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Iuchi Shugenja School 230

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Friend of the Elements (Water) 3 Dishonored 5
Friendly Kami (Water) 5 Blackmailed 3
Absolute Direction 1 Gullible 4
Sage 3
Strength of the Earth 3

Extravagant clothing
wakizashi
any 1 weapon
Calligraphy Set
Traveling Pack
Horse (Unicorn Riding Horse)

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School Iuchi Shugenja School Affinity Water Deficiency Fire
The Iuchi harness the power of the elements to grant the waves' speed to others. As a Complex Action, you may sacrifice one spell slot of any element to
grant one target individual an additional Simple Move Action. This Simple Action is in addition to the target's normal Actions per Round. The
Additional Action must be used on the target's next Turn or it is lost. You also gain a Free Raise on any spell with the Travel keyword.Spells: Sense,
Commune, Summon, 3 Water, 2 Earth, and 1 Air

School Iuchi Traveler Affinity Deficiency


You possess knowledge of the most sacred Unicorn magic: the art of moving from one point to another without crossing the space in between. You may
spend one Void Point and expend one spell slot of either Air or Water (Void may not be used) as a Simple Action to instantly teleport a maximum
distance equal to your School Rank x 100 feet. This affects only you and the material you are carrying, but by expending a second Void Point you may
also teleport any horse-sized mount on which you are sitting at the time of the effect.

School Affinity Deficiency


Name Commune Level 1 Element Universal Duration Concentration Tags
Area Self Range 20' Raises See Spell Description

This spell can be cast in any element save Void. It allows the caller to speak with one of the local elemental kami, asking it a few questions, which it will answer honestly to the best of its ability. Typically
this spell will invoke the most active and energetic spirit of the chosen element in the area of effect; if all of the local spirits are quiescent. The GM may require the caster call 1 or 2 Raises to wake up a
local spirit enough answer questions. A spirit reached with Commune will answer questions. The caster may Raise to get more questions (one per Raise). The caster may also Raise for clarity, get a more
accurate and informative answer the questions. (Kami are notorious for their inability Tully comprehend human behavior, and asking questions without Raises for clarity can often result in confusing,
enigmatic, or incomplete answers.) Spirits snot forget anything. So theoretically a shugenja can ask a spirit about something that happened decades ago; however, they do not experience time in the same
way as mortals. Straying task about something from long agile usually require Raises in order make the caster's wishes clear the spirit. The nature of the information which spirits can impart varies by
element: Air spirits tend to be playful and easily distracted, conveying information as emotions or as riddles and jokes. Since they are more interested in feelings than in facts, and enjoy playing games
with those speak with them, communing with an Air spirit can sometimes be very frustrating. Earth spirits are straightforward and matter-of-fact, often blunt, but are rather uninterested in the behavior
of mortals, have a poor understanding of human emotion, and tend to be overly focused on obscure details such as the color of a piece of clothing or the weight of a horse. Fire spirits are irritable and
temperamental, and are often angry at being summoned unless they are propitiated with an offering of something burn. On the other hand, if a shugenja can please them they tend to offer the clearest
and most accurate information. Water spirits communicate their knowledge through soundless visual images. This can be very helpful ta shugenja trying investigate a past incident, but since the spirits
cannot convey scent, sound, or emotion, the information they provide can often be incomplete or misleading.

Name Sense Level 1 Element Universal Duration Instantaneous Tags


Area 50' radius from the caster Range Personal Raises Range (+10')
This spell can be cast in any of the four standard elements. It allows the caster sense the presence, quantity, and rough location of elemental spirits (not the evil spirits known as kansen) of that element
within the range of the spell. This is most frequently applied when looking for spirits with which commune (see below), but can also be useful as a crude, basic location device. For example, a caster lost in
the wilderness could cast Sense (Water) in hopes of locating a source of drinking water.

