Skip to main content

Clarity of Purpose [CR]

  • Ring/MasteryWater 1 (Battle)
  • RangePersonal
  • Area of Effect10' radius around caster
  • Duration2 rounds
  • RaisesArea (+5'), Duration (+1 round per 2 Raises)

One of the many strengths of water is in its speed. All allies within the area of effect of this spell gain a bonus of +5 to their Initiative Scores for the duration of the spell.

Ebbing Strength [CR]

  • Ring/MasteryWater 1 (Defense)
  • Range20'
  • Area of Effect1 target creature
  • Duration3 rounds
  • RaisesDuration (+1 round), Range (+5')

Energy flows through the universe just as water flows through the mortal shell. You may send your energy to another, weakening yourself and strengthening them in the process. You may reduce any one of your Physical Traits by an amount up to your School Rank. The target of this spell increases the same Physical Trait by the same amount. If your Trait is reduced to 0 as a result of this spell, you immediately fall unconscious and the spell's duration is reduced to 1 round. No Trait may be enhanced above double its normal rank by this spell.

Path to Inner Peace [CR]

  • Ring/MasteryWater 1
  • RangeTouch
  • Area of Effect1 target individual
  • DurationInstantaneous
  • RaisesNone

The water kami can influence the flow of water through the body, dramatically hastening the natural healing process. You can use this spell to heal Wounds that another individual has suffered. This spell restores a number of Wounds to the target equal to the amount by which the Spell Casting Roll exceeded the spell's TN to cast.

Purification of the Kami

  • Ring/MasteryWater 1
  • RangeTouch
  • Area of EffectBody of water up to 500 feet in radius
  • DurationPermanent
  • RaisesArea of Effect (+500 feet radius per Raise)

This prayer invokes the purity and cleansing strength of the Water kami to purge flth and contamination from a body of water such as a pond, a moat, or some of a stream or river. The caster touches the water as part of the casting ritual, and the purifcation ripples out from that point in waves of glowing light. This spell renders all the water within the area of effect wholly pure and safe to drink, removing all dirt, disease, and toxins. (However, it cannot purge the Taint.) The purifcation is a one-off event and cannot prevent dirt or poison from returning to the water later.

This spell can also be cast on water inside a single container (such as a bucket, barrel, or bottle). If the spell is cast on an alcoholic beverage (such as sake, shochu, or plum wine) it will purge the drink’s favor and alcohol content, leaving it as pure water.

Reflections of Pan Ku [CR]

  • Ring/MasteryWater 1 (Divination)
  • RangeTouch
  • Area of Effect1 object
  • DurationInstantaneous
  • RaisesNone

Divining the abilities of an object is among the simplest lessons a student of water learns in the temple. If this spell is successfully cast on an object, you automatically learn all powers and abilities that object possesses. This is most frequently used to identify any supernatural qualities an item possesses, such as a nemuranai or a cursed weapon, but it can also identify the spell contained within a shugenja's prayer scroll. This spell will not allow a shugenja to read a scroll if it is written in a cipher he does not understand, but he can at least identify the spell in question. This spell will also grant the caster knowledge of the item's origin in very broad strokes, such as where it was forged, the Clan of the individual who has carried it the longest, or something similar at the GM's discretion.

Reversal of Fortunes [CR]

  • Ring/MasteryWater 1
  • Range10'
  • Area of Effect1 target individual
  • Duration3 rounds
  • RaisesDuration (+1 round), Range (+5')

Versatility is the domain of water, and those who carry its blessing reap the rewards. For the duration of this spell, the target may immediately re-roll any one roll per round. This must be done immediately after the first roll is completed, and the target may keep either result.

Speed of the Waterfall [CR]

  • Ring/MasteryWater 1 (Travel)
  • RangeTouch
  • Area of Effect1 target individual or creature
  • Duration1 hour
  • RaisesDuration (+10 minutes), Range (may increase to 10' for 2 Raises)

Those filled with the essence of water find their movement far faster than ever before. The target of this spell may move a total distance per round equal to their Water x 20' plus an amount equal to twice your Water Ring. This spell does not grant the target additional movement, it simply increases the maximum possible amount they can move during a Round for the duration of the spell.

Spirit of the Water [CR]

  • Ring/MasteryWater 1 (Battle)
  • Range20'
  • Area of Effect1 target individual
  • DurationInstantaneous
  • RaisesRange (+5'), Special (Increase additional action to Complex for 5 Raises)

The spirit of water is both fluid and rapid. The target gains one additional Simple Action during the Reactions Stage of the Round in which this spell is completed. This Action cannot be used to make an attack.

