new spells rise from the ashes - · pdf filenew spells fire spells ... phoenix clan only,...

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New Spells Fire Spells Emergence of the Masters Base TN: 20 Casting Time: 8 Duration: 1 round per participant Mastery Level: 8 Concentration: Full Raises: Duration, Casting time Effect: Ritual: This complex ritual causes a battle frenzy to descend upon its targets. For each shugenja the target(s) receive the following. 1 shugenja +0K1 to all damage rolls. 2 shugenja +0K1 to all damage rolls for 3 people 3 shugenja +0K2 to all damage rolls and Fear rating 2 for 5 people 4 shugenja +0K2 to all damage rolls and Fear rating 2 for 7 people 5 shugenja +0K3 to all damage rolls and Fear rating 3 for 10 people The Phoenix Reborn Phoenix Clan Only, Secret Base TN: 10 + TN of opposing spell Casting Time: 3 actions Duration: Instant Mastery Level: 4 Concentration: None Raises: Casting time Effect: Ritual: Destroys spells currently active. The Phoenix understand the nature of magic all to well and so are better at unraveling spells better than any other clan. The Soul of Shiba Phoenix Clan only, Secret Spell Base TN: 25 Casting Time: 1 hour Duration: Permanent Mastery Level: 10 Concentration: Full Raises: None Effect: Ritual: This ritual is perhaps the most difficult ever created. The shugenja is able to call back the spirit of the recently killed. This ritual destroys the scroll upon which it is written and takes the caster to KO status in health whether it's successfully or not. This spell must be cast within the targets Void X2 days of the targets death. If cast after that there is a 50% chance that the target will arise as an undead warrior. Rise from the Ashes Base TN: 20 Casting Time: 5 Duration: 5 rounds Mastery Level: 6 Concentration: Full Raises: Duration Effect: Through the use of skill-full manipulations of the spirits in the area, the shugenja exerts a "no-glory" zone about the battle area. Anyone caught in this zone cannot gain glory or honor for any action he attempts or succeeds at. All those within the zone feel the loss of glory as if they are tarnished and dirty. This spell is considered a corrupt spell and was created after the Phoenix Elemental Masters started researching the Black Scrolls. Fear's Bane Isawa Family only, Secret Base TN: 20 Casting Time: 5 actions Duration: Instant Mastery Level: 8 Concentration: None Raises: None Effect: Ritual: The casters reach out and immolate a choosen target at great range, reducing him a pile of ash. This spell is seen as unhonorable, and when someone dies of its effect, the casters are often sought out and killed in the most brutal and painful manner. The scroll is destroyed in the process.

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Page 1: New Spells Rise from the Ashes - · PDF fileNew Spells Fire Spells ... Phoenix Clan Only, Secret Base TN: 10 + TN of opposing spell ... the image is just that, an image and cannot

New Spells Fire Spells Emergence of the Masters Base TN: 20 Casting Time: 8 Duration: 1 round per participant Mastery Level: 8 Concentration: Full Raises: Duration, Casting time Effect: Ritual: This complex ritual causes a battle frenzy to descend upon its targets. For each shugenja the target(s) receive the following. 1 shugenja +0K1 to all damage rolls. 2 shugenja +0K1 to all damage rolls for 3 people 3 shugenja +0K2 to all damage rolls and Fear rating 2 for 5 people 4 shugenja +0K2 to all damage rolls and Fear rating 2 for 7 people 5 shugenja +0K3 to all damage rolls and Fear rating 3 for 10 people The Phoenix Reborn Phoenix Clan Only, Secret Base TN: 10 + TN of opposing spell Casting Time: 3 actions Duration: Instant Mastery Level: 4 Concentration: None Raises: Casting time Effect: Ritual: Destroys spells currently active. The Phoenix understand the nature of magic all to well and so are better at unraveling spells better than any other clan. The Soul of Shiba Phoenix Clan only, Secret Spell Base TN: 25 Casting Time: 1 hour Duration: Permanent Mastery Level: 10 Concentration: Full Raises: None Effect: Ritual: This ritual is perhaps the most difficult ever created. The shugenja is able to call back the spirit of the recently killed. This ritual destroys the scroll upon which it is written and takes the caster to KO status in health whether it's successfully or not. This spell must

be cast within the targets Void X2 days of the targets death. If cast after that there is a 50% chance that the target will arise as an undead warrior. Rise from the Ashes Base TN: 20 Casting Time: 5 Duration: 5 rounds Mastery Level: 6 Concentration: Full Raises: Duration Effect: Through the use of skill-full manipulations of the spirits in the area, the shugenja exerts a "no-glory" zone about the battle area. Anyone caught in this zone cannot gain glory or honor for any action he attempts or succeeds at. All those within the zone feel the loss of glory as if they are tarnished and dirty. This spell is considered a corrupt spell and was created after the Phoenix Elemental Masters started researching the Black Scrolls. Fear's Bane Isawa Family only, Secret Base TN: 20 Casting Time: 5 actions Duration: Instant Mastery Level: 8 Concentration: None Raises: None Effect: Ritual: The casters reach out and immolate a choosen target at great range, reducing him a pile of ash. This spell is seen as unhonorable, and when someone dies of its effect, the casters are often sought out and killed in the most brutal and painful manner. The scroll is destroyed in the process.

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Air Spells Flight of Doves Base TN: 5 Casting Time: 1 actions Duration: instant Mastery Level: 3 Concentration: None Raises: None Effect: This spell lets loose a flock of illusionary doves that momentarily confuses the opponent. The target must make a Willpower check to see if he is not distracted at TN 15. Mystical Terran Scorpion Clan Only Base TN: 10 Casting Time: 3 actions Duration: 1 hour Mastery Level: 5 Concentration: Casual Raises: Duration, Casting Time Effect: Creates a illusionary terrain around the caster, centered on a geographical location (i.e., a tree or a large rock). This illusionary terrain is a useful battlefield spell, as it will confuse attackers into making blunders into magically covered traps. Kuroshin's Prayer Unicorn Clan Only Base TN: 15 Casting Time: 5 actions Duration: instant Mastery Level: 6 Concentration: Full Raises: Distance to target Effect: The shugenja reaches out with his mind and whispers a message into the ears of a loyal follower who is close by. This telepathic whisper will lead the loyal follower to the caster. The range of the spell is 1 kilometer initially and can be raised to a maximum of 5km. Agasha's Illusion Dragon Clan: Agasha Family Only Base TN: 15 Casting Time: 5 actions Duration: 1 hour Mastery Level: 5 Concentration: Casual Raises: Duration, Number of items

