Skip to main content

False Realm

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.

Castle of Air

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.

Call the Spirit

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.

Your Heart's Enemy

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.

Touch of Air's Grace

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.

Summon Fog

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.

Summoning the Gale

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.

Striking the Storm

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 prevents you from hearing others if they speak to you, however.

Soul of Kaze-no-Kami

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.

Master Cloud’s Eyes

*

The kami can share the vision of others. You may view the world through the eyes of another living creature within your line of sight. You only see, you do not experience any of the target’s other senses, and you have no control over what the target looks at. For the duration of this spell, any Perception-based rolls you make for your own body suffer a -2k2 penalty, due to the distraction created by the spell.