5')
The winds can lift and buoy, carrying even the heaviest burden into the skies for short periods. The target of this spell
gains a limited form of flight, allowing him to move through the air unimpeded. The target of the spell may make Free
Move Actions, but not Simple Move Actions, and never move more than 10' per round. Heavy winds can interfere with
this movement or prevent it altogether. At the end of the spell's duration, the target drifts harmlessly to the ground, no
matter how high he might be.

Secrets on the Wind [CR]


Ring/Mastery: Air 2
Range: 10 miles
Area of Effect: 20' radius
Duration: Concentration
Raises: Area (+5' radius), Range (+5 miles)
The kami can carry whispers across an Empire, if properly entreated to do so. This spell requires you to perform a
preparation ritual in order to cast it effectively. The ritual requires ten minutes of uninterrupted meditation in the area
designated as the spell's area of effect. Any time within the 48 hours immediately following this ritual, you may cast this
spell, and overhear anything being said in the prepared area. If your concentration is disrupted, the effect ends and may
not be renewed without an additional preparation ritual. Only one area may be prepared via this ritual at one time.

Tierra:
Jade Strike [CR]
Ring/Mastery: Earth 1 (Jade, Thunder)
Range: 100'
Area of Effect: One target
Duration: Instantaneous
Raises: Damage (+1k0), Range (+10'), Targets (+1 target, maximum of 5 total targets)
This summons forth the purest of Earth kami, those of jade, in the form of a blast of iridescent green energy. The jade
power flies out and unerringly strikes the chosen target - it cannot be intercepted or deflected, although Magic
Resistance or other forms of magical defense can thwart it. If the target has at least one Rank of Taint, the Jade Strike
will inflict damage with a DR of 3,3, burning and blackening the Tainted flesh. However, a target who does not have at
least a full Rank of Taint will not suffer any damage from the spell. Casting Jade Strike on a non-Tainted target is
generally regarded as a grave insult - except perhaps among the more paranoid ranks of the Kuni family, where it is seen
as merely a sensible precaution.
Earth's Stagnation [CR]
Ring/Mastery: Earth 1
Range: 50'
Area of Effect: One target
Duration: 6 rounds
Raises: Duration (+2 rounds), Range (+10'), Targets (+1, to a maximum of 4 total targets)
This spell calls on the Earth in the target's body to weigh him down, impeding his movements. The target suffers a -2k0
penalty to all rolls using the Agility trait, and his Water Ring is considered 1 Rank lower for the purposes of how far he
can move.
Jurojin's Balm [CR]
Ring/Mastery: Earth 1
Range: Touch
Area of Effect: 1 target
Duration: 1 hour
Raises: Duration (+1/2 hour), Targets (+1 per 2 Raises, maximum of 5 total targets)
This spell fills the target's body with the purity and vigor of Earth, driving out poisons and impurities. If the target suffers
the effects of any poison or toxin within the duration of the spell, or is already under the effects of a poison when the
spell targets him, he may re-roll any failed Stamina roll to resist the poison, with a bonus of +2k0 to the second roll.
(However, if the second roll is also failed, the poison has full effect.) An interesting side-effect of this spell is that it also
cures drunkenness and other such effects, and it is impossible to become intoxicated during the spell's duration.
Armor of Earth [CR]
Ring/Mastery: Earth 1 (Battle, Defense)
Range: Personal
Area of Effect: Self
Duration: 10 rounds
Raises: Duration (+2 rounds)