Effect: This spell cloaks items that the caster carries, such as swords, and scrolls. The shugenja may cloak one item per Void of the caster. Asahina's Breath Crane Clan: Asahina Family Only Base TN: Willpower of target x 5 Casting Time: 3 actions Duration: Instant Mastery Level: 6 Concentration: None Raises: None Effect: This spell was created to force "unhonorable" people to fight the duels that they were challenged to fight. The spell is cast on the challenged person who has decided that flight is the better part of valour. It is whispered that Cranes will secretly use this spell to goad people into a duel so that they can kill them in honorable combat. Mirror Image Base TN: 20 Casting Time: 5 actions Duration: 1 hour Mastery Level: 7 Concentration: Casual Raises: Duration, casting time Effect: This spell creates a mirror image of the target, which can be commanded to perform simple tasks. The shugenja must remember that the image is just that, an image and cannot wield real weapons or hurt people. A good look (Perception + Investigation at TN 15) will cause the observer to notice something different about the image. All Distances are One Base TN: 15 Casting Time: 4 actions Duration: Instant Mastery Level: 6 Concentration: None Raises: Casting time, distance Effect: The Ide are evidently capable of instantly traversing vast distances in the blink of an eye. A thoughtful shugenja once remarked how useful that was and attempted to duplicate the effect. The spell isn't as useful or powerful are the Ide Family Spell, but is useful none the less. Once cast the shugenja merely vanishes from one spot and reappears up to 100' away, as long as the target landing spot is in the line of sight.

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For each raise the shugenja can raise that distance by an additional 50'. Stifling Wind Base TN: 10 Casting Time: 2 actions Duration: 3 rounds Mastery Level: 4 Concentration: Casual Raises: Duration, Area of effect Effect: The shugenja causes a foul, stale wind to blast into the target. The target must make a Simple Stamina roll at TN 15. If not successful the target is overcome with a coughing and gasping fit for duration of the spell and cannot act except to back out of the area of effect. The spell targets a 10 X 10 foot area. If successful the target is merely at +5 to all his TN due to the smell and lack of good air. Virtuous Heart Base TN: 15 Casting Time: 1 Duration: Instant Mastery Level: 6 Concentration: None Raises: None Effect: This spell causes a target to decide that discretion is the better part of valour and backs down from what ever engagement he is currently engaged in. The target must make a Willpower roll at the casters Honor Rank X 5 to resist. Amnesia Base TN: 10 Casting Time: 2 actions Duration: Rank if caster in Actions Mastery Level: 6 Concentration: Full Raises: Duration Effect: This spell reaches out to a leader/general on the battlefield and causes him to become adleminded for the duration. The caster must concentrate fully upon the target for as long as the spell is running. Raises can be used to increase the duration of the adlemindedness for 1 action per raise.

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Water Spells Essence of Water Base TN: 20 Casting Time: 5 actions Duration: 1 hour Mastery Level: 6 Concentration: None Raises: Duration, Amount stat is raised by Effect: Ritual: This spell is a powerful incantation that infuses the target with the very essence of Water. The target's Strength and Perception are raised by 1 each for the duration Strength of Osano-wo Base TN: 10 Casting Time: 3 actions Duration: Instant Mastery Level: 4 Concentration: None Raises: None Effect: Ritual: The shugenja instantly transfers all the targets wounds into himself in an effort to heal the target. If more than one shugenja participate in the ritual, then the wounds are split amongst them. This spell has been known to kill the caster, and as such, it is common sense to cast it in teams of 2 to 4 shugenja. Flood Base TN: 15 Casting Time: 5 actions Duration: Instant Mastery Level: 7 Concentration: None Raises: Damage, casting time, radius of effect, difficulty of defence Effect: This spell creates an intense blast of water that strikes a visible target and all people and objects within a 10' of the target. The DR of the spell is 6 to anyone in the spell's area of effect. Anyone in this area may make a Reflexes + Defence roll at TN 15 in order to escape the brunt of the blast and only suffer a DR 2 effect. Once cast the scroll will dissolve. The shugenja can increase the radius of the effect by 5' per Raise and may increase the TN of the defence roll by 5 per Raise. The Purity of Kitsu Lion Clan: Kitsu Family Only Base TN: 15 Casting Time: 5 actions

Duration: Instant Mastery Level: 4 Concentration: None Raises: Casting time, area of effect Effect: This spell reaches out and calms the mind of all people in a 10' area. Fear and other mind-altering effects produced by a third part are nullified. The shugenja can extend the range of the spell by an additional 5' per Raise. Soshi's Curse Scorpion Clan: Soshi Family Only Base TN: 15 Casting Time: 3 actions Duration: Instant Mastery Level: 5 Concentration: None Raises: DR, area of effect Effect: This spell freezes the very water element in the air and thus turns air to ice. Used on a target it will result in a DR 3 attack. The shugenja can increase the number of targets through raises. Lord Moon's Smile Base TN: 5 Casting Time: 1 action Duration: Instant Mastery Level: 4 Concentration: None Raises: None Effect: This spell prevents a target from performing any actions for one round of combat. Whispers of Twilight Base TN: 15 Casting Time: 3 actions Duration: 3 rounds Mastery Level: 5 Concentration: Casual Raises: Duration, casting time, number of targets Effect: This spell entraps several personalities in a kind of stasis. The spell initally targets two individuals, but more targets can be added for every raise, at one extra person per raise.

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Earth Spells Mighty Protection Base TN: 15 Casting Time: 5 actions Duration: 5 rounds Mastery Level: 6 Concentration: Full Raises: Duration, number of targets Effect: Ritual: This powerful ritual creates mystic armor on a number of targets. The mystic armor adds 10 to the TN to be hit of the target. The shugenja may affect 1 additional target per raise. Hiruma's Last Breath Crab Clan: Kuni Family Only Base TN: 15 Casting Time: 5 actions Duration: 1 hour Mastery Level: 8 Concentration: None Raises: None Effect: This spell infuses a target with power, canceling all negative effects that are currently upon the target. The target may fight at full strength and dice till he drops dead. This spell is reserved for those who know that they have no way out and is often referred to as the Kamikaze Crab spell by none Crab shugenja. It is rumored that the last of the Hiruma shugenja created the spell before their castle was swallowed into the Shadowlands.

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ICE (Hyoushou) Castle of Ice Base TN: 10 Casting Time: 3 actions Duration: 1 hour Mastery Level: 6 Concentration: Focused Raises: Casting Time, Duration Effect: A massive wall of ice forms in front of the caster, protecting him against opponents. It is 10 feet high and 5 feet wide. Raises will increase the size of the wall, adding 5 feet of width or height. The wall has an initial length of 5 feet X the casters Water Ring. Raises can be used to increase this by 10 feet per raise. Raises can also be used to increase the spell's duration by 1/2 hour per raise. The caster can shape the wall as he sees fit, making it round or curved or anything that appeal to him. Orb of Ice Base TN: 15 Casting Time: 3 actions Duration: Instant Mastery Level: 5 Concentration: None Raises: Damage, number of targets Effect: The caster summons a sphere of ice that can be cast at a target. The sphere can be of two sizes, either 6inches in diameter or a 3ft sphere. The type of sphere matters. The smaller spheres are capable of being shot at multiple targets, while the larger must be shot at one target. The DR of the smaller sphere is 3 while the larger is equal to the 2 + the Water Rank of the caster. Freeze Water Base TN: 10 Casting Time: 5 actions Duration: 1 hour per Water Rank Mastery Level: 7 Concentration: Full Raises: Area Effect: Ritual: The caster touches the body of water he wishes to freeze and then breathes on it with a cold breath. The spell can easily freeze small bodies of water, like koi ponds, sections of small streams and such. In order to freeze a larger body of water takes considerably more power. The area frozen must be increased with raises in order to freeze more liquid. Each raise increases the initial 50X50ft area by 10X10ft.

