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Bonds of Ningen-Do [CR]

  • Ring/MasteryEarth 3 (Wards)
  • Range500'
  • Area of Effect1 target spirit creature
  • Duration30 days
  • RaisesDuration (+1 day_, Range (+10'), Targets (+1 per 2 Raises)

This spell, a more powerful and specialized form of Minor Binding, is a ritual designed to bind or dispel troublesome creatures from the various spirit realms. Any creature from the realms of Sakkaku, Chikushudo, Gaki-Do, Toshigoku, or Yume-Do can be affected by this spell. Casting it requires 10 minutes, although if additional shugenja who know the spell assist in the ritual, the time is reduced by 1 minute per additional shugenja, to a minimum of 1 minute.

If the targeted creature is within range of the caster(s) when the spell is successfully completed, the creature can be either bound or dispelled. If it is bound, it must obey the caster's commands for the duration of the spell, although suicidal commands will break the spell - this is how the Kuni have forced mujina spirits to labor for them in their iron mines. (It should be noted that this use of the spell is considered controversial and even blasphemous by many in Rokugan.) If the creature is dispelled, it immediately leaves Ningen-Do for its native spirit realm, and cannot return until the spell's duration ends. Either way, the spirit creature will regard the caster as an enemy thereafter, and is likely to seek vengeance if it can.

Earth Kami's Blessing [CR]

  • Ring/MasteryEarth 3 (Battle)
  • RangePersonal or 20'
  • Area of EffectCaster or 1 target creature
  • Duration10 minutes
  • RaisesDuration (+1 minute)

This spell infuses the target (which may be the caster or one of his allies) with the strength and resilience of the Earth, making him tougher and more firm-minded. For the duration of the spell, the target gains +2 Wounds per Wound Rank, and gains +1k1 on all rolls involving the Earth Ring and its associated Traits. When the spell expires, any Wounds the target has suffered still remain, and this may drive him into a lower Wound Rank or even kill him.

Earth's Protection [CR]

  • Ring/MasteryEarth 3 (Defense, Wards)
  • RangePersonal
  • Area of Effect10' radius from caster
  • DurationConcentration
  • RaisesArea (+5' radius per 2 Raises, to a maximum of 30' radius), Special (Damage reduced by an additional +1k1 for 2 Raises)

This spell calls on the spirits of Earth to protect the area around the caster from the effects o the other three Elements (Air, Fire, and Water) for a short time. While the caster concentrates on maintaining the favor the Earth spirits, the effects of spells which call on those other three elements are mitigated. Any hostile Air, Fire, or Water spell cast within the area of Earth's Protection, or extending its effects into that area, will suffer a +10 TN penalty to the Spell Casting roll. In addition, any damage which those spells inflict on creatures within Earth's Protection will be reduced by 1k1 (to a minimum of 1k1).

Earthen Wave

  • Ring/MasteryEarth 3
  • RangeSelf
  • Area of EffectOne 10` x 50` area
  • DurationInstantaneous
  • RaisesArea (5 feet to either dimension per Raise)

Developed by the Kuni as a way to deal with the swarming masses of Shadowlands beasts they would frequently encounter, this spell sends a rolling shockwave through the ground, knocking the unsteady from their feet. The shugenja chooses a direction, and this force shakes the ground immediately in that direction in an area of effect based on the spell and any Raises. All creatures caught in the area of effect must make a Contested roll with their Strength against the Caster’s Earth Ring or be knocked prone as if they had been hit with a Knockdown maneuver. Creatures with more than two legs gain two Free Raises on this roll.

Groves of Stone [CR]

  • Ring/MasteryEarth 3 (Craft, Defense)
  • RangeCentered on caster
  • Area of EffectCircular barrier 15’ in radius
  • Duration10 Rounds
  • RaisesArea of Effect (+5’ radius per two Raises), Duration (+2 Rounds per Raise), Special (+5 TN to climb rocks per Raise)

This spell is a specialized variation of the more commonprayer known as Wall of Earth. It entreats the Earth spirits to draw an array of huge stones up from the ground, erupting in an instant through most intervening physical obstacles (such as the floor of a house) to create a circular barrier around the caster. The stones are too strong to break through with anything short of a siege engine (against a siege engine they are considered to have 500 Wounds and Reduction 15), but can be clambered over with a Complex Action and a roll of Athletics / Strength against the caster’s Earth x5.

