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DraWing on the Mountain [CR]

  • Ring/MasteryEarth 5 (Battle, Defense)
  • Range300’
  • Area of EffectOne target structure (up to a small castle)
  • Duration1 day
  • RaisesRange (+150’ per Raise), Area of Effect (one additional structure for 3 Raises), Duration (+1 day per 3 Raises)

This spell invokes the strength of Earth to strengthen a physical structure against harm. The wood and stone o the target structure – which may be as large as a castle are infused with the strength of the mountains themselves, allowing it to withstand floods, earthquakes, and the assaults of siege engines.

When using the Siege rules from the L5R 4th edition supplement The Great Clans, for the duration of this spell the Wounds and Reduction of the target structure are doubled. When the spell expires, the extra Wounds are lost – if this reduces the structure to zero Wounds, it immediately collapses into ruin.

Earthquake [CR]

  • Ring/MasteryEarth 5
  • RangePersonal
  • Area of Effect1 mile radius
  • Duration1 minute
  • RaisesArea (+500 yards), Duration (+1 minute per 2 Raises)

This spell unleashes a terrible, ground-wracking earthquake, centered on the caster, who alone is unaffected. The earthquake utterly destroys all wooden buildings within the radius of effect, and inflicts severe damage on stone structures. All persons within the area of the earthquake are thrown to the ground, and remain Prone and Stunned for the duration of the spell, as well as suffering 2k1 Wounds. Individuals who are inside buildings (including the caster) will suffer 6k6 damage from falling debris, collapsing roofs, etc. Casting this spell within range of a major inhabited area is generally considered an act of war.

Grounding Energy [CR]

  • Ring/MasteryEarth 5 (Defense, Wards)
  • RangeCentered on Caster
  • Area of EffectCaster and all allies within a 20’radius
  • Duration3 Rounds
  • RaisesDuration (+1 Round per two Raises)

This spell, originally devised by the Yogo, calls on the spirits of Earth to fortify the caster and his companions, allowing them to resist the power of accursed maho spells. Any maho spell that targets the caster or any of the caster’s allies within the area of effect has its Spell Casting TN increased by an amount equal to 10x the target’s Earth.

Major Binding [CR]

  • Ring/MasteryEarth 5 (Jade, Wards)
  • Range100'
  • Area of Effect1 target Shadowlands creature
  • Duration12 hours
  • RaisesDuration (+1 hour), Range (+50')

The more powerful counterpart to the Kuni family's Minor Binding spell, this spell has also been employed by other clan shugenja, especially those of the Phoenix Clan. It is used to imprison more powerful Shadowlands creatuers and members of the Lost, typically for purposes of interrogation. Any Lost and any Shadowlands creature can be targeted with this spell. It can also target other spirit creatures who are Tainted. it cannot affect any other creatures.

The spell is a ritual, and requires ten minutes to cast (making it quite hazardous when dealing with a rampaging oni), but if additional shugenja join in casting the spell the casting is reduced by 1 minute per shugenja, to a minimum of 1 minute. If it is cast successfully, the casters make a Contested Roll of their combined Earth Rings against the Earth of the target. If the casters win, the spell calls forth manacles of pure elemental jade, which imprison the creature and render it helpless with the pain of its searing bonds for the duration of the spell. When the spell expires, however, the manacles instantly crumble into dust, and the creature is liable to seek immediate and bloody vengeance on its captors.

Strike at the Roots [CR]

  • Ring/MasteryEarth 5
  • Range50'
  • Area of Effect1 target creature
  • Duration3 rounds
  • RaisesDuration (+1 round), Range (+10'), Targets (+1 per 2 Raises), Special (Contested Roll, +1k1 to the caster for each Raise)

A more powerful and devastating form of the Wolf's Mercy, this spell brings the true wrath of the Earth onto the target, draining all favor of the Earth from his body and leaving him a weak, trembling, helpless victim. After casting this spell, the caster must succeed in a Contested Earth roll against the target of the spell (rolling separately if he is targeting multiple people). If the target loses the roll, his Earth Ring is immediately reduced to 1 for the duration of the spell. This also reduces his Wound Ranks and may result in his immediate death if he has already suffered injuries.