Ice Sheet Base TN: 15 Casting Time: 2 actions Duration: Till it melts Mastery Level: 6 Concentration: Full Raises: None Effect: The area in front of the caster becomes covered in slippery ice. All who stand upon it must make a Reflexes roll to stay upright. The caster can create a 20X20ft area of ice. Entomb Base TN: 15 Casting Time: 4 actions Duration: 5 turns Mastery Level: 9 Concentration: Focused Raises: Duration Effect: The caster attempts to encase a target in solid ice, making for lack of better words, a people-cicle. The DR of this spell is 5 and even if the target isn't killed outright, he suddenly finds himself frozen within ice, suffering from frostbite and intense cold. Each turn within the ice the target takes another DR1 till the ice is broken. Long term effects of frostbite and hypothermia are left up to the GM. Ice Teleport Base TN: 15 Casting Time: 4 actions Duration: Instant Mastery Level: 6 Concentration: Focused Raises: Distance, casting time Effect: This strange spell encases the target in ice and the lets him teleport to a memorized location up to 1 mile away. The caster can increase the distance by 1/2 a mile per raise. House of Ice Base TN: 20 Casting Time: 5 actions Duration: 1 hour per Water Ring Mastery Level: 6 Concentration: Full Raises: Duration Effect: The caster cause a room to become like a walk in freezer, causing anything that walks into it to instantly freeze. This is a good trap spell, as it is difficult to notice that it is in place till it is too late. TN to spot the condition of the room is 15, and is a Perception test. Anyone entering the

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room suffers from the effects of the Entomb in Ice spell, taking DR5 and being frozen in ice. Storm Base TN: 20 Casting Time: 1 hour Duration: 2 hours Mastery Level: 7 Concentration: Total Raises: Duration Effect: Ritual: This powerful spell is used to create storms of the element of ice. Snow, hail, sleet, ice and combinations of the four can be created and sent at a target area. In the case of ice storms, the storm can actually cause damage to the buildings and land. Any of these storms cast during the summer can cause crops to wither and die and thus when such a storm happens the caster is usually hunted down and executed with extreme prejudice. Shimobashira Base TN: 5 Casting Time: 1 Duration: Instant Mastery Level: 4 Concentration: None Raises: Lag time Effect: This is a rather sneaky spell created by the practitioners of Ice magic. The caster creates a contained explosive force of ice within a small nodule of ice. The caster rolls this nodule towards the target, an action that is sometimes almost unnoticed. The nodule is literally an ice grenade. It explodes a set time after it leaves the casters hands, sending out shards of razor sharp ice in all directions. The DR of the Ice Bomb is equal the Water Ring of the caster. The lag time for detonation is normally 3 actions, though this can be increased or decreased via raises. No-Dachi of Ice Base TN: 15 Casting Time: 3 Duration: 10 actions Mastery Level: 4 Concentration: None Raises: Casting Time, duration, weapon damage Effect: The caster creates a no-dachi of pure ice. The weapon's DR is 4. If the caster is knocked unconscious then the weapon vanishes.

Ice Armor Base TN: 10 Casting Time: 5 actions Duration: 10 rounds Mastery Level: 6 Concentration: None Raises: Duration Effect: The caster creates a suit of armor about the target of pure hardened ice. The armor doesn't hurt the target in anyway but it does give of an aura of cold that causes numbness to all within 5ft of the bearer of the armor (+5 to all action's TNs. The armor is the equivalent of heavy armor. Wave of Frost Base TN: 10 Casting Time: 3 actions Duration: 1 hour Mastery Level: 6 Concentration: Focused Raises: Duration, area Effect: A visible wave of frost that spreads outwards from where the caster touches the ground, it kills all plants it touches. The area is some 20X20ft in size.

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SMOKE (Kemuri)

Castle of Smoke Base TN: 10 Casting Time: 3 actions Duration: 1 hour Mastery Level: 6 Concentration: Focused Raises: Casting Time, Duration Effect: A wall of choking smoke forms in front of the caster, protecting him against opponents. It is 10 feet high and 5 feet wide. Raises will increase the size of the wall, adding 5 feet of width or height. The wall has an initial length of 5 feet X the casters Air Ring. Raises can be used to increase this by 10 feet per raise. Raises can also be used to increase the spell's duration by 1/2 hour per raise. The caster can shape the wall as he sees fit, making it round or curved or anything that appeal to him. Cloud Base TN: 5 Casting Time: 1 Duration: 5 rounds Mastery Level: 6 Concentration: Focused Raises: Area, Duration Effect: A cloud of choking smoke fills the area, causing one to cough harshly. Anyone caught by the cloud must make a Stamina test at TN 10 every round in order not loose one action due to hacking cough and watering eyes. Weapon of Smoke Base TN: 10 Casting Time: 4 Duration: 5 rounds Mastery Level: 7 Concentration: None Raises: Duration, Damage Effect: A bow and arrow of smoke appears within the targets hands. The smoky arrows inflict a DR of 2 every time they hit. Body of Smoke Base TN: 20 Casting Time: 5 rounds Duration: 1 hour Mastery Level: 8 Concentration: Casual Raises: Duration Effect: The caster slowly transforms his body in that of smoke. He is able to flow through cracks, under doors, and even fly in a limited fashion.

Wings of Smoke Base TN: 10 Casting Time: 3 actions Duration: 2 minutes Mastery Level: 4 Concentration: Full Raises: Duration, Casting Time, Carrying Capacity Effect: The caster flies upward on great smoke wings, borne aloft into the sky. The caster can carry his own weight and 30 extra pounds per raise. Smoke Storm Base TN: 10 Casting Time: 3 Duration: 10 rounds Mastery Level: 3 Concentration: Casual Raises: Duration, Area Effect: The caster summons a voluminous billowing cloud of inky black smoke. This smoke totally cuts off visibility. Anyone caught within the cloud is unable to see, unless they possess the ability to see in total darkness. Illusion Base TN: 15 Casting Time: 3 actions Duration: 7 rounds Mastery Level: 7 Concentration: Casual Raises: Duration Effect: The caster causes the smoke to swirl and coalesce into an illusion of something that the caster knows well. Possible items include chests, weapons, clothes, etc. These items can not harm a person. Ice Mist Base TN: 10 Casting Time: 4 Duration: 1 Hour Mastery Level: 7 Concentration: Casual Raises: Duration, Area of effect Effect: A cloying chilly mist spreads out from the caster and covers the area around him. The mist is numbing to the feel, causing +5 to all TNs for all actions.

