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SPELLS

SPELLCASTING
The Spell Casting Roll is a unique roll used by shugenja to entreat the kami and cast a spell. When
casting a spell, a shugenja rolls a number of dice equal to his rank in the relevant Ring plus his
Shugenja School Rank, and keeps a number of dice equal to his Ring. The result is compared to
the spell's TN, which is equal to 5 plus (5x the spell's Mastery Level).
A shugenja may cast only a finite number of spells per day. A shugenja character has "spell slots"
equal to his Ring in question. For example, a shugenja with Fire 3 can only cast up to 3 Fire spells
per day. All shugenja have bonus spell slots equal to their Void Ring, however, and these can be
used to cast additional spells in any element of their choice. If the shugenja described above had
Fire 3 and Void 2, for example, he could theoretically cast up to 5 Fire spells in one day if he used
both of his bonus spell slots to cast additional Fire spells.
A shugenja who fails a Spell Casting Roll is still considered to have used up the appropriate spell
slot, as the kami are angered by his failure. However, a shugenja who succeeds in the Spell Casting
Roll but then is interrupted before the spell is completed does not lose a spell slot.

Actions & Casting Time


A spell requires a number of Complex Actions equal to its Mastery Level to cast. The first of
these is spent when the caster successfully makes the Spell Casting Roll against the normal TN,
which is equal to 5 plus the spell's Master Level x 5. Each round thereafter, the shugenja must
spend a Complex Action to continue the spell. For example, a spell of Mastery Level 3 would
require three Complex Actions to complete. A shugenja casting such a spell would make his Spell
Casting Roll in the first round, expend another Complex Action the second round to maintain the
casting process, and complete the spell in the third round with a third and final Complex Action. A
spell takes effect immediately upon the completion of the last Complex Action required o cast it,
unless otherwise specified in the spell description.
A character may reduce the number of Complex Actions required to cast a spell by one for every
Raise made specifically for that purpose on the Spell Casting Roll. However, this cannot reduce the
casting time to less than one Complex Action.
Characters who are attempting to complete a spell can be interrupted if they suffer damage or are
significantly distracted during the casting process. A shugenja who is interrupted must succeed at a
Willpower Trait Roll (TN 10) to overcome the distraction. If the shugenja suffers damage, the TN
for the Willpower roll is 5 plus the amount of damage suffered. A spell that is disrupted in this
manner cannot be completed, but the shugenja does not lose a spell slot.

Affinities & Deficiencies


Virtually all shugenja Schools have an Affinity for one element and a Deficiency for another. Most
often, Affinities and Deficiencies are of opposing elements (Air and Eart are opposed, as are Fire
and Water; Void has no opposing element). This represents both the ritualized teachings of the Great
Clans and the inherently oppositional nature of the elements. A shugenja with an Affinity for an
element casts spells of that element as if his Shugenja School Rank were one higher. Conversely, a
shugenja Deficient in an element casts spells of that element as if his Shugenja School Rank were
one lower. If this reduces the shugenja's effective School Rank to zero, he cannot cast spells of that
element.

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AIR

Mastery Level 1
Arrow's Flight
Ring/Mastery: Air 1 (Battle)
Range: Touch
Area of Effect: 1 arrow
Duration: 3 Rounds
Raises: Duration (+1 Round per Raise), Special (one additional arrow per Raise)
A prayer used by shugenja to aid bushi when an arrow absolutely must hit its target. The shugenja
entreats the Air kami to play a game by guiding the arrow, and if the arrow is fired within the
duration of the spell, it will unerringly strike its target. (It must still be fired by someone with a
minimal understanding of archery - at least Kyujutsu 1) However, because it is the kami who
ultimately ensure the arrow will hit, the shot cannot benefit from the effects of Raises or
Techniques.
Blessed Wind [CR]
Ring/Mastery: Air 1 (Defense)
Range: Personal
Area of Effect 10' radius around the caster
Duration: Concentration
Raises: Special (you may target another with this spell with 3 Raises)
You summon a swirling aura of winds to protect you from ranged attacks. The buffeting winds
deflect arrows and other projectiles. While you maintain your concentration, this spell adds +15 to
your Armor TN versus all non-magical ranged attacks.
By the Light of the Moon [CR]
Ring/Mastery: Air 1
Range: Personal
Area of Effect: 20' radius around the caster
Duration: 1 minute
Raises: Area (+5' radius), Duration (+1 minute)
You call upon the kami to reveal that which has been hidden. All concealed objects within the area
of effect appear as slightly luminous outlines to you. Any non-magical concealment is revealed,
including secret compartments, trap doors, concealed weapons, etc. Only you can see them.
Cloak of Night [CR]
Ring/Mastery: Air 1 (Illusion)
Range: Touch
Area of Effect: One object
Duration: 1 hour
Raises: Duration (+1 hour)
You can upon the kami to wrap an object in their embrace, hiding it from the sight of mortal beings.
You may target any one non-living object smaller than you. This object becomes invisible to the
naked eye. Attempts to perceive it magically will automatically succeed if the Mastery Level of the
spell is higher than that of this spell. Spells of equal Mastery Level require a Contested Air Roll to
detect the hidden object. The object is still physically present and can be touched, smelled, or sense
with any normal sense other than vision.

