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Legend of the Five Rings

4th Edition Spell Book


The Kami's Whisper .............................................. 11
Spell Index Whispering Wind ................................................... 11
Wind-Born Slumbers ............................................. 11
Spell Index ......................................................................... i
Universal Spells................................................................. 1 Wind-Born Slumbers ............................................. 11
Commune ............................................................... 1 Wolf's Proposal...................................................... 11
Sense ...................................................................... 1 Mastery 3 ....................................................................... 12
Summon .................................................................. 1 Air Kami’s Blessing ................................................ 12
Command ............................................................... 2 Air Kami's Blessing ................................................ 12
The Transmute Spell ............................................... 2 Dancing with Demons............................................ 12
Air Spells ........................................................................... 2 Dancing with Demons............................................ 12
Mastery 1 ......................................................................... 2 Essence of Air ....................................................... 12
Arrow’s Flight .......................................................... 2 Garbled Tongue .................................................... 13
Arrow's Flight .......................................................... 3 Garbled Tongue .................................................... 13
Blessed Wind .......................................................... 3 Hate's Heart........................................................... 13
Blood and Darkness ................................................ 3 Mask of Wind ......................................................... 13
By the Light of the Moon ......................................... 3 Master Cloud's Eyes .............................................. 13
Cloak of the Night .................................................... 3 Master Cloud's Eyes .............................................. 14
Gathering Swirl........................................................ 3 Mists of Fear .......................................................... 14
Gathering Swirl........................................................ 4 Mists of Fear .......................................................... 14
Ispire Fear ............................................................... 4 Soul of Kaze-no-Kami............................................ 14
Legacy of Kaze-no-Kami ......................................... 4 Soul of Kaze-no-Kami............................................ 14
Legacy of the Dark One .......................................... 4 Striking the Storm .................................................. 14
Nature's Touch ........................................................ 4 Summon Fog ......................................................... 14
Sinful Dreams.......................................................... 5 Summoning the Gale ............................................. 15
Tempest of Air ......................................................... 5 Symbol of the Bloodspeaker .................................. 15
To Seek the Truth ................................................... 5 Symbol of the Bloodspeaker .................................. 15
Token of Memory .................................................... 5 The Eye Shall Not See .......................................... 15
Voice of the Wind .................................................... 5 Touch of Air’s Grace .............................................. 15
Voice of the Wind .................................................... 5 Touch of Air's grace ............................................... 15
Ward of Divine Peace ............................................. 6 Your Heart's Enemy .............................................. 16
Ward of Divine Peace ............................................. 6 Mastery 4 ....................................................................... 16
Way of Deception .................................................... 6 Call the Spirit ......................................................... 16
Yari of Air ................................................................ 6 Castle of Air ........................................................... 16
Mastery 2 ......................................................................... 6 Castle of Air ........................................................... 16
Benten's Touch ....................................................... 6 False Realm .......................................................... 17
Blessed Wind of Lady Sun ...................................... 6 Funeral Rites ......................................................... 17
Call Upon the Wind ................................................. 7 Funeral Rites ......................................................... 17
Curse of the Clan .................................................... 7 Gift of Wind............................................................ 18
Curse of the Clan .................................................... 7 Howl of Isora ......................................................... 18
Curse of the Kansen................................................ 7 Howl of Isora ......................................................... 18
Curse of the Kansen................................................ 7 Know the Mind ....................................................... 18
Curse of the Unblinking Eye .................................... 7 Look into the Soul .................................................. 18
Elemental Cipher..................................................... 8 Look into the Soul .................................................. 18
Elemental Cipher..................................................... 8 Netsuke of Wind .................................................... 19
Flight of Doves ........................................................ 8 No Pure Breaths .................................................... 19
Flight of Doves ........................................................ 8 Seeking the Way ................................................... 19
Freedom of the Air .................................................. 9 Seeking the Way ................................................... 19
Freedom of the Air .................................................. 9 Symbol of Air ......................................................... 20
Heart Betays Eyes .................................................. 9 Tenjin’s Ear ........................................................... 20
Hiden Visage ........................................................... 9 Tenjin's Ear ........................................................... 20
Mists of Illusion........................................................ 9 Truth is a Scourge ................................................. 20
Quiescence of Air .................................................. 10 Whispers of the Forgotten ..................................... 20
Quiescence of Air .................................................. 10 Whispers of the Forgotten ..................................... 21
Request to Hato-no-Kami ...................................... 10 Wisdom of the Kami .............................................. 21
Request to Hato-no-Kami ...................................... 10 Wisdom of the Kami .............................................. 21
Secrets on the Wind .............................................. 11 Mastery 5 ....................................................................... 22
Cloud the Mind ...................................................... 22
i
Defender from Beyond .......................................... 22 Spreading the Darkness ........................................ 34
Defender from Beyond .......................................... 22 Taming the Beast .................................................. 34
Draw Back the Shadow ......................................... 22 Taming the Beast .................................................. 34
Echoes on a Breeze .............................................. 23 The Mountain's Feet .............................................. 34
Facing Your Devils ................................................ 23 Whispers of the Land ............................................. 35
Facing Your Devils ................................................ 23 Whispers of the Land ............................................. 35
Legion of the Moon................................................ 23 Wholeness of the World......................................... 35
Possession ............................................................ 24 Mastery 3........................................................................ 35
Slayer's Knives ...................................................... 24 Bonds of Ningden-Do ............................................ 35
Mastery 6 ....................................................................... 24 Death Beyond Life ................................................. 36
Piercing the Heavens ............................................ 24 Earth Kami's Blessing ............................................ 36
Piercing the Heavens ............................................ 24 Earthen Wave ........................................................ 36
Rise, Air................................................................. 25 Earth's Protection .................................................. 36
Take the Body ....................................................... 25 Essence of Undeath .............................................. 36
Take the Body ....................................................... 25 Groves of Stone ..................................................... 36
The False Legion................................................... 26 Groves of Stone ..................................................... 37
The World is Truth ................................................. 26 Murmur of Earth ..................................................... 37
The World is Truth ................................................. 26 Murmur of EArth .................................................... 37
Wind of the Moon .................................................. 26 Purge the Taint ...................................................... 37
Wind of the Moon .................................................. 27 Sharing the Strength of Many ................................ 38
Wrath of Kaze-no-Kami (Hurricane) ...................... 27 Shelter of the Earth ................................................ 38
Earth Spells .................................................................... 27 Shelter of the Earth ................................................ 38
Mastery 1 ....................................................................... 27 Strength of the Crow .............................................. 38
Armor of Earth ....................................................... 27 Strike as Stone ...................................................... 38
Blood Rite.............................................................. 28 Strike as Stone ...................................................... 38
Courage of the Seven Thunders ........................... 28 Summon On .......................................................... 39
Earth's Stagnation ................................................. 28 The Wolf's Mercy ................................................... 39
Earth's Touch ........................................................ 28 Time’s Deadly Hand .............................................. 39
Elemental Ward ..................................................... 28 Time's Deadly Hand .............................................. 39
Heart of the Damned ............................................. 28 Wooden Prison ...................................................... 40
Heart of the Damned ............................................. 29 Wooden Prison ...................................................... 40
Jade Strike ............................................................ 29 Mastery 4........................................................................ 40
Jurojin's Balm ........................................................ 29 Armor of the Emperor ............................................ 40
Minor Binding ........................................................ 29 Chains of Jigoku .................................................... 40
Purge the Weak..................................................... 29 Earth Dragon’s Ward ............................................. 41
Purge the Weak..................................................... 29 Earth Dragon's Ward ............................................. 41
Soulof Stone .......................................................... 30 Essence of Earth ................................................... 41
Stone’s Endurance ................................................ 30 Maw of the Earth.................................................... 41
Stone's Endurance ................................................ 30 Maw of the Earth.................................................... 41
Suck the Marrow ................................................... 30 Sapphire Strike ...................................................... 42
Suck the Marrow ................................................... 30 Sapphire Strike ...................................................... 42
Summn Undead Champion ................................... 31 Stealing the Soul ................................................... 42
Tesubo of Earth ..................................................... 31 Symbol of Earth ..................................................... 42
Mastery 2 ....................................................................... 31 The Earth Flows .................................................... 43
Be the Mountain .................................................... 31 The Earth Flows .................................................... 43
Caress of Fu Leng ................................................. 31 Tomb of Earth ........................................................ 43
Drain the Soul........................................................ 31 Tomb of Earth ........................................................ 43
Earth Becomes Sky ............................................... 32 Tomb of Jade......................................................... 43
Embrace of Kenro-Ji-Jin ........................................ 32 Wall of Earth .......................................................... 44
Eternal Unrest ....................................................... 32 Mastery 5........................................................................ 44
Foce of Will ........................................................... 32 Blood Armor........................................................... 44
Grasp of Earth ....................................................... 32 Blood Armor........................................................... 44
Hands of Clay ........................................................ 32 Drawing on the Mountain ....................................... 44
Jurojin’s Curse ...................................................... 33 Drawing on the Mountain ....................................... 44
Jurojin's Curse....................................................... 33 Earthquake ............................................................ 45
Pain ....................................................................... 33 Fierce Blood of the Earth ....................................... 45
Rites of Preservation ............................................. 33 Fierce Blood of the Earth ....................................... 45
Rites of Preservation ............................................. 33 Grounding Energy ................................................. 45
ii
Grounding Energy ................................................. 45 Haze of Battle ........................................................ 55
Major Binding ........................................................ 45 Hungry Blade......................................................... 55
Strike at he Roots .................................................. 46 Oath of the Heavens.............................................. 55
The Kami's Strength .............................................. 46 Oath of the Heavens.............................................. 56
The Kami's Will ..................................................... 46 Ravenous Swarms ................................................ 56
Touch of Death...................................................... 46 Shining Light.......................................................... 56
Mastery 6 ....................................................................... 46 Tamori’s Curse ...................................................... 56
Essence of Jade.................................................... 46 The Breath of Battle............................................... 56
Power of the Earth Dragon .................................... 47 The Breath of Battle............................................... 57
Prison of Earth ...................................................... 47 The Fist of Osano-Wo ........................................... 57
Rise, Earth ............................................................ 47 Whispering flames ................................................. 57
Soldiers of Clay ..................................................... 47 Whispering Flames ................................................ 57
Soldiers of Clay ..................................................... 48 Mastery 4 ....................................................................... 58
Fire Spells ....................................................................... 48 Blessing of the Sun................................................ 58
Mastery 1 ....................................................................... 48 Blessing of the Sun................................................ 58
Biting Steel ............................................................ 48 Burning Blood ........................................................ 58
Bleeding ................................................................ 48 Burning Blood ........................................................ 58
Burning Kiss of Steel ............................................. 48 Death of Flame ...................................................... 58
Elemental Crucible ................................................ 48 Defense of the Fire Storm ..................................... 59
Envious Flames..................................................... 49 EssenCe of Fire ..................................................... 59
Extinguish ............................................................. 49 Essence of Fire ..................................................... 59
Fire Kami’s Blessing.............................................. 49 Eyes of the Phoenix............................................... 59
Fire Kami's Blessing .............................................. 49 Eyes of the Phoenix............................................... 60
Fires of Purity ........................................................ 49 Symbol of Fire ....................................................... 60
Fury of Osano-Wo ................................................. 49 The Mending Forge ............................................... 60
Gift of Amaterasu .................................................. 49 Wall of Fire ............................................................ 60
Gift of Amaterasu .................................................. 50 Ward of Thunder.................................................... 60
Katana of Fire........................................................ 50 Mastery 5 ....................................................................... 61
Never Alone .......................................................... 50 Castle of Fire ......................................................... 61
Osano-Wo’s Blessing ............................................ 50 Castle of Fire ......................................................... 61
Osano-Wo's Blessing ............................................ 50 Consumed by Five Fires ........................................ 61
The Fires that Cleanse .......................................... 50 Consumed by Five Fires ........................................ 61
The Raging Forge ................................................. 51 Destructive Wave .................................................. 61
Warning Flame ...................................................... 51 Everburning Rage ................................................. 62
Warning Flame ...................................................... 51 Follow the Flame ................................................... 62
Written in Blood ..................................................... 51 Light of the Sun ..................................................... 62
Mastery 2 ....................................................................... 51 Strength of Darkness ............................................. 62
Disrupt the Aura .................................................... 51 The Dragon’s Talon (Kuro’s Fire) .......................... 62
Enticing Danc of the Flam ..................................... 52 The Dragon's Talon (Kuro's Fire)........................... 63
Gift of the Maker .................................................... 52 Wings of the Phoenix............................................. 63
Gift of the Maker .................................................... 52 Mastery 6 ....................................................................... 63
Hurried Steps ........................................................ 52 Beam of the Inferno ............................................... 63
Mental Quickness.................................................. 52 Curse of the Burning hand ..................................... 63
Puppet Master ....................................................... 52 Curse of the Burning Hand .................................... 63
Purity of Shinsei .................................................... 52 Globe of the Everlasting Sun ................................. 64
Purity of Shinsei .................................................... 53 Rise, Fire ............................................................... 64
Relentless Heat ..................................................... 53 Rise, Fire ............................................................... 64
Tail of the Fire Dragon........................................... 53 The Element's Fury ............................................... 64
The Fires from Within ............................................ 53 The Elements’ Fury ............................................... 65
Ward of Purity ....................................................... 53 The Soul's Blade ................................................... 65
Wings of Fire ......................................................... 54 Void Spells ...................................................................... 65
Wings of Fire ......................................................... 54 Mastery 1 ....................................................................... 65
Master 3 ......................................................................... 54 Boundless Sight .................................................... 65
Agasha's Shield (Tamori's Curse) ......................... 54 Drawing the Void ................................................... 65
Armor of Obsidian ................................................. 54 Flow Through the Void .......................................... 65
Breath of the Fire Dragon ...................................... 55 See Through Lies .................................................. 65
Fiery Wrath............................................................ 55 Sense Vow ............................................................ 66
iii
The Void's Caress ................................................. 66 Heaven's Tears...................................................... 74
Touch the Emptiness............................................. 66 Heaven's Tears...................................................... 75
Witness the Untold ................................................ 66 Inari's Blessing ...................................................... 75
Mastery 2 ....................................................................... 66 Judgement of Yomi ................................................ 75
Altering the Course................................................ 66 Reflective Pool....................................................... 75
Balance in All ........................................................ 66 Rejuvenating Vapors ............................................. 75
Drink of Your Essence ........................................... 67 Stand Against the Waves ...................................... 76
False Whispers ..................................................... 67 Strength of the Tsunami ........................................ 76
Reach Through the Void ....................................... 67 Strength ofthe tsunami........................................... 76
Severed from the Stream ...................................... 67 Surging Soul .......................................................... 76
The Empty Voice ................................................... 67 Surging Soul .......................................................... 76
Mastery 3 ....................................................................... 67 The Ties that Bind ................................................. 76
Echoes of the Void ................................................ 67 Wave-Borne Speed ............................................... 77
Kharmic Intent ....................................................... 68 Wisdom of Clarity .................................................. 77
Moment of Clarity .................................................. 68 Yuki's Touch .......................................................... 77
Read the Essence ................................................. 68 Yuki's Touch .......................................................... 77
Void Release ......................................................... 68 Mastery 3........................................................................ 77
Mastery 4 ....................................................................... 68 Endless Deluge ..................................................... 77
Balance of Elements ............................................. 68 Endless Deluge ..................................................... 78
Dart of Void ........................................................... 68 Near to Ice ............................................................. 78
Dart of Void ........................................................... 69 Regrow the Wound ................................................ 78
Draw Closed the Veil ............................................. 69 Santuary of the Waves .......................................... 78
Fill with Emptiness................................................. 69 Santuary of the Waves .......................................... 79
Void Strike ............................................................. 69 Silent Waters ......................................................... 79
Mastery 5 ....................................................................... 69 Strike of th Tsumi ................................................... 79
Divide the Soul ...................................................... 69 The Inner Ocean .................................................... 79
Reforge ................................................................. 69 The Inner Ocean .................................................... 80
Unbound Essence ................................................. 70 Typhoon's Surge.................................................... 80
Mastery 6 ....................................................................... 70 Typhoon's Surge.................................................... 80
Ring of Void ........................................................... 70 Visions of the Future .............................................. 80
Rise from the Ashes .............................................. 70 Walking Upon the Waves ...................................... 80
Unmake the World................................................. 70 Water Kami's Blessing ........................................... 81
Water Spells.................................................................... 71 Mastery 4........................................................................ 81
Mastery 1 ....................................................................... 71 Dominion of Suitengu ............................................ 81
Bo of Water ........................................................... 71 Ebb and Flow of Battle........................................... 81
Clarity of Purpose .................................................. 71 Heart of the Water Dragon ..................................... 81
Disrupt the Limb .................................................... 71 Master of the Rolling River .................................... 81
Ebbing Strength..................................................... 71 Master of the Rolling River .................................... 81
Path to Inner Peace ............................................... 71 Seed of Qanan ...................................................... 82
Purification of the Kami ......................................... 71 Seed of Qanan ...................................................... 82
Purification of the Kami ......................................... 72 Steed of the Ebbing Tides ..................................... 82
Reflections of Pan Ku ............................................ 72 Steed of the Ebbing Tides ..................................... 82
Reversal of Fortunes ............................................. 72 Strike of the Flowing Waters .................................. 83
Speed of the Waterfall ........................................... 72 Symbol of Water .................................................... 83
Spirit of the Water.................................................. 72 The Emperor's Road.............................................. 83
Suitengu's Curse ................................................... 72 The Emperor's Road.............................................. 83
Suitengu's Curse ................................................... 73 The Mirror's Smile.................................................. 84
Symbol of Blood .................................................... 73 The Mirror's Smile.................................................. 84
Symbol of Blood .................................................... 73 The Path Not Taken............................................... 84
Sympathetic Energies ........................................... 73 Within the Waves................................................... 84
The Rushing Wave ................................................ 73 Within the Waves................................................... 85
The Swell of the Storm .......................................... 73 Mastery 5........................................................................ 85
The Swell of the Storm .......................................... 74 Chi Reversal .......................................................... 85
Cloak of the Miya................................................... 74 Chi Reversal .......................................................... 85
Curse of Weakness ............................................... 74 Ever-Changing Waves ........................................... 85
Dark Wings ............................................................ 74 Hands of the Tides................................................. 85
Mastery 2 ....................................................................... 74 Open the Waves .................................................... 86
Dark Wings ............................................................ 74 Open the Waves .................................................... 86
iv
Power of the Ocean............................................... 86 Conjure Chitatchikkan's Fury ................................. 94
SuiTengu's Embrace ............................................. 86 Conjure Nightmare ................................................ 95
The Final Bond ...................................................... 86 Conjure Storm ....................................................... 95
Whirlpool ............................................................... 87 Conjure Tribe......................................................... 95
Whirlpool ............................................................... 87 Take Name ............................................................ 95
Mastery 6 ....................................................................... 87 Mastery 6 ....................................................................... 95
Breath of Mist ........................................................ 87 Dream Forever ...................................................... 95
Breath of Mist ........................................................ 87 Soul Twister Spells .......................................................... 96
Opening the Veil.................................................... 88 Banished from Yomi .............................................. 96
Opening the Veil.................................................... 88 Bestial Nature of Chikushudo ................................ 96
Peace of the Kami ................................................. 88 Knowledge of Yomi................................................ 96
Rise, Water ........................................................... 88 One with Chikushudo ............................................ 96
Water's Sweet Clarity ............................................ 88 Primal Senses of Chikushudo ............................... 96
Name Spells .................................................................... 88 Yomi's Ancestral Separation.................................. 96
Mastery 1 ....................................................................... 88 Consumed by Gaki-do ........................................... 97
Beast Speech ........................................................ 88 Gaki-do's Consuming Hunger................................ 97
Bend Name ........................................................... 89 Gaki-do's Grasping Hunger ................................... 97
Bless Name ........................................................... 89 Meido's Call ........................................................... 97
Conjure Dream ...................................................... 89 Meido's Lethargic Introspection ............................. 97
Conjure Earth's Bounty ......................................... 89 Questioned by Meido............................................. 98
Conjure Smoke ..................................................... 89 Benevolence of Tengoku ....................................... 98
Dream Walk .......................................................... 89 Malicious Pranks of Sakkaku ................................. 98
Importune Transcendent ....................................... 89 Sakkaku's Vandalism ............................................ 98
Mend Name........................................................... 90 Shield of Tengoku ................................................. 98
Named Friend ....................................................... 90 Spruned by Sakkaku ............................................. 98
Named Weapon .................................................... 90 Tengoku's Grace ................................................... 99
Smite the Nameless .............................................. 90 Agony of Toshigoku ............................................... 99
Mastery 2 ....................................................................... 90 Bloodlust of Toshigoku .......................................... 99
Burn Name ............................................................ 90 Dream Messages of Yume-do ............................... 99
Conjure Animal...................................................... 90 Trapped in Yume-do ............................................ 100
Conjure Named Weapon ....................................... 91 Yume-do's Horrific Nightmares ............................ 100
Conjure Perfect Self .............................................. 91
Hide Name ............................................................ 91
Name Talent.......................................................... 91
Purify Name .......................................................... 91
Seek Name ........................................................... 91
Share Cunning ...................................................... 91
Share Name .......................................................... 91
Mastery 3 ....................................................................... 92
Bind Name ............................................................ 92
Bonds of Blood ...................................................... 92
Conjure Thoughts.................................................. 92
Conjure Trickster ................................................... 92
Curese of No-Lips ................................................. 92
Find Name............................................................. 93
Named Warren ...................................................... 93
Shield Name.......................................................... 93
Temper Named Weapon ....................................... 93
Trade Name .......................................................... 93
Mastery 4 ....................................................................... 93
Close the Door ...................................................... 93
Conure Name ........................................................ 94
Paint the Name ..................................................... 94
Set Blood Aside..................................................... 94
Steal Cunning........................................................ 94
Twist Name ........................................................... 94
Mastery 5 ....................................................................... 94
v
Sense
Universal Spells
Ring: All
Commune Mastery: 1
Range: Personal
Ring: All Area: 50' radius from the caster
Mastery: 1 Duration: Instantaneous
Range: 20' Raises: Range (+10)
Area: Self
This spell can be cast in any of the four standard elements. It
Duration: Concentration allows the caster to sense the presence, quantity, and rough
Raises: See below location of elemental spirits (not the evil spirits known as
This spell can he cast in any element save Void. It allows the kansen) of that element within the range of the spell. This is
caster to speak with one of the local elemental kami, asking most frequently applied when looking for spirits with which to
it a few questions, which it will answer honestly to the best of Commune (see below), but can also be useful as a crude.
its ability. Typically this spell will invoke the most active and basic location device. For example, a caster lost in the
energetic spirit of the chosen element in the area of effect; if wilderness could cast Sense (Water) in hopes of locating a
all of the local spirits are quiescent, the GM may require the source of drinking water.
caster to call I or 2 Raises to “wake up” a local spirit enough
to answer questions. Summon
A spirit reached with Commune will answer two questions. Ring: All
The caster may Raise to get more questions (one per Raise).
Mastery: 1
The caster may also Raise for clarity, to get a more accurate
and informative answer to the questions. (Kami are notorious Range: 30'
for their inability to fully comprehend human behavior, and Area: 1 cubic foot of summoned material
asking questions without Raises for clarity can often result in Duration: Permanent
confusing, enigmatic, or incomplete answers.) Spirits do not Raises: Range (+10), quantity (+1 cubic foot),
forget anything, so theoretically a shugenja can ask a spirit composition of material (1-4 Raises, as outlined below)
about something that happened decades ago; however, they
This spell can be cast in any of the four standard elements. It
also do not experience time in the same way as mortals, so
allows the caster to summon a modest quantity (one cubic
trying to ask about something from long ago will usually
foot) of the chosen element. The summoned matter appears
require Raises in order to make the caster's wishes clear to
(usually in a rough ball shape) in any open space within the
the spirit. The nature of the information which spirits can
spell's range. This cannot place the summoned material
impart varies by element:
inside another physical object or living creature. The
Air spirits tend to be playful and easily distracted, conveying summoned element will behave in a normal and mundane
information as emotions or as riddles and jokes. Since they matter— earth falls to the ground, water soaks anything it
are more interested in feelings than in facts, and enjoy lands on, air blows away, and fire winks out unless there is
playing games with those who speak with them, communing something present for it to burn. In general it is impossible to
with an Air spirit can sometimes be very frustrating. use this spell effectively in combat, although clever shugenja
may find a few modest combat uses, such as using Summon
Earth spirits are straightforward and matter-of-fact, often (Fire) to ignite a foe soaked in cooking oil. More commonly,
blunt, but are also often rather uninterested in the behavior of the spell's value is in simpler functions, such as summoning
mortals, have a poor understanding of human emotion, and Water while in a desert, or summoning Fire to light a
tend to be overly focused on obscure details such as the campfire without flint and tinder.
color of a piece of clothing or the weight of a horse.
Raises may be used with this spell to summon a more
Fire spirits are irritable and temperamental, and are often specific type of the appropriate element, such as wood or
angry at being summoned unless they are propitiated with an iron with Earth, or tea with Water. The GM should choose
offering of something to bum. On the other hand, if a how many Raises (generally anywhere from 1 to 4) this
shugenja can please them they tend to offer the clearest and requires. However, these Raises cannot be used to create
most accurate information. rare/precious materials (such as gold) or spiritually powerful
Water spirits communicate their knowledge through substances (such as jade or crystal).
soundless visual images. This can be very helpful to a
shugenja trying to investigate a past incident, but since the
spirits cannot convey scent, sound, or emotion, the
information they provide can often be incomplete or
misleading.

1
Command For example, a wooden table (Earth) could be turned into Air,
Water, or even Fire. (The spell cannot affect Void in any
Ring: All way.) The spell is most easily used to turn a single Element
Mastery: 1 [Ancient] into another Element, such as in the example of the table; for
an object made of multiple Elements, the caster must Raise
Range: 30'
twice for each additional Element, both those in the original
Area: 1 cubic foot of affected material object and those which he wishes to transmute them into.
Duration: Permanent For example, a lit candle (Earth and Fire) would require 2
Raises: Area (+1 cubic foot), Range (+10’), Special Raises to turn into a single Element. A wooden table (Earth)
transformed into Fire and Air (quite the spectacle!) would
A controversial spell devised by Iuchi during the Ki-Rin
likewise require 2 Raises.
Clan’s exile, this spell eschews the traditional method of
entreating and praying to the elemental spirits in favor of Only individual inanimate objects can be affected by the
commanding the Elements directly. Outside of Rokugan, spell—it has no power over living creatures.
where the kami were quiet or altogether silent, this spell was
used to great effect, but inside the Empire, it brings the wrath It cannot target a complex structure or device (e.g.
of the spirits down upon the unwary. something made from many separate objects), although it
This spell can be cast in any of the four standard elements. could target a specific object within such a device (such as
the axle of a wagon). The spell cannot affect an object
Once this spell is cast, the caster may create a quantity of whose mass is greater than the spell’s area of effect.
the element in question (per the Summon spell) or affect the
shape of an existing quantity of that element. A stone table, The GM is the final arbiter of how many Elements are found
for example, could be commanded to break, or change its within a physical object. As a general guideline, the more
shape so that it is round instead of square. The GM may complex and sophisticated the object, the more Elements it
require Raises for more complex uses of this spell (such as will contain. The swords of the daisho set (the katana and
attempting to create a complex shape out of fire). wakizashi) are believed to contain all five Elements
(including Void) and are thus immune to this spell.
Using this spell within Rokugan (or anywhere that the
elemental kami exist) can be dangerous, as it forces the will
of the caster over the spirits rather than beseeching their aid.
Air Spells
Every use of this spell increases all of the caster’s
Spellcasting rolls in the commanded element for the next 24 Mastery 1
hours to be at +5TN.
This spell may also be used in place of Commune roll when Arrow’s Flight
Importuning. If this is done, the Spellcraft roll is automatically
successful, but the penalty for casting spells of that Element Ring: Air
is +10 to the TN rather than +5 (including the spell being Mastery: 1 [Battle]
Importuned) if in Rokugan. Range: Touch
Area: One arrow
The Transmute Spell Duration: 3 Rounds
Raises: Duration (+1 Round per Raise), Special (one
Ring: All non-Void additional arrow per Raise)
Mastery: 2
A prayer used by shugenja to aid bushi when an arrow
Range: 10' absolutely must hit its target. The shugenja entreats the Air
Area: One material object (up to 10 cubic feet) kami to play a game by guiding a single arrow to its target.
Duration: Instantaneous The prayer imbues these kami into an arrow, and if the arrow
Raises: Range (+10’), Area of Effect (5 cubic feet), is fired within the duration of the spell, it will unerringly strike
Special (one additional Element per 2 Raises) its target. (It must still be fired by someone with a minimal
understanding of archery—at least one Rank of Kyujutsu.)
The Transmute spell is the product of Agasha’s deep and However, because it is the kami who ultimately ensure the
intense study of the Elements and their interconnected arrow will hit, the shot cannot benefit from the effects of
nature. It is taught secretly among the highest ranks of the Raises or Techniques.
Agasha and Tamori schools (only shugenja of Rank 5 or
higher may learn it normally).
However, Agasha herself has been known to bestow the
spell’s secrets on her favored descendants.
This spell allows a shugenja to transform the Elements in a
single physical object into other Elements.

2
Arrow's Flight By the Light of the Moon
Ring: Air Ring: Air
Mastery: 1 [Battle] Mastery: 1
Range: Touch Range: Personal
Area: One arrow Area: 20' radius around the caster
Duration: 3 Rounds Duration: 1 minute
Raises: Duration (+1 Round per Raise), Special (one Raises: Area (+5' radius), Duration (+1 minute)
additional arrow per Raise)
You call upon the kami to reveal that which has been hidden.
A prayer used by shugenja to aid bushi when an arrow All concealed objects within the area of effect appear as
absolutely must hit its target. The shugenja entreats the Air slightly luminous outlines to you. Any non-magical
kami to play a game by guiding a single arrow to its target. concealment is revealed, including secret compartments,
The prayer imbues these kami into an arrow, and if the arrow trap doors, concealed weapons, etc. Only you can see the
is fired within the duration of the spell, it will unerringly strike presence of these objects.
its target. (It must still be fired by someone with a minimal
understanding of archery—at least one Rank of Kyujutsu.) Cloak of the Night
However, because it is the kami who ultimately ensure the
arrow will hit, the shot cannot benefit from the effects of Ring: Air
Raises or Techniques. Mastery: 1 [illusion]
Range: Touch
Blessed Wind Area: One object
Duration: 1 hour
Ring: Air
Raises: Duration (+ 1 hour)
Mastery: 1 [Defense]
Range: Personal You can call upon the kami to wrap an object in their
Area: 10' radius around the caster embrace, hiding it from the sight of mortal beings. You may
Duration: Concentration target any one non-living object smaller than you. This object
Raises: Special (you may target another with this spell becomes invisible to the naked eye. Attempts to perceive it
with 3 Raises) magically will automatically succeed if the Mastery Level of
the spell used is higher than that of this spell. Spells of equal
You summon a swirling aura of winds to protect you from Mastery level require a Contested Air Roll to detect the
ranged attacks. The buffeting winds deflect arrows and other hidden object. The object is still physically present and can
projectiles. While you maintain your concentration, this spell be touched, smelled, or sensed with any normal sense other
adds +15 to your Armor TN versus all non-magical ranged than vision.
attacks.
Gathering Swirl
Blood and Darkness
Ring: Air
Ring: Air Mastery: 1
Mastery: 1 [Maho] Range: Centered on caster
Range: Centered on caster Area: 20’ radius from caster
Area: 30' radius Duration: 1 Round
Duration: 10 rounds Raises: Area of Effect (+5’ radius per two Raises)
Raises: Area (5' additional radius per Raise), Duration
(+2 rounds per Raise) This spell, most often found in the scroll-satchels of
magistrates and their assistants, seems to be a simpler
This spell plunges the air around the caster into an unnatural version of the same prayer used for Freedom of the Air. It
visual obscurement, either pitcb black or dark blood red as causes the Air kami to blow furiously through the area of
the caster desires, as the kansen literally block the vision of effect, and while initially this seems to produce nothing but
everyone in the area of effect. Everyone who enters or chaos, within a few moments the winds gather several
remains within the spell's area of effect, except for the caster, unattended items and deposit them in a neat stack (though
is considered to be Blind until they move out of the area of not an organized one) at whatever location within the area
effect. The caster can see normally — the kansen recognize the caster might desire, including in someone’s hands if that
their master and do not block his vision. The zone of is preferable. The caster must name the items to be collected
obscurement does not move once it is created. when the spell is cast, and only those items will be
collected—a convenient way to gather scattered papers, find
Magical effects or Shadowlands powers that overcome a note buried under a pile, or otherwise retrieve something
blindness can see through the obfuscation, but otherwise important with a minimum of effort. It can also be used, more
there is no way to overcome the effect until the spell expires. cleverly, to retrieve a concealed or hidden item, a use which
magistrates find quite valuable. However, it cannot be used
to snatch items from someone else’s grasp or person—the Air
spirits consider that to spoil the fun.

3
Gathering Swirl Legacy of Kaze-no-Kami
Ring: Air Ring: Air
Mastery: 1 Mastery: 1 [Craft]
Range: Centered on caster Range: School Rank x 10 miles
Area: 20' radius from caster Area: One known individual within range
Duration: 1 Round Duration: Special
Raises: Area of Effect (+5’ radius per two Raises) Raises: Area (+1 individual), Range (+10 miles)
This spell, most often found in the scroll-satchels of You are able to call upon the spirits of the wind to take form
magistrates and their assistants, seems to be a simpler as a bird and carry a message for you. The bird that is
version of the same prayer used for Freedom of the Air. It created by this spell appears perfectly normal in all regards,
causes the Air kami to blow furiously through the area of but if it takes any damage it dissipates into wind immediately,
effect, and while initially this seems to produce nothing but ending the spell. Upon creating the bird, you may speak to it,
chaos, within a few moments the winds gather several giving it a spoken message of up to one minute in length.
unattended items and deposit them in a neat stack (though The bird will then fly away to deliver the message to the
not an organized one) at whatever location within the area person (or persons) specified when the spell is cast. The bird
the caster might desire, including in someone’s hands if that will fly to their location, deliver the message via a whisper (it
is preferable. The caster must name the items to be collected can be overheard by others, but not easily), and then
when the spell is cast, and only those items will be disappear. If the bird is unable to reach the individual, but
collected—a convenient way to gather scattered papers, find they are within range (if they are within a building with no
a note buried under a pile, or otherwise retrieve something windows, for instance) it will remain outside waiting for up to
important with a minimum of effort. It can also be used, more one week before disappearing. If the person specified by the
cleverly, to retrieve a concealed or hidden item, a use which spell is not within range, the bird will fly away in a random
magistrates find quite valuable. However, it cannot be used direction and disappear when it is out of your line of sight.
to snatch items from someone else’s grasp or person—the Air
spirits consider that to spoil the fun. Legacy of the Dark One
Ispire Fear Ring: Air
Mastery: 1 [Maho]
Ring: Air Range: 100'
Mastery: 1 [Maho] Area: One target person/creature
Range: 50' Duration: 5 rounds
Area: One target person Raises: Duration (+1 round per Raise), Targets (+1
Duration: 1 hour target per Raise), Special (1 additional Void point per 2
Raises: Duration (+10 minutes per Raise), Range (+ 10' Raises)
per Raise), Targets (+1 target per Raise)
This subtle maho spell causes distracting kansen to cluster
This maho spell causes the target person to gain a Phobia of' around the target, disrupting his connection to the true Void.
the caster's choice. For the duration of the spell, the victim is The target immediately loses one Void point, and cannot
considered to have a 3-Point Phobia (as per the regain it for the duration of the spell.
Disadvantage in the Book of Fire) of a nature chosen by the
caster. Mahotsukai frequently use this spell to make their Nature's Touch
victims afraid of their weapons or allies, to make shugenja
afraid of their spell—scrolls, and other cruel tricks. Ring: Air
Mastery: 1
Range: 10'
Area: One creature
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 will 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 to it.

4
Sinful Dreams Token of Memory
Ring: Air Ring: Air
Mastery: 1 [Maho] Mastery: 1 [Craft, Illusion]
Range: 300' Range: 10'
Area: One target intelligent creature Area: One small (1 cubic foot or smaller) illusory object
Duration: 1 hour Duration: 1 hour
Raises: Range (+50' per Raise), Special (1 additional Raises: Area (+1 cubic foot in size of illusory object),
Free Raise awarded per 2 Raises) Duration (+1 hour)
This subtle and sinister spell causes the target to experience You can create a flawless illusion of one object. The item
dreams of committing dark, sinful, and dishonorable acts. It appears real in every way up until the spell expires, at which
can only be cast on a person who is either sleeping or in a point it disappears. If you are attempting to create a specific,
situation where they could easily fall asleep (resting, familiar object, such as another samurai's katana, you must
meditating, etc). The caster need not know exactly where the declare one Raise, and that individual may make a
target is located. So long as the target is within the spell's Contested Roll using his Perception against the total of your
range, the spell will succeed. Spell Casting Roll to detect the forgery. Images created by
this spell are completely stationary, and if placed in a
Due to the impact of these disturbing and distracting dreams, situation where they must move (such as floating in water),
the victim of this spell becomes vulnerable to future disappear instantly. An image of a katana could be created
manipulation by the caster. For the next 24 hours after the sitting on a rack, for example, but not in a samurai's obi
spell concludes, the caster gains a Free Raise on all because it would not be able to move with the samurai.
Temptation and Intimidation rolls against the victim. The Objects created with this spell have no true physical
caster may Raise on the spell to increase the number of Free substance and cannot bear weight or inflict damage.
Raises awarded.
Voice of the Wind
Tempest of Air
Ring: Air
Ring: Air
Mastery: 1
Mastery: 1 [Thunder]
Range: Touch
Range: Personal
Area: One target person (may be the caster)
Area: A cone 75' long and 15' wide at its end
Duration: 10 minutes
Duration: Instantaneous
Raises: Range (change to 20’ for 2 Raises), Duration (+2
Raises: Area (+5' to the width of the cone), Damage
minutes per Raise)
(+1k0), Range (+5' to the length of the cone), Special
(+5 to Air TN against Knockdown per Raise) The kami of Air are fond of sounds, which are carried
through their Element, and can lend their power to
You summon a powerful gust of air emanating from your strengthen the beauty, passion, and conviction of the human
position that crashes into all in its path, knocking them to the voice. The recipient of this spell finds his or her voice gains
ground. All targets within the area of effect suffer iki Wounds timbre, depth, and resonance, becoming in every way more
and must make a Contested Roll using their Earth against impressive. For the duration of the spell, the target benefits
your Air. Every target that fails suffers Knockdown. from the Voice Advantage (if he already has Voice, the
benefits stack) and also gains a +1k0 bonus to any Social
To Seek the Truth Skill Rolls that involve speech.

Ring: Air Voice of the Wind


Mastery: 1
Range: Personal I Touch Ring: Air
Area: One individual touched (may be the caster) Mastery: 1
Duration: 5 minutes Range: Touch
Raises: Duration (+1 minute) Area: One target person (may be the caster)
You call upon the wind to purge the mind of your target, Duration: 10 minutes
granting him clarity. This spell may negate temporary mental Raises: Range (change to 20’ for 2 Raises), Duration (+2
or social penalties suffered as a result of a mechanical effect, minutes per Raise)
including Techniques, Wound Ranks, or other spells. The TN The kami of Air are fond of sounds, which are carried
of the Spell Casting Roll macic to cast this spell is increased through their Element, and can lend their power to
by an amount equal to the Technique Rank, Wound Rank, or strengthen the beauty, passion, and conviction of the human
spell Mastery Level used to create the penalty in the first voice. The recipient of this spell finds his or her voice gains
place. Disadvantages permanently possessed by an timbre, depth, and resonance, becoming in every way more
individual may not be countered using this spell. impressive. For the duration of the spell, the target benefits
from the Voice Advantage (if he already has Voice, the
benefits stack) and also gains a +1k0 bonus to any Social
Skill Rolls that involve speech.

5
Ward of Divine Peace Yari of Air
Ring: Air Ring: Air
Mastery: 1 [Maho, Wards] Mastery: 1 [Craft, Thunder]
Range: Touch Range: Personal or 20' (see below)
Area: 50’ radius Area: One created weapon
Duration: 8 hours Duration: 5 minutes
Raises: Area of Effect (+10’ radius per Raise) Raises: Damage (+1k0), Duration (+5 minutes), Range
(+5 feet)
This spell is favored by Bloodspeaker cell leaders, who use it
to maintain psychological dominance over their followers. You sunmmon a swirling weapon of pure air, only visible as a
The spell’s name is an ironic joke within the cult’s ranks. The foggy outline. The weapon's default form is a yari, but one
spell creates a false aura of calm and well-being that lasts for Raise can change its form to any other spear of your
several hours. This makes it difficult for them to focus their choosing. The weapon has DR 1k1. If you do not possess
attention or resist appeals from others. Anyone who is within the Spears Skill, you may instead use your School Rank in
the spell’s area of effect, or who enters it while the spell is in its place. If you do possess the Spears Skill, using this
effect, suffers a –1k0 penalty to all Skill and Trait rolls that weapon grants you one Free Raise that can only he used on
use Awareness or Willpower. This penalty lasts until the end the Feint or Increased Damage Maneuvers. This weapon
of the spell’s duration, but does not stack with itself. disappears if is lost from your hand. Instead of summoning
the yari for yourself, you may cause it to appear in the hands
Ward of Divine Peace of an ally within 20 feet. He is treated as the caster for all
purposes of the spell, but he does not gain the Free Raise
Ring: Air bonus.
Mastery: 1 [Maho, Wards]
Range: Touch Mastery 2
Area: 50' radius
Duration: 8 hours Benten's Touch
Raises: Area of Effect (+10’ radius per Raise)
Ring: Air
This spell is favored by Bloodspeaker cell leaders, who use it
Mastery: 2
to maintain psychological dominance over their followers.
Range: Personal 1 Touch
The spell’s name is an ironic joke within the cult’s ranks. The Area: Target individual (may be the caster)
spell creates a false aura of calm and well-being that lasts for Duration: 1 hour
several hours. This makes it difficult for them to focus their Raises: Range (may increase range to 5' with a Single
attention or resist appeals from others. Anyone who is within Raise)
the spell’s area of effect, or who enters it while the spell is in
effect, suffers a –1k0 penalty to all Skill and Trait rolls that By calling upon the air kami to whisper suggestions to others.
use Awareness or Willpower. This penalty lasts until the end you may cause them to perceive the target of this spell more
of the spell’s duration, but does not stack with itself. positively than they otherwise might. The target of this spell
gains a bonus of +1k1, plus your Air Ring, to the total of all
Way of Deception Social Skill rolls made for the duration of the spell.

Ring: Air Blessed Wind of Lady Sun


Mastery: 1 [Illusion]
Range: 20' Ring: Air
Area: One illusory duplicate of the caster Mastery: 2 [Ward, Ancient]
Duration: Concentration plus 5 minutes Range: Self
Raises: Area (+1 duplicate per 2 Raises), Range (+5 Area: 10 square feet around caster
feet), Special (see below) Duration: Concentration
Raises: Area (5 square feet).
You can entreat the capricious spirits of the wind to create a
perfect duplicate image of you a short distance away. The While the Crane would go without an organized shugenja
illusion exactly reflects your appearance at the time the spell family or order until the Asahina would be founded centuries
is cast, including your clothing and any equipment. The after the clan’s founding, a few of Doji’s followers had a
illusion may appear anywhere within the spell's range, and talent for speaking with the kami. They focused on the arts of
will perform whatever actions you perform while it is in effect. peace and meditation, and this spell was one of their first
(If you sit down, for instance, your duplicate will sit down as attempts to bring the harmony of the Elements to a samurai.
well, even if there is nothing to sit on.) Once you leave the While this spell is active, all rolls based on Void and
normal range of the spell, the duplicate disappears. If you Awareness gain a +1k0 bonus when made within the area of
make two Raises on the Spell Casting Roll. you may leave effect, and all hostile actions suffer a -1k0 penalty. Hostile
the area of effect and the illusion will remain in whatever actions based on Awareness (such as threatening someone
position it was in when you left for as long as you continue with Intimidation) suffer a -2k0 penalty instead of the
concentrating on maintaining the spell. previous, self-negating, effects.
The caster of this spell may use the Meditation Skill without
breaking the concentration required to maintain it.

6
Call Upon the Wind Curse of the Kansen
Ring: Air Ring: Air
Mastery: 2 [Travel] Mastery: 2 [Maho]
Range: Personal or 20' Range: 50’
Area: Target individual (may be the caster) Area: One target creature
Duration: 1 minute Duration: 8 hours
Raises: Duration (+1 minute), Range (+5') Raises: Range (+10’ per Raise), Duration (+1 hour
perRaise)
The winds can lift and buoy, carrying even the heaviest
burden into the skies for short periods. The target of this This curse subtly attracts hostile kansen to harass the target.
spell gains a limited form of flight, allowing him to move The spell’s victim begins hearing constant whispers inside
through the air unimpeded. The target of the spell may make his head, voices urging him to sinful and corrupt behavior.
Free Move Actions, but not Simple Move Actions, and may The continual distraction causes him to suffer a –1k0 penalty
never move more than 10' per round. Heavy winds can to all Courtier, Etiquette, and Sincerity rolls. If he is rolling to
interfere with this movement or prevent it altogether. At the resist the Temptation Skill, the penalty is –2k0 instead. (This
end of the spell's duration, the target drifts harmlessly to the effect stacks with the maho spell Sinful Dreams.) If the
ground, no matter how high he might be. optional Honor Roll rule is in effect, the victim of this spell
also suffers a penalty of -1k0 to Honor Rolls.
Curse of the Clan
Curse of the Kansen
Ring: Air
Mastery: 2 [Maho] Ring: Air
Range: 50’ Mastery: 2 [Maho]
Area: One target samurai Range: 50'
Duration: 1 month Area: One target creature
Raises: Duration (+10 days per Raise) Duration: 8 hours
Raises: Range (+10’ per Raise), Duration (+1 hour per
This subtle curse causes a samurai to manifest his clan’s Raise)
most stereotypical and notorious behavior. For example, a
Crab might become more crude, intolerant, and ruthlessly This curse subtly attracts hostile kansen to harass the target.
pragmatic, while a Phoenix might become more arrogant and
obsessed with magical power. The changes are significant The spell’s victim begins hearing constant whispers inside
but not overwhelming, and the victim of the spell will try to his head, voices urging him to sinful and corrupt behavior.
rationalize and justify his behavior. The continual distraction causes him to suffer a –1k0 penalty
to all Courtier, Etiquette, and Sincerity rolls. If he is rolling to
If a PC is targeted with this spell the GM should present the resist the Temptation Skill, the penalty is –2k0 instead. (This
situation as a role-playing challenge rather than dictating effect stacks with the maho spell Sinful Dreams.) If the
how the character is played. optional Honor Roll rule is in effect, the victim of this spell
also suffers a penalty of -1k0 to Honor Rolls.
Curse of the Clan
Curse of the Unblinking Eye
Ring: Air
Mastery: 2 [Maho] Ring: Air
Range: 50' Mastery: 2 [Maho]
Area: One target samurai Range: 100'
Duration: 1 month Area: One target creature
Raises: Duration (+10 days per Raise) Duration: 2 days
Raises: Duration (+1 day per 2 Raises, maximum of 7
This subtle curse causes a samurai to manifest his clan’s days duration), Targets (+1 target per 2 Raises)
most stereotypical and notorious behavior. For example, a
Crab might become more crude, intolerant, and ruthlessly This spell curses the target with the attentions of malignant
pragmatic, while a Phoenix might become more arrogant and Air kansen who prevent him from sleeping. For the duration
obsessed with magical power. The changes are significant of the spell, the victim cannot sleep, and thus cannot recover
but not overwhelming, and the victim of the spell will try to Void points or spell slots from rest. Further, for each day the
rationalize and justify his behavior. victim goes without sleep, he must make a Raw Stamina roll
at a TN equal to 5 + (5x number of nights without sleep) or
If a PC is targeted with this spell the GM should present the suffer the effects of being Fatigued.
situation as a role-playing challenge rather than dictating
how the character is played.

7
Elemental Cipher Flight of Doves
Ring: Air Ring: Air
Mastery: 2 [Illusion] Mastery: 2 [Illusion]
Range: Touch Range: 25’
Area: One written page Area: Story told by one target person
Duration: One month Duration: 10 minutes
Raises: Duration (1 additional week per Raise), Area of Raises: Range (+5 feet per Raise), Duration (5 minutes
Effect (1 additional page per Raise) per Raise)
Understanding the ways of the Air reveals the indistinct line This spell was originally devised by the Shiba Illusionists,
that exists between language and cipher. A shugenja can and is one of their few significant contributions to the ways of
cause a piece of writing to be placed under an elemental magic in Rokugan. In keeping with the traditions of the Shiba
cipher, enticing the kami to play a small game with those Illusionists, this spell is intended primarily for entertainment,
who read the text. The block of text becomes completely but it can sometimes have more practical applications (such
unintelligible unless read by the original author or the as helping a courier describe his experiences to his lord).
intended recipient, whose name is whispered as the spell is
cast. Normally, an Elemental Cipher is not breakable by The spell invokes the Air kami to “illustrate” a story being
traditional decrypting and the kami will only reveal the true recounted by another individual (designated by the caster).
text to the intended recipient. However, other shugenja can The spirits will supply a visual and auditory illusion to
decipher the kami’s game and read the text by making a accompany the story, drawing the sounds and images from
Spellcraft / Intelligence roll with a TN equal to the total of the the mind of the storyteller. The resulting blend of story,
original spell-casting roll. sound, and imagery can be quite compelling, and Kakita
storytellers have been known to seek out masters of this
This spell is known only to the Imperial families, and is a spell to assist their art.
favored spell of the Seppun shugenja (whose School
Technique benefits from it). Flight of Doves
Elemental Cipher Ring: Air
Mastery: 2 [Illusion]
Ring: Air Range: 25'
Mastery: 2 [Illusion] Area: Story told by one target person
Range: Touch Duration: 10 minutes
Area: One written page Raises: Range (+5 feet per Raise), Duration (5 minutes
Duration: One Month per Raise)
Raises: Duration (1 additional week per Raise), Area of
Effect (1 additional page per Raise) This spell was originally devised by the Shiba Illusionists,
and is one of their few significant contributions to the ways of
Understanding the ways of the Air reveals the indistinct line magic in Rokugan. In keeping with the traditions of the Shiba
that exists between language and cipher. A shugenja can Illusionists, this spell is intended primarily for entertainment,
cause a piece of writing to be placed under an elemental but it can sometimes have more practical applications (such
cipher, enticing the kami to play a small game with those as helping a courier describe his experiences to his lord).
who read the text. The block of text becomes completely
unintelligible unless read by the original author or the The spell invokes the Air kami to “illustrate” a story being
intended recipient, whose name is whispered as the spell is recounted by another individual (designated by the caster).
cast. Normally, an Elemental Cipher is not breakable by The spirits will supply a visual and auditory illusion to
traditional decrypting and the kami will only reveal the true accompany the story, drawing the sounds and images from
text to the intended recipient. However, other shugenja can the mind of the storyteller. The resulting blend of story,
decipher the kami’s game and read the text by making a sound, and imagery can be quite compelling, and Kakita
Spellcraft / Intelligence roll with a TN equal to the total of the storytellers have been known to seek out masters of this
original spell-casting roll. spell to assist their art.