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Stench of Fu-Leng Base TN: 10 Casting Time: 2 actions Duration: 5 rounds Mastery Level: 6 Concentration: None Raises: Area covered, duration Effect: The caster summons a fog that smells like the very pit of Fu-Leng himself. The fog is dark gray in color and anyone caught in its area must make a Stamina roll at TN 15 each round in order not to loose their lunch. The fog covers a 10X10ft area and can be increase by 10ft for each raise. Fog of Fear Base TN: 15 Casting Time: 4 actions Duration: 5 rounds Mastery Level: 7 Concentration: Casual Raises: Duration and Area of Effect Effect: The caster summons a fog that causes those caught within it to experience immense levels of dread. The fog is dark gray in color and anyone caught in its area must make a Fear 3 check each round. The fog covers a 10X10ft area and can be increase by 10ft for each raise.

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DUST (Funjin)

Castle of Dust Base TN: 10 Casting Time: 3 actions Duration: 1 hour Mastery Level: 6 Concentration: Focused Raises: Casting Time, Duration Effect: A swirling wall of dust forms in front of the caster, protecting him against opponents. It is 10 feet high and 5 feet wide. Raises will increase the size of the wall, adding 5 feet of width or height. The wall has an initial length of 5 feet X the casters Earth Ring. Raises can be used to increase this by 10 feet per raise. Raises can also be used to increase the spell's duration by 1/2 hour per raise. The caster can shape the wall as he sees fit, making it round or curved or anything that appeal to him. Dust Whip Base TN: 10 Casting Time: 4 Duration: 5 rounds Mastery Level: 7 Concentration: None Raises: Duration, Damage Effect: Dust circles and forms into a whip like weapon. The weapon requires the skill Whip to use and does DR 4. Dust Jet Base TN: 15 Casting Time: 2 actions Duration: Instant Mastery Level: 8 Concentration: None Raises: Range, DR. Effect: The caster raises his hand and unleashes a jet of dust that scours flesh from bone. The range of the jet is 50 yards and can be extended by 5 yards per raise. The DR for the jet is 4. Shape Dust Base TN: Varies Casting Time: 5 actions Duration: 1 hour per Rank Mastery Level: 6 Concentration: Full Raises: Duration, type of object Effect: The caster raises dust from the surrounding area and forms it into objects of practical use. Clothes, hats, parchment and even

armor can be formed. The TN for a simple object like a piece of parchment is 10, for a more complex object such as clothes, the TN is 15. Light armor has a TN of 20 to be formed. Stone/Earth to Dust Base TN: 20 Casting Time: 8 actions Duration: Instant Mastery Level: 9 Concentration: Full Raises: Area of effect Effect: Ritual: The caster reaches out and reduces the stone and earth about him to dust. The base amount of area that can be reduced is a 20X20 foot cube, which can be increase by 5X5 feet per raise. This ritual can potentially devastate a wall. Servant of Dust Base TN: 15 Casting Time: 5 actions Duration: 1 day per rank Mastery Level: 8 Concentration: Full Raises: Duration Effect: The caster summons a strangely humanoid figure made of dust that serves the caster as a servant. The Dust Servant can not speak, nor can it attack. It can carry trays, serve food and drink, write down what it is told, catalog materials, etc. The servant is immune to damage, blades cut right through him. He is of average height and looks like a dark hued mannequin. They have no discernable sex, though the caster can make the servant male or female in basic shape. The duration can be increased by 1 day per raise. The servant has the following statistics. Earth 2 (Stamina 5) Water 3 (Strength 4) Fire 1 (Agility 3) Air 3 Void 0 Dust Storm Base TN: 15 Casting Time: 4 actions Duration: 5 rounds Mastery Level: 7 Concentration: Casual Raises: Duration. DR Effect: The sky darkens and a storm of dust blasts into the targets with the force of a whirlwind. The dust clogs breathing, blinds

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sight and makes skin it. The storm causes DR 2 in damage and gives a +5 to all TNs that are needed. Dust Golem Base TN: 25 Casting Time: 1 hour Duration: 1 day per rank Mastery Level: 9 Concentration: Full Raises: Duration Effect: Ritual: Much like the Servant of Dust spell, this ritual summons forth a servant made of dust, only in this case there is one fundamental difference. This summoned creature is summoned for the purpose of fighting and nothing else. The creature is a massive hulking humanoid, the size of an ogre. It lumbers along at a slow pace but is easily able to fight. The duration may be increased by 1 day per raise. The Dust Golem has the following statistics. Earth 2 (Stamina 5) Water 3 (Strength 6) Fire 1 (Agility 3) Air 4 Void 0 Attack (9K3 - fists) Damage: (8K4)

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DARKNESS (Kuragari)

Castle of Darkness Base TN: 10 Casting Time: 3 actions Duration: 1 hour Mastery Level: 6 Concentration: Focused Raises: Casting Time, Duration, Strength of Wall Effect: A wall of darkness forms in front of the caster, protecting him against opponents. It is 10 feet high and 5 feet wide. Raises will increase the size of the wall, adding 5 feet of width or height. The wall has an initial length of 5 feet X the casters Fire Ring. Raises can be used to increase this by 10 feet per raise. Raises can also be used to increase the spell's duration by 1/2 hour per raise. The caster can shape the wall as he sees fit, making it round or curved or anything that appeal to him. Katana of Darkness Base TN: 15 Casting Time: 3 Duration: 10 actions Mastery Level: 4 Concentration: None Raises: Casting Time, duration, weapon damage Effect: The caster creates a katana of darkness. The weapon's DR is 3. If the caster is knocked unconscious then the weapon vanishes. Dark Bolt Base TN: 15 Casting Time: 3 actions Duration: Instant Mastery Level: 5 Concentration: None Raises: Damage, number of targets Effect: The caster launches a ball of dark energy at his opponent. The DR of the ball is 3. Soul Fire Base TN: 20 Casting Time: 6 actions Duration: Instant Mastery Level: 7 Concentration: None Raises: Damage, casting time Effect: The caster seemingly strikes his opponent with a searing dark flame that burns the soul itself. The DR of Soul Fire is 4.

