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Air Kami's Blessing

  • Ring/MasteryAir 3
  • RangePersonal
  • Area of EffectCaster
  • Duration8 hours
  • RaisesSpecial (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/MasteryAir 3 (Defense)
  • RangePersonal
  • Area of EffectSelf
  • Duration5 rounds
  • RaisesDuration (+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.

Garbled Tongue

  • Ring/MasteryAir 3 (Illusion)
  • Range30'
  • Area of Effect2 conversing persons (one may be the caster)
  • Duration5 minutes
  • RaisesArea of Effect (+1 person per 2 Raises), Duration (+1 minute per Raise)

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/MasteryAir 3 (Illusion)
  • RangePersonal
  • Area of EffectSelf
  • Duration1 hour
  • RaisesArea (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.

Master Cloud’s Eyes

  • Ring/MasteryAir 3 (Kolat)
  • Range50'
  • Area of EffectOne target creature
  • Duration2 minutes
  • RaisesDuration (+1 minute)

*

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.

Soul of Kaze-no-Kami

  • Ring/MasteryAir 3
  • Range20'
  • Area of Effect1 target person (may be the caster)
  • Duration10 minute
  • RaisesDuration (+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/MasteryAir 3 (Defense)
  • RangePersonal
  • Area of EffectSelf
  • Duration3 rounds
  • RaisesDuration (+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 prevents you from hearing others if they speak to you, however.

Summon Fog [CR]

  • Ring/MasteryAir 3
  • Range100'
  • Area of Effect50' radius
  • Duration1 minute
  • RaisesArea (+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.

Summoning the Gale [CR]

  • Ring/MasteryAir 3 (Defense)
  • Range50'
  • Area of EffectTarget individual (may be the caster)
  • DurationConcentration
  • RaisesRange (+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.

The Eye Shall Not See [CR]

  • Ring/MasteryAir 3 (Defense)
  • RangePersonal or Touch
  • Area of EffectSelf or target individual
  • DurationConcentration
  • RaisesNone

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.

Touch of Air's Grace

  • Ring/MasteryAir 3 (Illusion)
  • RangeTouch
  • Area of Effect1 target person (may be caster)
  • Duration1 hour
  • RaisesDuration (+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/MasteryAir 3 (Illusion)
  • Range25'
  • Area of EffectOne target individual
  • Duration5 rounds
  • RaisesDuration (+1 round), Range (+5')

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.

Air and Earth

  • Ring/MasteryAir, Earth 3 (Jade)
  • RangeSelf
  • Area of EffectCone 50’ long and 30’ wide at base
  • DurationInstantaneous
  • RaisesArea of Effect (+5’ to width or length per Raise), Damage (+1k0 per Raise)

This spell causes a ferocious horizontal cyclone to blast outward from the caster, ripping up pieces of earth into a barrage of wind and stone. The caster must be standing on a natural earth surface (e.g. not in a building or on a ship) in order to cast this spell. Anyone other than the caster within the area of effect takes 4k2 Wounds (this damage is considered Jade for the purpose of harming supernatural creatures) and is Dazed; they must also make a Contested Earth roll against the caster or be knocked Prone.

Fire and Air

  • Ring/MasteryAir, Fire 3 (Travel)
  • RangeSelf
  • Area of Effect10’ radius
  • DurationInstantaneous
  • RaisesDamage (+1k1 per two Raises), Special (+10’ to flight distance per Raise)

This spell capitalizes on the explosive relationship between Fire and Air to combine offensive and defensive effects. The Fire spirits unleash a blast of flame to scorch the caster’s enemies, while the Air spirits call on the invigorating power of this flame to lift the caster through the air to a safer location nearby. Everyone other than the caster within the spell’s area of effect takes XkX in fire damage (where X is the caster’s Fire), while the caster flies up through the air and lands up to his Air x20’ away, the Air spirits cushioning his descent so he is unharmed. Both effects take place in the same Round.

Stifling Wind

  • Ring/MasteryAir, Earth 3
  • Range100’
  • Area of Effect20’ radius
  • Duration5 Rounds
  • RaisesRange (+25’ per Raise), Area of Effect (+5’ radius per Raise), Duration (+1 Round per Raise)

Devised by the Soshi to support their shinobi allies, this spell is a more sophisticated development of the original Earth and Air spell. It mingles the Earth and Air kami to create a thick, choking cloud that obscures vision and renders breathing difficult. All those within the area of effect are considered Blinded while they remain within the cloud and for one Round after they leave (as they must wipe the dirt out of their eyes before they can see again). Moreover, while they remain within the cloud, at the start of their Turn each Round they must roll Stamina at a TN equal to the caster’s Earth x5 - if the roll is failed, they can only take Free Actions that Round (due to being choked by dust).

