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Isawa Shugenja Techniques and Spells

The document outlines the character sheet for Isawa Tensai, a Phoenix shugenja, detailing their skills, spells, and attributes. It includes information on their affinities, deficiencies, and various spells they can cast, along with descriptions of each spell's effects and requirements. The character is proficient in water magic and has a strong focus on elemental lore and healing abilities.

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0% found this document useful (0 votes)
24 views7 pages

Isawa Shugenja Techniques and Spells

The document outlines the character sheet for Isawa Tensai, a Phoenix shugenja, detailing their skills, spells, and attributes. It includes information on their affinities, deficiencies, and various spells they can cast, along with descriptions of each spell's effects and requirements. The character is proficient in water magic and has a strong focus on elemental lore and healing abilities.

Uploaded by

itzhak1even
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Isawa Fuyuko 4

Phoenix 240/ 240


Isawa Tensai 212

3 3 4

3 3
3 3 1
5 5 3 3
5 3 3 1

Calligraphy 2 Int 5k3 Free Raise 7k3


Lore (Elements) 3 Int 6k3 Free Raise 0k0
Lore (Shugenja) 1 Int 4k3 Free Raise 7k3
Lore (Theology) 6 Int 9k3 Free Raise
Medicine 3 Int 6k3 Free Raise 20
Meditation 3 Void 6k3 Restore up to 2 Void 20
Spellcraft 6 Int 9k3 Free Raise, +1k0 on spellcasting 0
Courtier 2 Awa 5k3 0
Etiquette 3 Awa 6k3 +3 Insight
Investigation 3 Per 8k5 Second attempt to Search
Lore (Law) 2 Int 5k3 Free Raise
0
Tea Ceremony 1 Void 4k3
0
Athletics 1 Str 6k5
Hunting 3 Per 8k5

15
21
27
33
39
45
51
Wakizashi Tanto
3k3 3k3 57
7k2 6k1
10
+5
15
Quick Healer 3 Sworn Enemy 3
Elemental Blessing (Water) 3 Hostage 3
Friend of the Elements (Water) 3 Touch of the Void 4

Robes
Wakizashi
any 1 weapon
Scroll Satchel
Traveling Pack

5 0 0
Isawa Shugenja School Affinity Water Deficiency
There are no greater masters of the shugenja tradition than those among the Isawa. You gain a Free Raise on all Spell Casting Rolls for spells of the
element which you chose as your [Link]: Sense, Commune, Summon, 3 spells of any one element, 2 spells of any other element, 1 spell of a third
element, and 1 spell of a fourth element.

Isawa Tensai Affinity Water Deficiency Earth, Air, Fire, Void


There are those among the Phoenix whose chi is so strongly attuned to the essence of a single Element that they are able to accomplish incredible things
by studying that Element to the exclusion of others. You gain an additional Affinity in any one Element for which you already possess an Affinity. You
gain a Deficiency in all otber Elements. For example, if you are a Rank 1 lsawa Shugenja with an Affinity for Fire, when you advance to this
Technique. you will be a Rank 2 shugenja capable of casting Mastery Level 4 Fire spells, but only Mastery Level 1 spells of all other Elements.

7k3 7k3 7k3

12k5 (10k6)
Name Commune Level 1 Element Universal Duration Concentration Tags
Area Self Range 20' Raises See Spell Description