When the spell expires, the stones crumble away to loose earth and dust.

Murmur of Earth [CR]

  • Ring/MasteryEarth 3
  • RangeTouch
  • Area of Effect100 foot radius around caster
  • Duration1 round
  • RaisesArea of Effect (+50’ radius per Raise), Special (+5 to TN per two Raises)

This spell excites and angers the Earth spirits in the ground around the caster, causing them to briefly shake the ground in the manner of an earthquake; however, the spirits refrain from shaking the ground immediately beneath the caster himself. Although this spell does not produce a true earthquake, the brief tremor can still cause damage and alarm. Any persons within the area of effect must roll Agility at TN 20 or be knocked Prone, suffering 1k1 damage and being Dazed for one Round. Furnishing and other such items will be knocked over by the tremor, which may have a variety of effects as the GM chooses

(e.g. a table with a lantern falling over might start a fire).

When using the Siege rules from the L5R 4th edition supplement The Great Clans, Murmur of Earth will cause 4k2 damage to all structures within its area of effect, ignoring their Reduction.

Purge the Taint [CR]

  • Ring/MasteryEarth 3 (Jade)
  • RangePersonal
  • Area of Effect50' radius around caster
  • DurationPermanent
  • RaisesArea (+10' radius)

This spell was originally created by the Kuni family and is still primarily practiced by them, although knowledge of its prayers has spread to other Clans. It is an elaborate ritual spell, requiring an hour to cast, that calls on the powers of Earth to purge the land of the Shadowlands Taint, driving out all the evil kansen in the area. The spell will remove the Taint from the land, plant life, and inanimate objects within the area of effect. It will not remove Taint from living creatures, nor will it affect powerful Tainted artifacts or objects made of obsidian.

The removal of the Taint, however, is not without a price. The elemental kami in the area of effect are also weakened and purged by the spell, especially the Earth spirits whose efforts are called upon to power it. In the aftermath of casting this spell, the local spirits are scattered and weakened, inflicting a +15 TN penalty on all Spell Casting rolls within the area. This negative effect will sometimes fade with time, especially if it was cast in a single location surrounded by normal lands. But if the spell is cast over a wide area, such as the Kuni Wastes, the elemental kami will usually permanently leave the area, reducing it to a gray, lifeless wasteland.

Sharing the Strength of Many [CR]

  • Ring/MasteryEarth 3
  • Range20'
  • Area of Effect1 - 6 target persons within range
  • Duration5 rounds
  • RaisesDuration (+1 round), Range (+5')

This spell infuses its targets, up to six people (who can include the caster), with the power of Earth, allowing them each to call upon the Earth of their comrades to bolster their efforts. For the duration of the spell, the lowest Earth Ring Tank among all the targets is added to the total of all Ring, Trait, and Skill rolls (but not Spell Casting rolls) the make.

Shelter of the Earth [CR]

  • Ring/MasteryEarth 3 (Craft, Illusion)
  • RangeTouch
  • Area of EffectOne target creature (may be the caster)
  • Duration30 minutes
  • RaisesDuration (+10 minutes per Raise)

This spell entreats the Earth kami to hide and conceal the targeted creature. Earth flows up to cover the target with a realistic-looking facsimile of some natural object, such as a tree or a boulder; this shell collapses back into loose earth when the spell expires. The target can hear and breathe normally, but has no other interaction with the world outside of the concealing shell of Earth; if he speaks, moves, or is actually hit by an attack, the spell immediately ends and the concealing shell collapses as above. From outside, however, the false object will seem perfectly normal and will resist physical blows with the same strength it would have if it were real.

When creating the false shell, the Earth kami will try to choose an object that is appropriate for the area (such as a boulder on a mountainside), but they do lack imagination and in any case cannot create the false form of a manmade object – thus, the utility of this spell within a town or a castle is somewhat limited.