The Kami's Strength [CR]

  • Ring/MasteryEarth 5 (Battle)
  • Range30'
  • Area of Effect1 target creature
  • Duration5 rounds
  • RaisesDuration (+1 round), Range (+10')

This spell allows the caster to fortify one person with the power of the Earth, greatly enhancing their physical capabilities and their resistance to damage. The target of the spell gains Reduction of 20 and increases his Strength and one other physical Trait by an amount equal to the caster's Earth Ring. In return, however, the target is weighed down by the burden of Earth and cannot take Simple Move Actions (he can still take a Free Move Action).

The Kami's Will [CR]

  • Ring/MasteryEarth 5 (Defense)
  • Range30'
  • Area of Effect1 target creature
  • Duration10 rounds
  • RaisesDuration (+1 round), Range (+10')

The counterpoint to the Kami's Strength, this spell infuses one person with the stubbornness and determination of Earth, greatly enhancing their willpower and making them all but immune to the effects of elemental magic. The target of this spell increases his Willpower by an amount equal to the caster's Earth Ring, and any spells (friendly or hostile, but not including Maho spells) which target him suffer a penalty of -XkX to their Spell Casting Roll, where X is the caster's Earth Ring. In return, however, the target is so stubborn and willful that he cannot function properly in a social environment,and suffers a penalty to all Social Skill rolls of -Xk0, where X is the Earth Ring of the caster.

Soul Sword

  • Ring/MasteryEarth, Air, Fire, Water 5 (Craft)
  • RangeSelf
  • Area of EffectSelf
  • Duration10 Rounds
  • RaisesDuration (+2 Rounds per Raise), Special (pass the blade to another person for two Raises)

One of the more powerful and complex multi-Element spells known, this Agasha spell is the ultimate expression of the Elemental Weapon spells, combining all four Elements to create a weapon of pure Elemental power. The weapon takes the form of a 5k4 katana and is wielded using the Kenjutsu Skill, but with a +2k2 bonus to attack rolls as the spirits within the blade guide it toward its foes. The Soul Sword is considered to have the properties of both Jade and Crystal for the purpose of who can be harmed by it, and it ignores all effects of enemy armor (both Armor TN and Reduction). If the wielder drops or otherwise loses the sword, the Air spirits within the blade fly it back into his hand as a Free Action.

Blood Armor [EnE]

  • Ring/MasteryEarth 5 (Defense)
  • Range50’
  • Area of EffectCaster and one target creature
  • Duration3 Rounds
  • RaisesDuration (+1 Round per 2 Raises)

This is an extremely vicious defensive spell which high-ranking Bloodspeaker leaders frequently use to defend themselves. When the spell is cast, the maho-tsukai chooses one living target within range. For the duration of the spell, any time the caster suffers Wounds from any source, he only takes 25% of the damage rolled (rounded down). The target of the spell takes the other 75% (rounded up). Casting this spell does not produce any obvious visual effect, but each time the spell shifts damage to the target, the caster glows with unholy reddish-black energy, while appropriate injuries (burns, cuts, etc) spontaneously appear on the target. This spell works on all Wound damage, even from spells like Jade Strike that normally could not hurt the target.

Fierce Blood of the Earth

  • Ring/MasteryEarth 5
  • RangeTouch
  • Area of EffectCaster
  • DurationInstantaneous
  • RaisesDuration (+6 hours per 2 Raises)

A hideous and blasphemous spell that many Bloodspeakers use to artificially extend their lifespans. The caster touches one living being, who must be either willing or physically helpless (securely bound, asleep, or unconscious). The caster must make an Opposed Earth Roll against an unwilling victim. If the spell is successful, the maho-tsukai consumes the victim’s life force, killing him instantly. In return, the caster heals all physical injuries, regrows any missing limbs or organs, and extends his life by one year. Although this spell has no obvious or immediate side-effects, using it repeatedly will have a price : the maho-tsukai will acquire a desiccated, almost mummifi ed appearance, making his true nature increasingly difficult to conceal.

Touch of Death [CR]

  • Ring/MasteryEarth 5
  • Range50’
  • Area of EffectOne target creature
  • DurationInstantaneous
  • RaisesRange (+10’ per Raise), Targets (+1 target per 2 Raises)

The most dreaded of all maho spells, the Touch of Death ages, blackens, and blights the target. Skin and flesh shrivel and

blacken, hair turns gray and falls out, and shattering pains wrack the body. The victim physically ages by 10 years, and suffers 7k7 Wounds. The wounds can be healed normally, but the aging cannot be reversed. A character unfortunate enough to be hit by this spell multiple times (and survive) will be left elderly and decrepit.