Name Summon Level 1 Element Universal Duration Permanent Tags


Area 1 cubic foot of summoned material Range 30' Raises Range (+10'), Quantity (+1 cubic foot), Composition of material (1-4 Raises)
This spell can be cast in any of the four standard elements. It allows the caster to summon a modest quantity (one cubic foot) of the chosen element. The summoned matter appears (usually in a rough hall
shape) in any open space within the spells range. This cannot place the summoned material inside another physical object or living creature. The summoned element will behave in a normal and mundane
matter - Earth falls the ground, water soaks anything it lands on, air blows away, and fire winks out unless there is something present for it burn. In general it is impossible to use this spell effectively in
combat, although clever shugenja may find a few modest combat uses, such as using Summon Fire to ignite a foe soaked in cooking oil. More commonly, the spells value is in simpler functions, such as
summoning Water while in a desert, or summoning Fire to light a campfire without flint and tinder. Raises may be used with this spell summon a more specific type of the appropriate element, such as
wood or iron with Earth, or tea with Water. The GM should choose how many Raises (generally anywhere from 1 to 4) this requires. However, these Raises cannot be used create rare/precious materials
(such as gold) or spiritually powerful substances (such as jade or crystal).

Name Legacy of Kaze-no-Kami Level 1 Element Air Duration Special Tags craft
Area One known individual within range Range School Rank x 10 miles Raises Area (+1 individual), Range (+10 miles)
You are able call upon the spirits of the wind to take form as a bird and carry a message for you. The bird that is created by this spell appears perfectly normal in all regards, but if it takes any damage it
dissipates into wind immediately, ending the spell. Upon creating the bird, you may speak tit, giving it a spoken message of up tone minute in length. The bird will then fly away to deliver the message
the person (or persons) specified when the spell is cast. The bird will fly to their location, deliver the message via a whisper (it can be overheard by others, but not easily), and then disappear. If the bird is
unable to reach the individual, but they are within range (if they are within a building with no windows, for instance will remain outside waiting for up tone week before disappearing). If the person
specified by the spell is not within range, the bird will fly away in a random direction and disappear when it is out of your line of sight.

Name Armor Of Earth Level 1 Element Earth Duration 10 rounds Tags battle, defense
Area Self Range Personal Raises Duration (+2 rounds)
This spell infuses the caster's body with the strength of Earth, weakening the force of any physical or magical attack which strikes him. For the duration of the spell, you gain Reduction in an amount
equal to your Earth Ring + School Rank. However, this infusion of Earth slows your movements. Your Water is considered 1 Rank lower for purposes of movement while you are under the effects of this
spell.

Name Tetsubo Of Earth Level 1 Element Earth Duration 5 minutes Tags craft, jade
Area One created weapon Range Personal or 20' Raises Damage (+1k0), Duration (+5 minutes), Range (+5 feet)

You summon a tetsubo of pure earth, studded with all manner of stones. The weapon's default form is a tetsubo, but one Raise can change its form to any other heavy weapon of your choosing. The
tetsubo has a DR of 2k2. When wielding this weapon, you may use your School Rank in place of your Heavy Weapons Skill if you wish. If you do have the Heavy Weapon skill, the tetsubo grants you a
Free Raise for the Knockdown maneuver (this bonus does not apply if you grant the tetsubo to another person instead of wielding it yourself). The tetsubo disappears if it is lost from your hand. Instead
of summoning the tetsubo for yourself, you may cause it to appear in the hands of an ally within 20 feet. He is treated as the caster for all purposes of the spell, but does not gain the Free Raise bonus.
Name Bo Of Water Level 1 Element Water Duration 5 minutes Tags craft
Area One created weapon Range Personal or 20' (see spell description) Raises Damage (+1k0), Duration (+5 minutes), Range (+5 feet)

You summon a staff of pure water, as rigid as the real thing despite its fluid nature. The weapon's default form is a Bo, but one Raise can change its form to any other staff of your choosing. The weapon
has DR 1k2. If you do not possess the Staves Skill, you may instead use your School Rank in its place. If you do possess the Staves Skill, using this weapon grants you one Free Raise that can only he used
on the Knockdown Maneuver. This weapon disappears if it is lost from your hand. Instead of summoning the Bo for yourself, you may cause it to appear in the hands 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 bonus.