This spell is known only to the Imperial families, and is a


favored spell of the Seppun shugenja (whose School
Technique benefits from it).

8
Freedom of the Air Heart Betays Eyes
Ring: Air Ring: Air
Mastery: 2 [Wards] Mastery: 2 [Ancient]
Range: 50’ Range: 50'
Area: One house or other residential building Area: One individual
Duration: Hours equal to caster’s Air Duration: 3 rounds
Raises: Area of Effect (3 Raises to affect a building as Raises: Duration (One round), Range (10’)
large as an inn, 6 Raises to affect a castle)
An early attempt to use the magic of Air to gain advantage
A cleansing ritual used by shugenja when preparing a house against the unwary, the Soshi family devised this spell to
or other building for an important even such as a wedding or delay those who had stumbled upon their Clan’s
a festival. The spell entreats the Air kami to raise a soft but machinations, or to cover their tracks. Once this spell is cast,
carefully controlled wind which sweeps all the dirt, insects, the next thing the victim sees that seems unusual or out of
and other filth out of the building. The spell also has a the ordinary instead appears completely normal to them.
spiritually purifying effect, making evil or malignant spirits This does not change the victim’s reaction, it simply clouds
reluctant to remain within the dwelling— any kansen, ghosts, their perceptions such that they believe they are seeing
or other hostile disembodied spirits within the building will something they expect to see, or at least something not
leave for a number of hours equal to the caster’s Air. (Evil unusual at all. A guard under the influence of this spell, for
spirits which are exceptionally strong or which have an example, might walk through his regular patrol and see an
extremely strong attachment to the building cannot be undisturbed room rather than the ransacked mess a thief had
banished by this basic spell, however— it is the GM’s left behind.
discretion whether a spirit is strong enough to resist Freedom
of the Air.) This spell was originally devised by the Seppun This spell only affects vision, so the victim is allowed an
shugenja, but due to its great usefulness it later spread Investigation roll against a TN of the caster’s Air x 5 if there
across the Empire. The Seppun Shugenja School technique are subtle clues betraying the illusion (such as stepping on a
may be applied to this spell. bit of spilled sake). Any major clues (such as screaming
coming from the changed scene or tripping over an object
covered by the illusion) ends the effect immediately.
Freedom of the Air
Ring: Air
Hiden Visage
Mastery: 2 [Wards]
Ring: Air
Range: 50'
Mastery: 2 [Illusion]
Area: One house or other residential building
Range: Personal
Duration: Hours equal to caster’s Air
Area: Self
Raises: Area of Effect (3 Raises to affect a building as
Duration: 5 minutes
large as an inn, 6 Raises to affect a castle)
Raises: (another person in line of sight can be targeted
A cleansing ritual used by shugenja when preparing a house by this spell by making three Raises), Duration (+5
or other building for an important even such as a wedding or minutes)
a festival. The spell entreats the Air kami to raise a soft but
carefully controlled wind which sweeps all the dirt, insects, Air kami are mischievous and capricious, and enjoy anything
and other filth out of the building. The spell also has a they perceive as a joke. You may call upon them to create a
spiritually purifying effect, making evil or malignant spirits subtle illusion, altering your facial features just enough that
reluctant to remain within the dwelling— any kansen, ghosts, you appear to be a different person. This spell does not allow
or other hostile disembodied spirits within the building will you to impersonate specific individuals, or even people
leave for a number of hours equal to the caster’s Air. (Evil radically different from you. You appear as a person of the
spirits which are exceptionally strong or which have an same age, build, race, and gender. The differences are
extremely strong attachment to the building cannot be subtle, enough so that you could be mistaken for your own
banished by this basic spell, however— it is the GM’s brother or cousin.
discretion whether a spirit is strong enough to resist Freedom
of the Air.) This spell was originally devised by the Seppun Mists of Illusion
shugenja, but due to its great usefulness it later spread
across the Empire. The Seppun Shugenja School technique Ring: Air
may be applied to this spell. Mastery: 2 [Craft, Illusion]
Range: 20'
Area: 10 radius
Duration: I minute
Raises: Area (+5'), Duration (+1 minute). Range (+5')
With greater fluency with the kami comes the ability to craft
increasingly convincing images from the stuff of the wind
itself. You may create illusions of any object, individual, or
image that you can imagine. These images are stationary,
and they must fit within the spell's area of effect, but they can
be as simple or complex as desired. These illusions are
visual only, with no auditory component, no odors, etc.
9
Quiescence of Air Request to Hato-no-Kami
Ring: Air Ring: Air
Mastery: 2 [Wards] Mastery: 2 [Travel]
Range: Caster Range: 150’
Area: 30 foot diameter sphere Area: One bird
Duration: 10 Rounds Duration: 1 hour
Raises: Range (change to 50’ for 2 Raises), Duration (+3 Raises: Range (+50’ per Raise), Duration (+1 hour per
Rounds per Raise) Raise)
Security in communication is of paramount importance in A specialized variation of Nature’s Touch, this spell is a
many situations, and shugenja often find themselves in prayer to the Fortunes that is carried by air kami to the ears
situations where a conversation is intended to be completely of a random bird within the spell’s range. (If no bird is
private, or when they cannot allow themselves to be available, the spell has no effect.) The bird flies down and
interrupted by extraneous sounds. By placating the spirits of lands on the caster’s hand, and the caster may instruct it to
the Air, a shugenja can convince them to create a barrier perform a simple task (such as carrying a message or
against sounds, a bubble of silence through which sound will distracting an enemy) for the duration of the spell.
not pass. The spherical sound-barrier is normally centered
around the caster, although with greater effort it can also be With a successful Animal Handling/Awareness roll at TN 20,
centered on a physical object up to fifty feet away. Once this the caster may persuade the bird to perform a more complex
spell is cast, the kami will not allow any sound to enter or task, such as searching the area for potential enemies and
leave this bubble, creating absolute privacy for anyone inside reporting back. This sort of task is subject to the GM’s
of the space. Once created, the bubble of silence will not judgment, since if the task is too complex the bird will not be
move, even if the caster (or the target object) relocates. able to comprehend it.

Characters on one side of a Quiescence of Air spell’s barrier In either case, the bird will not take suicidal actions (such as
gain two Free Raises on Stealth rolls made against flying into a fire) and will immediately break off and flee if it is
characters on the other side. Ninube shugenja may cast injured.
Quiescence of Air as a Nothing spell.
Request to Hato-no-Kami
Quiescence of Air
Ring: Air
Ring: Air Mastery: 2 [Travel]
Mastery: 2 [Wards] Range: 150'
Range: Caster Area: One bird
Area: 30 foot diameter sphere Duration: 1 hour
Duration: 10 Rounds Raises: Range (+50’ per Raise), Duration (+1 hour per
Raises: Range (change to 50’ for 2 Raises), Duration (+3 Raise)
Rounds per Raise) A specialized variation of Nature’s Touch, this spell is a
Security in communication is of paramount importance in prayer to the Fortunes that is carried by air kami to the ears
many situations, and shugenja often find themselves in of a random bird within the spell’s range. (If no bird is
situations where a conversation is intended to be completely available, the spell has no effect.) The bird flies down and
private, or when they cannot allow themselves to be lands on the caster’s hand, and the caster may instruct it to
interrupted by extraneous sounds. By placating the spirits of perform a simple task (such as carrying a message or
the Air, a shugenja can convince them to create a barrier distracting an enemy) for the duration of the spell.
against sounds, a bubble of silence through which sound will With a successful Animal Handling/Awareness roll at TN 20,
not pass. The spherical sound-barrier is normally centered the caster may persuade the bird to perform a more complex
around the caster, although with greater effort it can also be task, such as searching the area for potential enemies and
centered on a physical object up to fifty feet away. Once this reporting back. This sort of task is subject to the GM’s
spell is cast, the kami will not allow any sound to enter or judgment, since if the task is too complex the bird will not be
leave this bubble, creating absolute privacy for anyone inside able to comprehend it.
of the space. Once created, the bubble of silence will not
move, even if the caster (or the target object) relocates. In either case, the bird will not take suicidal actions (such as
flying into a fire) and will immediately break off and flee if it is
Characters on one side of a Quiescence of Air spell’s barrier injured
gain two Free Raises on Stealth rolls made against
characters on the other side.
Ninube shugenja may cast Quiescence of Air as a Nothing
spell.

10
Secrets on the Wind Wind-Born Slumbers
Ring: Air Ring: Air
Mastery: 2 Mastery: 2
Range: 10 miles Range: 50’
Area: 20' radius Area: One target person
Duration: Concentration Duration: 5 minutes
Raises: Area (+5 radius), Range (+5 miles) Raises: Range (+10’ per Raise), Area of Effect (+1
person per 2 Raises), Duration (+1 minute per Raise)
The kami can carry whispers across an Empire, if properly
entreated to do so. This spell requires you to perform a This spell causes the Air kami to subtly insinuate themselves
preparation ritual in order to cast it effectively. The ritual into the target’s body, urging him toward weariness and
requires ten minutes of uninterrupted meditation in the area sleep. A target who is physically and mentally inactive (such
designated as the spell's area of effect. Any time within the as a guard standing post at night, or a samurai meditating in
48 hours immediately following this ritual, you may cast this his dojo) will automatically fall asleep when targeted with this
spell, and overhear anything being said in the prepared area. spell. (The target will awaken normally if he is touched or
If your concentration is disrupted, the effect ends and may hears a loud noise, but otherwise sleeps until the spell’s
not be renewed without an additional preparation ritual. Only duration expires.) If the target is physically or mentally active,
one area may he prepared via this ritual at one time. the spell will not put him to sleep, but he will suffer the effects
of being Fatigued for the duration of the spell. (If the target is
The Kami's Whisper already Fatigued, his Fatigue penalties increase as though
he had gone another day without rest.)
Ring: Air
Mastery: 2 [Illusion] Wind-Born Slumbers
Range: 50'
Area: 10. radius Ring: Air
Duration: I round Mastery: 2
Raises: Area (+5' radius). Duration (+1 round), Range Range: 50'
(+5') Area: One target person
Duration: 5 minutes
The kami of the wind can carry whispers for great distances. Raises: Range (+10’ per Raise), Area of Effect (+1
and can even create them if properly entreated. You can person per 2 Raises), Duration (+1 minute per Raise)
petition the kami to create a false sound, either a voice or a
natural sound such as an animal's growl or running water, for This spell causes the Air kami to subtly insinuate themselves
example. The sound can he no louder thait a normal into the target’s body, urging him toward weariness and
speaking voice, and cannot impersonate a specific person's sleep. A target who is physically and mentally inactive (such
voice, If used to create the sound of a voice, the spell is as a guard standing post at night, or a samurai meditating in
limited to twenty words. his dojo) will automatically fall asleep when targeted with this
spell. (The target will awaken normally if he is touched or
Whispering Wind hears a loud noise, but otherwise sleeps until the spell’s
duration expires.) If the target is physically or mentally active,
Ring: Air the spell will not put him to sleep, but he will suffer the effects
Mastery: 2 [Divination] of being Fatigued for the duration of the spell. (If the target is
already Fatigued, his Fatigue penalties increase as though
Range: 20'
he had gone another day without rest.)
Area: Target individual
Duration: Instantaneous
Wolf's Proposal
Raises: Range (+5')
The air kami see very little difference between speech and Ring: Air
thought, and can perceive both with relative ease. By Mastery: 2 [Illusion]
comparing the two, the kami can determine if what has been Range: Personal
spoken is true, or a lie. Unfortunately, they have notoriously Area: Self
short attention spans, and thus can only assess extremely Duration: 10 minutes
recent conversations. By invoking this spell, you may Raises: Area (may target another with 2 Raises),
determine if the last thing said by the target was true or false. Duration (+5 minutes), Special (+1 Honor Rank per two
The kami have no concept of personal opinion, however, and Raises)
if the target truly believes what he said was true, the kami will
believe it as well. This spell, crafted to facilitate initial relations between groups,
is easily twisted to nefarious purposes. It calls the kami to
create a subtle aura of suggestion around the caster, one
that does not disguise the caster but rather causes others to
perceive him as slightly more benevolent than perhaps he
truly is. For the duration of this spell, your Honor Rank is
considered three ranks higher for the purposes of any Lore:
Bushido rolls made to determine your honor Rank.

11
Mastery 3 The spell is a ritual and requires the caster to dance for at
least an hour (rolling Perform: Dance / Awareness at TN 25)
while casting – if the dance is interrupted or the Skill roll is
Air Kami’s Blessing unsuccessful, the spell fails. However, if the spell succeeds,
the caster may choose either to gain a Physical or Mental
Ring: Air Advantage for the duration of the spell, or inflict a Physical or
Mastery: 3 Mental Disadvantage on another person within range for the
Range: Personal duration of the spell. (The caster need not be able to see the
Area: Caster target so long as he is within range.) The maximum
Duration: 8 hours Experience Point value of an Advantage or Disadvantage
Raises: Special (double the bonus for four Raises) created by the spell is equal to the caster’s Air + Insight Rank
+ Taint Rank, if any. This spell cannot make extreme
A unique prayer that is as much a meditation as anything physical changes to the target, such as removing limbs or
else, this spell is only taught in shugenja Schools which have organs (e.g. it cannot inflict Disadvantages like Missing Eye).
Air as an Affinity. It causes the Air kami within the soul of the The GM should exercise intelligent judgment in considering
caster to become more properly aligned, giving the caster a its effects.
far greater grasp on the hearts and souls of other men, along
with a certain quickness of reaction. While the blessing lasts, Dancing with Demons
the shugenja may add his Air Ring to the total of all
Awareness-based rolls, as well as to his Armor TN. Typically, Ring: Air
those who know this spell perform the Blessing each Mastery: 3 [Maho]
morning during their daily meditations.
Range: 500'
The effects of this spell cannot be stacked. Area: Self or one target creature
Duration: 24 hours
Air Kami's Blessing Raises: Duration (+6 hours per Raise)

Ring: Air A ritual spell first used by the notorious Doji Nashiko, this
spell is also employed by many other maho-tsukai, and has
Mastery: 3
found its way into the repertoire of several Bloodspeaker Cult
Range: Personal cells.
Area: Caster
Duration: 8 hours The spell is a ritual and requires the caster to dance for at
Raises: Special (double the bonus for four Raises) least an hour (rolling Perform: Dance / Awareness at TN 25)
while casting – if the dance is interrupted or the Skill roll is
A unique prayer that is as much a meditation as anything unsuccessful, the spell fails. However, if the spell succeeds,
else, this spell is only taught in shugenja Schools which have the caster may choose either to gain a Physical or Mental
Air as an Affinity. It causes the Air kami within the soul of the Advantage for the duration of the spell, or inflict a Physical or
caster to become more properly aligned, giving the caster a Mental Disadvantage on another person within range for the
far greater grasp on the hearts and souls of other men, along duration of the spell. (The caster need not be able to see the
with a certain quickness of reaction. While the blessing lasts, target so long as he is within range.) The maximum
the shugenja may add his Air Ring to the total of all Experience Point value of an Advantage or Disadvantage
Awareness-based rolls, as well as to his Armor TN. Typically, created by the spell is equal to the caster’s Air + Insight Rank
those who know this spell perform the Blessing each + Taint Rank, if any.
morning during their daily meditations.
This spell cannot make extreme physical changes to the
The effects of this spell cannot be stacked. target, such as removing limbs or organs (e.g. it cannot inflict
Disadvantages like Missing Eye). The GM should exercise
Dancing with Demons intelligent judgment in considering its effects.

Ring: Air Essence of Air


Mastery: 3 [Maho]
Range: 500’ Ring: Air
Area: Self or one target creature Mastery: 3 [Defense]
Duration: 24 hours Range: Personal
Raises: Duration (+6 hours per Raise) Area: Self
Duration: 5 rounds
A ritual spell first used by the notorious Doji Nashiko, this Raises: Duration (+1 round)
spell is also employed by many other maho-tsukai, and has
found its way into the repertoire of several Bloodspeaker Cult Air can be merged with the essence of a mortal, and doing
cells. so can impart tremendous abilities, albeit at great risk to the
caster. You mix with the wind itself and become insubstantial.
You may not interact with any physical objects while
insubstantial, although you do remain on the ground, and
you may pass through solid objects at a rate of one foot per
round. Your Water Ring is considered halved (rounded
down) while you remain insubstantial, and you may not cast
any other spells until you return to solidity.

12
Garbled Tongue Hate's Heart
Ring: Air Ring: Air
Mastery: 3 [Illusion] Mastery: 3 [Maho]
Range: 30’ Range: 50'
Area: Two conversing persons (one maybe the caster) Area: One target creature
Duration: 5 minutes Duration: 3 rounds
Raises: Area of Effect (+1 person per two Raises), Raises: Duration (+1 round per 2 Raises), Range (+10
Duration (+1 minute per Raise) per Raise)
Originally developed by Asahina shugenja, this spell found The target of this spell is infused with Air kansen which
its way into the hands of the Soshi and a few other orders cause him to suffer a sudden, violent, murderous rage
after several minor incidents in court. It is sometimes against whoever he is looking at or speaking with when the
considered to be a dishonorable spell, but in fact its uses spell takes effect. (Cunning maho-tsukai usually cast this
need not be for subterfuge. Rather, much like the Crane spell from concealment, to avoid the risk that the rage might
courtiers’ technique of Cadence, the spell allows discretion in be directed against them.) For the duration of the spell, the
communication in situations where this would not normally victim will be consumed with murderous, uncontrollable rage,
be possible. It relies on the playfulness of the Air kami and unable to think of anything but killing this person. He will
the subtleties of language. immediately attack the object of his hatred to the very best of
his ability.
The spell causes the kami to obscure a conversation
between two (or more) persons. The Air spirits create a At the start of each Turn, the victim may roll his Honor at TN
second layer of speech, one heard by everyone except those 30 to control the rage for that Round. The victim will only be
actually participating in the conversation (who may include able to take Free and Simple Actions during that Round,
the caster). Though the speakers are aware of this false since so much of his energy is dedicated to controlling the
layer of speech, they will clearly hear the actual conversation anger.
taking place. The illusion cannot normally be penetrated
except by reading lips (since they will not match the false Mask of Wind
conversation), although a shugenja can pierce the deception
by winning a Contested School Rank/Air roll against the Ring: Air
caster. Mastery: 3 [Illusion]
Range: Personal
Garbled Tongue Area: Self
Duration: 1 hour
Ring: Air
Raises: Area (may target another with two Raises),
Mastery: 3 [Illusion]
Duration (+10 minutes)
Range: 30'
Area: Two conversing persons (one may be the caster) A skilled shugenja can petition the kami to create incredibly
Duration: 5 minutes elaborate illusions to obscure one's identity and appearance.
Raises: Area of Effect (+1 person per two Raises), You may use this spell to adopt the appearance of any
Duration (+1 minute per Raise) humanoid creature of approximately the same size, up to
one foot taller or shorter than you. You could use this spell to
Originally developed by Asahina shugenja, this spell found assume the guise of a kenku. for example, because they are
its way into the hands of the Soshi and a few other orders roughly the same size as humans. A goblin or an ogre would
after several minor incidents in court. It is sometimes be impossible, however, because they are too short and too
considered to be a dishonorable spell, but in fact its uses large, respectively.
need not be for subterfuge. Rather, much like the Crane
courtiers’ technique of Cadence, the spell allows discretion in Master Cloud's Eyes
communication in situations where this would not normally
be possible. It relies on the playfulness of the Air kami and Ring: Air
the subtleties of language. Mastery: 3
The spell causes the kami to obscure a conversation Range: 50'
between two (or more) persons. The Air spirits create a Area: One target creature
second layer of speech, one heard by everyone except those Duration: 2 minutes
actually participating in the conversation (who may include Raises: Duration (+1 minute)
the caster). Though the speakers are aware of this false
layer of speech, they will clearly hear the actual conversation The kami can share the vision of others. You may view the
taking place. The illusion cannot normally be penetrated world through the eyes of another living creature within your
except by reading lips (since they will not match the false line of sight. You only see, you do not experience any of the
conversation), although a shugenja can pierce the deception target’s other senses, and you have no control over what the
by winning a Contested School Rank/ Air roll against the target looks at. For the duration of this spell, any
caster. Perceptionbased rolls you make for your own body suffer a –
2k2 penalty, due to the distraction created by the spell.

13
Master Cloud's Eyes The target of this spell gains a bonus of +2k2 to resist the
effects of any Social Skill Roll or Fear effect. However, the
Ring: Air same icy serenity which makes him resistant to others’
Mastery: 3 manipulation also makes it difficult for him to perceive the
emotions of others; he suffers a -2k0 penalty to any
Range: 50'
Awareness-based Social rolls.
Area: One target creature
Duration: 2 minutes
Soul of Kaze-no-Kami
Raises: Duration (+1 minute)
The kami can share the vision of others. You may view the Ring: Air
world through the eyes of another living creature within your Mastery: 3
line of sight. You only see, you do not experience any of the Range: 20'
target’s other senses, and you have no control over what the Area: One target person (may be the caster)
target looks at. For the duration of this spell, any Duration: 10 minutes
Perceptionbased rolls you make for your own body suffer a – Raises: Duration (+2 minutes per Raise)
2k2 penalty, due to the distraction created by the spell.
This spell calls on the Fortune of Wind to infuse the target’s
Mists of Fear soul with the cooling serenity of an icy northern breeze,
rendering him or her resistant to the pressures of emotion
Ring: Air and stress. The target seems impervious to any sort of
Mastery: 3 [Maho, Illusion] emotional manipulation or psychological pressure; in reality,
he does feel normal emotions, but the presence of the Air
Range: 50’
kami mute their impact, so the target can perceive his own
Area: One target creature emotions as something distant and abstract.
Duration: Instantaneous
Raises: Special (increase Fear effect strength by 1 The target of this spell gains a bonus of +2k2 to resist the
perRaise) effects of any Social Skill Roll or Fear effect. However, the
same icy serenity which makes him resistant to others’
This spell summons forth a potent illusion of whatever the manipulation also makes it difficult for him to perceive the
target fears most in the world. The illusion is present for only emotions of others; he suffers a -2k0 penalty to any
a few moments and can only be perceived by the target, who Awareness-based Social rolls.
must roll against a Fear 5 effect. If the target suffers from a
Phobia the spell will also activate its effects Striking the Storm
Mists of Fear Ring: Air
Mastery: 3 [Defense]
Ring: Air Range: Personal
Mastery: 3 [Maho, Illusion] Area: Self
Range: 50' Duration: 3 rounds
Area: One target creature Raises: Duration (+1 round)
Duration: Instantaneous
Raises: Special (increase Fear effect strength by 1 per The most powerful winds can turn aside not only arrows. bir
Raise) steel as well. You may summon a buffet of winds that
surrounds you in an unrelenting cocoon of swirling air. Your
This spell summons forth a potent illusion of whatever the Armor TN is increased by +20 against both melee and
target fears most in the world. The illusion is present for only ranged attacks. The force of the winds surrounding you
a few moments and can only be perceived by the target, who prevents you from hearing others if they speak to you,
must roll against a Fear 5 effect. If the target suffers from a however.
Phobia the spell will also activate its effects.
Summon Fog
Soul of Kaze-no-Kami
Ring: Air
Ring: Air Mastery: 3
Mastery: 3 Range: 100'
Range: 20’ Area: 50' radius
Area: One target person (may be the caster) Duration: 1 minute
Duration: 10 minutes Raises: Area (+5' radius), Duration (+1 minute), Range
Raises: Duration (+2 minutes per Raise) (+10')
This spell calls on the Fortune of Wind to infuse the target’s The kami can be petitioned to coalesce in an area as they do
soul with the cooling serenity of an icy northern breeze, on the coast, creating a thick, obscuring fog. Within the area
rendering him or her resistant to the pressures of emotion affected by your spell, the visibility is decreased to a meager
and stress. The target seems impervious to any sort of five feet. Fabrics and other absorbent materials within the
emotional manipulation or psychological pressure; in reality, spell's area of effect will become damp or even wet if they
he does feel normal emotions, but the presence of the Air remain within it long enough. Small sources of open flame,
kami mute their impact, so the target can perceive his own such as candles, might be extinguished as well, at the GM's
emotions as something distant and abstract. discretion. The moistness of fog is extremely damaging to
rice paper.
14
Summoning the Gale The Eye Shall Not See
Ring: Air Ring: Air
Mastery: 3 [Defense] Mastery: 3 [Defense]
Range: 50' Range: Personal or Touch
Area: Target individual (may be the caster) Area: Self or target individual
Duration: Concentration Duration: Concentration
Raises: Range (+15') Raises: None
Swirling winds can be commanded to circle a designated You call upon the kami to create an area of distraction
target, preventing ranged attacks being made in either surrounding you, drawing all attention away from you and
direction. This spell affects an area thirty feet around the your actions. The kami whisper in the ears of those within 20'
target in all directions. Everyone within the affected area of you (or of the target if you cast the spell on someone else),
gains a +15 bonus to their Armor TN against ranged attacks. causing them to be conveniently distracted from your
However. everyone within the area also suffers a PenaltY of presence. You are not invisible, but those within 20' of you
-3k3 to all ranged attack rolls. will not see you as long as you do not make any loud noises
or otherwise draw attention to yourself. Those outside that
Symbol of the Bloodspeaker distance are not distracted, however, and will see you
perfectly well regardless of your action or inaction.
Ring: Air
Mastery: 3 [Maho, Wards] Touch of Air’s Grace
Range: Touch
Area: 50’ radius Ring: Air
Duration: 12 hours Mastery: 3 [Illusion]
Raises: None Range: Touch
Area: One target person (may be the caster)
The Bloodspeaker Cult uses this spell to protect their Duration: 1 hour
meeting places against unwanted intrusion. The symbol Raises: Duration (+10 minutes per Raise)
must be inscribed into a flat surface (wall, floor, etc) when it
is cast. The moment anyone who is not a loyal member of This illusion was originally devised by the Soshi family, but
the Bloodspeaker Cult enters the symbol’s radius, the similar prayers have since been developed among other
symbol glows a bright sickly green and the intruder is bathed clans who spend time in the halls and gardens of Rokugan’s
in eerie green flames, inflicting 4k3 damage. The symbol can courtly palaces. The spell entices the Air kami to subtly
discharge any number of times against different targets, but enhance the target’s physical attractiveness, emphasizing
each target can only be affected once within the duration of his or her best features and smoothing away any
the spell. imperfections. The Air kami find this a delightful game and
will often be quite creative in the tiny tricks they play to
Symbol of the Bloodspeaker improve the target’s appeal.
Mechanically, the spell negates the effects of the Disturbing
Ring: Air Countenance and Benten’s Curse Disadvantages for its
Mastery: 3 [Maho, Wards] duration. If the target does not possess one or both of those
Range: Touch Disadvantages, he or she instead gains the benefits of the
Area: 50' radius corresponding Advantages (Dangerous Beauty and Benten’s
Duration: 12 hours Blessing). If the target already possesses both of those
Raises: None Advantages, the spell does not award any additional benefit
(the Air kami find it boring to try to improve someone who is
The Bloodspeaker Cult uses this spell to protect their already so attractive).
meeting places against unwanted intrusion. The symbol
must be inscribed into a flat surface (wall, floor, etc) when it Touch of Air's grace
is cast.
The moment anyone who is not a loyal member of the Ring: Air
Bloodspeaker Cult enters the symbol’s radius, the symbol Mastery: 3 [Illusion]
glows a bright sickly green and the intruder is bathed in eerie Range: Touch
green flames, inflicting 4k3 damage. The symbol can Area: One target person (may be the caster)
discharge any number of times against different targets, but Duration: 1 hour
each target can only be affected once within the duration of Raises: Duration (+10 minutes per Raise)
the spell.
This illusion was originally devised by the Soshi family, but
similar prayers have since been developed among other
clans who spend time in the halls and gardens of Rokugan’s
courtly palaces. The spell entices the Air kami to subtly
enhance the target’s physical attractiveness, emphasizing
his or her best features and smoothing away any
imperfections. The Air kami find this a delightful game and
will often be quite creative in the tiny tricks they play to
improve the target’s appeal.
15
Mechanically, the spell negates the effects of the Disturbing Castle of Air
Countenance and Benten’s Curse Disadvantages for its
duration. If the target does not possess one or both of those Ring: Air
Disadvantages, he or she instead gains the benefits of the Mastery: 4 [Defense, Illusion]
corresponding Advantages (Dangerous Beauty and Benten’s
Range: Self
Blessing). If the target already possesses both of those
Advantages, the spell does not award any additional benefit Area: 20’ radius around the caster
(the Air kami find it boring to try to improve someone who is Duration: 10 rounds
already so attractive). Raises: Duration (+2 Rounds per Raise), Special
The prayer commonly known as Castle of Water protects the
Your Heart's Enemy caster by creating a physical barrier of water kami to obstruct
attackers. The Castle of Air, by contrast, protects the caster
Ring: Air by creating a cunning illusion that confuses and bewilders
Mastery: 3 [Illusion] attackers. The Air kami create a circular barrier of false
Range: 25' sounds and images, making it incredibly difficult for attackers
Area: One target individual to actually perceive the correct location of anyone within the
Duration: 5 rounds bounds of the Castle of Air. An attacker may believe he is
Raises: Duration (+1 round), Range (+5') striking at the caster when he is actually swinging at empty
space.
The kami can see into the hearts of mortals, and can use that
information at a shugenja's request. You manifest the kami The circular barrier of illusions is centered on the caster.
as an illusion of the thing your target fears most in the world. Once cast, it remains in place regardless of whether or
It may be an individual (the man who killed his father), or an where the caster moves. The illusions can only be fully
item (a cursed blade that brought ruin to his family), or even perceived by those who were outside of the Castle of Air
a vista of some sort (an image of an enemy slaying his when it was cast; those within the Castle when it appears
family). This effectively generates Fear 4 that the target must can easily perceive the shadowy, insubstantial nature of the
overcome (see the Book of Earth for rules regarding Fear). illusions. If foes from outside the Castle attempt to attack
Only the target can see the specifics of the illusion; others those within it, the illusions will try to misdirect or fool them.
see only a hazy outline that appears to be a small fog cloud. Mechanically, such attackers must make a Contested Roll of
their Perception against the caster’s Air each time they try to
attack someone within the Castle. A success means they
Mastery 4 manage to briefly see through the illusion and may attack
normally for that Round (only). A failure means the illusion
Call the Spirit tricks them and they suffer a -5k0 penalty to their attack rolls
that Round.
Ring: Air The illusions cannot affect enemy spells, since the Air kami
Mastery: 4 cannot fool other kami.
Range: Special
Area: Target spirit Castle of Air
Duration: 5 minutes
Raises: Duration (+1 minute) Ring: Air
Essentially an extremely powerful, specific form of the basic Mastery: 4 [Defense, Illusion]
spell Summon, Call the Spirit allows a shugenja to summon Range: Self
any particular spirit, regardless of its realm, to have a Area: 20’ radius around the caster
discussion. You may use this spell to summon any spirit from Duration: 10 Rounds
any of the spirit realms, although realm denizens that are not Raises: Duration (+2 Rounds per Raise), Special
spirits (such as Fortunes) are immune. If you know
something specific about the spirit, either having seen it The prayer commonly known as Castle of Water protects the
before or having intimate knowledge of its actions (for caster by creating a physical barrier of water kami to obstruct
example, "the spirit that killed my father"), you may summon attackers. The Castle of Air, by contrast, protects the caster
that spirit in particular. The nature of the spell prevents the by creating a cunning illusion that confuses and bewilders
spirit from attacking you unless you attack first, but it will not attackers. The Air kami create a circular barrier of false
necessarily be friendly. The spirit disappears as soon as the sounds and images, making it incredibly difficult for attackers
spell's duration expires. This spell can potentially summon to actually perceive the correct location of anyone within the
extremely dangerous creatures, such as oni, and should be bounds of the Castle of Air. An attacker may believe he is
used with caution. striking at the caster when he is actually swinging at empty
space.

16
The circular barrier of illusions is centered on the caster. The spell is actually an hour-long ritual prayer which can only
Once cast, it remains in place regardless of whether or be performed in the company of a recently deceased
where the caster moves. The illusions can only be fully individual’s relative within twenty four hours of the funeral
perceived by those who were outside of the Castle of Air (which both the shugenja and relative must have participated
when it was cast; those within the Castle when it appears in properly). Other shugenja may assist in the ritual if they
can easily perceive the shadowy, insubstantial nature of the also know the spell; they do not need to make Spellcasting
illusions. If foes from outside the Castle attempt to attack rolls, but are still considered to use up a spell slot. Once the
those within it, the illusions will try to misdirect or fool them. prayer is properly completed (a successful Spellcasting Roll
Mechanically, such attackers must make a Contested Roll of by the lead shugenja), the caster and the relative may both
their Perception against the caster’s Air each time they try to converse for a few minutes with the spirit of the recently
attack someone within the Castle. A success means they departed. (If extra shugenja assist in the ritual, each
manage to briefly see through the illusion and may attack assisting shugenja adds +1 minutes to the duration of the
normally for that Round (only). A failure means the illusion spell.) Typically, this ritual is only used in situations where
tricks them and they suffer a -5k0 penalty to their attack rolls the living relatives want to make quite sure they are properly
that Round. remembering and honoring their newly-departed ancestor.
The illusions cannot affect enemy spells, since the Air kami The exact results of communing with a departed relative are
cannot fool other kami. at the discretion of the GM, but could include learning
important information, receiving advice and guidance, or
False Realm taking up a task which the dead samurai left incomplete.

Ring: Air Funeral Rites


Mastery: 4 [Battle, Illusion]
Range: 250' Ring: Air
Area: 100' radius Mastery: 4
Duration: 1 hour Range: N/A
Raises: Area (+ 10' radius), Duration (+10 minutes) Area: N/A
Duration: 5 minutes
The greatest masters of the wind can create illusions of such Raises:
beauty and clarity that those affected by them might truly
believe they were somewhere else. You can completely alter This ritual was originally devised by the Kitsu sodansenzo,
the appearance of the terrain within the area of effect of this but due to its widespread applicability it quickly spread to
spell. You can make a miserable swamp look, sound, and other shugenja families and schools. The Kitsu wished all
smell like a beautiful garden, or vice versa. Although these Rokugani to properly venerate the ancestors, and thus had
illusions can be extraordinarily intricate and completely no difficulty sharing their discovery with the Isawa and the
convincing to all other senses, they still have no substance other clans as well. For those who do not have Kitsu blood,
and cannot be touched. this spell is one of the very few ways in which shugenja can
actually communicate with the ancestors while in Ningen-Do.
Funeral Rites The spell is actually an hour-long ritual prayer which can
only be performed in the company of a recently deceased
Ring: Air individual’s relative within twenty four hours of the funeral
Mastery: 4 (which both the shugenja and relative must have participated
Range: N/A in properly). Other shugenja may assist in the ritual if they
Area: N/A also know the spell; they do not need to make Spellcasting
Duration: 5 minutes rolls, but are still considered to use up a spell slot. Once the
Raises: prayer is properly completed (a successful Spellcasting Roll
by the lead shugenja), the caster and the relative may both
This ritual was originally devised by the Kitsu sodansenzo, converse for a few minutes with the spirit of the recently
but due to its widespread applicability it quickly spread to departed. (If extra shugenja assist in the ritual, each
other shugenja families and schools. The Kitsu wished all assisting shugenja adds +1 minutes to the duration of the
Rokugani to properly venerate the ancestors, and thus had spell.) Typically, this ritual is only used in situations where
no difficulty sharing their discovery with the Isawa and the the living relatives want to make quite sure they are properly
other clans as well. For those who do not have Kitsu blood, remembering and honoring their newly-departed ancestor.
this spell is one of the very few ways in which shugenja can
actually communicate with the ancestors while in Ningen-Do. The exact results of communing with a departed relative are
at the discretion of the GM, but could include learning
important information, receiving advice and guidance, or
taking up a task which the dead samurai left incomplete.

17
Gift of Wind Know the Mind
Ring: Air Ring: Air
Mastery: 4 [Illusion] Mastery: 4
Range: Personal Range: 10'
Area: Self Area: Target individual
Duration: 5 minutes Duration: 3 rounds
Raises: Duration (+1 minute) Raises: Duration (+1 round), Range (+5')
The ultimate gift of the wind spirits is to become like the wind Although the ultimate secrets of the human mind are hidden
itself: unseen. The wind kami surround you and render you even to the winds, air kami can pluck the most immedidiate
completely invisible. No non-magical vision can detect your thoughts from the minds of others and whisper them to those
presence. You can still be touched, heard, and smelled, but who carry their favor. For the duration of this spell, you
unless you attack someone else, you remain invisible for the essentially hear the surface thoughts of the spell's target.
duration of the spell. The kami consider attacking someone You oniy learn things they are actively thinking about. For
to be ruining the joke, and immediately end the spell's effect example, if you asked the name of the target's daughter, that
if you do so. name would appear in their mind instantly even if they had
no intention of speaking it aloud. A Contested Roll using your
Howl of Isora Perception against the target's Awareness will also allow you
to assess their true emotional state, regardless of how they
Ring: Air appear physically.
Mastery: 4 [Thunder]
Range: 100’ Look into the Soul
Area: 40’ diameter
Duration: Instantaneous Ring: Air
Raises: Range (+20’ per Raise), Area of Effect (add 5’ to Mastery: 4 [Divination]
diameter for 2 Raises), Special (+1k0 damage per Range: 50’
Raise) Area: One target person or creature
Duration: 1 Round
This spell calls on the power of Isora, the Fortune of the Raises: Area of Effect (one additional target per two
Seashore, to unleash a blast of storm-wracked air and Raises), Special (learn additional Ring per Raise)
lightning than smites an area within range. The sudden
roaring onslaught of wind, rain, and lightning inflicts 3k2 When a priest invokes this incantation, the Air kami gather
damage on everyone within the area of effect, and they must together and form a mystical lens through which the
roll their Earth at TN 30 or be Fatigued by Isora’s howl. The shugenja may see the world as the spirits themselves
spell also damages weak or vulnerable physical objects— perceive it. The lens lasts only a few moments and the caster
paper walls will be blown out, scrolls soaked with water, etc. can normally only use it to observe one person or creature.
Those who are fortunate enough to be blessed with the That brief moment of observation, however, allows the caster
Blood of Osano-Wo are immune to the effects of this spell. to learn the target’s two lowest Rings and the values of their
constituent Traits, in effect showing part of the person’s
Howl of Isora Elemental composition. Additional Rings may be learned
with Raises. (If the character’s Rings are all equally balanced,
Ring: Air the spell reveals them randomly.) However, the spell cannot
Mastery: 4 [Thunder] and will not reveal the target’s Void, for that level of
understanding and perception is only possible through
Range: 100'
mastery of Ishiken-do.
Area: 40' diameter
Duration: Instantaneous
Look into the Soul
Raises: Range (+20’ per Raise), Area of Effect (add 5’ to
diameter for 2 Raises), Special (+1k0 damage per
Ring: Air
Raise)
Mastery: 4 [Divination]
This spell calls on the power of Isora, the Fortune of the Range: 50'
Seashore, to unleash a blast of storm-wracked air and Area: One target person or creature
lightning than smites an area within range. The sudden Duration: 1 Round
roaring onslaught of wind, rain, and lightning inflicts 3k2 Raises: Area of Effect (one additional target per two
damage on everyone within the area of effect, and they must Raises), Special (learn additional Ring per Raise)
roll their Earth at TN 30 or be Fatigued by Isora’s howl. The
spell also damages weak or vulnerable physical objects— When a priest invokes this incantation, the Air kami gather
paper walls will be blown out, scrolls soaked with water, etc. together and form a mystical lens through which the
shugenja may see the world as the spirits themselves
Those who are fortunate enough to be blessed with the perceive it. The lens lasts only a few moments and the caster
Blood of Osano-Wo are immune to the effects of this spell. can normally only use it to observe one person or creature.

18
That brief moment of observation, however, allows the Seeking the Way
caster to learn the target’s two lowest Rings and the values
of their constituent Traits, in effect showing part of the Ring: Air
person’s Elemental composition. Additional Rings may be Mastery: 4 [Illusion]
learned with Raises. (If the character’s Rings are all equally
Range: Touch
balanced, the spell reveals them randomly.) However, the
spell cannot and will not reveal the target’s Void, for that Area: Caster’s trail for one-half mile
level of understanding and perception is only possible Duration: 3 hours
through mastery of Ishiken-do. Raises: Duration (+1 hour per Raise), Area of Effect (one
additional person’s trail per Raise), Special (additional
Netsuke of Wind one-quarter mile of trail per Raise)
This spell is a subtle illusion used to conceal a shugenja’s
Ring: Air trail from pursuers. The spell convinces mischievous Air
Mastery: 4 [Craft, Illusion] kami to hide the tracks of the shugenja (and his mount, if
Range: Touch any), along with any other evidence of his passage (such as
Area: One hand-held object broken branches). In their place it create a false trail of
Duration: 1 hour similar evidence leading in a completely different direction for
Raises: Duration (+10 minutes) the same distance. The illusionary trail will follow a
reasonable route (e.g. it will not go straight up cliffs or
Although it requires great favor, the air kami are willing to directly into a lake, for example) and will normally be flawless
coalesce into a solid form for a short period of time if they are to others’ perception; however, someone tracking by scent
fond enough of the priest asking them. You may create a will be able to sense the original trail, and skilled trackers
small object out of the air itself, something that can be held in can potentially see through the illusion by rolling Hunting /
one or both hands and that does not weigh more than twenty Perception against the caster’s Spellcraft / Air. Powerful
pounds at the most. This creation is an illusion, but it can be shugenja can persuade the kami to conceal the trails of their
used functionally, including inflicting damage if it is a weapon. companions (and mounts) as well as themselves, as well as
The object disappears completely at the end of the spell's lengthening the amount of trail which is concealed and
duration. replaced.

No Pure Breaths Seeking the Way


Ring: Air Ring: Air
Mastery: 4 [Maho] Mastery: 4 [Illusion]
Range: 100' Range: Touch
Area: One target creature Area: Caster’s trail for one-half mile
Duration: Instantaneous (but see below) Duration: 3 hours
Raises: Damage (+1k0 per Raise), Range (+20' per Raises: Duration (+1 hour per Raise), Area of Effect (one
Raise), Targets (+1 target per 2 Raises) additional person’s trail per Raise), Special (additional
one-quarter mile of trail per Raise)
One of the more fearsome maho spells, No Pure Breaths
instantly turns the air inside the target's lungs to Tainted This spell is a subtle illusion used to conceal a shugenja’s
kansen which violently erupt out of the body, ravaging the trail from pursuers. The spell convinces mischievous Air
lungs and airways, leaving the victim bleeding from the nose, kami to hide the tracks of the shugenja (and his mount, if
mouth, and ears. The spell has a DR equal to the victim's Air any), along with any other evidence of his passage (such as
Ring in kept dice, but in addition, the effects of the spell broken branches). In their place it create a false trail of
leave the lungs and throat so ravaged that breathing itself similar evidence leading in a completely different direction for
becomes intensely painful. The victim suffers a continuous the same distance. The illusionary trail will follow a
+10 TN penalty to all actions. This effect cannot be ended reasonable route (e.g. it will not go straight up cliffs or
naturally, even if the damage is healed — however, any kind directly into a lake, for example) and will normally be flawless
of magical healing spell, Kiho, or other supernatural healing to others’ perception; however, someone tracking by scent
effect will restore the lungs and end the TN penalty. will be able to sense the original trail, and skilled trackers
can potentially see through the illusion by rolling Hunting /
Perception against the caster’s Spellcraft / Air.
Powerful shugenja can persuade the kami to conceal the
trails of their companions (and mounts) as well as
themselves, as well as lengthening the amount of trail which
is concealed and replaced.

19
Symbol of Air Tenjin's Ear
Ring: Air Ring: Air
Mastery: 4 [Ward] Mastery: 4 [Travel]
Range: Touch Range: Caster
Area: Special Area: 30' radius around caster
Duration: Permanent Duration: 5 minutes
Raises: None Raises: Range (change to Touch for 3 Raises), Area of
Effect (+5’ radius per Raise), Duration (+1 minute per
Priests of the kami are capable of inscribing powerful wards Raise)
that invoke the power of the elements against all who
attempt to pass them. A Symbol of Air must be inscribed on Named after the Fortune of Scribes, this powerful invocation
a solid object, most often a door, window, gate, or other was originally created by the Unicorn and derived from their
passageway. Anyone attempting to pass through this secret Meishodo magic. So far as anyone knows, the spell
passageway or otherwise pass by the area protected by the has never been taught to anyone outside of the Unicorn Clan.
Symbol is affected by the protective ward. Such persons The spell persuades the Air kami to carry the true meaning of
must succeed at a Contested Roll using their Earth against words to the caster’s ear, allowing him to perceive the
the caster's Air. Those who fail are affected by a powerful tongue of foreigners. For the duration of the spell, all audible
drowsiness, and must succeed at a Willpower Roll against human speech within the area of effect is made intelligible to
the total of the Spell Casting Roll used to create the ward or the caster, regardless of what language is used. The spell
fall into a deep sleep for one hour. Those affected by the does not grant any enhanced hearing (so whispers still
spell cannot be woken by normal means, but will awaken cannot be heard), nor does it bestow any capacity to speak
instantly if subjected to any attack or form of harm, as the in return.
kami will not be party to such humorless tricks. You may only
have one Symbol of Air in existence at any time, and Symbol Truth is a Scourge
spells of different elements may never affect the same area.
This spell may be dispelled by another casting of Symbol of Ring: Air
Air from any shugenja, or by destroying the surface where Mastery: 4 [Maho]
the Symbol was etched.
Range: 50'
Area: One target person
Tenjin’s Ear Duration: 10 minutes
Raises: Duration (+2 minutes per Raise), Range (+10'
Ring: Air
per Raise), Targets (+1 per Raise)
Mastery: 4 [Travel]
Range: Caster One of the more subtle and psychologically destructive
Area: 30’ radius around caster spells in the maho-tsukai's arsenal, this spell causes a
Duration: 5 minutes kansen to distort the target's thoughts, making it impossible
Raises: Range (change to Touch for 3 Raises), Area of for him to lie. Regardless of what he might intend to say, the
Effect (+5’ radius per Raise), Duration (+1 minute per target of this spell will find himself telling the truth, no matter
Raise) how damaging that truth might be to himself, his family and
lord, or his Clan. In fact, he will find himself blurting out any
Named after the Fortune of Scribes, this powerful invocation dangerous or damaging secrets he possesses. In order to
was originally created by the Unicorn and derived from their conceal the truth while under the effects of this spell, the
secret Meishodo magic. So far as anyone knows, the spell target must make a Willpower roll at TN 30.
has never been taught to anyone outside of the Unicorn Clan.
The spell persuades the Air kami to carry the true meaning of Whispers of the Forgotten
words to the caster’s ear, allowing him to perceive the
tongue of foreigners. For the duration of the spell, all audible Ring: Air
human speech within the area of effect is made intelligible to Mastery: 4
the caster, regardless of what language is used. The spell
Range: 50’
does not grant any enhanced hearing (so whispers still
cannot be heard), nor does it bestow any capacity to speak Area: One target person (may be the caster)
in return. Duration: 5 minutes
Raises: Range (+25’ per Raise), Duration (+1 minute per
Raise)
Men’s memories are shaky, distant things, lodged deep
within their minds, and nearly all mortals possess some past
sin, some shame they would rather have forgotten.
This spell, a favorite of the Scorpion, causes Air kami to
evoke the memories of those sins, plaguing the target with
bitter memories and visions of past crimes. The constant
painful memories distract and distress the victim of the spell,
making it difficult for him to accomplish anything.
For the duration of the spell, he must call one Raise for no
effect on any Skill rolls or Spellcasting rolls which he makes.
If he has 3 or more points in Mental or Social Disadvantages,
he must call two Raises instead.
20
It may be noted that there are a handful of stalwart souls in Wisdom of the Kami
Rokugan who truly do not have any sins haunting their past.
Such rare persons are immune to the effects of this spell; it is Ring: Air
left to the GM’s discretion whether a particular target is truly Mastery: 4
noble enough to shrug off the Whispers of the Forgotten.
Range: Touch
Some priests of a more ascetic nature have also been known Area: Caster
to cast this spell on themselves in order to remind Duration: 1 minute
themselves of their past failings and the need for humility in Raises: Duration (+1 minute per Raise), Special (+1
the face of their human frailties. additional Skill Rank, once, for 3 Raises)

Whispers of the Forgotten This prayer invites the kami of the Air into the mind of the
shugenja himself, enhancing the shugenja’s mind and
Ring: Air thoughts, causing him to be able to make better use of his
skills and knowledge. For the duration of the spell, the caster
Mastery: 4
gains 1 Rank in all Skills he normally possesses, and may
Range: 50' benefit from any Mastery Abilities that this would award. This
Area: One target person (may be the caster) can only grant ranks in Skills the shugenja already
Duration: 5 minutes possesses—the Air kami cannot evoke knowledge the caster
Raises: Range (+25’ per Raise), Duration (+1 minute per does not possess. When the duration of the spell expires all
Raise) benefits are lost and any memories of knowledge or insight
which the shugenja gained during the spell’s duration are at
Men’s memories are shaky, distant things, lodged deep best fuzzy; no precise or detailed account can ever be given,
within their minds, and nearly all mortals possess some past and severe headaches are known to plague those who try
sin, some shame they would rather have forgotten. too hard.
This spell, a favorite of the Scorpion, causes Air kami to The benefits for this spell only apply to Skills which the
evoke the memories of those sins, plaguing the target with caster actually knows—it cannot increase the Rank of Skills
bitter memories and visions of past crimes. The constant which the caster has temporarily acquired through magic,
painful memories distract and distress the victim of the spell, nor can it combine with Advantages such as Crafty.
making it difficult for him to accomplish anything.
For the duration of the spell, he must call one Raise for no Wisdom of the Kami
effect on any Skill rolls or Spellcasting rolls which he makes.
If he has 3 or more points in Mental or Social Disadvantages, Ring: Air
he must call two Raises instead. Mastery: 4
It may be noted that there are a handful of stalwart souls in Range: Touch
Rokugan who truly do not have any sins haunting their past. Area: Caster
Such rare persons are immune to the effects of this spell; it is Duration: 1 minute
left to the GM’s discretion whether a particular target is truly Raises: Duration (+1 minute per Raise), Special (+1
noble enough to shrug off the Whispers of the Forgotten. additional Skill Rank, once, for 3 Raises)
Some priests of a more ascetic nature have also been the shugenja himself, enhancing the shugenja’s mind and
known to cast this spell on themselves in order to remind thoughts, causing him to be able to make better use of his
themselves of their past failings and the need for humility in skills and knowledge. For the duration of the spell, the caster
the face of their human frailties. gains 1 Rank in all Skills he normally possesses, and may
benefit from any Mastery Abilities that this would award. This
can only grant ranks in Skills the shugenja already
possesses—the Air kami cannot evoke knowledge the caster
does not possess. When the duration of the spell expires all
benefits are lost and any memories of knowledge or insight
which the shugenja gained during the spell’s duration are at
best fuzzy; no precise or detailed account can ever be given,
and severe headaches are known to plague those who try
too hard.
The benefits for this spell only apply to Skills which the
caster actually knows—it cannot increase the Rank of Skills
which the caster has temporarily acquired through magic,
nor can it combine with Advantages such as Crafty.

