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