This spell can be cast in any element save Void. It allows the caller to speak with one of the local elemental kami, asking it a few questions, which it will answer honestly to the best of its ability. Typically
this spell will invoke the most active and energetic spirit of the chosen element in the area of effect; if all of the local spirits are quiescent. The GM may require the caster call 1 or 2 Raises to wake up a
local spirit enough answer questions. A spirit reached with Commune will answer questions. The caster may Raise to get more questions (one per Raise). The caster may also Raise for clarity, get a more
accurate and informative answer the questions. (Kami are notorious for their inability Tully comprehend human behavior, and asking questions without Raises for clarity can often result in confusing,
enigmatic, or incomplete answers.) Spirits snot forget anything. So theoretically a shugenja can ask a spirit about something that happened decades ago; however, they do not experience time in the same
way as mortals. Straying task about something from long agile usually require Raises in order make the caster's wishes clear the spirit. The nature of the information which spirits can impart varies by
element: Air spirits tend to be playful and easily distracted, conveying information as emotions or as riddles and jokes. Since they are more interested in feelings than in facts, and enjoy playing games
with those speak with them, communing with an Air spirit can sometimes be very frustrating. Earth spirits are straightforward and matter-of-fact, often blunt, but are rather uninterested in the behavior
of mortals, have a poor understanding of human emotion, and tend to be overly focused on obscure details such as the color of a piece of clothing or the weight of a horse. Fire spirits are irritable and
temperamental, and are often angry at being summoned unless they are propitiated with an offering of something burn. On the other hand, if a shugenja can please them they tend to offer the clearest
and most accurate information. Water spirits communicate their knowledge through soundless visual images. This can be very helpful ta shugenja trying investigate a past incident, but since the spirits
cannot convey scent, sound, or emotion, the information they provide can often be incomplete or misleading.

Name Sense Level 1 Element Universal Duration Instantaneous Tags


Area 50' radius from the caster Range Personal Raises Range (+10')
This spell can be cast in any of the four standard elements. It allows the caster sense the presence, quantity, and rough location of elemental spirits (not the evil spirits known as kansen) of that element
within the range of the spell. This is most frequently applied when looking for spirits with which commune (see below), but can also be useful as a crude, basic location device. For example, a caster lost in
the wilderness could cast Sense (Water) in hopes of locating a source of drinking water.

Name Summon Level 1 Element Universal Duration Permanent Tags


Area 1 cubic foot of summoned material Range 30' Raises Range (+10'), Quantity (+1 cubic foot), Composition of material (1-4 Raises)
This spell can be cast in any of the four standard elements. It allows the caster to summon a modest quantity (one cubic foot) of the chosen element. The summoned matter appears (usually in a rough hall
shape) in any open space within the spells range. This cannot place the summoned material inside another physical object or living creature. The summoned element will behave in a normal and mundane
matter - Earth falls the ground, water soaks anything it lands on, air blows away, and fire winks out unless there is something present for it burn. In general it is impossible to use this spell effectively in
combat, although clever shugenja may find a few modest combat uses, such as using Summon Fire to ignite a foe soaked in cooking oil. More commonly, the spells value is in simpler functions, such as
summoning Water while in a desert, or summoning Fire to light a campfire without flint and tinder. Raises may be used with this spell summon a more specific type of the appropriate element, such as
wood or iron with Earth, or tea with Water. The GM should choose how many Raises (generally anywhere from 1 to 4) this requires. However, these Raises cannot be used create rare/precious materials
(such as gold) or spiritually powerful substances (such as jade or crystal).

Name Jade Strike Level 1 Element Earth Duration Instantaneous Tags jade, thunder
Area One target Range 100' Raises Damage (+1k0), Range (+10'), Targets (+1 target, maximum of 5 total targets)
This spell summons forth the purest of Earth kami, those of jade, in the form of a blast of iridescent green energy. The jade power flies out and unerringly strikes the chosen target. It cannot be
intercepted or deflected, although Magic Resistance or other forms of magical Defense can thwart it. If the target has at least one Rank of Taint, the Jade Strike will inflict damage with a DR of 3k3,
burning and blackening the Tainted flesh. However, a target who does not have at least a full Rank of Taint will not suffer any damage from the spell. Casting Jade Strike on a non-Tainted target is
generally regarded as a grave insult - except perhaps among the more paranoid ranks of the Kuni family, where it is seen as merely a sensible precaution.

Name Jurojin's Balm Level 1 Element Earth Duration 1 hour Tags


Area One target Range Touch Raises Duration (+1/2 hour), Targets (+1 per 2 Raises, maximum of 5 total targets)
This spell fills the target's body with the purity and vigor of Earth, driving out poisons and impurities. If the target suffers the effects of any poison or toxin within the duration of the spell, or is already
under the effects of a poison when the spell targets him, he may re-roll any failed Stamina roll to resist the poison, with a bonus of +2k the second roll. (However, if the second roll is also failed, the poison
has full effect.) An interesting side-effect of this spell is that it also cures drunkenness and other such effects, and it is impossible for the target to become intoxicated during the spells duration.