This spell infuses the caster's body with the strength of Earth, weakening the force of any physical or magical attack
which strikes him. For the duration of the spell, you gain Reduction in an amount equal to your Earth Ring + School
Rank. However, this infusion of Earth slows your movements - you Water is considered 1 Rank lower for purposes of
movement while you are under the effects of this spell.
Be the Mountain [CR]
Ring/Mastery: Earth 2 (Defense)
Range: 30'
Area of Effect: 1 target creature
Duration: 4 rounds
Raises: Duration (+1 round)
A variant of the spell Armor of Earth, designed to protect allies, this prayer causes the Earth kami to envelop the target
with their embrace, covering his skin with a stony barrier that repels physical blows. The target gains Reduction of a
value equal to 5 x the caster's School Rank, to a maximum of 20, but cannot take Simple Move Actions for the duration of
the spell (Free Move Actions are still allowed). Only a willing ally can be targeted with this spell.
Earth Becomes Sky [CR]
Ring/Mastery: Earth 2 (Jade, Thunder)
Range: 100'
Area of Effect: 1 target creature
Duration: Instantaneous
Raises: Damage (+1k0), Targets (+1 target), Special (make boulders Jade with 2 Raises)
This spell summons up several huge boulders from the earth, and hurls them through the air to unerringly strike one (or
more) target creatures. The target struck by these boulders suffers damage with a DR equal to the caster's Earth rank. If
the caster strikes multiple targets, the DR is reduced by 1k1 for each additional target, to a minimum of 1k1 damage per
target. These boulders are made of normal, mundane stone, and thus cannot normally bypass Reduction or
Invulnerability, but a powerful caster can infuse the boulders with the power of Jade.
Embrace of Kenro-Ji-Jin [CR]
Ring/Mastery: Earth 2 (Travel)
Range: Personal or Touch
Area of Effect: 1 target creature
Duration: 1 hour
Raises: Duration (+1/2 hour)
This spell allows the target (who can be the caster or one other person) to literally dive into the ground, which becomes
as clear and easy to traverse as water for him. He can see for a distance of 100 yards through the earth, and can move
through it in any direction as easily as though he were in normal air. The target can see through the edge of the earth
into the normal world, but he cannot attack, cast spells, speak, hear, or otherwise interact with those outside the earth
unless he emerges from the ground (at which point the spell immediately ends). If the spell ends while the target is still
underground, the Earth spirits are offended by the target's continued presence, and immediately expels him into the
nearest open air, wherever that might be.
Force of Will [CR]
Ring/Mastery: Earth 2 (Battle)
Range: 50'
Area of Effect: 1 target
Duration: 2 rounds
Raises: Duration (+1 round, maximum 4 Rounds duration)
This spell infuses the target with an intense resistance to pain and death, as the Earth kami bolster his will to live to
supernatural levels. He is able to shrug off the pain and shock of his wounds, even continuing in the face of lethal
injuries for a short time. For the duration of the spell, the target is immune to all Wound Rank penalties and effects including the effect of being dead if the Out rank is completely filled. When the spell expires, however, the full effects of
any Wounds apply immediately - thus, this spell typically affords either a brief chance to be healed before it is too late, or
the chance to wage a final battle in the face of certain death.
Grasp of Earth [CR]
Ring/Mastery: Earth 2
Range: 50'
Area of Effect: 1 target

Duration: 5 rounds
Raises: Duration (+1 round), Range (5'), Targets (+1 target per 2 Raises)
This spell causes the Earth kami to reach up and seize hold of the target, often taking the form of a massive hand or claw
which grips the unfortunate creature in stony digits. The target is rendered near-immobile, able to move only 3' per
round as a Simple Move Action, and unable to move at all with a Free Move Action. The target may break free by
spending a Complex Action and rolling Raw Strength at a TN equal to 5 x the caster's Earth.
The Wolf's Mercy [CR]
Ring/Mastery: Earth 3
Range: 50'
Area of Effect: 1 target creature
Duration: 10 rounds
Raises: Range (+10'), Targets (+1)
This spell has existed in Rokugan for centuries, but is best known for its extensive use by Toturi Sezaru, "the Wolf", who
employed it during his hunts for Bloodspeakers. It calls on the power of the Earth to afflict the target, weighing down his
body and impeding his muscles, leaving him weak and vulnerable.
The target's Earth Ring is lowered by 1 Rank, and his Wound Ranks are reduced correspondingly for the duration of the
spell. (This can potentially kill him immediately if he already suffered Wounds.) In addition, his Strength Rank is also
lowered by 1 for the same duration. If the target has at least one full Rank of the Shadowlands Taint, the Earth spirits will
be filled with wrath, and punish him more severely, lowering his Earth Ring by 2 Ranks (to a minimum of 1).

