This is a list of spells I've worked on/converted over the years and wanted to share with the forum. I'm looking for ideas on converting the spells to the new edition and wanted suggestions
These first two spells had been developed over along period of time (since second edition), and over years of research and roleplaying with my particular group of players. Discovered form an very old cave, which they had discovered much later was a Kitsu shapeshifter holding, had some early information on The Nothing. Not that they knew what it was at the time. Over time, various shadow hunter organizations have become interested in the spells and it's make things interesting for the players.
Worlds Wrath AKA Invocation Of All
Ring:/Mastery Any 2 (Water, Crystal)
Range: 100’
Area of Effect: 1 target
Duration: Instant
Raises: Damage (+1k0), Range ( +10’), Targets (+1 target, to a maximum of 5 total)
Functions as Jade Strike against Living Shadow. See page 174 L5R base book. Target must have one rank of Shadow Taint to be affected.
Worlds Chains AKA Binding The Unbindable
Ring/Mastery: Any 3 (Wards)
Range: 500’
Area of Effect: 1 target Shadow Creature
Duration: 30 days
Raises: Duration (+1 day), Range (+10’) Targets (+1 per 2 raises)
Casting time : 10 minutes, able to be done as a ritual, subtracting one minute for each shugenja involved in the ritual
This spell has been modified by the Jade Magistrates office to make it a bit more utilitarian. While it does target the Shadow infected to bind them into one form (general usage) as well as literally bind them to the casters will (a very dangerous proposition at best), or able to dispel them (considered the safest course. The spell also has the additional benefit of hiding the shugenja from the Shadows presence, as it is unable to sense them literally as it is being cast. Once the spell is cast, it will know something has happened to cause it problems, but may not be able to figure it out specifically.
This next set of spells is from my particular setting's take on Naishou Province, in which I added a definite, but low level, influence from Gaki-do, Yomi, & Meido in the background. I also added a minor clan in the area that lives within the forest area that has two major bloodlines and is descended from the old Imperial (Hantei) line. It's practitioners of Onmyoduo are some of the oldest in Rokugan, and have learned to tap the void (much to the Phoenixes' surprise and alarm) for some rather different spells.
Transforming The Spirit’s Nature
Ring/Mastery: Void 3
Range: 25’
Area of Effect: One Target Individual
Duration: 1 hour
Raises: Range (+5’), Duration (+10 min)
Casting time: 1 Minute, but the effort will need to be sustained
This spell is perhaps one of the oldest Void spells in Rokugan, but exceptionally obscure as it is not known outside of the Ii clan. Not from any particular sense of greed for power, but caution upon the part of the Ii as they have had a considerable amount of time to understand the implications of the spell and are very cautious upon who it is taught to. The spell is typically used in conjunction with a spirit that has been bound or upon a possessed target, but this is not actually needed, and more of a force of habit upon the Ii’s part. They will not t each the spell to anyone with insufficient spiritual development or ethics in their eyes.
The spell sets the skill and spiritual understanding of the Shugenja verses the inherent nature of the creature they are trying to change and the nature of the Realm they are from. In game terms, it’s Treated as a void spell with Shugenja level + Void Vs Targets Earth + Level of Control (IE: Taint level or Toshigoku control).
If successful, the shugenja can command the spirit and change it’s essential nature into what they would like (typically a creature from Ningendo (The Mortal Realm) that the Shugenja can give commands to or ask questions if the creature is relatively intelligent. If the shugenja fails at their task, the spirit in question knows precisely what was done and who did it. And now actively hates the shugenja. Given the nature of some spirits, the shugenja will not see this as a problem as the spirit likely hated them anyway, but it does color their intent to use the spell.
Lastly. depending on the level of success that the Shugenja beats the opposing roll, they can break the control of the Realm has over the spirit, at least temporarily. In game terms the amount on the roll forces out some of the Realms Control by the degree of beating the roll. For example, if the resistance of the target is beaten by 17 on a roll, the realms control goes down by 17 points effectively. This can go up to a maximum of 2 levels for this particular spell.
