Miscellany

 

COMBAT

A Sea of Flames

TN: 45

Casting Time: 3 turns

Mastery: 9

Duration: School Rank in turns

Concentration: Full

Raises: casting time, size of the cloud of fire.

Effect: the wrath of the Fortunes is summoned to use the fire as a tool for destruction. This spell creates a cloud of fire going out from the shugenja's hands, 25 cm wide at the hands side of the cloud and School Rank + Lore: Fortunes or Theology in meters wide on the end side of the cloud, with a length equal to 2x end side width. Each raise increases in meters all the cloud dimensions. The damage is DR: Rank and is suffered by everybody inside the cloud each turn. If more than 10 dices are rolled, for each leftover die an additional 0K1 is gained. If the shugenja fails the casting roll he will receive that same DR but just once.

 

A Sea of Lightnings

TN: 30

Casting time: 2 turns

Mastery: 7

Duration: School Rank in turns

Concentration: Full

Raises: casting time, radius

Effect: the wrath of Bishamon is summoned, creating a rain of lightnings around the shugenja. Everybody around the shugenja will receive DR: Rank if within Skill Rank in meters from the caster, plus 0,5 meters per raise. It 10 dices are rolled, the leftover dices can be used to calculate de damage (leftover dices + School Rank K School Rank) of a lightning directed towards the shugenja's desired target within line of sight, each turn (the target can be changed every turn). If the shugenja fails the casting roll he receives the spells DR but only once.

 

Tears of Amaterasu

TN: 20

Casting time: 2 turns

Mastery: 5

Duration: instantaneous

Concentration: NA

Raises: damage, additional targets

Effect: the shugenja asks Amaterasu to lend him a insignificant portion of her power shaped like tears made of the most pure crystal. This spell creates a rain of sharp crystal tears (damage equal to Skill + School Rank K Skill) from the hands of the caster towards the target. Both Tainted and clean targets are affected by this spell. If this spell is cast during daylight or near a source of light the crystals will reflex the light and hurt any Shadow creature (same damage as before). This use was not foreseen during the spell creation so nobody knows this will happen (light will be seen reflected, but that doesn't mean that it will hurt a Shadow). If the shugenja fails the casting roll the spell scroll will turn to crystal and shatter in a thousand pieces swept by the wind... This will happen even if the caster doesn't have this spell scroll nearby. If he doesn't have any copy of this spell a random spell will be turned to crystal and shattered. If he has no scrolls at all, some of his items will be turned to crystal. There is an old story that tells the tale of a shugenja who wanted to outsmart Amaterasu by giving up everything in order to cast this spell safely. The end of that story tells that this shugenja still lies where he failed to cast the spell, crystallized.

 

PROTECTION

The Fortune of the Fortunes

TN: 35

Casting time: 1 hour

Mastery: 7

Duration: 1 day

Concentration: none

Raises: level of Luck gained, spell inversion

Effect: this spell is a prayer to the Fortunes to gain their favor during one day. The target of this spell gains one Luck level and one additional level for each raise (two levels maximum). If the caster makes three raises the spell is inverted and the target gains one Unluck level, plus one additional level for each raise (that is four raises means two levels of Unluck). If the shugenja fails the casting roll he gains a number of Unluck levels equal to his School Rank plus the number of Luck or Unluck levels the target was going to gain.

 

Benten's Blessing

TN: 30

Casting time: 10 turns

Mastery: 6

Duration: 2 hours

Concentration: Casual

Raises: casting time, spell inversion

Effect: with this spell the shugenja prays to the Fortunes to gain the help of Benten. The target of this spell gains the advantage Benten's Blessing but with an additional 1k1. If this spell is cast upon someone who's already under the effect of this spell the caster gains Benten's Curse for 2 hours, without any other effect. If the shugenja makes two raises, the target gains Benten's Curse instead of Benten's Blessing (or it will negate the Benten's Blessing advantage). If the shugenja fails the casting roll he gains Benten's Curse for 2 hours.

