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 Onmyoji 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 Onmyoji 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.

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]
    • TN: 5
    • 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
    • TN: 10
    • 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]
    • TN: 5
    • 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

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 creatures 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.
      • 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 it.
      • 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)

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 within 30 ft., where X is 2 * Caster's Fire Ring.
    • 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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