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Gathering Swirl
Ring/Mastery: Air 1
Range: Centered on caster
Area of Effect: 20' radius from caster
Duration: 1 Round
Raises: Area of Effect (+5' radius per 2 Raises)
This spell, most often found in the scroll-satchels of magistrates and their assistants, seems to be a
simpler version of the same prayer used for Freedom of the Air. It causes the Air kami to blow
furiously through the area of effect, and while initially this seems to produce nothing but chaos,
within a few moments the winds gather several unattended items and deposit them in a neat stack
(though not an organized one) at whatever location within the area the caster might desire, including
in someone's hands if that is preferable. The caster must name the items to be collected when the
spell is cast, and only those items will be collected - a convenient way to gather scattered papers,
find a note buried under a pile, or otherwise retrieve something important with a minimum of effort.
It can also be used, more 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.
Legacy of Kaze-no-Kami [CR]
Ring/Mastery: Air 1 (Craft)
Range: School x 10 miles
Area of Effect: One known individual within range
Duration: Special
Raises: Area (+1 individual), Range (+10 miles)
You are able to 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
to it, giving it a spoken message of up to one minute in length. The bird will then fly away to
deliver the message to 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 a building with no windows, for instance) it will remain outside for up to one 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.
Nature's Touch [CR]
Ring/Mastery: Air 1
Range: 10'
Area of Effect: One creatuer
Duration: Special
Raises: Range (+10')
You are able to use the spirits of the wind to speak to an animal and ensure that it understands what
you are saying. This spell works only on natural animals, and will not work with Shadowlands
creatures or creatures from other realms. It does not guarantee that the animal will regard you
positively or that it will fulfill requests made of it, but the creature will understand anything you tell
it (within its ability to do so naturally - political relationships have no meaning to a horse, no matter
how many times you explain them). This spell lasts as long as you maintain your full and undivided
attention on the animal and continue speaking with it.

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Tempest of Air [CR]
Ring/Mastery: Air 1 (Thunder)
Range: Personal
Area of Effect: A cone 75' long and 15' wide at its end
Duration: Instantaneous
Raises: Area (+5' to the width of the cone), Damage (+1k0), Range (+5' to the length of the
cone), Special (+5 to Air TN against Knockdown per Raise)
You summon a powerful gust of air emanating from your position that crashes into all in its path,
knocking them to the ground. All targets within the area of effect suffer 1k1 Wounds and must make
a Contested Roll using their Earth against your Air. Every target that fails suffers Knockdown.
Token of Memory [CR]
Ring/Mastery: Air 1 (Craft, Illusion)
Range: 10'
Area of Effect: One small (1 cubic foot or smaller) illusory object
Duration: 1 hour
Raises: Area (+1 cubic foot in size of illusory object), Duration (+1 hour)
You can create a flawless illusion of one object. The item appears real in every way up until the
spell expires, at which point it disappears. If you are attempting to create a specific, familiar object,
such as another samurai's katana, you must declare one Raise, and that individual may make a
Contested Roll using his Perception against the total of your Spell Casting Roll to detect the
forgery. Images created by this spell are completely stationary, and if placed in a situation where
they must move (such as floating in water), disappear instantly. An image of a katana could be
created sitting on a rack, for example, but not in a samurai's obi because it would not be able to
move with the samurai. Objects created with this spell have no true physical substance and cannot
bear weight or inflict damage.
To Seek the Truth [CR]
Ring/Mastery: Air 1
Range: Personal / Touch
Area of Effect: One individual touched (may be the caster)
Duration: 5 minutes
Raises: Duration (+1 minute)
You call upon the wind to purge the mind of your target, granting him clarity. This spell may negate
temporary mental or social penalties suffered as result of a mechanical effect, including Techniques,
Wound Ranks, or other spells. The TN of the Spell Casting Roll made to cast this spell is increased
by the amount equal to the Technique Rank, Wound Rank, or spell Mastery Level used to create the
penalty in the first place. Disadvantages permanently possessed by an individual may not be
countered using this spell.
Voice of the Wind
Ring/Mastery: Air 1
Range: Touch
Area of Effect: 1 target person (may be caster)
Duration: 10 minutes
Raises: Range (change to 20' for 2 Raises), Duration (+2 minutes per Raise)
The kami of Air are fond of sounds, which are carried through their Element, and can lend their
power to strengthen the beauty, passion, and conviction of the human voice. The recipient of this
spell finds his or her voice gains timbre, depth, and resonance, becoming in every way more