21
Mastery 5 Although this spell normally calls a “generic” shiryo, the GM
may opt to allow the shugenja to summon a specific named
ancestral spirit with additional Raises. The GM may also
Cloud the Mind choose to have a more powerful or famous shiryo answer the
spell if the specific circumstances seem to warrant it. More
Ring: Air powerful shiryo will possess a School as appropriate for their
Mastery: 5 ancestral clan, typically with a School Rank between 3 and 5.
Range: Touch
Area: One target individual Defender from Beyond
Duration: Permanent
Raises: Special (+1 day of effect) Ring: Air
Mastery: 5 [Battle]
This extremely invasive spell is considered blasphemous by
Range: 30'
most honorable shugenja, and many respectable shugenja
orders would find its use reason for excommunication if not Area: One summoned spriti
outright execution. This spell calls upon the air kami to Duration: 5 minutes
befuddle and dismay a target, invading their mind and Raises: Duration (+1 minute per Raise)
influencing their ability to recall exactly what happened to
Among the innermost circles of the Kitsu family are the , the
them over a certain length of time. When this spell is
ancestral shugenja who carry the bloodlines of the first kitsu
successfully cast against a target, you must succeed at a
spirits. These secretive shugenja have discovered rituals
Contested Roll using your Air versus the target's Earth. If
which can persuade the Air kami to carry a message to Yomi
successful, the targets memories are disrupted, and they
itself, calling for the aid of an ancestral shiryo. Only Kitsu
forget what has happened to them over the course of the
Shugenja may learn this spell, which is a secret of the
past week (five days). This information is completely lost to
sodan-senzo order.
the target. What's more, the spell renders them extremely
susceptible to suggestion, and you can tell them what When the spell is cast, the shugenja beseeches the
happened to them over the course of the missing time. This ancestral spirits of Yomi to send aid. If the Spell Casting Roll
allows unscrupulous shugenja to exploit others and succeeds, a shiryo—a spirit from Yomi—will arrive on the
essentially give them false memories, although certain scene in five Rounds. Once it arrives, the spirit reclaims its
individuals are highly resistant to this manner of manipulation. mortal form, but its spiritual nature is easily sensed from the
It is possible to determine that an individual was the target of celestial glow which surrounds it. It will offer whatever aid it
this spell through use of the Commune spell, but it requires can to the caster, whether that be advice, knowledge, or
that the kami be specifically asked if they can detect any combat, but it will not do anything dishonorable.
such manipulation. Mechanically, a typical shiryo will have the creature trait of
Spirit, and will possess a Rank of 3 in all of its Rings and
Defender from Beyond Traits and a Rank of 4 in any useful Skills.
Once the spell’s duration expires, the shiryo immediately
Ring: Air returns to Yomi. It also leaves for Yomi if its physical body is
Mastery: 5 [Battle] destroyed (e.g. it is reduced to zero Wounds).
Range: 30’
Area: One summoned spirit Although this spell normally calls a “generic” shiryo, the GM
may opt to allow the shugenja to summon a specific named
Duration: 5 minutes
ancestral spirit with additional Raises. The GM may also
Raises: Duration (+1 minute per Raise) choose to have a more powerful or famous shiryo answer the
Among the innermost circles of the Kitsu family are the , the spell if the specific circumstances seem to warrant it. More
ancestral shugenja who carry the bloodlines of the first kitsu powerful shiryo will possess a School as appropriate for their
spirits. These secretive shugenja have discovered rituals ancestral clan, typically with a School Rank between 3 and 5.
which can persuade the Air kami to carry a message to Yomi
itself, calling for the aid of an ancestral shiryo. Only Kitsu Draw Back the Shadow
Shugenja may learn this spell, which is a secret of the
sodan-senzo order. Ring: Air
When the spell is cast, the shugenja beseeches the Mastery: 5
ancestral spirits of Yomi to send aid. If the Spell Casting Roll Range: 100
succeeds, a shiryo—a spirit from Yomi—will arrive on the Area: 30' radius
scene in five Rounds. Once it arrives, the spirit reclaims its Duration: Instantaneous
mortal form, but its spiritual nature is easily sensed from the Raises: Area (+5' radius), Range (+ 10')
celestial glow which surrounds it. It will offer whatever aid it
can to the caster, whether that be advice, knowledge, or Just as the kami craft illusions, they can cast them aside.
combat, but it will not do anything dishonorable. Within the area affected by this spell, any illusions created by
Mechanically, a typical shiryo will have the creature trait of spells of Mastery Level 4 or lower are automatically dispelled.
Spirit, and will possess a Rank of 3 in all of its Rings and Spells of Mastery Level 5 or 6 require a Contestet Air Roll
Traits and a Rank of 4 in any useful Skills. between you and the shugenja who created those spells; if
you are successful, those illusions are dispelled a well.
Once the spell’s duration expires, the shiryo immediately Ongoing magical effects that are not illusions may are
returns to Yomi. It also leaves for Yomi if its physical body is dispelled by this spell, but require a Contested Ring Roll
destroyed (e.g. it is reduced to zero Wounds). between you and their creator, using your Air versus h
appropriate Ring.

22
Echoes on a Breeze Facing Your Devils
Ring: Air Ring: Air
Mastery: 5 Mastery: 5
Range: Personal Range: 30'
Area: One target individual Area: One target person or creature
Duration: Concentration Duration: 10 Rounds
Raises: None Raises: Range (+10’ per Raise), Duration (+2 Rounds
per Raise)
No destination is beyond the reach of the wind. With a simple
prayer to the kami, you can send your words across the span This is a dangerous and powerful spell which had appeared
of the Empire, whispering into the ear of anyone you need to among ronin shugenja from time to time for almost a
send a message. The person must be someone you know, thousand years of Rokugani history. The spell is often
and the spell will establish a link between the two of you only regarded as wicked by clan shugenja, so those ronin who
as long as you concentrate. You may communicate with one learn it guard its secrets carefully and only pass it on to their
another, although you only hear each other's voices as most trusted students. Typically no more than one or two
whispers. Both participants are instantly aware when the shugenja in a generation will learn it. In the time of the Clan
connection is forged, and either can end it at any point. Wars, the spell’s most famous user was the ronin Heichi
Chokei, who claimed to be a descendent of the long-lost
Facing Your Devils Boar Clan. When he was asked about the purpose of the
spell, Chokei replied with a smile: “It is for whoever is brave
Ring: Air enough to use it.” In later years it also gained fame as a
Mastery: 5 favored spell of Naka Kuro, the so-called Grandmaster of the
Elements, and his student and successor Naka Tokei.
Range: 30’
Area: One target person or creature Facing Your Devils appears to call on the Air kami to test the
Duration: 10 Rounds kharmic and elemental balance of a soul by deliberately
Raises: Range (+10’ per Raise), Duration (+2 Rounds misaligning the target’s Elements. The spell switches the
per Raise) highest and lowest Traits of the target for the duration. This
may well result in changes to the target’s Ring Ranks, with
This is a dangerous and powerful spell which had appeared potentially severe consequences (e.g. a dropping Earth Ring
among ronin shugenja from time to time for almost a reducing available Wounds, for example). The caster may
thousand years of Rokugani history. The spell is often choose the affected Traits in case of a tie.
regarded as wicked by clan shugenja, so those ronin who
learn it guard its secrets carefully and only pass it on to their Those who use Facing Your Devils see it as a means to
most trusted students. Typically no more than one or two teach others the importance of balance in all things, but
shugenja in a generation will learn it. In the time of the Clan much more nefarious and cruel uses are certainly possible
Wars, the spell’s most famous user was the ronin Heichi and have been employed more than once, lending the spell a
Chokei, who claimed to be a descendent of the long-lost sinister repute. The Air spirits seem to find the spell amusing,
Boar Clan. When he was asked about the purpose of the since they do not always recognize the harm it can cause.
spell, Chokei replied with a smile: “It is for whoever is brave
enough to use it.” In later years it also gained fame as a Legion of the Moon
favored spell of Naka Kuro, the so-called Grandmaster of the
Elements, and his student and successor Naka Tokei. Ring: Air
Mastery: 5 [Illusion]
Facing Your Devils appears to call on the Air kami to test the
kharmic and elemental balance of a soul by deliberately Range: Personal
misaligning the target’s Elements. The spell switches the Area: 10' radius fror caster
highest and lowest Traits of the target for the duration. This Duration: 5 minutes
may well result in changes to the target’s Ring Ranks, with Raises: Area (+5'), Duration (+1 minute)
potentially severe consequences (e.g. a dropping Earth Ring
reducing available Wounds, for example). The caster may The Moon can reveal what is hidden, but also conceal those
choose the affected Traits in case of a tie. who receive its blessings. You may summon the greater
blessing of the Moon and envelop a large group of people
Those who use Facing Your Devils see it as a means to within it completely obscuring them from sight. Every
teach others the importance of balance in all things, but individual you choose within the area of effect of this spell is
much more nefarious and cruel uses are certainly possible rendered invisible to all normal senses for the duration of the
and have been employed more than once, lending the spell a spell. Those within the area that you choose to exclude are
sinister repute. The Air spirits seem to find the spell amusing, not affected. Anyone affected by the spell who performs any
since they do not always recognize the harm it can cause. action that physically interacts with an unaffected individual
is imnwdiately excluded from the spell effect.

23
Possession Mastery 6
Ring: Air Piercing the Heavens
Mastery: 5 [Maho]
Range: 100' Ring: Air
Area: One target person Mastery: 6
Duration: 1 day Range: N/A
Raises: Duration (+1 day per 2 Raises), Range (+25' per Area: N/A
Raise), Special (+1k0 on Contested Willpower Roll per Duration: 5 Rounds
Raise)
Raises: Duration (+1 Round per 3 Raises)
This fearsome spell allows the maho-tsukai to take direct
Known only to true masters of magic, this spell is a secret of
possession of another person, forcing his soul into the
the Phoenix and has never been intentionally shared with
victim's body and controlling it like a puppet. The caster must
any other shugenja school, not even the Imperial one.
know the name of his chosen victim and must also have
either a drop of blood or a piece of hair from the target. Once It is considered a sacred trust among the most high-ranking
the spell is cast, the maho-tsukai must make a Contested of Phoenix priests, and not even all of the Elemental Masters
Willpower Roll against the target. (The caster may take have been considered worthy of its power… for to abuse this
Raises to gain unkept dice on this roll.) If the target wins the prayer is to call down the very wrath of Heaven.
roll, the possession fails, and the caster suffers 2k 1 Wounds
as the angry kansen lash back at the one who summoned This prayer calls for the direct attention of a Fortune named
them. If the caster wins the roll, he takes complete by the shugenja. It may only be performed within a temple or
possession of the victim's body and may use it as he sees fit. shrine specifically devoted to that Fortune, and may never be
He does not, however, gain any of the possessed body's cast more than once a month lest it anger the entirety of
memories, knowledge, or instincts. In mechanical terms, the Tengoku. If the spell is successfully cast, a mote of the
possessed body has its own physical Traits and Advantages Fortune’s essence will manifest within the shrine’s sacred
but has the mental Traits, mental/spiritual Advantages, icon and the shugenja will be permitted to briefly commune
School Techniques, and Skills of the possessing maho— with the divine being. The Fortune is neither compelled to
tsukai. The spell's victim experiences what is happening to answer questions asked nor to fulfill boons requested, and
him in an eerie, dream-like manner. When the spell's the utmost reverence must be maintained lest its immediate
duration ends. the caster's soul returns to his own body, and and terrible wrath be unleashed.
the victim regains control of himself — and must face the However, if true reverence is offered and the cause is worthy,
consequences of what he did while possessed. the Fortune may offer help available nowhere else.
While the possession lasts, the caster's body is in a
comatose state. He can end the possession early and return Piercing the Heavens
to his own body at will. If the possessed body is killed, he will
immediately return to his own body. If his own body is killed Ring: Air
while he possesses another, he will have no place to return Mastery: 6 [N/A]
when the spell expires and will thus die the moment the Range: N/A
spell's duration ends. Area: N/A
Duration: 5 Rounds
Slayer's Knives Raises: Duration (+1 Round per 3 Raises)

Ring: Air Known only to true masters of magic, this spell is a secret of
Mastery: 5 [Thunder] the Phoenix and has never been intentionally shared with
Range: 30' any other shugenja school, not even the Imperial one.
Area: Corridor of air 10' wide It is considered a sacred trust among the most high-ranking
Duration: Instantaneous of Phoenix priests, and not even all of the Elemental Masters
Raises: Area (+3' wide), Damage (+1k0 per three have been considered worthy of its power… for to abuse this
Raises) prayer is to call down the very wrath of Heaven.
The wind can be deadly to those unprepared for its fury. You This prayer calls for the direct attention of a Fortune named
summon a powerful wind that tears through anything in its by the shugenja. It may only be performed within a temple or
path. At your behest, the kami create a corridor of air filled shrine specifically devoted to that Fortune, and may never be
with a cutting wind that inflicts damage with a DR equal to cast more than once a month lest it anger the entirety of
your Air Ring +2k0 to everything in its path. (For example. a Tengoku. If the spell is successfully cast, a mote of the
shugenja with Air 4 would inflict 6k4 damage with this spell). Fortune’s essence will manifest within the shrine’s sacred
Paper and light cloth are destroyed instantly, although icon and the shugenja will be permitted to briefly commune
heavier cloth may only be damaged. Anyone damaged by with the divine being. The Fortune is neither compelled to
these winds must succeed at an Earth Ring Roll (TN 20) or answer questions asked nor to fulfill boons requested, and
be Knocked Down. the utmost reverence must be maintained lest its immediate
and terrible wrath be unleashed.
However, if true reverence is offered and the cause is
worthy, the Fortune may offer help available nowhere else.

24
Rise, Air The occupied body retains its physical Traits and physical
Advantages and Disadvantages, but instantly acquires the
Ring: Air mental Traits and Void of the caster, along with all of the
Mastery: 6 caster’s Skills and any Mental or Spiritual Advantages and
Disadvantages the caster may have. (Social Advantages or
Range: 30'
Disadvantages may or may not persist – the GM should
Area: One summoned spirit adjudicate such situations.) If the maho-tsukai remains within
Duration: Concentration the same body for an extended period of time (six months or
Raises: None more) it will gradually change to physically resemble the
caster’s original physical form, changing Rings, Traits, and
The wind itself will take form to defend you. The ultimate
Advantages as appropriate.
actualization of the Summon spell, this spell summons a
massive kami of pure air to serve you. It takes the form of a
vaguely humanoid shape, roughly ten feet in height, with an Take the Body
indistinct outline visible only because of small debris caught
up in its body. The kami may move up to l0x your Air per Ring: Air
round, and generates powerful winds in a twenty foot radius Mastery: 6 [Maho]
around it that hinder movement, preventing anyone from Range: 500'
making Simple Move Actions within its area of effect. The Area: Caster and one target person
manifest kami is treated as if it has all Physical Traits equal Duration: Pernament
to your Air Ring, and attacks with a Jiujitsu Skill Rank equal Raises: Range (+500’ per Raise), Special (cast as a
to half your Air Ring. Damage from these attacks has a DR single Simple Action with 4 Raises)
equal to your Air Ring (for example, a spirit summoned by a
shugenja with Air 6 would inflict 6k6 damage with its attacks). This spell is, to the best of anyone’s knowledge, known only
For purposes of taking damage, the spirit is considered to to two people – Iuchiban and Yajinden. They have guarded
have Wounds as though it were a human with Earth equal to its secrets carefully and so far no other maho-tsukai has ever
your Air Ring, but suffers no Wound penalties. It is exhibited its power. The spell allows the caster to literally
Invulnerable (see the creature rules in the Book of Void for “leap” his soul into the body of another person within range,
details of this ability). If it is successfully reduced to zero instantly and permanently taking their body as his own. The
Wounds, it is dispelled. caster must succeed in a Contested Willpower roll against
the victim, and if the victim wins, the caster is hurled back
Take the Body into his current body. (The victim will be very much aware
that he just fought off some kind of terrible all-consuming
Ring: Air power.) The spell does not normally cause the souls to
Mastery: 6 [Maho] “switch”– the abandoned body simply falls dead. The fate of
the original soul is unknown, and some Rokugani believe it
Range: 500’
may actually be destroyed, a truly horrific and blasphemous
Area: Caster and one target person act. There are some reports of powerful Lost or maho-tsukai
Duration: Permanent being able to switch into the other body rather than be
Raises: Range (+500’ per Raise), Special (cast as a destroyed, but these tales are not confirmed.
single Simple Action with 4 Raises)
The occupied body retains its physical Traits and physical
This spell is, to the best of anyone’s knowledge, known only Advantages and Disadvantages, but instantly acquires the
to two people – Iuchiban and Yajinden. They have guarded mental Traits and Void of the caster, along with all of the
its secrets carefully and so far no other maho-tsukai has ever caster’s Skills and any Mental or Spiritual Advantages and
exhibited its power. The spell allows the caster to literally Disadvantages the caster may have. (Social Advantages or
“leap” his soul into the body of another person within range, Disadvantages may or may not persist – the GM should
instantly and permanently taking their body as his own. The adjudicate such situations.) If the maho-tsukai remains within
caster must succeed in a Contested Willpower roll against the same body for an extended period of time (six months or
the victim, and if the victim wins, the caster is hurled back more) it will gradually change to physically resemble the
into his current body. (The victim will be very much aware caster’s original physical form, changing Rings, Traits, and
that he just fought off some kind of terrible all-consuming Advantages as appropriate.
power.) The spell does not normally cause the souls to
“switch”– the abandoned body simply falls dead. The fate of
the original soul is unknown, and some Rokugani believe it
may actually be destroyed, a truly horrific and blasphemous
act. There are some reports of powerful Lost or maho-tsukai
being able to switch into the other body rather than be
destroyed, but these tales are not confirmed.

25
The False Legion The World is Truth
Ring: Air Ring: Air
Mastery: 6 [Battle, Illusion] Mastery: 6
Range: Personal Range: Touch
Area: Within 100' of the caster Area: One target person
Duration: Concentration Duration: 1 month
Raises: Area (+ 10'), Special (+5 illusory figures per Raises: Duration (1 additional month per 3 Raises)
Raise)
This secret spell is an important element in the Kolat’s
The greatest illusory gift of the wind is legion. Within the area methods for creating sleeper agents, but even when used by
of effect of this spell, you can create a number of illusory itself it is a potent weapon in the conspiracy’s arsenal. The
figures up to your Air Ring x 10. These figures may be as Kolat typically use this spell when it is vitally necessary to
detailed or as vague as you prefer (such as “Crane bushi” conceal their operations without actually killing someone –
versus ‘heavy infantry of the fourth Daidoji legion”), although typically because the person in question is too important to
you must be familiar with their appearance in order for this be easily disposed of.
spell to take effect (you could not, for example, replicate a
family mon you have never seen). The figures are fully Casting this spell requires the caster to hold the target by
mobile and will take whatever actions you desire as long as the head and focus on him for 8 hours uninterrupted;
they do not leave the spell's area of effect. They can be seen, typically, the target will be bound to prevent interruptions. If
heard, or even smelled, but as with most illusions, they contact with the target is broken for more than 3 minutes the
cannot physically interact with objects or individuals in any spell will fail.
way. At the end of 8 hours the shugenja makes a Contested
Insight/ Air roll against the target. If the shugenja wins the roll,
The World is Truth the target’s thoughts and memories are rewritten and
rearranged in whatever way the caster prefers. Mental
Ring: Air Advantages and Disadvantages cannot be changed, but the
Mastery: 6 target may be made to think he is someone else, to forget
Range: Touch something that happened, to remember events or persons
Area: One target person differently, and so forth. (This does not grant any Skill ranks,
Techniques, or other actual capabilities.
Duration: 1 month
Raises: Duration (1 additional month per 3 Raises) The target may believe he is the Elemental Master of Fire
but this will not make him capable of casting spells.)
This secret spell is an important element in the Kolat’s
methods for creating sleeper agents, but even when used by
itself it is a potent weapon in the conspiracy’s arsenal. The
Wind of the Moon
Kolat typically use this spell when it is vitally necessary to
conceal their operations without actually killing someone – Ring: Air
typically because the person in question is too important to Mastery: 6
be easily disposed of. Casting this spell requires the caster Range: 50’
to hold the target by the head and focus on him for 8 hours Area: One target person
uninterrupted; typically, the target will be bound to prevent Duration: 1 minute
interruptions. If contact with the target is broken for more Raises: Duration (+1 minute per 2 Raises), Special (+1k1
than 3 minutes the spell will fail. on the Contested Air roll for 3 Raises)
At the end of 8 hours the shugenja makes a Contested Air acolytes of some potency realize it is possible to read the
Insight/ Air roll against the target. If the shugenja wins the roll, minds of others, but a few shugenja have looked at this as
the target’s thoughts and memories are rewritten and only the beginning of what can be done with Air.
rearranged in whatever way the caster prefers. Mental
Advantages and Disadvantages cannot be changed, but the Through extremely advanced and powerful invocations of the
target may be made to think he is someone else, to forget Air kami, it is possible for a shugenja to not only read the
something that happened, to remember events or persons surface thoughts of another but to transmit his own thoughts
differently, and so forth. (This does not grant any Skill ranks, into the mind of that person. This is considered a highly
Techniques, or other actual capabilities. The target may questionable act, and the Phoenix Clan considers this spell
believe he is the Elemental Master of Fire but this will not to border on blasphemy. However, the immense advantages
make him capable of casting spells.) that can be gained from such total manipulation of another
means the spell continues to circulate covertly through the
Empire.

26
In order for this prayer to succeed, the caster must know the Wrath of Kaze-no-Kami (Hurricane)
name of the target and must be able to see him or her clearly.
Without the visual connection, the thoughts of the target will Ring: Air
be too garbled to be decipherable, resulting only in a painful Mastery: 6 [Thunder]
headache to both caster and target. If the name which the
Range: Personal
caster knows is false (e.g. the target is using an alias) the
Spellcasting Roll suffers a +10 TN penalty as the false name Area: 1 mile radius, centered on the caster
confuses the spirits. Furthermore, in order to successfully Duration: Concentration (special)
impose his thoughts on the target’s mind, the caster must Raises: None
succeed in a Contested Air Roll against the target; failure
The wrath of the air kami, and of the Fortune of the Wind, is
means contact is broken and both sides suffer a severe
truly dreadful to behold. In casting this spell, you unleash the
headache as above. However, if the Air roll is successful, the
full force of a hurricane upon your enemies. When the spell
target will be unaware of the mental contact and for the
takes effect, you are standing in the eye of the storm, a zone
duration of the spell will believe the thoughts springing into
radiating twenty feet in every direction from you, and in which
his mind are entirely his own. The caster must maintain
no ill effects of the spell are suffered. Outside the eye,
partial concentration for the duration of the spell—if this is
however, the brutal effects of the storm tear at everything in
disrupted, the spell ends immediately.
its path. Objects weighing less than five hundred pounds are
A peculiar side effect of this spell is that for an hour after it lifted by the wind and tossed into the storm. Individuals in
ends, the caster and target will find it difficult to lie this area must hold on to something immobile or be cast into
convincingly to each other, inflicting a +10 TN penalty to any the winds to their certain death. Everyone within the affected
Sincerity (Deceit) rolls they make against each other. region who does not have sturdy shelter suffers 1k1 Wounds
per minute from the winds and minor debris. There is a one
Wind of the Moon in ten chance each minute that an exposed individual will
instead suffer 5k5 Wounds due to being struck by a wind-
Ring: Air borne object. This spell lasts for a maximum of one hour,
although it can last far shorter times if you are disrupted
Mastery: 6
while maintaining the spell.
Range: 50'
Area: One target person This spell may not be cast in a given area more than once
Duration: 1 minute per month, as it completely exhausts the favors of the air
Raises: Duration (+1 minute per 2 Raises), Special (+1k1 kami to perform it.
on the Contested Air roll for 3 Raises)
Earth Spells
Air acolytes of some potency realize it is possible to read the
minds of others, but a few shugenja have looked at this as
only the beginning of what can be done with Air.
Mastery 1
Through extremely advanced and powerful invocations of
the Air kami, it is possible for a shugenja to not only read the
Armor of Earth
surface thoughts of another but to transmit his own thoughts
into the mind of that person. This is considered a highly Ring: Earth
questionable act, and the Phoenix Clan considers this spell Mastery: 1 [Battle, Defense]
to border on blasphemy. However, the immense advantages Range: Personal
that can be gained from such total manipulation of another Area: Self
means the spell continues to circulate covertly through the Duration: 10 rounds
Empire. Raises: Duration (+2 rounds)
In order for this prayer to succeed, the caster must know the This spell infuses the caster's body with the strength of Earth,
name of the target and must be able to see him or her clearly. weakening the force of any physical or magical attack which
Without the visual connection, the thoughts of the target will strikes him. For the duration of the spell, you gain Reduction
be too garbled to be decipherable, resulting only in a painful in an amount equal to your Earth Ring + School Rank.
headache to both caster and target. If the name which the However, this infusion of Earth slows your movements —
caster knows is false (e.g. the target is using an alias) the your Water is considered 1 Rank lower for purposes of
Spellcasting Roll suffers a +10 TN penalty as the false name movement while you are under the effects of this spell.
confuses the spirits. Furthermore, in order to successfully
impose his thoughts on the target’s mind, the caster must
succeed in a Contested Air Roll against the target; failure
means contact is broken and both sides suffer a severe
headache as above. However, if the Air roll is successful, the
target will be unaware of the mental contact and for the
duration of the spell will believe the thoughts springing into
his mind are entirely his own. The caster must maintain
partial concentration for the duration of the spell—if this is
disrupted, the spell ends immediately.
A peculiar side effect of this spell is that for an hour after it
ends, the caster and target will find it difficult to lie
convincingly to each other, inflicting a +10 TN penalty to any
Sincerity (Deceit) rolls they make against each other.
27
Blood Rite Earth's Touch
Ring: Earth Ring: Earth
Mastery: 1 [Maho] Mastery: 1 [Defense]
Range: Touch Range: Touch
Area: One target person/creature Area: One target
Duration: 10 minutes Duration: 1 hour
Raises: Duration (+2 minutes per Raise), Special (heals Raises: Duration (+1/2 hour), Targets (+1 per 2 raises,
an extra +1k0 per Raise) maximum of 3 total targets)
A deceptive spell which allows many maho-tsukai to With this spell, the shugenja calls forth the Earth of the target
masquerade as noble priests, healing the injured. This spell (which may be himself), invoking the kami to strengthen his
convinces the kansen to flow into the target, stimulating his health and mental fortitude. For the duration of the spell, one
flesh to heal and knit itself closed, and stimulating his body to of the target's Earth Traits (chosen by the caster) is
feats of physical prowess. The target immediately heals 1k1 increased by 1. This does not increase the Ring itself, but it
Wounds, and for the duration of the spell one of his physical can enhance the target's ability to withstand temptation,
Traits (chosen by the caster) is treated as one Rank higher. resist poisons, or dominate others.
(This can award a temporary increase in Wounds if it causes
the target's Earth Ring to increase, but the Wounds will drop Elemental Ward
back to normal when the spell expires, and this may result in
the death of the target if he has taken sufficient injury.) Ring: Earth
However, there is a cruel price for this assistance from the Mastery: 1 [Wards]
kansen: the target of the spell immediately gains 1k1 points
Range: Touch
of Shadowlands Taint.
Area: One target
Duration: 1 hour
Courage of the Seven Thunders
Raises: Duration (+1/2 hour), Targets (+1 per two
Raises)
Ring: Earth
Mastery: 1 [Battle] This spell uses the power of Earth to enhance resistance to
Range: 30' hostile magic. The spirits of Earth armor the target's body
Area: Targets up to caster's Shugenja School Rank and soul, rejecting other kami when they try to affect the
Duration: 10 minutes target. When the shugenja casts this spell, he chooses one
Raises: Duration (+1 minute), Targets (+1) Element (which cannot be Void or Maho). Spells of that
element suffer a TN penalty equal to the caster's School
This spell infuses the targets (who may include the caster) Rank x 5 when they are cast on anyone under the protection
with firm and unyielding courage, bolstered by the eternal of this spell. (Unfortunately, this includes “friendly” magic
power of the Earth. For the duration of the spell, all the such as healing.)
targets gain +5k0 to resist any kind of Fear effect, whether
magical or natural. However, this spell is associated with the Heart of the Damned
memory of the legendary Seven Thunders, and those whose
connection to the Thunders is tenuous do not receive the Ring: Earth
same degree of blessing from the Earth kami. Samurai who Mastery: 1 [Maho]
are not of the original Seven Great Clans receive only +3k0
Range: Touch
to their rolls to resist Fear. Anyone who has at least a full
Rank of Shadowlands Taint cannot benefit from this spell, Area: Caster
although this will not actually reveal that they are Tainted. Duration: Instantaneous
This spell may be cast as a combined ritual by two or more Raises: None
shugenja who know the spell, in which case they may add
A foul necromantic ritual, first practiced by Iuchiban himself,
their highest single Earth Rank to their combined total
this spell calls on the strength of the dead to enhance the
School Ranks to determine how many targets the spell can
living. The caster must touch a recently-dead human corpse
affect. (dead within the last day) when casting the spell. The corpse
shrivels and rots away as the caster draws on its essence,
Earth's Stagnation reddish-black energy flowing out of the dead body and into
the caster. The caster heals 2k2 Wounds and regains 1
Ring: Earth Rank in any Ring or Trait which has been reduced below its
Mastery: 1 normal level.
Range: 50'
Area: 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 I Rank lower for the purpose of how far he can
move.

28
Heart of the Damned Minor Binding
Ring: Earth Ring: Earth
Mastery: 1 [Maho] Mastery: 1 [Craft]
Range: Touch Range: 60'
Area: Caster Area: One target
Duration: Instantaneous Duration: 2 hours
Raises: None Raises: Duration (+1 hour), Range (+20')
A foul necromantic ritual, first practiced by Iuchiban himself, This spell was pioneered by the Kuni family but has come
this spell calls on the strength of the dead to enhance the into use among other shugenja who battle the forces of the
living. The caster must touch a recently-dead human corpse Shadowlands, such as the Scorpion and the Phoenix. It is
(dead within the last day) when casting the spell. The corpse used to safely imprison minor Shadowlands creatures,
shrivels and rots away as the caster draws on its essence, typically for purposes of interrogation. Any Shadowlands
reddish-black energy flowing out of the dead body and into creature with an Earth of 3 or less can be targeted with this
the caster. The caster heals 2k2 Wounds and regains 1 spell. It cannot affect the Lost, Oni Lords, or their spawn, or
Rank in any Ring or Trait which has been reduced below its creatures with an Earth of 4 or higher, nor can it affect
normal level. creatures who are not Tainted. If the spell is cast
successfully, it calls forth manacles of iron, formed from pure
Jade Strike Earth spirits, which trap and bind the target creature,
rendering it physically helpless for the duration of the spell.
Ring: Earth When the spell expires, the manacles instantly crumble away
Mastery: 1 [Jade, Thunder] into dust.
Range: 100'
Area: One target Purge the Weak
Duration: Instantaneous
Ring: Earth
Raises: Damage (+1k0), Range (+10'), Targets (+1
target, maximum of 5 total targets) Mastery: 1 [Maho]
Range: 50’
This spell summons forth the purest of Earth kami, those of Area: Food and water for up to 5 people
jade, in the form of a blast of iridescent green energy. The Duration: Permanent
jade power flies out and unerringly strikes the chosen target Raises: Range (20’ per Raise), Area of Effect (supplies
— it cannot be intercepted or deflected, although Magic for 1 additional person per Raise)
Resistance or other forms of magical defense can thwart it. If
the target has at least one Rank of Taint, the Jade Strike will This unpleasant curse ruins food and drink, rendering it foul,
inflict damage with a DR of 3k3, burning and blackening the diseased, and inedible. The effects of the spell are obvious –
Tainted flesh. However, a target who does not have at least food becomes rotten, water turns foul and discolored, and so
a full Rank of Taint will not suffer any damage from the spell. forth. The food and water lose all nutritional value and
Casting Jade Strike on a non-Tainted target is generally anyone who eats or drinks must roll Stamina at TN 20 or
regarded as a grave insult — except perhaps among the more become severely ill, suffering a –3k0 penalty to all Skill, Trait,
paranoid ranks of the Kuni family, where it is seen as merely and Spell Casting rolls. The illness is incurable with medical
a sensible precaution. treatment and will last for two weeks unless magically cured.

Jurojin's Balm Purge the Weak


Ring: Earth Ring: Earth
Mastery: 1 Mastery: 1 [Maho]
Range: Touch Range: 50'
Area: One target Area: Food and water for up to 5 people
Duration: 1 hour Duration: Pernament
Raises: Duration (+1/2 hour), Targets (+1 per 2 Raises. Raises: Range (20’ per Raise), Area of Effect (supplies
maximum of 5 total targets) for 1 additional person per Raise)
This spell fills the target's body with the purity and vigor of This unpleasant curse ruins food and drink, rendering it foul,
Earth, driving out poisons and impurities. If the target suffers diseased, and inedible. The effects of the spell are obvious –
the effects of any poison or toxin within the duration of the food becomes rotten, water turns foul and discolored, and so
spell, or is already under the effects of a poison when the forth. The food and water lose all nutritional value and
spell targets him, he may re-roll any failed Stamina roll to anyone who eats or drinks must roll Stamina at TN 20 or
resist the poison, with a bonus of +2k0 to the second roll. become severely ill, suffering a –3k0 penalty to all Skill, Trait,
(However. if the second roll is also failed, the poison has full and Spell Casting rolls. The illness is incurable with medical
effect.) An interesting side-effect of this spell is that it also treatment and will last for two weeks unless magically cured.
cures drunkenness and other such effects, and it is
impossible for the target to become intoxicated during the
spell's duration.

29
Soulof Stone Stone's Endurance
Ring: Earth Ring: Earth
Mastery: 1 [Defense] Mastery: 1 [Travel]
Range: Touch Range: Self or Touch
Area: One target Area: One target creature ( ay be the caster)
Duration: 1 hour Duration: 6 hours
Raises: Duration (+1/2 hour) Raises: Duration (+1 hour per Raise)
This spell fills the targets soul with the infinite and unyielding This spell calls on the strength of stone to enhance the target
strength of stone. For the duration of the spell, the targets creature’s physical endurance and toughness. This spell was
feelings are immovable, and any attempt to divert or distract originally devised by the Unicorn to allow their horses to ride
hint will be resisted with supernatural determination. He for long periods of time without tiring, but after the Unicorn
gains a +3k0 bonus to any rolls made to resist emotional returned to the Empire other clans also saw value in the spell
manipulation or the distractions of desire. including Courtier – particularly the Crab, who found it quite useful for situations
(Manipulation) rolls, Temptation rolls. Compulsions, and any where their soldiers had to remain on duty for long periods of
similar effects which the GM judges to be appropriate. time. For the duration of the spell, the target is immune to
However, this stony self-control also makes it difficult for the being Fatigued due to a lack of rest, and is considered to
target to read and affect the emotions of others, and for the have a Stamina that is one Rank higher for the purpose of
duration of the spell he suffers a —1k0 penalty to all any rolls or effects which specifically key on Stamina (such
Awareness Trait rolls and Awareness-related Skill Rolls as resisting poisons, determining how long one can avoid
made for the purpose of influencing others. drowning, etc).
The spell may be cast multiple times on the same target, but
Stone’s Endurance the Earth spirits cannot sustain the effort beyond a total of 24
consecutive hours. Once the spell expires, the target is
Ring: Earth automatically considered Fatigued until he rests for at least
Mastery: 1 [Travel] half as long as he was under the spell’s effects.
Range: Self or Touch
Area: One target creature (may be the caster) Suck the Marrow
Duration: 6 hours
Raises: Duration (+1 hour per Raise) Ring: Earth
Mastery: 1 [Maho]
This spell calls on the strength of stone to enhance the target
creature’s physical endurance and toughness. This spell was Range: Touch
originally devised by the Unicorn to allow their horses to ride Area: One target creature
for long periods of time without tiring, but after the Unicorn Duration: 1 day
returned to the Empire other clans also saw value in the spell Raises: Duration (+1 day per 2 Raises), Range
– particularly the Crab, who found it quite useful for situations (changeto 50’ for 2 Raises)
where their soldiers had to remain on duty for long periods of
time. For the duration of the spell, the target is immune to This unpleasant curse impedes the victim’s ability to heal
being Fatigued due to a lack of rest, and is considered to and recover from injury and sickness. The victim becomes
have a Stamina that is one Rank higher for the purpose of pale and weak, exuding an unpleasant body odor, and is
any rolls or effects which specifically key on Stamina (such unable to heal Wounds normally or from applications of the
as resisting poisons, determining how long one can avoid Medicine skill. The victim also is unable to recover from
drowning, etc). illnesses or poisons, and suffers a –2k0 penalty to any roll
made to resist the effects of a poison or disease. Magical
The spell may be cast multiple times on the same target, but healing can still affect the target normally.
the Earth spirits cannot sustain the effort beyond a total of 24
consecutive hours. Once the spell expires, the target is Suck the Marrow
automatically considered Fatigued until he rests for at least
half as long as he was under the spell’s effects. Ring: Earth
Mastery: 1 [Maho]
Range: Touch
Area: One target creature
Duration: 1 day
Raises: Duration (+1 day per 2 Raises), Range (change
to 50’ for 2 Raises)
This unpleasant curse impedes the victim’s ability to heal
and recover from injury and sickness. The victim becomes
pale and weak, exuding an unpleasant body odor, and is
unable to heal Wounds normally or from applications of the
Medicine skill. The victim also is unable to recover from
illnesses or poisons, and suffers a –2k0 penalty to any roll
made to resist the effects of a poison or disease. Magical
healing can still affect the target normally.

30
Summn Undead Champion Mastery 2
Ring: Earth Be the Mountain
Mastery: 1
Range: 100' Ring: Earth
Area: One humanoid corpse Mastery: 2 [Defense]
Duration: 1 hour Range: 30'
Raises: Duration (+1 hour per two Raises), Range (+20' Area: One target creature
per Raise), Targets (+1 corpse per Raise) Duration: 4 rounds
This spell is used by maho-tsukai to quickly bring forth Raises: Duration (+1 Round)
undead warriors to protect themselves or slaughter their
A variant ol the spell Armor of Earth, designed to protect
enemies. It must be cast on a corpse which is within the
allies, this prayer causes the Earth kami to envelop the target
spells range — it cannot target a living creature. The corpse
with their embrace, covering his skin with a stony barrier that
will be animated by a kansen, rising up and serving the
repels physical blows. The target gains Reduction of a value
caster as best it can. Mechanically, the animated corpse is
equal to 5x the caster's School Rank, to a maximum of 20,
considered a zombie (as per the Book of Void, page 331). It
but cannot take Simple Move Actions for the duration of the
obeys any simple commands (such as “kill them” or “wait
spell (Free Move Actions are still allowed). Only a willing ally
here”) from the maho-tsukai who summoned it. Complex or
can be targeted with this spell.
conditional orders cannot be understood, and the zombie will
simply stand and wait until it is given an order simple enough
to understand. Once created, it can move freely beyond the Caress of Fu Leng
spell's initial range.
Ring: Earth
If the zombie is beheaded or destroyed, it will not re-animate Mastery: 2 [Maho]
unless the spell is cast again. At the end of the spell's Range: 50'
duration, the kansen will depart and the undead creature will
Area: One target object
collapse to the ground, becoming nothing more than a
corpse. Duration: Instantaneous
Raises: Range (+ 10' per Raise)
Tesubo of Earth This spell summons dark kansen to consume and destroy
the substance most inimical to them — jade. The caster may
Ring: Earth target any one jade item, weapon, or object within the spell's
Mastery: 1 [Craft, Jade] range (he must be able to see it). The jade is instantly
Range: Personal or 20' corrupted, its blessed properties annihilated by an
Area: One created weapon overwhelming saturation of Taint. Only a foul black slime is
Duration: 5 minutes left behind. This spell cannot affect an awakened ncnzuranai
Raises: Damage (+1k0), Duration (+5 minutes), Range (magical relic) that contains jade.
(+5 feet)
Drain the Soul
You summon a tetsubo of pure earth, studded with all
manner of stones. The weapon's default form is a tetsubo, Ring: Earth
but one Raise can change its form to any other heavy Mastery: 2 [Maho]
weapon of your choosing. Range: 50'
The tetsubo has a DR of 2k2. When wielding this weapon, Area: One target person/creature
you may use your School Rank in place of your Heavy Duration: 10 minutes
Weapons Skill if you wish, If you do have the Heavy Weapon Raises: Duration (+2 minutes per Raise), Range (+ 10'
skill, the tetsubo grants you a Free Raise for the Knockdown per Raise), Targets (+1 target per Raise), Special (+1
maneuver (this bonus does not apply if you grant the Stamina rank per 2 Raises)
Tetsubo to another person instead of wielding it yourself).
The tetsubo disappears if it is lost from your hand. Instead of This spell causes malignant Earth kansen to afflict the target,
summoning the tetsubo for yourself, you may cause it to draining away his natural Earth and leaving him weak and
appear in the hands of an ally within 20 feet. He is treated as sickly. For the duration of the spell, the victim's Stamina rank
the caster for all purposes of the spell, but does not gain the is reduced by I (to a minimum of 1). This can cause the
Free Raise bonus. victim's Earth Ring to temporarily drop, reducing his Wound
Ranks and making him more vulnerable to injury.

31
Earth Becomes Sky Chuda Necromancers are particularly fond of using this spell
to summon forth corpses for use with their insidious
Ring: Earth Technique.
Mastery: 2 [Jade, Thunder]
Range: 100' Foce of Will
Area: One target creature
Duration: Instantaneous Ring: Earth
Raises: Damage (+1k0), Targets (+1 target), Special Mastery: 2 [Battle]
(make boulders Jade with 2 Raises) Range: 50'
Area: One target
This spell summons up several huge boulders from the earth, Duration: 2 rounds
and hurls them through the air to unerringly strike one (or Raises: Duration (+1 round, maximum 4 Rounds
more) target creatures. The target struck by these boulders duration)
suffers damage with a DR equal to the caster's Earth rank. If
the caster strikes multiple targets, the DR is reduced by iki This spell infuses the target with an intense resistance to
for each additional target. to a minimum of 1k1 damage per pain and death, as the Earth kami bolster his will to live to
target. These boulders are made of normal, mundane stone, superhuman levels. He is able to shrug off the pain and
and thus cannot normally bypass Reduction or Invulnerability, shock of his wounds, even continuing in the face of lethal
but a powerful caster can infuse the boulders with the power injuries for a short time. For the duration of this spell, the
of Jade. target is immune to all Wound Rank penalties and effects —
including the effect of being dead if the Out rank is
Embrace of Kenro-Ji-Jin completely filled. When the spell expires, however, the full
effects of any Wounds apply immediately — thus, this spell
Ring: Earth typically affords either a brief chance to be healed before it is
Mastery: 2 [Travel] too late, or the chance to wage a final battle in the face of
certain death.
Range: Personal or Touch
Area: One target creature
Duration: 1 hour
Grasp of Earth
Raises: Duration (+1/2 hour)
Ring: Earth
This spell allows the target (who can he the caster or one Mastery: 2
other person) to literally dive into the ground, which becomes Range: 50'
as clear and easy to traverse as water for him. lie can see for Area: One target
a distance of 100 yards through the earth, and can move Duration: 5 rounds
through it in any direction as easily as though he were in Raises: Duration (+1 Round), Range (5'), Targets (+1
normal air. The target can see through the edge of the earth Target per 2 Raises)
into the normal world, but he cannot attack, cast spells,
speak, hear, or otherwise interact with those outside the This spell causes the Earth kami to reach up and seize hold
earth unless he emerges from the ground (at which point the of the target, often taking the form of a massive hand or claw
spell immediately ends), If the spell ends while the target is which grips the unfortunate creature in stony digits. The
still underground, the Earth spirits are offended by the target is rendered near-immobile, able to move only 3' per
target's continued presence, and immediately expel him into round as a Simple Move Action, and unable to move at all
the nearest open air, wherever that might be. with a Free Move Action. The target may break free by
spending a Complex Action and rolling Raw Strength at a TN
Eternal Unrest equal to 5x the caster's Earth.

Ring: Earth Hands of Clay


Mastery: 2 [Maho]
Range: Touch Ring: Earth
Area: Target corpse Mastery: 2 [Travel]
Duration: 1 month Range: Personal
Raises: Area of Effect (+1 corpse per Raise), Special (- Area: Self
10 minutes casting time per Raise) Duration: 10 minutes
Raises: Duration (+5 minutes)
As masters of necromancy, the Chuda often find themselves
in need of corpses for their spells and techniques. This spell infuses Earth spirits into the hands and feet of the
caster, allowing them to merge with the Earth found in wood,
This ritual is designed to ensure such corpses are always earth, and stone. This allows the caster to walk and climb
available, regardless of circumstances. It normally requires along sheer surfaces, including walls and cliffs, at half his
one hour to complete, although it can be shortened (with normal movement speed (rounded up). He can even hang
Raises) to a minimum of ten minutes. You may target a from ceilings and move along them, although in that case he
maximum number of corpses equal to your Taint Rank. At can only move 3' with a Simple Action. When the spell ends.
the spell’s conclusion the targeted corpses are prepared for the effect concludes without warning, possibly leading to
use. At any later time within the spell’s duration you may take painful fall.
a Complex Action and expend an Earth spell slot to instantly
summon the prepared corpses to your location.

32
Jurojin’s Curse Rites of Preservation
Ring: Earth Ring: Earth
Mastery: 2 Mastery: 2 [Imperial]
Range: 30’ Range: 10’
Area: One target creature Area: One human corpse
Duration: 1 day Duration: 1 day
Raises: Range (+10’ per Raise), Area of Effect (+1 Raises: Duration (+1 day per three Raises)
creature per two Raises), Duration (+1 day per two
Raises) This spell is used to preserve the bodies of the dead until
they can be properly disposed of (typically by cremation). It
This spell calls on the Earth kami to remove all protection of was originally developed to allow Imperial and other high-
Jurojin, the Fortune of Health and Longevity, from the target. ranking nobles’ bodies to be preserved in dignity until their
For the duration of the spell, the target’s Earth is considered funerals, since the funeral rites of such major lords are not
to be 3 Ranks lower (to a minimum of 1) for the purpose of only lengthy but also tend to draw guests from great
healing injuries and resisting disease or poison. distances. The Crab have also found it useful for protecting
their dead against the Taint, although the spell is difficult to
Jurojin's Curse use on the battlefield.
Rites of Preservation is a ritual spell that requires one hour to
Ring: Earth cast. When a corpse is blessed with this prayer, the Earth
Mastery: 2 kami are entreated to protect the body against putrefaction
Range: 30' and other unclean influences, allowing it to remain pristine
Area: One target creature and untouched until cremation. This blessing is one of the
Duration: 1 day more important religious duties of shugenja, and despite its
Raises: Range (+10’ per Raise), Area of Effect (+1 association with dead flesh is considered an honorable task.
creature per two Raises), Duration (+1 day per two A body which is blessed by the Rites of Preservation will not
Raises) putrefy for the duration of the spell. Moreover, because the
protection of Jurojin, the Fortune of Health and Longevity, blessing repels the attentions of the kansen, the corpse is
from the target. For the duration of the spell, the target’s immune to being animated by maho or the Taint until the
Earth is considered to be 3 Ranks lower (to a minimum of 1) spell expires.
for the purpose of healing injuries and resisting disease or
poison. Rites of Preservation

Pain Ring: Earth


Mastery: 2
Ring: Earth Range: Imperial
Mastery: 2 [Maho] Area: 10'
Range: 30' Duration: 1 day
Area: One target creature Raises: Duration (+1 day per three Raises)
Duration: 1 round
This spell is used to preserve the bodies of the dead until
Raises: Duration (+1 Round per Raises), Range (+5' per they can be properly disposed of (typically by cremation).
Raise), Targets (+1 target per 2 Raises)
It was originally developed to allow Imperial and other high-
This spell wracks the target with intense physical pain, ranking nobles’ bodies to be preserved in dignity until their
shooting up and down the limbs and through the torso. The funerals, since the funeral rites of such major lords are not
target falls Prone, helpless with pain, and cannot act on his only lengthy but also tend to draw guests from great
next Turn. In addition, the target must make a Willpower Trait distances. The Crab have also found it useful for protecting
Roll at TN 20 to avoid crying aloud in pain, which could their dead against the Taint, although the spell is difficult to
cause a loss of Honor and/or Glory. use on the battlefield.
Rites of Preservation is a ritual spell that requires one hour
to cast. When a corpse is blessed with this prayer, the Earth
kami are entreated to protect the body against putrefaction
and other unclean influences, allowing it to remain pristine
and untouched until cremation. This blessing is one of the
more important religious duties of shugenja, and despite its
association with dead flesh is considered an honorable task.
A body which is blessed by the Rites of Preservation will not
putrefy for the duration of the spell. Moreover, because the
blessing repels the attentions of the kansen, the corpse is
immune to being animated by maho or the Taint until the
spell expires.

