Spells

Spell Slots

There are five types of spell slots. Air, Earth, Fire, Void, and Water. By default, any character with at least one rank of an Onmyōji school has a number of spell slots of each type corresponding to their Rings of those elements.

EX:
A character with 4 in all rings has 4 spell slots in each element.
A character with 3 in Fire, and 2 in all other rings has 3 Fire spell slots, and 2 spell slots of each other element.

When completing a typical spell, an Onmyōji is also required to expend a spell slot of the appropriate element (air spells consume air spell slots, etc.). Alternatively, an Onmyōji may substitute expending any one spell slot with expending a Void spell slot (therefor, Void spell slots may be used with any element). If a spell requires a Void spell slot, it may not be substituted with another elemental spell slot, however. When an Onmyōji experiences a restful sleep, they recover all expended spell slots. It should go without saying that expended spell slots may not be expended to cast a spell.

Spellcasting

To cast a spell, first choose a spell you know, then as a Free Action, begin casting it. When you have paid all costs, you may complete the spell as a Free Action. When completing a spell, select the mode you wish to use, call maneuvers, choose targets, and finally, make a spellcasting test against the Target Number set by the mode. Because they are tests, spellcasting tests are penalized by wound ranks. Unlike other tests, spellcasting tests don't use any skill, rather, they are by default Rank/Ring, where Rank is the combined total of all School Ranks of all Onmyōji schools you belong to, and Ring is the ring associated with the spell's element. For example, a rank 2 Onmyōji with an Earth Ring of 4 would roll 6k4 for a typical earth spellcasting test. Some spells may have a different formula for their spellcasting, and it will be noted in the spell's description how to assemble that spellcasting test's dice pool.

When calling raises for a spellcasting test, instead of your limit to raises being your Void Ring, it is instead your Void Ring + X, where X is half of the ring or attribute used in the spellcasting test (rounded down). If any effect would modify your typical limit to raises, it modifies this new formula as well.

Spells have casting times. To begin casting a spell, take a Spellcasting Free Action. You are considered to be Spellcasting until you are interrupted, choose to cancel the spell, or complete the spell.

  • While you are Spellcasting, at any point on your turn, you may choose to cancel the spell. When you cancel a spell, you do not lose any spell slots.
  • While you are Spellcasting, if you suffer damage of any kind, test Willpower against Target Number X, where X is the amount of damage you took. If you fail, your spell is interrupted. When a spell is interrupted, you do not lose any spell slots.
  • While you are Spellcasting, if you successfully pay all action costs you may complete the spell as a Free Action. When a spell is completed, its Spellcasting test is made. Regardless of success or failure, unless noted otherwise, completing a spell expends one spell slot of the appropriate element.

The Anatomy of a Spell

Spell's Name

[Tags]
Spell-wide rules, if required.
Modes

  • Mode Name
    • [Mode Specific Tags], if any
    • Target Number
    • Casting Time, if any
    • Targeting Information, if any
    • Range, if any
    • Mode Specific Rules
      • Mode Specific Maneuvers

Mode Name - This is the name of the mode. Unless an effect specifies otherwise, only one mode may be selected per spellcasting test.
Mode Specific Tags - Modes are subsets of their larger spells, and are often quite different from their fellow modes. A mode has its listed tags in addition to the parent spell's tags.
Target Number - The target number of the Mode.
Casting Time - A number of actions it takes to complete this mode. A given mode may require Free Actions (remember that a given Free Action may only be taken once per round), Simple Actions, Complex Actions, or Specific Actions. Specific actions will be detailed in the Casting Time line or the Mode's Rules. Unless otherwise stated, these Action Costs can be completed in any order between starting the spell and completing it. Beginning a spell, paying a Free Action as a spell's cost, and completing a spell are each separate Free Actions, and all three may be used on a single turn (but only once each). Some spells have optional costs in their casting time, noted by the "up to…" conditional. These costs, as implied, are entirely optional, and their purpose will be described either in the spell's effect, its mode, or its maneuvers.
Targeting Information - This will detail the number of targets or the area the spell effects by default, but may be increased or lowered based on maneuvers or other effects. When an Onmyōji is choosing targets for a spell that targets a number of characters, they may target any number of characters up to the original number of targets instead. When an Onmyōji is choosing a target for a spell that targets an area, the spell's area may not be diminished voluntarily, except by an effect that specifically allows it.
Range - The maximum distance the target or targets may be from the Onmyōji. In the case of an area targeting spell, the Range is only concerned with the epicenter of the spell's effect, and therefor some of area affected may be further than the maximum range.
Mode Specific Rules - This is typically where the mode's effects go, such as how much damage a mode deals, if it inflicts some status, or if it has conditions or riders to any other effect.
Mode Specific Maneuvers - Most modes will have maneuvers the Onmyōji may call when making their Spellcasting test. These maneuvers typically change the mode's effect in some way, but some may have entirely auxiliary effects.