Name Path To Inner Peace Level 1 Element Water Duration Instantaneous Tags
Area One target individual Range Touch Raises None
The water kami can influence the flow of water through the body, dramatically hastening the natural healing process. You can use this spell to heal Wounds that another individual has suffered. This
spell restores a number of Wounds to the target equal to the amount by which the Spell Casting Roll exceeded the spells TN to cast.

Name The Rushing Wave Level 1 Element Water Duration 1 round Tags travel
Area One target individual Range 10' Raises Duration (+1 round), Range (+5')
You can temporarily increase the speed of your target. This spell allows the target to make a Free Move Action of up to his Water Ring x 10' (instead of the normal x 5'). Without Raises for Duration,
this benefit must be used on the target's next Turn or it is lost.

Name Speed Of The Waterfall Level 1 Element Water Duration 1 hour Tags travel
Area One target individual or creature Range Touch Raises Duration (+10 minutes), Range (may increase to 10' for two Raises)
Those filled with the essence of water find their movement far faster than ever before. The target of this spell may move a total distance per round equal to their Water x 20' plus an amount equal to twice
your Water Ring, This spell does not grant the target additional movement, it simply increases the maximum possible amount they can move during a Round for the duration of the spell.

Name Rejuvenating Vapors Level 2 Element Water Duration Instantaneous Tags


Area One target individual Range Touch Raises Targets (one additional person per 2 Raises)
Water washes away all that is impure, refreshing and reinvigorating all it touches. The target of this spell is instantly refreshed as if he had just arisen from a full night's sleep. This does not restore spent
Void Points, but can eliminate fatigue and exhaustion. When used on a shugenja, this spell does restore the spell slots associated with the Void Ring (which can be used for any elements), but not the spell
slots associated with other Rings. Abilities that characters may use a limited number of times per day are not refreshed by this spell. No Individual can benefit from Rejuvenating Vapors more than once
within a 24-hour period.

Name Embrace Of Kenro-ji-jin Level 2 Element Earth Duration 1 hour Tags travel
Area One target creature Range Personal or Touch Raises Duration (+1/2 hour)

This spell allows the target (who can be the caster or one other person) to literally dive into the ground, which becomes as clear and easy to traverse as water for him. He can see for a distance of 100 yards
through the Earth, and can move through it in any direction as easily as though he were in normal air. The target can see through the edge of the Earth into the normal world, but he cannot attack, cast
spells, speak, hear, or otherwise interact with those outside the Earth unless he emerges from the ground (at which point the spell immediately ends). If the spell ends while the target is still underground,
the Earth spirits are offended by the Target's continued presence, and immediately expel him into the nearest open air, wherever that might be.
Name Walking Upon The Waves Level 3 Element Water Duration 10 minutes Tags travel
Area One target individual (may be the caster) Range Touch 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 slid 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.

Name Strike Of The Tsunami Level 3 Element Water Duration Instantaneous Tags battle
Area A cone originating from the caster, ten feetRange 25'end
wide at the Raises Damage (+1k0), Range (+5'), Special (+5 to the Earth Roll TN per Raise)
Water is everywhere, and obeys the commands of its favored shugenja. You summon a crushing wave of water that overruns everything in its path. The wave inflicts 3k3 Wounds on everything within
the affected area, and all opponents within the area of effect must make an Earth Roll (TN 15) or suffer Knockdown. Obviously, everything within the area of effect is saturated with water.

Name Near To Ice Level 3 Element Water Duration 5 rounds Tags


Area One target individual Range Touch Raises Duration (+1 round), Range (increased to 10' with 2 Raises)
As water grows durable and resistant with the coming winter, so too can the water within the human form become sterner and more durable. The target of this spell has all current Wound Penalties
negated for the duration of the spell. Any additional penalties incurred take full effect, using the difference between the negated penalty and the new penalty as the effective penalty incurred. Wounds
are not healed by this effect, they simply cease to inhibit those suffering from them.

