You wrap yourself in the protective embrace of the wave. Your Armor TN is increased by an amount equal to your Water Ring plus your School Rank for the duration of this spell.
Cloak of the Miya [CR]
- Ring/MasteryWater 2 (Defense)
- RangePersonal
- Area of EffectSelf
- Duration5 rounds
- RaisesDuration (+1 round)
- Ring/MasteryWater 2 (Crystal)
- RangeCentered on caster
- Area of Effect30’ radius around caster
- Duration2 Rounds
- RaisesArea of Effect (+5’ radius per Raise), Duration (+1 Round for two Raises, may only be done once)
This prayer evokes the sorrow of the Heavens, unleashing a brief deluge of rain which is endowed with the spiritual purity of the Sun. The spell summons divine rain from the sky, and thus can only be used effectively outdoors – it cannot cause rain to fall indoors or underground. Those of pure soul (no Taint or Shadow corruption, Honor Rank 4.0 or better) who are bathed in Heaven’s Tears are healed each Round by a number of Wounds equal to the caster’s Water. Conversely, those with Taint or Shadow corruption suffer 1k1 Wounds for each Round they are exposed to the Tears.
Inari's Blessing [CR]
- Ring/MasteryWater 2 (Craft)
- RangePersonal
- Area of EffectCreated sustenance
- DurationInstantaneous
- RaisesSpecial (Enough food for 1 additional person per Raise)
Inari is the Fortune of Rice, and one of the most beloved of all divine entities throughout the Empire. this spell invokes Inari's blessing, and creates nourishing food and drink at your command. This spell generates enough food and drink to sustain a number of individuals equal to your School Rank +1 for one day. Without Raises, this food is bland but sustaining, such as unflavored rice and water, but with Raises, you can increase the quality of the food to seafood or tea at the GM's discretion. The TN to cast this spell is doubled when in the Shadowlands.
- Ring/MasteryWater 2
- Range50’
- Area of EffectOne individual
- DurationConcentration (Special)
- RaisesRange (10’), Targets (+1)
*
While the Lion are known for practically refusing to bring shugenja to battle in most circumstances, the first human Kitsu devised several spells to protect them in combat during the tumultuous time of the early Empire. This spell is one such way in which the Kitsu believed that the spirits of those who came before would be ready to judge and punish the unworthy. When this spell is cast, the target immediately feels the gaze of the Realm of Blessed Ancestors upon them - indeed, the Kitsu was able to bring the attention of the restful dead upon their enemies practically at will. Those who are judged unworthy find their strength sapped and themselves forced away from the caster.
If the target is human, for every Social or Spiritual Disadvantage the victim possesses, he suffers a -1k0 on all physical Skill checks. In addition, he must make an Honor check at a TN of 20 or find he cannot move any closer to the caster than the maximum range of this spell (but is not pushed back if he is already closer). There are no other penalties for failing this Honor check. The penalties of this spell last for a full Round, or for as long as the caster maintains concentration on its effects.
Reflective Pool [CR]
- Ring/MasteryWater 2 (Divination)
- Range10 miles
- Area of EffectBody of Water / target location
- Duration5 minutes
- RaisesDuration (+1 minute), Range (+10 miles)
the inscrutable knowledge of water is a great boon to those who know the means by which it can be invoked. you may stare into a body of water, which may be as small as a puddle, and through it view a familiar location as if you were present, although you can only see what is taking place, not hear it. In order for a location to be familiar to you, you must either have spent a great deal of time there (your home, the dojo, a preferred temple, etc.), or have spent a minimum of ten minutes in meditation at the location. Any body of water can be used for this spell, but since the visions imparted are visual, images depicted will be clearer with larger bodies.
Rejuvenating Vapors [CR]
- Ring/MasteryWater 2
- RangeTouch
- Area of Effect1 target individual
- DurationInstantaneous
- RaisesTargets (+1 per 2 Raises)
Water washes away all that is impure, refreshing and reinvigorating all it touches. The target of this spell is instantly refreshed as if he had just arisen from a full night's sleep. This does not restore spent Void Points, but can eliminate fatigue and exhaustion. When used on a shugenja, this spell does restore the spell slots associated with the Void Ring (which can be used for any elements), but not the spell slots associated with other Rings. Abilities that characters may use a limited number of times per day are not refreshed by this spell. No individual can benefit from Rejuvenating Vapors more than once within a 24-hour period.
Stand Against the Waves [CR]
- Ring/MasteryWater 2 (Battle)
- Range10'
- Area of Effect1 target individual
- DurationInstantaneous
- RaisesRange (10' per 3 Raises)
A samurai who possesses the speed and strength of the mighty river is a dangerous foe indeed. The target of this spell gains a Simple Action during the Reaction Stage of the current Combat Round. This action may only be used to make an attack. If the target is incapable of making an attack as a Simple Action, this spell grants him a Complex Action instead. This spell cannot aware a shugenja the ability to cast a second spell in the same Round.