Not all spells or modes have each of these qualities, and may be omitted from their description.

Tags and Rules Baggage
[Salt] - Damage dealt by modes with this tag ignore all reduction of Leechspawn and Leechtouched. Bonuses to Armor Target Number and Reduction granted by modes with this tag are doubled against Leechspawn and Leechtouched. Leechspawn and Leechtouched forced to contest anything by a mode with this tag suffer a malus of -1k1 on that contest.
[Traceless] - When casting a mode with this tag, the Onmyōji may choose to show no sign of spellcasting. If they do, they must call the Traceless maneuver when completing the spell. If they can not, the spell automatically fails.

Basic Spells

Entreat

[Basic]
In addition to choosing a mode for this spell, choose a non-void element. This spell is that element, and you use its corresponding ring and attributes.

  • Commune
    • [Social]
    • Target Number: 5
    • Casting Time: 5 Complex Actions
    • When you cast this spell, note one request (typically a question), then consult the list below. The elemental kami are not omniscient, and can only answer questions they know the answer to. They have a tendency to take questions very literally, and will ignore any question that is in truth more than one question.
    • Air - Kami of this element experience all senses but touch, and are quite aware of what happens around them, though they may not understand why. They find the happenings of mortals amusing at best, and annoying at worst. To amuse themselves, they answer in metaphor or riddle. A correctly deciphered message from the air kami should be a mostly truthful answer, though it is known that given the choice between saying "I don't know" and lying, they will choose to lie. Their lies often weave what they perceive as the most entertaining narrative, given the context.
    • Earth - Kami of this element are ignorant to all but the sense of touch, and supernatural senses of cleanliness and filth. Their scope is the smallest, but they have long memories and rarely move from place to place. They have no interest in the goings-on of mortals so long as their environment is spiritually clean, and can become quite wrathful when they are forced to wallow in filth. These kami tend to answer questions in terms of units of measurements. They can't describe individuals by looks or allegiance, but only by things such as weight, gait, and heartbeat.
    • Fire - Kami of this element have a reputation for arrogance, and it is well earned. Kami of fire refuse to answer questions unless fed, and the quality of their answer is wholly determined on the quality of their meal. The lowest of meals for a fire kami is any object with no significance, be it wood or an ashigaru's bedroll. However, so long as it burns, an object of value will please the fire kami regardless of what it specifically is. A branch from a sacred tree pleases the fire kami as much as the original death poem of one's deceased spouse. The more an object means or is worth, the more pleased the kami will be with it. Therefore, it can be useful to equate it to giving gifts. The higher quality the offering, the more accurate the answer. (GM's may find it useful to use clarity ranks from the Divination Skill as a guideline)
    • Water - Requiring an amount of water sufficient to see your own reflection in, entreating these kami will allow you visions those kami witnessed. The kami of water like to gossip and mingle, and will draw these visions from any nearby sources of water, including water mixed with sap or blood, allowing a vision to be seen from the perspective of a tree or a person locked on combat. The vision received must be from the perspective of something, however, even if it is from a drop of water in a rolling river or a falling leaf.
      • Further Requests - 2 Raises. For each time this maneuver is called, you may make an additional request.
  • Sense
    • Target Number: 10
    • Casting Time: 1 Complex Action
    • When you cast this spell, you learn the rough location of spiritual entities associated with the element you used to cast this spell within 100' of you. Spiritual entities include elemental kami and certain spirits, but also anomalies such as spiritual uncleanliness or landmarks of uncanny spiritual potency.
      • Increase Range - 1 Raise. For each time this maneuver is called, the range increases by 100'.
      • Banishment - 4 Raises. When this maneuver is called, you temporarily banish elemental kami in the same range.
  • Summon
    • [Craft]
    • Target Number: 5
    • Casting Time: 1 Complex Action
    • When you cast this spell, the kami bring to you material, enough to fill a 5' cube. For materials of extremely low density (such as smoke), the kami will attempt to cram as much as they can in the small area, pressurizing it and giving you more material to work with. The material they bring you must be located somewhere nearby (you can not summon water in a desert), and the material is teleported before the caster of this spell. This comes with some risk, as summoning something such as cloth is always theft, and is likely to damage someone's clothing.
    • Air - Allows you to summon breathable air. Calling special material allows you to summon foul-smelling or sweet-smelling breathable air, as well as light materials such as paper and cloth.
    • Earth - Allows you to summon stone. Calling special material allows you to summon dirt, clay, wood, salt, and metal.
    • Fire - Allows you to summon hot air and smoke. Calling special material allows you to summon a continual fire that hovers beside you that draws a small portion from all nearby flames.
    • Water - Allows you to summon pure water (the kami will not bring objects or creatures within the water). Calling special material allows you to summon ice.
      • Increase Capacity - 1 Raise. For each time this maneuver is called, summon an additional 5' cube worth of material.
      • Special Material - 2 Raises. Calling this maneuver allows you to choose a special material.

