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Armor of Earth [CR]

  • Ring/MasteryEarth 1 (Battle, Defense)
  • RangePersonal
  • Area of EffectSelf
  • Duration10 rounds
  • RaisesDuration (+2 rounds)

This spell infuses the caster's body with the strength of Earth, weakening the force of any physical or magical attack which strikes him. For the duration of the spell, you gain Reduction in an amount equal to your Earth Ring + School Rank. However, this infusion of Earth slows your movements - you Water is considered 1 Rank lower for purposes of movement while you are under the effects of this spell.

Courage of the Seven Thunders [CR]

  • Ring/MasteryEarth 1 (Battle)
  • Range30'
  • Area of EffectTargets up to caster's Shugenja School Rank
  • Duration10 minutes
  • RaisesDuration (+1 minute), Targets (+1)

This spell infuses the targets (who may include the caster) with firm and unyielding courage, bolstered by the eternal power of the Earth. For the duration of the spell, all targets gain +5k0 to resist any kind of Fear effect, whether magical or natural. However, this spell is associated with the memory of the legendary Seven Thunders, and those whose connection to the Thunders is tenuous do not receive the same degree of blessing from the Earth kami. Samurai who are not of the original Seven Great Clans receive only +3k0 to their rolls to resist Fear. Anyone who has at least a full Rank of Shadowlands Taint cannot benefit from this spell, although this will not actually reveal that they are Tainted.

This spell may be cast as a combined ritual by two or more shugenja who know the spell, in which case they may add their highest single Earth Rank to their combined total School Ranks to determined how many targets the spell can affect.

Earth's Stagnation [CR]

  • Ring/MasteryEarth 1
  • Range50'
  • Area of EffectOne target
  • Duration6 rounds
  • RaisesDuration (+2 rounds), Range (+10'), Targets (+1, to a maximum of 4 total targets)

This spell calls on the Earth in the target's body to weigh him down, impeding his movements. The target suffers a -2k0 penalty to all rolls using the Agility trait, and his Water Ring is considered 1 Rank lower for the purposes of how far he can move.

Earth's Touch [CR]

  • Ring/MasteryEarth 1 (Defense)
  • RangeTouch
  • Area of EffectOne target
  • Duration1 hour
  • RaisesDuration (+1/2 hour), Targets (+1 per 2 raises, maximum of 3 total targets)

With this spell, the shugenja calls forth the Earth of the target (which may be himself), invoking the kami to strengthen his health and mental fortitude. For the duration of the spell, one of the target's Earth Traits (chosen by the caster) is increased by 1. This does not increase the Ring itself, but it can enhance the target's ability to withstand temptation, resist poisons, or dominate others.

Elemental Ward [CR]

  • Ring/MasteryEarth 1 (Wards)
  • RangeTouch
  • Area of EffectOne Target
  • Duration1 hour
  • RaisesDuration (+1/2 hour), Targets (+1 per 2 Raises)

This spell uses the power of the Earth to enhance the resistance to hostile magic. The spirits of the Earth armor the target's body and soul, rejecting other kami when they try to affect the target. When the shugenja casts this spell, he chooses one Element (which cannot be Void or Maho). Spells of that element suffer a penalty equal to the caster's School Rank x 5 when they are cast on anyone under the protection of this spell. (Unfortunately, this includes "friendly" magic such as healing.)

Jade Strike [CR]

  • Ring/MasteryEarth 1 (Jade, Thunder)
  • Range100'
  • Area of EffectOne target
  • DurationInstantaneous
  • RaisesDamage (+1k0), Range (+10'), Targets (+1 target, maximum of 5 total targets)

This summons forth the purest of Earth kami, those of jade, in the form of a blast of iridescent green energy. The jade power flies out and unerringly strikes the chosen target - it cannot be intercepted or deflected, although Magic Resistance or other forms of magical defense can thwart it. If the target has at least one Rank of Taint, the Jade Strike will inflict damage with a DR of 3k3, burning and blackening the Tainted flesh. However, a target who does not have at least a full Rank of Taint will not suffer any damage from the spell. Casting Jade Strike on a non-Tainted target is generally regarded as a grave insult - except perhaps among the more paranoid ranks of the Kuni family, where it is seen as merely a sensible precaution.