 

Tell Tale Fortune

TN: 20

Casting time: 4 turns

Mastery: 4

Duration: 1 day

Concentration: none

Raises: warning, defense

Effect: as the Fortunes protect those who worship them they also punish those who harm their worshippers. If the target of this spell is affected by any harmful spell he will know immediately and unerringly the name of the caster of that spell. With one raise the caste of the harmful spell will hear an ethereal voice telling him what he's just done and that his target knows it. With three raises the Fortunes will negate one advantage of the caster of the harmful spell (GM discretion), but usually the most important, for the remaining duration of this spell.

 

HEALING

The Blessing of Jurojin

TN: 40

Casting time: 10 turns

Mastery: 8

Duration: permanent

Concentration: none

Raises: number of people healed

Effect: this spell asks Jurojin to heal the wounds of a person. This spell heals all the target's wounds (or targets), but does not eliminate poisons, illnesses or broken bones. If the caster fails the casting roll the healed wounds are transferred to the shugenja (if multiple targets are present, all the targets will be equally healed). Please note that the shugenja can die if too many wounds have to be transferred...

 

Jurojin's Mercy

TN: 15

Casting time: 3 turns

Mastery: 4

Duration: permanent

Concentration: none

Raises: none

Effect: trusting in Jurojin's good will the shugenja tries to heal the target's lesser ailments, be it wound, poisons or illnesses. This spell heals the result of an Awareness + Theology roll done by the target in hit points. To heal poisons or illnesses the same roll must be done but against a TN set by the GM, related to the poisons or illness strength. If the casting roll fails the Fortunes will keep the shugenja from being healed magically during his School Rank in weeks. Only one target can be affected per casting.

 

BATTLE

Fortunes' Wrath

TN: 60

Casting time: 30 minutes

Mastery: 14(!)

Duration: 3 battle turns

Concentration: Total

Raises: Defense bonification, free raises per battle

Effect: ritual. The shugenja casting this spell asks the Fortunes to favor the army he belongs to. The samurai in the favored side gain a Defense bonification equal to the caster's (or main shugenja's) Skill Rank during the battle. This bonificator can be increased by +1 for each raise in defense. Moreover, the samurai commanding the caster's army gains a free raise in the contested Battle rolls (plus one per raise). If the casting shugenja fails the casting roll all the bonifications that would have been gained are transformed in penalitzations...

 

Jurojin's Protective Hand

TN: 55

Casting time: 1 battle turn

Mastery: 11

Duration: 1 battle turn

Concentration: Total

Raises: damage dice

Effect: ritual. With this spell the shugenja prays to Jurojin for him to protect the samurai in his army. The damage dice they receive each turn are decreased by 0k1. For every two raises the damage is reduced 0k1 (1K1 minimum damage per turn). If the shugenja fails the casting roll the samurai in his army can't substract Reflexes + Defense from the damage received.

 

MISCELLANY

Commune

TN: 10

Casting time: 3 turns

Mastery: 3

Duration: instantaneous

Concentration: none

Raises: number of questions, clarity of the answers

Effect: the shugenja asks the Fortunes to answer some of his questions. With this spell the shugenja can ask some questions to the Fortunes and they will answer them but not in a direct way. The answer will be as an omen, an indicative dream or something similar, but the will always require some degree of interpretation. If the shugenja fails the casting roll the Fortunes' answer will be confusing for the shugenja (in fact, all the informations should be completely wrong or just absolutely confusing, that is, a couple of sessions to understand the answer...).

 

Kaze-no-kami's Breath

TN: 40

Casting time: 4 turns

Mastery: 6

Duration: concentration

Concentration: Full

Raises: speed, additional targets.

Effect: with the Fortune's help the shugenja is able to fly. The speed is equal to the caster's School Rank X 3 in meters per second. For each raise the speed is increased by three meters per second. The shugenja can use raises to add additional targets (one per target) up to his Void and controls perfectly the fly of all the targets if the total of targets is equal or less than his Perception (keep in mind the concentration level). If the number of targets is greater than his Perception he has to succeed in a Perception roll TN 15 + 5 for each target past the first one. If he fails this roll, the player decides who will be flying following the Fortune's whim. If the shugenja fails the casting roll the Fortunes will make him fly as they wish...