Wrath of the Sun

  • Ring/MasteryFire, Air 3 (Thunder)
  • Range100’
  • Area of Effect30’ radius
  • DurationInstantaneous
  • RaisesRange (+25’ per Raise), Area of Effect (+5’ radius per Raise)

This spell is a creation of the Moshi family, and invokes both the fury of Fire and the wrathful aspect of Air to mimic the anger of the Moshi family’s patron Fortune, the Sun itself. When cast, it unleashes a blaze of searing light and a concussive detonation of air directly above the target. All those within the area of effect suffer 5k3 Wounds (3k1 Wounds if they are resistant to heat) and are knocked Prone, Dazed, and considered Blinded; during the Reactions stage of each Round they can attempt to recover from the blindness by rolling Stamina at a TN equal to the caster’s Fire x5 (in addition to the normal roll to recover from Dazed).

This spell is noted for being particularly effective against creatures of the Nothing, which suffer an additional 2k2 damage from its effects.

Dancing with demons [EnE]

  • Ring/MasteryAir 3 (Maho)
  • Range500’
  • Area of EffectSelf or one target creature
  • Duration24 hours
  • RaisesDuration (+6 hours per Raise)

A ritual spell first used by the notorious Doji Nashiko, this spell is also employed by many other maho-tsukai, and has found its way into the repertoire of several Bloodspeaker Cult cells. The spell is a ritual and requires the caster to dance for at least an hour (rolling Perform: Dance / Awareness at TN 25) while casting ; if the dance is interrupted or the Skill roll is unsuccessful, the spell fails. However, if the spell succeeds, the caster may choose either to gain a Physical or Mental Advantage for the duration of the spell, or inflict a Physical or Mental Disadvantage on another person within range for the duration of the spell. (The caster need not be able to see the target so long as he is within range.) The maximum Experience Point value of an Advantage or Disadvantage created by the spell is equal to the caster’s Air + Insight Rank + Taint Rank, if any. This spell cannot make extreme physical changes to the target, such as removing limbs or organs (e.g. it cannot inflict Disadvantages like Missing Eye). The GM should exercise intelligent judgment in considering its effects.

Hate's Heart [CR]

  • Ring/MasteryAir 3
  • Range50’
  • Area of EffectOne target creature
  • Duration3 rounds
  • RaisesDuration (+1 round per 2 Raises), Range (+10’ per Raise)

The target of this spell is infused with Air kansen which cause him to suffer a sudden, violent, murderous rage against whoever he is looking at or speaking with when the spell takes effect. (Cunning maho-tsukai usually cast this spell from concealment, to avoid the risk that the rage might be directed against them.) For the duration of the spell, the victim will be consumed with murderous, uncontrollable rage, unable to think of anything but killing this person. He will immediately attack the object of his hatred to the very best of his ability. At the start of each Turn, the victim may roll his Honor at TN 30 to control the rage for that Round. The victim will only be able to take Free and Simple Actions during that Round, since so much of his energy is dedicated to controlling the anger.

Mists of Fear [EnE]

  • Ring/MasteryAir 3 (Illusion)
  • Range50’
  • Area of EffectOne target creature
  • DurationInstantaneous
  • RaisesSpecial (increase Fear effect strength by 1 per Raise)

This spell summons forth a potent illusion of whatever the target fears most in the world. The illusion is present for only a few moments and can only be perceived by the target, who must roll against a Fear 5 effect. If the target suffers from a Phobia the spell will also activate its effects.

Symbol of the Bloodspeaker [EnE]

  • Ring/MasteryAir 3 (Wards)
  • RangeTouch
  • Area of Effect50’ radius
  • Duration12 hours
  • RaisesNone

The Bloodspeaker Cult uses this spell to protect their meeting places against unwanted intrusion. The symbol must be inscribed into a fl at surface (wall, fl oor, etc) when it is cast. The moment anyone who is not a loyal member of the Bloodspeaker Cult enters the symbol’s radius, the symbol glows a bright sickly green and the intruder is bathed in eerie green fl ames, infl icting 4k3 damage. The symbol can discharge any number of times against different targets, but each target can only be affected once within the duration of the spell.