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Breath of Mist

  • Ring/MasteryWater 6 (Defense)
  • Range½ mile
  • Area of EffectA circular area 200’ in radius
  • Duration30 minutes
  • RaisesArea of Effect (+25’ radius per Raise), Duration (+10 minutes per Raise)

This spell is especially popular among the more pacifstic types of shugenja, since it provides a way to avert a battle without actual violence. The spell evokes the full power of hundreds of Water kami to reduce the ground to a half-liquid mire while, at the same time, flling the air with water vapor to obscure vision. Entire armies have been rendered effectively helpless by this spell, unable to move or to strike out at their foes.

In game terms, the spell turns all the ground within the area of effect into Diffcult terrain. The fog reduces normal visibility to 10’. Between 10’ and 30’, characters can discern vague outlines – this imposes a +15 TN penalty on any ranged attacks. Beyond 30’ all characters are effectively Blind.

Opening the Veil

  • Ring/MasteryWater 6 (Travel)
  • Range10’
  • Area of EffectOne spirit portal
  • Duration1 hour
  • RaisesDuration (+10 minutes per Raise), Special (reach Sakkaku or Yume-do for one Raise, Gaki-do or Toshigoku for two Raises, Yomi for four Raises)

This prayer, a spell known only to the Kitsu and Isawa, invokes the Travel aspect of Water to open a temporary portal into the Spirit Realms. The spell can normally only access the realms of Meido or Chikushudo, but extremely powerful casters can sometimes access Yomi, Sakkaku, Toshigoku, Yume-do, or Gaki-do. The portal lasts only a short time, so passage through it is fraught with risk.

Also, this spell cannot work in any area which has been warded against the infuences of the Spirit Realms (GM’s discretion).

Peace of the Kami [CR]

  • Ring/MasteryWater 6
  • RangeTouch
  • Area of Effect1 target individual
  • DurationInstantaneous
  • RaisesNone

The ultimate benevolence of the Water Dragon is without measure. The target is instantly cured of all diseases, his system purged of any and all poisons, and all Wounds are completely healed.

Rise, Water [CR]

  • Ring/MasteryWater 6
  • Range30'
  • Area of Effect1 summoned spirit
  • DurationConcentration
  • RaisesNone

The sea itself will take form to defend you. The ultimate actualization of the Summon spell, this spell summons a massive kami of pure water to serve you. It takes the form of a vaguely humanoid shape, roughly ten feet in height, with an outline that constantly shifts and changes due to its fluid construction. The kami may move up to 15' x your Water per round, and saturates the ground in a 20' radius around it, ensuring that all terrain in that area is at least Moderate Terrain (unless it is already Difficulty). The manifest kami is treated as if it has all Physical Traits equal to your Water Ring, and attacks with Jiujutsu Skill Rank equal to half your Water Rank. Damage from these attacks has a DR equal to your Water Ring. For purposes of taking damage, the spirit is considered to have Wounds as though it were a human with Earth equal to your Water Ring, but suffers no Wound penalties. It is Invulnerable. If it is successfully reduced to zero Wounds, it is dispelled.

Water's Sweet Clarity [CR]

  • Ring/MasteryWater 6 (Divination)
  • RangePersonal
  • Area of EffectTarget body of water
  • Duration3 rounds
  • RaisesNone

The greatest form of augury is one that speaks directly and allows others to witness it. By focusing your energy on a still body of water, you can invoke powerful visions of the future based upon your questions. You may ask one question, and the waters will reveal the answer. The answer takes the form of three separate images, which may be connected in any number of ways, including events occurring over time, or perhaps three facets of a single event. Unlike other forms of augury, others may witness these visions as well.