Vous êtes sur la page 1sur 5

1

Crab

40 / 40

Kuni Shugenja School

131

3
2

3
2

Ninjutsu
Lore (Shadowlands)
Spellcraft
Calligraphy
Defense
Lore (Theology)
Intimidation

3
2
2
1
1
1
1

4k3
0k0
4k3

Agility
Intelligence
Intelligence
Intelligence

Cipher
20
20
0
0

Reflexes
Intelligence
Awareness

No Armor
0
0

15
21
27
33
39
45
51
Shuriken

6k3
3k1

57
7

Shadowlands Taint

Robes
Wakizashi
Knife
Scroll Satchel
Traveling Pack

School Kuni Shugenja School

Affinity Earth

Deficiency Air

The Kuni have carefully studied many of the most sinister opponents imaginable, and have learned how to combat them. You gain a bonus of +1k0 to
the total of all Spell Casting Rolls when the target is any non-human creature, and any spell that inflicts damage inflicts an additional +1k1 damage
when used against a target who possesses the Shadowlands Taint. You also gain a Free Raise on any spell with the Jade keyword.

School

Affinity

Deficiency

School

Affinity

Deficiency

Name Commune
Area Self

Level
Range

Element Universal Duration

20'

Raises

Concentration

Tags

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

Area 50' radius from the caster

Range Personal

Element Universal Duration


Raises

Instantaneous

Tags

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
Area 1 cubic foot of summoned material

Level

Element Universal Duration

Range 30'

Raises

Permanent

Tags

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 Embrace Of Kenro-ji-jin

Level

Area One target creature

Range Personal or Touch

Element

Earth

1 hour

Duration
Raises

Tags travel

Duration (+1/2 hour)

This spell allows the target (who can be the caster or one other person) to literally dive into the ground, which becomes as clear and easy to traverse as water for him. He can see for a distance of 100 yards
through the Earth, and can move through it in any direction as easily as though he were in normal air. The target can see through the edge of the Earth into the normal world, but he cannot attack, cast
spells, speak, hear, or otherwise interact with those outside the Earth unless he emerges from the ground (at which point the spell immediately ends). If the spell ends while the target is still underground,
the Earth spirits are offended by the Target's continued presence, and immediately expel him into the nearest open air, wherever that might be.

Name Minor Binding

Level

Area One target

Range 60'

Name Envious Flames

Level

Area One target

Range 30'

Element

Earth

Duration
Raises

2 hours

Tags craft

Duration (+1 hour), Range (+20')

This spell was pioneered by the Kuni family but has come into use among other shugenja who Battle the forces of the Shadowlands, such as the Scorpion and the Phoenix. It is used to safely imprison
minor Shadowlands creatures, typically for purposes of interrogation. Any Shadowlands creature with an Earth of 3 or less can be targeted with this spell. It cannot affect the Lost, Oni Lords or their
spawn, or creatures with an Earth of 4 or higher, nor can it affect creatures who are not tainted. If the spell is cast successfully, it calls forth manacles of iron, formed from pure Earth spirits, which trap
and bind the target creature, rendering it physically helpless for the duration of the spell. When the spell expires, the manacles instantly crumble away into dust.

Element

Fire

Duration
Raises

Instantaneous

Tags

None

Fire's most basic power is destruction, and summoned Fire spirits can easily be unleashed on one's enemies. This spell invokes a single Fire kami, which lances toward the target, hitting unerringly so long
as the target is within range. The spell deals 2k2 Wounds. The burns this spell inflicts are quite painful, and if the spell targets a shugenja who is casting a spell, his Willpower roll has a TN of 20 plus the
damage dealt, instead of the normal 10 plus damage dealt.

Name Drawing The Void


Area Self

Level
Range

Element

Void

Personal

Duration
Raises

Instantaneous

Tags

Special (+1 Void Point gained per three Raises)

The ability to reach into the Void itself and gain strength from it is a vital lesson in the training of all ishiken. Upon completion of this spell, you gain a number of additional Void Points equal to your
School Rank plus one. If these Void Points take you above the number you may normally possess, then you lose one of the extra Void Points every Round that you do not spend one.

Name [MAHO] Pain

Level

Area One target creature

Range 10 feet

Element

Earth

Duration
Raises

1 round

Tags maho

Duration (+1 Round per Raise), Range (+5 feet per Raise), Targets (+1 target per 2 Raises)

This spell wracks the target with intense physical pain shooting up and down the limbs and through the torso. The target falls Prone, helpless with pain, and cannot act on his next Turn. In addition, the
target must make a Willpower Trait Roll at TN 20 to avoid crying aloud in pain, which could cause a loss of Honor and/or Glory.

Name Nature's Touch


Area One Creature

Level

Element

Range 10'

Air

Duration
Raises

Special

Tags

Range (+10')

You are able to use the spirits of the wind to speak to an animal and ensure that it understands what you are saying. This spell works only on natural animals, and will not work with Shadowlands
creatures or creatures from other realms. It does not guarantee that the animal will regard you positively or that it will fulfill requests made of it, but the creature will understand anything you tell it
(within its ability (naturally - political relationships will have no meaning ta horse. no matter how many times you explain them). This spell lasts as long as you maintain your full and undivided attention
on the animal and continue speaking to it.

Name

Level

Area

Range

Name

Level

Area

Range

Name

Level

Area

Range

Element

Duration

Tags

Raises

Element

Duration

Tags

Raises

Element

Duration
Raises

Tags

Vous aimerez peut-être aussi