Suitengu's Curse

  • Ring/MasteryWater 1
  • Range20’
  • Area of EffectOne target creature
  • Duration10 Rounds
  • RaisesRange (+10’ per Raise), Duration (+3 Rounds per Raise)

This prayer invokes Suitengu, the Fortune of the Sea, to drag down the target with the weight of his sullen wrath. The target feels a great weight on all his limbs, as though he is trying to swim in heavy seas. Mechanically, Suitengu’s hostility lower’s the target’s Refexes Rank by 1 and causes him to move as though his Water is 1 Rank lower for the duration of the spell.

Sympathetic Energies [CR]

  • Ring/MasteryWater 1
  • Range25'
  • Area of Effect1 target individual
  • DurationInstantaneous
  • RaisesRange (+5'), Special (see below)

Energy flows between all living things as water flows through the earth. You may transfer any one existing spell effect from you to the willing target of this spell. With 3 Raises, you may transfer 1 spell effect from one living target to another willing target. You cannot transfer spells between unwilling targets.

The Rushing Wave [CR]

  • Ring/MasteryWater 1 (Travel)
  • Range10'
  • Area of Effect1 target individual
  • Duration1 round
  • RaisesDuration (+1 round), Range (+5')

You can temporarily increase the speed of your target. This spell allows the target to make a Free Move Action of up his Water Ring x 10' (instead of the normal x 5'). Without Raises for Duration, this benefit must be used on the target's next Turn or it is lost.

The Swell of the Storm

  • Ring/MasteryWater 1 (Defense)
  • Range25’
  • Area of EffectOne target creature
  • DurationInstantaneous
  • RaisesRange (+10’ per Raise), Area of Effect (+1 target per two Raises), Special (+1k0 on the Con- tested Roll per Raise)

This spell evokes a sudden blast of water that strikes with the heavy, irresistible power of the tide. The water is summoned into existence, fying out from the caster in a heavy mass and striking the target with gentle but nigh-irresistible power. The target must make a Contested Roll of his Strength against the caster’s Water – failure means Knockdown (the target is knocked Prone). The spell will also extinguish any open fames the targets are carrying (torches, lanterns, candles, etc).

This spell can affect Huge creatures, although the GM may wish to award them a bonus on their Contested Roll to refect the greater diffculty of knocking down such large targets.

Bo of Water [CR]

  • Ring/MasteryWater 1 (Craft)
  • RangePersonal or 20' (see below)
  • Area of Effect1 created weapon
  • Duration5 minutes
  • RaisesDamage (+1k0), Duration (+5 minutes), Range (+5')

You summon a staff of pure water, as rigid as the real thing despite its fluid nature. The weapon's default form is a bo, but one Raise can change its form to any other staff of your choosing. The weapon has DR 1k2. If you do not possess the Staves Skill, you may instead use your School Rank in its place. If you do possess the Staves Skill, using this weapon grants you one Free Raise that can only be used on the Knockdown Maneuver. This weapon disappears if it is lost from your hand. Instead of summoning the bo for yourself, you may cause it to appear in the hands of an ally within 20 feet. He is treated as the caster for all purposes of the spell, but he does not gain the Free Raise bonus.

Disrupt the Limb [CR]

  • Ring/MasteryWater 1
  • Range50’
  • Area of EffectOne target person’s limb
  • Duration10 rounds
  • RaisesDuration (+2 rounds per Raise), Range (+10’ per Raise)

This curse causes the muscles of a target limb (an arm or leg of the caster’s choice) to be affl icted with pain, weakness, and tremors for the duration of the spell. All rolls for physical actions taken with that limb for the duration of the spell suffer a +15 TN penalty. In addition, if the target limb is a leg, the victim is considered to be under the effects of the Lame Disadvantage for the duration of the spell.

Symbol of Blood [EnE]

  • Ring/MasteryWater 1 (Wards)
  • RangeTouch
  • Area of Effect30’ radius
  • Duration12 hours
  • RaisesArea of Effect (+5’ per Raise), Duration (+2 hours per Raise)

This spell inscribes a sinister ward onto a flat surface. The caster writes the ward in the blood he spill to cast the spell, and once inscribed the ward cannot be destroyed except by physically destroying the surface on which it is written. The ward causes its victims’ blood to become sluggish and cold. Anyone other than the caster who enters the area of effect suffers a -2k0 penalty to all physical Actions. The effect only applies while they are within the area of effect, and does not stack with other Symbols of Blood.