Air Spells

Earth Spells

Fire Spells

Enleaden

[Fire]

  • Heavy Body
    • [Agility]
    • Target Number: 10
    • Casting Time: 1 Complex Action, up to 2 Simple Actions
    • Targets: 1 Character
    • Range: 50 ft.
    • The Fire Kami feed on your target's inner Fire, disrupting their well practiced movements. For 3 readying phases, whenever the target of this spell makes a test or contest using Agility, they suffer a malus of -2k0.
      • Weight - 1 Raise. For each time this maneuver is called, increase the penalty of the effect by -1k0. You may only call this maneuver X times, where X is 2 * the number of Simple Actions taken to cast this mode.
      • Bind - 1 Raise. When this maneuver is called, increase the penalty of the effect by -0k1. You may only call this maneuver if you are also calling 3 or more Weight maneuvers.
      • Seal - 2 Raises. When this maneuver is called, the target of this spell may not Boost tests or contests using Agility for the effect's duration. You may only call this maneuver if at least 1 Simple Action was taken to complete this spell.
      • Duration - For each time this maneuver is called, the effect lasts 1 additional readying phase.
  • Heavy Mind
    • [Intelligence]
    • Target Number: 10
    • Casting Time: 1 Complex Action, up to 2 Simple Actions
    • Targets: 1 Character
    • Range: 50 ft.
    • The Fire Kami feed on your target's inner Fire, disrupting their mind's practiced patterns. For 3 readying phases, whenever the target of this spell makes a test or contest using Intelligence, they suffer a malus of -2k0.
      • Weight - 1 Raise. For each time this maneuver is called, increase the penalty of the effect by -1k0. You may only call this maneuver X times, where X is 2 * the number of Simple Actions taken to cast this mode.
      • Bind - 1 Raise. When this maneuver is called, increase the penalty of the effect by -0k1. You may only call this maneuver if you are also calling 3 or more Weight maneuvers.
      • Seal - 2 Raises. When this maneuver is called, the target of this spell may not Boost tests or contests using Intelligence for the effect's duration. You may only call this maneuver if at least 1 Simple Action was taken to complete this spell.
      • Duration - For each time this maneuver is called, the effect lasts 1 additional readying phase.
  • Ink Washed Away
    • [Intelligence] [Traceless]
    • Target Number: 15
    • Casting Time: 2 Complex Actions
    • Target: 1 Character
    • Range: 100 ft.
    • The Fire Kami dazzle the target's mind, making that character functionally illiterate for the next hour. The target retains their ability to read and write, so long as they were literate beforehand, and they may recite writing aloud, but anything they do read simply slips out of their memory as soon as it is read, as if they were daydreaming and merely going through the motions of reading. In addition, the target becomes inexplicably distracted, disinterested, or otherwise "stuck" if they attempt to write anything down, regardless of medium. This effect does not alter a character's ability to memorize something said to them verbally, regardless of its source.
      • Blinded by White - 2 Raises. When this maneuver is called, the target simply can not perceive ink (it does not interact with their senses, making it invisible, tasteless, textureless, etc). They may still read text in other mediums, but the main effect still applies in those cases.
      • Duration - 1 Raise. For each time this maneuver is called, increase the duration of this effect by 1 hour.
      • Traceless - 2 Raises. When this maneuver is called, casting and completing this spell gives no sign that a spell was cast.
  • Kata Burnt Away
    • Target Number: 15
    • Casting Time: 1 Complex Action, up to 2 Complex Actions
    • Target: 1 Character
    • Range: 50 ft.
    • The target is forced into an unpracticed rhythm, cutting their fighting effectiveness. When this spell completes, note all maneuvers called for an attack by the target on their last turn. For 3 Readying Phases, after the target attacks, note all maneuvers called for that attack. For 3 Readying Phases, the target may not call a maneuver noted by this effect.
      • Duration - 2 Raises. For each time this maneuver is called, the effect lasts 1 additional Readying Phase.
      • Technique Purge - 4 Raises. For the duration of this spell's effect, treat all techniques the target possesses as blank. This maneuver may only be called if 3 Complex Actions were taken to complete this spell.
  • Enleadening Curse
    • [Curse]
    • Target Number: 25
    • Casting Time: 1 Complex Actions, up to 3 Complex Actions
    • Target: 1 Character
    • Range: 50 ft.
    • For X readying phases, the target may not make Melee or Thrown Attacks as Simple Actions, where X is the number of Complex Actions taken to complete this spell.
      • Flexibility - 3 Raises. When this maneuver is called, this effect targets an additional character.
      • Volatility - 1 Raise. When this maneuver is called, choose one character within range at random other than the Onmyōji. That character becomes targeted by this spell.