33
Spreading the Darkness Taming the Beast
Ring: Earth Ring: Earth
Mastery: 2 [Maho] Mastery: 2
Range: 30' Range: 50'
Area: Two target persons Area: One target natural creature
Duration: Permanent Duration: 1 hour
Raises: Range (+10' per Raise) Raises: Area of Effect (one additional creature per 2
Raises), Duration (1/2 hour per Raise)
This sinister curse is employed by maho-tsukai both to
control their own Taint and to spread the gift of Jigoku to This spell is a secret of the Kitsune family and thus far has
others. The spell targets two people, at least one of which never been taught outside of their ranks. It calls on the power
must have the Shadowlands Taint. The spell causes some of of Earth to soothe a wild animal’s temperamental spirit,
this Taint to leave that creature and transfer to the other, the causing it to become temporarily tame. After completing the
kansen gleefully carrying the gift of Jigoku from one creature prayer, the shugenja makes a Contested Earth roll against
to the other. The maximum number of Taint points which can the target creature (as a Free Action); with a success, the
be moved in this manner is equal to the caster's Earth + creature ceases all hostile activity for the duration of the spell,
Insight Rank — however, it can never remove the last point of and the caster may persuade the creature to obey simple
Taint from the target. (Once the Taint has its grip on commands by means of the Animal Handling skill (TNs
someone, it is supremely unwilling to let go.) If the person determined by the GM based on the complexity of the
receiving the Taint is an unwilling target, the caster must command). When the spell’s duration expires, the animal
succeed in a Contested Willpower roll against the target, or returns to its normal behavior – however, in some cases,
the spell fails. repeated castings of this spell on the same animal have
resulted in its being effectively permanently tamed (GM’s
Taming the Beast discretion).
This spell only works on natural creatures (such as snakes
Ring: Earth or bears) – it has no effect on spirits, supernatural creatures,
Mastery: 2 or Tainted creatures.
Range: 50’
Area: One target natural creature The Mountain's Feet
Duration: 1 hour
Raises: Area of Effect (one additional creature per 2 Ring: Earth
Raises), Duration (1/2 hour per Raise) Mastery: 2 [Defense]
This spell is a secret of the Kitsune family and thus far has Range: Personal or 20'
never been taught outside of their ranks. It calls on the power Area: One target
of Earth to soothe a wild animal’s temperamental spirit, Duration: 1 hour
causing it to become temporarily tame. After completing the Raises: Duration (+1/2 hour), Targets (+1 per twp
prayer, the shugenja makes a Contested Earth roll against Raises)
the target creature (as a Free Action); with a success, the
creature ceases all hostile activity for the duration of the spell, This spell fortifies the target by rooting his feet to the stone
and the caster may persuade the creature to obey simple and soil beneath, allowing him to shrug off anything thaz
commands by means of the Animal Handling skill (TNs might separate him from the touch of Earth. The target gains
determined by the GM based on the complexity of the +3k0 to resist all Knockdown maneuvers, and any spell
command). When the spell’s duration expires, the animal which seeks to knock down the target, lift him into the air, or
returns to its normal behavior – however, in some cases, otherwise break his connection to the Earth must win a
repeated castings of this spell on the same animal have Contested roll of the spell's Element against the caster's
resulted in its being effectively permanently tamed (GM’s Earth.
discretion).
This spell only works on natural creatures (such as snakes or
bears) – it has no effect on spirits, supernatural creatures, or
Tainted creatures.

34
Whispers of the Land Wholeness of the World
Ring: Earth Ring: Earth
Mastery: 2 Mastery: 2 [Defense]
Range: Centered on Caster Range: Personal or 20'
Area: 50’ radius Area: One target creature
Duration: 10 minutes Duration: 10 minutes
Raises: Area of Effect (+50’ radius per Raise), Duration Raises: Duration (+1 minute), Range (+5'), Targets (+1
(+5 minutes per Raise), Special (+1 day of tracks per per two Raises)
two Raises)
This spell infuses the target with the strength of Earth to such
This spell was originally developed by the Kitsune family of a degree that his Rings and Traits become whoily resistant to
the Fox Clan, who used it to help track intruders in the lands any effort to change them. Any physical or magical effect
of their modest clan. It has since spread to other families which would raise or lower his Traits or Rings is completely
who find its properties useful, such as the Yogo and the Kuni. ineffective for the duration of this spell, as the Earth kami
The spell causes the Earth spirits to reveal the tracks of any firmly rebuff any such efforts to alter the target's Elernental
person who has walked upon them within the last three days. balance.
The surface – whether it be stone, earth, or wood – literally
pushes up in the shape of the tracks, creating a clear and Mastery 3
easily-followed path.
(Note that, unlike revelatory Air spells such as By the Light of Bonds of Ningden-Do
the Moon, this spell does not merely reveal actively
concealed tracks but also normal unconcealed tracks that Ring: Earth
are too faint or old to normally be seen. For example, By the Mastery: 3 [Wards]
Light of the Moon would not reveal the barefoot tracks of a Range: 500'
servant who walked across the floor of a dojo, but Whispers
Area: One target spirit creature
of the Land will do so.)
Duration: 30 days
Raises: Duration (+1 day), Range (+10'), Targets (+1 per
Whispers of the Land
2 Raises)
Ring: Earth This spell, a more powerful and specialized form of Minor
Mastery: 2 Binding, is a ritual designed to bind or dispel troublesome
Range: Centered on caster creatures from the various spirit realms. Any creature from
Area: 50' radius the realms of Sakkaku, Chikushudo, Gaki-Do, Toshigoku, or
Duration: 10 minutes Yume-Do can be affected by this spell. Casting it requires 10
Raises: Area of Effect (+50’ radius per Raise), Duration minutes, although if additional shugenja who know the spell
assist in the ritual, the time is reduced by 1 minute per
(+5 minutes per Raise), Special (+1 day of tracks per
additional shugenja, to a minimum of 1 minute.
two Raises)
If the targeted creature is within range of the caster(s) when
This spell was originally developed by the Kitsune family of
the spell is successfully completed, the creature can be
the Fox Clan, who used it to help track intruders in the lands
either bound or dispelled. If it is bound, it must obey the
of their modest clan. It has since spread to other families
casters commands for the duration of the spell, although
who find its properties useful, such as the Yogo and the Kuni.
suicidal commands will break the spell — this is how the Kuni
The spell causes the Earth spirits to reveal the tracks of any
have forced mujina spirits to labor for them in their iron mines.
person who has walked upon them within the last three days.
(It should be noted that this use of the spell is considered
The surface – whether it be stone, earth, or wood – literally
controversial and even blasphemous by many in Rokugan.)
pushes up in the shape of the tracks, creating a clear and
If the creature is dispelled, it immediately leaves Ningen-Do
easily-followed path.
for its native spirit realm, and cannot return until the spells
(Note that, unlike revelatory Air spells such as By the Light duration ends. Either way, the spirit creature will regard the
of the Moon, this spell does not merely reveal actively caster as an enemy thereafter, and is likely to seek
concealed tracks but also normal unconcealed tracks that vengeance ifit can.
are too faint or old to normally be seen. For example, By the
Light of the Moon would not reveal the barefoot tracks of a
servant who walked across the floor of a dojo, but Whispers
of the Land will do so.)

35
Death Beyond Life Earth's Protection
Ring: Earth Ring: Earth
Mastery: 3 [Maho] Mastery: 3 [Defense, Wards]
Range: Touch Range: Personal
Area: One target person Area: 10' radius from caster
Duration: 24 hours Duration: Concentration
Raises: Duration (+24 hours per Raise) Raises: Area (+5' radius per 2 Raises, to maximum of 30'
radius), Special (damage reduced by an additional +1k1
This spell is among the most secret spells employed by the for 2 Raises)
leaders of the Bloodspeaker cult, and is quite rare among
maho-tsukai outside of that elite group. It allows the caster to This spell calls on the spirits of Earth to protect the area
literally cheat death, for himself or another person. The spell around the caster from the effects of the other three
must be cast on its target while still alive, and its protective Elements (Air, Fire, and Water) for a short time. While the
effect normally lasts 24 hours, although skilled spellcasters caster concentrates on maintaining the favor of the Earth
can extend it. If the target dies within the duration of the spell, spirits, the effects of spells which call on those other three
powerful kansen will carry his soul away, preventing it from elements are mitigated. Any hostile Air, Fire, or Water spell
passing on to Meido for judgment. Exactly eight hours after cast within the area of Earth's Protection, or extending its
death, they will bring back the soul and re-infuse it into the effects into that area, will suffer a +10 TN penalty to the Spell
body, and the target rises from the dead at the Down Wound Casting roll. In addition, any damage which those spells
Rank. Returning from the dead in this way inflicts a full Rank inflict on creatures within Earth's Protection will be reduced
of Taint on the target, due to his soul having been in the care by 1k1 (to a minimum of 1k1).
of kansen for eight hours.
This blasphemous resurrection will work as long as the Essence of Undeath
target's corpse is still intact — even if limbs have been lost or
the head severed, the body will reassemble itself when the Ring: Earth
kansen return. The only way to prevent the resurrection is to Mastery: 3 [Maho]
scatter the body parts or burn the corpse to ashes. Range: 50'
Area: One humanoid corpse
Earth Kami's Blessing Duration: Indefinite
Raises: Range (+20' per Raise), Targets (+1 target per 3
Ring: Earth Raises)
Mastery: 3 [Battle]
A more powerful form of undead summoning, this spell
Range: Personal or 20' animates a dead corpse into an undead warrior. Unlike the
Area: Caster or one target creature minor, temporary zombies created by Summon Undead
Duration: 10 minutes Champion, this spell binds a kansen into a dead body,
Raises: Duration (+1 minute) creating a powerful Tainted revenant which serves the caster
to the best of its ability. The resulting creature is described
This spell infuses the target (which may be the caster or one (as “Undead Revenant”) in the Book of Void, page 330. The
of his allies) with the strength and resilience of the Earth, revenant will last indefinitely (until destroyed), and The Taint
making him tougher and more firm-minded. For the duration infusing its body prevents it from decaying further. It cannot
of the spell, the target gains +2 Wounds per Wound Rank, speak, hut can understand and obey any verbal command. It
and gains +1k1 on all rolls involving the Earth Ring and its will serve the maho-tsukai who summoned it until it is
associated Traits. When the spell expires, any Wounds the physically destroyed.
target has suffered still remain, and this may drive him into a
lower Wound Rank or even kill him.
Groves of Stone
Earthen Wave Ring: Earth
Mastery: 3 [Craft, Defense]
Ring: Earth
Range: Centered on caster
Mastery: 3 [Ancient]
Area: Circular barrier 15’ in radius
Range: Self
Duration: 10 Rounds
Area: One 10' x 50' area
Raises: Area of Effect (+5’ radius per two Raises),
Duration: Instantaneious
Duration (+2 Rounds per Raise), Special (+5 TN to climb
Raises: Area (5 feet to either dimension per Raise)
rocks per Raise)
Developed by the Kuni as a way to deal with the swarming This spell is a specialized variation of the more common
masses of Shadowlands beasts they would frequently prayer known as Wall of Earth. It entreats the Earth spirits to
encounter, this spell sends a rolling shockwave through the draw an array of huge stones up from the ground, erupting in
ground, knocking the unsteady from their feet. The shugenja an instant through most intervening physical obstacles (such
chooses a direction, and this force shakes the ground as the floor of a house) to create a circular barrier around the
immediately in that direction in an area of effect based on the caster. The stones are too strong to break through with
spell and any Raises. All creatures caught in the area of anything short of a siege engine (against a siege engine they
effect must make a Contested roll with their Strength against are considered to have 500 Wounds and Reduction 15), but
the Caster’s Earth Ring or be knocked prone as if they had can be clambered over with a Complex Action and a roll of
been hit with a Knockdown maneuver. Creatures with more Athletics / Strength against the caster’s Earth x5.
than two legs gain two Free Raises on this roll.
36
When the spell expires, the stones crumble away to loose Murmur of EArth
earth and dust.
Ring: Earth
Groves of Stone Mastery: 3
Range: Touch
Ring: Earth Area: 100 foot radius around caster
Mastery: 3 [Craft, Defense] Duration: 1 round
Range: Centered on caster Raises: Area of Effect (+50’ radius per Raise), Special
Area: Circular barrier 15’ in radius (+5 to TN per two Raises)
Duration: 10 Rounds
Raises: Area of Effect (+5’ radius per two Raises), This spell excites and angers the Earth spirits in the ground
Duration (+2 Rounds per Raise), Special (+5 TN to climb around the caster, causing them to briefly shake the ground
rocks per Raise) in the manner of an earthquake; however, the spirits refrain
from shaking the ground immediately beneath the caster
This spell is a specialized variation of the more common himself. Although this spell does not produce a true
prayer known as Wall of Earth. It entreats the Earth spirits to earthquake, the brief tremor can still cause damage and
draw an array of huge stones up from the ground, erupting in alarm. Any persons within the area of effect must roll Agility
an instant through most intervening physical obstacles (such at TN 20 or be knocked Prone, suffering 1k1 damage and
as the floor of a house) to create a circular barrier around the being Dazed for one Round. Furnishing and other such items
caster. The stones are too strong to break through with will be knocked over by the tremor, which may have a variety
anything short of a siege engine (against a siege engine they of effects as the GM chooses (e.g. a table with a lantern
are considered to have 500 Wounds and Reduction 15), but falling over might start a fire).
can be clambered over with a Complex Action and a roll of
Athletics / Strength against the caster’s Earth x5. When using the Siege rules from the L5R 4th edition
supplement The Great Clans, Murmur of Earth will cause 4k2
When the spell expires, the stones crumble away to loose damage to all structures within its area of effect, ignoring
earth and dust. their Reduction.

Murmur of Earth Purge the Taint


Ring: Earth Ring: Earth
Mastery: 3 Mastery: 3 [Jade]
Range: Touch Range: Personal
Area: 100 foot radius around caster Area: 50' radius around caster
Duration: 1 round Duration: Permanent
Raises: Area of Effect (+50’ radius per Raise), Special Raises: Area (+10' radius)
(+5 to TN per two Raises)
This spell was originally created by the Kuni family and is still
This spell excites and angers the Earth spirits in the ground primarily practiced by them, although knowledge of its
around the caster, causing them to briefly shake the ground prayers has spread to other Clans. It is an elaborate ritual
in the manner of an earthquake; however, the spirits refrain spell, requiring an hour to cast, that calls on the powers of
from shaking the ground immediately beneath the caster Earth to purge the land of the Shadowlands Taint, driving out
himself. Although this spell does not produce a true all the evil kansen in the area. The spell will remove all the
earthquake, the brief tremor can still cause damage and Taint from the land, plant life, and inanimate objects within
alarm. Any persons within the area of effect must roll Agility the area of effect. It will not remove Taint from living
at TN 20 or be knocked Prone, suffering 1k1 damage and creatures, nor will it affect powerful Tainted artifacts or
being Dazed for one Round. Furnishing and other such items objects made of obsidian. The removal of the Taint, however,
will be knocked over by the tremor, which may have a variety is not without price. The elemental kami in the area of effect
of effects as the GM chooses (e.g. a table with a lantern are also weakened and purged by the spell, especially the
falling over might start a fire). When using the Siege rules Earth spirits whose efforts are called upon to power it. In the
from the L5R 4th edition supplement The Great Clans, aftermath of casting this spell, the local spirits will be
Murmur of Earth will cause 4k2 damage to all structures scattered and weakened, inflicting a +15 TN penalty on all
within its area of effect, ignoring their Reduction. Spell Casting rolls within the area. This negative effect will
sometimes fade with time, especially if it was cast in a single
location surrounded by normal lands. But if the spell is cast
over a wide area, such as the Kuni Wastes, the elemental
kami will usually permanently leave the area, reducing it to a
gray, lifeless wasteland.

37
Sharing the Strength of Many When creating the false shell, the Earth kami will try to
choose an object that is appropriate for the area (such as a
Ring: Earth boulder on a mountainside), but they do lack imagination and
Mastery: 3 in any case cannot create the false form of a manmade
object – thus, the utility of this spell within a town or a castle
Range: 30'
is somewhat limited.
Area: One to six target persons within range
Duration: 5 rounds
Strength of the Crow
Raises: Duration (+1 round), Range (+5')
This spell infuses its targets, up to six people (who can Ring: Earth
include the caster), with the power of Earth, allowing them Mastery: 3 [Jade]
each to call upo the Earth of their comrades to bolster their Range: Touch
efforts. For the duration of the spell, the lowest Earth Ring Area: One target
Rank among all the targets is added to the total of all Ring, Duration: Hours equal to caster's Shugenja School
Trait, and Skill rolls (but not Spell Casting rolls) they make. Rank
Raises: Duration (+1 hour), Targets (+1)
Shelter of the Earth
This spell infuses the target (who can be the caster) with a
Ring: Earth powerful resistance to the Shadowlands Taint, repelling the
Mastery: 3 [Craft, Illusion] dark kansen of the Taint with the pure power of Earth. For
the duration of the spell, the target(s) gain a +5k5 bonus to
Range: Touch
all rolls made to resist gaining the Shadowlands Taint, and
Area: One target creature (may be the caster) any Maho spells suffer a +10 TN penalty to affect them. This
Duration: 30 minutes bonus does not apply to any rolls made to resist an increase
Raises: Duration (+10 minutes per Raise) in Taint the target already possesses — it only applies to new
Taint gained from outside sources. Likewise it cannot protect
This spell entreats the Earth kami to hide and conceal the
the target from gaining Taint by casting Maho.
targeted creature. Earth flows up to cover the target with a
realistic-looking facsimile of some natural object, such as a
tree or a boulder; this shell collapses back into loose earth Strike as Stone
when the spell expires. The target can hear and breathe
normally, but has no other interaction with the world outside Ring: Earth
of the concealing shell of Earth; if he speaks, moves, or is Mastery: 3 [Battle]
actually hit by an attack, the spell immediately ends and the Range: Self or Touch
concealing shell collapses as above. From outside, however, Area: One target person (may be the caster)
the false object will seem perfectly normal and will resist Duration: 5 minutes
physical blows with the same strength it would have if it were Raises: Duration (+1 minute per Raise)
real.
This spell calls on the spirits of Earth to strengthen the
When creating the false shell, the Earth kami will try to target’s hands and forearms, making them as hard as stone.
choose an object that is appropriate for the area (such as a The target’s hands cannot be physically harmed for the
boulder on a mountainside), but they do lack imagination and duration of the spell (allowing him to perform a variety of
in any case cannot create the false form of a manmade feats, such as prying open a lock with his fingers), and his
object – thus, the utility of this spell within a town or a castle unarmed Damage Rating is increased by +2k0.
is somewhat limited.
Strike as Stone
Shelter of the Earth
Ring: Earth
Ring: Earth
Mastery: 3 [Battle]
Mastery: 3 [Craft Illusion]
Range: Self or Touch
Range: Touch
Area: One target person (may be the caster)
Area: One target creature (may be the caster)
Duration: 5 minutes
Duration: 30 minutes
Raises: Duration (+1 minute per Raise)
Raises: Duration (+10 minutes per Raise)
This spell calls on the spirits of Earth to strengthen the
This spell entreats the Earth kami to hide and conceal the target’s hands and forearms, making them as hard as stone.
targeted creature. Earth flows up to cover the target with a The target’s hands cannot be physically harmed for the
realistic-looking facsimile of some natural object, such as a duration of the spell (allowing him to perform a variety of
tree or a boulder; this shell collapses back into loose earth feats, such as prying open a lock with his fingers), and his
when the spell expires. The target can hear and breathe unarmed Damage Rating is increased by +2k0.
normally, but has no other interaction with the world outside
of the concealing shell of Earth; if he speaks, moves, or is
actually hit by an attack, the spell immediately ends and the
concealing shell collapses as above. From outside, however,
the false object will seem perfectly normal and will resist
physical blows with the same strength it would have if it were
real.

38
Summon On The Wolf's Mercy
Ring: Earth Ring: Earth
Mastery: 3 [Maho] Mastery: 3
Range: 50 Range: 50
Area: One summoned oni Area: One target creature
Duration: Indefinite Duration: 10 rounds
Raises: Special (+1k0 per Raise to the Willpower roll to Raises: Range (+10), Targets (+1)
control the oni), Special (more powerful oni, GM's
discretion) This spell has existed in Rokugan for centuries, but is best
known for its extensive use by Toturi Sezaru, “The Wolf,”
Among the most hazardous spells in the maho-tsukai's who employed it during his hunts for Bloodspeakers. It calls
repertoire, this spell summons forth an oni from Jigoku. The on the power of the Earth to afflict the target, weighing down
oni appears anywhere the caster desires within the range of his body and impeding his muscles, leaving him weak and
the spell, and must immediately be given a name — either the vulnerable.
caster's own name or the name of another person closely
connected to the caster (a close friend, immediate blood The target's Earth Ring is lowered by 1 Rank, and his Wound
relative, or someone who owes the caster their life) — or it will Ranks are reduced correspondingly for the duration of the
simply depart back to Jigoku. A name, however, anchors the spell. (This can potentially kill him immediately if he has
oni into Ningen-do and allows it to remain within the mortal already suffered Wounds.) In addition, his Strength Rank is
realm. also lowered by 1 for the same duration, If the target has at
least one full Rank of Shadowlands Taint, the Earth spirits
Once the caster has given the oni a name he must engage in will be filled with wrath, and punish him more severely,
a Contested Willpower roll against it. If the caster gave the lowering his Earth Ring by 2 Ranks (to a minimum of 1).
oni his own name, he gains a +3k2 bonus to this roll. The
caster may also Raise when casting Summon Oni to gain Time’s Deadly Hand
additional unkept dice on this roll. The GM should determine
the Willpower of the oni — the more powerful the oni, the Ring: Earth
higher its Willpower. If the caster wins the roll, the oni will Mastery: 3
obey his commands (at least for now). If the oni wins the roll,
Range: Touch
however, it is free of control and typically runs amok until it is
destroyed. Area: One physical object
Duration: Permanent
Naming an oni is a perilous business, for the oni will try to Raises: Range (change from Touch to 50’ with three
steal the name away and thereby gain full autonomy and the Raises)
ability to remain in the mortal realm. Such creatures become
Oni Lords, monstrously powerful, able to spawn lesser but This spell causes the Earth kami within a physical object to
still potent copies of themselves. Thus summoned oni will abandon that object, weakening its physical strength. Wood
typically not immediately attack the persons who gave them warps and flakes, stone and metal turn weak and brittle,
names, seeking instead to leave them alive until they can cloth becomes thin and fragile, and so forth. The spell’s
steal the names completely. effects are permanent.
Any person who shares their name with an oni will acquire Mechanically, any weapon which is affected by this spell will
an Oni Mark, a small discoloration on the skin. Every day the lose 2k1 from its DR, and any armor will lose 5 from its
bearer of an Oni Mark must make an Earth roll to resist Armor TN bonus and 3 from its Reduction. A variety of other
gaining the Shadowlands Taint as the connection to the oni non-mechanical effects can also take place, subject to the
corrupts them (see the Taint rules for more details). Each GM’s adjudication – for example, a kimono affected by this
week they must make another Contested Willpower Roll, spell will rip if it is subject to the slightest tension or stress,
similar to the first, against the oni in order to avoid and a scroll will tear and crumble the moment it is unrolled.
surrendering their name to it. The oni gains +IkI to this roll for Weakened stones or beams could be used to sabotage a
each Rank of Shadowlands Taint the Mark has inflicted on its bridge, to facilitate breaking into a besieged castle, and so
bearer. If the name-bearer is the same person who forth.
summoned the oni, he continues to gain the +3k2 bonus to
In general, this spell will not affect awakened items (e.g.
the roll, plus any bonuses from Raises on the original spell.
nemuranai), since their empowered spirits resist the
If the oni ever wins this roll it steals the victim's name and shugenja’s entreaty.
becomes an Oni Lord, freeing itself from any control by its
summoner (even if that person is different from the one with Time's Deadly Hand
the Oni Mark). The now-nameless victim of the Oni Mark
becomes a slave of the oni and must obey its commands. If Ring: Earth
the oni is destroyed or otherwise banished back to Jigoku, it Mastery: 3
loses its connection to the person with its name and the Oni Range: Touch
Mark disappears.
Area: One physical object
Duration: Permanent
Raises: Range (change from Touch to 50’ with three
Raises)
This spell causes the Earth kami within a physical object to
abandon that object, weakening its physical strength.
39
Wood warps and flakes, stone and metal turn weak and Within seconds the target finds himself ensnared in a dense
brittle, cloth becomes thin and fragile, and so forth. The tangle of vines, creepers, and branches. The target is
spell’s effects are permanent. automatically Entangled at the moment the spell is cast; on
his subsequent Turns, the target may attempt to escape as a
Mechanically, any weapon which is affected by this spell will Simple Action by making a Contested Strength roll against
lose 2k1 from its DR, and any armor will lose 5 from its the plants’ Strength of 4. (Alternatively, the target can be cut
Armor TN bonus and 3 from its Reduction. A variety of other free by allies – it takes two Turns’ worth of effort to slash
non-mechanical effects can also take place, subject to the away enough of the plants to free the target.) If the target
GM’s adjudication – for example, a kimono affected by this escapes, or the spell expires, the plants drop away and
spell will rip if it is subject to the slightest tension or stress, shrivel up as the Earth kami cease to stimulate them.
and a scroll will tear and crumble the moment it is unrolled.
Weakened stones or beams could be used to sabotage a This spell can only function in an area where living plants
bridge, to facilitate breaking into a besieged castle, and so are present, e.g. it will not function inside a building, in a
forth. desert, on a barren mountainside, or other such
environments. It cannot target a flying creature.
In general, this spell will not affect awakened items (e.g.
nemuranai), since their empowered spirits resist the
shugenja’s entreaty. Mastery 4

Wooden Prison Armor of the Emperor

Ring: Earth Ring: Earth


Mastery: 3 [Defense] Mastery: 4 [Defense]
Range: 50’ Range: Personal
Area: One target creature Area: Self
Duration: 5 Rounds Duration: 5 Rounds
Raises: Range (+10’ per Raise), Duration (+1 Round per Raises: Duration (+2 Rounds)
Raise), Special (+1k0 to the plants’ Strength per Raise)
This spell covers the caster in a thick layer of tough, resilient
This spell entreats the Earth kami inhabiting living plants and Earth spirits who repel all damage, whether physical blows
trees, causing them to make the plants rapidly grow and or magical effects. Any time the caster suffers damage from
twine themselves around a designated target. an enemy physical or magical attack, each individual
damage die has its total Reduced by the caster's Shugenja
Within seconds the target finds himself ensnared in a dense School Rank. This cannot reduce a die's total below 0.
tangle of vines, creepers, and branches. The target is
automatically Entangled at the moment the spell is cast; on
his subsequent Turns, the target may attempt to escape as a
Chains of Jigoku
Simple Action by making a Contested Strength roll against
the plants’ Strength of 4. (Alternatively, the target can be cut Ring: Earth
free by allies – it takes two Turns’ worth of effort to slash Mastery: 4 [Maho]
away enough of the plants to free the target.) If the target Range: 50'
escapes, or the spell expires, the plants drop away and Area: One creature or person
shrivel up as the Earth kami cease to stimulate them. Duration: 10 minutes
Raises: Duration (+5 minutes per Raise), Range (+10'
This spell can only function in an area where living plants are
present, e.g. it will not function inside a building, in a desert, per Raise), Special (+1k0 per Raise to caster's roll to
on a barren mountainside, or other such environments. It contain the prisoner)
cannot target a flying creature. A dark counterpoint to the binding spells practiced by Earth
shugenja, this spell summons the kansen to bind and trap
Wooden Prison living creatures (it cannot affect the undead). When the spell
is cast, manacles of dark, rusty iron burst from the ground
Ring: Earth and ensnare the target, trapping him and holding him in
Mastery: 3 [Defense] place. The target is rendered immobile and helpless, unable
Range: 50' to take any physical actions other than to try to break free
Area: One target creature (although he can still speak). The victim can only break free
by making a Contested Roll of his Strength against the Earth
Duration: 5 Rounds
of the maho tsukai who cast the spell. (The caster may take
Raises: Range (+10’ per Raise), Duration (+1 Round per Raises to gain additional unkept dice on this roll.) When the
Raise), Special (+1k0 to the plants’ Strength per Raise) spell expires, the manacles melt away into a disgusting black
This spell entreats the Earth kami inhabiting living plants and ooze.
trees, causing them to make the plants rapidly grow and
twine themselves around a designated target.

40
Earth Dragon’s Ward Essence of Earth
Ring: Earth Ring: Earth
Mastery: 4 [Wards, Jade] Mastery: 4 [Battle]
Range: Touch Range: Personal or 20'
Area: 20’ radius Area: One target creature (self or another)
Duration: 10 minutes Duration: 10 rounds
Raises: Duration (+5 minutes per Raise), Special (+1k1 Raises: Duration (+1 round), Range (+5'), Targets (+1
to the caster’s Willpower roll per two Raises) per 2 Raises), Special (+1 Rank of Earth per 2 Raises -
maximum increase 3 Ranks of Earth)
This spell calls on the power of the Dragon of Earth to
protect an area against dangerous spirits. It was originally This spell infuses the target with the true strength of Earth,
pioneered by the Isawa but was soon embraced by other allowing him to shrug off blows which might otherwise take
shugenja families, especially the Yogo and the Kuni. The his life. For the duration of the spell, the target's Earth Ring is
spell requires a warding symbol be inscribed on a solid considered to be 1 Rank higher, and his Wounds are
surface (the ground, a wall, etc) prior to casting; this takes increased correspondingly. However, when the spell ends,
five minutes. Once successfully cast, the spell wards the the Earth spirits immediately depart and the target's Wounds
area against possessing spirits and effects, making it return to normal possibly resulting in death, if he has suffered
extremely difficult for any individual within the area of effect sufficient injury.
to be possessed (whether by a ghost, a gaki, an oni, a spell,
or in any other manner). Any spirit or being attempting a Maw of the Earth
possession within the area of effect must first succeed in a
Contested Willpower roll against the caster. (The caster will Ring: Earth
be aware that something tried to penetrate the Ward, and will Mastery: 4 [Battle]
know whether or not it was successful, but will not know the
Range: 40’
nature or identity of the possessing force.) This spell cannot
drive out a spirit which is already possessing someone; it Area: Approximately 10’ in radius
only protects against new possessions. Duration: Permanent
Raises: Range (+20’ per Raise), Special/Damage (extra
Earth Dragon's Ward ten feet of depth and 1k1 of damage per two Raises)
This prayer causes the Earth spirits in the ground to wrench
Ring: Earth open a large pit roughly 20 feet deep, swallowing up anyone
Mastery: 4 [Wards, Jade] in the vicinity. Anyone at or within 10’ of the pit must roll their
Range: Touch Reflexes against the caster’s Earth or fall into the pit,
Area: 20' radius suffering 3k2 damage. They are also trapped in the pit until
Duration: 10 minutes they are rescued or can climb out. (Climbing out of the pit is
Raises: Duration (+5 minutes per Raise), Special (+1k1 a Complex Action and requires an Athletics / Strength roll at
to the caster’s Willpower roll per two Raises) a TN equal to the pit’s depth in feet.)

This spell calls on the power of the Dragon of Earth to Maw of the Earth
protect an area against dangerous spirits. It was originally
pioneered by the Isawa but was soon embraced by other Ring: Earth
shugenja families, especially the Yogo and the Kuni. The Mastery: 4 [Battle]
spell requires a warding symbol be inscribed on a solid
Range: 40'
surface (the ground, a wall, etc) prior to casting; this takes
five minutes. Once successfully cast, the spell wards the Area: Approximately 10’ in radius
area against possessing spirits and effects, making it Duration: Permanent
extremely difficult for any individual within the area of effect Raises: Range (+20’ per Raise), Special/Damage (extra
to be possessed (whether by a ghost, a gaki, an oni, a spell, ten feet of depth and 1k1 of damage per two Raises)
or in any other manner). Any spirit or being attempting a This prayer causes the Earth spirits in the ground to wrench
possession within the area of effect must first succeed in a open a large pit roughly 20 feet deep, swallowing up anyone
Contested Willpower roll against the caster. in the vicinity. Anyone at or within 10’ of the pit must roll their
(The caster will be aware that something tried to penetrate Reflexes against the caster’s Earth or fall into the pit,
the Ward, and will know whether or not it was successful, but suffering 3k2 damage. They are also trapped in the pit until
will not know the nature or identity of the possessing force.) they are rescued or can climb out.
This spell cannot drive out a spirit which is already
(Climbing out of the pit is a Complex Action and requires an
possessing someone; it only protects against new
Athletics / Strength roll at a TN equal to the pit’s depth in
possessions.
feet.)

41
Sapphire Strike Stealing the Soul
Ring: Earth Ring: Earth
Mastery: 4 [Jade, Crystal, Thunder] Mastery: 4 [Maho]
Range: 50’ Range: 1 mile
Area: One target creature Area: One target person
Duration: Instantaneous Duration: 1 day
Raises: Range (+20’ per Raise), Targets (+1 target per Raises: Special (+1 additional Rank of Trait drain per 2
Raise), Damage (+1k1 per Raise) Raises)
During the War Against the Darkness, the Kuni family of the Unlike most maho spells, this one can be cast as a ritual,
Crab came to realize that the forces of the Lying Darkness allowing multiple casters to participate. The Bloodspeaker
were uniquely vulnerable to the power of crystal. The Kuni Cult is especially infamous for using this spell to weaken and
threw themselves into researching the ways of crystal and cripple their enemies. In order to cast this spell, the maho-
learning how to call on its power through the medium of the tsukai must possess some kind of fetish or token of the
Earth kami. This prayer was the result. A Sapphire Strike intended target — a lock of hair, drop of blood, a personal
appears much like the far more wellknown Jade Strike, but item, etc.
the blast of elemental energy which is unleashed shows a
distinctive blue-green tinge, quite different from the bright The spell inflicts a hostile and predatory kansen on the target,
green color of a Jade Strike, as the Earth kami call on the forcibly draining away his mental or physical abilities. The
essence of Lady Sun’s tears. The Sapphire Strike has a DR victim loses 1 Rank from a Trait of the caster's choice.
of 4k4, but only against targets who are specifically Additional Ranks may be drained by taking Raises, but the
vulnerable to Jade or Crystal. It is considered to be both Trait cannot be reduced below Rank 1. For each additional
Jade and Crystal for the purpose of game effects such as maho-tsukai participating in the spell, an additional Trait can
whether it penetrates Invulnerability or Reduction. be drained by the same amount.
If this spell reduces the target's Earth Ring, it will also lower
Sapphire Strike his Wounds at each Rank, possibly resulting in death if he
has already suffered damage.
Ring: Earth
Mastery: 4 [Jade, Crystal, Thunder] Symbol of Earth
Range: 50'
Area: One target creature Ring: Earth
Duration: Instantaneous Mastery: 4 [Wards]
Raises: Range (+20’ per Raise), Targets (+1 target per Range: Touch
Raise), Damage (+1k1 per Raise) Area: Special
Duration: Permanent
During the War Against the Darkness, the Kuni family of the
Raises: Damage (+1k0)
Crab came to realize that the forces of the Lying Darkness
were uniquely vulnerable to the power of crystal. Priests of the kami are capable of inscribing powerful wards
The Kuni threw themselves into researching the ways of that invoke the power of the elements against all who
crystal and learning how to call on its power through the attempt to pass them. A symbol of Earth can be inscribed on
medium of the Earth kami. This prayer was the result. a solid object, most often a door, window, gate, or any other
passageway. Anyone attempting to pass through this
A Sapphire Strike appears much like the far more wellknown passageway or otherwise pass by the ward is affected by its
Jade Strike, but the blast of elemental energy which is power, and must succeed at a Contested Roll using their Air
unleashed shows a distinctive blue-green tinge, quite against the caster's Earth. Those who fail are struck with a
different from the bright green color of a Jade Strike, as the powerful shockwave, and must succeed at a Strength roll
Earth kami call on the essence of Lady Sun’s tears. The against the total of the Spell Casting Roll used to create the
Sapphire Strike has a DR of 4k4, but only against targets ward or be knocked Prone and Stunned. If they have at least
who are specifically vulnerable to Jade or Crystal. It is one Rank of Taint, they also suffer 2k2 Wounds. You may
considered to be both Jade and Crystal for the purpose of only have one Symbol of Earth in existence at any time, and
game effects such as whether it penetrates Invulnerability or Symbol spells of different elements may never affect the
Reduction. same area. This spell may be dispelled by another casting of
Symbol of Earth from any shugenja, or by destroying the
surface where the Symbol was etched.

42
The Earth Flows Tomb of Earth
Ring: Earth Ring: Earth
Mastery: 4 [Battle] Mastery: 4 [Maho]
Range: Centered on Caster Range: 50’
Area: 1 square mile Area: One target creature
Duration: 1 hour (or two Mass Battle Rounds) Duration: Conditional (see below)
Raises: Duration (+1/2 hour or one Mass Battle Round Raises: Damage (+1k0 to damage per Raise)
per two Raises)
This spell is a perverse inversion of the elemental spell
This spell was originally developed by the Kitsu family of the Tomb of Jade. Instead of targeting those with the Taint, it
Lion, but quickly spread to other families due to its value to targets those who are pure of soul – the spell cannot affect
any army on the field of battle. It calls on the Earth kami to anyone who has at least one full Rank of Taint. The victim of
re-arrange the landscape of a battlefield in a manner Tomb of Earth is held immobile as he begins turning to stone,
favorable to his side of the battle. For example, a hillside beginning with the skin and working its way inward. Each
might shift to allow the caster’s side to charge downhill, or a Round (including the Round the spell is cast) on the caster’s
cliff that shields the enemy flank might change into a gentle Turn, the caster makes an Opposed Roll of his Insight / Earth
slope. against the target’s Insight / Air. If the caster wins, the target
remains immobilized by the spell (unable to take Actions of
The spell awards a +3k2 bonus to any roll made by the any kind) and suffers 2k2 damage. If the target wins, the
commander of the caster’s side to determine who is winning spell’s effects end. If the target is killed by the spell, he is
a Mass Battle, and a +1k1 bonus to any Mass Battle Table turned completely to stone, which crumbles to dust within 24
rolls made by individual samurai on the caster’s side. hours.
Because this spell invokes the Earth kami on such a large
scale, casting it on both sides of the same battle can lead to Tomb of Earth
a violent spiritual backlash – typically triggering a massive
earthquake (equivalent to the Rank 5 spell Earthquake). Ring: Earth
Mastery: 4 [Maho]
The Earth Flows Range: 50'
Area: One target creature
Ring: Earth Duration: Conditional (see below)
Mastery: 4 [Battle] Raises: Damage (+1k0 to damage per Raise)
Range: Centered on caster
Area: 1 square mile This spell is a perverse inversion of the elemental spell
Duration: 1 hour (or two Mass BAttle Rounds) Tomb of Jade. Instead of targeting those with the Taint, it
targets those who are pure of soul – the spell cannot affect
Raises: Duration (+1/2 hour or one Mass Battle Round
anyone who has at least one full Rank of Taint. The victim of
per two Raises) Tomb of Earth is held immobile as he begins turning to stone,
This spell was originally developed by the Kitsu family of the beginning with the skin and working its way inward. Each
Lion, but quickly spread to other families due to its value to Round (including the Round the spell is cast) on the caster’s
any army on the field of battle. It calls on the Earth kami to Turn, the caster makes an Opposed Roll of his Insight / Earth
re-arrange the landscape of a battlefield in a manner against the target’s Insight / Air. If the caster wins, the target
favorable to his side of the battle. For example, a hillside remains immobilized by the spell (unable to take Actions of
might shift to allow the caster’s side to charge downhill, or a any kind) and suffers 2k2 damage. If the target wins, the
cliff that shields the enemy flank might change into a gentle spell’s effects end. If the target is killed by the spell, he is
slope. turned completely to stone, which crumbles to dust within 24
hours.
The spell awards a +3k2 bonus to any roll made by the
commander of the caster’s side to determine who is winning Tomb of Jade
a Mass Battle, and a +1k1 bonus to any Mass Battle Table
rolls made by individual samurai on the caster’s side.
Ring: Earth
Because this spell invokes the Earth kami on such a large Mastery: 4 [Jade]
scale, casting it on both sides of the same battle can lead to Range: 50'
a violent spiritual backlash – typically triggering a massive Area: One target creature
earthquake (equivalent to the Rank 5 spell Earthquake). Duration: Concentration
Raises: Range (+ 10'), Special (Contested Roll, +1k1 to
caster for each Raise)
Considered by many shugenja to be the ultimate spell for
opposing the creatures of the Shadowlands, this spell calls
on the purest of Earth spirits, those ofjade, to consume the
very Taint within the target. The spell can only affect a target
who has at least one full Rank of Shadowlands Taint, but if
the spell fails, the caster will not automatically know that the
target is Taint-free — there is always the possibility that the
target was able to resist the spell.

43
When Tomb of Jade is cast, the target is momentarily Blood Armor
immobilized as the Earth spirits enter his body. Each round,
starting with the first round, the caster must make a Ring: Earth
Contested Earth roll against the target. If the target wins, the Mastery: 5 [Maho, Defense]
spell ends. If the caster wins, the target takes 2k2 Wounds
Range: 50'
as the spirits begin to transform his body into jade. This
continues each round until the target successfully resists, the Area: Caster and one target creature
caster stops concentrating, or the target dies. Those killed by Duration: 3 rounds
this spell are transformed into statues of pure jade, which Raises: Duration (+1 Round per 2 Raises)
crumbles away into mundane dust in 24 hours.
This is an extremely vicious defensive spell which high-
ranking Bloodspeaker leaders frequently use to defend
Wall of Earth themselves.

Ring: Earth When the spell is cast, the maho-tsukai chooses one living
Mastery: 4 [Defense] target within range. For the duration of the spell, any time the
caster suffers Wounds from any source, he only takes 25%
Range: 100'
of the damage rolled (rounded down). The target of the spell
Area: Wall measuring a maximum of 10' high and 100' takes the other 75% (rounded up). Casting this spell does
wide not produce any obvious visual effect, but each time the spell
Duration: 10 minutes shifts damage to the target, the caster glows with unholy
Raises: Area (increase height by 1' or width by 10' per reddish-black energy, while appropriate injuries (burns, cuts,
Raise), Duration (+1 minute), Range (+10') etc) spontaneously appear on the target. This spell works on
This spell coaxes the spirits of Earth into rising up and all Wound damage, even from spells like Jade Strike that
forming a thick, powerful barrier to protect the caster. The normally could not hurt the target.
wall of rock-hard earth which this spell creates can be
shaped as the caster desires, and can be curved, placed on Drawing on the Mountain
the side of a hill, or even formed in a circle. It is extremely
tough. requiring a Strength roll against a TN of the casters Ring: Earth
(Earth + School Rank) x5 in order to break through. It is Mastery: 5 [Battle, Defense]
strong enough to hold back a raging flood, a lava flow, or Range: 300’
hurricane winds, at least as long as the spell lasts. When the Area: One target structure (up to a small castle)
spell expires, however, the earthen barrier crumbles away in Duration: 1 day
moments. Raises: Range (+150’ per Raise), Area of Effect (one
additional structure for 3 Raises), Duration (+1 day per 3
Mastery 5 Raises)
This spell invokes the strength of Earth to strengthen a
Blood Armor physical structure against harm. The wood and stone of the
target structure – which may be as large as a castle – are
Ring: Earth infused with the strength of the mountains themselves,
Mastery: 5 [Maho, Defense] allowing it to withstand floods, earthquakes, and the assaults
Range: 50’ of siege engines.
Area: Caster and one target creature
When using the Siege rules from the L5R 4th edition
Duration: 3 Rounds supplement The Great Clans, for the duration of this spell the
Raises: Duration (+1 Round per 2 Raises) Wounds and Reduction of the target structure are doubled.
This is an extremely vicious defensive spell which high- When the spell expires, the extra Wounds are lost – if this
ranking Bloodspeaker leaders frequently use to defend reduces the structure to zero Wounds, it immediately
themselves. When the spell is cast, the maho-tsukai chooses collapses into ruin.
one living target within range. For the duration of the spell,
any time the caster suffers Wounds from any source, he only Drawing on the Mountain
takes 25% of the damage rolled (rounded down). The target
of the spell takes the other 75% (rounded up). Casting this Ring: Earth
spell does not produce any obvious visual effect, but each Mastery: 5 [Battle, Defense]
time the spell shifts damage to the target, the caster glows Range: 300'
with unholy reddish-black energy, while appropriate injuries Area: One target structure (up to a small castle)
(burns, cuts, etc) spontaneously appear on the target. This Duration: 1 day
spell works on all Wound damage, even from spells like Jade
Raises: Range (+150’ per Raise), Area of Effect (one
Strike that normally could not hurt the target.
additional structure for 3 Raises), Duration (+1 day per 3
Raises)
This spell invokes the strength of Earth to strengthen a
physical structure against harm. The wood and stone of the
target structure – which may be as large as a castle – are
infused with the strength of the mountains themselves,
allowing it to withstand floods, earthquakes, and the assaults
of siege engines.

44
When using the Siege rules from the L5R 4th edition When the spell is cast, the maho-tsukai chooses one living
supplement The Great Clans, for the duration of this spell the target within range. For the duration of the spell, any time the
Wounds and Reduction of the target structure are doubled. caster suffers Wounds from any source, he only takes 25%
When the spell expires, the extra Wounds are lost – if this of the damage rolled (rounded down). The target of the spell
reduces the structure to zero Wounds, it immediately takes the other 75% (rounded up). Casting this spell does
collapses into ruin. not produce any obvious visual effect, but each time the spell
shifts damage to the target, the caster glows with unholy
Earthquake reddish-black energy, while appropriate injuries (burns, cuts,
etc) spontaneously appear on the target. This spell works on
Ring: Earth all Wound damage, even from spells like Jade Strike that
Mastery: 5 normally could not hurt the target.
Range: Personal
Area: 1 mile radius Grounding Energy
Duration: 1 minute
Ring: Earth
Raises: Area (+500 yards), Duration (+1 minute per 2
Mastery: 5 [Defense, Wards]
Raises)
Range: Centered on Caster
This spell unleashes a terrible, ground-wracking earthquake, Area: Caster and all allies within a 20’ radius
centered on the caster, who alone is unaffected. The Duration: 3 Rounds
earthquake utterly destroys all wooden buildings within the Raises: Duration (+1 Round per two Raises)
radius of effect, and inflicts severe damage on stone
structures. All persons within the area of the earthquake are This spell, originally devised by the Yogo, calls on the spirits
thrown to the ground, and remain Prone and Stunned for the of Earth to fortify the caster and his companions, allowing
duration of the spell, as well as suffering 2k1 Wounds. them to resist the power of accursed maho spells. Any maho
Individuals who are inside buildings (including the caster) will spell that targets the caster or any of the caster’s allies within
suffer 6k6 damage from falling debris, collapsing roofs, etc. the area of effect has its Spell Casting TN increased by an
Casting this spell within range of a major inhabited area is amount equal to 10x the target’s Earth.
generally considered an act of war.
Grounding Energy
Fierce Blood of the Earth
Ring: Earth
Ring: Earth Mastery: 5 [Defense, Wards]
Mastery: 5 [Maho] Range: Centered on caster
Range: Touch Area: Caster and all allies within a 20’ radius
Area: Caster Duration: 3 Rounds
Duration: Instantaneous Raises: Duration (+1 Round per two Raises)
Raises: Duration (+6 hours per 2 Raises)
This spell, originally devised by the Yogo, calls on the spirits
A hideous and blasphemous spell that many Bloodspeakers of Earth to fortify the caster and his companions, allowing
use to artificially extend their lifespans. The caster touches them to resist the power of accursed maho spells.
one living being, who must be either willing or physically
helpless (securely bound, asleep, or unconscious). The Any maho spell that targets the caster or any of the caster’s
caster must make an Opposed Earth Roll against an allies within the area of effect has its Spell Casting TN
unwilling victim. If the spell is successful, the maho-tsukai increased by an amount equal to 10x the target’s Earth.
consumes the victim’s life force, killing him instantly. In return,
the caster heals all physical injuries, regrows any missing Major Binding
limbs or organs, and extends his life by one year.
Ring: Earth
Although this spell has no obvious or immediate side-effects, Mastery: 5 [Jade, Wards]
using it repeatedly will have a price – the maho-tsukai will
Range: 100'
acquire a desiccated, almost mummified appearance,
making his true nature increasingly difficult to conceal. Area: One target Shadowlands creature
Duration: 12 hours
Fierce Blood of the Earth Raises: Duration (+1 hour), Range (+50')
The more powerful counterpart to the Kuni family's Minor
Ring: Earth Binding spell, this spell has also been employed by other
Mastery: 5 [Maho] clan shugenja, especially those of the Phoenix Clan. It is
Range: Touch used to imprison more powerful Shadowlands creatures and
Area: Caster members of the Lost, typically for purposes of interrogation.
Duration: Instantaneous Any Lost and any Shadowlands creature can be targeted
Raises: Duration (+6 hours per 2 Raises) with this spell. It can also target other spirit creatures who
are Tainted. It cannot affect any other creatures.
This is an extremely vicious defensive spell which high-
ranking Bloodspeaker leaders frequently use to defend
themselves.

