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Fire and Water

  • 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.

Water and Air

  • Ring/MasteryWater, Air 2 (Divination)
  • Range1 mile radius
  • Area of EffectSelf
  • DurationConcentration
  • RaisesRange (+1/2 mile per two Raises)

This spell combines the communicative powers of the Air kami with the clarity and divination abilities of the Water kami to grant a potent form of long-distance divination. The caster must have access to a body of still water (a large basin or tub, a koi pond, a moat, etc) in order to cast this spell. By gazing into the water, the caster gains access to the vantage of Air spirits within the spell’s range, allowing him to look down on any location within that range as though gazing down from the sky, and to hear anything happening in that location. The perspective may be anywhere from a tree-top’s height all the way up to the height of the clouds. This spell has obvious military applications, and is known to be used by the Iuchi for such purposes.

Water and Earth

  • Ring/MasteryWater, Earth 2 (Battle)
  • Range100’
  • Area of Effect20’ radius
  • Duration5 Rounds
  • RaisesRange (+25’ per Raise), Area of Effect (+5’ radius per Raise), Duration (+1 Round per Raise)

This spell persuades the Water kami and Earth kami in the area of effect to mingle, instantly reducing the ground to sticky, nigh-impassable mud. The spell can be cast anywhere where the ground is normal earth or even stone, but cannot be cast on a finished surface such as a tiled or wooden floor. For the duration of the spell, anyone attempting to physically move through the area of effect can only move a number of feet equal to their Water Ring with a Simple Action, and cannot move at all with a Free Action. Moreover, all such persons suffer a -1k1 penalty to any Agility-based rolls due to the mud impeding their physical motions.

Air and Earth

  • Ring/MasteryAir, Earth 3 (Jade)
  • RangeSelf
  • Area of EffectCone 50’ long and 30’ wide at base
  • DurationInstantaneous
  • RaisesArea of Effect (+5’ to width or length per Raise), Damage (+1k0 per Raise)

This spell causes a ferocious horizontal cyclone to blast outward from the caster, ripping up pieces of earth into a barrage of wind and stone. The caster must be standing on a natural earth surface (e.g. not in a building or on a ship) in order to cast this spell. Anyone other than the caster within the area of effect takes 4k2 Wounds (this damage is considered Jade for the purpose of harming supernatural creatures) and is Dazed; they must also make a Contested Earth roll against the caster or be knocked Prone.

Fire and Air

  • Ring/MasteryAir, Fire 3 (Travel)
  • RangeSelf
  • Area of Effect10’ radius
  • DurationInstantaneous
  • RaisesDamage (+1k1 per two Raises), Special (+10’ to flight distance per Raise)

This spell capitalizes on the explosive relationship between Fire and Air to combine offensive and defensive effects. The Fire spirits unleash a blast of flame to scorch the caster’s enemies, while the Air spirits call on the invigorating power of this flame to lift the caster through the air to a safer location nearby. Everyone other than the caster within the spell’s area of effect takes XkX in fire damage (where X is the caster’s Fire), while the caster flies up through the air and lands up to his Air x20’ away, the Air spirits cushioning his descent so he is unharmed. Both effects take place in the same Round.

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.

Cleansing the Body

  • Ring/MasteryEarth, Water 2 (Jade)
  • RangeTouch
  • Area of Effect1 target person (can be the caster)
  • DurationInstantaneous/24 hours (see description)
  • RaisesArea of Effect (+1 person per two Raises)

The only known Multi-Element spell created by the Kuni family, this spell calls on both the simple cleansing of Water and the spiritual purity of Earth to help protect against both physical and spiritual pollution. A person targeted with this spell is instantly cleansed of all dirt and filth, and gains a +2k1 bonus to any roll made within the next 24 hours to resist or recover from disease, poison, or infection. Moreover, if the target does not have the Shadowlands Taint, the spell also grants a +2k1 bonus to any rolls made to resist getting the Taint within that same 24 hour period. (This benefit does not work on a target who already has at least one Rank of Taint.) This spell cannot be "stacked" that is, a single person can only benefit from one casting of the spell within a 24-hour period.

Stifling Wind

  • Ring/MasteryAir, Earth 3
  • Range100’
  • Area of Effect20’ radius
  • Duration5 Rounds
  • RaisesRange (+25’ per Raise), Area of Effect (+5’ radius per Raise), Duration (+1 Round per Raise)

Devised by the Soshi to support their shinobi allies, this spell is a more sophisticated development of the original Earth and Air spell. It mingles the Earth and Air kami to create a thick, choking cloud that obscures vision and renders breathing difficult. All those within the area of effect are considered Blinded while they remain within the cloud and for one Round after they leave (as they must wipe the dirt out of their eyes before they can see again). Moreover, while they remain within the cloud, at the start of their Turn each Round they must roll Stamina at a TN equal to the caster’s Earth x5 - if the roll is failed, they can only take Free Actions that Round (due to being choked by dust).

Wrath of the Sun

  • Ring/MasteryFire, Air 3 (Thunder)
  • Range100’
  • Area of Effect30’ radius
  • DurationInstantaneous
  • RaisesRange (+25’ per Raise), Area of Effect (+5’ radius per Raise)

This spell is a creation of the Moshi family, and invokes both the fury of Fire and the wrathful aspect of Air to mimic the anger of the Moshi family’s patron Fortune, the Sun itself. When cast, it unleashes a blaze of searing light and a concussive detonation of air directly above the target. All those within the area of effect suffer 5k3 Wounds (3k1 Wounds if they are resistant to heat) and are knocked Prone, Dazed, and considered Blinded; during the Reactions stage of each Round they can attempt to recover from the blindness by rolling Stamina at a TN equal to the caster’s Fire x5 (in addition to the normal roll to recover from Dazed).

This spell is noted for being particularly effective against creatures of the Nothing, which suffer an additional 2k2 damage from its effects.

Drown the Spirit

  • Ring/MasteryAir, Water, Void 4
  • Range30’
  • Area of Effect1 target creature
  • Duration3 Rounds
  • RaisesRange (+10’ per Raise), Duration (+1 Round per Raise)

One of the very few Multi-Element spells known to use Void magic, this spell can only be cast by a Void shugenja. It was devised by the Isawa ishiken as a way of punishing or outright defeating powerful foes, and it works by using the Void to turn the target’s internal Air and Water kami against him. The spell is quite visually spectacular, with the caster gathering a visible ball of dark crackling energy in his hands and then sending it forth to strike and suffuse the target. The target of the spell has his Strength Rank reduced by an amount equal to the combined total of his Air and Water Rings for the duration of the spell. If this reduces his Strength Rank to zero, he is helplessly immobilized and cannot take Actions until the spell expires.

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).

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.