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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.
Way of Deception [CR]
Ring/Mastery: Air 1 (Illusion)
Range: 20'
Area of Effect: One illusory duplicate of the caster
Duration: Concentration plus 5 minutes
Raises: Area (+1 duplicate per 2 Raises), Range (+5 feet), Special (see below)
You can entreat the capricious spirits of the wind to create a perfect duplicate of you a short
distance away. The illusion exactly reflects your appearance at the time the spell is cast, including
your clothing and any equipment. The illusion may appear anywhere within the spell's range, and
will perform whatever actions you perform while it is in effect. (If you sit down, for instance, your
duplicate will sit down as well, even if there is nothing to sit on). Once you leave the normal range
of the spell, the duplicate disappears. If you make two Raises on the Spell Casting Roll, you may
leave the area of effect and the illusion will remain in whatever position it was in when you left for
as long as you continue concentrating on maintaining the spell.
Yari of Air [CR]
Ring/Mastery: Air 1 (Craft, Thunder)
Range: Personal or 20' (see below)
Area of Effect: One created Weapon
Duration: 5 Minutes
Raises: Damae (+1k0), Duration (+5 minutes), Range (+5 feet)
You summon a swirling weapon of pure air, only visible as a foggy outline. The weapon's default
form is a yari, but one Raise can change its form to any other spear of your choosing. The weapon
has a DR 1k1. If you do not possess the Spears Skill, you may instead use your School Rank in its
place. If you do possess the Spears Skill, using this weapon grants you one Free Raise that can be
used on the Feint or Increased Damage Maneuvers. This weapons disappears if it is lost from your
hand. Instead of summoning the yari for yourself, you may cause it to appear in the hands of an ally
within 20 feet. He is treated as the caster for the purposes of the spell, but he does not gain the Free
Raise bonus.

Mastery Level 2
Benten's Touch [CR]
Ring/Mastery: Air 2
Range: Personal/Touch
Area of Effect: Target individual (may be caster)
Duration: 1 hour
Raises: Range (may increase range to 5' with a single Raise)
By calling upon the air kami to whisper suggestions to others, you may cause them to perceive the
target of this spell more positively than they otherwise might. The target of this spell gains a bonus
of +1k1, plus your Air Ring, to the total of all Social Skill rolls made for the duration of the spell.

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Call Upon the Wind [CR]
Ring/Mastery: Air 2 (Travel)
Range: Personal or 20'
Area of Effect: Target individual (may be caster)
Duration: 1 minute
Raises: Duration (+1 minute), Range (+5')
The winds can lift and buoy, carrying even the heaviest burden into the skies for short periods. The
target of this spell gains a limited form of flight, allowing him to move through the air unimpeded.
The target of the spell may make Free Move Actions, but not Simple Move Actions, and never
move more than 10' per round. Heavy winds can interfere with this movement or prevent it
altogether. At the end of the spell's duration, the target drifts harmlessly to the ground, no matter
how high he might be.
Elemental Cipher
Ring/Mastery: Air 2 (Illusion)
Range: Touch
Area of Effect: 1 written page
Duration: 1 month
Raises: Duration (1 additional week per Raise), Area of Effect (1 additional page per Raise)
Special: This spell is known only to the Imperial families, and is a favored spell of the
Seppun shugenja.
Understanding the ways of the Air reveals the indistinct line that exists between language and
cipher. A shugenja can cause a piece of writing to be placed under an elemental cipher, enticing the
kami to play a small game with those who read the text. The block of text becomes completely
unintelligible unless read by the original author or the intended recipient, whose name is whispered
as the spell is cast. Normally, an Elemental Cipher is not breakable by traditional decrypting and the
kami will only reveal the true text to the intended recipient. However, other shugenja can decipher
the kami's game and read the text by making a Spellcraft / Intelligence roll with a TN equal to the
total of the original spell-casting roll.
Flight of Doves
Ring/Mastery: Air 2 (Illusion)
Range: 25'
Area of Effect: Story told by 1 target person
Duration: 10 minutes
Raises: Range (+5 feet per Raise), Duration (5 minutes per Raise)
This spell was originally devised by the Shiba Illusionists, and is one of their few significant
contributions to the ways of magic in Rokugan. In keeping with the traditions of the Shiba
Illusionists, this spell is intended primarily for entertainment, but it can sometimes have more
practical applications (such as helping a courier describe his experiences to his lore).
The spell invokes the Air kami to "illustate" a story being recounted by another individual
(designated by the caster). The spirits will supply a visual and auditory illusion to accompany the
story, drawing the sounds and images from the mind of the storyteller. The resulting blend of story,
sound, and imagery can be quite compelling, and Kakita storytellers have been known to seek out
masters of this spell to assist their art.

