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Inspire Fear

This maho spell causes the target person to gain a Phobia of the caster’s choice. For the duration of the spell, the victim is considered to have a 3-Point Phobia (as per the Disadvantage) of a nature chosen by the caster. Mahotsukai frequently use this spell to make their victims afraid of their weapons or allies, to make shugenja afraid of their spell-scrolls, and other cruel tricks.

Heart of the Damned

A foul necromantic ritual, first practiced by Iuchiban himself, this spell calls on the strength of the dead to enhance the living. The caster must touch a recently-dead human corpse (dead within the last day) when casting the spell. The corpse shrivels and rots away as the caster draws on its essence, reddish-black energy flowing out of the dead body and into the caster. The caster heals 2k2 Wounds and regains 1 Rank in any Ring or Trait which has been reduced below its normal level.

Disrupt the Limb

This curse causes the muscles of a target limb (an arm or leg of the caster’s choice) to be affl icted with pain, weakness, and tremors for the duration of the spell. All rolls for physical actions taken with that limb for the duration of the spell suffer a +15 TN penalty. In addition, if the target limb is a leg, the victim is considered to be under the effects of the Lame Disadvantage for the duration of the spell.

Blood and Darkness

This spell plunges the air around the caster into an unnatural visual obscurement, either pitch black or dark blood red as the caster desires, as the kansen literally block the vision of everyone in the area of effect. Everyone who enters or remains within the spell’s area of effect, except for the caster, is considered to be Blind until they move out of the area of effect. The caster can see normally : the kansen recognize their master and do not block his vision. The zone of obscurement does not move once it is created.

Blood Rite

A deceptive spell which allows many maho-tsukai to masquerade as noble priests, healing the injured. This spell convinces the kansen to fl ow into the target, stimulating his flesh to heal and knit itself closed, and stimulating his body to feats of physical prowess. The target immediately heals 1k1 Wounds, and for the duration of the spell one of his physical Traits (chosen by the caster) is treated as one Rank higher.

Bleeding

This spell inflicts a malignant kansen on a wounded person. The target of the spell must be already injured (suffering from at least 1 Wound) in order for this spell to be effective. The spell causes the injury to begin bleeding, inflicting 1 Wound per Round at the start of the victim’s Turn. This effect continues every Round, indefinitely, unless the injury is bandaged with a successful Medicine (Wound Treatment) / Intelligence roll at TN 20. Magically healing the target to full Wounds will also end the bleeding.