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Chi Reversal

  • Ring/MasteryWater 5
  • Range20’
  • Area of EffectOne target person/creature
  • Duration1 hour
  • RaisesRange (+20’ per Raise), Duration (+1/2 hour per Raise), Special (one additional pair of Traits per two Raises)

This prayer invokes Water’s connection to the fow of Chi through the body, taking control of that fow in order to alter the target’s balance of energy. One “pair” of the target’s mental and physical Traits from the same Element (chosen by the caster) have their Ranks fipped for the duration of the spell. Thus, if the caster chose to fip a target’s Fire Traits, an Intelligence of 2 and Agility of 4 would become an Intelligence of 4 and an Agility of 2 for the duration of the spell. The caster may Raise to affect additional pairs of Traits.

Ever-Changing Waves [CR]

  • Ring/MasteryWater 5 (Illusion)
  • RangePersonal
  • Area of EffectSelf
  • Duration1 hour
  • RaisesDuration (+1 hour)

Ultimate command over Water can allow flesh to flow like liquid. This spell allows you to physically alter your mortal body, changing your shape to match that of another natural creature. While in this form, you keep your Mental Traits. For Physical traits, you keep whichever is higher, yours or those of the animal into which you have transformed. Other natural abilities are gain as well, including natural weapons or sensory abilities. Some traditionalist shugenja sects look down upon this spell as unclean.

Hands of the Tides [CR]

  • Ring/MasteryWater 5 (Battle, Travel)
  • Range100' radius centered on the caster
  • Area of EffectTargets up to the Caster's Water Ring
  • DurationInstantaneous
  • RaisesArea (+10'), Targets (+1 per 2 Raises)

The exchange of energy via Water is a simple matter that can ultimately lead to the exchange of flesh as well. Within the area of effect of this spell, you may choose a number of willing targets up to your Water Ring. You may switch the positions among those targets as you see fit, exchanging one for another. At the end of the spell, there must be a person in every position that was occupied when the spell began, but who is located where can vary depending upon the number of people affected.

Open the Waves

  • Ring/MasteryWater 5 (Battle)
  • Range300’
  • Area of EffectTrench up to 30’ wide and deep and up to 300’ long
  • Duration15 minutes
  • RaisesArea of Effect (increase width or depth of trench by 5’ per Raise), Duration (+5 minutes per Raise)

This spell calls on the Water kami to hold themselves apart, creating a “trench” through a body of water to allow the passage of men, animals, or even wagons and war machines. The spell is employed primarily by martial shugenja who need to help their clan’s armies to cross river obstacles, but has also been used for more benign purposes, such as helping peasants to escape foods. The spell’s chief limitation is that it cannot always clear the water all the way to the bottom – there is only so much that can be asked of the kami.

Power of the Ocean [CR]

  • Ring/MasteryWater 5 (Defense)
  • RangeTouch
  • Area of Effect1 target individual
  • DurationA number of days equal to your School Rank
  • RaisesDuration (+1 day per 3 Raises)

Perhaps the greatest gift Water can bestow requires a powerful shugenja to impart it to others. This spell is a complex ritual that requires an hour to cast, and can only be cast upon a willing target. For the duration of the spell, the target requires no food, drink, or sleep. A number of times during the duration equal to your School Rank, the target may replenish his Void Points as a Simple Action; this is the equivalent of recovering Void Points via a full night of rest. The target also recovers a number of Wounds per hour equal to twice your Water Ring. If the target of his spell is a shugenja, he regains all expended spell slots at sunrise, regardless of whether he has had any rest.

After the spell expires, the target lapses into a state of complete exhaustion. This last for exactly half the duration of the spell effect. During this time, the target cannot take any significant physical action, and can only move about sluggishly. Travel is completely impossible.

Suitengu's Embrace [CR]

  • Ring/MasteryWater 5 (Thunder)
  • Range25'
  • Area of Effect1 target individual
  • DurationInstantaneous
  • RaisesRange (+5')

The Fortune of the Sea is wrathful, and requires little prompting by his loyal adherents to smite another. By invoking the Water kami, you can fill a target's lungs with seawater, crippling and potentially killing them. If the spell is cast successfully, the target can take no actions other than to attempt to resist the spell. For all intents and purposes, the target is reduced to the Down Wound Level in terms of his ability to take actions. each round he must make a Stamina Roll (TN 15) to resist. If the target makes three total successes, he spends on additional round vomiting up seawater, and then is fully recovered. However, if the target suffers two consecutive failures, he has fallen unconscious and will die within 1 minute unless some form of magical or medical intervention is made.

Although means of combating drowning are not well known in Rokugan, it is possible to save an individual incapacitated by this spell by making a successful Medicine / Intelligence roll at TN 50.

The Final Bond [CR]

  • Ring/MasteryWater 5 (Divination)
  • RangeSpecial
  • Area of Effect1 target object or individual
  • DurationInstantaneous
  • RaisesNone

The greatest bonds can never be broken. This spell allows you to detect the location of one object or individual well known to you, regardless of their location. The object must be one you have spent tremendous amounts of time around, or have handled frequently in the past. If the target of the spell is an individual, it must be someone well known to you, such as a member of your immediate family or a close friend. You instantly known their approximate location, but sufficient to tremendously narrow any search (for example, "the city of Ryoko Owari Toshi," or "the northern reaches of the Shinomen Mori"). If the target is outside the Empire of Rokugan, the spell automatically fails.

Whirlpool

  • Ring/MasteryWater 5 (Thunder)
  • Range1 mile
  • Area of EffectWhirlpool 200’ in radius
  • Duration10 minutes
  • RaisesArea of Effect (+25’ radius per Raise), Duration (+2 minutes per Raise)

This prayer is a favorite among the Yoritomo, who are credited with frst creating it. It can only be cast near or on

a large body of open water – a lake or sea. The spell excites the Water kami into a tremendous rage, causing them to create a huge and powerful whirlpool that will suck down any ships or swimmers in the vicinity. Any swimmer caught within the area of effect will be in danger of being sucked under, requiring a roll of Athletics (Swimming) / Strength at TN 30 each Round to avoid this. A ship within the area of effect will likewise be in danger, and the ship’s captain must roll Navigation / Intelligence at TN 30 every minute to keep the vessel from being sucked under.

Once under water, all victims will be subject to Drowning, and can only reach the surface again by rolling Athletics (Swimming) / Strength at TN 40.

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.