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Freedom of the Air
Ring/Mastery: Air 2 (Wards)
Range: 50'
Area of Effect: 1 house or other residential building
Duration: hours equal to caster's Air
Raises: Area of effect (3 Raises to affect a building as large as an inn, 6 Raises to affect a
castle)
A cleansing ritual used by shugenja when preparing a house or other building for an important even
such as a wedding or a festival. The spell entreats the Air kami to raise a soft but carefully
controlled wind which sweeps all the dirt, insects, and other filth out of the building. The spell also
has a spiritually purifying effect, making evil or malignant spirits reluctant to remain within the
dwelling - any kansen, ghosts, or other hostile disembodied spirits within the building will leave for
a number of hours equal to the caster's Air. (Evil spirits which are exceptionally strong or which
have an extremely strong attachment to the building cannot be banished by this basic spell, however
- it is the GM's discretion whether a spirit is strong enough to resist Freedom of the Air.)
The spell was originally devised by the Seppun shugenja, but due to its great usefulness it later
spread across the Empire. The Seppun Shugenja School technique may be applied to this spell.
Hidden Visage [CR]
Ring/Mastery: Air 2 (Illusion)
Range: Personal
Area: Self
Duration: 5 minutes
Raises: Area of Effect (another person in line of sight can be targeted by this spell by making
3 Raises), Duration (+5 minutes)
Air kami are mischievous and capricious, and enjoy anything they perceive as a joke. You may call
upon them to create a subtle illusion, altering your facial features just enough that you appear to be
a different person. This spell does not allow you to impersonate specific individuals, or even people
radically different from you. You appear as a person of the same age, build, race, and gender. The
differences are subtle, enough so that you could be mistaken for your own brother or cousin.
The Kami's Whisper [CR]
Ring/Mastery: Air 2 (Illusion)
Range: 50'
Area of Effect: 10' radius
Duration: 1 round
Raises: Area (+5' radius), Duration (+1 round), Range (+5')
The kami of the wind can carry whispers for great distances, and can even create them if properly
entreated. You can 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 example. The sound can be no louder than a normal
speaking voice, and cannot impersonate a specific person's voice. If used to create the sound of a
voice, the spell is limited to twenty words.
Mists of Illusion [CR]
Ring/Mastery: Air 2 (Craft, Illusion)
Range: 20'
Area of Effect: 10' radius
Duration: 1 minute
Raises: Area (+5'), Duration (+1 minute), Range (+5')

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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.
Quiescence of Air
Ring/Mastery: Air 2 (Wards)
Range: Caster
Area of Effect: 30 foot diameter sphere
Duration: 10 Rounds
Raises: Range (change to 50' for 2 Raises), Duration (+3 Rounds per Raise)
Security in communication is of paramount importance in many situations, and shugenja often find
themselves in situations where a conversation is intended to be completely private, or when they
cannot allow themselves to be interrupted by extraneous sounds. By placating the spirits of the Air,
a shugenja can convince them to create a barrier against sounds, a bubble of silence through which
sound will not pass. The spherical sound-barrier is normally centered around the caster, although
with greater effort it can also be centered on a physical object up to fifty feet way. Once this spell is
cast, the kami will not allow any sound to enter or leave this bubble, creating absolute privacy for
anyone inside of the space. Once created, the bubble of silence will not move, even if the caster for
the target object relocates.
Characters on one side of a Quiescence of Air spell's barrier 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.
Request to Hato-no-Kami
Ring/Mastery: Air 2 (Travel)
Range: 150'
Area of Effect: 1 bird
Duration: 1 hour
Raises: Range (+50' per Raise), Duration (+1 hour per Raise)
A specialized variation of Nature's Touch, this spell is a prayer to the Fortunes that is carried by air
kami to the ears of a random bird within the spell's range. (If no bird is available, the spell as no
effect.) The bird flies down and lands on the caster's hand, and the caster may instruct it to perform
a simple task (such as carrying a message or distracting an enemy) for the duration of the spell.
With a successful Animal Handling / Awareness roll at TN 20, the caster may persuade the bird to
perform a more complex task, such as searching the area for potential enemies and reporting back.
This sort of task is subject to the GM's judgement, since if the task is too complex the bird will not
be able to comprehend it.
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 injured.
Secrets on the Wind [CR]
Ring/Mastery: Air 2
Range: 10 miles
Area of Effect: 20' radius
Duration: Concentration
Raises: Area (+5' radius), Range (+5 miles)

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The kami can carry whispers across an Empire, if properly entreated to do so. This spell requires
you to perform a preparation ritual in order to cast it effectively. The ritual requires ten minutes of
uninterrupted meditation in the area designated as the spell's area of effect. Any time within the 48
hours immediately following this ritual, you may cast this spell, and overhear anything being said in
the prepared area. If your concentration is disrupted, the effect ends and may not be renewed
without an additional preparation ritual. Only one area may be prepared via this ritual at one time.
Whispering Wind [CR]
Ring/Mastery: Air 2 (Divination)
Range: 20'
Area of Effect: Target individual
Duration: Instantaneous
Raises: Range (+5')
The air kami see very little difference between speech and thought, and can perceive both with
relative ease. By comparing the two, the kami can determine if what has been spoken is true or a lie.
Unfortunately, they have notoriously short attention spans, and thus can only assess extremely
recent conversations. By invoking this spell, you may determine if the last thing said by the target
was true or false. The kami have no concept of personal opinion, however, and if the target truly
believes what he said was true, the kami will believe it as well.
Wind-Born Slumbers
Ring/Mastery: Air 2
Range: 50'
Area of Effect: 1 target person
Duration: 5 minutes
Raises: Range (+10' per Raise), Area of Effect (+1 person per 2 Raises), Duration (+1
minute per Raise)
This spell causes the Air kami to subtly insinuate themselves into the target's body, urging him
toward weariness and sleep. A target who is physically and mentally inactive (such as a guard
standing post at night, or a samurai meditating in his dojo) will automatically fall asleep when
targeted by this spell. (The target will awaken normally if he is touched or hears a loud noise, but
otherwise sleeps until the spell's duration expires.) If the target is physically or mentally active, 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 already Fatigued, his Fatigue penalties increases as though he had gone
another day without rest.)
Wolf's Proposal [CR]
Ring/Master: Air 2 (Illusion)
Range: Personal
Area of Effect: Self
Duration: 10 minutes
Raises: Area (may target another with 2 Raises), Duration (+5 minutes), Special (+1 Honor
rank per 2 Raises)
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 the spell, your Honor Rank is considered 3 ranks higher for the
purposes of any Lore: Bushido rolls made to determine your Honor Rank.

