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Arrow's Flight

  • Ring/MasteryAir 1 (Battle)
  • RangeTouch
  • Area of Effect1 arrow
  • Duration3 Rounds
  • RaisesDuration (+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 one Rank of Kyujutsu.) 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/MasteryAir 1 (Defense)
  • RangePersonal
  • Area of Effect10' radius around the caster
  • DurationConcentration
  • RaisesSpecial (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.

Cloak of Night [CR]

  • Ring/MasteryAir 1 (Illusion)
  • RangeTouch
  • Area of EffectOne object
  • Duration1 hour
  • RaisesDuration (+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.

Gathering Swirl

  • Ring/MasteryAir 1
  • RangeCentered on caster
  • Area of Effect20' radius from caster
  • Duration1 Round
  • RaisesArea 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/MasteryAir 1 (Craft)
  • RangeSchool x 10 miles
  • Area of EffectOne known individual within range
  • DurationSpecial
  • RaisesArea (+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/MasteryAir 1
  • Range10'
  • Area of EffectOne creatuer
  • DurationSpecial
  • RaisesRange (+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.

To Seek the Truth [CR]

  • Ring/MasteryAir 1
  • RangePersonal / Touch
  • Area of EffectOne individual touched (may be the caster)
  • Duration5 minutes
  • RaisesDuration (+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.

Tempest of Air [CR]

  • Ring/MasteryAir 1 (Thunder)
  • RangePersonal
  • Area of EffectA cone 75' long and 15' wide at its end
  • DurationInstantaneous
  • RaisesArea (+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.

By the Light of the Moon [CR]

  • Ring/MasteryAir 1
  • RangePersonal
  • Area of Effect20' radius around the caster
  • Duration1 minute
  • RaisesArea (+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 the presence of these objects.

Token of Memory [CR]

  • Ring/MasteryAir 1 (Craft, Illusion)
  • Range10'
  • Area of EffectOne small (1 cubic foot or smaller) illusory object
  • Duration1 hour
  • RaisesArea (+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.

Voice of the Wind

  • Ring/MasteryAir 1
  • RangeTouch
  • Area of Effect1 target person (may be caster)
  • Duration10 minutes
  • RaisesRange (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 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/MasteryAir 1 (Illusion)
  • Range20'
  • Area of EffectOne illusory duplicate of the caster
  • DurationConcentration plus 5 minutes
  • RaisesArea (+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/MasteryAir 1 (Craft, Thunder)
  • RangePersonal or 20' (see below)
  • Area of EffectOne created Weapon
  • Duration5 Minutes
  • RaisesDamae (+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.

Blood and Darkness [CR]

  • Ring/MasteryAir 1
  • RangeCentered on caster . .
  • Area of Effect30’ radius
  • Duration10 rounds
  • RaisesArea (5’ additional radius per Raise), Duration (+2 rounds per Raise)

This spell plunges the air around the caster into an unnatural visual obscurement, either pitch black or dark blood red as the caster desires, as the kansen literally block the vision of everyone in the area of effect. Everyone who enters or remains within the spell’s area of effect, except for the caster, is considered to be Blind until they move out of the area of effect. The caster can see normally : the kansen recognize their master and do not block his vision. The zone of obscurement does not move once it is created. Magical effects or Shadowlands powers that overcome blindness can see through the obfuscation, but otherwise there is no way to overcome the effect until the spell expires.

Inspire Fear [CR]

  • Ring/MasteryAir 1
  • Range50’
  • Area of EffectOne target person
  • Duration1 hour
  • RaisesDuration (+10 minutes per Raise), Range (+10’ per Raise), Targets (+1 target per Raise)

This maho spell causes the target person to gain a Phobia of the caster’s choice. For the duration of the spell, the victim is considered to have a 3-Point Phobia (as per the Disadvantage) of a nature chosen by the caster. Mahotsukai frequently use this spell to make their victims afraid of their weapons or allies, to make shugenja afraid of their spell-scrolls, and other cruel tricks.

Legacy of the Dark One [CR]

  • Ring/MasteryAir 1
  • Range100’
  • Area of EffectOne target person/creature
  • Duration5 rounds
  • RaisesDuration (+1 round per Raise), Targets (+1 target per Raise), Special (1 additional Void point per 2 Raises)

This subtle maho spell causes distracting kansen to cluster around the target, disrupting his connection to the true Void. The target immediately loses one Void point, and cannot regain it for the duration of the spell.

Sinful Dreams [CR]

  • Ring/MasteryAir 1
  • Range300’
  • Area of EffectOne target intelligent creature
  • Duration1 hour
  • RaisesRange (+50’ per Raise), Special (1 additional Free Raise awarded per 2 Raises)

This subtle and sinister spell causes the target to experience dreams of committing dark, sinful, and dishonorable acts. It can only be cast on a person who is either sleeping or in a situation where they could easily fall asleep (resting, meditating, etc). The caster need not know exactly where the target is located. So long as the target is within the spell’s range, the spell will succeed. Due to the impact of these disturbing and distracting dreams, the victim of this spell becomes vulnerable to future manipulation by the caster. For the next 24 hours after the spell concludes, the caster gains a Free Raise on all Temptation and Intimidation rolls against the victim. The caster may Raise on the spell to increase the number of Free Raises awarded.

Ward of Divine Peace [EnE]

  • Ring/MasteryAir 1 (Wards)
  • RangeTouch
  • Area of Effect50’ radius
  • Duration8 hours
  • RaisesArea of Effect (+10’ radius per Raise)

This spell is favored by Bloodspeaker cell leaders, who use it to maintain psychological dominance over their followers. The spell’s name is an ironic joke within the cult’s ranks. The spell creates a false aura of calm and well-being that lasts for several hours. This makes it difficult for them to focus their attention or resist appeals from others. Anyone who is within the spell’s area of effect, or who enters it while the spell is in effect, suffers a -1k0 penalty to all Skill and Trait rolls that use Awareness or Willpower. This penalty lasts until the end of the spell’s duration, but does not stack with itself.