Gift to the Fires

[Fire]

  • Pyre
    • Target Number: 5
    • Casting Time: 1 Complex Action, up to 4 Simple Actions.
    • Target: A 2.5 ft. Radius Sphere.
    • Range: 30 ft.
    • Fire Kami swarm the area, dealing 1k1 damage to all characters in the targeted area. Objects not worn or carried by a living character is assumed by the kami to be an offering, and is set aflame if reasonably flammable. A character killed by this damage catches flame, and their corpse burns as it would on a funeral pyre.
      • Entice - 1 Raise. For each time this maneuver is called, this spell's damage gains +1k1. This maneuver may be only called a number of times equal to the amount of Simple Actions taken to cast this mode.
      • Extra Offering - 1 Raise. For each time this maneuver is called, increase this spell's radius by 2.5 ft.
      • Aggravate - 1 Raise. For each time this maneuver is called, treat this spell as having been completed with one additional Simple Action. This effect applies while spending raises on maneuvers. (And therefor increases the cap for Entice)
  • Company
    • Target Number: 10
    • Casting Time: 1 Complex Action
    • Target: A 5 ft Radius Sphere.
    • Range: 20 ft.
    • A hail of sparks catch any easily flammable objects alight (objects that burn easier than wood and similar substances, such are tinder or paper). Fires started with this mode begin to float and congeal into a single flaming sphere. The sphere lasts 5 minutes and produces light equivalent to a campfire. The sphere may be fed additional flammable material to extend its life as a typical flame would, and so long as the sphere is being fed fuel, it may last indefinitely. The sphere moves as Water 5, and will autonomously follow the caster of the spell, ignoring specific instructions, but otherwise choosing to act in its creator's interest. The caster of this mode may extinguish the fire as a free action.
  • The Great Combustion
    • [Melee]
    • Target Number: 10
    • Casting Time: 1 Complex Action, 1 Special Simple Action.
    • Target: 1 Character
    • Range: Unarmed Melee Range
    • Special: As a Simple Action, you may make a special melee attack using Unarmed while you are spellcasting this mode (Unarmed uses Jujutsu as its weapon skill. You may always attack with Unarmed even if all your hands contain readied weapons). If this special melee attack hits, it deals no damage and cancel all effects from all maneuvers called with it, then you must immediately finish casting the spell, choosing the target of the attack as the spell's target, if able. If you can not fulfill these conditions, the spell fails.
    • With great care, you cradle a ravenous fire kami close to your heart, unleashing it against a foe in close range. The force of the kami jumping from one body to another is quite fearsome. This spell deals XkX damage to its target, and half as much to you, where X is your Fire Ring. A character killed by this damage catches flame, and their corpse burns as it would on a funeral pyre. (The half you take is the result of the damage roll, not half the die formula)
      • Entice - 1 Raise. For each time this maneuver is called, the spell's damage gains +5. (You still take half of the total damage)
      • Tamp - 1 Raise. When this maneuver is called, the damage this spell deals does not explode.
      • Force - 2 Raises. When this maneuver is called, after damage is dealt, contest your Fire against your target's choice of their Earth or Fire. If you win, your target becomes Prone.
  • Splash the White Oil
    • Target Number: 20
    • Casting Time: 1 Complex Action, up to 1 Complex Action
    • Target: A Line 5 ft. thick and 15 ft. long originating from the caster
    • The Fire Kami condense into a viscous mass of some white-hot flaming substance and are tossed forward, indiscriminately burning anything they touch. All characters in the targeted area are dealt 4k2 damage. Objects not worn or carried by a living character in the targeted area is assumed by the kami to be an offering, and is set aflame if reasonably flammable. A character killed by this damage catches flame, and their corpse burns as it would on a funeral pyre.
