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Blessing of the Sun

  • Ring/MasteryFire 4
  • RangeTouch
  • Area of EffectOne willing target person (may be caster)
  • Duration3 Rounds
  • RaisesRange (may change to 10’ with 2 Raises), Duration (+1 Round per Raise)

This spell infuses the target’s limbs with a rush of aggressive Fire kami, allowing him to move and think more quickly and to ignore pain and weariness. However, there is a price to be paid for such Elemental vigor, since once the kami depart the body becomes even more weary than before.

The recipient of this blessing feels a rush of burning energy and a quickening of thought. He instantly recovers from the Dazed Condition if it is in effect. Moreover, for the duration of the spell, the target’s Fire-related rolls (e.g. any roll using Agility or Intelligence and any Spell Casting Roll using the Fire Ring) may ignore both the effects of being Fatigued and the TN effects of Wound Penalties. However, once the spell expires, the target becomes Fatigued (this stacks with any pre-existing Fatigue effects) and cannot recover from this Fatigue in any way (rest, magic, or Techniques) for 24 hours.

Death of Flame [CR]

  • Ring/MasteryFire 4
  • Range100'
  • Area of Effect1 target
  • Duration5 Rounds
  • RaisesNone

This spell brings the anger of Fire on the target, suppressing his elemental Fire and lowering both his Agility and his Intelligence Ranks by an amount equal to your Fire Ring, to a minimum of 1. If you maintain Concentration for the duration of the spell's effect, the target cannot escape its effects. If you do not maintain Concentration, each Round at the start of his Turn the target may make a Contested Fire roll against you (using his original, unmodified Fire Ring) to end the spell's effect.

Defense of the Firestorm [CR]

  • Ring/MasteryFire 4 (Defense)
  • RangeTouch
  • Area of Effect1 target armor
  • Duration5 Rounds
  • RaisesDuration (+1 Round)

A more potent form of spells like Shining Light, this prayer summons forth an aura of magical flames from a suit of armor, surrounding and protecting the armor's wearer. These flames do not harm the armor's bearer and do not harm living things. However, all wooden weapons (including arrows and many polearms) burn instantly before they reach the target, doing no damage. The flames also impede sight to the target, increasing his Armor TN by 20.

Essence of Fire

  • Ring/MasteryFire 4 (Wards, Imperial)
  • Range10’
  • Area of EffectTwo target duelists
  • DurationOne iaijutsu duel
  • RaisesSpecial (see text)

This spell was originally developed by the Asahina to prevent magical tampering with iaijutsu duels. In the Crane view, iaijutsu is a test of the duelist’s own inherent skills and talents, and using the kami to aid in a duel violates its proper nature as the sacred judge of right and wrong. (The Crane also suspected certain other clans, such as the Scorpion and Dragon, of "cheating" with magic during duels.) This spell ensures that no magical effects will dilute the duel’s test of skill. In Crane lands it is traditional for shugenja to invoke this spell as a blessing on an iaijutsu duel, and the custom sometimes appears in other clans and families as well - particularly the Seppun. When this spell is cast, a flow of Fire kami race through the chosen targets and drive out any other active kami on them, immediately ending any ongoing spell effects they may have on their persons. The Fire kami remain until the end of the duel, protecting against further interference - any spell which targets either duelist before the duel concludes will suffer a -3k0 penalty to its Spell Casting Roll In modern times, a few shugenja have developed a more controversial variant of this spell which also uses the Fire kami to interfere with the targets’ memories and suppress their knowledge of bushi Techniques. This tactic is especially popular with shugenja from clans which do not focus on dueling, since it makes a duel purely a test of raw skill with no advantage to those descended from Kakita or Mirumoto. Casting the spell with this additional effect requires 4 Raises.

Eyes of the Phoenix

  • Ring/MasteryFire 4 (Illusion)
  • Range25’
  • Area of EffectOne target creature
  • Duration1 hour
  • RaisesRange (+5’ per Raise), Area of Effect (+1 creature per 2 Raises)

This spell’s name is somewhat ironic, and has sometimes been credited to a Scorpion shugenja with a low opinion of the Isawa. Regardless of its origin, the spell’s effect is to persuade a small cloud of strong Fire kami to float directly in front of the target’s eyes. This makes it appear to others as though the target’s eyes have caught on fire, an unsettling effect to say the least. When the spell is cast, any allies of the target suffer a Fear 3 effect (if they are vulnerable to Fear - undead are immune, and the GM may rule that other creatures are resistant or immune if it seems appropriate). More importantly, for the duration of the spell, the target is considered to be Blinded.

