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Endless Deluge

  • Ring/MasteryWater 3
  • RangeCentered on caster
  • Area of Effect1 mile diameter
  • Duration12 hours
  • RaisesArea of Effect (+1 mile per two Raises), Duration (+6 hours per Raise)

This spell calls on the Water spirits in the sky to congregate and descend to the earth, unleashing a massive rainstorm. Casting this spell is a ritual requiring at least ten minutes; at the GM’s option, casting this spell in an especially dry region, or during a drought, may require more casting time or require Raises to succeed. Rainclouds gather while the spell is being cast, and once it is completed the clouds open up and rain begins pouring down, continuing without cease for many hours.

The chief value of this spell is to extinguish fres (even large confagrations such as forest fres will be doused within a half hour or so) and to abate the effects of drought. However, the relentless pouring rain also obscures visibility and slickens objects, imposing a -1k0 penalty on all physical actions and a -2k0 penalty on ranged attacks. The rain also imposes a -1k1 penalty on Spell Casting Rolls for Fire spells within it, since the relentless water makes the Fire spirits reluctant to act. Finally, due to the large volume of rain over a short period of time, the spell can potentially cause

fash-fooding (GM’s option).

Near to Ice [CR]

  • Ring/MasteryWater 3
  • RangeTouch
  • Area of Effect1 target individual
  • Duration5 rounds
  • RaisesDuration (+1 round), Range (increased to 10' with 2 Raises)

As water grows durable and resistant with the coming winter, so too can the water within the human from become sterner and more durable. The target of this spell has all current Wound Penalties negated for the duration of the spell. Any additional penalties incurred take full effect, using the difference between the negated penalty and the new penalty as the effective penalty incurred. Wounds are not healed by this effect, they simply cease to inhibit those suffering from them.

Regrow the Wound [CR]

  • Ring/MasteryWater 3
  • RangeTouch
  • Area of Effect1 target individual
  • DurationConcentration
  • RaisesSpecial (your Water is increased by 1 for the purposes of healing per Raise)

Water flows into all things and flows out. In flowing out, it can carry away that which is undesirable. The pain and suffering inflicted by injuries can be channeled away from an individual, and cast into the infinite ocean where they are lost forever. The target of this spell recovers a number of Wounds equal to your Water Ring plus your School Rank each round the spell is in effect. You must touch the target when the spell is cast, but after that it may be maintained without physical contact.

Sanctuary of the Waves

  • Ring/MasteryWater 3 (Defense)
  • Range50’
  • Area of EffectOne target person
  • Duration10 Rounds
  • RaisesDuration (+3 Rounds per Raise), Area of Effect (+1 person per Raise)

“The sea is a thing of great destructive power, but also great mercy and salvation.” - Asako Chukage

This spell calls on the power of Water to protect and hide the chosen targets (who must be willing, and can include the caster). The spell can only be cast within range of a large quantity of water in a natural environment – e.g. a pond, stream, or something larger. When the spell is cast, the water lunges out, scoops up the targets, and draws them into the water, concealing them beneath its surface. The targets have enough air to breathe for the duration of the spell, but no longer. The surrounding barrier of water completely protects the targets, but also completely blocks them from any sort of attack against those outside – indeed, they will not even be able to see what is happening above the water unless they can roll Perception at TN 20 to make out the blurry images.

Once the spell’s duration expires, the water releases the targets where they are – they must swim to the surface on their own.

Silent Waters [CR]

  • Ring/MasteryWater 3 (Defense)
  • RangePersonal
  • Area of EffectSelf
  • DurationVariable
  • RaisesNone

The memory of the ocean is infinite, and its vast power can lay in wait for a very long time indeed. Upon completion of a successful casting of this spell, you may immediately cast a second spell of any element. This second spell must be a spell you can normally cast, and it must be of Mastery Level 3 or lower. If the second Spell Casting Roll is successful, the second spell is stored within you, and will not activate until a specific physical effect takes place, which you specify at the time of casting. The spell's trigger could be that you speak a certain word, draw a blade, or fall in battle, for example. Whatever the trigger, when it occurs, the second spell immediately takes effect as if you had just finished casting the spell. A character may never benefit from multiple uses of Silent Waters at one time. If the second use of the spell is cast on the same individual, the current "stored" spell is immediately dispelled and replaced with the new one.

