Anyone whose elements are out of balance will feel the effects, and this spell creates this condition deliberately by aggravating the Fire present in the target's body. While the spell is in effect, the target cannot be healed by magical means. Magical spells, items, or Techniques that attempt to restore Wounds to the target automatically fail. (Mundane wound treatment with the Medicine skill will still be effective.) The target may realize something is physically wrong with him but cannot find out what is happening without the help of a shugenja - casting Sense (Fire) will show the presence of many excited Fire spirits within the target.
Disrupt the Aura [CR]
- Ring/MasteryFire 2
- Range50'
- Area of EffectTarget person or creature
- Duration24 hours
- RaisesDuration (+12 hours per Raise)
Enticing the Dance of Flame [CR]
- Ring/MasteryFire 2
- Range50'
- Area of Effect20' radius
- Duration2 rounds
- RaisesDuration (+1 round)
A more potent version of The Fires That Cleanse, this spell keeps the Fire kami under tighter control and persuades them to remain present for longer. If the spell is cast successfully, Fire kami erupt into a violent, ferocious dance at a location of your choice, igniting that area into flames. Every target in the area takes 3k2 Wounds on the Round the spell takes effect. At the beginning of each subsequent Round, if the spell is still active, every target still in the affected area takes an additional 2k1 Wounds.
Hurried Steps [CR]
- Ring/MasteryFire 2
- RangePersonal
- Area of EffectSelf
- Duration2 rounds (see below)
- RaisesNone
Fire is the element of thought, and thought is swift indeed. You draw upon the speed of Fire kami to aid you in the next spell you cast. The casting time of the next Fire spell you cast is reduced by 4 Rounds. If the next spell is Mastery Level 3 or lower, it casts instantaneously as a Simple Action. If you do not begin casting the new spell within the next 2 Rounds, however, the benefit of Hurried Steps elapses.
Mental Quickness [CR]
- Ring/MasteryFire 2
- RangeTouch
- Area of Effect1 item
- Duration10 minutes
- RaisesNone
Fire kami can be imbued into physical objects, allowing them to remain present for longer periods of time. Shugenja have devised many ways to use this technique to aid themselves and others. This spell, one of the most basic of this kind, imbues a material item with the cleverness and wit of fire. Anyone who carries that item has their Intelligence Trait increased by 3 for the duration of the spell.
- Ring/MasteryFire 2 (Defense)
- Range50’
- Area of EffectOne target person/effect
- DurationInstantaneous
- RaisesRange (+10’ per Raise), Area of Effect (+1
target per 2 Raises)
This spell was originally devised by the Isawa to deal with the threat of Yobanjin magic, and later spread to the rest of the Empire when other gaijin threats became more frequent. The spell calls on Shinsei’s principles of Elemental unity and harmony to oppose unnatural foreign magic, using the energy of Fire as a focus. Purity of Shinsei ends the effects of a gaijin spell or spell-like effect. Typically this means targeting an individual who is being afflicted by an ongoing gaijin spell effect (such as a samurai laboring under a foreign curse), though it can also target an effect which is not afflicting a specific individual (such as a foreign curse on a castle, a village, or a physical item). The GM has final discretion on whether a particular gaijin magic effect can be countered with Purity of Shinsei. If the optional Counterspelling rules as in use, the GM may opt to let a shugenja who knows this spell attempt to Counterspell meishodo spells and gaijin magic.
Relentless Heat [CR]
- Ring/MasteryFire 2 (Defense)
- RangeTouch
- Area of Effect1 armor
- Duration10 rounds
- RaisesDuration (+2 rounds)
This spell is designed to protect bushi by infusing a Fire kami into their armor. The spell targets one suit of armor, which glows with the strength of the merciless desert sun. Any opponent who attempts to strike the person wearing the armor, whether or not the attack hits, is immediately considered to be Fatigued until the beginning of their next Turn. The penalty apples to the attack roll that triggered the spell, and any attackers in the Full Attack Posture immediately assume the Attack Posture instead. This spell has no effect on ranged attacks or spells that target the wearer of the armor.
Tail of the Fire Dragon [CR]
- Ring/MasteryFire 2
- RangePersonal
- Area of EffectSelf
- Duration4 rounds
- RaisesDuration (+1 round)
This spell invokes several Fire kami to form a whip-like tendril that extends from the caster's hand. The tendril of flame will not burn you, since the kami are grateful for the opportunity to burn others at your command. You may use this tendril to strike enemies as far as 30' away, extending it out and back with blinding speed. Your attack roll with the tendril is equal to your Agility + (twice your School Rank), keeping your Agility. The tendril has a DR equal to your Fire Ring.
The Fires From Within [CR]
- Ring/MasteryFire 2
- Range100'
- Area of Effect1 target
- DurationInstantaneous
- RaisesTarget (+1 target per 2 Raises)
Probably the most widely known and recognized offensive spell in the element of Fire, this prayer has been in use by Rokugani shugenja since the very earliest days of the Empire. You summon Fire kami to form an orb of flame that hovers in your palm for a moment before streaking toward the target. The sphere gains momentum and size until it hits its target, making it quite spectacularly visually. The spell has a DR equal to your Fire Ring.