Jurojin's Balm [CR]

  • Ring/MasteryEarth 1
  • RangeTouch
  • Area of Effect1 target
  • Duration1 hour
  • RaisesDuration (+1/2 hour), Targets (+1 per 2 Raises, maximum of 5 total targets)

This spell fills the target's body with the purity and vigor of Earth, driving out poisons and impurities. If the target suffers the effects of any poison or toxin within the duration of the spell, or is already under the effects of a poison when the spell targets him, he may re-roll any failed Stamina roll to resist the poison, with a bonus of +2k0 to the second roll. (However, if the second roll is also failed, the poison has full effect.) An interesting side-effect of this spell is that it also cures drunkenness and other such effects, and it is impossible to become intoxicated during the spell's duration.

Minor Binding [CR]

  • Ring/MasteryEarth 1 (Craft)
  • Range60'
  • Area of Effect1 target
  • Duration2 hours
  • RaisesDuration (+1 hour), Range (+20')

This spell was pioneered by the Kuni family but has come into use among other shugenja who battle the forces of the Shadowlands, such as the Scorpion and the Phoenix. It is used to safely imprison minor Shadowlands creatures, typically for purposes of interrogation. Any Shadowlands creature with an Earth of 3 or less can be targeted with this spell. It cannot affect the Lost, Oni Lords or their spawn, or creatures with an Earth of 4 or higher, nor can it affect creatures who are not Tainted.

If the spell is cast successfully, it calls forth manacles of iron, formed from pure Earth spirits, which trap and bind the target creature, rendering it physically helpless for the duration of the spell. When the spell expires, the manacles instantly crumble away into dust.

Soul of Stone [CR]

  • Ring/MasteryEarth 1 (Defense)
  • RangeTouch
  • Area of Effectone Target
  • Duration1 hour
  • RaisesDuration (+1/2 hour)

This spell fills the target's soul with the firm and unyielding strength of stone. For the duration of the spell, the target's feelings are immovable, and any attempt to divert or distract him will be resisted with supernatural determination. He gains a +3k0 bonus to any rolls made to resist emotional manipulation or the distractions of desire, including Courtier (Manipulation) rolls, Temptation rolls, Compulsions, and any similar effect the GM judges to be appropriate. However, this stony self-control also makes it difficult for the target to read and affect the emotions of others, and for the duration of the spell he suffers a -1k0 penalty to all Awareness Trait rolls and Awareness-related Skill Rolls made for the purpose of influencing others.

Stone’s Endurance

  • Ring/MasteryEarth 1 (Travel)
  • RangeSelf or Touch
  • Area of EffectOne target creature (may be the caster)
  • Duration6 hours
  • RaisesDuration (+1 hour per Raise)

This spell calls on the strength of stone to enhance the target creature’s physical endurance and toughness. This spell was originally devised by the Unicorn to allow their

horses to ride for long periods of time without tiring, but after the Unicorn returned to the Empire other clans also saw value in the spell – particularly the Crab, who found it quite useful for situations where their soldiers had to remain on duty for long periods of time. For the duration of the spell, the target is immune to being Fatigued due to a lack of rest, and is considered to have a Stamina that is one Rank higher for the purpose of any rolls or effects which specifically key on Stamina (such as resisting poisons, determining how long one can avoid drowning, etc).

The spell may be cast multiple times on the same target, but the Earth spirits cannot sustain the effort beyond a total of 24 consecutive hours. Once the spell expires, the target is automatically considered Fatigued until he rests for at least half as long as he was under the spell’s effects.

Tetsubo of Earth [CR]

  • Ring/MasteryEarth 1 (Craft, Jade)
  • RangePersonal or 20'
  • Area of EffectOne created weapon
  • Duration5 minutes
  • RaisesDamage (+1k0), Duration (+5 minutes), Range (+5 feet)

You summon a tetsubo of pure earth, studded with all manner of stones. The weapon's default form is a tetsubo, but one Raise can change its form to any other heavy weapon of your choosing. The tetsubo has a DR of 2k2. When wielding this weapon, you may use your School Rank in place of your Heavy Weapon Skill if you wish. If you do have the Heavy Weapon Skill, the tetsubo grants you a Free Raise for the Knockdown maneuver (this bonus does not apply if you grant the Tetsubo to another person instead of wielding it yourself). The tetsubo disappears if it is lost from your hand. Instead of summoning for yourself, you may cause it to appear in the hands of an ally within 20 feet. He is treated as the caster for all purposes of the spell, but does not gain the Free Raise bonus.