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Mastery Level 3
Air Kami's Blessing
Ring/Mastery: Air 3
Range: Personal
Area of Effect: Caster
Duration: 8 hours
Raises: Special (double the bonus for 4 Raises)
A unique prayer that is as much a meditation as anything else, this spell is only taught in shugenja
Schools which have an Air as an Affinity. It causes the Air kami within the soul of the caster to
become more properly aligned, giving the caster a far greater grasp on the hearts and souls of other
men, along with a certain quickness of reaction. While the blessing lasts, the shugenja may add his
Air Ring to the total of all Awareness-based rolls, as well as to his Armor TN. Typically, those who
know this spell perform the Blessing each morning during their daily meditations. The effects of
this spell cannot be stacked.
Essence of Air [CR]
Ring/Mastery: Air 3 (Defense)
Range: Personal
Area of Effect: Self
Duration: 5 rounds
Raises: Duration (+1 round)
Air can be merged with the essence of a mortal, and doing 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, you
may pass through solid objects at a rate of one foot per round. You Water Ring is considered halved
(rounded down) while you remain insubstantial, and you may not cast any other spells until you
return to solidity.
The Eye Shall Not See [CR]
Ring/Mastery: Air 3 (Defense)
Range: Personal or Touch
Area of Effect: Self or target individual
Duration: Concentration
Raises: None
You call upon the kami to create an area of distraction surrounding you, drawing all attention away
from you and your actions. The kami whisper in the ears of those within 20' of you (or of the target
if you cast the spell on someone else), causing them to be conveniently distracted from your
presence. You are not invisible, but those within 20' of you will not see you as long as you do not
make any loud noises or otherwise draw attention to yourself. Those outside that distance are not
distracted, however, and will see you perfectly well regardless of your action or inaction.
Garbled Tongue
Ring/Mastery: Air 3 (Illusion)
Range: 30'
Area of Effect: 2 conversing persons (one may be the caster)
Duration: 5 minutes
Raises: Area of Effect (+1 person per 2 Raises), Duration (+1 minute per Raise)

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Originally developed by Asahina shugenja, this spell found its way into the hands of the Soshi and a
few other orders after several minor incidents in court. It is sometimes considered to be a
dishonorable spell, but in fact its uses need not be for subterfuge. Rather, much like the Crane
courtiers' technique of Cadence, the spell allows discretion in communication in situations where
this would not normally be possible. It relies on the playfulness of the Air kami and the subtleties of
language.
The spell causes the kami to obscure a conversation between two or more persons. The Air spirits
create a second layer of speech, one heard by everyone except those actually participating in the
conversation (who may include the caster). Though the speakers are aware of this false layer of
speech, they will clearly hear the actual conversation taking place. The illusion cannot normally be
penetrated except by reading lips (since they will not match the false conversation), although a
shugenja can pierce the deception by winning a Contested School Rank / Air roll against the caster.
Mask of Wind [CR]
Ring/Mastery: Air 3 (Illusion)
Range: Personal
Area of Effect: Self
Duration: 1 hour
Raises: Area (may target another with 2 Raises), Duration (+10 minutes)
A skilled shugenja can petition the kami to create incredibly elaborate illusions to obscure one's
identity and appearance. You may use this spell to adopt the appearance of any humanoid creature
of approximately the same size, up to one foot taller or shorter than you. You could use this spell to
assume the guise of a kenku, for example, because they roughly the same size as humans. A goblin
or an ogre would be impossible, however, because they are too short and too large, respectively.
Soul of Kaze-no-Kami
Ring/Mastery: Air 3
Range: 20'
Area of Effect: 1 target person (may be the caster)
Duration: 10 minute
Raises: Duration (+2 minutes per Raise)
This spell calls on the Fortune of Wind to infuse the target's soul with the cooling serenity of an icy
northern breeze, rendering him or her resistant to the pressures of emotion and stress. The target
seems impervious to any sort of emotional manipulation or psychological pressure; in reality, he
does feel normal emotions, but the presence of the Air kami mute their impact, so the target can
perceive his own emotions as something distant and abstract.
The target of this spell gains a bonus of +2k2 to resist the effects of any Social Skill Roll or Fear
effects. However, the same icy serenity which makes him resistant to others' manipulation also
makes it difficult for him to perceive the emotions of others; he suffers a -2k0 penalty to any
Awareness-based Social rolls.
Striking the Storm [CR]
Ring/Mastery: Air 3 (Defense)
Range: Personal
Area of Effect: Self
Duration: 3 rounds
Raises: Duration (+1 round)
The most powerful winds can turn aside not only arrows, but steel as well. You may summon a
buffet of winds that surrounds you in an unrelenting cocoon of swirling air. Your Armor TN is
increased by +20 against both melee and ranged attacks. The force of the winds surrounding you