Hide Base TN: 15 Casting Time: 2 actions Duration: 8 rounds Mastery Level: 8 Concentration: None Raises: Duration Effect: The caster melds into the natural shadows that are about him. Night Vision Base TN: 10 Casting Time: 4 actions Duration: 6 rounds Mastery Level: 5 Concentration: None Raises: Duration Effect: The caster is able to see in twilight conditions. Dark Vision Base TN: 15 Casting Time: 4 actions Duration: 6 rounds Mastery Level: 7 Concentration: None Raises: Duration Effect: The caster is able to see pitch darkness as if it were day. Fear Base TN: Highest Willpower X 5 Casting Time: 3 actions Duration: Instant Mastery Level: 7 Concentration: None Raises: Number of targets, Casting time Effect: The caster reaches out with the power of the dark and infuses fear into his target. The initial fear level is equal to the caster's rank or any number under that, thus a Rank 3 caster can cast a Level 3 fear, a Level 2 fear, or a Level 1 fear. Cloak of Darkness Base TN: 15 Casting Time: 5 actions Duration: 6 rounds Mastery Level: 8 Concentration: Casual Raises: Number of targets, duration

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Effect: The caster cloaks himself and a number of targets in shadows, rendering them almost invisible. Call of Night Base TN: 25 Casting Time: 1 hour Duration: 1 night Mastery Level: 10 Concentration: Full Raises: None Effect: Ritual: This ritual is capable of ushering a night of utter darkness, so black that to go outside without light is to tempt the Dark One from sending his minions to destroy you. Anyone who goes out on such a summoned night has a possible chance of being attacked by darklings, evil spirits who hide within the utter darkness. It is not known who these spirits hold allegiance to, Fu-leng or The Living Darkness. Shadow Meld Base TN: 15 Casting Time: 3 actions Duration: Instant Mastery Level: 6 Concentration: None Raises: None Effect: The caster is able to step from one shadow to the next. The distance to the next shadow must be within sight of the caster.

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Multi-Element Spells Fires of Retribution Forbidden knowledge - 3pts By: Lee Huynh Element: Fire and Air TN: Special Casting Time: 1 action Duration: Instantaneous Master: 5 Concentration: Total Raises: Damage, Range Effect: A particularly nasty spell developed by one of their prodigies, the Phoenix clan restrict the use of this spell to only the highest ranking Masters of their schools, or during desperate times. A much more powerful and deadly version of Counterspell, Fires of Retribution sends a blue-red streak toward another shugenja who is casting a spell, and the Air spirits severs the connection between shugenja and spirits. Not only does this counter the spell, it also sends a shock and sudden whiplash of fire back to the target, burning him. The TN of this spell is the TN of the opposing spell plus 5 times the opposing shugenja's rank, minus 5 times the caster's rank (essentially, add/subtract 5 times the difference of ranks). The TN also goes up another 5 for each round the other shugenja has spent attempting to cast/maintain his spell. The range of this spell is fifty feet, plus ten feet per rank. This spell has a DR of 3, plus another DR of 1 for each round the shugenja does not spend extinguishing the fire. Crystal Strike By: Lee Huynh Element: Earth and Fire TN: 10 Casting Time: 2 actions Duration: Instantaneous Mastery: 6 Concentration: None Raises: Damage, Number of targets Effect: This spell is cousin to Jade Strike. Developed by a shugenja who actually had knowledge about the Living Shadow, this spell unfortunately has been lost for centuries. Summoning power from Amaterasu herself, shards of crystal fly at a Shadowlands or Living Shadow target. At the tail of each shard is a flame, illuminating a bright trail from source to destination. The light going through the crystal is what makes this spell effective against he

Living Shadow (and, in fact, this is one of the only few spells that has any effect). Crystal Strike has DR of 3, with Raises to increase number of die rolled. Number of targets can be increased by one per Raise.

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Void Spells 1st Ring of the Void Look into the Void Base TN: 10 Casting Time: 3 Actions Duration: Instantaneous Mastery Level: 4 Concentration: None Raises: None Effect: The shugenja attunes himself or a target to the void. By staring into the infinite possibilities, the spells target may spend all their Void Points at once instead of 1 by 1. 3rd Ring of the Void Disrupt Aura Base TN: 5+TN of spell targeted Casting Time: 2 actions Duration: Instant Mastery Level: 3 Concentration: None Raises: None Effect: This spell will attempt to disrupt a spell already cast and in a 'duration' mode, such as Evil Ward. Augury Base TN: 15 Casting Time: 5 actions Duration: Instant Mastery Level: 7 Concentration: Full Raises: Number of questions asked Effect: The caster may ask one question about the possible outcome of the future. 4th Ring of the Void A Prophecy Fulfilled Base TN: 25 Casting Time: 5 actions Duration: 5 rounds Mastery Level: 9 Concentration: None Raises: None Effect: Ritual: The spell calls upon the Fortunes to aide the recipient. The scroll upon which the spell is recorded is destroyed as the Fortunes respond and place their aide within the target.

The target receives aide on a continual basis, ever growing in power till he is overwhelmed with energy. Upon the ending of this spell, the target drops unconscious. He can be awakened if necessary with normal means. The target receives +1 to each of physical stats each round, till they reach 5. When all stats reach 5 the spell begins its' duration. 5th Ring of the Void A Thunder's Sacrifice Greater Clans only Base TN: 20 Casting Time: 5 actions Duration: 5 rounds Mastery Level: 8 Concentration: None Raises: Duration Effect: The shugenja who casts this spell is engaging one of the most powerful spells created. The shugenja needs a willing sacrifice for this spell to work. The shugenja opens a conduit for the sacrifice who then uses his or her own spirit to reinforce a fellow warrior. Dying warriors sometimes make this request to help hold the line in a battle, added their own spiritual strength to a fellow bushi. The aided bushi doubles all his physical traits for the duration of the spell and also ignores half the damage done to him from all hits. Any spell that is targeted on him must be cast at an additional +5 to its TN, representing the increased spiritual energy about person. Purity of the Seven Thunders Greater Clans only Base TN: 20 Casting Time: 10 minutes Duration: Instant Mastery Level: 7 Concentration: None Raises: Damage Effect: Ritual: This is a powerful ritual is rarely cast and even then it takes a lot of consideration before such a drastic ritual is implemented. The power of the ritual is such that all Shadowlands creatures within 500 feet of the spell will be destroyed. The reason this ritual is so dangerous is because the lead caster is sacrificed in the completion of the spell. The ritual requires a minimum of 4 shugenja to implement. The DR of the spell is 7 and can be raise by 1 for each

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raise bid. The spell scroll and the caster are destroyed at the end of this spell. Prophecy of the Hero Base TN: 25 Casting Time: 3 hours Duration: 1 year Mastery Level: 8 Concentration: None Raises: None Effect: Ritual: This powerful spell places the power of Prophecy within the target. The shugenja has reached out to the Fortunes and blessed the target with their aid. The target receives the benefit of the Luck level 3 advantage, as well as the Great Destiny advantage. Of course great power comes with a great price. If the target ever refuses a duel or becomes dishonored he will suffer from the equivilant of Bad Luck level 3 as well as loose all his honor. He may also never be the target of this ritual again. The Kami Watch Over Me Base TN: 25 Casting Time: 1 hour Duration: Instant Mastery Level: 5 Concentration: Full Raises: See below Effect: Ritual: This complicated ritual requires a number of Shugenja gather who's total Void equals 10 or more. The ritual causes time to reset itself as the Void mages restructure reality itself. This ritual is the pinnacle of all Void magic and has only ever been cast once. Only the current Elemental Master of the Void possesses this rare spell. The spell can roll back 1 day per raise up to the maximum of 3 days.

