Path to Inner Peace
Ring/Mastery: Water 1
Range: Touch
Area of Effect: 1 target individual
Duration: Instantaneous
Raises: 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 spell's TN to cast.
Reversal of Fortunes
Ring/Mastery: Water 1
Range: 10'
Area of Effect: 1 target individual
Duration: 3 rounds
Raises: Duration (+1 round), Range (+5')
Versatility is the domain of water, and those who carry its blessing reap the rewards. For the duration of this spell, the target may immediately re-roll any one roll per round. This must be done immediately after the first roll is completed, and the target may keep either result.
HEAVEN'S TEARS
Ring/Mastery: Water 2 (Crystal)
Range: Centered on caster
Area of Effect: 30' radius around caster
Duration: 2 Rounds
Raises: Area of Effect (+5' radius per Raise), Duration (+1 Round for two Raises, may only be done once)
This prayer evokes the sorrow of the Heavens, unleashing a brief deluge of rain which is endowed with the spiritual purity of the Sun. The spell summons divine rain from the sky, and thus can only be used effectively outdoors – it cannot cause rain to fall indoors or underground. Those of pure soul (no Taint or Shadow corruption, Honor Rank 4.0 or better) who are bathed in Heaven's Tears are healed each Round by a number of Wounds equal to the caster's Water. Conversely, those with Taint or Shadow corruption suffer 1k1 Wounds for each Round they are exposed to the Tears.
Regrow the Wound
Ring/Mastery: Water 3
Range: Touch
Area of Effect: 1 target individual
Duration: Concentration
Raises: 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.
Fire Spells:
Biting Steel
Ring/Mastery: Fire 1 (Craft)
Range: Touch
Area of Effect: 1 bladed weapon
Duration: 1 minute
Raises: Duration (+1 minute)
Fire spirits can infuse metal with their own fury, turning a sharp edge into a supremely perfect one. This spell enhances the damage of steel bladed weapons, such as swords, knives, naginata, etc. Biting Steel cannot affect weapons which are not metal blades, which are nemuranai, or which have already been enhanced by magical effects. The weapon's DR is increased by 1k1 for the duration of the spell.
Envious Flames
Ring/Mastery: Fire 1
Range: 30'
Area of Effect: 1 target
Duration: Instantaneous
Raises: 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.
Air Spells:
Legacy of Kaze-no-Kami
Ring/Mastery: Air 1 (Craft)
Range: School x 10 miles
Area of Effect: One known individual within range
Duration: Special
Raises: Area (+1 individual), Range (+10 miles)
You are able to call upon the spirits of the wind to take form as a bird and carry a message for you. The bird that is created by this spell appears perfectly normal in all regards, but if it takes any damage it dissipates into wind immediately, ending the spell. Upon creating the bird, you may speak to it, giving it a spoken message of up to one minute in length. The bird will then fly away to deliver the message to the person (or persons) specified when the spell is cast. The bird will fly to their location, deliver the message via a whisper (it can be overheard by others, but not easily), and then disappear. If the bird is unable to reach the individual, but they are within range (if they are within a a building with no windows, for instance) it will remain outside for up to one week before disappearing. If the person specified by the spell is not within range, the bird will fly away in a random direction and disappear when it is out of your line of sight.
Voice of the Wind
Ring/Mastery: Air 1
Range: Touch
Area of Effect: 1 target person (may be caster)
Duration: 10 minutes
Raises: Range (change to 20' for 2 Raises), Duration (+2 minutes per Raise)
The kami of Air are fond of sounds, which are carried through their Element, and can lend their power to strengthen the beauty, passion, and conviction of the human voice. The recipient of this spell finds his or her voice gains timbre, depth, and resonance, becoming in every way more impressive. For the duration of the spell, the target benefits from the Voice Advantage (if he already has Voice, the benefits stack) and also gains a +1k0 bonus to any Social Skill Rolls that involve speech.
Freedom of the Air
Ring/Mastery: Air 2 (Wards)
Range: 50'
Area of Effect: 1 house or other residential building
Duration: hours equal to caster's Air
Raises: Area of effect (3 Raises to affect a building as large as an inn, 6 Raises to affect a castle)
A cleansing ritual used by shugenja when preparing a house or other building for an important even such as a wedding or a festival. The spell entreats the Air kami to raise a soft but carefully controlled wind which sweeps all the dirt, insects, and other filth out of the building. The spell also has a spiritually purifying effect, making evil or malignant spirits reluctant to remain within the dwelling - any kansen, ghosts, or other hostile disembodied spirits within the building will leave for a number of hours equal to the caster's Air. (Evil spirits which are exceptionally strong or which have an extremely strong attachment to the building cannot be banished by this basic spell, however - it is the GM's discretion whether a spirit is strong enough to resist Freedom of the Air.)