Fuego:
Fires of Purity [CR]
Ring/Mastery: Fire 1 (Defense)
Range: 25'
Area of Effect: 1 target
Duration: 1 minute
Raises: Damage (+1k0 per 2 Raises)
This spell, one of the few directly protective prayers involving the Fire kami, asks the kami to protect one person,
enveloping the target in a shroud of bright flames. Neither the target nor anything he carries takes damage from the
spell, but anyone who comes into contact with him or strikes him with a melee attack takes 2k2 Wounds. Anyone the
target strikes in melee with an unarmed attack or a weapon he carried when the spell was cast also takes an extra 2k2
Wounds. Anything the target puts down, however, cannot be picked back up without subjecting it to the damage from
the spell. Ranged weapons such as arrows bypass this barrier of fire, dealing Wounds as normal.
Fury of Osano-Wo [CR]
Ring/Mastery: Fire 1 (Thunder)
Range: 300'
Area of Effect: 1 target
Duration: Instantaneous
Raises: Damage (+1k0 per 2 Raises)
This spell is actually a prayer to the Fortune of Fire and Thunder, inviting his wrath upon your enemy. It can only be cast
outdoors, and summons a bolt of lightning from the sky, striking the target for 5k2 Wounds. Everyone within 10' of the
target must make a Stamina roll versus a TN of 15 to avoid being deafened for 2 Rounds. If this spell is cast during a
thunderstorm, the damage is increased to 6k2 for a moderate storm and 6k3 for a disastrous storm or hurricane.
The Fires From Within [CR]
Ring/Mastery: Fire 2
Range: 100'
Area of Effect: 1 target
Duration: Instantaneous
Raises: Target (+1 target per 2 Raises)
Probably the most widely known and recognized offensive spell in the element of Fire, this prayer has been in use by
Rokugani shugenja since the very earliest days of the Empire. You summon Fire kami to form an orb of flame that hovers
in your palm for a moment before streaking toward the target. The sphere gains momentum and size until it hits its
target, making it quite spectacularly visually. The spell has a DR equal to your Fire Ring.

Agua:
Path to Inner Peace [CR]
Ring/Mastery: Water 1
Range: Touch
Area of Effect: 1 target individual
Duration: Instantaneous
Raises: None
The water kami can influence the flow of water through the body, dramatically hastening the natural healing process.
You can use this spell to heal Wounds that another individual has suffered. This spell restores a number of Wounds to
the target equal to the amount by which the Spell Casting Roll exceeded the spell's TN to cast.
Reversal of Fortunes [CR]
Ring/Mastery: Water 1
Range: 10'
Area of Effect: 1 target individual
Duration: 3 rounds
Raises: Duration (+1 round), Range (+5')
Versatility is the domain of water, and those who carry its blessing reap the rewards. For the duration of this spell, the
target may immediately re-roll any one roll per round. This must be done immediately after the first roll is completed, and
the target may keep either result.
Reflections of Pan Ku [CR]
Ring/Mastery: Water 1 (Divination)
Range: Touch
Area of Effect: 1 object
Duration: Instantaneous
Raises: None
Divining the abilities of an object is among the simplest lessons a student of water learns in the temple. If this spell is
successfully cast on an object, you automatically learn all powers and abilities that object possesses. This is most
frequently used to identify any supernatural qualities an item possesses, such as a nemuranai or a cursed weapon, but it
can also identify the spell contained within a shugenja's prayer scroll. This spell will not allow a shugenja to read a scroll
if it is written in a cipher he does not understand, but he can at least identify the spell in question. This spell will also
grant the caster knowledge of the item's origin in very broad strokes, such as where it was forged, the Clan of the
individual who has carried it the longest, or something similar at the GM's discretion.
Silent Waters [CR]
Ring/Mastery: Water 3 (Defense)
Range: Personal
Area of Effect: Self
Duration: Variable
Raises: None
The memory of the ocean is infinite, and its vast power can lay in wait for a very long time indeed. Upon completion of a
successful casting of this spell, you may immediately cast a second spell of any element. This second spell must be a
spell you can normally cast, and it must be of Mastery Level 3 or lower. If the second Spell Casting Roll is successful,
the second spell is stored within you, and will not activate until a specific physical effect takes place, which you specify
at the time of casting. The spell's trigger could be that you speak a certain word, draw a blade, or fall in battle, for
example. Whatever the trigger, when it occurs, the second spell immediately takes effect as if you had just finished
casting the spell. A character may never benefit from multiple uses of Silent Waters at one time. If the second use of the
spell is cast on the same individual, the current "stored" spell is immediately dispelled and replaced with the new one.

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