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prevents you from hearing others if they speak to you, however.
Summoning the Gale [CR]
Ring/Mastery: Air 3 (Defense)
Range: 50'
Area of Effect: Target individual (may be the caster)
Duration: Concentration
Raises: Range (+5')
Swirling winds can be commanded to circle a designated target, preventing ranged attacks being
made in either direction. This spell affects an area thirty feet around the target in all directions.
Everyone within the affected area gains a +15 bonus to their Armor TN against ranged attacks.
However, everyone within the area also suffers a penalty of -3k3 to all ranged attack rolls.
Summon Fog [CR]
Ring/Mastery: Air 3
Range: 100'
Area of Effect: 50' radius
Duration: 1 minute
Raises: Area (+5' radius), Duration (+1 minute), Range (+10')
The kami can be petitioned to coalesce in an area as they do on the coast, creating a thick, obscuring
fog. Within the area affected by your spell, the visibility is decreased to a meager five feet. Fabrics
and other absorbent materials within the spell's area of effect will become damp or even wet if they
remain within it long enough. Small sources of open flame, such as candles, might be extinguished
as well, at the GM's discretion. The moistness of fog is extremely damaging to rice paper.
Touch of Air's Grace
Ring/Mastery: Air 3 (Illusion)
Range: Touch
Area of Effect: 1 target person (may be caster)
Duration: 1 hour
Raises: Duration (+10 minutes per Raise)
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 fest 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.
Mechanically, the spell negates the effects of the Disturbing Countenance and Benten's Curse
Disadvantages for its duration. If the target does not possess one or both of those Disadvantages, he
or she instead gains the benefits of the corresponding Advantages (Dangerous Beauty and Benten's
Blessing). If the target already possesses both of those Advantages, the spell does not award any
additional benefit (the Air kami find it boring to try to improve someone who is already so
attractive).
Your Heart's Enemy [CR]
Ring/Mastery: Air 3 (Illusion)
Range: 25'
Area of Effect: One target individual
Duration: 5 rounds
Raises: Duration (+1 round), Range (+5')

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the kami can see into the hearts of mortals, and can use that information at a shugenja's request. You
manifest the kami as an illusion of the thing your target fears most in the world. It may be an
individual (the man who killed his father), or an item (A cursed blade that brought ruin to his
family), or even a vista of some sort (an image of an enemy slaying his family). This effectively
generates Fear 4 that the target must overcome. Only the target can see the specifics of the illusion;
others see only a hazy outline that appears to be a small fog cloud.

Mastery Level 4
Call the Spirit [CR]
Ring/Mastery: Air 4
Range: Special
Area of Effect: Target spirit
Duration: 5 minutes
Raises: Duration (+1 minute)
Essentially an extremely powerful, specific form of the basic spell Summon, Call the Spirit allows a
shugenja to summon any particular spirit, regardless of its realm, to have a discussion. You may use
this spell to summon any spirit from any of the spirit realms, although realm denizens that are not
spirits (such as Fortunes) are immune. If you know something specific about the spirit, either
having seen it before or having intimate knowledge of its actions (for example, "the spirit that killed
my father"), you may summon that spirit in particular. The nature of the spell prevents the spirit
from attacking you unless you attack first, but it will not necessarily be friendly. The spirit
disappears as soon as the spell's duration expires. This spell can potentially summon extremely
dangerous creatures, such as oni, and should be used with caution.
Castle of Air
Ring/Mastery: Air 4 (Defense, Illusion)
Range: Self
Area of Effect: 20' radius around the caster
Duration: 10 rounds
Raises: Duration (+2 Rounds per Raise), Special
The prayer commonly known as Castle of Water protects the caster by creating a physical barrier of
water kami to obstruct attackers. The Castle of Air, by contrast, protects the caster by creating a
cunning illusion that confuses and bewilders attackers. The Air kami create a circular barrier of
false sounds and images, making it incredibly difficult for attackers to actually perceive the correct
location of anyone within the bounds of the Castle of Air. An attacker may believe he is striking at
the caster when he is actually swinging at empty space.
The circular barrier of illusions is centered on the caster. Once cast, it remains in place regardless of
whether or where the caster moves. The illusions can only be fully perceived by those who were
outside of the Castle of Air when it was cast; those within the Castle when it appears can easily
perceive the shadowy, insubstantial nature of the illusions. If foes from outside the Castle attempt to
attack those within it, the illusions will try to misdirect or fool them. 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 manage to briefly see through the illusion and
may attack normally for that Round (only). A failure means the illusion tricks them and they suffer a
-5k0 penalty to their attack rolls that Round. The illusions cannot affect enemy spells, since the Air
kami cannot fool other kami.