Name Blessed Wind Level 1 Element Air Duration Concentration Tags defense
Area 10' radius around the caster Range Personal Raises Special (you may target another with this spell with 3 Raises)

You summon a swirling aura of winds to protect you from ranged attacks. The buffeting winds deflect arrows and other projectiles. While you maintain your concentration, this spell adds + 15 to your
Armor TN versus all non-magical ranged attacks.
Fire Kami's Blessing 1 Fire 1 hour
One target creature (may be caster) Touch Duration (+1/2 hour per Raise)
This prayer calls on the Fire kami to stimulate the mind and memory, allowing the recipient to recall the most obscure information, details he may have encountered only once or briefly.
For the duration of this spell, the target gains a +Xk0 bonus (where X is the caster’s Fire Ring) to any High or Merchant Skill rolls using the Intelligence Trait.

Path To Inner Peace 1 Water Instantaneous

One target individual Touch None


The water kami can influence the flow of water through the body, dramatically hastening the natural healing process. You can use this spell to heal Wounds that another individual has suffered. This
spell restores a number of Wounds to the target equal to the amount by which the Spell Casting Roll exceeded the spells TN to cast.

Clarity Of Purpose 1 Water 2 rounds battle

10' radius around caster Personal Area (+5'), Duration (+1 round per two Raises)
One of the many strengths of Water is in its speed. All allies within the area of effect of this spell gain a bonus of +5 to their Initiative Scores for the duration of the spell.

Stand Against The Waves 2 Water Instantaneous battle

One target individual 10' Range (10' per 3 Raises)


A samurai who possesses the speed and strength of the mighty river is a dangerous foe indeed. The target of this spell gains a Simple Action during the Reaction Stage of the current Combat Round. This
action may only be used to make an attack. If the target is incapable of making an attack as a Simple Action, this spell grants him a Complex Action instead. This spell cannot award a shugenja the
ability to cast a second spell in the same Round.

Armor Of Earth 1 Earth 10 rounds battle, defense

Self Personal Duration (+2 rounds)


Updated on "The Great Clans", page 230.

This spell infuses the caster's body with the strength of Earth, weakening the force of any physical or magical attack which strikes him. For the duration of the spell, you gain Reduction in an amount
equal to your Earth Ring + School Rank. However, this infusion of Earth slows your movements. Your Water is considered 1 Rank lower for purposes of movement while you are under the effects of this
spell.

Regrow The Wound 3 Water Concentration

One target individual Touch Special (your Water is increased by 1 for the purposes of healing, per Raise)

Water flows into all things, and flows out. In flowing out, it can carry away that which is undesirable. The pain and suffering inflicted by injuries can be channeled away from an individual, and cast into
the infinite ocean where they are lost forever. The target of this spell recovers a number of Wounds equal to your Water Ring plus your School Rank each round the spell is in effect. You must touch the
target when the spell is cast, but after that it may be maintained without physical contact.
Name Ebb and Flow of Battle Level 4 Element Water Duration 5 rounds Tags Battle
Area All selected allies within 50' radius of the caster
Range Personal Raises Duration (+ 1 round per two Raises)

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).

Name Hands Of The Tides Level 5 Element Water Duration Instantaneous Tags battle, travel
Area Targets up to caster's Water Ring Range 100' radius centered on the caster Raises Area (+10'), Targets (+1 per 2 Raises)
The exchange of energy via Water is a simple matter that can ultimately lead to the exchange of flesh as well. Within the area of effect of this spell, you may choose a number of willing targets up to
your Water Ring. You may switch the positions among those targets as you see fit, exchanging one for another. At the end of the spell, there must be a person in every position that was occupied when
the spell began, but who is located where can vary depending upon the number of people affected.