 

Daikoku's Blissful Awakening

TN: 35

Casting time: 4 turns

Mastery: 5

Duration: School Ranks in hours

Concentration: none

Raises: improve properties

Effect: thanks to the Daikoku's benevolent intervention the shugenja awakens the spirit of an item. This awakened item becomes a tsangusuri and gains skills related to its nature and its use. Ex: a tessen gains bonificator to Etiquette or Battle, depending on its use. A kimono can become more resistant, noiseless or luxurious if his owner is a bushi, a spy(!) or a diplomatic respectively. The shugenja tells Daikoku what he expects from the object and Daikoku decides if it's proper. If Daikoku decides that the shugenja's expectations are not correct the object will awaken with an unexpected use (the player should tell the GM what he wants and the GM will see if it fits, depending on the object and its use, and the GM should tell the player how many raises he will need in order to obtain the desired effect). Daikoku's intervention will NEVER create an object harmful for the shugenja in ANY way.

Examples:

Spell without raises --- cosmetic gains only, no dice bonification gained at all (Fine Quality equivalent, but without dice gained)

Spell with one raise --- 1k0 gained at most for non warlike objects and only if the object can gain this easily (like a kimono or a tessen, but not an hairpin). Instead of the dice bonus the object can gain Excellent Quality (but again without any dice bonus). Quality can't be improved past Excellent. The object can also gain minor powers, like a first aid kit that gains 1K1 if a Medicine roll TN 20 is passed.

Spell with two raises --- the object gains 1k0 be it warlike or not, gaining it easily or not with Excellent Quality at the same time. Minor powers can be obtained, like a first aid kit that gains 1K1 (but no roll is needed). Ex: a Scorpion's katana can gain 1k1 to damage due to some magical poison, or a Lion's katana can gain 1k1 to Honor rolls due to an ancestral voice remembering him of his duty.

Spell with three raises --- the object gains more complex powers: a mempo gains Fear effect is it belongs to a Crab, or automatic seduction for a Crane's veil.

If the shugenja fails the casting roll (make it hidden), the GM decides freely the gains of the object.

 

Fukurokujin's Wisdom

TN: 30

Casting time: 1 minute

Mastery: 6

Duration: shugenja's School Rank in minutes

Concentration: none

Raises: Lore Rank

Effect: asking for Fukurokujin's help, the shugenja gains a tiny part of his wisdom. The shugenja gains a Lore Skill of his choosing at Rank 2. For each raise the caster gains an additional Lore Rank, up to a maximum of five. If the caster fails the casting roll a number of Skills equal to his School Rank will have Rank 0 for a week. The banished Skills are chosen by the Fortune.

 

The Way of the Fortunes (by Checa)

TN: 40

Casting time: 15 minutes

Mastery: 7

Duration: shugenja's School Rank in hours

Concentration: Full

Raises: NA

Effect: with this spell the shugenja increases the speed of an army. This spell doubles the walk speed of the soldiers but only if the soldiers are not in combat. If they get into combat, even if it's only one of them, the spell will end. The minimum number of troops affected are 100 soldiers to a maximum of 10000. If the shugenja fails the casting roll the soldiers will become slothful, slow following orders, unwary patrolling...

 

A River of Blessings

TN: 40

Casting time: 2 hours

Mastery: 7

Duration: 1 day

Concentration: Total

Raises: advantage level

Effect: with this spell the shugenja gives an advantage of his choosing to the target, but the advantage has to be physical or mental (no sensei or allies, please). For every two raises the level of the advantage can be increased (only if possible). If the shugenja fails the casting roll some of his advantages will disappear for a month or some of his disadvantages will gain some levels. If the caster doesn't have any advantage or disadvantage, the Fortunes will choose a fitting disadvantage (and not only Unluck, depending on the moment there can be things a lot worse).