False Realm [CR]

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Ring/Mastery: Air 4 (Battle, Illusion)
Range: 250'
Area of Effect: 100' radius
Duration: 1 hour
Raises: Area (+10' radius), Duration (+10 minutes)
The greatest masters of the wind can create illusions of such beauty and clarity that those affected
by them might truly believe they were somewhere else. You can completely alter the appearance of
the terrain within the area of effect of this spell. You can make a miserable swamp loo, sound, and
smell like a beautiful garden, or vice versa. Although these illusions can be extraordinarily intricate
and completely convincing to all other senses, they still have no substance and cannot be touched.
Funeral Rites
Ring/Mastery: Air 4
Range: N/A
Area of Effect: N/A
Duration: 5 minutes
This ritual was originally devised by the Kitsu sodan-senzo, but due to its widespread applicability
it quickly spread to other shugenja families and schools. The Kitsu wished all Rokugani to properly
venerate the ancestors, and thus had no difficulty sharing their discovery with the Isawa and the
other clans as well. For those who do not have Kitsu blood, this spell is one of the very few ways in
which shugenja can actually communicate with the ancestors while in Ningen-Do.
The spell is actually an hour-long ritual prayer which can only be performed in the company of a
recently deceased individual's relative within twenty four hours of the funeral (which both the
shugenja and the relative must have participated in properly). Other shugenja may assist in the ritual
if they also know the spell; they do not need to make Spellcasting rolls, but are still considered to
use up a spell slot. Once the prayer is properly completed (a successful Spellcasting Roll by the lead
shugenja), the caster and the relative may both converse for a few minutes with the spirit of the
recently departed. (If extra shugenja assist in the ritual, each assisting shugenja adds +1 minutes to
the duration of the spell.)
Typically, this ritual is only used in situations where the living relatives want to make quite sure
they are properly remembering and honoring their newly-departed ancestor. The exact results of
communing with the 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.
Gift of Wind [CR]
Ring/Mastery: Air 4 (Illusion)
Range: Personal
Area of Effect: Self
Duration: 5 minutes
Raises: Duration (+1 minute)
The ultimate gift of the wind spirits is to become like the wind itself; unseen. The wind kami
surround you and render you completely invisible. No non-magical vision can detect your presence.
You can still be touched, heard, and smelled, but unless you attack someone else, you remain
invisible for the duration of the spell. The kami consider attacking someone to be ruining the joke,
and immediately end of the spell's effect if you do so.

Howl of Isora
Ring/Mastery: Air 4 (Thunder)

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

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Although it requires great favor, the air kami are willing to coalesce into a solid form for a short
period of time if they are fond enough of the priest asking them. You may create a small object out
of the air itself, something that can be held in one or both hands and that does not weigh more than
twenty pounds at most. This creation is an illusion, but it can be used functionally, including
damage if it is a weapon. The object disappears completely at the end of the spell's duration.
Seeking the Way
Ring/Mastery: Air 4 (Illusion)
Range: Touch
Area of Effect: Caster's trail for 1/2 mile
Duration: 3 hours
Raises: Duration (+1 hour per Raise), Area of Effect (1 additional person's trail per Raise),
Special (Additional quarter mile of trail per Raise)
This spell is a subtle illusion used to conceal a shugenja's trail from pursuers. The spell convinces
mischievous Air kami to hide the tracks of the shugenja (and his mount, if any), along with any
other evidence of his passage (such as broken branches). In their place it create a false trail of
similar evidence leading in a completely different direction for the same distance. The illusionary
trail will follow a reasonable route (e.g. it will not go straight up cliffs or directly into a lake, for
example) and will normally be flawless to others' perception; however, someone tracking by scent
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.
Symbol of Air [CR]
Ring/Master: Air 4 (Ward)
Range: Touch
Area of Effect: Special
Duration: Permanent
Raises:None
Priests of the kami are capable of inscribing powerful wards that invoke the power of the elements
against all who attempt to pass them. A Symbol of Air must be inscribed on a solid object, most
often a door, window, gate, or other passageway. Anyone attempting to pass through this
passageway or otherwise pass by the area protected by the Symbol is affected by the protective
ward. Such persons must succeed at a Contested Roll using their Earth against the caster's Air.
Those who fail are affected by a powerful drowsiness, and must succeed at a Willpower Roll
against the total of the Spell Casting Roll used the create the ward or fall into a deep sleep for one
hour. Those affected by the spell cannot be woken by normal means, but will awaken instantly if
subjected to any attack or form of harm, as the kami will not be party to such humorless tricks. You
may only have one Symbol of Air in existence at any time, and Symbol spells of different elements
may never affect the same area. This spell may be dispelled by another casting of Symbol of Air
from any shugenja, or y destroying the surface where the Symbol was etched.
Tenjin's Ear
Ring/Mastery: Air 4 (Travel)
Range: Caster
Area of Effect: 30' radius around the caster
Duration: 5 minutes
Raises: Range (change to Touch for 3 Raises), Area of Effect (+5' radius per Raise),
Duration (+1 minute per Raise)

