The Fortune of the Sea is a wrathful entity, but one who nevertheless blesses those who entreat him properly. This spell, created by the Mantis clan, allows you to peer into a body of water, which must be at least one foot across and one inch deep, and see out of any other body of water anywhere in the Empire, so long as it is within range of the spell. This can be at any point along the seacoast, a lake, a river, stream, or even a puddle, but you must know the location of the body of water you are targeting. you can see everything around that body of water as if you were submerged within it. You cannot hear what is taking place, only see it.
Dominion of Suitengu [CR]
- Ring/MasteryWater 4 (Divination)
- Range100 miles
- Area of Effect2 bodies of water
- DurationConcentration
- RaisesRange (+10)
Ebb & Flow of Battle [CR]
- Ring/MasteryWater 4 (Battle)
- RangePersonal
- Area of EffectAll selected allies within 50' radius of caster
- Duration5 Rounds
- RaisesDuration (+1 round per 2 Raises)
Mobility is one of the greatest strengths of Water. In a skirmish or a battle, mobility is key to survival. This spell increases the movement speed of all allies within range. You may choose to exclude specific allies from its effects if you choose. All those affected by the spell may move a distance equal to their Water Ring x 10 in feet as a Free Action (this is normally a Simple Action).
Heart of the Water Dragon [CR]
- Ring/MasteryWater 4
- Range25'
- Area of EffectTarget individuals equal to caster's School Rank (may include caster)
- Duration1 round per School Rank
- RaisesDuration (+1 round), Special (+1k0 healed per 2 Raises)
The Water Dragon is a benevolent entity, and his blessings are powerful. Any time that a target of this spell suffers damage during the duration, he instantly regains 1k1 Wounds.
- Ring/MasteryWater 4 (Battle)
- Range100’
- Area of EffectUp to 25 allies in one group
- Duration5 minutes
- RaisesRange (+50’ per Raise), Duration (+1 minute per Raise), Special (affect non-samurai, see description)
This spell was originally devised by battle shugenja of the Kitsu and Iuchi families, and remains a favorite among
them. It infuses a military unit with the fowing speed and relentless strength of Water, allowing the soldiers to move more quickly and strike more powerfully on the battlefeld. The caster chooses one group of allies (up to roughly a squadron) to receive this blessing; all troops in that unit may move as though their Water is 1 Rank higher and are considered to have a Strength 1 Rank higher for the duration of the spell.
This spell normally only benefts samurai, but a skilled caster can extend to the blessing to cover other allies. Two
Raises will allow the spell to affect non-samurai humans (e.g. ashigaru), while four Raises will allow it to affect non-human allies such as Naga or Ratlings.
This spell may also be used to affect Mass Battle scenarios. Each casting of the spell during a Mass Battle
awards a bonus equal to the caster’s Water Ring to the total of the commanding general’s next Battle Skill roll to
determine winning or losing.
- Ring/MasteryWater 4
- RangeTouch
- Area of EffectAny two people
- Duration5 Rounds
- RaisesDuration (+2 Rounds per Raise)
A Unicorn secret spell based on gaijin magic, this spell uses the Water kami’s control over internal energy to briefy create a temporary connection between two people, merging their chi and allowing them to call on each others’ knowledge and skill. The targets must be touched simultaneously by the caster to establish the initial link of Water kami, and must remain within 50’ of each other for the link to continue functioning – if this distance is exceeded, the spell immediately ends.
In game terms, the linked people are able to use each others’ Skills, employing whichever Skill Rank is higher
for a given task. However, they do not gain the benefts of Mastery Abilities.
- Ring/MasteryWater 4 (Travel)
- Range25’
- Area of EffectOne summoned steed
- Duration4 hours
- RaisesDuration (+2 hours per Raise)
This prayer was originally developed by the Iuchi, although the Isawa have since devised a similar spell on their own. It summons forth a number of powerful kami, who take the physical form of a watery, translucent horse. The Steed will bear the caster (or one other person designated by the caster at the time the Steed is frst summoned) in the same manner of a normal horse, can be controlled with Horsemanship in the normal way, and will fght selfessly in its rider’s defense; for game purposes, the Steed is considered to have the same mechanical statistics as an Utaku Warhorse, but also has Reduction 15. It is untiring for as long as it remains in existence. Once the spell expires, the Steed collapses into normal water – which can be an unpleasant surprise if someone is still mounted on it.
