This spell covers the caster in a thick layer of tough, resilient Earth spirits who repel all damage, whether physical blows or magical effects. Any time the caster suffers damage from an enemy physical or magical attack, each individual damage die has its total Reduced by the caster's Shugenja School Rank. This cannot reduce a die's total below 0.
Armor of the Emperor [CR]
- Ring/MasteryEarth 4 (Defense)
- RangePersonal
- Area of EffectSelf
- Duration5 Rounds
- RaisesDuration (+2 Rounds)
Earth dragon’S War [CR]
- RangeTouch
- Area of Effect20’ radius
- Duration10 minutes
- RaisesDuration (+5 minutes per Raise), Special (+1k1 to the caster’s Willpower roll per two Raises)
This spell calls on the power of the Dragon of Earth to protect an area against dangerous spirits. It was originally pioneered by the Isawa but was soon embraced by other shugenja families, especially the Yogo and the Kuni. The spell requires a warding symbol be inscribed on a solid surface (the ground, a wall, etc) prior to casting; this takes five minutes. Once successfully cast, the spell wards the area against possessing spirits and effects, making it extremely difficult for any individual within the area of effect to be possessed (whether by a ghost, a gaki, an oni, a spell, or in any other manner). Any spirit or being attempting a possession within the area of effect must first succeed in a Contested Willpower roll against the caster. (The caster will be aware that something tried to penetrate the Ward, and will know whether or not it was successful, but will not know the nature or identity of the possessing force.) This spell cannot drive out a spirit which is already possessing someone; it only protects against new possessions.
Essence of Earth [CR]
- Ring/MasteryEarth 4 (Battle)
- RangePersonal or 20'
- Area of Effect1 target creature (self or another)
- Duration10 minutes
- RaisesDuration (+1 round), Range (+5'), Targets (+1 per 2 Raises), Special (+1 Rank of Earth per 2 Raises, maximum increase 3 Ranks of Earth)
This spell infuses the target with the true strength of Earth, allowing him to shrug off blows which might otherwise take his life. For the duration of the spell, the target's Earth Ring is considered to be 1 Rank higher, and his Wounds are increased correspondingly. However, when the spell ends, the Earth spirits immediately depart and the target's Wounds return to normal - possibly resulting in death, if he has suffered sufficient injury.
Maw of the Earth [CR]
- Ring/MasteryEarth 4 (Battle)
- Range40’
- Area of EffectApproximately 10’ in radius
- DurationPermanent
- RaisesRange (+20’ per Raise), Special/Damage (extra ten feet of depth and 1k1 of damage per two Raises)
This prayer causes the Earth spirits in the ground to wrench open a large pit roughly 20 feet deep, swallowing up anyone in the vicinity. Anyone at or within 10’ of the pit must roll their Reflexes against the caster’s Earth or fall into the pit, suffering 3k2 damage. They are also trapped in the pit until they are rescued or can climb out. (Climbing out of the pit is a Complex Action and requires an Athletics / Strength roll at a TN equal to the pit’s depth in feet.)
Sapphire StriKe [CR]
- Range50’
- Area of EffectOne target creature
- DurationInstantaneous
- RaisesRange (+20’ per Raise), Targets (+1 target per Raise), Damage (+1k1 per Raise)
During the War Against the Darkness, the Kuni family of the Crab came to realize that the forces of the Lying Darkness were uniquely vulnerable to the power of crystal. The Kuni threw themselves into researching the ways of crystal and learning how to call on its power through the medium of the Earth kami. This prayer was the result.
A Sapphire Strike appears much like the far more well- known Jade Strike, but the blast of elemental energy which is unleashed shows a distinctive blue-green tinge, quite different from the bright green color of a Jade Strike, as the Earth kami call on the essence of Lady Sun’s tears. The Sapphire Strike has a DR of 4k4, but only against targets who are specifically vulnerable to Jade or Crystal. It is considered to be both Jade and Crystal for the purpose of game effects such as whether it penetrates Invulnerability or Reduction.