45
The spell is a ritual, and requires ten minutes to cast (making The Kami's Will
it quite hazardous when dealing with a rampaging oni), but if
additional shugenja join in casting the spell the casting time Ring: Earth
is reduced by 1 minute per shugenja, to a minimum of I Mastery: 5 [Defense]
minute. If it is cast successfully, the casters make a
Range: 30'
Contested Roll of their combined Earth Rings against the
Earth of the target. If the casters win, the spell calls forth Area: One target creature
manacles of pure elemental jade, which imprison the Duration: 10 rounds
creature and render it helpless with the pain of its searing Raises: Duration (+1 round), Range (+ 10')
bonds for the duration of the spell. When the spell expires,
The counterpoint to The Kami's Strength, this spell infuses
however, the manacles instantly crumble into dust, and the
one person with the stubbornness and determination of Earth,
creature is liable to seek immediate and bloody vengeance
greatly enhancing their willpower and making them all but
on its captors.
immune to the effects of elemental magic. The target of this
spell increases his Willpower by an amount equal to the
Strike at he Roots caster's Earth Ring, and any spells (friendly or hostile, but
not including Maho spells) which target him suffer a penalty
Ring: Earth of —XkX to their Spell Casting roll, where X is the caster's
Mastery: 5 Earth Ring. In return, however, the target is made so
Range: 50' stubborn and willful that he cannot function properly in a
Area: One target creature social environment, and suffers a penalty to all Social Skill
Duration: 3 rounds rolls of —Xk0, where X is the Earth Ring of the caster.
Raises: Duration (+1 Round), Range (+10'), Targets (+1
target per 2 Raises), Special (Contested Roll, +1k1 to Touch of Death
the caster for each Raise)
Ring: Earth
A more powerful and devastating form of The Wolf s Mercy, Mastery: 5 [Maho]
this spell brings the true wrath of the Earth onto the target,
Range: 50'
draining all favor of the Earth from his body and leaving him
a weak, trembling, helpless victim. After casting this spell, Area: One target creature
the caster must succeed in a Contested Earth roll against the Duration: Instantaneous
targets of the spell (rolling separately if he is targeting Raises: Range (+10' per Raise), Targets (+1 target per 2
multiple people). Raises)
If the target loses the roll, his Earth Ring is immediately The most dreaded of all maho spells, the Touch of Death
reduced to 1 for the duration of the spell. This also reduces ages, blackens, and blights the target. Skin and flesh shrivel
his Wound Ranks and may result in his immediate death if and blacken, hair turns gray and falls out, and shattering
he has already suffered injuries. pains wrack the body. The victim physically ages by 10 years,
and suffers 7k7 Wounds. The wounds can be healed
The Kami's Strength normally, but the aging cannot be reversed. A character
unfortunate enough to be hit by this spell multiple times (and
Ring: Earth survive) will be left elderly and decrepit.
Mastery: 5 [Battle]
Range: 30'
Mastery 6
Area: One target creature
Duration: 5 rounds Essence of Jade
Raises: Duration (+1 round), Range (+ 10')
Ring: Earth
This spell allows the caster to fortify one person with the Mastery: 6 [Defense, Jade]
power of Earth, greatly enhancing their physical capabilities
Range: 30'
and their resistance to damage. The target of this spell gains
Area: One target creature
Reduction of 20 and increases his Strength and one other
physical Trait by an amount equal to the caster's Earth Ring. Duration: 10 rounds
In return, however, the target is weighed down by the burden Raises: Duration (+1 round), Range (+5'), Targets (+1
of Earth and cannot take Simple Move Actions (he can still target for 2 Raises, maximum of 3 total targets)
take a Free Move Action). This spell calls on the purity of jade to protect its targets
against the power of Jigoku, whether manifested as Taint or
as the dreaded magic known as maho. The target radiates
the sacred green light ofjade, and while the spell lasts, he
can not gain the Shadowlands Taint and is completely
immune to the effects of all maho spells. This spell cannot be
cast on anyone who possesses at least one full Rank of
Taint, for the pure jade spirits will recoil from such a corrupt
individual, immediately alerting the caster to this individual's
Tainted nature.

46
Power of the Earth Dragon Rise, Earth
Ring: Earth Ring: Earth
Mastery: 6 [Defense] Mastery: 6
Range: 50' Range: 30'
Area: One target creature Area: One summoned spirit
Duration: 10 minutes Duration: Concentration
Raises: Duration (+1 minute), Range (+10'), Targets (+1), Raises: None
Special (Damage absorption +10 Wounds perRaise)
The Earth itself arises and takes form to defend you. The
This spell is the most powerful of the physically protective ultimate realization of the Summon spell, this prayer
Earth spells, calling on the favor of the Dragon of Earth to summons a massive kami of pure Earth to serve you. It takes
enshroud the targets with protection against all forms of the form of a vaguely humanoid shape, roughly ten feet in
harm. The Earth spirits absorb all damage which the targets height, with a broad body and thick limbs all formed from
suffer while the spell lasts. However, there are limits to even earth and stone. This mighty Earth kami may move up to 5x
Earth's endurance. Nemuranai can bypass the protection. your Earth per round, and its footsteps shake the earth in a
Further, if the Earth spirits protecting a specific target absorb twenty foot radius around it, preventing anyone from making
a total of 100 Wounds of damage, they will be exhausted and Simple Move Actions within its area of effect. This Earth spirit
the spell's effects on that target come to an end. is treated as if it has all Physical Traits equal to your Earth
Ring, and attacks with a Jiujitsu Skill Rank equal to half your
Prison of Earth Earth Rank. The DR from these attacks is equal to your
Earth Ring. The kami can carry up to 1,000 pounds of weight
Ring: Earth if so commanded, and its blows are strong enough to destroy
Mastery: 6 [Wards] any wooden structure and to shatter stone walls of one-foot
thickness. For purposes of taking damage, the spirit is
Range: 30'
considered to have Wounds as though it were a human with
Area: One target creature Earth equal to your Earth Ring. but suffers no Wound
Duration: Permanent penalties. It is Invulnerable (see the creature rules in the
Raises: Range (+5'), Special (Contested Roll, +1k1 to the Book of Void for details of this ability). If it is successfully
caster for each Raise) reduced to zero Wounds, it is dispelled.
The most powerful of the binding spells which Earth
shugenja use to deal with dangerous creatures, this spell can Soldiers of Clay
literally imprison the essence of such a creature for as long
as the caster desires. Casting this spell requires that the Ring: Earth
caster possess a gem or pearl in which to imprison the Mastery: 6 [Craft, Battle, Jade]
creature (the GM may, discretionally, allow other rare or Range: 100’
precious items to be used, such as a beautifully inlaid Area: N/a
puzzle-box or a crystal pendant). The spell can target any Duration: 1 hour
creature native to the realms of Jigoku, Gaki-Do, or Raises: Duration (+1/2 hour per Raise), Special (+2
Toshigoku, and any other non-human creature with at least 1 soldiers per Raise)
full Rank of Taint.
Most famously used by Isawa Tadaka and Isawa Sezaru in
After casting the spell, the caster must make a Contested the early twelfth century, this powerful variation of Rise,
Willpower roll against the target. If the caster wins, the Earth is found solely in the Phoenix libraries. Thus far the
creature's physical body vanishes and its essence is Phoenix have not shared it with any other clan, although they
imprisoned within the item. It will remain there indefinitely seriously considered doing so during the Kali-Ma Invasion.
unless the item is physically destroyed. If that happens, the Depending on specific campaign settings, the GM could also
released creature immediately resumes its physical form, have this spell introduced to the wider Empire in an earlier
and will most likely seek vengeance against the caster or his era.
descendants.
The spell creates ten human-sized warriors, forming them
from earth and stone and animating them with the power of
the Earth kami which infuse them. The warriors will move,
fight, and otherwise act as the caster commands, obediently
and fearlessly. They have Traits and Rings equal to the
caster’s Earth, attack (with swords made of stone) as though
they have Kenjutsu of 4, and have Reduction equal to twice
the caster’s Earth. Their swords are considered to have the
Jade property. When destroyed (or when the spell’s duration
ends) they collapse into piles of loose earth.

47
Soldiers of Clay Bleeding
Ring: Earth Ring: Fire
Mastery: 6 [Craft, Battle, Jade] Mastery: 1 [Maho]
Range: 100' Range: 50'
Area: N/A Area: One target person/creature
Duration: 1 hour Duration: Indefinite
Raises: Duration (+1/2 hour per Raise), Special (+2 Raises: Damage (+1 Wound of bleeding per Raise).
soldiers per Raise) Targets (+1 target per Raise)
Most famously used by Isawa Tadaka and Isawa Sezaru in This spell inflicts a malignant kansen on a wounded person.
the early twelfth century, this powerful variation of Rise, The target of the spell must be already injured (suffering from
Earth is found solely in the Phoenix libraries. Thus far the at least 1 Wound) in order for this spell to be effective. The
Phoenix have not shared it with any other clan, although they spell causes the injury to begin bleeding, inflicting 1 Wound
seriously considered doing so during the Kali-Ma Invasion. per Round at the start of the victim's Turn. This effect
Depending on specific campaign settings, the GM could also continues every Round, indefinitely, unless the injury is
have this spell introduced to the wider Empire in an earlier bandaged with a successful Medicine (Wound Treatment)
era. Intelligence roll at TN 20. Magically healing the target to full
Wounds will also end the bleeding.
The spell creates ten human-sized warriors, forming them
from earth and stone and animating them with the power of
the Earth kami which infuse them. The warriors will move, Burning Kiss of Steel
fight, and otherwise act as the caster commands, obediently
and fearlessly. They have Traits and Rings equal to the Ring: Fire
caster’s Earth, attack (with swords made of stone) as though Mastery: 1 [Battle]
they have Kenjutsu of 4, and have Reduction equal to twice Range: Touch
the caster’s Earth. Their swords are considered to have the Area: One melee weapon in caster's hand
Jade property. When destroyed (or when the spell’s duration Duration: 5 minutes
ends) they collapse into piles of loose earth. Raises: Duration (+2 minutes)

Fire Spells This spell embraces a weapon with fire, causing it to be


larger and more effective. When the spell is cast, a tendril of
fire extends from your hands to engulf your weapon. (If you
Mastery 1 drop or lose the weapon, the spell effect ends.) This weapon
gains a +1k1 bonus to melee attack rolls. The bonus is +2k2
Biting Steel when making attacks against mounted opponents or
opponents of larger than human size.
Ring: Fire
Mastery: 1 [Craft] Elemental Crucible
Range: Touch
Area: 1 bladed weapon Ring: Fire
Duration: 1 minute Mastery: 1 [Ancient]
Raises: Duration (+1 minute) Range: Touch
Area:
Fire spirits can infuse metal with their own fury, turning a Duration: Instantaneous
sharp edge into a supremely perfect one. This spell Raises: Area (1 cubic foot)
enhances the damage of steel bladed weapons, such as
swords, knives, naginata, etc. Biting Steel cannot affect A precursor to the secret elemental transformation spell that
weapons which are not metal Blades, which are nemuranai, Agasha would devise later, this spell stripped a touched
or which have already been enhanced by magical effects. object of unwanted Elements, leaving a single Element
The weapon's DR is increased by 1k1 for the duration of the behind. When the spell is cast, the caster declares a single
spell. Element (except Void) that he wishes to reveal.
The rest of the elements are destroyed in a fashion
appropriate to their type (water boils out, earth crumbles, fire
dissipates, air creates a vacuum), leaving behind the desired
element. The loss of certain elements may have different
effects, based on the item. A lack of water means an item
might lose any pliability or movement, a lacking earth means
the object becomes brittle, and so on.
The form of this remaining element is left to the GM, and the
GM may rule that certain objects (such as a katana) have too
many closely intertwined elements to be affected by this
spell. This spell may only affect a single object of 1 cubic foot
in total size, plus an additional cubic foot per Raise.

48
Envious Flames For the duration of this spell, the target gains a +Xk0 bonus
(where X is the caster’s Fire Ring) to any High or Merchant
Ring: Fire Skill rolls using the Intelligence Trait.
Mastery: 1
Range: 30' Fires of Purity
Area: One target
Duration: Instantaneous Ring: Fire
Raises: None Mastery: 1 [Defense]
Range: 25'
Fire's most basic power is destruction, and summoned Fire Area: One target
spirits can easily be unleashed on one's enemies. This spell Duration: 1 minute
invokes a single Fire kami, which lances toward the target, Raises: Damage (+1k0 per two Raises)
hitting unerringly so long as the target is within range. The
spell deals 2k2 Wounds. The burns this spell inflicts are quite This spell, one of the few directly protective prayers involving
painful, and if the spell targets a shugenja who is casting a the Fire kami, asks the kami to protect one person,
spell, his Willpower roll has a TN of 20 plus the damage dealt, enveloping the target in a shroud of bright flames. Neither
instead of the normal 10 plus damage dealt. the target nor anything he carries takes damage from the
spell, but anyone who comes into contact with him or strikes
Extinguish him with a melee attack takes 2k2 Wounds. Anyone the
target strikes in melee with an unarmed attack or a weapon
Ring: Fire he carried when the spell was cast also takes an extra 2k2
Mastery: 1 Wounds. Anything the target puts down, however, cannot be
picked back up without subjecting it to the damage from the
Range: Personal
spell. Ranged weapons such as arrows bypass this barrier of
Area: 100 radius fire, dealing Wounds as normal.
Duration: Instantaneous
Raises: Area (+20 feet) Fury of Osano-Wo
Fire spirits can be driven away by the proper invocation, a
very useful ability in Rokugani towns and cities where the Ring: Fire
construction is all wood and paper. This spell dismisses the Mastery: 1 [Thunder]
active Fire kami in the area. All non-magical fire in the area Range: 300'
of effect is immediately snuffed out, and any damage dealt Area: One target
by fire (magical or not) reduces its DR by 1k1 until the start of Duration: Instantaneous
the next Round. Raises: Damage (+1k0 per two Raises)

Fire Kami’s Blessing This spell is actually a prayer to the Fortune of Fire and
Thunder, inviting his wrath upon your enemy. It can only be
Ring: Fire cast outdoors, and summons a bolt of lightning from the sky,
Mastery: 1 striking the target for 5k2 Wounds. Everyone within 10' of the
target must make a Stamina roll versus a TN of 15 to avoid
Range: Touch
being deafened for 2 Rounds. If this spell is cast during a
Area: One target creature (may be caster) thunderstorm, the damage is increased to 6k2 for a
Duration: 1 hour moderate storm and 6k3 for a disastrous storm or hurricane.
Raises: Duration (+1/2 hour per Raise)
This prayer calls on the Fire kami to stimulate the mind and Gift of Amaterasu
memory, allowing the recipient to recall the most obscure
information, details he may have encountered only once or Ring: Fire
briefly. For the duration of this spell, the target gains a +Xk0 Mastery: 1 [Defense]
bonus (where X is the caster’s Fire Ring) to any High or Range: 50’
Merchant Skill rolls using the Intelligence Trait. Area: 50’ radius sphere
Duration: 10 minutes
Fire Kami's Blessing Raises: Range (+25’ per Raise), Duration (+5 minutes
per Raise)
Ring: Fire
Mastery: 1 This spell is a prayer to Amaterasu, the Sun Goddess,
asking her to bestow her favor on the caster in the form of
Range: Touch
radiant Fire kami. (In the twelfth century, when Amaterasu is
Area: One target creature (may be the caster) superceded first by Yakamo and then by the Jade Sun, the
Duration: 1 hour name and forms of this spell changes, but the effects remain
Raises: Duration (+1/2 hour per Raise) the same.) Once the prayer is completed, warm sunlight
blazes down on the chosen area, bathing it in full daylight
This prayer calls on the Fire kami to stimulate the mind and
even if it is at night, indoors, or underground. This spell is
memory, allowing the recipient to recall the most obscure
particularly popular among shugenja who are assigned to
information, details he may have encountered only once or
assist in the protection of castles and other vital locations,
briefly.
since a sudden blaze of daylight can be a very effective
deterrent to thieves, assassins, and spies.

49
Gift of Amaterasu Osano-Wo’s Blessing
Ring: Fire Ring: Fire
Mastery: 1 [Defense] Mastery: 1
Range: 50' Range: 100’
Area: 50' radius sphere Area: 40’ radius
Duration: 10 minutes Duration: 30 minutes
Raises: Range (+25’ per Raise), Duration (+5 minutes Raises: Range (+25’ per Raise), Area of Effect (+10’
per Raise) radius per Raise), Duration (+10 minutes per Raise)
This spell is a prayer to Amaterasu, the Sun Goddess, This prayer acts in the exact opposite way of the commonly-
asking her to bestow her favor on the caster in the form of used spell Extinguish; instead of urging the Fire kami to
radiant Fire kami. (In the twelfth century, when Amaterasu is depart and thus put out flames, it urges them to greater
superceded first by Yakamo and then by the Jade Sun, the energy and vigor, making flames harder to extinguish. For
name and forms of this spell changes, but the effects remain the duration of this spell, all fires within the area of effect
the same.) Once the prayer is completed, warm sunlight become impossible to extinguish by normal means, and any
blazes down on the chosen area, bathing it in full daylight magical effort to put them out (such as the aforementioned
even if it is at night, indoors, or underground. Extinguish spell) must succeed in a Contested Fire roll with
the caster of Osano- Wo’s Blessing.
This spell is particularly popular among shugenja who are
assigned to assist in the protection of castles and other vital This spell is controversial, since it can result in otherwise
locations, since a sudden blaze of daylight can be a very controllable fires in cities and villages raging out of control.
effective deterrent to thieves, assassins, and spies. Pacifistic shugenja such as the Asahina and Isawa generally
eschew its usage.
Katana of Fire
Osano-Wo's Blessing
Ring: Fire
Mastery: 1 [Battle, Craft] Ring: Fire
Range: Personal or 20' (see below) Mastery: 1
Area: One created weapon Range: 100’
Duration: 5 minutes Area: 40’ radius
Raises: Damage (+1kO), Duration (+5 minutes), Range Duration: 30 minutes
(+5 feet) Raises: Range (+25’ per Raise), Area of Effect (+10’
radius per Raise), Duration (+10 minutes per Raise)
You summon a blade of pure fire, blazing like the soul of an
honorable warrior. The weapon's default form is a katana, This prayer acts in the exact opposite way of the commonly-
but one Raise can change its form to any other sword of your used spell Extinguish; instead of urging the Fire kami to
choosing. The katana has a DR of 2k2. When wielding this depart and thus put out flames, it urges them to greater
weapon, you may use your School Rank in place of your energy and vigor, making flames harder to extinguish. For
Kenjutsu Skill if you wish. If you do possess the Kenjutsu the duration of this spell, all fires within the area of effect
Skill, you add your Honor Rank to all damage rolls made with become impossible to extinguish by normal means, and any
this weapon. The katana of fire disappears if it is lost from magical effort to put them out (such as the aforementioned
your hand. Instead of summoning the katana for yourself, Extinguish spell) must succeed in a Contested Fire roll with
you may cause it to appear in the hands of an ally within 20 the caster of Osano- Wo’s Blessing.
feet. He is treated as the caster for all purposes of the spell,
but does not gain the Honor boost to damage. This spell is controversial, since it can result in otherwise
controllable fires in cities and villages raging out of control.
Pacifistic shugenja such as the Asahina and Isawa generally
Never Alone eschew its usage.
Ring: Fire
The Fires that Cleanse
Mastery: 1
Range: Touch Ring: Fire
Area: One target Mastery: 1
Duration: 5 Rounds (see below) Range: Self
Raises: Targets (+1) Area: 30' radius
This spell invokes Fire's element of knowledge and Duration: Instantaneous
understanding, strengthening the spirit of one of your allies Raises: Area of Effect (+5 feet per two Raises)
by opening his eyes to the courage of his ancestors. The
target of the spell receives a bonus to all attack rolls, Skill Destruction is one of the basic impulses of Fire, and this
rolls, and Trait Rolls equal to your Fire Ring. This effect lasts spell calls on that urge to spread destruction in the caster's
until either the spell expires, or until the target fails an attack surroundings. The spell whips the kami into a frenetic chaos,
roll or Skill Roll, or until the target suffers Wounds from any destroying everything around you. Everyone in the area of
source, whichever comes first. effect, including you, suffers damage with DR equal to your
Fire Ring. This result is rolled once and applied to everyone
within the area — however, you take only half damage
(rounded up), since the kami do make some effort to avoid
you.

50
The Raging Forge Written in Blood
Ring: Fire Ring: Fire
Mastery: 1 [Craft] Mastery: 1 [Maho]
Range: Touch Range: Touch
Area: One weapon or armor Area: One message (up to ten words)
Duration: Instantaneous Duration: 1 week
Raises: None Raises: Duration (+1 day per Raise). Special (+3 words
per Raise)
Fire is the element of creation as well as destruction, and a
skilled shugenja can use this to great effect. This spell Maho-tsukai use this spell to leave hidden messages, either
invokes the powers of the forge, mighty and merciless, to to communicate with each other or to intimidate others. The
remake a material item, such as a weapon or suit of armor, message is written in blood onto any flat surface, and may
into its perfect form. The target item loses all blemishes, be up to ten words long (Raises can be taken to lengthen the
including cracks or nicks. This spell cannot repair an item message). When the message is completed, the blood will
which has actually been broken or destroyed, however, and sink into the surface and disappear, reappearing later when
it can only affect items that are of ordinary quality. a condition set by the caster is fulfilled. Conditions for the
message's reappearance can be as simple or as complex as
Warning Flame the caster might desire, so long as they are conditions the
kansen can reasonably perceive (GM's judgment). Until the
Ring: Fire message reappears, it is physically undetectable, although
Mastery: 1 [Battle] spells such as Sense or By the Light of the Moon will detect
something magically concealed in the surface. If the spell's
Range: Touch
duration expires without the trigger-event taking place, the
Area: One target person (may be caster) hidden blood will reappear without forming the message.
Duration: 10 Rounds
Raises: Duration (+2 Rounds per Raise), Area of Effect Mastery 2
(+1 person per 2 Raises)
Fire is the Element of wit and intellect as well as the Element Disrupt the Aura
of destruction. This spell excites the Fire kami within the
mind, allowing the target to notice threats and react to them Ring: Fire
far more quickly than normally. For the duration of the spell,
Mastery: 2
the target is immune to being surprised, adds +1k0 to any
Initiative rolls he makes, and may add +3 to his Initiative total Range: 50'
during the Reactions stage of each Round. Area: Target person or creature
Duration: 24 hours
Warning Flame Raises: Duration (+12 hours per Raise)
Anyone whose elements are out of balance will feel the
Ring: Fire effects, and this spell creates this condition deliberately by
Mastery: 1 [Battle] aggravating the Fire present in the target's body. While the
Range: Touch spell is in effect, the target cannot be healed by magical
Area: One target person (may be caster) means. Magical spells, items, or Techniques that attempt to
Duration: 10 rounds restore Wounds to the target automatically fail. (Mundane
Raises: Duration (+2 Rounds per Raise), Area of Effect wound treatment with the Medicine skill will still be effective.)
(+1 person per 2 Raises) The target may realize something is physically wrong with
him but cannot find out what is happening without the help of
Fire is the Element of wit and intellect as well as the Element a shugenja — casting Sense (Fire) will show the presence c
of destruction. This spell excites the Fire kami within the many excited Fire spirits within the target.
mind, allowing the target to notice threats and react to them
far more quickly than normally. For the duration of the spell,
the target is immune to being surprised, adds +1k0 to any
Initiative rolls he makes, and may add +3 to his Initiative total
during the Reactions stage of each Round.

51
Enticing Danc of the Flam Mental Quickness
Ring: Fire Ring: Fire
Mastery: 2 Mastery: 2
Range: 50' Range: Touch
Area: 20' radius Area: One item
Duration: 2 rounds Duration: 10 minutes
Raises: Duration (+1 round) Raises: None
A more potent version of The Fires That Cleanse, this spell Fire kami can be imbued into physical objects, allowing them
keeps the Fire kami under tighter control and persuades to remain present for longer periods of time. Shugenja have
them to remain present for longer. If the spell is cast devised many ways to use this technique to aid themselves
successfully. Fire kami erupt into a violent, ferocious dance and others. This spell, one of the most basic of this kind,
at a location of your choice, igniting that area into flames. imbues a material item with the cleverness and wit of fire.
Every target in the area takes 3k2 Wounds on the Round the Anyone who carries that item has their Intelligence Trait
spell takes effect. At the beginning of each subsequent increased by 3 for the duration of the spell.
Round, if the spell is still active, every target still in the
affected area takes an additional 2k1 Wounds. Puppet Master
Gift of the Maker Ring: Fire
Mastery: 2 [Maho]
Ring: Fire Range: 100'
Mastery: 2 [Maho] Area: One target undead creature
Range: Self or Touch Duration: 4 hours
Area: One target creature (can be the caster) Raises: Duration (+2 hours per Raise), Range (+20' per
Duration: 1 hour Raise), Targets (+1 undead creature per Raise)
Raises: Duration (+30 minutes per Raise)
This spell allows a maho-tsukai to exert his will against any
The caster summons the power of Jigoku, temporarily undead creatures in the area - taking control of them and
granting the blessings of the Taint. Most Bloodspeakers forcing them to obey his will. If the spell targets a mindless
rationalize this spell’s effects by claiming it is evoking power uncontrolled creature such as a zombie, the caster takes
from within themselves. The caster (or another person control of it automatically. If the spell targets a free-willed
touched by the caster) gains a Greater Shadowlands Power undead creature such as a pennaggalon, the caster must
of his choice for the duration of the spell. succeed in a Contested Willpower roll against the creature.
likewise, if the spell targets an undead creature controlled by
Gift of the Maker someone else (another maho-tsukai, Oni lord, etc), the
caster must succeed in a Contested Willpower roll against
Ring: Fire the controller. Once controlled, the undead will obey the
Mastery: 2 [Maho] caster's commands for the duration of the spell, subject to
the limits of the creature's intelligence. Zombies will typically
Range: Self or Touch
only be able to comprehend the most basic of orders (“kill
Area: One target creature (can be the caster) him, etc). At the end of the spell's duration, the undead either
Duration: 1 hour revert to the control of their previous master (if they had one)
Raises: Duration (+30 minutes per Raise) or become free- willed once more.
The caster summons the power of Jigoku, temporarily
granting the blessings of the Taint. Most Bloodspeakers Purity of Shinsei
rationalize this spell’s effects by claiming it is evoking power
from within themselves. The caster (or another person Ring: Fire
touched by the caster) gains a Greater Shadowlands Power Mastery: 2 [Defense]
of his choice for the duration of the spell. Range: 50’
Area: One target person/effect
Hurried Steps Duration: Instantaneous
Raises: Range (+10’ per Raise), Area of Effect (+1 target
Ring: Fire per 2 Raises)
Mastery: 2
This spell was originally devised by the Isawa to deal with
Range: Personal
the threat of Yobanjin magic, and later spread to the rest of
Area: Self the Empire when other gaijin threats became more frequent.
Duration: 2 rounds (see below) The spell calls on Shinsei’s principles of Elemental unity and
Raises: None harmony to oppose unnatural foreign magic, using the
energy of Fire as a focus.
Fire is the element of thought, and thought is swift indeed.
You draw upon the speed of the Fire kami to aid you in the
next spell you cast. The casting time of the next Fire spell
you cast is reduced by 4 Rounds. If the next spell is Mastery
Level 3 or lower, it casts instantaneously as a Simple Action.
If you do not begin casting the new spell within the next 2
Rounds, however, the benefit of Hurried Steps elapses.

52
Purity of Shinsei ends the effects of a gaijin spell or spell-like Tail of the Fire Dragon
effect. Typically this means targeting an individual who is
being afflicted by an ongoing gaijin spell effect (such as a Ring: Fire
samurai laboring under a foreign curse), though it can also Mastery: 2
target an effect which is not afflicting a specific individual
Range: Personal
(such as a foreign curse on a castle, a village, or a physical
item). The GM has final discretion on whether a particular Area: Self
gaijin magic effect can be countered with Purity of Shinsei. Duration: 4 rounds
Raises: Duration (+1 round)
If the optional Counterspelling rules as in use, the GM may
opt to let a shugenja who knows this spell attempt to This spell invokes several Fire kami to form a whip-like
Counterspell meishodo spells and gaijin magic. tendril that extends from the caster's hand. The tendril of
flame will not burn you, since the kami are grateful for the
Purity of Shinsei opportunity to burn others at your command. You may use
this tendril to strike enemies as far as 30' away, extending it
Ring: Fire out and back with blinding speed. Your attack roll with the
tendril is equal to your Agility + (twice your School Rank),
Mastery: 2 [Defense]
keeping your Agility. The tendril has a DR equal to your Fire
Range: 50' Ring.
Area: One target person/effect
Duration: Instantaneous The Fires from Within
Raises: Range (+10’ per Raise), Area of Effect (+1 target
per 2 Raises) Ring: Fire
This spell was originally devised by the Isawa to deal with Mastery: 2
the threat of Yobanjin magic, and later spread to the rest of Range: 100'
the Empire when other gaijin threats became more frequent. Area: One target
The spell calls on Shinsei’s principles of Elemental unity and Duration: Instantaneous
harmony to oppose unnatural foreign magic, using the Raises: Target (+1 target per two Raises)
energy of Fire as a focus.
Probably the most widely known and recognized offensive
Purity of Shinsei ends the effects of a gaijin spell or spell-like spell in the element of Fire, this prayer has been in use by
effect. Typically this means targeting an individual who is Rokugani shugenja since the very earliest days of the
being afflicted by an ongoing gaijin spell effect (such as a Empire. You summon Fire kami to form an orb of flame that
samurai laboring under a foreign curse), though it can also hovers in your palm for a moment before streaking toward
target an effect which is not afflicting a specific individual the target. The sphere gains momentum and size until it hits
(such as a foreign curse on a castle, a village, or a physical its target, making it quite spectacular visually. The spell has
item). a DR equal to your Fire Ring.
The GM has final discretion on whether a particular gaijin
magic effect can be countered with Purity of Shinsei. Ward of Purity
If the optional Counterspelling rules as in use, the GM may Ring: Fire
opt to let a shugenja who knows this spell attempt to
Mastery: 2 [Ward]
Counterspell meishodo spells and gaijin magic.
Range: Touch
Area: 15' radius from the object touched
Relentless Heat
Duration: 1 day
Ring: Fire Raises: None
Mastery: 2 [Defense] Although Earth is the tradilional method of opposing evil
Range: Touch forces like the Shadowlands Taint, the spirits of Fire can also
Area: One armor be invoked to purge and destroy such spiritual abominations.
Duration: 10 Rounds This spell binds a Fire kami into a specific location which it
Raises: Duration (+2 Rounds) protects against the forces of evil. Casting the spell requires
inscribing elaborate kanji on a flat surface in chalk or ink, and
This spell is designed to protect bushi by infusing a Fire kami takes one minute of concentrated effort, after which the Spell
into their armor. The spell targets one suit of armor, which Casting Roll must be made. Once the Ward of Purity is
glows with the strength of the merciless desert sun. Any activated and the power of the kami is fully engaged,
opponent who attempts to strike the person wearing the however, the kami within the inscription protects the area
armor. whether or not the attack hits, is immediately against the influence of the Shadowlands or the Lying
considered to be Fatigued until the beginning of their next Darkness.
Turn. The penalties apply to the attack roll that triggered the
spell. and any attackers in the Full Attack Posture
immediately assume the Attack Posture instead. This spell
has no effect on ranged attacks or spells that target the
wearer of the armor.

53
Persons or creatures with at least 1 Shadowlands Taint Rank, he is already at a significant height above the ground), he
or who are under the control of the Lying Darkness, must can move more quickly, as though he is Water 4.
make a successful Contested Willpower Roll against you in
order to enter the Ward's area of effect; you gain a +5 bonus While the spell is in effect, the caster cannot use his arms
to this roll. In addition, those creatures who successfully for anything but flapping and moving his fiery wings, severely
enter the area suffer extreme pain, as the power of the ward limiting his potential actions; also, he will set fire to any easily
burns their very essence. Their bodies ignite and they suffer flammable objects (such as paper or spell scrolls) he touches,
Wounds equal to the total of your Fire Ring + Insight Rank although the Fire kami will avoid harming his clothes.
each Round they remain within the area of effect. When the spell ends, the Fire kami immediately disperse,
Spells and missiles are unaffected by Ward of Purity. The regardless of whether the caster is on the ground or in the air
object upon which the ward is inscribed must remain – unlike the friendly Air kami, the mercurial and aggressive
immobile and the inscription must remain clearly visible at all Fire kami do not particularly care about the caster’s fate once
times, or else the Ward is dispelled. If overlapping Wards of they depart.
Purity are present, their effects do not stack.
Master 3
Wings of Fire
Agasha's Shield (Tamori's Curse)
Ring: Fire
Mastery: 2 [Travel] Ring: Fire
Range: Touch Mastery: 3 [Defense, Wards]
Area: Self Range: Touch / Self
Duration: 10 minutes Area: 30' raidius around the caster
Raises: Duration (+5 minutes per Raise), Special (move Duration: 6 rounds
at +1 Water Rank for 3 Raises) Raises: Area of Effect (+5’ radius per Raise), Duration
(+1 Round per Raise)
This prayer is a simpler and less potent form of the spell
Wings of the Phoenix, although it is also slightly more flexible Originally devised by Agasha shugenja who were working
in that it does not require a suit of armor to act as an “anchor” with hanabi (fireworks), in modern times this spell has been
for the Fire kami. When this spell is cast, a cloud of Fire kami renamed Tamori’s Curse by the Tamori family.
gather and take the form of large feathery wings sprouting
from the caster’s arms and back. The caster may use these The spell creates a zone of protection in which Fire kami
wings to fly slowly (normally moving at a speed equal to friendly to the caster reject any intrusion by other Fire kami.
Water 1, regardless of his actual Water Ring). If the caster is Any hostile Fire spell cast within the Area of Effect suffers a –
able to glide (e.g. he is already at a significant height above 4k0 penalty to the Spell Casting Roll. Any hostile Fire spell
the ground), he can move more quickly, as though he is cast from an outside location that attempts to project Fire
Water 4. While the spell is in effect, the caster cannot use his effects into the Area of Effect (such as spells like Fires From
arms for anything but flapping and moving his fiery wings, Within) will suffer a –3k0 penalty to its DR as Agasha’s Shield
severely limiting his potential actions; also, he will set fire to disperses and weakens the kami.
any easily flammable objects (such as paper or spell scrolls)
he touches, although the Fire kami will avoid harming his Armor of Obsidian
clothes.
Ring: Fire
When the spell ends, the Fire kami immediately disperse,
Mastery: 3 [Maho]
regardless of whether the caster is on the ground or in the air
– unlike the friendly Air kami, the mercurial and aggressive Range: Touch
Fire kami do not particularly care about the caster’s fate once Area: One target person or creature (can be caster)
they depart. agasha’s shielD Duration: 10 minutes or until used
Raises: Duration (+5 minutes per Raise), Special (absorb
Wings of Fire one additional spell per 2 Raises)
This spell wreaths the target in an invisible shield of kansen.
Ring: Fire If the target is struck or affected by a spell with the Jade
Mastery: 2 [Travel] keyword, the kansen intercede and negate the spell's effect.
Range: Touch This is quite spectacular, as the target is briefly wreathed in a
Area: Self cloud of black, soundless fire which visibly absorbs and
Duration: 10 minutes consumes the spell. The magical armor normally only works
Raises: Duration (+5 minutes per Raise), Special (move once, although a skilled maho-tsukai can make it strong
at +1 Water Rank for 3 Raises) enough to withstand multiple spells.

This prayer is a simpler and less potent form of the spell


Wings of the Phoenix, although it is also slightly more flexible
in that it does not require a suit of armor to act as an “anchor”
for the Fire kami. When this spell is cast, a cloud of Fire kami
gather and take the form of large feathery wings sprouting
from the caster’s arms and back. The caster may use these
wings to fly slowly (normally moving at a speed equal to
Water 1, regardless of his actual Water Ring). If the caster is
able to glide (e.g.

54
Breath of the Fire Dragon This spell's effects can be overcome by those of strong will.
The target can attempt to resist with an opposed Willpower
Ring: Fire roll, but you add your Fire to the total of your roll. If the spell
Mastery: 3 is cast in battle, this roll occurs during the Reactions Stage
(and may be attempted each Round). If the spell is cast out
Range: Personal
of battle, the roll occurs once every 10 minutes.
Area: 15' long, 5' wide blast
Duration: 4 rounds
Hungry Blade
Raises: None
This spell is a prayer to the Dragon of Fire, one of the Ring: Fire
mightiest of celestial beings, entreating him for a bit of his Mastery: 3 [Craft]
power. If the spell is successful, you gain the ability to Range: 50'
breathe a bolt of flames from your open mouth once per Area: One weapon
Round as a Simple Action. The bolt has a DR equal to your Duration: 5 Rounds
Fire Ring arid strikes every target in front of you within the Raises: Duration (+ 1 Round)
area of effect. You may choose to take actions other than
breathing fire while under the effects of this spell, but you This spell is a more potent version of Biting Steel, designed
cannot speak or cast spells. The spell expires after four to enhance any weapon rather than merely a sword. The
Rounds, but you may choose to end this spell during the spell strengthens the Fire spirits in a single target weapon,
Reactions Stage of any earlier Round. causing them to come forth and form a faint sheath of fire
around it. The weapon's wielder adds +1k0 to all attack rolls,
Fiery Wrath and all of his damage dice explode on a result of 8 or better.
Each die can explode on an 8 or 9 only once per roll,
Ring: Fire however, even if the wielder has other effects that allow the
Mastery: 3 die to explode on 9s.
Range: 100'
Area: One free-standing structure, or 50' x 50' area Oath of the Heavens
Duration: Instantaneous
Ring: Fire
Raises: None
Mastery: 3
Fiery Wrath was originally created to clear brush for farming Range: Touch
and to demolish wooden structures with a minimum of work Area: Two target persons (see description)
and no hazard: it is also used to start bonfires for rituals and Duration: 5 Rounds
celebrations. The spell allows you to destroy a building or Raises: Duration (+1 Round per Raise), Special (+1k0 to
other structure by appealing to the excitable Fire kami within the bonus per 2 Raises)
the target's materials. All flammable materials within the area
of effect immediately catch fire and burn until nothing but ash This spell was originally a secret spell of the Agasha family,
is left. The fire cannot be extinguished except by magical and has sometimes been credited as being invented by
means; mundane water, sand, and other retardants will have Agasha herself during her rescue from goblins by Mirumoto
no effect. Hojatsu. In modern times, both the Phoenix Clan Agasha
and the Dragon Clan Tamori know the spell, although the
Only one structure may be targeted by the spell, and the fire Tamori use it far more often. The spell calls on the Fire kami
will not spread out to adjoining structures, as your prayers to form a link between the ferocity of a bushi and the intellect
keep the Fire kami under tight control. Living beings and of a shugenja, allowing both to work in concert to greater
materials that are not flammable are not affected; in fact, effect. The caster traditionally targets himself and one
while clothes worn by people caught within the area of effect friendly bushi (usually, though not always, a yojimbo),
will burn, their flesh will not so much as singe. although it is also possible for the caster to bestow the spell’s
benefits on a different shugenja rather than himself.
Haze of Battle
For the duration of the spell, both recipients receive a +2k0
Ring: Fire bonus to all rolls involving the Fire Ring and Fire Traits (e.g.
Mastery: 3 [Battle] all rolls involving Agility and Intelligence). However, the links
also makes each recipient vulnerable to effects on the other –
Range: 10,
if either recipient becomes Fatigued, Dazed, or Stunned, the
Area: One target other immediately shares the same Condition. Moreover, if
Duration: 5 Rounds, or 1 hour out of combat either recipient is reduced to Down, Out, or Dead, the spell’s
Raises: Duration (+1 Round) effects immediately end.
Fire spirits are known for their erratic and temperamental
nature, and shugenja can badly disrupt their foes in battle by
imbuing them with this aspect of the element. The target of
this spell is tilled with the unfocused fury of Fire, enraging
him and forcing him to lose perspective. The target
immediately assumes the Full Attack Stance and cannot
switch from that Stance for the duration of the spell. if the
spell is cast out of battle, the target gains the Brash and
Contrary Disadvantages for the duration of the spell.

55
Oath of the Heavens Shining Light
Ring: Fire Ring: Fire
Mastery: 3 Mastery: 3 [Defense]
Range: Touch Range: 30'
Area: Two target persons (see description) Area: One target armor
Duration: 5 Rounds Duration: 10 rounds
Raises: Duration (+1 Round per Raise), Special (+1k0 to Raises: Damage (+1k0 per two Raises), Duration (+2
the bonus per 2 Raises) Rounds)
This spell was originally a secret spell of the Agasha family, Another example of spells which can imbue Fire kami into
and has sometimes been credited as being invented by items, this spell temporarily binds a Fire kami into a piece of
Agasha herself during her rescue from goblins by Mirumoto armor (such as a helmet or chest plate). The armor emits a
Hojatsu. In modern times, both the Phoenix Clan Agasha bright light that becomes blinding whenever the wearer is
and the Dragon Clan Tamori know the spell, although the attacked. Any time the armor's wearer is attacked in melee,
Tamori use it far more often. The spell calls on the Fire kami immediately afterward the opponent takes 2k2 Wounds and
to form a link between the ferocity of a bushi and the intellect is Blinded until the Reactions Stage of the same Round. The
of a shugenja, allowing both to work in concert to greater spell has no effect on ranged attacks.
effect. The caster traditionally targets himself and one
friendly bushi (usually, though not always, a yojimbo), Tamori’s Curse
although it is also possible for the caster to bestow the spell’s
benefits on a different shugenja rather than himself. Ring: Fire
For the duration of the spell, both recipients receive a +2k0 Mastery: 3 [Defense, Wards]
bonus to all rolls involving the Fire Ring and Fire Traits (e.g. Range: Touch/Self
all rolls involving Agility and Intelligence). Area: 30’ radius around caster
Duration: 6 Rounds
However, the links also makes each recipient vulnerable to
effects on the other – if either recipient becomes Fatigued, Raises: Area of Effect (+5’ radius per Raise), Duration
Dazed, or Stunned, the other immediately shares the same (+1 Round per Raise)
Condition. Moreover, if either recipient is reduced to Down, Originally devised by Agasha shugenja who were working
Out, or Dead, the spell’s effects immediately end. with hanabi (fireworks), in modern times this spell has been
renamed Tamori’s Curse by the Tamori family.
Ravenous Swarms
The spell creates a zone of protection in which Fire kami
friendly to the caster reject any intrusion by other Fire kami.
Ring: Fire
Any hostile Fire spell cast within the Area of Effect suffers a –
Mastery: 3
4k0 penalty to the Spell Casting Roll. Any hostile Fire spell
Range: 30' cast from an outside location that attempts to project Fire
Area: One target person effects into the Area of Effect (such as spells like Fires From
Duration: 5 Rounds Within) will suffer a –3k0 penalty to its DR as Agasha’s Shield
Raises: Duration (+1 Round) disperses and weakens the kami.
A more powerful and sophisticated form of the prayer which
invokes the Fires From Within, this spell not only damages The Breath of Battle
the target but also disrupts his own attempts to invoke the
Fire kami, making it a very effective weapon against a rival Ring: Fire
Fire shugenja. You summon forth a bolt of flames that Mastery: 3 [Battle, Imperial]
streaks toward the target with wild abandon. The flames deal Range: 30’
4k3 Wounds on impact and then encircle the opponent for Area: One target person
the duration of the spell, waiting for him to make a mistake. If Duration: 5 Rounds
the target casts any Fire spell during that time, the Fire kami Raises: Area of Effect (+1 target per 2 Raises), Duration
instantly strike, dealing 3k3 extra Wounds and causing the (+1 Round per Raise), Range (+10’ per Raise)
Spell Casting Roll to automatically fail. (The target loses the
appropriate spell slot as usual.) This prayer, variously credited to the Isawa, the Kitsu, or the
Seppun, is the positive counterpoint to the notorious Haze of
Battle prayer. Where Haze of Battle drives its target into a
maddened frenzy of combat by exciting the Fire kami within
him, The Breath of Battle invokes a positive and honorable
ferocity by using Fire to call on the divine favor of the Sun.
The target of this spell gains a +1k1 bonus to all Agility-
based Skill Rolls and a +1k0 bonus to all Damage rolls so
long as he remains under the direct light of the Sun. The
spell cannot function underground, at night, or when the Sun
is obscured by clouds (although the spell Gift of Amaterasu
can circumvent this restraint), but it ignores minor
obstructions to sunlight such as foliage or shoji screens.

56
The Breath of Battle Whispering flames
Ring: Fire Ring: Fire
Mastery: 3 [Battle, Imperial] Mastery: 3 [Illusion]
Range: 30' Range: 50’
Area: One target person Area: All persons within 10’ radius
Duration: 5 rounds Duration: 3 Rounds
Raises: Area of Effect (+1 target per 2 Raises), Duration Raises: Range (+10’ per Raise), Area of Effect (+5’
(+1 Round per Raise), Range (+10’ per Raise) radius per 2 Raises), Duration (+1 Rounds per Raise)
This prayer, variously credited to the Isawa, the Kitsu, or the The creation of this spell is credited to Asahina himself, who
Seppun, is the positive counterpoint to the notorious Haze of sought ways to use Fire magic peacefully after he joined the
Battle prayer. Where Haze of Battle drives its target into a Crane Clan, but in modern times it is found in the ranks of
maddened frenzy of combat by exciting the Fire kami within many different families. The spell causes the Fire kami to
him, The Breath of Battle invokes a positive and honorable gather and dance in a pleasing visual shape and with a
ferocity by using Fire to call on the divine favor of the Sun. soothing rhythmic light. Those who gaze upon the Fire kami
The target of this spell gains a +1k1 bonus to all Agility- see an entrancing and appealing vision that distracts them
based Skill Rolls and a +1k0 bonus to all Damage rolls so from taking violent actions. All persons within the Area of
long as he remains under the direct light of the Sun. The Effect find themselves entranced and are considered Dazed
spell cannot function underground, at night, or when the Sun for the duration of the spell. However, the targets may
is obscured by clouds (although the spell Gift of Amaterasu attempt to shake off the spell’s effects during the Reactions
can circumvent this restraint), but it ignores minor Stage of each Round with a Willpower roll against a TN of
obstructions to sunlight such as foliage or shoji screens. the caster’s Fire x10.
This spell’s effects are most potent against Rokugani, since
The Fist of Osano-Wo the Fire kami find it more difficult to create entrancing images
for those they do not understand. The GM may award gaijin
Ring: Fire and nonhuman targets a bonus to their Willpower roll to
Mastery: 3 [Thunder] resist the spell’s effects. Animals, bestial creatures, and
Range: 50' mindless creatures such as undead are completely immune
Area: 20' radius to the spell.
Duration: 1 round
Raises: Area of Effect (+10' radius) Whispering Flames
A more powerful prayer to the Fortune of Thunder, this spell
Ring: Fire
invokes his anger to devastate a targeted area. Massive
Mastery: 3 [Illusion]
lightning strikes and vaguely fist-shaped bolts of flame streak
from the skies, smiting the area of effect. Weak structures Range: 50'
and those easily set on fire (such as most Rokugani homes) Area: All persons within 10' radius
are destroyed by the spell's fury, or catch fire and are Duration: 3 rounds
consumed. The spell has a DR equal to your Fire Ring, Raises: Range (+10’ per Raise), Area of Effect (+5’
inflicting this damage on anyone caught within the area of radius per 2 Raises), Duration (+1 Rounds per Raise)
effect. Using this spell in populated areas is generally
considered a criminal act, unless the shugenja can cite The creation of this spell is credited to Asahina himself, who
extreme circumstances, since fires are terribly dangerous to sought ways to use Fire magic peacefully after he joined the
Rokugani cities. Crane Clan, but in modern times it is found in the ranks of
many different families. The spell causes the Fire kami to
gather and dance in a pleasing visual shape and with a
soothing rhythmic light. Those who gaze upon the Fire kami
see an entrancing and appealing vision that distracts them
from taking violent actions. All persons within the Area of
Effect find themselves entranced and are considered Dazed
for the duration of the spell.
However, the targets may attempt to shake off the spell’s
effects during the Reactions Stage of each Round with a
Willpower roll against a TN of the caster’s Fire x10.
This spell’s effects are most potent against Rokugani, since
the Fire kami find it more difficult to create entrancing images
for those they do not understand. The GM may award gaijin
and nonhuman targets a bonus to their Willpower roll to
resist the spell’s effects. Animals, bestial creatures, and
mindless creatures such as undead are completely immune
to the spell.