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Maho Spells Plain of Desperate Evil Base TN: 20 Casting Time: 10 Duration: 1 hour Mastery Level: 7 Concentration: Full Raises: duration, area of effect Effect: Ritual: This dark ritual causes an area of 100ft by 100ft to blight, wither and grow foul. This will impede battles, adding 5 to the TN of all actions which take place on that blighted terrain. The area can be increased through raises, at an extra 100ft X 100ft per raise. 5 raises will automatically attempt to cover 1 square mile with the blight. Legions of Fu-leng Base TN: 20 Casting Time: 3 hours Duration: Permanent Mastery Level/Wounds Required: 8/1 wound per follower called Concentration: None Raises: Number of followers called Effect: Ritual: This Maho summons a number of small, goblin-like servants to the caster. These servants will carry out the casters orders for as long as they stay alive (about 1 year), and as long as the caster feeds them a diet of flesh. The servants have the same stats as an average Goblin. Strength of the Dark One Base TN: 5 Casting Time: 2 actions Duration: Instant Mastery Level/Wounds Required: 3 Concentration: None Raises: Number of targets Effect: This Maho cause fear in all within its effect zone. The fear rating is 4. The caster may affect 1 additional target per raise. Possession Base TN: 25 Casting Time: 1 day Duration: Permanent Mastery Level/Wounds Required: 7 Concentration: None Raises: None

Effect: Ritual: At some point, as Maho-tsukai crave more power. It is at this point that this ritual becomes a tempting prize to obtain and cast. Many suspect that the ritual has detrimental effects on it's caster but in the end the prospect of having the power of an Oni is too much for a Maho-tsukai to resist. Of course this is what an Oni is counting on when they 'accidentally' let the location or knowledge of this ritual fall into the hands of the Maho-tsukai. This ritual almost kills it's caster and perhaps it would be best if it did, for when completed the ritual summons forth the Oni and binds it irrevocably to the caster. The Oni now has a physical body that can pass for human and with such a body it means that the Oni can travel into Rokugan and do it's evil without being spotted for a good length of time. The caster of the spell is still there, so to speak, but his will is no longer purely his own. Imagine voice sitting in the back of your head continually telling how to maim, kill, rape, torture, etc. This is what the Maho-tsukai has to put up with. Of course he is also continually wrestling for control of his body with the Oni. Upon completion of the spell the Maho-tsukai must roll a Contested Willpower roll with the Oni. If he succeeds then the Maho-tsukai is in control of his body for a time. Every week this test must be performed once again as the Oni attempts to assert control. If the Oni ever asserts control the Maho-tsukai must make a daily test to see if he or she can wrest control back. The Oni who give this ritual out are careful to try and pick those they think are easily controlled so that they can gain control of the body and keep it that way. While the spirit of the Oni possesses the Maho-tsukai he benefits from many advantages. He gains the special abilities of the Oni, such as invulnerability, resistance to fire, etc. He also gains +2 to his Void, +1 to his Strength, Stamina and Perception. Unfortunately he also picks up any disadvantages the Oni suffers from, such as vulnerabilities to Jade or fire, etc. The mortal appearance of a possessed Maho-tsukai rarely changes. Little things might become apparent if one searches for them, such as one eye a different colour, or the ears slightly pointed, tufts of hair in strange locations, the Maho-tsukai gets taller, he constantly mutters to himself and other small quirks. There are only two ways to separate a possessed Maho-tsukai. One is to kill him outright. This of course will only destroy the Maho-tsukai and the Oni's spirit will return the Oni's body and not be injured. The second

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option is to hunt down the Oni's body and destroy it. This will destroy the spirit as well and free the Maho-tsukai from the possession. The Maho-tsukai will immediately take half his hits in damage as well as suffering from the Disadvantage of Weakness for a period of one month. Summon Nightstalker Base TN: 15 Casting Time: 8 actions Duration: Permanent Mastery Level/Wounds Required: 5 Concentration: None Raises: None Effect: Ritual: The Maho-Tsukai attempts to summon a creature known as a Nightstalker. The Nightstalker is a shadowy figure, almost ninja like in its overall features. The Nightstalker follows the orders of its summoner until its death. A Nightstalker has the following stats. Earth 2 (Stamina 4) Air 2 (Reflexes 4) Water 2 (Strength 4) Fire 3 (Agility 4) Void 2 Stale Wind Base TN: 10 Casting Time: 2 actions Duration: 4 rounds Mastery Level/Wounds Required: 3 Concentration: None Raises: Duration, Area of effect Effect: A powerful wind of stale air wafts over the target area. This air is full of taint as well as disease and germs. The area affected is 10 X 10 feet in size and all targets within the area of effect must make a Simple Stamina roll at TN 15 not be overcome with the fumes. The wind also carries the Taint and any prolonged contact will cause the targets to receive a point of Taint. A full four rounds inside the cloud of tainted, stale air will cause a target to receive 1 Taint point. The caster can increase the duration by 1 round for each raise bid or the area of effect by 5X5 feet. Gift of the Maker Base TN: 20 Casting Time: 6 hours Duration: Permanent Mastery Level/Wounds Required: 10 Concentration: Full Raises: None Effect: Ritual: This maho spell causes a target to become an undead, Shadowlands minion of

Fu-leng. It is a horrific spell that corrupts the target fully and totally. The only chance to save against the spell is a Hard (TN 20) Void roll. A success here means that the spell gives the target 2 full Taint points instead of total corruption. Thy Master's Will Base TN: 30 Casting Time: 1 hour Duration: Permanent Mastery Level/Wounds Required: 8 Concentration: Full Raises: None Effect: Ritual: A dark spell that resurrects a dead man under the control of Fu-leng. This is a corrupt version of the Phoenix resurrection spell.