- Ring/MasteryWater 2
- RangeTouch
- Area of EffectCaster
- Duration3 Rounds
- RaisesArea of Effect (cast on someone else for two Raises), Duration (+1 Round per Raise)
This spell calls on Water’s affnity to physical strength. The surge of Water kami through the body briefy enhances the muscles, allowing the targeted person to perform prodigious feats. For the duration of the spell, the target’s Strength Rank is increased by an amount equal to half the caster’s Water Ring (rounded down). This cannot raise the Strength Rank higher than 9.
- Ring/MasteryWater 2 (Battle)
- Range10’
- Area of EffectOne target person
- Duration3 Rounds
- RaisesRange (+10’ per Raise), Duration (+1 Round per two Raises)
In contrast to the more peaceful and healing aspects of Water, this prayer evokes the power of Water on the attack, unleashing a surge of chi through the target’s limbs to empower his strikes. However, the massive surge of Water kami through the body also makes it diffcult for the target to remain still. The recipient of this prayer enjoys a +1k1 bonus to all Attack rolls, but cannot enter or beneft from the Center Stance and must take at least one Move Action every Round for the duration of the spell. Surging Soul is greatly favored among war-shugenja such as the martial wing of the Kitsu, the Tamori, the Kuni, and the Iuchi, but fnds less acceptance in families like the Asahina and the Isawa.
The Ties That Bind [CR]
- Ring/MasteryWater 2 (Divination)
- Range10 miles
- Area of EffectSelf
- DurationInstantaneous
- RaisesRange (+2 miles)
Even the lightest touch forges a connection, and through the spirits of water that connection may be explored. This spell allows you to seek out the spirits of Water within a single, specific object. You must be familiar with the object in question, either having spent a great deal of time around it or handled it personally. If the object is within the range of this spell, you will know the direction and relative distance it is from your current position.
Wave-Borne Speed [CR]
- Ring/MasteryWater 2 (Travel)
- RangePersonal
- Area of EffectSelf
- Duration2 Rounds
- RaisesNone
The speed of the river can be imparted by knowledgeable shugenja. Your Water Ring is increased by 2 for the purposes of determining how far you may move as part of any Move Actions made during the present Round or the following Round.
Wisdom & Clarity [CR]
- Ring/MasteryWater 2
- RangePersonal
- Area of EffectSelf
- Duration1 hour
- RaisesDuration (+30 minutes), Targets (may target another with 2 Raises)
By entreating the insight of the Water kami, a shugenja may dramatically increase his ability to perceive the world around him. For the duration of this spell, your reading speed doubles, and you will have perfect recall of everything read while under the influence of this spell. This spell does not enhance comprehension, however, so any language or cipher you are not familiar with is still completely indecipherable.
- Ring/MasteryWater 2 (Travel)
- RangeTouch
- Area of EffectBody of water 100’ radius from caster
- DurationInstantaneous
- RaisesArea of Effect (+50’ radius per Raise)
This spell, named after the legendary spirit known as the Yuki no Onna, persuades the Water spirits in a stream, river, or lake to expel all Fire from their presence, causing the water to instantly freeze. A single natural body of water freezes solid out to a distance of 100’ from the caster. Although this has uses in combat, the most frequent employment of the spell is to allow travelers or soldiers to cross water barriers. Any persons or creatures within the water will be trapped, and if they are under the surface they will suffocate (treat as Drowning). Breaking free of the ice will require a Contested Roll of Strength against the caster’s Water. The ice will melt normally.
- 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.
- 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.
- 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.
- 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.
Curse of Weakness [CR]
- Ring/MasteryWater 2
- Range50’
- Area of EffectOne target person or creature
- Duration10 rounds
- RaisesDuration (+2 rounds per Raise), Range (+10’ per Raise), Targets (+1 target per 2 Raises)
A more powerful form of the spell Disrupt Limb, this spell inflicts an overwhelming barrage of angry Water kansen on the target. The kansen flow through his body, inflicting headache, weakness, fatigue, and muscle tremors. For the duration of the spell, he is at a +10 TN penalty to all physical and mental activities that require Skill or Trait rolls. (This includes Spell Casting rolls.) He also suffers a -10 penalty to his Armor TN, as the debilitation makes it difficult for him to dodge blows.
Dark Wings [EnE]
- Ring/MasteryWater 2 (Maho)
- RangeSelf
- Area of EffectCaster
- Duration10 minutes
- RaisesDuration (+2 minutes per Raise)
The caster sprouts monstrous wings from his back, resembling those of a bat or other such creature. For the duration of the spell the caster can fl y, and is considered to have Swift 3 while flying.