Blood Rite [CR]

  • Ring/MasteryEarth 1
  • RangeTouch
  • Area of EffectOne target person/creature
  • Duration10 minutes
  • RaisesDuration (+2 minutes per Raise), Special (heals an extra +1k0 per Raise)

A deceptive spell which allows many maho-tsukai to masquerade as noble priests, healing the injured. This spell convinces the kansen to fl ow into the target, stimulating his flesh to heal and knit itself closed, and stimulating his body to feats of physical prowess. The target immediately heals 1k1 Wounds, and for the duration of the spell one of his physical Traits (chosen by the caster) is treated as one Rank higher. (This can award a temporary increase in Wounds if it causes the target’s Earth Ring to increase, but the Wounds will drop back to normal when the spell expires, and this may result in the death of the target if he has taken sufficient injury.) However, there is a cruel price for this assistance from the kansen: the target of the spell immediately gains 1k1 points of Shadowlands Taint.

Heart of the Damned [EnE]

  • Ring/MasteryEarth 1
  • RangeTouch
  • Area of EffectCaster
  • DurationInstantaneous
  • RaisesNone

A foul necromantic ritual, first practiced by Iuchiban himself, this spell calls on the strength of the dead to enhance the living. The caster must touch a recently-dead human corpse (dead within the last day) when casting the spell. The corpse shrivels and rots away as the caster draws on its essence, reddish-black energy flowing out of the dead body and into the caster. The caster heals 2k2 Wounds and regains 1 Rank in any Ring or Trait which has been reduced below its normal level.

Purge the Weak [EnE]

  • Ring/MasteryEarth 1
  • Range50’
  • Area of EffectFood and water for up to 5 people
  • DurationPermanent
  • RaisesRange (20’ per Raise), Area of Effect (supplies for 1 additional person per Raise)

This unpleasant curse ruins food and drink, rendering it foul, diseased, and inedible. The effects of the spell are obvious : food becomes rotten, water turns foul and discolored, and so forth. The food and water lose all nutritional value and anyone who eats or drinks must roll Stamina at TN 20 or become severely ill, suffering a -3k0 penalty to all Skill, Trait, and Spell Casting rolls. The illness is incurable with medical treatment and will last for two weeks unless magically cured.

Suck the Marrow [EnE]

  • Ring/MasteryEarth 1
  • RangeTouch
  • Area of EffectOne target creature
  • Duration1 day
  • RaisesDuration (+1 day per 2 Raises), Range (change to 50’ for 2 Raises)

This unpleasant curse impedes the victim’s ability to heal and recover from injury and sickness. The victim becomes pale and weak, exuding an unpleasant body odor, and is unable to heal Wounds normally or from applications of the Medicine skill. The victim also is unable to recover from illnesses or poisons, and suffers a -2k0 penalty to any roll made to resist the effects of a poison or disease. Magical healing can still affect the target normally.

Summon Undead Champion [CR]

  • Ring/MasteryEarth 1
  • Range100’
  • Area of EffectOne humanoid corpse
  • Duration1 hour
  • RaisesDuration (+1 hour per two Raises), Range (+20’ per Raise), Targets (+1 corpse per Raise)

This spell is used by maho-tsukai to quickly bring forth undead warriors to protect themselves or slaughter their enemies. It must be cast on a corpse which is within the spell’s range ; it cannot target a living creature. The corpse will be animated by a kansen, rising up and serving the caster as best it can. Mechanically, the animated corpse is considered a zombie (as per the Book of Void, page 331). It obeys any simple commands (such as "kill them" or "wait here") from the maho-tsukai who summoned it. Complex or conditional orders cannot be understood, and the zombie will simply stand and wait until it is given an order simple enough to understand. Once created, it can move freely beyond the spell’s initial range. If the zombie is beheaded or destroyed, it will not re-animate unless the spell is cast again. At the end of the spell’s duration, the kansen will depart and the undead creature will collapse to the ground, becoming nothing more than a corpse.