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Shinobi Spells Face Blur Element: Air Base TN: 10 Casting Time: 1 action Duration: 5 turns Mastery Level: 3 Concentration: Casual Raises: Duration Effect: This spell causes the face of the target to blur ever so slightly so that one will not be able to recognize it if they need to later. False Tracks Element: Earth Base TN: 15 Casting Time: 2 actions Duration: instant Mastery Level: 4 Concentration: None Raises: Length of Tracks Effect: The caster causes all his tracks in a Rank X 5 feet length to vanish into the earth. He may increase the length by 5 feet for each raise. Find Direction Element: Water Base TN: 10 Casting Time: 1 action Duration: 10 minutes Mastery Level: 4 Concentration: Casual Raises: None Effect: The shugenja is able to determine the proper direction towards his target destination. Lesser Distraction Element: Air Base TN: 5 Casting Time: 1 action Duration: Instant Mastery Level: 5 Concentration: Instant Raises: None Effect: The caster causes a minute distraction that makes a guard possibly look the other way. Target makes a Willpower roll at TN 15 not to look towards the distraction. Deepen Shadow Element: Air Base TN: 15 Casting Time: 2 actions

Duration: 1 hour Mastery Level: 5 Concentration: None Raises: Duration Effect: The caster causes the shadows all around him to deepen and lengthen, providing cover for stealth. Featherfoot Element: Air Base TN: 5 Casting Time: 1 action Duration: 10 rounds Mastery Level: 4 Concentration: Casual Raises: None Effect: The caster or target is able to walk as light as a feather across the ground. Age to Destruction Element: Fire Base TN: 20 Casting Time: 5 actions Duration: Instant Mastery Level: 7 Concentration: None Raises: Amount of Material Effect: The caster causes an area of material to age rapidly to dust. The Shinobi-shugenja uses these spells to destroy locks, doors and similar things. The initial area is that of a small lock, and this can be increased through raises to the size of a door. Detect Living Element: Earth Base TN: 15 Casting Time: 2 actions Duration: Instant Mastery Level: 5 Concentration: None Raises: Area of Effect Effect: The caster can detect all living creatures within a 20X20 foot area and can increase that area by 10X10 foot for each raise. Greater Distraction Element: Air Base TN: 10 Casting Time: 2 actions Duration: None Mastery Level: 6 Concentration: None

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Raises: Number of Targets Effect: This spell causes a number of targets (minimum of 2) to be distracted on a failed Willpower vs TN15 roll. For each raise the caster can add 1 target. Improved Featherfoot Element: Air Base TN: 15 Casting Time: 2 actions Duration: 10 rounds Mastery Level: 6 Concentration: Casual Raises: Number of targets Effect: This spell causes a number of targets (minimum of 2) to able to walk as light as feathers. For each raise the caster can add 1 target. Improved Mirror Image Element: Air Base TN: 25 Casting Time: 5 actions Duration: 1 hour Mastery Level: 7 Concentration: Casual Raises: Duration, Casting Time Effect: The original spell only created a single image to fool others. This spell creates several copies of the target to confuse opponents. Shadowform Element: Shadow Base TN: 20 Casting Time: 1 hours Duration: 1 hour Mastery Level: 9 Concentration: None Raises: Duration Effect: This is one of the most incredible spells created by the shugenja of the ninja families. It literally transforms the target into a being of pure shadow who can slip between cracks, walk across walls and ceilings, and even meld into the darkness. The caster can increase the duration for 1/2 hour per raise.

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Ghost Spells From: Chris Bell <[email protected]> Sense Ghost (Air) Base casting time: 1 action Base TN: 10 (5 for Kitsu Shugenja) Duration: 10 minutes Mastery Level: 1 Concentration: Casual Raises: Duration, information concerning ghosts, number of people affected. This spell allows the Shugenja to sense all spirits of the dead, including Yurei and other hungry ghosts, Gaki, Ancestors of various types, as well as more common ghosts of animals, magical creatures and dead humans. Each raise above the first will give the caster insight into the nature of the ghost, such as what role in the celestial order the person may have had in life, area of Jigoku that the ghost either comes from or should reside in, and so on. Note that Oni do not specifically fall under the category of "spirit of the dead' for the purposes of this spell, unless they are specifically a tainted ghost, such as certain kinds of hungry dead are. The ghost will not necessarily communicate with the Shugenja and may not even be aware of his or her presence, as many ghosts are oblivious to the living. To communicate with the dead, Commune with Dead is needed. The Shugenja may cast this spell on others, so they too can percieve the dead. Commune with Dead (Water) Base Casting Time: 3 actions Base TN: 15 Duration: 10 minutes Mastery Level: 3 Concentration: Casual Raises: Duration, number of people affected, casting time While under this spell, the caster can speak to and fully interact with all ghosts, including wandering ghosts, hungry dead and ancestors. While under the spell, all ghosts and other spirits of the dead within line of sight

will notice the caster, and the caster can speak and fully interact with all ghosts in the area, to the extant of being possibly harmed by them, although the caster can do the same to any ghosts as well. Kitsu Sodan-Senzo use this spell to battle evil ghosts, in addition to it's more peaceful purposes, as Shugenja magic that are physical in nature don't affect most ghosts. However, under this spell, all spells and weapons that the Shugenja use affect any ghosts within line of sight (subject to normal ranges.) The only other powers that can affect incorporeal ghosts are esoteric powers like Void Magic. The dead will percieve the Shugenja as being dead, as well. Traditionally, a Mask of some kind is worn while using this spell, and it's often claimed that Kitsu himself invented it. Summon Ghost (Earth) - Ritual Spell - Kitsu secret spell, Maho Spell Base Casting Time: 1 Hour Base TN: Special Mastery Level: 3 Concentration: Full Raises: Duration, power of ghost This spell calls forth a ghost from the depths of Jigoku. Kitsu Sodan-Senzo use this spell with great care, only using it to call benevolent Ancestors (usually of the Lion Clan) for counsel or aid, while Maho-Tsukai use this spell for more horrid purposes. Most other Shugenja schools refuse to make use of these kinds of spells, as it's considered inauspicious for their to be constant contact between the living and the dead. This suits the Lion fine, as the other clans have little to no wisdom concerning the realms of the dead. Wisely, the Isawa leave magic of this kind to the Kitsu, and consult with them as experts on ghostly matters with much respect. Another reason the Ikoma libraries are so complete is that the Ikoma have the Kitsu respectfully call forth great heroes, humbly asking ancient heroes of all the clans their stories, so that tyhey can be remembered for all time.

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Ghosts are usually happy to do this, as worship and rememberance makes existence easier in Jigoku and more rapidly prepares them for their next life. A note about summoning. The Kitsu always treat the dead with great respect, so all summonings are humble requests from them. Also note that the spell only summons ghosts who are presently in Jigoku. Ghosts that roam the Earth and have escaped the confines of Jigoku must be physically tracked down. Maho-Tsukai make use of this spell, as well. However, Maho users often call forth ghosts with brute force, enslaving them and raping their knowledge. Kitsu hate such Maho-Tsukai with a passion beyond words, and any Maho-Tsukai caught can expect to receive a.special form of justice from the Kitsu. Most plead and beg to be burned to death or tortured on the rack as opposed to being handed over to the Kitsu, who often plan special receptions for Maho Necromancers with the ghosts of all whom they've made suffer. The actual spell takes at least 1 hour, plus 1 hour per raise used within the spell. The base TN is the average of the Rings of the Ghost, times 5, or the ghost's Void X 5. Ancestors can not be directly summoned with this spell directly, and specialty secret school spells of the Kitsu can supposedly summon the likes of Akodo himself or the ghosts of the 7 thunders, although this has never been confirmed. The calling is done while all participants (even non spell casters) wear specially prepared masks, with a circle of snactified salt, and preferably in an ancestral shrine. Maho Tsukai also use masks, but also make a suitable sacrifice to Fu Leng and make use of a circle of blood. If the spell is successfully, the ghost in question appears within the circle, and stays for the intended duration. Usually, Kitsu have the circle of salt or area around them prepared with Ward Ghost, as oftimes summoned

