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Posted: Thu Sep 27, 2012 3:54 am
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Posted: Thu Sep 27, 2012 4:16 am
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Sense
Universal Mastery Level 1 Duration: Total Concentration Area of Effect: 10' radius Range: Self
You gain a supernatural awareness of the elements around you. If cast as an Earth spell, for example, this spell reveals the location and types of all earth and stone within the radius. The knowledge received of course is limited by your own. If you Sense Water and a bottle containing a liquid poison you have never encountered before is in the area, you do not suddenly gain knowledge of the poison and its effects. Instead you become aware that an unidentified liquid is present.
One particularly useful application of this spell is using it to find any living beings within its small area. Living beings are composed of a mixture of all elements so this spell reveals their presence and their general condition (alert, sleeping, sick, wounded, dead).
This spell also senses the presence of spirits, Kami can be detected by casting a Sense spell that pertains to their element. Denizens of other Spirit Realms, like living things, are a mixture of all elements and thus may be sensed by any version of this spells. A spirit disguised as a human is sensed as if it were human, and some spirits may possess natural abilities that conceal them from detection.
Special Raises: You may Raise once to increase the Area of effects radius to 15'. You may Raise four times to increase the area of effect's radius to 20'. You may raise nine times to increase the area of effect's radius to 25'.
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Posted: Thu Sep 27, 2012 4:39 am
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Commune
Universal Mastery Level 1 Duration: Total Concentration Area of Effect: One kami Range: 100'
By casting this spell you may commune with a single kami in the area. If you cast commune as an Air spell you contact a single Air kami, and so forth. You may ask one question of the kami. which it will answer to the best of their ability. The kami is not required to answer truthfully, though most have very little reason to lie. Spirits are generally uninformed and unconcerned with the world of mortals and are cryptic by nature, but a shugenja experienced in dealing with their idiosyncrasies can learn much by communing with them. Often times performing some small favour for a spirit results in more helpful information (in the form of free raises). For an Earth spirit, this could be as simple as moving a stone to the other side of the road or promising to build a shrine to the spirit of a great mountain. For a Fire spirit, some valuable item must be burned to earn good will.
Earth spirits are very blunt and to the point. They can often be too concerned with details and stubbornly obsessed with subjects irrelevant to the matter at hand.
Air spirits are flighty and emotional. They prefer to communicate with flashes of emotion rather than words. When they do speak, they whisper in cryptic riddles, generally answer questions with more questions. They are often more intent on playing games with the caster than actually answering relevant questions.
Fire spirits are temperamental and impatient. They do not appreciate being disturbed, especially by this spell, and often respond with shrieking threats unless by some burst offering. Fire spirits are at least the most predictable in that the information they provide is rarely clouded or confused. However, many times a fire cannot provide useful information merely because it was not paying attention, more intent on devouring everything in sight than matters transpiring around it.
Water spirits do not speak. They show only visual reflections of the past without sound. Water spirits are not concerned with opinion, only fact and often the information they provide is so general as to be entirely useless.
Void spirits are playful and curious. They have keen minds and often deep insight to everything they have perceived, but are always seeking to learn something new. Thus they rarely divulge any secrets unless they can learn something equally interesting in return. If told a secret, a Void spirit always upholds its part of the bargain and reveals something it knows.
Other spirits, such as ghosts, Oni, and even Fortunes, can be contacted with this spell if they are in the immediate area. You must know the spirit's name and cast the spell to communicate with that spirit specifically. A kansen can also be contacted with any casting of this spell, and will happily provide you with a single Mastery Level 1 maho spell of its choice should you wish it. This spell can also be used to determine the general attitude of spirits in the vicinity. In areas that are Tainted or home to ghosts or other malevolent entities, elemental spirits are often distressed and unsettled. Though this spell does not immediately reveal the nature of the disturbance, it does reveal that something is not right. This application can be used if shugenja have already called upon spirits in the area to work magic in the recent past. A single casting of this spell for this purpose reveals all Mastery Level 1 spells cast in the area within the last hour, unless the spirits were more recently Banished.
Special raises: You may make one Raise to ask an additional question. You may make one Raise to get a more specific answer. You may Raise once to either increase the Level of spells detected by one, or sense and additional hour into the past: for example, for three raises you could either detect all mastery level 4 spells cast in the last hour, all mastery level 3 spells cat within the last two hours, all mastery level 2 spells cast within the last three hours, or all mastery level 1 spells cast within the last four hours.
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Posted: Thu Sep 27, 2012 4:48 am
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Posted: Thu Sep 27, 2012 5:15 am
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Counterspell
Universal Mastery Level 1/(Varies) Duration: Instantaneous Area of Effect: One spell Range: 100'
This spell immediately ends the effects of one other spell. It use is somewhat complex.
You use Counterspell to end an ongoing spell. You may may also cast Counterspell to disrupt a spell as it is about to be cast; you must be aware that the enemy is about cast a spell and you must be delaying a complex action. You must make sufficient raises to reduce your casting time to one action.
Next you must determine what element the opponent is drawing upon to cast his spell. This can be done either by making a Spellcraft roll to identify the spell or by merely guessing what element the opponent intends to use. If a spellcraft roll is made on the fly, the TN to cast Counterspell is increased by 10. If you guess the element your opponent is casting and choose incorrectly, your Counterspell has no effect, Counterspell always draws upon the element that opposes the spell you are countering. Thus fire and water counter one another, Earth and Air counter one another, and void counters itself.
Though Counterspell is learned as a mastery Level 1 spell. It is always cast as a spell of the same Mastery level as your opponents spell. You do no necessaril know this Mastery Level in advance, meaning that if you attempt to counter a spell beyond your means you may automatically fail (and expend a spell slot). Casting Counterspell works much like a Contested roll, with your TN being equal to the opponent's result. If your Counterspell is successful, the spell is immediately cancelled. If cast during an opponent's spellcasting, his casting fails. If cast upon an ongoing spell, that spell immediately ends.
Any time a shugenja's magic is coutnered, successfully or not, he immediately feels a sudden surge in the elements, a 'tug' toward the individual who countered his magic. In a crowded room it may be difficult to determine who is responsible, but a shugenja with a clear view of his opponent always knows who countered him.
Special Raises: You may Raise twice to suppress the surge that alerts the target to your location following a Counterspell; if you make these Raises and fail in your casting, the spell is not countered, but the opponent feels the surge anyway. You may raise once to fortify a spell against Counter spell. For each Raise made to fortify a spell, you must make a raise to empower your Counterspell to overcome its effects. There is no way of knowing in advance how much an enemy has fortified his magic. Also, another shugenja can Counterspell your Counterspell, and Raises made to Empower your own Counterspell do not also fortify it.
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Posted: Thu Sep 27, 2012 5:32 am
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Posted: Thu Sep 27, 2012 5:37 am
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Posted: Thu Sep 27, 2012 5:41 am
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Posted: Thu Sep 27, 2012 5:45 am
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Posted: Thu Sep 27, 2012 5:49 am
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Posted: Thu Sep 27, 2012 5:54 am
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Posted: Thu Sep 27, 2012 6:17 am
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Posted: Thu Sep 27, 2012 6:25 am
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Posted: Thu Sep 27, 2012 6:30 am
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Posted: Thu Sep 27, 2012 12:41 pm
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