Ward of Purity [CR]
- Ring/MasteryFire 2 (Ward)
- RangeTouch
- Area of Effect15' radius from the object touched
- Duration1 day
- RaisesNone
Although Earth is the traditional method of opposing evil forces like the Shadowlands Taint, the spirits of Fire can also be invoked to purge and destroy such spiritual abominations. This spell binds a Fire kami into a specific location which it protects against the forces of evil. Casting the spell requires inscribing elaborate kanji on a flat surface in chalk or ink, and takes one minute of concentrated effort, after which the Spell Casting Roll must be made. Once the Ward of Purity is activated and the power of the kami is fully engaged, however, the kami within the inscription protects the area against the influence of the Shadowlands or the Lying Darkness.
Persons or creatures with at least 1 Shadowlands Taint Rank, or who are under the control of the Lying Darkness, must make a successful Contested Willpower Roll against you in order to enter the Ward's area of effect; you gain a +5 bonus to this roll. In addition, those creatures who successfully enter the area suffer extreme pain, as the power of the ward burns their very essence. Their bodies ignite and they suffer Wounds equal to the total of your Fire Ring + Insight Rank each Round they remain within the area of effect.
Spells and missiles are unaffected by Ward of Purity. the object upon which the ward is inscribed must remain immobile and the inscription must remain clearly visible at all times, or else the Ward is dispelled.
If overlapping Wards of Purity are present, their effects do not stack.
- Ring/MasteryFire 2 (Travel)
- RangeTouch
- Area of EffectSelf
- Duration10 minutes
- RaisesDuration (+5 minutes per Raise), Special (move at +1 Water Rank for 3 Raises)
This prayer is a simpler and less potent form of the spell Wings of the Phoenix, although it is also slightly more flexible in that it does not require a suit of armor to act as an "anchor" for the Fire kami. When this spell is cast, a cloud of Fire kami gather and take the form of large feathery wings sprouting from the caster’s arms and back. The caster may use these wings to fly slowly (normally moving at a speed equal to Water 1, regardless of his actual Water Ring). If the caster is able to glide (e.g. he is already at a significant height above the ground), he can move more quickly, as though he is Water 4. While the spell is in effect, the caster cannot use his arms for anything but flapping and moving his fiery wings, severely limiting his potential actions; also, he will set fire to any easily flammable objects (such as paper or spell scrolls) he touches, although the Fire kami will avoid harming his clothes. When the spell ends, the Fire kami immediately disperse, regardless of whether the caster is on the ground or in the air - unlike the friendly Air kami, the mercurial and aggressive Fire kami do not particularly care about the caster’s fate once they depart.
- Ring/MasteryFire, Water 2 (Battle)
- Range50’
- Area of Effect10’ radius
- Duration2 Rounds
- RaisesRange (+25’ per Raise), Area of Effect (+5’ radius per Raise, maximum radius equal to caster’s Fire x10’), Duration (+1 Round per Raise)
This spell invokes fire and water spirits at the same time and persuades them to mingle, unleashing a cloud of scalding steam. The area of effect is suddenly filled with super-hot steam which lasts until the spell ends, at which point it disperses. Those caught within the steam suffer 2k2 Wounds each Round they are there (unless they are resistant to heat) and their vision is impaired in the same manner as the Missing Eye Disadvantage until they leave the steam cloud.
Gift of the Maker [EnE]
- Ring/MasteryFire 2
- RangeSelf or Touch
- Area of EffectOne target creature (can be the caster)
- Duration1 hour
- RaisesDuration (+30 minutes per Raise)
The caster summons the power of Jigoku, temporarily granting the blessings of the Taint. Most Bloodspeakers rationalize this spell’s effects by claiming it is evoking power from within themselves. The caster (or another person touched by the caster) gains a Greater Shadowlands Power of his choice for the duration of the spell.
Puppet Master [CR]
- Ring/MasteryFire 2
- Range100’
- Area of EffectOne target undead creature
- Duration4 hours
- RaisesDuration (+2 hours per Raise), Range (+20’ per Raise), Targets (+1 undead creature per Raise)
This spell allows a maho-tsukai to exert his will against any undead creatures in the area, taking control of them and forcing them to obey his will. If the spell targets a mindless uncontrolled creature such as a zombie, the caster takes control of it automatically. If the spell targets a free-willed undead creature such as a pennaggalon, the caster must succeed in a Contested Willpower roll against the creature. Likewise, if the spell targets an undead creature controlled by someone else (another maho-tsukai, Oni lord, etc), the caster must succeed in a Contested Willpower roll against the controller. Once controlled, the undead will obey the caster’s commands for the duration of the spell, subject to the limits of the creature’s intelligence. Zombies will typically only be able to comprehend the most basic of orders ("kill him", etc). At the end of the spell’s duration, the undead either revert to the control of their previous master (if they had one) or become free-willed once more.