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The Mirror's Smile

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.

Master of the rolling River

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.

Ebb & Flow of Battle

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).

Dominion of Suitengu

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.

Water Kami's Blessing

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.

Walking Upon the Waves

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.

Visions of the Future

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.

Typhoon's Surge

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.

The Inner Ocean

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