57
Mastery 4 Burning Blood

Blessing of the Sun Ring: Fire


Mastery: 4 [Maho]
Ring: Fire Range: 50’
Mastery: 4 Area: One target creature
Range: Touch Duration: Instantaneous
Area: One willing target person (may be caster) Raises: Damage (+1k0 per Raise), Range (+10’ per
Duration: 3 Rounds Raise), Targets (+1 target per 3 Raises)
Raises: Range (may change to 10’ with 2 Raises), This horrible spell infuses the target’s bloodstream with
Duration (+1 Round per Raise) angry Fire kansen, causing his blood to superheat and boil
through his skin, emerging as a cloud of reddish vapor. The
This spell infuses the target’s limbs with a rush of aggressive
target suffers Wounds with a DR equal to his Fire, and must
Fire kami, allowing him to move and think more quickly and
roll Willpower at TN 20 or fall Prone due to the unbearable
to ignore pain and weariness. However, there is a price to be
pain. Whether or not the target falls prone, he is considered
paid for such Elemental vigor, since once the kami depart the
to be Fatigued on his next two Turns, due to the debilitating
body becomes even more weary than before.
effect of the boiling blood.
The recipient of this blessing feels a rush of burning energy
and a quickening of thought. He instantly recovers from the Burning Blood
Dazed Condition if it is in effect. Moreover, for the duration of
the spell, the target’s Fire-related rolls (e.g. any roll using Ring: Fire
Agility or Intelligence and any Spell Casting Roll using the Mastery: 4 [Maho]
Fire Ring) may ignore both the effects of being Fatigued and Range: 50'
the TN effects of Wound Penalties. However, once the spell
Area: One target creature
expires, the target becomes Fatigued (this stacks with any
pre-existing Fatigue effects) and cannot recover from this Duration: Instantaneous
Fatigue in any way (rest, magic, or Techniques) for 24 hours. Raises: Damage (+1k0 per Raise), Range (+10’ per
Raise), Targets (+1 target per 3 Raises)
Blessing of the Sun This horrible spell infuses the target’s bloodstream with
angry Fire kansen, causing his blood to superheat and boil
Ring: Fire through his skin, emerging as a cloud of reddish vapor. The
Mastery: 4 target suffers Wounds with a DR equal to his Fire, and must
Range: Touch roll Willpower at TN 20 or fall Prone due to the unbearable
Area: One willing target person (may be caster) pain.
Duration: 3 Rounds Whether or not the target falls prone, he is considered to be
Raises: Range (may change to 10’ with 2 Raises), Fatigued on his next two Turns, due to the debilitating effect
Duration (+1 Round per Raise) of the boiling blood.
This spell infuses the target’s limbs with a rush of aggressive
Fire kami, allowing him to move and think more quickly and Death of Flame
to ignore pain and weariness. However, there is a price to be
paid for such Elemental vigor, since once the kami depart the Ring: Fire
body becomes even more weary than before. Mastery: 4
Range: 100'
The recipient of this blessing feels a rush of burning energy
Area: One target
and a quickening of thought. He instantly recovers from the
Dazed Condition if it is in effect. Moreover, for the duration of Duration: 5 Rounds
the spell, the target’s Fire-related rolls (e.g. Raises: None

any roll using Agility or Intelligence and any Spell Casting This spell brings the anger of Fire on the target, suppressing
Roll using the Fire Ring) may ignore both the effects of being his elemental Fire and lowering both his Agility and his
Fatigued and the TN effects of Wound Penalties. Intelligence Ranks by an amount equal to your Fire Ring, to
a minimum of one. If you maintain Concentration for the
However, once the spell expires, the target becomes duration of the spell's effect, the target cannot escape its
Fatigued (this stacks with any pre-existing Fatigue effects) effects. If you do not maintain Concentration, each Round at
and cannot recover from this Fatigue in any way (rest, magic, the start of his Turn the target may make a contested Fire roll
or Techniques) for 24 hours. against you (using his original, unmodified Fire Ring) to end
the spell's effect.

58
Defense of the Fire Storm Essence of Fire
Ring: Fire Ring: Fire
Mastery: 4 [Defense] Mastery: 4 [Wards, Imperial]
Range: Touch Range: 10'
Area: One target armor Area: Two target duelists
Duration: 5 Rounds Duration: One iaijutsu duel
Raises: Duration (+1 Round) Raises: Special (see text)
A more potent form of spells like Shining light, this prayer This spell was originally developed by the Asahina to prevent
summons forth an aura of magical flames from a suit of magical tampering with iaijutsu duels. In the Crane view,
armor, surrounding and protecting the armor's wearer. These iaijutsu is a test of the duelist’s own inherent skills and
flames do not harm the armor's bearer and do not harm living talents, and using the kami to aid in a duel violates its proper
things. However, all wooden weapons (including arrows and nature as the sacred judge of right and wrong.
many polearms) burn instantly before they reach the target,
doing no damage. The flames also impede sight to the target, (The Crane also suspected certain other clans, such as the
increasing his Armor TN by 20. Scorpion and Dragon, of “cheating” with magic during duels.)
This spell ensures that no magical effects will dilute the
duel’s test of skill. In Crane lands it is traditional for shugenja
EssenCe of Fire to invoke this spell as a blessing on an iaijutsu duel, and the
custom sometimes appears in other clans and families as
Ring: Fire well – particularly the Seppun.
Mastery: 4 [Wards, Imperial]
Range: 10’ When this spell is cast, a flow of Fire kami race through the
Area: Two target duelists chosen targets and drive out any other active kami on them,
immediately ending any ongoing spell effects they may have
Duration: One iaijutsu duel
on their persons. The Fire kami remain until the end of the
Raises: Special (see text) duel, protecting against further interference – any spell which
This spell was originally developed by the Asahina to prevent targets either duelist before the duel concludes will suffer a –
magical tampering with iaijutsu duels. In the Crane view, 3k0 penalty to its Spell Casting Roll.
iaijutsu is a test of the duelist’s own inherent skills and In modern times, a few shugenja have developed a more
talents, and using the kami to aid in a duel violates its proper controversial variant of this spell which also uses the Fire
nature as the sacred judge of right and wrong. kami to interfere with the targets’ memories and suppress
(The Crane also suspected certain other clans, such as the their knowledge of bushi Techniques. This tactic is especially
Scorpion and Dragon, of “cheating” with magic during duels.) popular with shugenja from clans which do not focus on
This spell ensures that no magical effects will dilute the dueling, since it makes a duel purely a test of raw skill with
duel’s test of skill. In Crane lands it is traditional for shugenja no advantage to those descended from Kakita or Mirumoto.
to invoke this spell as a blessing on an iaijutsu duel, and the Casting the spell with this additional effect requires 4 Raises.
custom sometimes appears in other clans and families as
well – particularly the Seppun. Eyes of the Phoenix
When this spell is cast, a flow of Fire kami race through the
Ring: Fire
chosen targets and drive out any other active kami on them,
Mastery: 4 [Illusion]
immediately ending any ongoing spell effects they may have
on their persons. The Fire kami remain until the end of the Range: 25’
duel, protecting against further interference – any spell which Area: One target creature
targets either duelist before the duel concludes will suffer a – Duration: 1 hour
3k0 penalty to its Spell Casting Roll. Raises: Range (+5’ per Raise), Area of Effect (+1
creature per 2 Raises)
In modern times, a few shugenja have developed a more
controversial variant of this spell which also uses the Fire This spell’s name is somewhat ironic, and has sometimes
kami to interfere with the targets’ memories and suppress been credited to a Scorpion shugenja with a low opinion of
their knowledge of bushi Techniques. This tactic is especially the Isawa. Regardless of its origin, the spell’s effect is to
popular with shugenja from clans which do not focus on persuade a small cloud of strong Fire kami to float directly in
dueling, since it makes a duel purely a test of raw skill with front of the target’s eyes. This makes it appear to others as
no advantage to those descended from Kakita or Mirumoto. though the target’s eyes have caught on fire, an unsettling
Casting the spell with this additional effect requires 4 Raises. effect to say the least. When the spell is cast, any allies of
the target suffer a Fear 3 effect (if they are vulnerable to Fear
– undead are immune, and the GM may rule that other
creatures are resistant or immune if it seems appropriate).
More importantly, for the duration of the spell, the target is
considered to be Blinded.

59
Eyes of the Phoenix The Mending Forge
Ring: Fire Ring: Fire
Mastery: 4 [Illusion] Mastery: 4 [Craft]
Range: 25' Range: Touch
Area: One target creature Area: One target item
Duration: 1 hour Duration: Instantaneous
Raises: Range (+5’ per Raise), Area of Effect (+1 Raises: None
creature per 2 Raises)
This simple and powerful spell has only one function: to call
This spell’s name is somewhat ironic, and has sometimes on the creative power of Fire to bring back what has been
been credited to a Scorpion shugenja with a low opinion of destroyed. Any damaged or destroyed material item can be
the Isawa. Regardless of its origin, the spell’s effect is to restored with this spell, provided all of its pieces are
persuade a small cloud of strong Fire kami to float directly in gathered in front of the caster. (If some pieces are missing,
front of the target’s eyes. This makes it appear to others as the spell will automatically fail.) The spell takes 1 minute to
though the target’s eyes have caught on fire, an unsettling cast, and you must concentrate during that minute. If
effect to say the least. When the spell is cast, any allies of successful, the spell restores the item to a whole and
the target suffer a Fear 3 effect (if they are vulnerable to Fear undamaged state. It should be noted that the Fire kami must
– undead are immune, and the GM may rule that other work harder to repair items of unusual quality — if you use
creatures are resistant or immune if it seems appropriate). this spell to repair a nemuranai or an item of Fine quality or
More importantly, for the duration of the spell, the target is better, you must offer the Fire kami a gift (another item for
considered to be Blinded. them to burn and destroy) appropriate to the worth of the
item.
Symbol of Fire
Wall of Fire
Ring: Fire
Mastery: 4 [Ward] Ring: Fire
Range: 100' Mastery: 4
Area: 10' radius Range: 100'
Duration: Permanent Area: Special
Raises: None Duration: 1 hour
Raises: Area of Effect (+1 increment, see below)
Priests of the kami are capable of inscribing powerful wards
that invoke the power of the elements against all who You invoke the Fire kami to spring up and form a wall of
attempt to pass them. A symbol of Fire can be inscribed on a flames, barring passage to all. The wall is a 10' tall, 1' wide,
solid object, most often a door, window, gate, or any other and 25' long, and causes 6k6 Wounds to anyone who
passageway. Anyone attempting to pass through this touches it. This wall may be macic shorter or thinner as
passageway or otherwise pass by the ward is affected by its desired, within the total specifications, hut all of the mass of
power, and must succeed at a Contested Roll using their flames must be used somehow. The wall may be created in
Water against the caster's Fire. Those who fail are Dazed, an area where people or creatures are standing, forcing
Blinded for one Round, and take 3k3 Wounds. This spell them to make a Reflexes Trait Roll against a TN of 20 to
may be dispelled by another casting of Symbol of Fire from avoid taking Wounds from the fire.
any shugenja, or by destroying the surface where the
Symbol was etched. You may only have one Symbol of Fire You may Raise to increase one of the specihcations (height,
in existence at any time, and Symbol spells of different width, or length) by its base increment (10', 1', or 25'
elements may never affect the same area. respectively).

Ward of Thunder
Ring: Fire
Mastery: 4 [Defense, Ward, Thunder]
Range: Touch
Area: 15' radius from the armor
Duration: 1 hour
Raises: None
Osano-Wo's protection can be temporarily invoked for a suit
of armor by casting this spell and inscribing the kanji for
thunder on the armor. Those within 15' of the armor arc
under Osano—Wo's care, and are completely protected from
non— magical fire and thunder for the duration of the spell.
Additionally, any Fire spell cast by a shugenja other than
yourself which targets something within the area of effect has
its Spell Casting TN increased by 20.

60
Mastery 5 The target of this spell is instantly killed, reduced to Dead
and then burned down to ashes in a matter of seconds.
However, the caster immediately suffers the same number of
Castle of Fire Wounds as were inflicted on the target – an effect which is
often, though not always, lethal. This damage cannot be
Ring: Fire reduced or mitigated in any way, and if it is lethal the caster
Mastery: 5 [Battle, Defense] cannot avert death.
Range: Centered on caster
This spell will automatically fail if it targets a creature which
Area: Circle with a radius of 30’ from caster
is resistant to Fire, and it cannot kill divine entities such as
Duration: 10 Rounds Fortunes.
Raises: Area of Effect (+5’ to radius for 2 Raises),
Duration (+2 Rounds per Raise) Consumed by Five Fires
Like the other Castle spells, Castle of Fire is a defensive
prayer, in this case a more sophisticated version of Wall of Ring: Fire
Fire. It calls on the kami of Fire to erect a barrier surrounding Mastery: 5
the caster. The fiery barrier is 1’ thick and 10’ high; anyone Range: 100'
who is standing on its location when it appears must roll Area: One target creature (and caster)
Reflexes at TN 20 to leap away (either inside or outside the Duration: Instantaneous
Castle) and avoid being burned. The Castle’s barrier Raises: Range (+50’ per Raise)
instantly incinerates any arrows or other missiles which try to
pass through it. Creatures which pass through the Castle’s One of the most potent and deadly of Fire spells, but also
barrier (or are caught by it when it appears) suffer 6k6 one used only by those facing the most desperate need. The
damage and are set afire. spell invokes an array of powerful Fire kami to strike down
the target with incredibly powerful heat and flame – but in
Castle of Fire order to persuade so many kami to strike with such immense
power, the shugenja must bestow them with a gift of his own
Ring: Fire life-force.
Mastery: 5 [Battle, Defense] The target of this spell is instantly killed, reduced to Dead
Range: Centered on caster and then burned down to ashes in a matter of seconds.
Area: Circle with a radius of 30’ from caster However, the caster immediately suffers the same number of
Duration: 10 rounds Wounds as were inflicted on the target – an effect which is
Raises: Area of Effect (+5’ to radius for 2 Raises), often, though not always, lethal. This damage cannot be
Duration (+2 Rounds per Raise) reduced or mitigated in any way, and if it is lethal the caster
cannot avert death.
Like the other Castle spells, Castle of Fire is a defensive
prayer, in this case a more sophisticated version of Wall of This spell will automatically fail if it targets a creature which
Fire. It calls on the kami of Fire to erect a barrier surrounding is resistant to Fire, and it cannot kill divine entities such as
the caster. The fiery barrier is 1’ thick and 10’ high; anyone Fortunes.
who is standing on its location when it appears must roll
Reflexes at TN 20 to leap away (either inside or outside the Destructive Wave
Castle) and avoid being burned. The Castle’s barrier
instantly incinerates any arrows or other missiles which try to Ring: Fire
pass through it. Creatures which pass through the Castle’s Mastery: 5
barrier (or are caught by it when it appears) suffer 6k6 Range: Personal
damage and are set afire. Area: 25' radius
Duration: Instantaneous
Consumed by Five Fires Raises: Damage (+1k1 per two Raises)
Ring: Fire A highly potent offensive spell, originally devised by the
Mastery: 5 Isawa Elemental Masters, this prayer summons up a great
Range: 100’ mass of Fire kami, which roll outward from the caster in a
Area: One target creature (and caster) wave of searing flames. Every target within the area of effect,
whether friendly or hostile, takes 7k7 Wounds, for the raging
Duration: Instantaneous
flames make no distinction between ally and enemy. You
Raises: Range (+50’ per Raise) alone do not take damage from the spell.
One of the most potent and deadly of Fire spells, but also
one used only by those facing the most desperate need. The
spell invokes an array of powerful Fire kami to strike down
the target with incredibly powerful heat and flame – but in
order to persuade so many kami to strike with such immense
power, the shugenja must bestow them with a gift of his own
life-force.

61
Everburning Rage Strength of Darkness
Ring: Fire Ring: Fire
Mastery: 5 Mastery: 5 [Maho]
Range: 25' Range: Personal/Touch
Area: One target Area: One target person
Duration: 1 Round Duration: 10 rounds
Raises: Duration (+1 Round), Targets (+1) Raises: Duration (+1 Round per Raise), Special (+1
Rank to one physical Trait for every 2 Raises)
A powerful curse that infuses the target's body with angry
Fire spirits, wracking him with pain as the kami sear his This spell infuses the body of the target with the power of the
nerves and ligaments. For the duration of the spell, the victim Taint, unnaturally enhancing his physical prowess for a short
is considered to be at the Down Wound Level and suffers all time, allowing him to perform superhuman feats of speed,
associated penalties and conditions, although he takes no strength, and stamina. The recipient of the spell gains +1
actual Wounds from the spell. When the spell expires, the Rank to his Earth Ring and his other three physical Traits for
pain instantly ceases and the target may stand up as if the duration of the spell. (The caster may Raise to increase
nothing had happened. This spell is somewhat controversial the Traits, but the Earth Ring cannot be increased further.)
with some shugenja schools, particularly the more peaceful He also gains the ability to see through any sort of visual
ones, since it amounts to little more than the deliberate impairment — fog, smoke, or even complete darkness. The
infliction of pain. A few shugenja have even noted certain physical evidence of this magical enhancement is obvious
disturbing similarities between this spell's effects and those and grotesque — the target's flesh swells and bulges
of certain maho curses. unnaturally and his eyes turn blood-red.
This spell increases the target's Wounds per Rank to match
Follow the Flame his enhanced Earth Rank. When the spell expires and the
Earth Ring drops back to normal, the target's Wounds also
Ring: Fire return to normal levels. This can result in death if he has
Mastery: 5 suffered serious damage while under the spell's effects.
Range: Personal
Area: See below The Dragon’s Talon (Kuro’s Fire)
Duration: 5 Rounds
Raises: Damage (+1k0 per Raise) Ring: Fire
Mastery: 5 [Battle]
This spell grants you exceptional control of the nearby Fire
kami, allowing you to coax them into a very unusual and Range: 100’
terrifying attack. On the Round this spell is cast and every Area: Up to 10 target creatures within range
Round thereafter, you may declare a line of sight target Duration: Instantaneous
within 300' and send a stream of fire toward it that snakes Raises: Range (+25’ per Raise), Area of Effect (+2
along the ground. (On later Rounds, designating a target in targets per Raise)
this manner is a Simple Action.) The stream of fire moves at
a rate of 75' each Round and moves around impassable (or A potent battle spell favored by the Elemental Master of Fire
inflanimable) barriers in order to reach its target. Once the and also used by high-ranking battle shugenja from several
fire reaches its destination, the target bursts into flames, clans; in the twelfth century Naka Kuro, the Grand Master of
sutTering 6k5 Wounds. The subject catches fire and takes the Elements, also used this spell and it came to be called
half that many Wounds (rounded down) every subsequent Kuro’s Fire in his honor.
Round until the fire is doused normally or the spell's duration Regardless of its name, this spell calls on the unmatched
expires. power of the Dragon of Fire to strike down large numbers of
lesser foes. When the prayer is completed, bolts of fire
Light of the Sun resembling the snarling heads of dragons streak out from the
shugenja’s hands, striking down the chosen targets.
Ring: Fire
Each target suffers 8k6 damage. However, the nature of this
Mastery: 5 [Jade] spell is such that the Fire kami will only attack targets who
Range: 100' they consider weak and unworthy; in game terms, the spell
Area: 30' radius can only target foes of Insight Rank 1 or 2, or nonhumans of
Duration: 10 rounds comparable power (GM’s judgment).
Raises: None
This prayer invokes the power of the Sun, worshipped and
venerated throughout Rokugan, and is an especial favorite
among the Moshi family, although shugenja all across the
Empire have learned it. The spell calls down a concentrated
beam of pure sunlight to punish the unworthy. Everyone
caught in the area of effect takes 2k2 Wounds per Round
from the intense heat. Human targets (only) take an
additional 2k1 Wounds for every Honor Rank they are below
4, and an additional 2k2 Wounds if they possess at least 1
Rank of the Shadowlands Taint or are controlled by the Lying
Darkness. Human targets who have an Honor Rank of 0 are
Blinded for a number of Rounds equal to your Fire Ring.
62
The Dragon's Talon (Kuro's Fire) Curse of the Burning hand
Ring: Fire Ring: Fire
Mastery: 5 [Battle] Mastery: 6
Range: 100' Range: 10’
Area: Up to 10 target creatures within range Area: One target creature
Duration: Instantaneous Duration: Infinite
Raises: Range (+25’ per Raise), Area of Effect (+2 Raises: Range (+5’ per Raise)
targets per Raise)
A truly powerful curse which has only been employed a few
A potent battle spell favored by the Elemental Master of Fire times in the Empire’s history, the Curse of the Burning Hand
and also used by high-ranking battle shugenja from several binds a hostile Fire kami to the soul of the target, making it
clans; in the twelfth century Naka Kuro, the Grand Master of all but impossible to remove. The spell is difficult and
the Elements, also used this spell and it came to be called requires a full minute to cast; also, the caster must succeed
Kuro’s Fire in his honor. in a Contested Fire Roll against the target in order to inflict
the Curse. Once it is in place, the target finds himself
Regardless of its name, this spell calls on the unmatched constantly wreathed in flames; these fires do not harm him,
power of the Dragon of Fire to strike down large numbers of but harm any friends, allies, or innocents who touch him. The
lesser foes. When the prayer is completed, bolts of fire fire inflicts 3k3 damage on anyone who touches the cursed
resembling the snarling heads of dragons streak out from the individual, and set alight any physical objects he touches
shugenja’s hands, striking down the chosen targets. which are flammable (e.g. wood, paper, clothing, etc).
Each target suffers 8k6 damage. However, the nature of this However, because the Fire kami is hostile, it will not help its
spell is such that the Fire kami will only attack targets who victim against his enemies – the flame will suddenly recede
they consider weak and unworthy; in game terms, the spell any time he tries to use it as a weapon. Barring any outside
can only target foes of Insight Rank 1 or 2, or nonhumans of interference, the spell’s effects will last indefinitely. However,
comparable power (GM’s judgment). other spells which remove magical effects can potentially
end the Curse of the Burning Hand if the GM judges them to
Wings of the Phoenix be appropriate; likewise, other effects which drive out kami
(such as Banishment) can remove the Curse.
Ring: Fire
Mastery: 5 [Travel] Curse of the Burning Hand
Range: Personal
Ring: Fire
Area: Self
Mastery: 6
Duration: 10 Rounds
Range: 10'
Raises: None
Area: One target creature
The Phoenix is one of the most powerful symbols of Fire Duration: Infinite
known to the Rokugani, and this spell calls on the essence of Raises: Range (+5’ per Raise)
that being to grant its caster the power of flight. When this
spell is cast, you summon clouds of Fire kami who take the A truly powerful curse which has only been employed a few
form of giant wings sprouting from your hack. You gain the times in the Empire’s history, the Curse of the Burning Hand
ability to fly for the duration of the spell, moving at a speed of binds a hostile Fire kami to the soul of the target, making it
Water x10 for a Free Action or Water x20 for a Simple Action. all but impossible to remove. The spell is difficult and
If you are airborne when the spell expires, the Fire kami will requires a full minute to cast; also, the caster must succeed
bear you down to earth before departing. in a Contested Fire Roll against the target in order to inflict
the Curse. Once it is in place, the target finds himself
Mastery 6 constantly wreathed in flames; these fires do not harm him,
but harm any friends, allies, or innocents who touch him. The
fire inflicts 3k3 damage on anyone who touches the cursed
Beam of the Inferno individual, and set alight any physical objects he touches
which are flammable (e.g. wood, paper, clothing, etc).
Ring: Fire However, because the Fire kami is hostile, it will not help its
Mastery: 6 victim against his enemies – the flame will suddenly recede
Range: 200' any time he tries to use it as a weapon.
Area: One Target Barring any outside interference, the spell’s effects will last
Duration: Instantaneous indefinitely. However, other spells which remove magical
Raises: None effects can potentially end the Curse of the Burning Hand if
the GM judges them to be appropriate; likewise, other effects
This is perhaps the deadliest single spell available to a
which drive out kami (such as Banishment) can remove the
shugenja, and one of the most fearsome spells ever
Curse.
developed in the Empire. The prayer invokes a tremendous
blast of fire against the chosen target, who takes 10k10
Wounds. The spell puts all the Fire kami in the area into a
state of agitation, and normal fires within range will burn
hotter and more violently for many minutes after this spell is
cast.

63
Globe of the Everlasting Sun Rise, Fire
Ring: Fire Ring: Fire
Mastery: 6 [Defense] Mastery: 6
Range: 500' Range: 30'
Area: 1 mile Area: One summoned spirit
Duration: 1 day Duration: Concentration
Raises: None Raises: None
This mighty prayer calls on all the Fire kami in the area to Fire itself arises and takes physical form to defend you. The
remain quiet and calm, soothing the agitation which so often ultimate realization of the prayer summons a massive kami
afflicts them. It is often invoked during major festivals, such of pure Fire to serve Summon spell, this you. It takes the
as the crowning of a new Emperor. For the duration of the form of a fiery humanoid shape, roughly ten feet in height,
spell, all buildings within the area of effect are immune to the its outlines constantly shifting and changing in a perpetual
effects of magical fire, and all Fire spells cast within that area dance of fiery energy. The huge Fire spirit can move up to 10
have the TN of their Spell Casting Rolls increased by 15. x your Fire per Round, and it ignites all easily flammable
Normal fires will still ignite and burn, hut they do so objects within ten feet of itself – paper, leaves, grass, silk,
sluggishly, and do not spread easily. and so forth. The manifest kami is treated as if it has all
physical Traits equal to your Fire Ring, and attacks with a
Rise, Fire Jiujutsu Skill equal to half your Fire Rank; the DR from these
attacks is equal to your Fire Rank. Anyone struck by the Fire
Ring: Fire kami will catch on fire, suffering an additional 1k1 damage
Mastery: 6 per Round until the flames are extinguished. (This effect
does not stack.) For purposes of taking damage, the kami is
Range: 30’
considered to have Wounds as though its Earth is equal to
Area: spirit your Fire Ring, but suffers no Wound penalties; it is
Duration: Invulnerable. If it is successfully reduced to zero Wounds, it
Raises: None is dispelled.
Fire itself arises and takes physical form to defend you. The
ultimate realization of the Summon spell, this prayer The Element's Fury
summons a massive kami of pure Fire to serve you. It takes
the form of a fiery humanoid shape, roughly ten feet in height, Ring: Fire
its outlines constantly shifting and changing in a perpetual Mastery: 6
dance of fiery energy. The huge Fire spirit can move up to 10 Range: Self
x your Fire per Round, and it ignites all easily flammable Area: Caster
objects within ten feet of itself – paper, leaves, grass, silk, Duration: Instantaneous
and so forth. The manifest kami is treated as if it has all Raises: Special (+1 additional spell per 3 Raises
physical Traits equal to your Fire Ring, and attacks with a
Jiujutsu Skill equal to half your Fire Rank; the DR from these A supremely advanced form of the lesser spell known as
attacks is equal to your Fire Rank. Anyone struck by the Fire Hurried Steps, this spell has been used by only a few highly
kami will catch on fire, suffering an additional 1k1 damage advanced masters of magic; its creation is credited to Naka
per Round until the flames are extinguished. (This effect Kaeteru, the first Grand Master of the Elements.
does not stack.) For purposes of taking damage, the kami is
considered to have Wounds as though its Earth is equal to When this prayer is completed, the caster’s mind and body
your Fire Ring, but suffers no Wound penalties; it is are infused with energetic Fire kami to such an extent that
Invulnerable. If it is successfully reduced to zero Wounds, it his thoughts, movements, and speech become all but
is dispelled. superhuman. He may immediately cast a number of spells of
Mastery Level 4 or less equal to his Fire Ring, casting each
spell as a Free Action regardless of its normal casting time.
Spell Casting Rolls must be made and spell slots are used
as normal, but there is no need to Raise for a shorter casting
time.

64
The Elements’ Fury Drawing the Void
Ring: Fire Ring: Void
Mastery: 6 Mastery: 1
Range: Self Range: Personal
Area: Caster Area: Self
Duration: Instantaneous Duration: Instantaneous
Raises: Special (+1 additional spell per 3 Raises Raises: Special (+ 1 Void Point gained per three Raises)
A supremely advanced form of the lesser spell known as The ability to reach into the Void itself and gain strength from
Hurried Steps, this spell has been used by only a few highly it is a vital lesson in the training of all Ishiken. Upon
advanced masters of magic; its creation is credited to Naka completion of this spell, you gain a number of additional Void
Kaeteru, the first Grand Master of the Elements. When this Points equal to your School Rank plus one. If these Void
prayer is completed, the caster’s mind and body are infused Points take you above the number you may normally
with energetic Fire kami to such an extent that his thoughts, possess, then you lose one of the extra Void Points every
movements, and speech become all but superhuman. He Round that you do not spend one.
may immediately cast a number of spells of Mastery Level 4
or less equal to his Fire Ring, casting each spell as a Free Flow Through the Void
Action regardless of its normal casting time. Spell Casting
Rolls must be made and spell slots are used as normal, but Ring: Void
there is no need to Raise for a shorter casting time. Mastery: 1
Range: Touch
The Soul's Blade Area: Up to one cubic foot of pure elemental matter
Duration: Permanent
Ring: Fire
Raises: Area (+1 cubic foot)
Mastery: 6 [Craft]
Range: Touch In the Void, all things are equal, all one and none. By tapping
Area: One target weapon into this connection, you may transform a small amount of
Duration: 5 Rounds pure 1emental matter — water, fire, air, or earth in the form of
Raises: Duration (+1 Round per 3 Raises) dirt or soil — into any one other element.

This spell imbues incredibly Powerful Fire kami into a See Through Lies
weapon, granting it the full fury of a raging firestorm. A bushi
armed with this weapon is a terrible opponent, for the Fire Ring: Void
spirits shock and daze his enemies with every blow. For the Mastery: 1
duration of the spell, the weapon will overcome
Range: 25'
invulnerability, and every target hit with it is automatically
Stunned. Area: Target individual
Duration: Instantaneous
Void Spells Raises: Range (+5'), Special (one additional
Advantage/Disadvantage per Raise)
Mastery 1 The patterns that comprise all things in the Void exist in
individuals as well, and with training, Ishiken can recognize
them. You learn the highest point Advantage or highest point
Boundless Sight Disadvantage (your choice) possessed by the target of this
spell.
Ring: Void
Mastery: 1
Range: 50 miles
Area: Self
Duration: 4 rounds
Raises: Duration (+1 round), Range (+5 miles)
The most essential lesson of the Ishiken is that all is linked
through the Void, and through the Void all can be perceived.
By focusing your energy, you can look through the veil and
see another location as if you were standing there. This
location must be familiar to you, and you must have been
there at least once before. For the duration of the spell, you
can see and hear all that transpires in the other location, but
you may not be detected and you may not interact with
things or individuals there in any way. During this spell, your
body is in a trance-like state that leaves you highly
vulnerable to attack (your Armor TN is reduced to 5).

65
Sense Vow Witness the Untold
Ring: Void Ring: Void
Mastery: 1 Mastery: 1 [Divination]
Range: Personal Range: 15'
Area: 25' radius around the caster Area: One target individual
Duration: Concentration Duration: 3 rounds
Raises: Area (+5' radius) Raises: Range (+5')
Life is evident in the Void like the stars in the night sky. This It is possible to gain fleeting glimpses of things that have not
spell causes you to enter a trance during which you become yet happened by peering through the Void. If you ar delaying
aware of the existence and location of all living creatures your action, you may interrupt the target of this spell after he
within the radius of the spell. Although you are aware of their has declared his action but before he has taken his action
location, you cannot see them or any details. You would when his Turn comes up. This may be done during each
know if there were three humans waiting outside the castle Round for the duration of the spell. (Normally someone
wall, for instance, but you would not recognize them other delaying their Action cannot interrupt the Action of another
than to know that they were present. This also gives you participant.)
information regarding non-sentient, natural living creatures.
Spirits and Shadowlands creatures are recognizable as a Mastery 2
gap in your awareness, although this spell cannot recognize
Tainted humans as anything other than humans.
Altering the Course
The Void's Caress
Ring: Void
Ring: Void Mastery: 2
Mastery: 1 Range: Personal
Range: Touch Area: Self
Area: One target individual Duration: 1 minute
Duration: 1 minute Raises: Duration (+1 minute)
Raises: Duration (+1 minute) Ishiken have a much greater capacity to draw upon the Void
than others, and may do it consciously rather than
Although beginning students of Ishiken-do cannot affect the
unconsciously. You may spend multiple Void Points on any
pattern of the Void, they can make very short-term
roll made within the duration of this spell. It still must be a roll
alterations to it. You may negate any one Mental or Spiritual
on which the expenditure of Void Points is allowable (no
Disadvantage the target of this spell possesses, up to a
damage rolls may be augmented via this spell, for example).
maximum of 5 points in value. The Shadowlands Taint may
not be removed via this spell, although the mental disorders
that can be caused by it can be temporarily alleviated. Balance in All

Touch the Emptiness Ring: Void


Mastery: 2 [Ancient]
Ring: Void Range: Self
Mastery: 1 Area: Self
Range: 30' Duration: One Round
Area: One target individual Raises: Duration (One Round)
Duration: Instantaneous One of the most powerful lessons the Isawa took from the
Raises: Range (+5') Tao of Shinsei was a deeper understanding of the
connection between the various Elements. With this insight,
The sensation of experiencing the Void firsthand can be
their gifted Void shugenja were able to manipulate these
extremely disturbing for those unaccustomed to it. The target
connections to further their spellcasting potential before
of this spell suffers 1k1 damage and is Dazed.
exhausting themselves. Once this spell is cast, you may cast
spells of any given Element as if they were a different
Element - affecting the Ring that is used to roll it, the number
of spells of that Element you may cast per day, and any
relevant Affinity, Deficiency, or other mechanics.
The GM should feel free to interpret how using different
Elements for a spell might affect the spell in various ways - a
Katana of Fire cast as an Air spell, for example, might create
a blade of nearly invisible, burning wind.

66
Drink of Your Essence Severed from the Stream
Ring: Void Ring: Void
Mastery: 2 Mastery: 2
Range: 30' Range: 25'
Area: One target individual Area: One target individual
Duration: Instantaneous Duration: 5 rounds
Raises: Range (+5') Raises: Duration (+1 round), Range (+5')
As an Ishiken grows more powerful, he can gain more Talented Ishiken can rob others of their ability to tap into the
information from examining an individual's pattern within the Void, if only temporarily. If this spell is successful, the target
Void. You learn a great deal of information about the target must succeed at a Contested Void Roll against you before
of this spell, including his individual Rings (but not Traits), his they are able to spend any Void Points. This roll does not
current Wound penalties, and a one word summation of his count as an action for the target, and they must succeed at
present mood (“hostile,”“sorrowful,”“confused,” etc.). only one Contested Roll per turn, even if they are spending
multiple Void Points per turn as a result of a Technique or
False Whispers other ability.

Ring: Void The Empty Voice


Mastery: 2
Range: 30' Ring: Void
Area: One target individual Mastery: 2
Duration: 1 minute Range: Personal
Raises: None Area: Self
Duration: 5 minutes
Mingling the Void of two beings, even for just a moment, can Raises: None
lead to one of the two being manipulated if he is not
prepared for it. The target of this spell will repeat the next Drawing on the essence of everything allows an Ishiken to
sentence you say, verbatim, without any foreknowledge of invoke the kami with far greater ease than normal. For the
what he is doing. They speak the words in their own normal duration of this spell, you may cast spells of other elements
voice, regardless of how you speak it. This effect will not without speaking your prayers aloud. This applies only to
allow others to cast spells, even if you have them recite a spells of equal or lower Mastery Level (any spell of Mastery
portion of a spell. This spell only allows the effect once, the Level 1 or 2).
first time you speak a single sentence during the duration of
the spell. Mastery 3
Reach Through the Void Echoes of the Void
Ring: Void
Ring: Void
Mastery: 2
Mastery: 3
Range: 50'
Range: 25'
Area: Target object, up to five pounds in weight
Area: One target individual
Duration: Instantaneous
Duration: Concentration
Raises: Area (+1 pound per two Raises), Range (+5')
Raises: Range (+5')
All things, both living and unliving, exist within the Void, and
Thoughts are as whispers in the Void, if one knows how to
can be touched through it. You can manipulate items through
listen. As long as this spell is in effect and you maintain
the Void, moving them without touching them. These items
concentration on one target within the area of effect, you can
are small, usually only up to only five pounds, although a
hear what that person is thinking. How this manifests may
powerful shugenja can Raise enough to move somewhat
vary depending upon the individual. Stalwart warriors may
heavier items.
have short, curt statements summarizing their thoughts,
while artisans may think in terms of poetry.

67
Kharmic Intent Void Release
Ring: Void Ring: Void
Mastery: 3 Mastery: 3
Range: 20' Range: 2S'
Area: One target individual Area: One target individual
Duration: 10 minutes Duration: Instantaneous
Raises: Duration (+1 minute), Range (+5') Raises: Range (+ 5')
Links forged of the Void allow the passage of enormous Most are ignorant of the Void coursing within them, and do
energy, the substance of the universe itself, between those not realize that it can be stolen away. You must make a
who share it. You may target any one willing individual with Contested Void Roll against the target of this spell. If
this spell. All remaining Void Points either of you possess are successftd, the target loses one Void Point, and you gain
placed in a single pool, which either of you may draw upon one Void Point. An additional point is exchanged for every
as normal. Essentially, this spell allows two individuals to increment of 5 by which you exceed the target's roll. These
share Void Points back and forth as they see fit. This also temporary Void Points may take you above the maximum
allows Ishiken to share the additional Void Points they gain number of Void Points you may have, but they expire within
from other Void spells. At the end of the spell's Duration, all one hour if not used. This spell cannot be used on a creature
remaining Void Points are divided between the participants, who does not have Void Points, or which has some other
up to their normal maximum number. mechanical effect that substitutes for Void (such as Naga
Akasha or Ratling Name).
Moment of Clarity
Mastery 4
Ring: Void
Mastery: 3 Balance of Elements
Range: Personal
Area: Self Ring: Void
Duration: 2 rounds Mastery: 4
Raises: Duration (+1 round) Range: Touch
The entirety of human achievement is reflected in the Void. Area: One target individual (may be the caster)
You may select any one Skill. You gain temporary ranks in Duration: 5 rounds, 15 minutes (see below)
this Skill equal to your Void Ring. If you already posses ranks Raises: Duration (+1 round / +1 minute, see below),
in this Skill, the new level of Skill replaces your old one; the Special (+1k1 Wounds per two Raises)
two are not cumulative.
Flaws in the great pattern of the Void can be overcome, no
matter how severe. You may negate all Disadvantages of the
Read the Essence target for the duration of the spell. Negative effects inflicted
from spells (such as TN penalties, Armor TN reduction, or
Ring: Void Trait/Ring reduction) are negated as well, as long as the
Mastery: 3 [Divination] Mastery Level of the spell causing the penalty is 3 or less. If
Range: Personal used during the taxing environment of combat, the duration
Area: One target object of this spell is extremely limited (5 rounds). In non-combat
Duration: Instantaneous (but see below) situations, however, the effects of the spell can last
Raises: None significantly longer (5 minutes). This temporary replenishing
of the target's pattern also heals 3k3 Wounds.
Even objects have resonance, and retain some memory of
those who hold them, and events that take place involving Dart of Void
them. By meditating upon an object, you can gain a vision of
the individual who held it last, or of a major event that might Ring: Void
have involved it in some manner. Using this spell on a
Mastery: 4
calligraphy brush, for example, might show the last person
who used it to write a letter. Range: 100’
Area: One target creature
Using it on a weapon might instead show the last death it Duration: Instantaneous
was used to inflict. The GM has ultimate authority over what Raises: Range (+100’ per Raise), Targets (+1 target per
vision the spell imparts. Extremely important objects, such as two Raises, maximum targets equal to your Void Ring)
ancestral weapons or standards, may have powerful visions
that grip the caster for longer periods of time, rather than The Dart of Void spell was created by the shugenja Ekuro in
imparting simple instantaneous visions. his famous battle. The spell has been preserved as a secret
of the Order of Five Weapons, but it is believed the Phoenix
may also have the spell in their libraries, and it is possible
other shugenja families have copies as well.
Casting this spell requires spending a Void Point; the spell
summons forth a missile of pure Void which flies out and
unerringly strikes any one target within range. The Dart
inflicts damage with a DR equal to your Void. This damage
ignores Invulnerability and Reduction from all sources.

68
Dart of Void Void Strike
Ring: Void Ring: Void
Mastery: 4 Mastery: 4
Range: 100' Range: 50'
Area: One target creature Area: One target individual
Duration: Instantaneous Duration: Instantaneous
Raises: Range (+100 per Raise), Targets (+1 target per Raises: Range (+5'), Special (+1k0 damage per two
two Raises, maximum targets equal to your Void Ring) Raises)
The Dart of Void spell was created by the shugenja Ekuro in The mortal shell can endure only so much direct contact with
his famous battle. The spell has been preserved as a secret the Void; too much, and the flesh can be destroyed by the
of the Order of Five Weapons, but it is believed the Phoenix exposure. This spell inflicts damage with a DR equal to your
may also have the spell in their libraries, and it is possible Void Ring.
other shugenja families have copies as well.
Casting this spell requires spending a Void Point; the spell Mastery 5
summons forth a missile of pure Void which flies out and
unerringly strikes any one target within range. The Dart Divide the Soul
inflicts damage with a DR equal to your Void. This damage
ignores Invulnerability and Reduction from all sources. Ring: Void
Mastery: 5
Draw Closed the Veil Range: Personal
Area: Self
Ring: Void Duration: 1 minute
Mastery: 4 Raises: Duration (+1 minute)
Range: 50'
Area: One target spirit The true mysteries of the Void are beyond the
Duration: Instantaneous comprehension of non-Ishiken. Using this spell, you may
Raises: Range (+5'), Targets (+1 spirit per Raise) divide your soul across the Void, and exist in two places in
the mortal realm simultaneously. The second “you" appears
The emptiness that is the Void is part and parcel of what anywhere you might wish within your sight when you cast the
separates the various spirit realms from one another, and it spell. You have full knowledge of all that happens in both
is possible to strengthen it in certain areas. You may target locations, and may take any normal actions in either place
any one spirit not native to the mortal realm of Ningen-do. (both manifestations may take actions simultaneously as if
That spirit is banished to its home realm for a minimum they were two separate individuals). Only one manifestation
amount of time equal to your Void Ring in months. Spirits may make a Spell Casting Roll per round. Any Wounds
that possess a physical body in the mortal realm, such as oni suffered by either manifestation are combined when the spell
or certain shapeshifter spirits, require a Contested Willpower ends, and if either of your selves dies, both die.
Roll for this spell to affect them. Spirits that are significantly
more powerful than you are (GM's discretion) may prove Reforge
immune to the effects of this spell.
Ring: Void
Fill with Emptiness Mastery: 5
Range: Touch
Ring: Void Area: One object
Mastery: 4 Duration: Permanent
Range: Touch Raises: None
Area: One target individual
Duration: Instantaneous All is one and one is all. You may take any single object and
Raises: Range (may be increased to 10' with three transform it into any other object of comparable size. This will
only work on an object that is uniform in its construction,
Raises)
rather than assembled from multiple pieces. This spell will
Strengthening an individual's connection to the Void can not affect living material. Although the effect of this spell is
replenish their reserves of inner energy. The target of this permanent, it can be reversed by a second casting on the
spell regains all lost Void Points, up to their normal maximum same object, even by a different Ishiken.
number.

69
Unbound Essence Rise from the Ashes
Ring: Void Ring: Void
Mastery: 5 Mastery: 6
Range: 25' Range: Touch
Area: One target individual Area: One target individual
Duration: 1 hour Duration: Instantaneous (requires one hour to cast)
Raises: Duration (+1 hour), Range (+5') Raises: Special (+1 hour of regression per Raise)
Tampering with the pattern of another being's Void can result Everything that exists has a pattern in the Void, a thread
in catastrophic changes to their abilities. The target's Rings woven in the tapestry that is existence. By recalling the
are reordered at random, along with their Traits. For instance, memory of that pattern, you can reverse recent effects that
a target might exchange his Air Ring for his Fire Ring, and have happened to a living creature. When you cast this spell
his Water Ring for his Earth Ring for the duration of this spell. on an individual, you are essentially restoring their existence
Mental and Physical Traits exchange their values if those within the Void in accordance with their previous self. Upon
values are greater than the Ring. In the above example, if completion of the spell, the person is immediately restored to
your target has Air 3 and Reflexes 4, he would instead have the state they were in eight hours prior to when the spell was
Fire 3 and Agility 4, with his values for those Traits begun. Any injuries suffered during this time, the effects of
reassigned to his Air and Reflexes. diseases or poisons, even the acquisition of supernatural
conditions such as the Shadowlands Taint or corruption by
Mastery 6 the Lying Darkness, can be undone in this manner. Upon the
completion of this spell, you lose all Void Points, and you
may not regain Void Points for a period of three days, after
Ring of Void which they will begin to recover at one Void Point per day
until you have your maximum normal amount again. This
Ring: Void spell cannot be used to restore someone who has died.
Mastery: 6
Range: Personal Unmake the World
Area: Self
Duration: Concentration (requires one hour to east) Ring: Void
Raises: Duration (-5 minutes to casting time) Mastery: 6
Range: 50'
Rare and extraordinarily powerful, even by shugenja
standards, this prayer calls on the unique favor of the dragon Area: One target creature, individual, or object
whose domain the Ishiken tread: the Void Dragon. Unlike Duration: Instantaneous
most spells, this is not something that is taught by others, but Raises: Range (+10')
rather is simply learned through insight by those capable of
The most powerful and terrifying ability of those who
casting it (and as such it has no scroll associated with it).
command the Void is the ability to destroy the bonds that
This spell, more of a meditation ritual, actually allows you to
exist between the five elements. By eradicating the bonds
commune with the Void Dragon itself, a feat few mortals
between existing elements, you can effectively cause one
have ever managed to perform successfully. During your
object or creature to cease to exist. When you cast this spell
brief moments of contact with this divine entity, you may ask
on a living creature, you must succeed at a Contested Roll
it questions as you see fit. The Void Dragon knows all that
using your Void against the target's Earth. If you are
can be known, although it is under no particular compulsion
successful, they are instantly killed, and their remains
to answer you directly, or even at all. Respect must be
disappear into the Void. Success is automatic against a non-
maintained at all times, for those who have attempted this
magical object, but attempting to destroy an awakened
feat in the past and failed to pay homage to their patron have
object, such as a nemuranai, may have dire ramifications at
ceased to exist altogether.
the GM's discretion (the kami contained within an awakened
object frequently respond very poorly to this manner of attack,
for instance).

70
Water Spells Ebbing Strength
Ring: Water
Mastery 1 Mastery: 1 [Defense]
Range: 20
Bo of Water Area: One target creature
Duration: 3 rounds
Ring: Water Raises: Duration (+1 round), Range (+5')
Mastery: 1 [Craft]
Range: Personal or 20' (see below) Energy flows through the universe just as water flows
Area: One created weapon through the mortal shell. You may send your energy to
another, weakening yourself and strengthening them in the
Duration: 5 minutes
process. You may reduce any one of your Physical Traits by
Raises: Damage (+1k0), Duration (+5 minutes), Range an amount up to your School Rank. The target of this spell
(+5 feet) increases the same Physical Trait by the same amount. If
You summon a staff of pure water, as rigid as the real thing your Trait is reduced to 0 as a result of this spell, you
despite its fluid nature. The weapon's default form is a bo, immediately fall unconscious and the spell's duration is
but one Raise can change its form to any other staff of your reduced to 1 round. No Trait may be enhanced above double
choosing. The weapon has DR 1k2. If you do not possess its normal rank by this spell.
the Staves Skill, you may instead use your School Rank in its
place. If you do possess the Staves Skill, using this weapon Path to Inner Peace
grants you one Free Raise that can only be used on the
Knockdown Maneuver. This weapon disappears if it is lost Ring: Water
from your hand. Instead of summoning the bo for yourself, Mastery: 1
you may cause it to appear in the hands of an ally within 20 Range: Touch
feet. He is treated as the caster for all purposes of the spell, Area: One target individual
but he does not gain the Free Raise bonus. Duration: Instantaneous
Raises: None
Clarity of Purpose
The water kami can influence the flow of water through the
Ring: Water body, dramatically hastening the natural healing process.
Mastery: 1 [Battle] You can use this spell to heal Wounds that another individual
Range: Personal has suffered. This spell restores a number of Wounds to the
Area: 10. radius around caster target equal to the amount by which the Spell Casting Roll
exceeded the spell's TN to cast.
Duration: 2 rounds
Raises: Area (+5), Duration (+ 1 round per two Raises)
Purification of the Kami
One of the many strengths of water is in its speed. All allies
within the area of effect of this spell gain a bonus of +5 to Ring: Water
their Initiative Scores for the duration of the spell. Mastery: 1
Range: Touch
Disrupt the Limb Area: Body of water up to 500 feet in radius
Duration: Permanent
Ring: Water Raises: Area of Effect (+500 feet radius per Raise)
Mastery: 1 [Maho]
Range: 50' This prayer invokes the purity and cleansing strength of the
Area: One target person's limb Water kami to purge filth and contamination from a body of
water such as a pond, a moat, or some of a stream or river.
Duration: 10 rounds
The caster touches the water as part of the casting ritual,
Raises: Duration (+2 rounds per Raise), Range (+ 10, and the purification ripples out from that point in waves of
per Raise) glowing light. This spell renders all the water within the area
This curse causes the muscles of a target limb — an arm or of effect wholly pure and safe to drink, removing all dirt,
leg of the caster's choice — to be afflicted with pain, disease, and toxins. (However, it cannot purge the Taint.)
weakness, and tremors for the duration of the spell. All rolls The purification is a one-off event and cannot prevent dirt or
for physical actions taken with that limb for the duration of poison from returning to the water later.
the spell suffer a +15 TN penalty. In addition, if the target This spell can also be cast on water inside a single container
limb is a leg, the victim is considered to be under the effects (such as a bucket, barrel, or bottle). If the spell is cast on an
of the Lame Disadvantage for the duration of the spell. alcoholic beverage (such as sake, shochu, or plum wine) it
will purge the drink’s flavor and alcohol content, leaving it as
pure water.