Strength of the Crow [CR]

  • Ring/MasteryEarth 3 (Jade)
  • RangeTouch
  • Area of Effect1 target
  • DurationHours equal to caster's Shugenja School Rank
  • RaisesDuration (+1 hour), Targets (+1)

This spell infuses the target (who can be the caster) with a powerful resistance to the Shadowlands Taint, repelling the dark kansen of the Taint with the pure power of Earth. For the duration of the spell, the target(s) gain a +5k5 bonus to all rolls made to resist gaining the Shadowlands Taint, and any maho spells suffer a +10 TN penalty to affect them. This bonus does not apply to any rolls made to resist an increase in Taint the target already possesses - it only applies to new Taint gained from outside sources. Likewise it cannot protect the target from gaining Taint by casting Maho.

StriKe as Stone [CR]

  • Ring/MasteryEarth 3 (Battle)
  • RangeSelf or Touch
  • Area of EffectOne target person (may be the caster)
  • Duration5 minutes
  • RaisesDuration (+1 minute per Raise)

This spell calls on the spirits of Earth to strengthen the target’s hands and forearms, making them as hard as stone. The target’s hands cannot be physically harmed for the duration of the spell (allowing him to perform a variety of feats, such as prying open a lock with his fingers), and his unarmed Damage Rating is increased by +2k0.

The Wolf's Mercy [CR]

  • Ring/MasteryEarth 3
  • Range50'
  • Area of Effect1 target creature
  • Duration10 rounds
  • RaisesRange (+10'), Targets (+1)

This spell has existed in Rokugan for centuries, but is best known for its extensive use by Toturi Sezaru, "the Wolf", who employed it during his hunts for Bloodspeakers. It calls on the power of the Earth to afflict the target, weighing down his body and impeding his muscles, leaving him weak and vulnerable.

The target's Earth Ring is lowered by 1 Rank, and his Wound Ranks are reduced correspondingly for the duration of the spell. (This can potentially kill him immediately if he already suffered Wounds.) In addition, his Strength Rank is also lowered by 1 for the same duration. If the target has at least one full Rank of the Shadowlands Taint, the Earth spirits will be filled with wrath, and punish him more severely, lowering his Earth Ring by 2 Ranks (to a minimum of 1).

Time’s Deadly Hand [CR]

  • Ring/MasteryEarth 3
  • RangeTouch
  • Area of EffectOne physical object
  • DurationPermanent
  • RaisesRange (change from Touch to 50’ with three Raises)

This spell causes the Earth kami within a physical object to abandon that object, weakening its physical strength. Wood warps and flakes, stone and metal turn weak and brittle, cloth becomes thin and fragile, and so forth. The spell’s effects are permanent.

Mechanically, any weapon which is affected by this spell will lose 2k1 from its DR, and any armor will lose 5 from its Armor TN bonus and 3 from its Reduction. A variety of other non-mechanical effects can also take place, subject to the GM’s adjudication - for example, a kimono affected by this spell will rip if it is subject to the slightest tension or stress, and a scroll will tear and crumble the moment it is unrolled. Weakened stones or beams could be used to sabotage a bridge, to facilitate breaking into a besieged castle, and so forth.

In general, this spell will not affect awakened items (e.g. nemuranai), since their empowered spirits resist the shugenja’s entreaty.

Wooden Prison [CR]

  • Ring/MasteryEarth 3 (Defense)
  • Range50’
  • Area of EffectOne target creature
  • Duration5 Rounds
  • RaisesRange (+10’ per Raise), Duration (+1 Round per Raise), Special (+1k0 to the plants’ Strength per Raise)

This spell entreats the Earth kami inhabiting living plants and trees, causing them to make the plants rapidly grow and twine themselves around a designated target. Within seconds the target finds himself ensnared in a dense tangle of vines, creepers, and branches. The target is automatically Entangled at the moment the spell is cast; on his subsequent Turns, the target may attempt to escape as a Simple Action by making a Contested Strength roll against the plants’ Strength of 4. (Alternatively, the target can be cut free by allies – it takes two Turns’ worth of effort to slash away enough of the plants to free the target.) If the target escapes, or the spell expires, the plants drop away and shrivel up as the Earth kami cease to stimulate them.

This spell can only function in an area where living plants are present, e.g. it will not function inside a building, in a desert, on a barren mountainside, or other such environments. It cannot target a flying creature.

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.

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).