      • Entice - 1 Raise. When this maneuver is called, this spell's damage gains +1k1. This maneuver may be only called if two complex actions were taken to cast this mode.
      • Targeting - 2 Raises. When this maneuver is called, change the target to "a 10 ft. sphere centered on a point within 40 ft."
      • Placate - 1 Raise. When this maneuver is called, this spell does not ignite inanimate objects.
  • Greater Offering
    • Target Number: 20
    • Casting Time: 2 Complex Actions, up to 4 Simple Actions.
    • Target: A 5 ft. Radius Sphere
    • Range: 60 ft.
    • Fire Kami swarm the area, dealing 3k3 damage to all characters in the targeted area. Objects not worn or carried by a living character is assumed by the kami to be an offering, and is set aflame if at all flammable. A character killed by this damage catches flame, and their corpse burns as it would on a funeral pyre, except that even their bones are reduced to ash.
      • Entice - 1 Raise. For each time this maneuver is called, this spell's damage gains +1k1. This maneuver may be only called a number of times equal to the amount of Simple Actions taken to cast this mode.
      • Extra Offering - 1 Raise. For each time this maneuver is called, increase this spell's radius by 5 ft.
      • Aggravate - 1 Raise. For each time this maneuver is called, treat this spell as having been completed with one additional Simple Action. This effect applies while spending raises on maneuvers. (And therefor increases the cap for Entice)
  • Wild Banquet
    • Target Number: 30
    • Casting Time: 4 Complex Actions.
    • Target: A 60 ft Radius Sphere centered on the caster.
    • A frenzy grips the Fire Kami inside the radius. For the next 4 readying phases, all characters may make a special Complex Action to gain 4 Simple Actions they may only use to cast Gift to the Fires modes, so long as they exclusively target characters and areas within this spell's area. After the 4 readying phases, the Kami become tired, and any [Fire] spells cast within 1 mile of the area suffer a malus of -X for X hours, where X is 2 * the sum of all corpses, trees, and structures consumed by *Gift to the Fires* spells cast within this spell's duration. (You may spend 2 Simple Actions to make a Complex Action) (The targeted area does not change as the caster moves)
      • Entice - 2 Raises. For each time this maneuver is called, the special Complex Action grants 1 additional Simple Action that may only be used to cast Gift to the Fires modes.
      • Extra Offering - 1 Raise. For each time this maneuver is called, increase the radius of the its targeted area by 20 ft.
  • Feast
    • Target Number: 30
    • Casting Time: 4 Complex Actions, up to 8 Simple Actions
    • Target: A 30 ft Radius Sphere
    • Range: 120 ft.
    • Hunger pangs rush through the Fire Kami, and they become drawn to a point in space marked for obliteration, dealing 6k6 damage to all characters in the targeted area. Living characters are set alight, and at the start of the next readying phase are dealt 2k2 damage before the fire goes out on its own. Objects not worn or carried by a living character is assumed by the kami to be an offering, and is set aflame if at all flammable, and non-flammable objects are melted, deformed, or vaporized as appropriate. A character killed by this damage catches flame, and their corpse burns as it would on a funeral pyre, except that even their bones are reduced to ash.
      • Entice - 1 Raise. For each time this maneuver is called, this spell's initial damage and secondary burning damage each gain +1k1. This maneuver may be only called a number of times equal to the amount of Simple Actions taken to cast this mode.
      • Extra Offering - 1 Raise. For each time this maneuver is called, increase this spell's radius by 15 ft.
      • Aggravate - 1 Raise. For each time this maneuver is called, treat this spell as having been completed with one additional Simple Action. This effect applies while spending raises on maneuvers. (And therefor increases the cap for Entice)