71
Purification of the Kami Speed of the Waterfall
Ring: Water Ring: Water
Mastery: 1 Mastery: 1 [Travel]
Range: Touch Range: Touch
Area: Body of water up to 500 feet in radius Area: One target individual or creature
Duration: Permanent Duration: 1 hour
Raises: Area of Effect (+500 feet radius per Raise) Raises: Duration (+10 minutes), Range (may increase to
10' for two Raises)
This prayer invokes the purity and cleansing strength of the
Water kami to purge filth and contamination from a body of Those filled with the essence of water find their movement
water such as a pond, a moat, or some of a stream or river. far faster than ever before. The target of this spell may move
The caster touches the water as part of the casting ritual, a total distance per round equal to their Water x20' plus an
and the purification ripples out from that point in waves of amount equal to twice your Water Ring. This spell does not
glowing light. This spell renders all the water within the area grant the target additional movement, it simply increases the
of effect wholly pure and safe to drink, removing all dirt, maximum possible amount they can move during a Round
disease, and toxins. (However, it cannot purge the Taint.) for the duration of the spell.
The purification is a one-off event and cannot prevent dirt or
poison from returning to the water later. Spirit of the Water
This spell can also be cast on water inside a single
container (such as a bucket, barrel, or bottle). If the spell is Ring: Water
cast on an alcoholic beverage (such as sake, shochu, or Mastery: 1 [Battle]
plum wine) it will purge the drinks flavor and alcohol content, Range: 20'
leaving it as pure water. Area: One target individual
Duration: Instantaneous
Reflections of Pan Ku Raises: Range (+ 5'), Special (Increase additional action
to Complex for 5 Raises)
Ring: Water
The spirit of water is both fluid and rapid. The target gains
Mastery: 1 [Divination] one additional Simple Action during the Reactions Stage of
Range: Touch the Round in which this spell is completed. This Action
Area: One object cannot be used to make an attack.
Duration: Instantaneous
Raises: None Suitengu's Curse
Divining the abilities of an object is among the simplest
lessons a student of water learns in the temple. If this spell is Ring: Water
successfully cast on an object, you automatically learn all Mastery: 1
powers and abilities that object possesses. This is most Range: 20’
frequently used to identify any supernatural qualities an item Area: One target creature
possesses, such as a nemuranai or a cursed weapon, but it Duration: 10 Rounds
can also identify the spell contained within a shugenja's Raises: Range (+10’ per Raise), Duration (+3 Rounds
prayer scroll. This spell will not allow a shugenja to read a per Raise)
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 This prayer invokes Suitengu, the Fortune of the Sea, to drag
also grant the caster knowledge of the item's origin in very down the target with the weight of his sullen wrath. The
broad strokes, such as where it was forged, the Clan of the target feels a great weight on all his limbs, as though he is
individual who has carried it the longest, or something similar trying to swim in heavy seas. Mechanically, Suitengu’s
at the GM's discretion. hostility lower’s the target’s Reflexes Rank by 1 and causes
him to move as though his Water is 1 Rank lower for the
Reversal of Fortunes duration of the spell.

Ring: Water
Mastery: 1
Range: 10'
Area: One 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.

72
Suitengu's Curse Sympathetic Energies
Ring: Water Ring: Water
Mastery: 1 Mastery: 1
Range: 20' Range: 25'
Area: One target creature Area: One target individual
Duration: 10 rounds Duration: Instantaneous
Raises: Range (+10 per Raise), Duration (+3 Rounds per Raises: Range (+5'), Special (see below)
Raise)
Energy flows between all living things as water flows through
This prayer invokes Suitengu, the Fortune of the Sea, to drag the earth. You may transfer any one existing spell effect from
down the target with the weight of his sullen wrath. The you to the willing target of this spell. With three Raises, yo
target feels a great weight on all his limbs, as though he is may transfer one spefleffect from one willing target to
trying to swim in heavy seas. Mechanically, Suitengus another willing target. You cannot transfer spells between
hostility lowers the targets Reflexes Rank by 1 and causes unwilling targets.
him to move as though his Water is 1 Rank lower for the
duration of the spell. The Rushing Wave
Symbol of Blood Ring: Water
Mastery: 1 [Travel]
Ring: Water Range: 10'
Mastery: 1 [Maho, Wards] Area: One target individual
Range: Touch Duration: 1 round
Area: 30’ radius Raises: Duration (+1 round), Range (+5')
Duration: 12 hours
Raises: Area of Effect (+5’ per Raise), Duration (+2hours You can temporarily increase the speed of your target. This
per Raise) spell allows the target to make a Free Move Action of up his
Water Ring x10, (instead of the normal x5'). Without Raises
This spell inscribes a sinister ward onto a flat surface. The for Duration, this benefit must be used on the target's next
caster writes the ward in the blood he spill to cast the spell, Turn or it is lost.
and once inscribed the ward cannot be destroyed except by
physically destroying the surface on which it is written. The The Swell of the Storm
ward causes its victims’ blood to become sluggish and cold.
Anyone other than the caster who enters the area of effect Ring: Water
suffers a –2k0 penalty to all physical Actions. The effect only Mastery: 1 [Defense]
applies while they are within the area of effect, and does not
Range: 25’
stack with other Symbols of Blood.
Area: One target creature
Duration: Instantaneous
Symbol of Blood
Raises: Range (+10’ per Raise), Area of Effect (+1 target
per two Raises), Special (+1k0 on the Contested Roll
Ring: Water
per Raise)
Mastery: 1 [Maho, Wards]
Range: Touch This spell evokes a sudden blast of water that strikes with
Area: 30' radius the heavy, irresistible power of the tide. The water is
Duration: 12 hours summoned into existence, flying out from the caster in a
Raises: Area of Effect (+5’ per Raise), Duration (+2 heavy mass and striking the target with gentle but
hours per Raise) nighirresistible power. The target must make a Contested
Roll of his Strength against the caster’s Water – failure
This spell inscribes a sinister ward onto a flat surface. The means Knockdown (the target is knocked Prone). The spell
caster writes the ward in the blood he spill to cast the spell, will also extinguish any open flames the targets are carrying
and once inscribed the ward cannot be destroyed except by (torches, lanterns, candles, etc).
physically destroying the surface on which it is written. The
ward causes its victims’ blood to become sluggish and cold. This spell can affect Huge creatures, although the GM may
wish to award them a bonus on their Contested Roll to reflect
Anyone other than the caster who enters the area of effect the greater difficulty of knocking down such large targets.
suffers a –2k0 penalty to all physical Actions. The effect only
applies while they are within the area of effect, and does not
stack with other Symbols of Blood.

73
The Swell of the Storm Dark Wings
Ring: Water Ring: Water
Mastery: 1 [Defense] Mastery: 2 [Maho]
Range: 25' Range: Self
Area: One target creature Area: Caster
Duration: Instantaneous Duration: 10 minutes
Raises: Range (+10 per Raise), Area of Effect (+1 target Raises: Duration (+2 minutes per Raise)
per two Raises), Special (+1k0 on the Contested Roll
per Raise) The caster sprouts monstrous wings from his back,
resembling those of a bat or other such creature. For the
This spell evokes a sudden blast of water that strikes with duration of the spell the caster can fly, and is considered to
the heavy, irresistible power of the tide. The water is have Swift 3 (as per the creature ability from the Book of
summoned into existence, flying out from the caster in a Void, L5R 4th Edition core rulebook) while flying.
heavy mass and striking the target with gentle but nigh
irresistible power. The target must make a Contested Roll of Mastery 2
his Strength against the casters Water failure means
Knockdown (the target is knocked Prone). The spell will also
extinguish any open flames the targets are carrying (torches, Dark Wings
lanterns, candles, etc).
Ring: Water
This spell can affect Huge creatures, although the GM may Mastery: 2 [Maho]
wish to award them a bonus on their Contested Roll to reflect Range: Self
the greater difficulty of knocking down such large targets.
Area: Caster
Duration: 10 minutes
Cloak of the Miya Raises: Duration (+2 minutes per Raise)
Ring: Water The caster sprouts monstrous wings from his back,
Mastery: 2 [Defense] resembling those of a bat or other such creature. For the
Range: Personal duration of the spell the caster can fly, and is considered to
Area: Self have Swift 3 (as per the creature ability from the Book of
Duration: 5 rounds Void, L5R 4th Edition core rulebook) while flying.
Raises: Duration (+1 round)
Heaven's Tears
You wrap yourself in the protective embrace of the wave.
Your Armor TN is increased by an amount equal to your Ring: Water
Water Ring plus your School Rank for the duration of this Mastery: 2 [Crystal]
spell. Range: Centered on caster
Area: 30’ radius around caster
Curse of Weakness Duration: 2 Rounds
Raises: Area of Effect (+5’ radius per Raise), Duration
Ring: Water
(+1 Round for two Raises, may only be done once)
Mastery: 2 [Maho]
Range: 50' This prayer evokes the sorrow of the Heavens, unleashing a
Area: One target person or creature brief deluge of rain which is endowed with the spiritual purity
Duration: 10 rounds of the Sun. The spell summons divine rain from the sky, and
Raises: Duration (+2 rounds per Raise), Range (+10' per thus can only be used effectively outdoors – it cannot cause
rain to fall indoors or underground. Those of pure soul (no
Raise), Targets (+1 target per 2 Raises)
Taint or Shadow corruption, Honor Rank 4.0 or better) who
A more powerful form of the spell Disrupt limb, this spell are bathed in Heaven’s Tears are healed each Round by a
inflicts an overwhelming barrage of angry Water kansen on number of Wounds equal to the caster’s Water. Conversely,
the target. The kansen flow through his body, inflicting those with Taint or Shadow corruption suffer 1k1 Wounds for
headache, weakness, fatigue, and muscle tremors. For the each Round they are exposed to the Tears.
duration of the spell, he is at a +10 TN penalty to all physical
and mental activities that require Skill or Trait rolls. (This
includes Spell Casting rolls.) He also suffers a —10 penalty to
his Armor TN, as the debilitation makes it difficult for him to
dodge blows.

74
Heaven's Tears If the target is human, for every Social or Spiritual
Disadvantage the victim possesses, he suffers a -1k0 on all
Ring: Water physical Skill checks. In addition, he must make an Honor
Mastery: 2 [Crystal] check at a TN of 20 or find he cannot move any closer to the
caster than the maximum range of this spell (but is not
Range: Centered on caster
pushed back if he is already closer). There are no other
Area: 30 radius around caster penalties for failing this Honor check. The penalties of this
Duration: 2 Rounds spell last for a full Round, or for as long as the caster
Raises: Area of Effect (+5 radius per Raise), Duration maintains concentration on its effects.
(+1 Round for two Raises, may only be done once)
This prayer evokes the sorrow of the Heavens, unleashing a Reflective Pool
brief deluge of rain which is endowed with the spiritual purity
of the Sun. The spell summons divine rain from the sky, and Ring: Water
thus can only be used effectively outdoors it cannot cause Mastery: 2 [Divination]
rain to fall indoors or underground. Those of pure soul (no Range: 10 miles
Taint or Shadow corruption, Honor Rank 4.0 or better) who Area: Body of water / target location
are bathed in Heavens Tears are healed each Round by a Duration: 5 minutes
number of Wounds equal to the casters Water. Conversely, Raises: Duration (+1 minute), Range (+10 miles)
those with Taint or Shadow corruption suffer 1k1 Wounds for
each Round they are exposed to the Tears. The inscrutable knowledge of water is a great boon to those
who know the means by which it can be invoked. You may
Inari's Blessing stare into a body of water, which may be as small as a
puddle. and through it view a familiar location as if you were
Ring: Water present. although you can only see what is taking place, not
Mastery: 2 [Craft] hear it. In order for a location to be familiar to you, you must
either have spent a great deal of time there (your home, the
Range: Personal
dojo, a preferred temple, etc.), or have spent a minimum of
Area: Created sustenance ten minutes in meditation at the location. Any body of water
Duration: Instantaneous can be used for this spell, but since the visions imparted are
Raises: Special (Enough food for one additional person visual, images depicted will be clearer with larger bodies.
per Raise)
Inari is the Fortune of Rice, and one of the most beloved of Rejuvenating Vapors
all divine entities throughout the Empire. This spell invokes
man's blessing, and creates nourishing food and drink at Ring: Water
your command. This spell generates enough food and drink Mastery: 2
to sustain a number of individuals equal to your School Rank Range: Touch
+1 for one day. Without Raises, this food is bland but Area: One target individual
sustaining. such as unflavored rice and water, but with Duration: Instantaneous
Raises, you can increase the quality of the food to seafood Raises: Targets (one additional person per 2 Raises)
or tea at the GMs discretion. The TN to cast this spell is
doubled when in the Shadowlands. Water washes away all that is impure, refreshing and
reinvigorating all it touches. The target of this spell is
Judgement of Yomi instantly refreshed as if he had just arisen from a full night's
sleep. This does not restore spent Void Points, but can
Ring: Water eliminate fatigue and exhaustion. When used on a shugenja,
Mastery: 2 [Ancient] this spell does restore the spell slots associated with the
Void Ring (which can be used for any elements), but not the
Range: 50’
spell slots associated with other Rings. Abilities that
Area: One individual characters may use a limited number of times per day are
Duration: Concentration (Special) not refreshed by this spell. No individual can benefit from
Raises: Range (10’), Targets (+1) Rejuvenating Vapors more than once within a 24-hour period.
While the Lion are known for practically refusing to bring
shugenja to battle in most circumstances, the first human
Kitsu devised several spells to protect them in combat during
the tumultuous time of the early Empire. This spell is one
such way in which the Kitsu believed that the spirits of those
who came before would be ready to judge and punish the
unworthy. When this spell is cast, the target immediately
feels the gaze of the Realm of Blessed Ancestors upon them
- indeed, the Kitsu was able to bring the attention of the
restful dead upon their enemies practically at will. Those who
are judged unworthy find their strength sapped and
themselves forced away from the caster.

75
Stand Against the Waves Surging Soul
Ring: Water Ring: Water
Mastery: 2 [Battle] Mastery: 2 [Battle]
Range: 10' Range: 10’
Area: One target individual Area: One target person
Duration: Instantaneous Duration: 3 Rounds
Raises: Range (10 per 3 Raises) Raises: Range (+10’ per Raise), Duration (+1 Round per
two Raises)
A samurai who possesses the speed and strength of the
mighty river is a dangerous foe indeed. The target of this In contrast to the more peaceful and healing aspects of
spell gains a Simple Action during the Reaction Stage of the Water, this prayer evokes the power of Water on the attack,
current Combat Round. This action may only be used to unleashing a surge of chi through the target’s limbs to
make an attack. If the target is incapable of making an attack empower his strikes. However, the massive surge of Water
as a Simple Action, this spell grants him a Complex Action kami through the body also makes it difficult for the target to
instead. This spell cannot award a shugenja the ability to remain still. The recipient of this prayer enjoys a +1k1 bonus
cast a second spell in the same Round. to allAttack rolls, but cannot enter or benefit from the Center
Stance and must take at least one Move Action every Round
Strength of the Tsunami for the duration of the spell. Surging Soul is greatly favored
among war-shugenja such as the martial wing of the Kitsu,
Ring: Water the Tamori, the Kuni, and the Iuchi, but finds less acceptance
Mastery: 2 in families like the Asahina and the Isawa.
Range: Touch
Area: Caster Surging Soul
Duration: 3 Rounds
Ring: Water
Raises: Area of Effect (cast on someone else for two
Mastery: 2 [Battle]
Raises), Duration (+1 Round per Raise)
Range: 10'
This spell calls on Water’s affinity to physical strength. The Area: One target person
surge of Water kami through the body briefly enhances the Duration: 3 rounds
muscles, allowing the targeted person to perform prodigious Raises: Range (+10 per Raise), Duration (+1 Round per
feats. For the duration of the spell, the target’s Strength Rank two Raises)
is increased by an amount equal to half the caster’s Water
Ring (rounded down). This cannot raise the Strength Rank In contrast to the more peaceful and healing aspects of
higher than 9. Water, this prayer evokes the power of Water on the attack,
unleashing a surge of chi through the targets limbs to
Strength ofthe tsunami empower his strikes. However, the massive surge of Water
kami through the body also makes it difficult for the target to
Ring: Water remain still. The recipient of this prayer enjoys a +1k1 bonus
Mastery: 2 to all Attack rolls, but cannot enter or benefit from the Center
Stance and must take at least one Move Action every Round
Range: Touch
for the duration of the spell. Surging Soul is greatly favored
Area: Caster among war-shugenja such as the martial wing of the Kitsu,
Duration: 3 rounds the Tamori, the Kuni, and the Iuchi, but finds less acceptance
Raises: Area of Effect (cast on someone else for two in families like the Asahina and the Isawa.
Raises), Duration (+1 Round per Raise)
This spell calls on Waters affinity to physical strength. The Ties that Bind
The surge of Water kami through the body briefly enhances Ring: Water
the muscles, allowing the targeted person to perform Mastery: 2 [Divination]
prodigious feats. For the duration of the spell, the targets
Range: 10 miles
Strength Rank is increased by an amount equal to half the
casters Water Ring (rounded down). Area: Self
Duration: Instantaneous
This cannot raise the Strength Rank higher than 9. Raises: Range (+2 miles)
Even the lightest touch forges a connection, and through the
spirits of water that connection may be explored. This spell
allows you to seek out the spirits of Water within a single,
specific object. You must be familiar with the object in
question, either having spent a great deal of time around it or
handled it personally. If the object is within the range of this
spell, you will know the direction and relative distance it is
from your current position.

76
Wave-Borne Speed Yuki's Touch
Ring: Water Ring: Water
Mastery: 2 [Travel] Mastery: 2 [Travel]
Range: Personal Range: Touch
Area: Self Area: Body of water 100 radius from caster
Duration: 2 Rounds Duration: Instantaneous
Raises: None Raises: Area of Effect (+50 radius per Raise)
The speed of the river can he imparted by knowledgeable This spell, named after the legendary spirit known as the
shugenja. Your Water Ring is increased by 2 for the Yuki no Onna, persuades the Water spirits in a stream, river,
purposes of determining how far you may move as part of or lake to expel all Fire from their presence, causing the
any Move Actions made during the present Round or the water to instantly freeze. A single natural body of water
following Round. freezes solid out to a distance of 100 from the caster.
Although this has uses in combat, the most frequent
Wisdom of Clarity employment of the spell is to allow travelers or soldiers to
cross water barriers. Any persons or creatures within the
Ring: Water water will be trapped, and if they are under the surface they
Mastery: 2 will suffocate (treat as Drowning).
Range: Personal Breaking free of the ice will require a Contested Roll of
Area: Self Strength against the casters Water. The ice will melt
Duration: 1 hour normally.
Raises: Duration (+30 minutes), Targets (may target
another with 2 Raises) Mastery 3
By entreating the insight of the Water kami, a shugenja may
dramatically increase his ability to perceive the world around Endless Deluge
him. For the duration of this spell, your reading speed
doubles, and you will have perfect recall of everything read Ring: Water
while under the influence of this spell. This spell does not Mastery: 3
enhance comprehension, however, so any language or Range: Centered on caster
cipher you are not familiar with is still completely Area: 1 mile diameter
indecipherable. Duration: 12 hours
Raises: Area of Effect (+1 mile per two Raises), Duration
Yuki's Touch (+6 hours per Raise)

Ring: Water This spell calls on the Water spirits in the sky to congregate
Mastery: 2 [Travel] and descend to the earth, unleashing a massive rainstorm.
Range: Touch Casting this spell is a ritual requiring at least ten minutes; at
the GM’s option, casting this spell in an especially dry region,
Area: Body of water 100’ radius from caster
or during a drought, may require more casting time or require
Duration: Instantaneous Raises to succeed. Rainclouds gather while the spell is
Raises: Area of Effect (+50’ radius per Raise) being cast, and once it is completed the clouds open up and
This spell, named after the legendary spirit known as the rain begins pouring down, continuing without cease for many
Yuki no Onna, persuades the Water spirits in a stream, river, hours.
or lake to expel all Fire from their presence, causing the The chief value of this spell is to extinguish fires (even large
water to instantly freeze. A single natural body of water conflagrations such as forest fires will be doused within a
freezes solid out to a distance of 100’ from the caster. half hour or so) and to abate the effects of drought. However,
Although this has uses in combat, the most frequent the relentless pouring rain also obscures visibility and
employment of the spell is to allow travelers or soldiers to slickens objects, imposing a -1k0 penalty on all physical
cross water barriers. Any persons or creatures within the actions and a -2k0 penalty on ranged attacks. The rain also
water will be trapped, and if they are under the surface they imposes a -1k1 penalty on Spell Casting Rolls for Fire spells
will suffocate (treat as Drowning). Breaking free of the ice will within it, since the relentless water makes the Fire spirits
require a Contested Roll of Strength against the caster’s reluctant to act. Finally, due to the large volume of rain over
Water. The ice will melt normally. a short period of time, the spell can potentially cause flash-
flooding (GM’s option).

77
Endless Deluge Regrow the Wound
Ring: Water Ring: Water
Mastery: 3 Mastery: 3
Range: Centered on caster Range: Touch
Area: 1 mile diameter Area: One target individual
Duration: 12 hours Duration: Concentration
Raises: Area of Effect (+1 mile per two Raises), Duration Raises: Special (your Water is increased by 1 for the
(+6 hours per Raise) purposes of healing, per Raise)
This spell calls on the Water spirits in the sky to congregate Water flows into all things, and flows out. In flowing out, it
and descend to the earth, unleashing a massive rainstorm. can carry away that which is undesirable. The pain and
Casting this spell is a ritual requiring at least ten minutes; at suffering inflicted by injuries can be channeled away from an
the GMs option, casting this spell in an especially dry region, individual, and cast into the infinite ocean where they are lost
or during a drought, may require more casting time or require forever. The target of this spell recovers a number of
Raises to succeed. Wounds equal to your Water Ring plus your School Rank
each round the spell is in effect. You must touch the target
Rainclouds gather while the spell is being cast, and once it when the spell is cast, but after that it may be maintained
is completed the clouds open up and rain begins pouring without physical contact.
down, continuing without cease for many hours.
The chief value of this spell is to extinguish res (even large Santuary of the Waves
conflagrations such as forest res will be doused within a half
hour or so) and to abate the effects of drought. However, the Ring: Water
relentless pouring rain also obscures visibility and slickens Mastery: 3 [Defense]
objects, imposing a -1k0 penalty on all physical actions and Range: 50’
a -2k0 penalty on ranged attacks. The rain also imposes a - Area: One target person
1k1 penalty on Spell Casting Rolls for Fire spells within it,
Duration: 10 Rounds
since the relentless water makes the Fire spirits reluctant to
act. Finally, due to the large volume of rain over a short Raises: Duration (+3 Rounds per Raise), Area of Effect
period of time, the spell can potentially cause flash-flooding (+1 person per Raise)
(GMs option). "The sea is a thing of great destructive power, but also great
mercy and salvation." - Asako Chukage This spell calls on
Near to Ice the power of Water to protect and hide the chosen targets
(who must be willing, and can include the caster). The spell
Ring: Water can only be cast within range of a large quantity of water in a
Mastery: 3 natural environment – e.g. a pond, stream, or something
Range: Touch larger. When the spell is cast, the water lunges out, scoops
Area: One target individual up the targets, and draws them into the water, concealing
them beneath its surface. The targets have enough air to
Duration: 5 rounds
breathe for the duration of the spell, but no longer. The
Raises: Duration (+1 round), Range (increased to 10'
surrounding barrier of water completely protects the targets,
with 2 Raises) but also completely blocks them from any sort of attack
As water grows durable and resistant with the coming winter, against those outside – indeed, they will not even be able to
so too can the water within the human form become sterner see what is happening above the water unless they can roll
and more durable. The target of this spell has all current Perception at TN 20 to make out the blurry images.
Wound Penalties negated for the duration of the spell. Any Once the spell’s duration expires, the water releases the
additional penalties incurred take full effect, using the targets where they are – they must swim to the surface on
difference between the negated penalty and the new penalty their own.
as the effective penalty incurred. Wounds are not healed by
this effect, they simply cease to inhibit those suffering from
them.

78
Santuary of the Waves Strike of th Tsumi
Ring: Water Ring: Water
Mastery: 3 [Defense] Mastery: 3 [Battle]
Range: 50' Range: 25'
Area: One target person Area: A cone originating from the caster, 10 feet wide at
Duration: 10 rounds the end
Raises: Duration (+3 Rounds per Raise), Area of Effect Duration: Instantaneous
(+1 person per Raise) Raises: Damage (+1k0), Range (+5'), Special (+5 to the
Earth Roll TN per Raise)
This spell calls on the power of Water to protect and hide the
chosen targets (who must be willing, and can include the Water is everywhere, and obeys the commands of its
caster). The spell can only be cast within range of a large favored shugenja. You summon a crushing wave of water
quantity of water in a natural environment e.g. a pond, that overruns everything in its path. The wave inflicts 3k3
stream, or something larger. When the spell is cast, the Wounds on everything within the affected area, and all
water lunges out, scoops up the targets, and draws them into opponents within the area of effect must make an Earth Roll
the water, concealing them beneath its surface. The targets (TN 15) or suffer Knockdown. Obviously, everything within
have enough air to breathe for the duration of the spell, but the area of effect is saturated with water.
no longer. The surrounding barrier of water completely
protects the targets, but also completely blocks them from The Inner Ocean
any sort of attack against those outside indeed, they will not
even be able to see what is happening above the water Ring: Water
unless they can roll Perception at TN 20 to make out the Mastery: 3
blurry images.
Range: 50’
Once the spells duration expires, the water releases the Area: One willing person
targets where they are they must swim to the surface on Duration: 5 minutes
their own Raises: Range (+20’ per Raise), Duration (+1 Minute per
Raise)
Silent Waters
This spell evokes the target’s inner Water to the ultimate
degree, strengthening it to the point where it completely
Ring: Water
overwhelms the target’s other Elements. The target – who
Mastery: 3 [Defense]
may be the caster – is physically transformed into pure clear
Range: Personal water, along with anything he might be wearing or carrying at
Area: Self the moment the spell is cast. This state persists until the
Duration: Variable spell expires, and while the target is water he cannot speak,
Raises: None attack, cast spells, or directly manipulate physical objects.
However, he can move more quickly (performing Move
The memory of the ocean is infinite, and its vast power can Actions as though he has +1 Rank in his Water Ring), can
lay in wait for a very long time indeed. Upon completion of a indirectly manipulate objects by pushing against them, and
successful casting of this spell, you may immediately cast a can flow his liquid body through narrow openings. (The
second spell of any element. This second spell must be a target’s physical mass does not change, so he cannot
spell you can normally cast, and it must be of Mastery Level squeeze himself into a small box or otherwise evade the
3 or lower. If the second Spell Casting Roll is successful, the constraints of his size.) The target is effectively immune to
second spell is stored within you, and will not activate until a most physical harm, but Fire spells can damage him, as can
specific physical effect takes place, which you specify at the truly intense heat such as a burning castle or a lava flow. At
time of the casting. The spell's trigger could be that you the GM's option, certain types of physical events – such as
speak a certain word, draw a blade, or fall in battle, for being scattered or partially soaked up with towels – might
example. Whatever the trigger, when it occurs, the second also harm the transformed person. Once the spell’s duration
spell immediately takes effect as if you had just finished ends, the target’s Elements rebalance and he returns to
casting the spell. A character may never benefit from multiple normal.
uses of Silent Waters at one time. If a second use of the spell
is cast on the same individual, the current “stored spell is
immediately dispelled and replaced with the new one.

79
The Inner Ocean Typhoon's Surge
Ring: Water Ring: Water
Mastery: 3 Mastery: 3
Range: 50' Range: 50'
Area: One willing person Area: One or more target allies
Duration: 5 minutes Duration: Instantaneous
Raises: Range (+20 per Raise), Duration (+1 Minute per Raises: Range (+10 per Raise), Area of Effect (+1 Target
Raise) beyond casters Water per two Raises)
This spell evokes the targets inner Water to the ultimate This spell, sometimes called by the more mundane name
degree, strengthening it to the point where it completely Renewed Energy, is a variation on the more commonly used
overwhelms the targets other Elements. The target who may prayer Rejuvenating Vapors. The spell targets a number of
be the caster is physically transformed into pure clear water, allies within range up to the casters Water Rank (additional
along with anything he might be wearing or carrying at the targets beyond the casters Water may be taken with Raises).
moment the spell is cast. This state persists until the spell All of the targets experience a sudden and powerful surge of
expires, and while the target is water he cannot speak, attack, energy as the spell floods them with invigorating chi. They
cast spells, or directly manipulate physical objects. However, are freed from the effects of the Fatigued and Dazed
he can move more quickly (performing Move Actions as conditions, and each target heals a number of Wounds equal
though he has +1 Rank in his Water Ring), can indirectly to the casters Water Rank.
manipulate objects by pushing against them, and can flow
his liquid body through narrow openings. (The targets Visions of the Future
physical mass does not change, so he cannot squeeze
himself into a small box or otherwise evade the constraints of Ring: Water
his size.) The target is effectively immune to most physical Mastery: 3 [Divination]
harm, but Fire spells can damage him, as can truly intense
Range: Personal
heat such as a burning castle or a lava flow. At the GMs
option, certain types of physical events such as being Area: Self
scattered or partially soaked up with towels might also harm Duration: 1 minute
the transformed person. Raises: None

Once the spells duration ends, the targets Elements Although not as reliable as the natural (if extremely rare) gift
rebalance and he returns to normal. of foresight or the (equally rare) Void spells that enable
divination, this spell still allows powerful visions of the future.
Typhoon's Surge It was first developed by the Tonbo family of the Dragonfly
Clan, and is found infrequently outside their ranks. The spell
requires use of a large pool of still water into which you must
Ring: Water
gaze.
Mastery: 3
Range: 50’ Upon completion of the spell, you enter a brief trance, and
Area: One or more target allies see images of things that have not yet come to pass. These
Duration: Instantaneous images are rarely direct, and tend to be symbolic (violence is
Raises: Range (+10’ per Raise), Area of Effect (+1 depicted as a scene of battle, for instance), but the events
Target beyond caster’s Water per two Raises) foreseen are completly accurate, and will come to pass
unless prevented by your direct intervention. Only the
This spell, sometimes called by the more mundane name shugenja casting this spell may see the events depicted in
"Renewed Energy," is a variation on the more the vision. Many shugenj believe that use of this spell is a
commonlyused prayer Rejuvenating Vapors. The spell means of thwarting the natural order, and regard both it and
targets a number of allies within range up to the caster’s those who make use of it negatively.
Water Rank (additional targets beyond the caster’s Water
may be taken with Raises). All of the targets experience a Walking Upon the Waves
sudden and powerful surge of energy as the spell floods
them with invigorating chi. They are freed from the effects of Ring: Water
the Fatigued and Dazed conditions, and each target heals a Mastery: 3 [Travel]
number of Wounds equal to the caster’s Water Rank.
Range: Touch
Area: One target individual (may he the caster)
Duration: 10 minutes
Raises: Duration (+1 minute), Targets (+1 individual per
Raise)
The Water kami buoy those who carry their favor and grant
them passage. The target of this spell may move across the
surface of water as if it were solid ground (Basic Terrain). If
the surface of the water is disturbed, as by a storm, rolling
waves, or any other similar event, it counts as Difficult
Terrain.

80
Water Kami's Blessing Heart of the Water Dragon
Ring: Water Ring: Water
Mastery: 3 Mastery: 4
Range: Touch Range: 25'
Area: One target individual (may be the caster) Area: Target individuals equal to caster's School Rank
Duration: 5 rounds (may include the caster)
Raises: Special (your Water Ring is considered one rank Duration: I round per School Rank
higher per two Raises) Raises: Duration (+1 round), Special (+1k0 healed per
two Raises)
By calling upon the clarity of water, you can receive
tremendous insight into the world around you. The target of The Water Dragon is a benevolent entity, and his blessings
this spell receives a bonus to all his Perception based rolls. are powerful. Any time that a target of this spell suffers
whether Trait Rolls, Skill Rolls, or anything else, consisting of damage during the duration, he instantly regains 1k1
additional rolled dice equal to your Water Ring. Wounds.

Mastery 4 Master of the Rolling River

Dominion of Suitengu Ring: Water


Mastery: 4 [Battle]
Ring: Water Range: 100’
Mastery: 4 [Divination] Area: Up to 25 allies in one group
Range: 100 miles Duration: 5 minutes
Area: Two bodies of water Raises: Range (+50’ per Raise), Duration (+1 minute per
Duration: Concentration Raise), Special (affect non-samurai, see description)
Raises: Range (+10 miles) This spell was originally devised by battle shugenja of the
Kitsu and Iuchi families, and remains a favorite among them.
The Fortune of the Sea is a wrathful entity, but one who
It infuses a military unit with the flowing speed and relentless
nevertheless blesses those who entreat him properly. This
strength of Water, allowing the soldiers to move more quickly
spell, created by the Mantis clan, allows you to peer into a
and strike more powerfully on the battlefield. The caster
body of water, which must be at least one foot across and
chooses one group of allies (up to roughly a squadron) to
one inch deep, and see out of any other body of water
receive this blessing; all troops in that unit may move as
anywhere in the Empire, so long as it is within range of the
though their Water is 1 Rank higher and are considered to
spell. This can be at any point along the seacoast, a lake,
have a Strength 1 Rank higher for the duration of the spell.
river, stream, or even a puddle, but you must know the
location of the body of water you are targeting. You can see This spell normally only benefits samurai, but a skilled caster
everything around that body of water as if you were can extend to the blessing to cover other allies. Two Raises
submerged within it. You cannot hear what is taking place, will allow the spell to affect non-samurai humans (e.g.
only see it. ashigaru), while four Raises will allow it to affect non-human
allies such as Naga or Ratlings.
Ebb and Flow of Battle This spell may also be used to affect Mass Battle scenarios.
Each casting of the spell during a Mass Battle awards a
Ring: Water bonus equal to the caster’s Water Ring to the total of the
Mastery: 4 [Battle] commanding general’s next Battle Skill roll to determine
Range: Personal winning or losing.
Area: All selected allies within 50' radius of the caster
Duration: 5 rounds Master of the Rolling River
Raises: Duration (+1 round per two Raises)
Ring: Water
Mobility is one of the greatest strengths of Water. In a
skirmish or a battle, mobility is key to survival. This spell Mastery: 4 [Battle]
increases the movement speed of all allies within range. You Range: 100'
may choose to exclude specific allies from its effects if you Area: Up to 25 allies in one group
choose. All those affected by the spell may move a distance Duration: 5 minutes
equal to their Water Ring x10 in feet as a Free Action (this is Raises: Range (+50 per Raise), Duration (+1 minute per
normally a Simple Action). Raise), Special (affect non-samurai, see description)
This spell was originally devised by battle shugenja of the
Kitsu and Iuchi families, and remains a favorite among them.
It infuses a military unit with the owing speed and relentless
strength of Water, allowing the soldiers to move more quickly
and strike more powerfully on the battleeld. The caster
chooses one group of allies (up to roughly a squadron) to
receive this blessing; all troops in that unit may move as
though their Water is 1 Rank higher and are considered to
have a Strength 1 Rank higher for the duration of the spell.

81
This spell normally only benets samurai, but a skilled caster Steed of the Ebbing Tides
can extend to the blessing to cover other allies. Two Raises
will allow the spell to affect non-samurai humans (e.g. Ring: Water
ashigaru), while four Raises will allow it to affect non-human Mastery: 4 [Travel]
allies such as Naga or Ratlings.
Range: 25’
This spell may also be used to affect Mass Battle scenarios. Area: One summoned steed
Each casting of the spell during a Mass Battle awards a Duration: 4 hours
bonus equal to the casters Water Ring to the total of the Raises: Duration (+2 hours per Raise)
commanding generals next Battle Skill roll to determine
winning or losing. This prayer was originally developed by the Iuchi, although
the Isawa have since devised a similar spell on their own. It
Seed of Qanan summons forth a number of powerful Water kami, who take
the physical form of a watery, translucent horse. The Steed
Ring: Water will bear the caster (or one other person designated by the
caster at the time the Steed is first summoned) in the same
Mastery: 4
manner of a normal horse, can be controlled with
Range: Touch Horsemanship in the normal way, and will fight selflessly in
Area: Any two people its rider’s defense; for game purposes, the Steed is
Duration: 5 Rounds considered to have the same mechanical statistics as an
Raises: Duration (+2 Rounds per Raise) Utaku Warhorse, but also has Reduction 15.
A Unicorn secret spell based on gaijin magic, this spell uses It is untiring for as long as it remains in existence. Once the
the Water kami’s control over internal energy to briefly create spell expires, the Steed collapses into normal water – which
a temporary connection between two people, merging their can be an unpleasant surprise if someone is still mounted on
chi and allowing them to call on each others’ knowledge and it.
skill. The targets must be touched simultaneously by the
caster to establish the initial link of Water kami, and must Steed of the Ebbing Tides
remain within 50’ of each other for the link to continue
functioning – if this distance is exceeded, the spell Ring: Water
immediately ends. Mastery: 4 [Travel]
In game terms, the linked people are able to use each others’ Range: 25'
Skills, employing whichever Skill Rank is higher for a given Area: One summoned steed
task. However, they do not gain the benefits of Mastery Duration: 4 hours
Abilities. Raises: Duration (+2 hours per Raise)

Seed of Qanan This prayer was originally developed by the Iuchi, although
the Isawa have since devised a similar spell on their own. It
Ring: Water summons forth a number of powerful Water kami, who take
the physical form of a watery, translucent horse. The Steed
Mastery: 4
will bear the caster (or one other person designated by the
Range: Touch caster at the time the Steed is first summoned) in the same
Area: Any two people manner of a normal horse, can be controlled with
Duration: 5 rounds Horsemanship in the normal way, and will fight selflessly in
Raises: Duration (+2 Rounds per Raise) its riders defense; for game purposes, the Steed is
considered to have the same mechanical statistics as an
A Unicorn secret spell based on gaijin magic, this spell uses Utaku Warhorse, but also has Reduction 15.
the Water kami's control over internal energy to briefly create
a temporary connection between two people, merging their It is untiring for as long as it remains in existence. Once the
chi and allowing them to call on each others knowledge and spell expires, the Steed collapses into normal water which
skill. The targets must be touched simultaneously by the can be an unpleasant surprise if someone is still mounted on
caster to establish the initial link of Water kami, and must it.
remain within 50 of each other for the link to continue
functioning if this distance is exceeded, the spell
immediately ends.
In game terms, the linked people are able to use each
others Skills, employing whichever Skill Rank is higher for a
given task. However, they do not gain the benefits of Mastery
Abilities.

82
Strike of the Flowing Waters The Emperor's Road
Ring: Water Ring: Water
Mastery: 4 Mastery: 4 [Travel, Imperial]
Range: 10' Range: Touch
Area: One target individual (may be the caster) Area: One Imperial road up to ten miles in length
Duration: 1 round Duration: 8 hours
Raises: Duration (+1 round), Range (+5') Raises: Area of Effect (+1 mile per Raise)
Water flows over and through obstacles, and so too can This spell was originally devised by the Seppun for the
those infused with its energy. The target of this spell may purpose of easing and supporting the Emperor’s journeys to
ignore bonuses to his opponents' Armor TN conferred by and from the annual Imperial Winter Court. Since then the
worn armor, spell effects of Mastery Level 3 and below, and spell has been applied more widely, but is still quite rare
other nonTechnique mechanical effects. Against non-human outside of the Seppun family. The spell creates a powerful
creatures who do not wear armor, this allows the target to aura of friendly Water spirits along a specific Imperial road,
treat their Armor TN as 5 lower. This spell does not negate easing travel along its length. The road is cleared of all minor
the Reduction awarded by armor, nor does it ignore the obstacles and irregularities (a major physical obstacle such
increase to Armor TN conferred as a result of an individual as a fallen tree or a rockslide will not be affected), and the
adopting the Defense or Full Defense Stances. Water spirits cause honorable travelers who are loyal to the
Emperor to move as though their Water is 2 Ranks higher so
Symbol of Water long as they remain on the road. Moreover, the blessing
infuses these travelers and their mounts with the energy of
Ring: Water Water, causing them not to become Fatigued due to travel so
Mastery: 4 [Ward] long as they remain on the road.
Range: Touch
Area: Special The Emperor's Road
Duration: Permanent
Ring: Water
Raises: None
Mastery: 4 [Travel, Imperial]
Priests of the kami are capable of inscribing powerful wards Range: Touch
that invoke the power of the elements against all who Area: One Imperial road up to ten miles in length
attempt to pass them. A symbol of water can be inscribed on Duration: 8 hours
a solid object, most often a door, window, gate, or any other Raises: Area of Effect (+1 mile per Raise)
passageway. Anyone attempting to pass through this
passageway or otherwise pass through the area is affected This spell was originally devised by the Seppun for the
by the protective ward, and must succeed at a Contested purpose of easing and supporting the Emperors journeys to
Roll using their Fire against the caster's Water. Those who and from the annual Imperial Winter Court. Since then the
fail are affected by a crippling terror, and must immediately spell has been applied more widely, but is still quite rare
roll against a Fear 7 effect. You may only have one Symbol outside of the Seppun family. The spell creates a powerful
of Water in existence at any time, and Symbol spells of aura of friendly Water spirits along a specific Imperial road,
different elements may never affect the same area. This spell easing travel along its length. The road is cleared of all minor
may be dispelled by another casting of Symbol of Water from obstacles and irregularities (a major physical obstacle such
any shugenja, or by destroying the surface where the as a fallen tree or a rockslide will not be affected), and the
Symbol was etched. Water spirits cause honorable travelers who are loyal to the
Emperor to move as though their Water is 2 Ranks higher so
long as they remain on the road. Moreover, the blessing
infuses these travelers and their mounts with the energy of
Water, causing them not to become Fatigued due to travel so
long as they remain on the road.

83
The Mirror's Smile The Path Not Taken
Ring: Water Ring: Water
Mastery: 4 Mastery: 4
Range: Touch Range: Personal
Area: Caster Area: Self
Duration: 1 Day Duration: 1 day
Raises: Special (cast after only seeing the target’s face Raises: Special (gain one bonus spell slot per two
once, 4 Raises) Raises)
You call on the Water kami to make your face become that of No element can match the sheer versatility and adaptability
another person. This is not an illusion but an actual change of Water. Prior to casting this spell, you must select one Ring
to the flesh and bone, re-molding your face to match that of in which you will be temporarily weakened, and one in which
the other person. This is a painful experience and it takes you will be temporarily strengthened. Upon the successful
several minutes for the kami to complete the re-shaping. conclusion of this spell, you may transfer a number of
Normally, casting this spell requires you to be familiar with unused daily spell slots from the weakened Ring to the
the face of the target (you must have studied it for at least 8 strengthened Ring. This spell lasts exactly one day, and then
hours), although with enough Raises you can take on a face the effects are lost.
you have seen only once.
Your face looks exactly like the target’s face, to the point Within the Waves
where even close friends and family members will believe
you are the target. However, this spell only affects the face, Ring: Water
not the rest of the body or the hair. Scars, birthmarks, and Mastery: 4 [Travel]
other identifying features elsewhere on the body must be Range: Self
replicated or hidden if the deception is to succeed. Also, this Area: 10’ diameter sphere
spell does not change your voice. Duration: One hour
Raises: Duration (+1/2 hour per Raise), Special (add an
The Mirror's Smile additional person within the bubble for three Raises)
This spell was originally devised by Isawa shugenja trying to
Ring: Water
locate the legendary undersea kingdom which was
Mastery: 4 supposedly the home of Shiba’s wife. Although they never
Range: Touch succeeded in that goal, the spell they created has seen
Area: Caster considerable use in the centuries since. Within the Waves
Duration: 1 day persuades the Water kami to hold themselves away from the
Raises: Special (cast after only seeing the target’s face caster in a spherical formation, thereby forming an air bubble
once, 4 Raises) around him. The caster can move the bubble by
concentrating, allowing him to explore freely beneath the
You call on the Water kami to make your face become that of surface of a river, lake, or even the ocean. (Such movement
another person. This is not an illusion but an actual change is at the normal speed based on the caster’s Water.) Other
to the flesh and bone, re-molding your face to match that of persons can enter and leave the bubble by swimming, and a
the other person. This is a painful experience and it takes skilled caster can carry a few passengers along within the
several minutes for the kami to complete the re-shaping. bubble’s center. When the spell’s duration expires, the Water
Normally, casting this spell requires you to be familiar with kami push the bubble to the surface.
the face of the target (you must have studied it for at least 8
hours), although with enough Raises you can take on a face
you have seen only once.
Your face looks exactly like the target’s face, to the point
where even close friends and family members will believe
you are the target. However, this spell only affects the face,
not the rest of the body or the hair. Scars, birthmarks, and
other identifying features elsewhere on the body must be
replicated or hidden if the deception is to succeed. Also, this
spell does not change your voice.

84
Within the Waves Chi Reversal
Ring: Water Ring: Water
Mastery: 4 [Travel] Mastery: 5
Range: Self Range: 20'
Area: 10' diameter sphere Area: One target person/creature
Duration: One hour Duration: 1 hour
Raises: Duration (+1/2 hour per Raise), Special (add an Raises: Range (+20 per Raise), Duration (+1/2 hour per
additional person within the bubble for three Raises) Raise), Special (one additional pair of Traits per two
Raises)
This spell was originally devised by Isawa shugenja trying to
locate the legendary undersea kingdom which was This prayer invokes Waters connection to the flow of Chi
supposedly the home of Shibas wife. Although they never through the body, taking control of that flow in order to alter
succeeded in that goal, the spell they created has seen the targets balance of energy. One pair of the targets mental
considerable use in the centuries since. Within the Waves and physical Traits from the same Element (chosen by the
persuades the Water kami to hold themselves away from the caster) have their Ranks flipped for the duration of the spell.
caster in a spherical formation, thereby forming an air bubble Thus, if the caster chose to flip a targets Fire Traits, an
around him. The caster can move the bubble by Intelligence of 2 and Agility of 4 would become an
concentrating, allowing him to explore freely beneath the Intelligence of 4 and an Agility of 2 for the duration of the
surface of a river, lake, or even the ocean. (Such movement spell.
is at the normal speed based on the casters Water.) Other
persons can enter and leave the bubble by swimming, and a Ever-Changing Waves
skilled caster can carry a few passengers along within the
bubbles center. When the spells duration expires, the Water Ring: Water
kami push the bubble to the surface. Mastery: 5 [Illusion]
Range: Personal
Mastery 5 Area: Self
Duration: 1 hour
Chi Reversal Raises: Duration (+1 hour)

Ring: Water Ultimate command over Water can allow flesh to flow like
liquid. This spell allows you to physically alter your mortal
Mastery: 5
body, changing your shape to match that of another natural
Range: 20’ creature (see the Book of the Void for a list of the more
Area: One target person/creature common natural creatures found in Rokugan). While in this
Duration: 1 hour form, you keep your Mental Traits. For Physical Traits, you
Raises: Range (+20’ per Raise), Duration (+1/2 hour per keep whichever is higher. yours or those of the animal into
Raise), Special (one additional pair of Traits per two which you have transformed. Other natural abilities are
Raises) gained as well, including natural weapons or sensory abilities.
Some traditionalist shugenja sects look down upon this spell
This prayer invokes Water’s connection to the flow of Chi
as unclean.
through the body, taking control of that flow in order to alter
the target’s balance of energy. One “pair” of the target’s
mental and physical Traits from the same Element (chosen Hands of the Tides
by the caster) have their Ranks flipped for the duration of the
spell. Thus, if the caster chose to flip a target’s Fire Traits, an Ring: Water
Intelligence of 2 and Agility of 4 would become an Mastery: 5 [Battle, Travel]
Intelligence of 4 and an Agility of 2 for the duration of the Range: 100' radius centered on the caster
spell. The caster may Raise to affect additional pairs of Traits. Area: Targets up to caster's Water Ring
Duration: Instantaneous
Raises: Area (+ 10'), Targets (+1 per 2 Raises)
The exchange of energy via Water is a simple matter that
can ultimately lead to the exchange of flesh as well. Within
the area of effect of this spell, you may choose a number of
willing targets up to your Water Ring. You may switch the
positions among those targets as you see fit, exchanging
one for another. At the end of the spell, there must be a
person in every position that was occupied when the spell
began, but who is located where cans vary depending upon
the number of people affected.

85
Open the Waves After the spell expires, the target lapses into a state of
complete exhaustion. This lasts for exactly half the duration
Ring: Water of the spell effect. During this time, the target cannot take
Mastery: 5 [Battle] any significant physical action, and can only move about
sluggishly. Travel is completely impossible.
Range: 300’
Area: Trench up to 30’ wide and deep and up to 300’
long
SuiTengu's Embrace
Duration: 15 minutes
Ring: Water
Raises: Area of Effect (increase width or depth of trench
Mastery: 5 [Thunder]
by 5’ per Raise), Duration (+5 minutes per Raise)
Range: 25'
This spell calls on the Water kami to hold themselves apart, Area: One target individual
creating a “trench” through a body of water to allow the Duration: Instantaneous
passage of men, animals, or even wagons and war Raises: Range (+5')
machines. The spell is employed primarily by martial
shugenja who need to help their clan’s armies to cross river The Fortune of the Sea is wrathful, and requires little
obstacles, but has also been used for more benign purposes, prompting by his loyal adherents to smite another. By
such as helping peasants to escape floods. The spell’s chief invoking the Water kami, you can fill a target's lungs with
limitation is that it cannot always clear the water all the way seawater, crippling and potentially killing them. If the spell is
to the bottom – there is only so much that can be asked of the cast successfully, the target can take no actions other than to
kami. attempt to resist the spell. For all intents and purposes, the
target is reduced to the Down Wound Level in terms of his
Open the Waves ability to take actions. Each round he must make a Stamina
Roll (TN 15 to resist. If the target makes three total
Ring: Water successes, he spends one additional round vomiting up
Mastery: 5 [Battle] seawater, and then is fully recovered. however, if the target
suffers two consecutive failures, he has fallen unconscious
Range: 300'
and will die within 1 minute unless some form of magical or
Area: Trench up to 30 wide and deep and up to 300 long medical intervention is made.
Duration: 15 minutes
Raises: Area of Effect (increase width or depth of trench Although means of combating drowning are not well known
by 5 per Raise), Duration (+5 minutes per Raise) in Rokugan, it is possible to save an individual incapacitated
by this spell by making a successful Medicine Intelligence
This spell calls on the Water kami to hold themselves apart, roll at TN 50.
creating a trench through a body of water to allow the
passage of men, animals, or even wagons and war The Final Bond
machines. The spell is employed primarily by martial
shugenja who need to help their clans armies to cross river Ring: Water
obstacles, but has also been used for more benign purposes,
Mastery: 5 [Divination]
such as helping peasants to escape floods. The spells chief
limitation is that it cannot always clear the water all the way Range: Special
to the bottom there is only so much that can be asked of the Area: One target object or individual
kami. Duration: Instantaneous
Raises: None
Power of the Ocean The greatest bonds can never be broken. This spell allows
you to detect the location of one object or individual well
Ring: Water known to you, regardless of their location. The object must
Mastery: 5 [Defense] be one you have spent a tremendous amount of time around,
Range: Touch or have handled frequently in the past. If the target of the
Area: One target individual spell is an individual, it must be someone well known to you,
Duration: A number of days equal to your School Rank such as a member of your immediate family or a close friend.
Raises: Duration (+1 day per three Raises) You instantly know their approximate location anywhere in
the Empire. This is not an exact location. but sufficient to
Perhaps the greatest gift Water can bestow requires a tremendously narrow any search (for example, “the city of
powerful shugenja to impart it to others. This spell is a Ryoko Owari Toshi,” or “the northern reaches of the
complex ritual that requires an hour to cast, and can only be Shinomen Mori). If the target is outside the Empire of
cast upon a willing target. For the duration of the spell, the Rokugan, the spell automatically fails.
target requires no food, drink, or sleep. A number of times
during the duration equal to your School Rank, the target
may replenish his Void Points as a Simple Action; this is the
equivalent of recovering Void Points via a full night of rest.
The target also recovers a number of Wounds per hour equal
to twice your Water Ring. If the target of this spell is a
shugenja, he regains all expended spell slots at sunrise,
regardless of whether he has had any rest.

