Kurama 1
Phoenix 51 / 51
Isawa Shugenja School 138
2 2 4
3 ● ● ● ● ●
3
2 2 1
2 2 3 3
2 2 3 1
● Etiquette 3 Awareness6k3 3k2
● Calligraphy 1 Intelligence4k3 Cipher 0k0
● Lore (Elements) 1 Intelligence4k3 3k2
● Lore (Theology) 1 Intelligence4k3
● Medicine 1 Intelligence4k3 15
● Meditation 1 Void 3k2
15
● Spellcraft 1 Intelligence4k3
0
Courtier 3 Awareness6k3
0
Iaijutsu 3 Reflexes 5k2
Athletics 1 Strength 3k2
No Armor
Battle 1 Perception3k2
0
Defense 1 Reflexes 3k2
0
Games (Go) 1 Intelligence4k3
Investigation 1 Perception3k2
Kenjutsu 1 Agility 4k3
Sincerity 1 Awareness4k3
10
14
18
22
26
30
34
Katana
4k3 38
5k2
5
5
Elemental Blessing (Fire) 3 Cursed by the Realm (Gaki-do) 5
Haunted 3
Bitter Betrothal 2
Robes
Wakizashi
Katana
Scroll Satchel
Traveling Pack
5 0 0
School Isawa Shugenja School Affinity Fire 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 Affinity.Spells: 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.
School Affinity Deficiency
School Affinity Deficiency
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 Soul Of Stone Level 1 Element Earth Duration 1 hour Tags defense
Area One target Range Touch Raises Duration (+1/2 hour)
This spell fills the targets soul with the firm and unyielding strength of stone. For the duration of the spell, the target's feelings are immovable, and any attempt to divert or distract him will be resisted
with supernatural determination. He gains a +3k bonus to any rolls made to resist emotional manipulation or the distractions of desire, including Courtier (Manipulation) rolls, Temptation rolls,
Compulsions, and any similar effects which the GM judges to be appropriate. However, this stony self-control also makes it difficult for the target to read and affect the emotions of others, and for the
duration of the spell he suffers a -1k penalty to all Awareness Trait rolls and Awareness-related Skill Rolls made for the purpose of influencing others.
Name By the Light of the Moon Level 1 Element Air Duration 1 minute Tags
Area 20' radius around the caster Range Personal Raises Area (+5' radius), Duration (+1 minute)
Updated on "The Great Clans", page 230.
You call upon the kami to reveal that which has been hidden. All concealed objects within the area of effect appear as slightly luminous outlines to you. Any non-magical concealment is revealed,
including secret compartments, trap doors, concealed weapons, etc. Only you can see the presence of these objects.
Name Path To Inner Peace Level 1 Element Water Duration Instantaneous Tags
Area One target individual Range Touch 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 spells TN to cast.
Name Speed Of The Waterfall Level 1 Element Water Duration 1 hour Tags travel
Area One target individual or creature Range Touch Raises Duration (+10 minutes), Range (may increase to 10' for two Raises)
Those filled with the essence of water find their movement far faster than ever before. The target of this spell may move a total distance per round equal to their Water x 20' plus an amount equal to twice
your Water Ring, This spell does not grant the target additional movement, it simply increases the maximum possible amount they can move during a Round for the duration of the spell.
Name Katana Of Fire Level 1 Element Fire Duration 5 minutes Tags battle, craft
Area One created weapon Range Personal or 20' (see script description) Raises Damage (+1k0), Duration (+5 minutes), Range (+5 feet)
You summon a blade of pure fire, blazing like the soul of an honorable warrior. The weapon's default form is a katana, but one Raise can change its form to any other sword of your choosing. The katana
has a DR of 2k2. When wielding this weapon, you may use your School Rank in place of your Kenjutsu Skill if you wish. If you do possess the Kenjutsu Skill, you add your Honor Rank to all damage
rolls made with this weapon. The katana of fire disappears if it is lost from your hand. Instead of summoning the katana for yourself, you may cause it to appear in the hands of an ally within 20 feet. He
is treated as the caster for all purposes of the spell, but does not gain the Honor boost to damage.
Name The Fires From Within Level 2 Element Fire Duration Instantaneous Tags
Area One target Range 100' Raises Target (+1 target per two Raises)
Probably the most widely known and recognized offensive spell in the element of Fire. This prayer has been in use by Rokugani shugenja since the very earliest days of the Empire. You summon Fire
kami to form an orb of flame that hovers in your palm for a moment before streaking toward the target. The sphere gains momentum and size until it hits its target, making it quite spectacular visually.
The spell has a DR equal to your Fire Ring.
Name Fury Of Osano-wo Level 1 Element Fire Duration Instantaneous Tags thunder
Area One target Range 300' Raises Damage (+1k0 per two Raises)
This spell is actually a prayer to the Fortune of Fire and Thunder, inviting his wrath upon your enemy. It can only be cast outdoors, and summons a bolt of lightning from the sky, striking the target for
5k2 Wounds. Everyone within 10' of the target must make a Stamina roll versus a TN of 15 to avoid being deafened for 2 Rounds. If this spell is cast during a thunderstorm, the damage is increased to
6k2 for a moderate storm and 6k3 for a disastrous storm or hurricane.
Name Level Element Duration Tags
Area Range Raises
Name Level Element Duration Tags
Area Range Raises
Skills
Skill Name Rank Trait Roll Emphases
✘ Etiquette 3 Awareness 6k3
✘ Calligraphy 1 Intelligence 4k3 Cipher
✘ Lore (Elements) 1 Intelligence 4k3
✘ Lore (Theology) 1 Intelligence 4k3
✘ Medicine 1 Intelligence 4k3
✘ Meditation 1 Void 3k2
✘ Spellcraft 1 Intelligence 4k3
Courtier 3 Awareness 6k3
Iaijutsu 3 Reflexes 5k2
Athletics 1 Strength 3k2
Battle 1 Perception 3k2
Defense 1 Reflexes 3k2
Games (Go) 1 Intelligence 4k3
Investigation 1 Perception 3k2
Kenjutsu 1 Agility 4k3
Sincerity 1 Awareness 4k3