Symbol of Fire [CR]

  • Ring/MasteryFire 4 (Ward)
  • Range100'
  • Area of Effect10' radius
  • DurationPermanent
  • RaisesNone

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 Fire 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 by the ward is affected by its power, and must succeed at a Contested Roll using their Water against the caster's Fire. Those who fail are Dazed, Blinded fir one Round, and take 3k3 Wounds. This spell may be dispelled by another casting of Symbol of Fire from any shugenja, or by destroying the surface where the Symbol was etched. You may only have one Symbol of Fire in existence at any time, and Symbol spells of different elements may never affect the same area.

The Mending Forge [CR]

  • Ring/MasteryFire 4
  • RangeTouch
  • Area of EffectOne target item
  • DurationInstantaneous
  • RaisesNone

* Ring/Mastery 4 (Craft)

This simple and powerful spell has only one function: to call on the creative power of Fire to bring back what has been destroyed. Any damaged or destroyed material item can be restored with this spell, provided all the pieces are gathered in front of the caster. (If someone pieces are missing, the spell will automatically fail.) The spell takes 1 minute to cast, and you must concentrate during that minute. If successful, the spell restores the item to a whole and undamaged state. It should be noted that the Fire kami must worker harder to repair items of unusual quality - if you use this spell to repair a nemuranai or an item of Fine quality or better, you must offer the Fire kami a gift (another item for them to burn and destroy) appropriate to the worth of the item.

Wall of Fire [CR]

  • Ring/MasteryFire 4
  • Range100'
  • Area of EffectSpecial
  • Duration1 hour
  • RaisesArea of Effect (+1 increment, see below)

You invoke the Fire kami to spring up and form a wall of flames, barring passage to all. The wall is 10' tall, 1' wide, and 25' long, and causes 6k6 Wounds to anyone who touches it. This wall may be made shorter or thinner as desired, within the total specifications, but all the mass of the flames must be used somehow. The wall may be created in an area where people or creatures are standing, forcing them to make a Reflexes Trait Roll against a TN of 20 to avoid taking Wounds from the fire.

You may Raise to increase on of the specifications (height, width, or length) by its base increment (10', 1', or 25' respectively).

Ward of Thunder [CR]

  • Ring/MasteryFire 4 (Defense, Ward, Thunder)
  • RangeTouch
  • Area of Effect15' radius from the armor
  • Duration1 hour
  • RaisesNone

Osano-Wo's protection can be temporarily invoked for a suit of armor by casting this spell and inscribing the kanji for thunder on the armor. Those within 15' of the armor are under Osano-Wo's care, and are completely protected from non-magical fire and thunder for the duration of the spell. Additionally, any Fire spell cast by a shugenja other than yourself which targets something within the area of effect has its Spell Casting TN increased by 20

Earth and Fire

  • 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.

The Mountain’s Wrath

  • 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.

Whispering Flames

  • Ring/MasteryAir, Fire 4 (Illusion)
  • Range50’
  • Area of EffectAll Rokugani within 50’
  • DurationConcentration
  • RaisesRange (+25’ per Raise)

Created by the Isawa as a peaceful alternative to lethal battle, this spell creates a transfixing image, forged from the beauty of fire and the whispers of air. Any Rokugani within 50’ who sees the image must roll Willpower each Round against a TN equal to your Spell Casting Roll. If the roll is failed, the target is unable to take any action that Round other than staring at the image. The target may add his Honor Rank to the total of his Willpower roll (as if resisting Temptation), and gains a cumulative +1k0 bonus to the Willpower roll for each additional Round after the first. Also, any target who suffers physical damage is immediately freed from the spell’s effects (in relation to this, it may be noted that the targets are not physically immobilized and thus have their normal Armor TN).

Burning Blood [EnE]

  • Ring/MasteryFire 4
  • Range50’
  • Area of EffectOne target creature
  • DurationInstantaneous
  • RaisesDamage (+1k0 per Raise), Range (+10’ per

Raise), Targets (+1 target per 3 Raises)

This horrible spell infuses the target’s bloodstream with angry Fire kansen, causing his blood to superheat and boil through his skin, emerging as a cloud of reddish vapor. The target suffers Wounds with a DR equal to his Fire, and must roll Willpower at TN 20 or fall Prone due to the unbearable pain. Whether or not the target falls prone, he is considered to be Fatigued on his next two Turns, due to the debilitating effect of the boiling blood.