Strike of the Flowing Waters [CR]
- Ring/MasteryWater 4
- Range10'
- Area of Effect1 target individual (may be caster)
- Duration1 round
- RaisesDuration (+1 Round), Range (+5')
Water flows over and through obstacles, and so too can those infused with its energy. The target of this spell may ignore bonus to his opponents' Armor TN conferred by worn armor, spell effects of Mastery Level 3 and below, and other non-Technique mechanical effects. Against non-human creatures who do not wear armor, this allows the target to treat their Armor TN as 5 lower. This spell does not negate the Reduction awarded by armor, nor does it ignore the increase to Armor TN conferred as a result of an individual adopting the Defense or Full Defense Stances.
Symbol of Water [CR]
- Ring/MasteryWater 4 (Wards)
- RangeTouch
- Area of EffectSpecial
- DurationPermanent
- RaisesNone
Priests of the kami are capable of inscribing powerful wards that invoke the power of the elements against all who attempt to pass them. A symbol of water can be inscribed on a solid object, most often a door, window, gate, or any other passageway. Anyone attempting to pass through this passageway or otherwise pass through the area is affected by the protective ward, and must succeed at a Contested Roll using their Fire against the caster's Water. Those who fail are affected by a crippling terror, and must immediately roll against a Fear 7 effect. You may only have one Symbol of Water in existence at any time, and Symbol spells of different elements may never affect the same area. This spell may be dispelled by another casting of Symbol of Water from any shugenja, or by destroying the surface where the Symbol was etched.
- RangeTouch
- Area of EffectOne Imperial road up to ten miles in length
- Duration8 hours
- RaisesArea of Effect (+1 mile per Raise)
This spell was originally devised by the Seppun for the purpose of easing and supporting the Emperor’s journeys
to and from the annual Imperial Winter Court. Since then the spell has been applied more widely, but is still quite rare outside of the Seppun family. The spell creates a powerful aura of friendly Water spirits along a specifc Imperial road, easing travel along its length. The road is cleared of all minor obstacles and irregularities (a major physical obstacle such as a fallen tree or a rockslide will not be affected), and the Water spirits cause honorable travelers who are loyal to the Emperor to move as though their Water is 2 Ranks higher so long as they remain on the road. Moreover, the blessing infuses these travelers and their mounts with the energy of Water, causing them not to become Fatigued due to travel so long as they remain on the road.
- Ring/MasteryWater 4 (Kolat)
- RangeTouch
- Area of EffectCaster
- Duration1 Day
- RaisesSpecial (cast after only seeing the target’s face once, 4 Raises)
You call on the Water kami to make your face become that of another person. This is not an illusion but an actual change to the flesh and bone, re-molding your face to match that of the other person. This is a painful experience and it takes several minutes for the kami to complete the re-shaping. Normally, casting this spell requires you to be familiar with the face of the target (you must have studied it for at least 8 hours), although with enough Raises you can take on a face you have seen only once.
Your face looks exactly like the target’s face, to the point where even close friends and family members will believe you are the target. However, this spell only affects the face, not the rest of the body or the hair. Scars, birthmarks, and other identifying features elsewhere on the body must be replicated or hidden if the deception is to succeed. Also, this spell does not change your voice.
The Path Not Taken [CR]
- Ring/MasteryWater 4
- RangePersonal
- Area of EffectSelf
- Duration1 day
- RaisesSpecial (gain 1 bonus spell slot per 5 Raises)
No element can match the sheer versatility and adaptability of Water. Prior to casting this spell, you must select one Ring in which you will be temporarily weakened, and one in which you will be temporarily strengthened. Upon successful conclusion of this spell, you may transfer a number of unused daily spell slots from the weakened Ring to the Strengthened Ring. This spell lasts exactly one day, and then the effects are lost.
- Ring/MasteryWater 4 (Travel)
- RangeSelf
- Area of Effect10’ diameter sphere
- DurationOne hour
- RaisesDuration (+1/2 hour per Raise), Special (add an additional person within the bubble for three Raises)
This spell was originally devised by Isawa shugenja trying to locate the legendary undersea kingdom which was supposedly the home of Shiba’s wife. Although they never succeeded in that goal, the spell they created has seen considerable use in the centuries since. Within the Waves persuades the Water kami to hold themselves away from the caster in a spherical formation, thereby forming an air bubble around him. The caster can move the bubble by concentrating, allowing him to explore freely beneath the surface of a river, lake, or even the ocean. (Such movement is at the normal speed based on the caster’s Water.) Other persons can enter and leave the bubble by swimming, and a skilled caster can carry a few passengers along within the bubble’s center. When the spell’s duration expires, the Water kami push the bubble to the surface.
- 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.