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Mongooseh
Captain

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500
PostPosted: Thu Sep 27, 2012 3:54 am
Topic so I can link from my main character to here for quick reading access.  
PostPosted: Thu Sep 27, 2012 4:16 am
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'.  

Mongooseh
Captain

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500

Mongooseh
Captain

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500
PostPosted: Thu Sep 27, 2012 4:39 am
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.  
PostPosted: Thu Sep 27, 2012 4:48 am
Summon

Universal Mastery Level 1
Duration: Special
Area of Effect: One cubic foot
Range: 10'

With this spell you cane summon one cubic foot of elemental matter. The element appears in the shape of a ball in an area of your choosing within range, and hovers for as long as you maintain Total Concentration, afterward behaving normally. The element is of a type of your choosing, but must be something that occurs naturally. Thus iron, smoke or water could be summoned but steel, wine and liquid nitrogen could not. When you stop concentrating the summon elements remain in existence.

The item summoned possesses no inherent magical properties. Summoned crystal and jade offer no protection against the Shadowlands Taint nor any defense against supernatural creatures. In fact, the elements seem to sublty rebel against the creation of such substances. Any summoned jade or crystal slowly transforms into mundane stone over the course of a few days.  

Mongooseh
Captain

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500

Mongooseh
Captain

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500
PostPosted: Thu Sep 27, 2012 5:15 am
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.  
PostPosted: Thu Sep 27, 2012 5:32 am
Jade Strike

Earth Mastery Level 1
Duration: Instantaneous
Area of Effect: 1 Target
Range: 100'

By focusing on the purity of Earth, you summon a bolt of energy that destroys the corruption of the Shadowlands. Because the spell summons a green light and burns Tainted individuals, it is called Jade Strike, though it is not solid like the mineral. For obvious reasons, this spell is known by nearly every Kuni and Jade Magistrate. Untainted targets by this spell feel nothing at all, and may well take offense at having been supsected of harboring the Shadowlands Taint. Tainted targets of this spell take 3k3 Wounds.

Special Raises: You may raise once to increase the damage of this spell by +1k0. You may Raise twice to declare and additional target.  

Mongooseh
Captain

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500

Mongooseh
Captain

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500
PostPosted: Thu Sep 27, 2012 5:37 am
Tetsubo of Earth

Earth Mastery Level 1
Duration: 1 minute
Area of Effect: Self
Range: Self

You shape the spirits of the earth into the form of a tetsubo made from stone. This weapon is wielded like a normal tetsubo, but you may use your School Rank plus one in place plus one in place of the Heavy Weapons Skill. The Tetsubo of Earth has DR 3k3. If you become unconscious or die, the tetsubo vanishes.

Special Raises: You may Raise once and once only to increase the Tetsubo's damage rating by +1k0.  
PostPosted: Thu Sep 27, 2012 5:41 am
Force of Will

Earth Mastery Level 1
Duration: 3 rounds
Area of Effect: 1 target
Range: 10'

This spell strengthens the target's Earth, allowing him to function when he would otherwise falter. The target may function as if his wounds were one Wound Rank less, including allowing a character that would otherwise be down to function at his lowest Wound Rank above Down.

Special Raises: You may Raise four times to allow the target to function at an additional Wound Rank higher than he actually is.  

Mongooseh
Captain

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500

Mongooseh
Captain

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500
PostPosted: Thu Sep 27, 2012 5:45 am
Armour of Earth

Earth Mastery Level 2
Duration: 1 minute
Area of Effect: Self
Range: Self

The Earth Kami come to your defense, protecting you from physical blows. Your skin becomes firmer and takes on a gray pallor. This armour reduces the damage of all attacks by your shugenja Rank x 2; dice that explode have their final totals reduced. This may reduce an attack's damage to zero.  
PostPosted: Thu Sep 27, 2012 5:49 am
Earth Becomes Sky

Earth Mastery Level 2
Duration: Instantaneous
Area of Effect: 1 Boulder
Range: 50'

Casting this spell convinces the Earth kami to hoist up one of their brethren (in the form of a boulder) and fling it at a target no more than 50' from you. There is no attack roll, as the kami's aim is unerring and its smashing power is all but unstoppable. If the target has a carapace rating, the spell ignores it up to the value of your Earth Ring (e.g. if the target has Carapace 4 and your Earth Ring is 3, the target has Carapace 1 for the effect of resolving this spell). The projectile has a DR equal to your Earth Ring in rolled and kept dice.  

Mongooseh
Captain

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500

Mongooseh
Captain

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500
PostPosted: Thu Sep 27, 2012 5:54 am
Curse of Stone

Earth Mastery Level 3
Duration: 5 rounds
Area of Effect: 1 Target
Range: 15'

Liek Earth's Stagnation this spell causes the Earth kami to drag at the targe, but Curse of Stone even imparts a grey tone to the target's skin. The target's Initiative score is lowered by 10, and he rolls one fewer die on all attack and damage rolls as his strikes are slowed.

Special Raises: You may Raise twice to declare and additional target.  
PostPosted: Thu Sep 27, 2012 6:17 am
Biting steel

Fire Mastery Level 1
Duration: 1 minute
Area of effect: 1 Weapon
Range: Touch

This spell enhances the damage of steel weapons, or weapons with steel blades and handles of any substance (such as yari, kama, etc). Biting steel cannot enhance magical weapons, weapons already enhanced by magic of any kind, or weapons made from mixed components (such as a tetsubo). Fo the duration of the spell, the weapon has its DR raised by +1k1.  

Mongooseh
Captain

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500

Mongooseh
Captain

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500
PostPosted: Thu Sep 27, 2012 6:25 am
The Fury of Osano-Wo

Fire Mastery Level 1
Duration: Instantaneous
Area of Effect: 1 target
Range: 100'

By calling to the Fortune of Fire and Thunder, you invoke the fire spirits to act on his behalf. A bolt of lightning strikes the target from the sky, dealing 3k2 Wounds and forcing him and every within 10' to make a Stamina roll at TN 10 or be deafened for two rounds. If this spell is cast during a storm, the damage is increased to 3k3 for a moderate storm and to 4k3 for a particularly strong storm or hurricane.

Special Raises: You may Raise twice to increase the damage of this spell by +1k0.  
PostPosted: Thu Sep 27, 2012 6:30 am
Path to Inner Peace

Water Mastery Level 1
Duration: Instantaneous
Area of Effect: Target Person/Creature
Range: Touch

The harmonious Water kami can dramatically increase the rate at which the body heals. When cast upon a wounded person or creature, Path to Inner Peace instantly heals one die of Wounds, but never fewer than your Water Ring.

Special Raises: You may raise once to heal an additional die of Wounds.  

Mongooseh
Captain

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500

Plainsfox

Romantic Paladin

10,600 Points
  • Battle Hardened 150
  • Team Jacob 100
  • Bunny Hunter 100
PostPosted: Thu Sep 27, 2012 12:41 pm
Tempest of Air

Air Mastery Level 1
Duration: Full Conccntration plus I minute
Area of effect: 20' cone, 10' wide at the end
Range: Self

You invoke the kami's wrath, directing vengeful air spirits against
a target of your choosing. The kami create a cone of wind of the
dimensions specified above, with a force of your choosing, ranging
from a gentle breeze to gale-force winds of 50 miles per hour.
Characters caught in heavy winds roll 2 fewer dice on all rolls.
If any character in the cone has an Earth Ring lower than your
Air Ring, he takes 1k1 wounds per die of difference every round
until he leaves the area of effect.  
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