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Special: Must be Unicorn Clan Shugenja
Named after the Fortune of Scribes, this powerful invocation was originally created by the Unicorn
and derived from their secret Meishodo magic. So far as anyone knows, the spell has never been
taught to anyone outside of the Unicorn Clan. The spell persuades the Air kami to carry the true
meaning of words to the caster's ear, allowing him to perceive the tongue of foreigners. for the
duration of the spell, all audible human speech within the area of effect is made intelligible to the
caster, regardless of what language is used. The spell does not grant any enhanced hearing (so
whispers still cannot be heard), nor does it bestow any capacity to speak in return.
Whispers of the Forgotten
Ring/Mastery: Air 4
Range: 50'
Area of Effect: 1 target person (may be caster)
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 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 2 Raises instead.
It may be noted that there are a handful of stalwart souls in Rokugan who truly do not have any sins
haunting their past. Such rare persons are immune to the effects of this spell; it is left to the GM's
discretion whether a particular target is truly noble enough to shrug off the Whispers of the
Forgotten.
Some priests of a more ascetic nature have also been known to cast this spell on themselves in order
to remind themselves of their past failings and the need for humility in the face of their human
frailties.
Wisdom of the Kami
Ring/Mastery: Air 4
Range: Touch
Area of Effect: Caster
Duration: 1 minute
Raises: Duration (+1 minute per Raise), Special (+1 additional Skill Rank, once, for 3
Raises)
This prayer invites the kami of the Air into the mind of the shugenja himself, enhancing the
shugenja's mind and thoughts, causing him to be able to make better use of his skills and
knowledge. For the duration of the spell, the caster 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. When the duration of the spell expires all benefits are lost and
any memories of the 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.

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

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Draw Back the Shadow [CR]
Ring/Mastery: Air 5
Range: 100'
Area of Effect: 30' Radius
Duration: Instantaneous
Raises: Area (+5' radius), Range (+10')
Just as the kami craft illusions, they can cast them aside. Within the area affected by this spell, any
illusions created by spells of Mastery Level 4 or lower are automatically dispelled. Spells of
Mastery Level 5 or 6 require a Contested Air Roll between you and the shugenja who created those
spells; if you are successful, those illusions are dispelled as well. Ongoing magical effects that are
not illusions may also be dispelled by this spell, but require a Contested Ring Roll between you and
their creator, using your Air versus his appropriate Ring.
Echoes on the Breeze [CR]
Ring/Mastery: Air 5
Range: Personal
Area of Effect: One target individual
Duration: Concentration
Raises: None
No destination is beyond the reach of the wind. With a simple prayer to the kami, you can send your
words across the span of the Empire, whispering into the ear of anyone you need to send a message.
The person must be someone you know, and the spell will establish a link between you two of you
only as long as you concentrate. You may communicate with one another, although you only hear
each other's voices as whispers. Both participants are instantly aware when the connection is forged,
and either can end it at any point.
Facing Your Devils
Ring/Mastery: Air 5
Range: 30'
Area of Effect: 1 target person or creature
Duration: 10 Rounds
Raises: Range (+10' per Raise), Duration (+2 Rounds per Raise)
This is a dangerous and powerful spell which had appeared among ronin shugenja from time to time
for almost a thousand years of Rokugani history. The spell is often regarded as wicked by clan
shugenja, so those ronin who learn it guard its secrets carefully and only pass it on to their most
trusted students. Typically no more than one or two shugenja in a generation will learn it.
Facing Your Devils appears to call on the Air kami to test the kharmic and elemental balance of a
soul by deliberately misaligning the target's Elements. The spell switches the highest and lowers
Traits of the target for the duration. This may result in changes to the target's Ring Ranks, with
potentially severe consequences (e.g. a dropping Earth Ring reducing available Wounds, for
example). The caster may choose the affected Traits in case of a tie.
Those who use Facing Your Devils see it as a means to teach others the importance of balance in all
things, but much more nefarious and cruel uses are certainly possible and have been employed more
than once, lending the spell to a sinister reputation. The Air spirits seem to find the spell amusing,
since they do not always recognize the harm it can cause.

Legion of the Moon [CR]

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Ring/Master: Air 5 (Illusion)
Range: Personal
Area of Effect: 10' radius from the caster
Duration: 5 minutes
Raises: Area (+5'), Duration (+1 minute)
The Moon can reveal what is hidden, but also conceal those who receive its blessings. You may
summon the greater blessing of the Moon and envelop a large group of people within it, completely
obscuring them from sight. Every individual you choose within the area of effect of this spell is
rendered invisible to all normal senses for the duration of the spell. Those within the area that you
choose to exclude are not affected. Anyone affected by the spell who performs any action that
physically interacts with another individual is immediately excluded from the spell effect.
Slayer's Knives [CR]
Ring/Mastery: Air 5 (Thunder)
Range: 30'
Area of Effect: Corridor of air 10' wide
Duration: Instantaneous
Raises: Area (+3' wide), Damage (+1k0 per 3 Raises)
The wind can be deadly to those unprepared for its fury. You summon a powerful wind that tears
through anything in its path. At your behest, the kami create a corridor of air filled with a cutting
wind that inflicts a DR equal to your Air Ring +2k0 to everything in its path. (For example, a
shugenja with Air 4 would inflict 6k4 damage with this spell). Paper and light cloth are destroyed
instantly, although heavier cloth may only be damaged. Anyone damaged by these winds must
succeed at an Earth Ring Roll (TN 20) or be Knocked Down.

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