Strike of the Tsunami [CR]

  • Ring/MasteryWater 3 (Battle)
  • Range25'
  • Area of EffectA cone originating from the caster, 10' wide at end
  • DurationInstantaneous
  • RaisesDamage (+1k0), Range (+5'), Special (+5 to the Earth Roll TN per Raise)

Water is everywhere, and obeys the commands of its favored shugenja. You summon a crushing wave of water that overruns everything in its path. The wave inflicts 3k3 Wounds on everything within the affected area, and all opponents within the area of effect must make an Earth Roll (TN 15) or suffer Knockdown. Obviously, everything within the area of effect is saturated with water.

The Inner Ocean

  • Ring/MasteryWater 3
  • Range50’
  • Area of EffectOne willing person
  • Duration5 minutes
  • RaisesRange (+20’ per Raise), Duration (+1 Minute per Raise)

This spell evokes the target’s inner Water to the ultimate degree, strengthening it to the point where it completely

overwhelms the target’s other Elements. The target – who may be the caster – is physically transformed into pure

clear water, along with anything he might be wearing or carrying at the moment the spell is cast. This state persists until the spell expires, and while the target is water he cannot speak, attack, cast spells, or directly manipulate physical objects. However, he can move more quickly (performing Move Actions as though he has +1 Rank in his

Water Ring), can indirectly manipulate objects by pushing against them, and can fow his liquid body through narrow openings. (The target’s physical mass does not change, so he cannot squeeze himself into a small box or otherwise evade the constraints of his size.) The target is effectively immune to most physical harm, but Fire spells can damage him, as can truly intense heat such as a burning castle or a lava fow. At the GM’s option, certain types of physical events – such as being scattered or partially soaked up with towels – might also harm the transformed person.

Once the spell’s duration ends, the target’s Elements rebalance and he returns to normal.

Typhoon's Surge

  • Ring/MasteryWater 3
  • Range50’
  • Area of EffectOne or more target allies
  • DurationInstantaneous
  • RaisesRange (+10’ per Raise), Area of Effect (+1 Target beyond caster’s Water per two Raises)

This spell, sometimes called by the more mundane name “Renewed Energy,” is a variation on the more commonly-

used prayer Rejuvenating Vapors. The spell targets a number of allies within range up to the caster’s Water Rank (additional targets beyond the caster’s Water may be taken with Raises). All of the targets experience a sudden and powerful surge of energy as the spell foods them with invigorating chi. They are freed from the effects of the Fatigued and Dazed conditions, and each target heals a number of Wounds equal to the caster’s Water Rank.

Visions of the Future [CR]

  • Ring/MasteryWater 3 (Divination)
  • RangePersonal
  • Area of EffectSelf
  • Duration1 minute
  • RaisesNone

Although not as reliable as the natural (if extremely rare) gift of foresight or the (equally rare) Void spells that enable divination, this spell still allows powerful visions of the future. It was first developed by the Tonbo family of the Dragonfly Clan, and is found infrequently outside their ranks. The spell requires use of a large pool of still water into which you must gaze. Upon completion of the spell, you enter a brief trance, and see images of things that have not yet come to pass. These images are rarely direct, and tend to by symbolic (violence is depicted as a scene of battle, for instance), but the events foreseen are completely accurate, and will come to pass unless prevented by your direct intervention. Only the shugenja casting this spell may see the events depicted in the vision. Many shugenja believe that use of this spell is a means of thwarting the natural order, and regard both it and those who make use of it negatively.

Walking Upon the Waves [CR]

  • Ring/MasteryWater 3 (Travel)
  • RangeTouch
  • Area of Effect1 target individual (May be the caster)
  • Duration10 minutes
  • RaisesDuration (+1 minute), Targets (+1 per Raise)

The Water kami buoy those who carry their favor and grant them passage. The target of this spell may move across the surface of water as if it were solid ground (Basic Terrain). If the surface of the water is disturbed, as by a storm, rolling waves, or any other similar event, it counts as Difficult Terrain.

Water Kami's Blessing [CR]

  • Ring/MasteryWater 3
  • RangeTouch
  • Area of Effect1 target individual (may be caster)
  • Duration5 rounds
  • RaisesSpecial (your Water Ring is considered 1 rank higher per 2 Raises)

By calling upon the clarity of water, you can receive tremendous insight into the world around you. The target of this spell receives a bonus to all his Perception based rolls, whether Trait Rolls, Skill Rolls, or anything else, consisting of additional rolled dice equal to your Water Ring.