Symbol of Earth [CR]
- Ring/MasteryEarth 4 (Wards)
- RangeTouch
- Area of EffectSpecial
- DurationPermanent
- RaisesDamage (+1k0)
Priests of the kami are capable of inscribing powerful wards that invoke the power of the elements against all who attempt to pass them. A symbol of Earth can be inscribed on a solid object, most often a door, window, gate, or any other passageway. Anyone attempting to pass through this passageway or otherwise pass the ward is affected by its power, and must succeed a Contested Roll using their Air against the caster's Earth. Those who fail are struck with a powerful shockwave, and must succeed at a Strength roll against the total of the Spell Casting Roll used to create the ward or be knocked Prone and Stunned. If they have at least one Rank of Taint, they also suffer 2k2 Wounds. You may only have one Symbol of Earth in existence at any time, and Symbol spells of different elements may never affect the same area. This spell can be dispelled by another casting of Symbol of Earth from any shugenja, or by destroying the surface where the Symbol was etched.
The Earth Flows [CR]
- Ring/MasteryEarth 4 (Battle)
- RangeCentered on Caster
- Area of Effect1 square mile
- Duration1 hour (or two Mass Battle Rounds)
- RaisesDuration (+1/2 hour or one Mass Battle Round per two Raises)
This spell was originally developed by the Kitsu family of the Lion, but quickly spread to other families due to its value to any army on the field of battle. It calls on the Earth kami to re-arrange the landscape of a battlefield in a manner favorable to his side of the battle. For example, a hillside might shift to allow the caster’s side to charge downhill, or a cliff that shields the enemy flank might change into a gentle slope. The spell awards a +3k2 bonus to any roll made by the commander of the caster’s side to determine who is winning a Mass Battle, and a +1k1 bonus to any Mass Battle Table rolls made by individual samurai on the caster’s side. Because this spell invokes the Earth kami on such a large scale, casting it on both sides of the same battle can lead to a violent spiritual backlash – typically triggering a massive earthquake (equivalent to the Rank 5 spell Earthquake).
Tomb of Jade [CR]
- Ring/MasteryEarth 4 (Jade)
- Range50'
- Area of Effect1 target creature
- DurationConcentration
- RaisesRange (+10'), Special (Contested Roll, +1k1 to caster for each Raise)
Considered by many shugenja to be the ultimate spell for opposing the creatures of the Shadowlands, this spell calls on the purest of Earth spirits, those of jade, to consume the very Taint within the target. The spell can only affect a target who has at least one full Rank of Shadowlands Taint, but if the spell fails, the caster will not automatically know that the target is Taint-free - there is always the possibility that the target was able to resist the spell.
When Tomb of Jade is cast, the target is momentarily immobilized as the Earth spirits enter his body. Each round, starting with the first round, the caster must make a Contested Earth roll against the target. If the target wins, the spell ends. If the caster wins, the target takes 2k2 Wounds as the spirits begin to transform his body into jade. This continues each round until the target successfully resists, the caster stops concentrating, or the target dies. Those killed by this spell are transformed into statues of pure jade, which crumbles away into mundane dust in 24 hours.
Wall of Earth [CR]
- Ring/MasteryEarth 4 (Defense)
- Range100'
- Area of EffectWall measuring a maximum of 10' high and 100' wide
- Duration10 minutes
- RaisesArea (increase height by 1' or width by 10' per Raise), Duration (+1 minute), Range (+10')
This spell coaxes the spirits of Earth into rising up and forming a thick, powerful barrier to protect the caster. The wall of rock-hard earth which this spell creates can be shaped as the caster desires, and can be curved, placed on a side of a hill, or even formed in a circle. It is extremely tough, requiring a Strength Roll against a TN of the caster's (Earth + School Rank) x 5 in order to break through. It is strong enough to hold back a raging flood, a lava flow, or hurricane winds, at least as long as the spell lasts. When the spell expires, however, the earthen barrier crumbles away in moments.