Kagayaki's Reflection

[Fire][Light]

  • Radiance
    • Target Number: 5
    • Casting Time: 1 Complex Action,
    • The caster creates a floating orb of sunlight that illuminates an area of 50 ft. in radius. The orb will follow the spell's caster by default. The orb can move as though Water 5. The orb lasts for 1 hour. Within the orb is a Fire Kami. You may ask this kami one question as if you had used the entreat spell, but an offering is still required. Alternatively you may ask it to lead to you somewhere for the duration of this spell. The location may be a particular spot, or a more vague request (such as "out of this forest")
      • Intensity - 1 Raise. For each time this maneuver is called, the radius of the orb's light increases by 25 ft.
      • Duration - 1 Raise. For each time this maneuver is called, the orb lasts another hour.
      • Infuse - 1 Raise. When this maneuver is called, rather than creating an orb, the caster chooses an object they are touching. The touched object is now the source of light. If the object is small enough it can be covered to hide its light. Infused objects may still guide you, but instead of leading you, they signal with a beam of light originating from the infused object. Covered objects may have trouble guiding you (GM's discretion).
  • Greet Her
    • Target Number: 10
    • Casting Time: 5 Complex Actions
    • Targets: Up to X characters, where X is 2 * Caster's Fire Ring.
    • Range: 30 ft.
    • This spell only has an effect when completed at Dawn. Each target recovers X wounds, where X is 2 * Stamina Attribute + Insight Rank + Caster's Fire Ring (natural healing rate plus caster's fire ring). Each target that is not Exhausted delays the onset of Exhaustion via sleep deprivation by 8 hours. Each target that is exhausted calculates their malus from exhaustion as if they had been awake for 24 less hours for the next 8 hours. Each target may only benefit from these effects once per dawn.
      • Kagayaki Greets You Back - 2 Raises. When this maneuver is called, recover a Fire Spell Slot.
      • Incandescence Overflowing - 1 Raise. For each time this maneuver is called, each target recovers X wounds, where X is the caster's Fire Ring.
  • Her Harsh Glare
    • Target Number: 10
    • Casting Time: 1 Complex Action
    • Targets: 1 Character
    • Range: 100 ft.
    • Targets struck by this spell are dealt 2k2 damage. This damage suffers a malus of -1k1 if they are 50 ft or further away from the caster. The light from this spell lingers, illuminating those it touches. The caster of this spell and its targets are considered to be in direct sunlight for the purposes of mechanical effects and visibility until the end of the caster's next turn.
      • Intensity - 1 Raise. For each time this maneuver is called, this spell's damage gains +1k0. For every two times this maneuver is called, this spell's damage gains +0k1. (three of this maneuver would be +3k1)
      • Beam - 2 Raises. For each time this maneuver is called, this spell targets an additional character.
  • Her Warm Smile
    • Target Number: 15
    • Casting Time: 8 Complex Actions
    • This spell only has an effect if it was cast within 1 hour of Solar Noon, and this spell has no effect if cast during night (regardless of raises). This spell is considered active until nightfall. All photosynthetic plants within a 1 mile radius become supernaturally healthy for 2 months. This may increase crop yields, cure natural disease, or produce items with weak supernatural qualities (GM's discretion). While this spell is active, any plants that remain sickly for any reason become known to the Onmyōji, as well as their location. When this spell completes, all nocturnal creatures flee the area affected. While this spell is active, any character that suffers a malus from sunlight suffers an additional malus of -2k0 on the same conditions, so long as they remain in the area affected.