Name Earth Kami's Blessing Level 3 Element Earth Duration 10 minutes Tags battle
Area Caster or one target creature Range Personal or 20' Raises Duration (+1 minute)
This spell infuses the target (which may be the caster or one of his allies) with the strength and resilience of the Earth, making him rougher and more firm-minded. For the duration of the spell, the target
gains +2 Wounds per Wound Rank, and gains + 1k1 on all rolls involving the Earth Ring and its associated Traits. When the spell expires, any Wounds the target has suffered still remain, and this may
drive him into a lower Wound Rank or even kill him.

Name Ward Of Purity Level 2 Element Fire Duration 1 day Tags wards
Area 15' radius from the object touched Range Touch Raises None
Although Earth is the traditional method of opposing evil forces like the Shadowlands Taint, the spirits of Fire can also be invoked to purge and destroy such spiritual abominations. This spell binds a Fire
kami into a specific location which it protects against the forces of evil. Casting the spell requires inscribing elaborate kanji on a flat surface in chalk or ink, and takes one minute of concentrated effort,
after which the Spell Casting Roll must be made. Once the Ward of Purity is activated and the power of the kami is fully engaged, however, the kami within the inscription protects the area against the
influence of the Shadowlands or the Lying Darkness. Persons or creatures with at least 1 Shadowlands Taint Rank, or who are under the control of the Lying Darkness, must make a successful Contested
Willpower Roll against you in order to enter the Ward's area of effect; you gain a +5 bonus to this roll. In addition, those creatures who successfully enter the area suffer extreme pain, as the power of the
ward burns their very essence. Their bodies ignite and they suffer Wounds equal to the total of your Fire Ring + insight Rank each Round they remain within the area of effect. Spells and missiles are
unaffected by Ward of Purity. The object upon which the ward is inscribed must remain immobile and the inscription must remain dearly visible at all times, or else the Ward is dispelled. If overlapping
Wards of Purity are present, their effects do not stack.

Name Heart Of The Water Dragon Level 4 Element Water Duration 1 round per School Rank Tags
Area Target individuals equal to caster's School Rank
Range(may25'
include the caster) Raises Duration (+1 round), Special (+1k0 healed per two Raises)
The Water Dragon is a benevolent entity, and his blessings are powerful. Any time that a target of this spell suffers damage during the duration, he instantly regains 1k1 Wounds.

Name Rise, Water Level 6 Element Water Duration Concentration Tags


Area One summoned spirit Range 30' Raises None

The sea itself will take form to defend you. The ultimate actualization of the Summon spell, this spell summons a massive kami of pure water to serve you. It takes the form of a vaguely humanoid shape,
roughly ten feet in height, with an outline that constantly shifts and changes due tits fluid construction. The kami may move up to 15' x your Water per round, and saturates the ground in a 20' radius
around it, ensuring that all terrain in that area is at least Moderate Terrain (unless it was already Difficult). The manifest kami is treated as if it has all Physical Traits equal to your Water Ring, and
attacks with a jiujutsu Skill Rank equal to half your Water Rank. Damage from these attacks has a DR equal to your Water Ring. For purposes of taking damage, the spirit is considered to have
Wounds as though it were a human with Earth equal to your Water Ring, but suffers no Wound penalties. It is Invulnerable (see the creature rules in the Book of Void for details of this ability). If it is
successfully reduced to zero Wounds, it is dispelled.
Name The Wolf's Mercy Level 3 Element Earth Duration 10 rounds Tags
Area One target creature Range 50' Raises Range (+10'), Targets (+1)

This spell has existed in Rokugan for centuries, but is best known for its extensive use by Toturi Sezaru, "the Wolf," who employed it during his hunts for Bloodspeakers. It calls on the power of the Earth
to afflict the target, weighing down his body and impeding his muscles, leaving him weak and vulnerable. The target's Earth Ring is lowered by 1 Rank, and his Wound Ranks are reduced
correspondingly for the duration of the spell. (This can potentially kill him immediately if he has already suffered Wounds.) In addition, his Strength Rank is also lowered by 1 for the same duration. If
the target has at least one full Rank of Shadow lands Taint, the Earth spirits will be filled with wrath, and punish him more severely, lowering his Earth Ring by 2 Ranks (to a minimum of 1).

Name Level Element Duration Tags


Area Range Raises

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