Name Dominion Of Suitengu Level 4 Element Water Duration Concentration Tags divination
Area Two bodies of water Range 100 miles Raises Range (+10 miles)
The Fortune of the Sea is a wrathful entity, but one who nevertheless blesses those who entreat him properly. This spell, created by the Mantis clan, allows you to peer into a body of water, which must be
at least one foot across and one inch deep, and see out of any other body of water anywhere in the Empire, so long as it is within range of the spell. This can be at any point along the seacoast, a lake,
river, stream, or even a puddle, but you must know the location of the body of water you are targeting. You can see everything around that body of water as if you were submerged within it. You cannot
hear what is taking place, only see it.

Name Wall Of Earth Level 4 Element Earth Duration 10 minutes Tags defense
Area Wall measuring a maximum of 10' high andRange
100' wide100' Raises Area (increase height by 1' or width by 10' per Raise), Duration (+1 minute), Range (+10')
This spell coaxes the spirits of Earth into rising up and forming a thick, powerful barrier to protect the caster. The wall of rock-hard earth which this spell creates can be shaped as the caster desires, and
can be curved, placed on the side of a hill, or even formed in a circle. It is extremely tough, requiring a Strength roll against a TN of the caster's (Earth + School Rank) x 5 in order to break through. It is
strong enough to hold back a raging flood, a lava flow, or hurricane winds, at least as long as the spell lasts. When the spell expires, however, the earthen barrier crumbles away in moments.

Name Armor Of The Emperor Level 4 Element Earth Duration 5 Rounds Tags defense
Area Self Range Personal Raises Duration (+2 Rounds)

This spell covers the caster in a thick layer of tough, resilient Earth spirits who repel all damage, whether physical blows or magical effects. Any time the caster suffers damage from an enemy physical or
magical attack, each individual damage die has its total Reduced by the caster's Shugenja School Rank. This cannot reduce a die's total below O.
Name Ever-changing Waves Level 5 Element Water Duration 1 hour Tags illusion
Area Self Range Personal Raises Duration (+1 hour)

Ultimate command over Water can allow flesh to flow like liquid. This spell allows you to physically alter your mortal body, changing your shape to match that of another natural creature (see the Book
of tile Void for a list of the more common natural creatures found in Rokugan). While in this form, you keep your Mental Traits. For Physical Traits, you keep whichever is higher, yours or those of the
animal into which you have transformed. Other natural abilities are gained as well, including natural weapons or sensory abilities. Some traditionalist shugenja sects look down upon this spell as unclean.

Name Divide The Soul Level 5 Element Void Duration 1 minute Tags
Area Self Range Personal Raises Duration (+1 minute)
The true mysteries of the Void are beyond the comprehension of non-ishiken. Using this spell, you may divide your soul across the Void, and exist in who places in the mortal realm simultaneously. The
second "you" appears anywhere you might wish within your sight when you cast the spell. You have full knowledge of all that happens in both locations, and may take any normal actions in either place
(both manifestations may take actions simultaneously as if they were two separate individuals). Only one manifestation may make a Spell Casting Roll per round. Any Wounds suffered by either
manifestation are combined when the spell ends, and if either of your selves dies, both die.

Name Hands Of The Tides Level 5 Element Water Duration Instantaneous Tags battle, travel
Area Targets up to caster's Water Ring Range 100' radius centered on the caster 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 can vary depending upon the number of people affected.

Name Level Element Duration Tags


Area Range Raises

Name Level Element Duration Tags


Area Range Raises

Name Level Element Duration Tags


Area Range Raises
Skills
Skill Name Rank Trait Roll Emphases

✘ Athletics 5 Strength 9k4

✘ Horsemanship 5 Agility 8k3

✘ Spellcraft 5 Intelligence 8k3

✘ Lore (Theology) 4 Intelligence 7k3

✘ Battle 3 Perception 7k4

✘ Calligraphy 3 Intelligence 6k3 Cipher

✘ Meditation 3 Void 7k4

Artisan (Poetry) 3 Awareness 6k3

Artisan (Sculpture) 3 Awareness 6k3

Defense 3 Reflexes 6k3

Hunting 3 Perception 7k4

Kyujutsu 3 Reflexes 6k3

Lore (Nonhuman Culture) 3 Intelligence 6k3

Kenjutsu 2 Agility 5k3

Lore (Spirit Realms) 2 Intelligence 5k3

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