      • Leeway - 1 Raise. For each time this maneuver is called, increase the time window to cast this spell by 1 hour.
      • Reach - 1 Raise. For each time this maneuver is called, increase the radius of this spell by a quarter mile.
      • Longevity - 2 Raises. For each time this maneuver is called, increase the duration of its healthful blessing by 1 month.
      • Kagayaki's Favor - 3 Raises. When this maneuver is called, one plant in the area affected becomes visibly blessed (GM's discretion). The blessed plant glows softly at all hours. Food obtained form the plant takes 1 year to spoil. Destroying a plant blessed in this way is sacrilegious.
  • A Glimpse of Her Splendor
    • Target Number: 20
    • Casting Time: 2 Complex Actions
    • Targets: 1 Character
    • Range: 100 ft.
    • This spell only affects a target if it can be blinded and it is facing you. The target becomes blinded for 2 readying phases.
      • Beam - 2 Raises. For each time this maneuver is called, increase the number of targets by 1. Additional targets must be within X * 5 ft, where X is the number of times this maneuver was called.
      • Linger - 1 Raise. For each time this maneuver is called, increase the number of readying phases this spell's effects last by 1. When this maneuver is called, the targets are considered to be in direct sunlight for the purposes of mechanical effects and visibility until the spell's effects end.
  • The Brute Knows No Beauty
    • Target Number: 20
    • Casting Time: 2 Complex Actions
    • Targets: 1 Character
    • This spell only has an effect if the caster is touching the target. Until the next sunrise, the targeted character can not perceive natural sunlight. Treat the character's vision as if it were midnight (the character still suffers any applicable ill effects from sunlight despite their lack of perception). They can see light from all other sources, be they man-made, such as torches, or natural, such as the stars and the moon, or other supernatural sources of light, even if those sources are considered sunlight. Because they can not perceive the sun, this effect allows characters to use Divination(Astrology) during the daytime, so long as weather permits.
  • A Fragment of the Mirror
    • Target Number: 25
    • Casting Time: 4 Complex Actions
    • Targets: All Characters within 200 ft.
    • This spell only affects targets that have a line of sight to the caster. When this spell completes, you may declare any number of targets "protected", and the remaining targets are "unprotected". "Protected" characters test Fire against Target Number 15. If they fail, they are dealt XkX damage that does not explode, and are blinded for X rounds, where X is half your Fire Ring (Successful protected characters suffer no ill effects). "Unprotected" characters test Fire against Target Number 25. If they succeed, they are dealt XkX damage that does not explode, and are blinded for X rounds, where X is half your Fire Ring. If they fail, they are dealt XkX damage and are blinded for X rounds, where X is your Fire Ring plus 1. For each "protected" character, you are dealt X damage, where X is your Fire Ring.
      • Intensity - 1 Raise. For each time this maneuver is called, your Fire Ring is considered 1 higher for determining all effects of this spell.
      • Refuge - 1 Raise. For each time this maneuver is called, damage dealt to protected characters suffers a malus of -1k1, and protected characters are blinded for 1 less round.
      • Refraction - 3 Raises. When this maneuver is called, change the Targets to: "Any number of characters within 200 ft."

Water Spells

Other spells

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