86
Whirlpool Mastery 6
Ring: Water Breath of Mist
Mastery: 5 [Thunder]
Range: 1 mile Ring: Water
Area: Whirlpool 200’ in radius Mastery: 6 [Defense]
Duration: 10 minutes Range: 1/2 mile
Raises: Area of Effect (+25’ radius per Raise), Duration Area: A circular area 200’ in radius
(+2 minutes per Raise) Duration: 30 minutes
This prayer is a favorite among the Yoritomo, who are Raises: Area of Effect (+25’ radius per Raise), Duration
credited with first creating it. It can only be cast near or on a (+10 minutes per Raise)
large body of open water – a lake or sea. The spell excites
This spell is especially popular among the more pacifstic
the Water kami into a tremendous rage, causing them to
types of shugenja, since it provides a way to avert a battle
create a huge and powerful whirlpool that will suck down any
without actual violence. The spell evokes the full power of
ships or swimmers in the vicinity. Any swimmer caught within
hundreds of Water kami to reduce the ground to a half-liquid
the area of effect will be in danger of being sucked under,
mire while, at the same time, filling the air with water vapor to
requiring a roll of Athletics (Swimming) / Strength at TN 30
obscure vision. Entire armies have been rendered effectively
each Round to avoid this. A ship within the area of effect will
helpless by this spell, unable to move or to strike out at their
likewise be in danger, and the ship’s captain must roll
foes.
Navigation / Intelligence at TN 30 every minute to keep the
vessel from being sucked under. Once under water, all In game terms, the spell turns all the ground within the area
victims will be subject to Drowning, and can only reach the of effect into Diffcult terrain. The fog reduces normal visibility
surface again by rolling Athletics (Swimming) / Strength at to 10’. Between 10’ and 30’, characters can discern vague
TN 40. outlines – this imposes a +15 TN penalty on any ranged
attacks. Beyond 30’ all characters are effectively Blind.
Whirlpool
Breath of Mist
Ring: Water
Mastery: 5 [Thunder] Ring: Water
Range: 1 mile Mastery: 6 [Defense]
Area: Whirlpool 200 in radius Range: ½ mile
Duration: 10 minutes Area: A circular area 200 in radius
Raises: Area of Effect (+25 radius per Raise), Duration Duration: 30 minutes
(+2 minutes per Raise) Raises: Area of Effect (+25 radius per Raise), Duration
(+10 minutes per Raise)
This prayer is a favorite among the Yoritomo, who are
credited with rst creating it. It can only be cast near or on a This spell is especially popular among the more pacifistic
large body of open water a lake or sea. The spell excites the types of shugenja, since it provides a way to avert a battle
Water kami into a tremendous rage, causing them to create without actual violence. The spell evokes the full power of
a huge and powerful whirlpool that will suck down any ships hundreds of Water kami to reduce the ground to a half-liquid
or swimmers in the vicinity. Any swimmer caught within the mire while, at the same time, filling the air with water vapor to
area of effect will be in danger of being sucked under, obscure vision. Entire armies have been rendered effectively
requiring a roll of Athletics (Swimming) / Strength at TN 30 helpless by this spell, unable to move or to strike out at their
each Round to avoid this. A ship within the area of effect will foes.
likewise be in danger, and the ships captain must roll
Navigation / Intelligence at TN 30 every minute to keep the In game terms, the spell turns all the ground within the area
vessel from being sucked under. of effect into Difficult terrain. The fog reduces normal visibility
to 10. Between 10 and 30, characters can discern vague
Once under water, all victims will be subject to Drowning, outlines this imposes a +15 TN penalty on any ranged
and can only reach the surface again by rolling Athletics attacks. Beyond 30 all characters are effectively Blind.
(Swimming) / Strength at TN 40.

87
Opening the Veil Rise, Water
Ring: Water Ring: Water
Mastery: 6 [Travel] Mastery: 6
Range: 10’ Range: 30'
Area: One spirit portal Area: One summoned spirit
Duration: 1 hour Duration: Concentration
Raises: Duration (+10 minutes per Raise), Special (reach Raises: None
Sakkaku or Yume-do for one Raise, Gaki-do or
Toshigoku for two Raises, Yomi for four Raises) The sea itself will take form to defend you. The ultimate
actualization of the Summon spell, this spell summons a
This prayer, a spell known only to the Kitsu and Isawa, massive kami of pure water to serve you. It takes the form of
invokes the Travel aspect of Water to open a temporary a vaguely humanoid shape, roughly ten feet in height, with
portal into the Spirit Realms. The spell can normally only an outline that constantly shifts and changes due to its fluid
access the realms of Meido or Chikushudo, but extremely construction. The kami may move up to 15' x your Water per
powerful casters can sometimes access Yomi, Sakkaku, round, and saturates the ground in a 20' radius around it,
Toshigoku, Yume-do, or Gaki-do. The portal lasts only a ensuring that all terrain in that area is at least Moderate
short time, so passage through it is fraught with risk. Also, Terrain (unless it was already Difficult). The manifest kami is
this spell cannot work in any area which has been warded treated as if it has all Physical Traits equal to your Water
against the infuences of the Spirit Realms (GM’s discretion). Ring, and attacks with a Jiujutsu Skill Rank equal to half your
Water Rank. Damage from these attacks has a DR equal to
Opening the Veil your Water Ring. For purposes of taking damage, the spirit is
considered to have Wounds as though it were a human with
Ring: Water Earth equal to your Water Ring, but suffers no Wound
Mastery: 6 [Travel] penalties. It is Invulnerable (see the creature rules in the
Book of Void for details of this ability). If it is successfully
Range: 10'
reduced to zero Wounds, it is dispelled.
Area: One spirit portal
Duration: 1 hour
Water's Sweet Clarity
Raises: Duration (+10 minutes per Raise), Special (reach
Sakkaku or Yume-do for one Raise, Gaki-do or
Ring: Water
Toshigoku for two Raises, Yomi for four Raises
Mastery: 6 [Divination]
This prayer, a spell known only to the Kitsu and Isawa, Range: Personal
invokes the Travel aspect of Water to open a temporary Area: Target body of water
portal into the Spirit Realms. The spell can normally only Duration: 3 rounds
access the realms of Meido or Chikushudo, but extremely Raises: None
powerful casters can sometimes access Yomi, Sakkaku,
Toshigoku, Yume-do, or Gaki-do. The portal lasts only a The greatest form of augury is one that speaks directly and
short time, so passage through it is fraught with risk. allows others to witness it. By focusing your energy on a still
body of water, you can invoke powerful visions of the future
Also, this spell cannot work in any area which has been based upon your questions. You may ask one question, and
warded against the influences of the Spirit Realms (GMs the waters will reveal the answer. The answer takes the form
discretion). of three separate images, which may be connected in any
number of ways, including events occurring over time, or
Peace of the Kami perhaps three facets of a single event. Unlike other forms of
augury, others may witness these visions as well.
Ring: Water
Mastery: 6 Name Spells
Range: Touch
Area: One target individual Mastery 1
Duration: Instantaneous
Raises: None
Beast Speech
The ultimate benevolence of the Water Dragon is without
measure. The target is instantly cured of all diseases, his Ring: Name
systern purged of any and all poisons, and all Wounds are Mastery: 1
completely healed. Range: Hearing
Area: Self
Duration: Concentration
Raises: Duration (2 Raises, change duration to
Concentration + 1 Hour)
Beast Speech allows the caster to understand and speak the
language of normal animals. This spell does not guarantee
the animals will wish to speak to the caster, it simply makes
communication possible.

88
Bend Name Conjure Smoke
Ring: Name Ring: Name
Mastery: 1 Mastery: 1
Range: 100’ Range: 100’
Area: 1 target Area: 20 foot Radius
Duration: 5 Rounds Duration: 10 Minutes
Raises: Special (increase penalty by +5) Raises: Area (+5’ radius), Duration (+1 minute)
This spell alters the target’s sense of Name slightly, causing This spell summons a cloud of billowing smoke in a color of
him to become disoriented and confused. For the duration of the caster’s choice. Visibility within the cloud is reduced to no
the spell, the target has a +5 TN penalty to all Skill Rolls. more than five feet. The smoke will roil about in strong wind,
but will not disperse until the duration is complete.
Bless Name
Dream Walk
Ring: Name
Mastery: 1 Ring: Name
Range: Name Mastery: 1
Area: 1 Creature Range: Self
Duration: 1 Hour Area: Self
Raises: Duration: 1 Night
Raises: Special (3 Raises, take another willing
At any time during the spell’s duration, the target may re-roll creatureinto the dream)
one of his die rolls after seeing the result. He may keep the
better of the two results. This spell is a ritual and dance must be performed in order to
cast it. It allows the sleeping Shaman’s spirit to enter
Conjure Dream Yumedo, the Realm of Dreams. The Shaman may take along
other willing persons, at 3 Raises per person. While
Ring: Name wandering in Yume-do the Shaman and his companions may
Mastery: 1 have glimpses of the future, encounter spirits, or even
witness the dreams of others. Their bodies remain asleep
Range: 25’
and helpless while in the Dream Realm, and cannot awaken
Area: 1 Creature until the dream is done. Anyone who dies within the Dream
Duration: 1 Minute Realm awakens immediately. In game terms, this spell is a
Raises: Duration (+1 minute) plot device which the GM may use to give the Shaman
When this spell is cast, the Nezumi reaches into the target’s further information about his current goals and activities, or
even to have adventures within the Dream Realm itself.
mind and conjures up an illusion of the person or item they
desire most. Every detail of the illusion is as perfect as the
target remembers. If the target attempts to interact with an Importune Transcendent
illusionary person or item, he may roll Perception at a TN
equal to the caster’s (School Rank + Name Rank) x5 to Ring: Name
recognize it as an illusion. If the target fails, his mind causes Mastery: 1
the illusion to react appropriately and he believes the illusion Range: Self
is real for the spell’s duration. The caster has no control over Area: Self
the illusion; it is controlled by the target’s own subconscious Duration: 1 Hour
mind. Only the caster and the target can perceive the illusion. Raises: Special (+1 question)

Conjure Earth's Bounty This spell is a ritual and dance must be performed in order to
cast it. After casting this spell, the Shaman falls into a deep
Ring: Name sleep from which he cannot be awakened until the duration is
Mastery: 1 complete. During this time, he faces the spirit of a
Transcendent Nezumi and may ask it questions. The
Range: 10’
Transcendent will answer one question plus an additional
Area: Food for one Nezumi. question for each Raise. When all questions have been
Duration: Instantaneous asked, the Shaman finds the spell has ended, he has
Raises: Special (enough food for another adult) awakened, and an hour has passed. While the Transcendent
This spell causes fresh fruit and ripe grain to burst from the have access to a great deal of information, the answers they
earth, enough nutritious food to satisfy one adult Nezumi for give are often phrased in the form of a riddle or another
question. They also dislike being bothered – if this spell is
one day.
cast more than once per week, the Transcendent will
demand a service in return for its aid.

89
Mend Name Smite the Nameless
Ring: Name Ring: Name
Mastery: 1 Mastery: 1
Range: Touch Range: 100’
Area: 1 Target Area: 1 Creature
Duration: Permanent Duration: Instantaneous
Raises: Raises: Damage (+1k0), Range (+10’), Targets (+1
target,maximum of 5 total targets)
This spell can only be cast if the caster knows the target’s
True Name. It returns a wounded Name to its rightful form, This spell summons the purity of the Shaman’s spirit and
healing physical damage equal to the amount by which the sends it forth as a beam of crystalline energy. The beam
Spell Casting Roll exceeded the casting TN. This spell can inflicts 3k3 Wounds to all creatures corrupted by the
also be used to restore broken, burnt, or damaged inanimate Shadowlands Taint or the Nothing. If it is used on a target
objects weighing less than one pound. not corrupted by either of these forces, the beam rebounds
on the caster and damages him instead.
Named Friend
Mastery 2
Ring: Name
Mastery: 1 Burn Name
Range: 10’
Area: 1 Small Animal Ring: Name
Duration: Permanent Mastery: 2
Raises: Range: 100’
This spell allows the caster to share his Name with one small Area: 1 Target
animal (usually a ferret or cat). Forever after, this animal and Duration: Instantaneous
the Shaman are one. They can understand one another’s Raises: Target (+1 target per 2 Raises)
speech, instantly sense when the other is in danger, and can
The Shaman summons the strength of his Name to
always sense each others’ general direction and distance.
overwhelm the target. Bright energies crackle between the
The animal also shares the Nezumi’s immunity to disease
caster and target. The spell has a DR equal to the Shaman’s
and the Shadowlands Taint.
Fire Ring.
The animal will be favorably disposed toward the shaman
If the spell is used against a flammable inanimate object, it
and help him as much as it is able, but will also depend on
will set it on fire. The flame burns normally thereafter.
him for food and protection. The caster does not control the
animal, though he can train it normally. A Shaman may have
only one Name Friend at a time – if this animal dies, the Conjure Animal
Shaman may not cast this spell again for a full year.
Ring: Name
Named Weapon Mastery: 2
Range: Special
Ring: Name Area: 1 Animal
Mastery: 1 Duration: 1 Hour
Range: Touch Raises:
Area: 1 Weapon This spell can be used to transport one animal to the caster’s
Duration: 1 Year location, literally summoning it through space. The animal
Raises: must be native to the area and it cannot be a specific
individual animal – the spell can summon a horse, but not
By casting this spell, the shaman places a bit of his Name in
Shinjo Koto’s horse. The animal appears at any location
a weapon, increasing the weapon’s strength and durability.
within 100’ of the caster and thereafter behaves normally.
The Shaman may add a bonus of +Xk0 to the weapon’s
Such randomly conjured animals are confused by the
Damage Rating, where X is the Shaman’s effective Name
sudden change in location and often will either flee or attack
Ring. In addition, the Shaman always knows the weapon’s
the nearest target, depending on their nature. At the end of
location in relation to himself. Other wielders of the weapon
the spell’s duration, the creature vanishes to whence it came.
do not gain this advantage but can benefit from the
increased damage normally. If the weapon is destroyed, the The summoned animal may not weigh more than two
Nezumi instantly loses a full rank of Name. hundred pounds per School Rank of the Shaman.
A Shaman may only have one Named weapon at a time,
typically a spear, bow, or dagger. These weapons are always
decorated with feathers, beads, and other symbols of their
owner’s power.

90
Conjure Named Weapon Purify Name
Ring: Name Ring: Name
Mastery: 2 Mastery: 2
Range: Unlimited Range: Touch
Area: Named Weapon Area: 1 Creature
Duration: Instantaneous Duration: Permanent
Raises: Raises:
To cast this spell, the shaman needs a Named Weapon. The This spell can only be cast on a subject if the caster knows
spell conjures the shaman’s weapon to his hand. If the that subject’s True Name. It is essentially an improved
weapon has been destroyed, this spell restores it to being version of Mend Name; the Shaman directs his own strength
(and also restores any Name Rank lost when the weapon of Name into the target creature, returning the target to a
was destroyed). truer version of itself. The spell removes all poisons, disease,
and magical effects from the target, though it does not cure
Conjure Perfect Self any Wounds or other physical damage.
The GM may raise the TN of this spell as he sees fit to mend
Ring: Name effects which are particularly potent. It is possible that certain
Mastery: 2 powerful poisons and diseases cannot be cured by this spell.
Range: Self
Area: Self Seek Name
Duration: Permanent
Raises: Ring: Name
Mastery: 2
By throwing himself into this ritual dance, the Shaman
restores the most perfect version of his own Name. At the Range: 100’
end of the spell, all of the Shaman’s current Wounds are Area: 1 Creature
healed, all poisons or illnesses are cured, any lost body parts Duration: Instantaneous
are restored, and all hostile spell effects are removed. Raises:
This spell allows the shaman to look into the spirit world and
Hide Name discover the True Name of the target. The spell’s TN is
increased by an amount equal the target’s highest Ring
Ring: Name times its Insight Rank (if it has no Insight Rank, the TN is
Mastery: 2 simply increased by its highest Ring).
Range: Touch
Area: 1 Creature Share Cunning
Duration: Permanent
Raises: Special (3 Raises, causes additional attempt to Ring: Name
fail) Mastery: 2
This is a subtle protective magic used to ward tribe members Range: Name
against enemy Shamans. Its effect is simple – it subtly wraps Area: 1 Creature
the True Name of the target in a false identity. The first Duration: 1 Minute
attempt to learn the target’s True Name (whether via magic Raises: Target (+1 additional creature per two Raises),
or observation) always fails. Only one casting of this spell (+1 Skill per Raise)
can be in effect on a person or object at a time.
The Shaman selects one Skill possessed by himself. For the
duration of the spell, the targets of this spell may use the
Name Talent Skill at the caster’s current Skill Rank or at a Rank equal to
the Shaman’s effective Name (whichever is lower).
Ring: Name
Mastery: 2 Share Name
Range: Self
Area: Self Ring: Name
Duration: 1 Hour Mastery: 2
Raises: Duration (+1 Hour) Range: Touch
By conjuring the power of this magic the shaman alters his Area: 1 Willing Creature
Name, adding experiences cultivated from the dreams of Duration: 1 Year
others. For the duration of this spell, the caster may use any Raises:
one Skill as if he had a Rank in that skill equal to his effective
Name. Ranks in Skills already possessed do not stack with By casting this spell and engaging in the required dance, the
Ranks gained from this spell. Shaman shares the target’s Name. For the duration of the
spell, the caster knows the target’s True Name as well as he
knows his own, and can change it as he can change his own.

91
All spells that affect one affect the other, for good or ill. (This Conjure Thoughts
happens whether the spells are Name Magic or other forms
of magic.) The caster and the target always know the other’s Ring: Name
location and direction in regard to themselves. A shaman’s Mastery: 3
Name may only be shared with one creature at a time. If
Range: 100’
either the Shaman or the target die while this spell is in effect,
their counterpart suffers Wounds equal to the Shaman’s Area: 1 Creature
effective Name in rolled and kept dice, and falls unconscious Duration: Instantaneous
for 24 hours. Raises: Special (see below)
This spell allows the caster to reach into the mind of one
Mastery 3 creature within range and borrow their thoughts for a
moment. If the spell is successful, the caster immediately
Bind Name knows what the target was thinking during the last Round. If
used properly, this spell can be used to detect falsehoods or
Ring: Name discern motives, among other things.
Mastery: 3 If the caster makes two Raises on this spell, the target loses
Range: Touch his train of thought, inflicting a +5 TN penalty on his actions
Area: 1 Creature for his next Turn.
Duration: 1 Hour
Raises: Conjure Trickster
This spell requires the Shaman to know the True Name of Ring: Name
the target. The Shaman binds his Name to the target,
Mastery: 3
temporarily subverting the target’s will. The Shaman’s soul
transfers into the target’s body and the target’s Range: 10’
consciousness is suppressed. The Shaman gains complete Area: 1 Mujina
control of the target’s body, though he cannot use the Duration: 1 Month
target’s skills, techniques, or magic. While possessing the Raises:
target, the Shaman’s mental Traits remain the same, but he
This ritual dance and spell allows the caster to summon a
gains the physical Traits of the target. (The target’s Wounds
mujina from Sakkaku, the Realm of Mischief (see the
are unaffected by this change regardless of any resulting
description of mujina in the Spirits chapter elsewhere in this
temporary change to his Earth ring.) The Shaman may use
book). The Mujina will demand a gift, usually a small amount
his own Skills and Name Magic normally.
of gold, jewels, or an intricately crafted toy. If the mujina
The target can see and hear everything the Shaman does approves of the gift, it will serve the Shaman dutifully for one
during the spell’s duration, but is helpless to interfere. If the month. If the mujina is not satisfied, it returns to Sakkaku in a
target dies while the caster is in his body, the Shaman dies puff of smoke and cannot be summoned again for another
as well. The Shaman can cancel the spell early and return to month. If the mujina is treated well and given another gift at
his own body with a Free Action, but otherwise his body least once a month, it will remain in the Shaman’s service,
remains in a trance for the spell’s duration. If his body is but a Shaman cannot have more than one mujina servant at
violently disturbed or killed, the spell ends. a time. Each time the Shaman casts this spell it summons
the same mujina, unless it has died – thus many Shamans
Bonds of Blood over time come to befriend their strange servant.
Even a loyal mujina will not enter combat unless it has no
Ring: Name other choice, unless it feels the combat offers no danger. It is
Mastery: 3 far more likely that these trickster spirits will try to distract or
Range: 100’ confound opponents so their Shaman can escape.
Area: 1 Creature
A Shaman who causes the death of his mujina cannot
Duration: Instantaneous summon another for at least one year.
Raises: Target (+1 per two Raises), Damage (+1k0 per
Raise)
Curese of No-Lips
This rather ghastly spell has played a large part in Rokugani
prejudices against Name Magic, as it is very similar in Ring: Name
appearance to maho. The shaman slices open his hand and Mastery: 3
releases a boiling torrent of bloody red energy at the target. Range: 1 Mile
This energy inflicts damage with a DR equal to the caster’s Area: 1 Creature
effective Name. If the caster Raises for additional damage Duration: 1 Minute
dice, the Bleeding damage for the spell increases by 2 per
Raises: Duration (+1 minute)
Raise.
This powerful curse is often used to disable enemy Shamans
and other spell casters. The spell requires the Shaman to
know the target’s True Name. The Shaman steals a bit of the
target’s Name, causing the mouth of the target to become
sealed by flesh for the spell’s duration. This typically makes
both spell casting and any meaningful verbal communication
impossible.

92
A target of this spell can choose to cut his own mouth open Temper Named Weapon
with a knife or other sharp implement (inflicting normal
weapon damage to himself). This ends the spell’s effect but Ring: Name
leaves permanent disfiguring scars at the GM’s option, this Mastery: 3
can inflict the Disturbing Countenance Disadvantage.
Range: Touch
Area: 1 Named Weapon
Find Name Duration: 1 Day
Raises: Duration (+1 day)
Ring: Name
Mastery: 3 To cast this spell, the caster must have a Named Weapon.
Range: Name This dance and magic allows the caster to temporarily invest
Area: 1 Target a larger amount of energy into his Named Weapon. This
Duration: Instantaneous energy is offered up in the form of spell slots. For every two
Raises: Backlash (Wounds), Bleeding (3) spell slots invested (including the one used to cast this spell)
the Named Weapon gains a bonus +1k1 while the shaman
By casting this spell, the Shaman gains a momentary mental wields it. Each 1k1 bonus must be allotted to either attack
image of one creature or item of which he already knows the rolls or damage rolls when the spell is cast, and cannot be
True Name. He also receives a vague impression of the changed until the spell expires and is re-cast.
target’s general direction and distance from himself.
Trade Name
Named Warren
Ring: Name
Ring: Name Mastery: 3
Mastery: 3 Range: 100’
Range: 100’ Area: 2 Creatures
Area: 1 Warren Duration: Instantaneous
Duration: 1 Year Raises: Special (target is not disoriented, 2 Raises per
Raises: target)
By using this spell, the caster extends a bit of his Name into This spell can only be cast if the caster knows the True
his home. For the purposes of this spell, a “warren” is any Names of both targets. This magic allows the caster to twist
actual structure which the Shaman considers home and reality, causing two living creatures (one of whom may be the
whose total area falls within the spell’s range. While the Shaman himself) within range to instantly switch places.
Shaman is within the Named area, all magic cast by allies Both targets are disoriented on their next Turn and can take
(even non- Name magic) gains a +1k1 bonus to the Spell only Free Actions on that Turn.
Casting Roll. All magic cast with a harmful intent toward the
caster, his allies, or his home suffers a +10 TN penalty. Mastery 4
A caster may only have one Named Warren at a time, and a
given location may only have one of these spells in place at Close the Door
a time.
Ring: Name
Shield Name Mastery: 4
Range: 10’
Ring: Name Area: 1 Spirit
Mastery: 3 Duration: Instantaneous
Range: 1 mile Raises:
Area: 1 Creature
Duration: 1 minute This spell cannot be cast unless the caster knows the
Raises: Range (+1 mile per 2 Raises), Special (2 Raises target’s True Name, and can only target a spirit that is not
native to Ningen-Do. Examples would include kappa, mujina,
to further increase Armor TN of target by amount equal
oni, ghosts (yorei), ancestors (shiryo), hengeyokai, and gaki.
to Shaman’s Name Rank)
The spell severs the spirit’s connection to the mortal world,
This simple spell allows the shaman to extend the protection sending it back to its own Spirit Realm. The creature cannot
of his Name into the target. While this spell is in effect, the return under its own power for a year and a day, though it
caster’s Armor TN is reduced by his effective Name Rank, can try to access the mortal realm through other means
but the target’s Armor TN increased by double this amount. (such as the Festering Pit or the assistance of a mortal
This may be further increased with Raises. However, this summoner).
spell may not grant the target a total bonus greater than the
Shaman’s Armor TN.

93
Conure Name Steal Cunning
Ring: Name Ring: Name
Mastery: 4 Mastery: 4
Range: 3 miles Range: 100’
Area: Special (see below) Area: 1 Creature
Duration: Instantaneous Duration: 1 Hour
Raises: Raises: Duration (+1 hour)
The Shaman reaches out to creatures and objects bound to The caster temporarily borrows a bit of the target’s Name.
his Name, drawing them to him. This spell can be used to Select one Skill known by the target. For the duration of the
instantly summon a creature who has been targeted by the spell, the caster gains that skill at the target’s Skill Rank, and
spells Share Name, Conjure Trickster, or Name Friend. It the target is considered unskilled. If the target is unwilling,
can also summon a Named item (such as a Named Weapon the TN of this spell is increased by +10.
or a Set Blood Aside crystal). Alternately, the caster may
choose to use the spell to send himself to such an item or Twist Name
creature’s location, or to conjure himself into his Named
Warren. Ring: Name
Mastery: 4
Paint the Name Range: 250’ (1 mile if the caster knows the target’s True
Name)
Ring: Name Area: 1 Creature
Mastery: 4 Duration: 1 Day
Range: Touch Raises: Duration (+1 Day)
Area: 1 pot of paint and 1 living creature
Duration: 1 Day This potent curse allows the shaman to greatly alter the
Raises: Special (increase Advantage cost, 1 point per target’s identity. It is among the most feared of all Name
Raise) Magics.

This spell summons the power of raw Name Magic from the For the duration of the spell, the target gains a Social or
Realm of Dreams and infuses it into a pot of war paint. This Spiritual Disadvantage of the Shaman’s choice. Anyone who
paint must be specially prepared before the spell is cast. meets the spell’s target will react as if the target has always
(Nezumi paint is usually a crude infusion of mud, fruits, had the Disadvantage. When the spell ends, all effects of the
plants, etc.) The shaman who created the paint must Disadvantage vanish and those who were affected are left
personally apply it to the target as part of the spell’s dance wondering what happened. No Disadvantage bestowed may
ritual, covering clothing and armor as well as the body. He have a point cost greater than twice the caster’s effective
must paint the target with wild representations of its Name, Name Rank. Dependant is a Disadvantage worthy of special
so the spell also requires the Shaman to know the target’s note. In the case of this Disadvantage, a trickster spirit
True Name. actually takes the form of a Dependant. For the duration, the
target even has memories of this Dependant’s existence,
Once the spell is complete, the paint cannot be washed off though inconsistencies are possible. (How did I win the
for one full day. The target gains a single Physical or Mental Battle of Beiden Pass while carrying my aging grandfather
Advantage of his choice. This advantage may not have an everywhere?) If the truth is exposed, or the spell ends, the
Experience Point cost higher than twice the Shaman’s spirit immediately vanishes amid cackling laughter, but the
effective Name Rank. Alternately, the target may choose to memories remain. Shadowlands Taint cannot be inflicted by
negate one of his existing Physical Disadvantages (with the this spell.
same Experience Point limitation) for the same duration. No
more than one application of this war paint may affect a Mastery 5
target at a time.

Set Blood Aside Conjure Chitatchikkan's Fury


Ring: Name
Ring: Name
Mastery: 5
Mastery: 4
Range: 50’
Range: Special
Area: Willing Creature
Area: Self
Duration: 1 Hour
Duration: Permanent
Raises: Target (+1 per 2 Raises)
Raises: Special (create second crystal with equal effect,
3 Raises) For the duration of this spell the target is enhanced by the
berserk fury of the Chitatchikkan. The target rolls and keeps
The caster sets some of his blood aside for future use.
extra dice equal to the caster’s effective Name on all attack
Bleeding for this spell can be any amount up to three
rolls. All Wound Penalties (including Down and Out) are
quarters of the caster’s total Wounds. The blood takes the
negated for the duration of the spell. The target is aware of
form a small crystal. At any later time, as a Free Action, the
his Wounds but can continue fighting at full power until dead.
caster may break this crystal and put the blood into himself
This spell cannot be cast on a Nezumi who is already a
or another creature by touch. This instantly heals a number
Chitatchikkan berserker.
of Wounds equal to the amount bled to cast this spell.
A caster may only have one Set Blood Aside crystal at a time.
94
Conjure Nightmare Take Name
Ring: Name Ring: Name
Mastery: 5 Mastery: 5
Range: 100’ Range: 1 mile
Area: 1 Nightmare Area: 1 Creature
Duration: 1 Minute Duration: Permanent
Raises: Duration (+1 minute) Raises:
The Shaman reaches into the Realm of Dreams and pulls This is the most feared of all Nezumi spells. The target’s
out a nightmare beast that proceeds to attack everything in Name is taken away forever. The target still physically exists
sight. Mechanically, treat this creature as an ogre that has no and retains his memory, but no one else remembers him
Shadowlands Taint but has a Fear rating of 5 – its physical except for the Shaman. The target’s family is now someone
appearance, however, will be bizarre and different every time else’s family. The deeds he accomplished are remembered –
the spell is cast. The nightmare beast can not determine who but as if someone else had done them. The Shaman has no
is a friend and who is a foe, though it will know who direct control over exactly how this new reality forms itself.
summoned it. It will only attack its summoner if he is the only
target available. The creature returns to the Realm of The effect, however, is not entirely perfect. Those who were
Dreams when the spell’s duration ends or it is killed. extremely close to the target may potentially notice
discrepancies. (“You say you saved my life at the Battle of
Beiden Pass? No you didn’t. Matsu Gohei did... But I didn’t
Conjure Storm meet Matsu Gohei until three months after that battle. What’s
going on?”) Characters bound to the target with Kharmic Tie,
Ring: Name Blissful Betrothal, or True Love (or Allies with 4 points of
Mastery: 5 Devotion) will still feel compelled to help and care for the
Range: Centered on caster target, even though they no longer remember why. Likewise,
Area: 1 Mile Radius Sworn Enemies will hate the target on sight without knowing
Duration: Concentration why. Fortunes, Celestial Dragons, and other such powerful
Raises: spirits will remember both versions of reality, and these
entities may become interested in the target, wondering how
The shaman dances and claps his hands, chanting wildly, such a peculiar thing could come to pass.
and summons a terrible thunderstorm from the sky. The
storm forms when the dance is complete and is centered on Each time this spell is cast, the Shaman’s Name Rank is
the caster. It does not harm those who remain within twenty reduced by one. Shamans do not make use of this spell
feet of the center point (though they will still feel the rain and lightly due to its unpredictable affects on reality. Those who
wind). Outside this area, visibility drops to five feet, ferocious use it are likely to be visited by other Shamans (who know
winds and rain fill the air, and the ground turns into thick mud. the signs of its use) who wish to know why such extreme
Flight will be impossible and those on the ground move as magic was used. The only known way for this spell to be
though they have Water of 1. Lightning will strike a random undone is for the Shaman to willingly return the target’s
point within the storm’s area once per Round, inflicting 7k7 Name. To do so is considered the same as failing to cast the
damage if it hits a living creature. If the caster stays at the spell – that is, the Shaman will immediately die.
center of the storm and does not move, he can direct these
lightning bolts at specific targets as a Complex Action. Mastery 6
Conjure Tribe Dream Forever
Ring: Name Ring: Name
Mastery: 5 Mastery: 6
Range: Miles equal to caster’s effective Name Rank Range: Self
Area: Up to 10 Living Creatures Area: Self
Duration: Instantaneous Duration: Permanent
Raises: Raises:
This spell allows the Shaman to send a mental summons (up The caster becomes one of the Transcendent, casting off his
to twenty words long) to up to ten other creatures. The caster mortal coil and forever entering the Realm of Dreams. This
must know the True Name of each creature he wishes to spell can only be learned from the Transcendents, and is
summon. Any creature who agrees to answer the summons revealed only to those Shamans they judge worthy of joining
is immediately transported to a place of the caster’s choosing their ranks.
within one hundred feet of his current location.

95
Soul Twister Spells One with Chikushudo
Ring: Air
Banished from Yomi Realm: Chikushudo
Range: 20’
Ring: Air
Area: Self or one target creature
Realm: Yomi
Duration: Caster’s School Rank in Rounds
Range: 100’
Raises: Duration (+2 Rounds per Raise)
Area: One target human
Duration: Caster’s School Rank in days The Soultwister has learned so much from the animal spirits
Raises: of Chikushudo that he can imbue himself or another with the
greatest strengths of the savage animal spirits in Chikushudo.
The Soultwister has learned all he can about the way the The target sprouts claws, granting a +3k2 bonus to unarmed
spirits of Yomi interact with their descendants, and can now damage rolls, and thick fur granting +3 Reduction. The target
sever that connection for a limited time. The target of this functions as if he had the creature ability of Swift 3 – if he
spell loses any connection he has to his ancestors. He loses already has Swift, he gains a +1 bonus to it. Finally, the
any abilities granted to him by an Ancestor (as detailed in the target may make one unarmed attack per Round as a Free
Book of Water) and also loses the Haunted Disadvantage Action, but he cannot take any Raises on that attack. These
and the Touch of the Spirit Realms (Yomi) Advantage for the advantages do not come without a cost, however. If the
duration of this spell. Also, a person affected by this spell is Intelligence Trait of the target is higher than 2, it drops to 2
so distracted by his loss of connection to his ancestors that for the duration of the spell. He also has diffi culty
he suffers a +5 TN penalty on all Actions. differentiating friend from foe, and when encountering
someone for the fi rst time must make an
Bestial Nature of Chikushudo Investigation/Intelligence Roll at TN 20 (using his lower
Intelligence Trait) or assume they are an enemy regardless
Ring: Air of the truth.
Realm: Chikushudo
Range: Touch Primal Senses of Chikushudo
Area: Self or one target creature
Duration: Caster’s School Rank x 3 in Rounds Ring: Air
Raises: Special (5 Raises to affect a second set of Realm: Chikushudo
Traits) Range: Touch
Area: Self or one target
The Soultwister has learned to enhance his and others’
Duration: School Rank x 2 hours
physical abilities with the strength and power of the animal
spirits of Chikushudo. The target of this spell increases the Raises:
Rank of one of its physical Traits (Agility, Refl exes, Stamina, The Soultwister draws on the enhanced senses of the animal
or Strength, chosen by the caster) by an amount equal to the spirits of Chikushudo, granting an enhanced sense of smell,
Soultwister’s School Rank. The mental Trait corresponding sight, and hearing. The senses of the spell’s target are
to that physical Trait is decreased by an equal amount, but enhanced to supernatural levels. He gains two Free Raises
only to a minimum of 1. The target always receives the full on all rolls involving Perception. He also gains 1 Rank of the
increase to the physical Trait even if the mental Trait is Hunting skill and the Tracking Emphasis if he does not
unable to drop by the same amount. This spell does change already have it. However, while the animal spirits of
the target’s Ring Rank but not the target’s Wounds. Chikushudo are canny trackers, they are still animals. The
target of this spell also gains a fascination with shiny and/or
Knowledge of Yomi fast-moving objects. He must roll Willpower at TN 15 once
per Round as a Free Action any time he is confronted with a
Ring: Air distraction of this nature – otherwise he will chase the
Realm: Yomi distraction.
Range: Touch
Area: Self Yomi's Ancestral Separation
Duration: Concentration
Raises: Special (3 raises per extra question) Ring: Air
Realm: Yomi
The Soultwister calls on his connection to the spirits of Yomi Range: 30’
to discover information about a single human mortal, tricking Area: One target
the ancestors into spilling their secrets. The caster may ask
Duration: School Rank x 2 Rounds
those ancestors two questions about that human (he must
know the mortal’s name); the spirits will answer him truthfully. Raises: Special (2 raises to increase the TN penalty by
The human’s ancestors have complete knowledge of his 5)
capabilities and statistics, including his Traits, Skills, Glory, The Soultwister’s knowledge of the spirits of Yomi allows him
Honor, School Techniques, Advantages, Disadvantages, etc. to lessen the connection between the target and his
If the Soultwister is asking about a human who has the ancestors.
guidance of an Ancestor in the Book of Water, the Spell
Casting TN for this spell is increased by the Experience Point
cost of that Ancestor.

96
The target of this spell suffers a diminishment of his Meido's Call
connection to his ancestors, and while this will not actually
negate an Ancestor’s guidance, the feeling of loss distracts Ring: Earth
the target from everything he is doing. All Skill and Trait rolls Realm: Meido
have their TN increased by 5 for the duration of the spell.
Range: 25’
Area: One target creature
Consumed by Gaki-do Duration: Caster’s School Rank x 2 in Rounds
Raises:
Ring: Earth
Realm: Gaki-do A Soultwister can force the target of this spell closer to death.
Range: 30’ A creature targeted by this spell feels the forces of Meido
Area: One target creature pulling upon its soul, and for the duration of the spell the
Duration: 1 Round creature functions as if it is one Wound Rank lower than it
Raises: Duration (+1 Round per 3 Raises) truly is. For example, a samurai in the +5 Wound Rank would
function as though he was in the +10 Wound Rank instead.
Soultwisters who are truly familiar with the spirits in Gaki-do This spell will cause death if the target is at the Out Wound
have learned how to force the all-consuming hunger those Rank.
spirits feel upon others. The target of this spell feels an
insatiable and monstrous hunger, and for the duration of the Meido's Lethargic Introspection
spell suffers a TN penalty to all Actions equal to 5x the
Soultwister’s School Rank. Ring: Earth
Realm: Meido
Gaki-do's Consuming Hunger Range: 20’
Area: Self or one target creature
Ring: Earth Duration: School Rank x 2 Rounds
Realm: Gaki-do Raises: Special (2 Raises to increase the Initiative
Range: Touch penalty by 5, 2 Raises to increase the bonus to
Area: One target creature Knowledge Skills by +1k0)
Duration: Caster’s School Rank x 2 in Rounds
Raises: The Realm of Meido is a realm of waiting, but it is also a
realm of introspection where souls review the events of their
The Soultwister has learned to channel some of the hunger own lives so they may better present their case to Emma-O.
of the spirits who dwell in Gaki-do into others, allowing them The Soultwister calls on the powers of Meido to slow the
to feast on the essence of their enemies. The target of this actions of the target while enhancing his memory of past
spell adds +2k2 to his damage rolls for any melee attack he events. A creature affl icted by this spell feels extremely
makes. Moreover, a person wounded in this way must make lethargic, wanting nothing more than to stand around and
a Willpower Roll at TN 30) or be Dazed by the feelings of wait for judgment. If he is in a skirmish, or enters one while
hunger and pain that pass through them. under the effects of this spell, his Initiative score is
immediately reduced by an amount equal to 5 times the
Gaki-do's Grasping Hunger Soultwister’s School Rank. However, while the target’s body
feels sluggish, his mind functions with a supernatural clarity.
Ring: Earth The target gains a +Xk0 bonus (where X is the Soultwister’s
Realm: Gaki-do School Rank) to all Lore Skills and to all rolls involving
memory.
Range: Touch
Area: One Target
Duration: School Rank x 2 Rounds
Raises:
The Soultwister imbues the target with a portion of the
hunger felt by the spirits of Gaki-do. This all-consuming
hunger forces the target to consume the energy of others… or
his own. Any successful melee attack made by the target of
this spell gain a bonus to the total of the damage roll equal to
2 plus the School Rank of the Soultwister. During any Round
in which the target does not hit an enemy; however, he
suffers damage equal to 2 plus the School Rank of the
Soultwister, as the hunger consumes a portion of his own
essence.

97
Questioned by Meido Sakkaku's Vandalism
Ring: Earth Ring: Fire
Realm: Meido Realm: Sakkaku
Range: 40’ Range: 60’
Area: One target human Area: One object
Duration: 3 Rounds Duration: Permanent
Raises: Targets (+1 target per 2 Raises) Raises:
A Soultwister who has truly learned the ways of the spirits of The spirits of Sakkaku are mischievous and the Soultwister
Meido is a frightening creature indeed, able to cause even has learned to turn that supernatural mischief to his own
the greatest of samurai to question their own actions and ends, mystically causing a single object to break. This spell
abilities. A person affl icted by this spell begins to suffer from targets a single non-magical item, which will break the next
a great sense of self-doubt, as if all the spirits of Meido are time it is used. Soultwisters often use this power to make an
questioning his actions and his worth. Before taking any opponent’s weapon snap or to destroy an enemy’s armor,
Action during a Round, a person affected by this spell must though there are other more creative uses for it as well. If the
roll Honor at a TN of 10x the Soultwister’s School Rank. If item targeted by this spell gains magical properties while
the roll is failed, he stands dithering, unable to act (although affected by this power (for example, if a sword targeted by
he is still considered to have taken an Action of the Sakkaku’s Vandalism is later targeted by the spell Biting
appropriate type for the purposes of what he can do in a Steel), Sakkaku’s Vandalism is negated.
Round). If the target succeeds in the roll he may take the
action normally, but must continue to roll each time he Shield of Tengoku
wishes to do something.
Ring: Fire
Benevolence of Tengoku Realm: Tengoku
Range: 100’
Ring: Fire Area: Self or one target creature
Realm: Tengoku Duration: Caster’s School Rank in Rounds
Range: 50’ Raises:
Area: One target
Duration: School Rank x 5 Rounds. The Soultwister calls on the power of the spirits of the
Raises: Celestial Heavens to protect the spell’s target. For the
duration of this spell, the target gains Reduction equal to the
The Soultwister imbues the target’s soul with a sense of Soultwister’s School Rank x2.
wellbeing and assurance, granting the confi dence to do
anything. A creature affected by this spell receives a bonus Spruned by Sakkaku
of +1k0 on all Skill rolls and does not suffer any penalties for
rolling unskilled. Ring: Fire
Realm: Sakkaku
Malicious Pranks of Sakkaku Range: 100’
Area: One target creature
Ring: Fire Duration: Caster’s School Rank in weeks
Realm: Sakkaku Raises: Special (4 Raises for an additional Rank of
Range: 50’ Unlucky)
Area: One target creature
Duration: Instantaneous The spirits of Sakkaku delight in mischief, and a Soultwister
Raises: who has mastered their powers can cause them to plague
enemies for extended periods of time. Any creature affected
Most of the mischief performed by the spirits of Sakkaku is by this spell gains a number of Ranks of the Unlucky
ultimately harmless, but to the truly malicious among them Disadvantage equal to the Soultwister’s School Rank. He
the pain of others is highly entertaining. A creature targeted also loses an equal number of Ranks in the Luck Advantage
by this spell becomes the butt of one of these malicious (if he has any).
spirit’s favorite pranks: phantom pain. The creature suddenly
feels wracking pain coursing through its body. The form the
pain takes is never the same, so one target might feel like a
thousand bees are stinging it while another might feel like its
entire body was suddenly set on fi re. The target of this
power must make a Stamina Roll at a TN of 10x the
Soultwister’s School Rank; if the roll succeeds the pain does
not overwhelm the target, but if the roll fails, the target
suffers 3k3 Wounds and falls Prone.

98
Tengoku's Grace Bloodlust of Toshigoku
Ring: Fire Ring: Water
Realm: Tengoku Realm: Toshigoku
Range: Touch Range: 50’
Area: Self or one target creature Area: One ally or enemy
Duration: 3 Rounds Duration: School Rank x 2 Rounds
Raises: Raises: Special (2 raises to increase the TN of the
Willpower roll by 5)
A Soultwister who is truly familiar with the power of the spirits
of Tengoku can call on the power of the Celestial Heavens The target of this spell is affl icted with the bloodlust of
for protection. For the duration of this spell the target does Toshigoku, attacking friend and foe alike with mindless
not suffer from Wound Penalties, include those from being determination. Soultwisters will often use this spell to remove
Down or Out, and gains the effects of the Great Destiny the effectiveness of foes who do not generally attack in
Advantage. The target also feels great confi dence in his own melee like bowmen or shugenja. They will also sometimes
abilities, gaining a bonus of +1k1 to all Skill Rolls. Finally, the use it on a Tsuno Ravager and set him loose among the
target cannot gain the Shadowlands Taint, willingly or enemy. A creature under the Bloodlust of Toshigoku
otherwise, and cannot cast Maho for the duration of the spell. immediately changes to the Full Attack posture (if not already
in Full Attack) and must adopt the Full Attack Posture every
Agony of Toshigoku Turn for the duration of the spell. During his Turn he must
attack the creature nearest to him, whether it is friend or foe.
Ring: Water He must attack with a melee weapon or, if there are none in
Realm: Toshigoku reach, with unarmed attacks. The mindless rage grants him a
+1k0 bonus on attack rolls.
Range: 30’
Area: One target If the target of this spell wishes to resist the bloodlust, he
Duration: Caster’s School Rank in Rounds must roll Willpower at a TN equal to the Soultwister’s School
Raises: Special (3 Raises to increase the TN of the Rank x 5. The TN is reduced by 10 if the closest target is a
Willpower roll by 5, 3 Raises to increase the damage of friend or close ally. If the roll is successful, the target does
the spell by +1k1) not act that Round (he is putting all his effort into resisting
the spell’s compulsion).
The Soultwister has discovered the spirits of Toshigoku are
in constant spiritual pain. Their frenzy for slaughter masks Dream Messages of Yume-do
this pain, but it exists. The Soultwister channels this spiritual
pain into another, causing indescribable agony. Creatures
Ring: Water
affected by this spell are wracked with terrible (albeit non-
Realm: Yume-do
physical) pain; at the start of each Turn while they are under
the effects of the spell, they must make a Willpower Roll (TN Range: School Rank x 100 miles
25) or be unable to act during that Round. Further, if they fail Area: One sleeping target
the Willpower Roll the spiritual pain damages their body as Duration: Caster’s School Rank in minutes
well, causing 2k2 Wounds. Raises:
Creatures native to Toshigoku and those without souls (such The Soultwister uses the spirits of the dream realm to send
as undead) are immune to this power. messages to others in their sleep. The Soultwister appears
within the target’s dreams and imparts a message using
images and sounds (including speech if the Tsuno shares
the target’s language). This is a one-way communication and
the Soultwister cannot see how the target reacts to the
message he has delivered. When the target wakes he
remembers the message clearly, although it is up to him
whether to believe the message or not.

99
Trapped in Yume-do
Ring: Water
Realm: Yume-do
Range: 30’
Area: One target creature
Duration: Caster’s School Rank x 5 in Rounds
Raises:
The dream realm of Yume-do can exert an insidious hold
over dreamers. A Soultwister who masters the power of the
spirits of dream can trap people within their own dreams.
When a Soultwister casts this spell on a creature, the
creature immediately begins to live out a dream within its
mind. The target of the spell believes what he is seeing is
real, and will interact with it while ignoring the reality around
him – even if he suffers Wounds or other unpleasant effects
in the real world. During the Reactions Stage of any Round
in which he takes damage, however, the target may make an
Awareness Roll at TN 30 to realize something is wrong and
awaken from the dream. If the target succeeds in awakening
from the dream, he is still distracted by the dream’s visions
for the duration of the spell, suffering a –3k0 penalty on all
actions.

Yume-do's Horrific Nightmares


Ring: Water
Realm: Yume-do
Range: 1 mile
Area: One target creature
Duration: Caster’s School Rank in days
Raises: Duration (+1 day per 2 Raises)
The Soultwister has learned how to utilize the darker side of
the Realm of Dreams to infl ict terrible nightmare. The target
of this spell suffers severe nightmares every time he sleeps,
and cannot rest peacefully. For the duration of this spell the
target cannot recover Void Points, Wounds, or Spell Slots by
resting. Each morning the target must make a Meditation/
Stamina Roll (TN 15 + 5 per day affected) to avoid becoming
Fatigued.
If the creature affected by this spell has the Phobia
Disadvantage, its phobia is extremely prominent during
these nightmares and it will begin to see signs of it in the
waking world. While the spell lasts, any time the creature is
in a stressful situation he will hallucinate something related
to his Phobia, activating the effects of his Disadvantage for
the remainder of the encounter.

100

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