Death beyond Life [CR]

  • Ring/MasteryEarth 3
  • RangeTouch
  • Area of EffectOne target person
  • Duration24 hours
  • RaisesDuration (+24 hours per Raise)

This spell is among the most secret spells employed by the leaders of the Bloodspeaker cult, and is quite rare among maho-tsukai outside of that elite group. It allows the caster to literally cheat death, for himself or another person. The spell must be cast on its target while still alive, and its protective effect normally lasts 24 hours, although skilled spellcasters can extend it. If the target dies within the duration of the spell, powerful kansen will carry his soul away, preventing it from passing on to Meido for judgment. Exactly eight hours after death, they will bring back the soul and re-infuse it into the body, and the target rises from the dead at the Down Wound Rank. Returning from the dead in this way inflicts a full Rank of Taint on the target, due to his soul having been in the care of kansen for eight hours. This blasphemous resurrection will work as long as the target’s corpse is still intact ; even if limbs have been lost or the head severed, the body will reassemble itself when the kansen return. The only way to prevent the resurrection is to scatter the body parts or burn the corpse to ashes.

Essence of Undeath [CR]

  • Ring/MasteryEarth 3
  • Range50’
  • Area of EffectOne humanoid corpse
  • DurationIndefinite
  • RaisesRange (+20’ per Raise), Targets (+1 target per 3 Raises)

A more powerful form of undead summoning, this spell animates a dead corpse into an undead warrior. Unlike the minor, temporary zombies created by "Summon Undead Champion", this spell binds a kansen into a dead body, creating a powerful Tainted revenant which serves the caster to the best of its ability. The revenant will last indefinitely (until destroyed), and the Taint infusing its body prevents it from decaying further. It cannot speak, but can understand and obey any verbal command. It will serve the maho-tsukai who summoned it until it is physically destroyed.

Summon Oni [CR]

  • Ring/MasteryEarth 3
  • Range50’
  • Area of EffectOne summoned oni
  • DurationIndefinite
  • RaisesSpecial (+1k0 per Raise to the Willpower roll to control the oni), Special (more powerful oni, GM’s discretion)

Among the most hazardous spells in the maho-tsukai’s repertoire, this spell summons forth an oni from Jigoku. The oni appears anywhere the caster desires within the range of the spell, and must immediately be given a name - either the caster’s own name or the name of another person closely connected to the caster (a close friend, immediate blood relative, or someone who owes the caster their life) - or it will simply depart back to Jigoku. A name, however, anchors the oni into Ningen-do and allows it to remain within the mortal realm.

Once the caster has given the oni a name he must engage in a Contested Willpower roll against it. If the caster gave the oni his own name, he gains a +3k2 bonus to this roll. The caster may also Raise when casting Summon Oni to gain additional unkept dice on this roll. The GM should determine the Willpower of the oni : the more powerful the oni, the higher its Willpower. If the caster wins the roll, the oni will obey his commands (at least for now). If the oni wins the roll, however, it is free of control and typically runs amok until it is destroyed.

Naming an oni is a perilous business, for the oni will try to steal the name away and thereby gain full autonomy and the ability to remain in the mortal realm. Such creatures become Oni Lords, monstrously powerful, able to spawn lesser but still potent copies of themselves. Thus summoned oni will typically not immediately attack the persons who gave them names, seeking instead to leave them alive until they can steal the names completely.

Any person who shares their name with an oni will acquire an Oni Mark, a small discoloration on the skin. Every day the bearer of an Oni Mark must make an Earth roll to resist gaining the Shadowlands Taint as the connection to the oni corrupts them (see the Taint rules for more details). Each week they must make another Contested Willpower Roll, similar to the first, against the oni in order to avoid surrendering their name to it. The oni gains +1k1 to this roll for each Rank of Shadowlands Taint the Mark has infl icted on its bearer. If the name-bearer is the same person who summoned the oni, he continues to gain the +3k2 bonus to the roll, plus any bonuses from Raises on the original spell.

If the oni ever wins this roll it steals the victim’s name and becomes an Oni Lord, freeing itself from any control by its summoner (even if that person is different from the one with the Oni Mark). The now-nameless victim of the Oni Mark becomes a slave of the oni and must obey its commands. If the oni is destroyed or otherwise banished back to Jigoku, it loses its connection to the person with its name and the Oni Mark disappears.