- Ring/MasteryEarth, Fire 4 (Jade)
- Range100’
- Area of Effect5’ radius
- DurationInstantaneous
- RaisesRange (+25’ per Raise), Area of Effect (double the radius for 2 Raises, can only be done once)
This spell invokes the combined wrath of the Earth and Fire kami, bringing them forth from the ground as a blast of searing magma. Anyone caught in the brief but ferocious blast suffers 5k4 Wounds and is knocked Prone. The damage from this spell bypasses the first 5 points of Reduction on the target, and is considered to be Jade for the purpose of harming supernatural creatures.
- Ring/MasteryEarth, Fire 4 (Defense)
- RangeN/A
- Area of EffectSelf
- Duration4 Rounds
- RaisesDuration (+1 Round per Raise)
Created by the Tamori family, this spell invokes both the defensive resilience of Earth and the aggressive ferocity of Fire to protect the caster in combat - a common place for the martial Tamori to find themselves. The caster’s skin is covered by a sheath of stone wreathed in an outward layer of flickering red flames. The caster gains Reduction equal to his Earth x3, and any wooden weapon which strikes the caster is set afire. Anyone who touches the caster (or strikes him with unarmed attacks) suffers Xk1 Wounds (where X is the caster’s Fire Rank), and the caster’s own unarmed strikes have their DR increased by the same amount.
Chains of Jigoku [CR]
- Ring/MasteryEarth 4
- Range50’
- Area of EffectOne creature or person
- Duration10 minutes
- RaisesDuration (+5 minutes per Raise), Range (+10’ per Raise), Special (+1k0 per Raise to caster’s roll to contain the prisoner)
A dark counterpoint to the binding spells practiced by Earth shugenja, this spell summons the kansen to bind and trap living creatures (it cannot affect the undead). When the spell is cast, manacles of dark, rusty iron burst from the ground and ensnare the target, trapping him and holding him in place. The target is rendered immobile and helpless, unable to take any physical actions other than to try to break free (although he can still speak). The victim can only break free by making a Contested Roll of his Strength against the Earth of the mahotsukai who cast the spell. (The caster may take Raises to gain additional unkept dice on this roll.) When the spell expires, the manacles melt away into a disgusting black ooze.
Stealing the Soul [CR]
- Ring/MasteryEarth 4
- Range1 mile
- Area of EffectOne target person
- Duration1 day
- RaisesSpecial (+1 additional Rank of Trait drain per 2 Raises)
Unlike most maho spells, this one can be cast as a ritual, allowing multiple casters to participate. The Bloodspeaker Cult is especially infamous for using this spell to weaken and cripple their enemies. In order to cast this spell, the maho-tsukai must possess some kind of fetish or token of the intended target : a lock of hair, drop of blood, a personal item, etc.
The spell inflicts a hostile and predatory kansen on the target, forcibly draining away his mental or physical abilities. The victim loses 1 Rank from a Trait of the caster’s choice. Additional Ranks may be drained by taking Raises, but the Trait cannot be reduced below Rank 1. For each additional maho-tsukai participating in the spell, an additional Trait can be drained by the same amount. If this spell reduces the target’s Earth Ring, it will also lower his Wounds at each Rank, possibly resulting in death if he
has already suffered damage.
Tomb of Earth [EnE]
- Ring/MasteryEarth 4
- Range50’
- Area of EffectOne target creature
- DurationConditional (see below)
- RaisesDamage (+1k0 to damage per Raise)
This spell is a perverse inversion of the elemental spell Tomb of Jade. Instead of targeting those with the Taint, it targets those who are pure of soul : the spell cannot affect anyone who has at least one full Rank of Taint. The victim of Tomb of Earth is held immobile as he begins turning to stone, beginning with the skin and working its way inward. Each Round (including the Round the spell is cast) on the caster’s Turn, the caster makes an Opposed Roll of his Insight / Earth against the target’s Insight / Air. If the caster wins, the target remains immobilized by the spell (unable to take Actions of any kind) and suffers 2k2 damage. If the target wins, the spell’s effects end. If the target is killed by the spell, he is turned completely to stone, which crumbles to dust within 24 hours.