ghosts may not be friendly. Sense Ghost and Commune with Dead are usually also cast as well. From: Chris Bell <[email protected]> To: <[email protected]> Subject: Revised Sodan-Senzo Pt II - Ghost spells continued Date: Saturday, October 16, 1999 1:15 AM Continuing with my ghost spells, included herein are some more tools of the ghost-Shugenja's trade... Ward Ghost (Fire) (Ritual) Base Casting Time: 1 hour Base TN: Special Base TN: 15 Mastery Level : 3 Concentration: None, once cast Raises: Duration, area, strength of ward This spell is cast using a sanctified circle of salt, or alternatively fuda prayer strips used to mark off entrances, entryways or containers. The circle itself starts at 10 feet in diameter, and can be increased by 10 feet per raise. The spell creates a barrier that has a strength equal to the caster's Fire ring, +1 per raise. Any ghosts attempting to cross the barrier or touching the ward must match the strength of the barrier in a resisted test of the ward's rating against the ghost's Willpower. If the Ghost wins, the barrier or ward is shattered and the ghost may pass freely. If the ghost fails, it can't pass and it's damaged with a damage rating equal to (ward strength) K (Rank of Shugenja who cast the spell). For example, when Kitsu Hino casts this spell, he creates a ward around the shrine with a strength of 5 (his Fire rating, +2 raises.) He's a rank 2 Kitsu Shugenja, so his ward rolls 5K2 when damaging ghosts. Alternatively, a Shugenja can create a barrier that will repel a ghost but will not harm it, and will not shatter should it be breached. Any attempt by the ghost to use powers across the barrier is

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considered an attempt to breach it and the ghost will be harmed accordingly. The ward can be set up, and the salt circle can also be used with Summon Ghost, with the ward restraining the ghost just summoned. This is used by the Kitsu only in the case of clearly hostile ghosts. This is however a commonly known Ritual, known by all Shugenja schools. Banish Ghost (Air) Base Casting Time: 3 actions Base TN: 15 Mastery Level: 3 Concentration: Full Duration: until ghost escape Jigoku again Raises: Casting time, duration, size of area effected This spell will force any ghosts haunting a particular place back to Jigoku, unless eithjer the judges of the dead have decreed that the dead one has returned for a righteous cause, or the ghost is a named ghost who can try to resist the spell's effects. This spell is effective for banishing common Yurei and Gaki, while those who died from murder, betrayal, the Shadowlands and other evils will simply be chased away from the Shugenja's immediate presence. The Shugenja doesn't necessarily have to be able to perceive the ghost in question, although it helps. The Shugenja waves a prayer stick and tosses about salt while reading the spell from his scroll, commanding all unhealthy and wandering ghosts to leave the place. Common ghosts and ghosts of animals can be banished with a base roll of 15, plus 1 raise for each additional ghost banished. More powerful dead, such as Gaki and the like, must win a resisted test of their Earth against the Shugenja's air, or else be banished back to Jigoku. If they win, they are still forced from the area but are free to stay in Rokugan. Powerful, named ghosts that are either bound to Rokugan by curses and the like must also test Earth against the Shugenja's Air, but failure

means the ghost can stay and failure means that the ghost must leave the area. The ghost in question can not return to the area for a period of days equal to the Shugenja's school rank, plus 1 day per raise.. The basic area affected is 10 square feet. Each raise adds 10 feet, but the area is squared for each additional Shugenja that participates in the Ritual, so that 3 shugenja casting this ritual would affect without raises an area equal to 1000 square feet. Groups of Kitsu reguarly sweep Lion castles free of ghosts on various holidays, and the practice is common in homes and temples by other Shugenja. Blessing of the Ancestors (Kitsu Secret School Spell) (Void) Base Casting Time: 1 Day Base TN:Special Mastery Level: 4 Concentration: None, once cast Duration: 1 Day Raises: stronger Ancestor, duration With this spell, the Shugenja calls down the notice and favor of a particular Ancestor. This gives the Shugenja or a designated target the normal advantages and disadvantages associated with a particular Ancestor. The spell will normally grant the blessings of a 2 CP Ancestor to a character, who for the duration of the spell acts as if he or she had actually bought that Ancestor with CP. Each raise adds 1 CP value to the Ancetsor who's blessing will be granted. Note that this is not the same as summoning an Ancestor, as the Ancestor does not actually appear, but instead grants favor to the subject of the spell. Normally, a day-long Ritual is conducted where the Ancestor who's blessings are sought is praised, prayed to, and who's history and heroic deed are recited. Non-Lion Ancestors will even bless Lion troops, in return for the worship and praise they receive. If possible, the Kitsu will usually summon the Ancestor prior to the

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blessing with Summon Ghost, and implore the Ancestor permission to request the blessing. Negotiations between non-Lion ancestors and Kitsu Shugenja can be quite tricky, and Ancestors will not usually assist the Lion or anyone else against their native clan. Most will however assist against Gaijin and the Shadowlands, however. A number of factors influence this spell, which follow. Shugenja is asking the him/herself be blessed = 1 free raise Ancestor and recipient members of same clan = 1 free raise Ancestor and recipient members of same family = 2 free raises Antipathetic familes or groups (Phoenix and Crab, peasant and imperial ancestor) = -1 free raise or +5 TN Enemy Families/Clans/Schools or groups (Lion and Crane) Called for purpose for/against Ancestor's wishes = +/- 3 raises The recipient keeps the benefits of the Ancestor for 1 day (plus 1 per raise spent on duration.) In this way spirits of great heroes assist the Lion Clan. Use of Ghost Spells -

These spells are *not* gained automatically by Shugenja when they complete their training, unless of the Kitsu Sodan-Senzo school (see my revised school in upcoming posts.) All of these spells may be learned, however, using the normal spell selection process that's part of character creation. All Shugenja schools teach Sense Ghost, Commune With Dead, Ward Ghost and Banish Ghost. Blessing of the Ancestors seems to be a Kitsu secret school spell that no other school has as of yet duplicated. Also note that even though Blessing of the Ancestor's uses Void as a spell trait, this is not normal Ishi Void Magic, but Kitsu Ancestor Magic. The fact that this spell uses Void for it's stat should not imply that the Kitsu can learn any other Void magic, or that Isawa Ishi can learn the speciality Kitsu ancestor spells. Aside from that, the various Ghost spells listed can be used just like any other Shugenja spells. The Kitsu Shugenja school specializes in the use of Ghost spells, although they're quite capable magicians with the elements as well.