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Castle of Fire

  • Ring/MasteryFire 5 (Battle, Defense)
  • RangeCentered on caster
  • Area of EffectCircle with a radius of 30’ from caster
  • Duration10 Rounds
  • RaisesArea of Effect (+5’ to radius for 2 Raises), Duration (+2 Rounds per Raise)

Like the other Castle spells, Castle of Fire is a defensive prayer, in this case a more sophisticated version of Wall of Fire. It calls on the kami of Fire to erect a barrier surrounding the caster. The fiery barrier is 1’ thick and 10’ high; anyone who is standing on its location when it appears must roll Reflexes at TN 20 to leap away (either inside or outside the Castle) and avoid being burned. The Castle’s barrier instantly incinerates any arrows or other missiles which try to pass through it. Creatures which pass through the Castle’s barrier (or are caught by it when it appears) suffer 6k6 damage and are set afire.

Consumed by Five Fires

  • Ring/MasteryFire 5
  • Range100’
  • Area of EffectOne target creature (and caster)
  • DurationInstantaneous
  • RaisesRange (+50’ per Raise)

One of the most potent and deadly of Fire spells, but also one used only by those facing the most desperate need. The spell invokes an array of powerful Fire kami to strike down the target with incredibly powerful heat and flame - but in order to persuade so many kami to strike with such immense power, the shugenja must bestow them with a gift of his own life-force.

The target of this spell is instantly killed, reduced to Dead and then burned down to ashes in a matter of seconds. However, the caster immediately suffers the same number of Wounds as were inflicted on the target - an effect which is often, though not always, lethal. This damage cannot be reduced or mitigated in any way, and if it is lethal the caster cannot avert death. This spell will automatically fail if it targets a creature which is resistant to Fire, and it cannot kill divine entities such as Fortunes.

Destructive Wave [CR]

  • Ring/MasteryFire 5
  • RangePersonal
  • Area of Effect25' radius
  • DurationInstantaneous
  • RaisesDamage (+1k1 per 2 Raises)

A highly potent offensive spell, originally devised by the Isawa Elemental Masters, this prayer summons up a great mass of Fire kami, which roll outward from the caster in a wave of searing flames. Every target within the area of effect, whether friendly or hostile, takes 7k7 Wounds, for the raging flames makes no distinction between ally and enemy. You alone do not take damage from the spell.

Everburning Rage [CR]

  • Ring/MasteryFire 5
  • Range25'
  • Area of Effect1 target
  • Duration1 Round
  • RaisesDuration (+1 Round), Targets (+1)

A powerful curse that infuses the target's body with angry Fire spirits, wracking him with pain as the kami sear his nerves and ligaments. For the duration of the spell, the victim is considered to be at the Down Wound Level and suffers all associated penalties and conditions, although he takes no actual Wounds from the spell. When the spell expires, the pain instantly ceases and the target may stand up as if nothing had happened. This spell is somewhat controversial with some shugenja schools, particularly the more peaceful ones, since it amounts to little more than the deliberate infliction of pain. A few shugenja have even noted certain disturbing similarities between this spell's effects and those of certain maho curses.

Follow the Flame [CR]

  • Ring/MasteryFire 5
  • RangePersonal
  • Area of EffectSee below
  • Duration5 Rounds
  • RaisesDamage (+1k0 per Raise)

This spell grants you exceptional control of the nearby Fire kami, allowing you to coax them into a very unusual and terrifying attack. On the Round this spell is cast and every Round thereafter, you may declare a line of sight target within 300' and send a stream of fire toward it that snakes along the ground (on later Rounds, designating a target in this manner is a Simple Action). the stream of fire moves at a rate of 75' each Round and moves around impassable (or inflammable) barriers in order to reach its target. Once the fire reaches its destination, the target bursts into flames, suffering 6k5 Wounds. The subject catches fire and takes half that many Wounds (rounded down) every subsequent Round until the fire is doused normally or the spell's duration expires.

Light of the Sun [CR]

  • Ring/MasteryFire 5 (Jade)
  • Range100'
  • Area of Effect30' radius
  • Duration10 rounds
  • RaisesNone

This prayer invokes the power of the Sun, worshiped and venerated throughout Rokugan, and is an especial favorite among the Moshi family, although shugenja all across the Empire have learned it. The spell calls down a concentrated beam of pure sunlight to punish the unworthy. Everyone caught in the area of effect takes 2k2 Wounds per Round from the intense heat. Human targets (only) take an additional 2k1 Wounds for every Honor Rank they are below 4, and an additional 2k2 Wounds if they possess at least 1 Rank of the Shadowlands Taint or are controlled by the Lying Darkness. Human targets who have an Honor Rank of 0 are Blinded for a number of Rounds equal to your Fire Ring.

The Dragon’s Talon (Kuro’s Fire)

  • Ring/MasteryFire 5 (Battle)
  • Range100’
  • Area of EffectUp to 10 target creatures within range
  • DurationInstantaneous
  • RaisesRange (+25’ per Raise), Area of Effect (+2 targets per Raise)

A potent battle spell favored by the Elemental Master of Fire and also used by high-ranking battle shugenja from several clans; in the twelfth century Naka Kuro, the Grand Master of the Elements, also used this spell and it came to be called Kuro’s Fire in his honor. Regardless of its name, this spell calls on the unmatched power of the Dragon of Fire to strike down large numbers of lesser foes. When the prayer is completed, bolts of fire resembling the snarling heads of dragons streak out from the shugenja’s hands, striking down the chosen targets. Each target suffers 8k6 damage. However, the nature of this spell is such that the Fire kami will only attack targets who they consider weak and unworthy; in game terms, the spell can only target foes of Insight Rank 1 or 2, or nonhumans of comparable power (GM’s judgment).

Wings of the Phoenix [CR]

  • Ring/MasteryFire 5 (Travel)
  • RangePersonal
  • Area of EffectSelf
  • Duration10 Rounds
  • RaisesNone

The Phoenix is one of the most powerful symbols of Fire known to the Rokugani, and this spell calls on the essence of that being to grant its casters the power of flight. When this spell is cast, you summon clouds of Fire kami who take the form of giant wings sprouting from your back. You gain the ability to fly for the duration of the spell, moving at a speed of Water x 10 for a Free Action or Water x 20 for a Simple Action. If you are airborne when the spell expires, the Fire kami will bear you down to earth before departing.

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.

Strength of Darkness [CR]

  • Ring/MasteryFire 5
  • RangePersonal / Touch
  • Area of EffectOne target person
  • Duration10 rounds
  • RaisesDuration (+1 Round per Raise), Special (+1 Rank to one physical Trait for every 2 Raises)

This spell infuses the body of the target with the power of the Taint, unnaturally enhancing his physical prowess for a short time, allowing him to perform superhuman feats of speed, strength, and stamina. The recipient of the spell gains +1 Rank to his Earth Ring and his other three physical Traits for the duration of the spell. (The caster may Raise to increase the Traits, but the Earth Ring cannot be increased further.) He also gains the ability to see through any sort of visual impairment : fog, smoke, or even complete darkness. The physical evidence of this magical enhancement is obvious and grotesque : the target’s flesh swells and bulges unnaturally and his eyes turn blood-red. This spell increases the target’s Wounds per Rank to match his enhanced Earth Rank. When the spell expires and the Earth Ring drops back to normal, the target’s Wounds also return to normal levels. This can result in death if he has suffered serious damage while under the spell’s effects.