All Is One In The Void
Ring/Mastery: Void 5
Range: 25’
Area of Effect: One Target Individual
Duration: Permanent
Raises: Additional Target , Increase Difficulty To Resist
Casting time: 1 Minute, but the effort will need to be sustained
This spell is the far more powerful version of Transforming the Spirits Nature and as such, the Ii are exceptionally reluctant to utilize the spell unless there is no other choice or the threat is so overwhelming as they understand the spell cannot be undone, closing off possible avenues of fate.
The spell is much like Transforming the Spirits Nature, but with two notable exceptions. 1) The effects are permanent, 2) removal of control is limited by the degree of success that the caster accomplishes, and 3) the caster can transform a resident of Ningendo (the mortal realm) into something else as they have grasped that Ningendo is a Realm of spiritual power all it’s own. Given this level of power, the Ii are very reluctant to employ this spell and will not teach it if ordered to do so unless the candidate has sufficient wisdom and they think they will not teach it to others without proper evaluation, Social rank be damned.
The Following spells are the Creation of the Jurogumo (Bird Spiders), a force of supernatural shapeshifters that within the setting I'm running are in a rather grey area as far as those that are aware of them. They appear as lovely women who are often moving about as entertainers or artisans, but those that are in the know. recognize them as supernatural predators. Just a set that have been particularly careful and discerning on who they chose as victims. Which have long served as a force of frustration, and information for the players. I created them our of annoyance for everything being malignant or a threat being from the Shadowlands.
Daughter’s Breath
Ring/Mastery 4: Fire, Chikushudo
Same as Breath of the Fire Dragon, pg 183 base book (4th edition), but raises can be taken for additional area of effect (+5” Length or Width or additional duration (+1 round per raise). Also, the visual effect is that of fiery webs enveloping the target, and small spiders breathing fire on the target.
Breath Of The Jorogumo
Ring/Mastery: Air 4/Chikushudo
Range: 100 ’
Area of Effect: 25 foot radius (Special)
Duration: Permanent (until dispelled or cut through)
Raises: Increase Difficulty To Resist, Stealth Casting, Range (+20 ’ per Raise), Area of Effect (add 5’ to diameter for 1 Raise),
Casting time: 1 Minute
The spell calls upon the power of the air kami that are native to the realms where the Jorogumo come from that have learned to camouflage themselves and simulate abilities of the various spiders. This unleashes a rapidly expanding cloud of web and air spirits that look much like translucent bird spiders and can cover an area rapidly in clear webs. In spite of the gossamer appearance of these webs, they are quite strong and breaking free of them does take considerable effort, be the target mortal or spirit. To resist the rather unique power of this spell, the target has to make a Strength roll of a TN Equal to the Casters casting roll. Carving the web apart does take time, but can be done
Mother’s Jade Embrace
Ring/Mastery: Earth 4/Chikushudo, Jade
Range: 100 ’
Area of Effect: 25 foot radius
Duration: 25 minutes
Raises: Increase Difficulty To Resist, Stealth Casting, Range (+20 ’ per Raise), Area of Effect (add 5’ to diameter for 1 Raise),
Casting time: 1 Minute
This is a much more esoteric spell created by ‘Mother’. The literature indicates she had created it during her journeys after aging to the point she could cast spells within the Crab Lands near Shiro Kaotuski no Higashi (Face of the East Castle). She had learned of the Shadowlands threat and the hatred the Crab bore for the creatures, which she considered her kind mutual victims. She spent some time within the inn, The House of a Thousand Truths, located in the fortress city surrounding the castle, entertaining the Crab and listening to their stories. It was during a music session when she discovered that the inn had been infiltrated by several Shadowlands shapeshifters and raised the alarm. In the ensuing chaos, she had been forced to shift to her true form and used the Jade spell she had created to trap several Tainted samurai and the shapeshifters. The Crab were stunned at her nature, but confused as she had wielded jade energy. It was enough to allow here to escape, and to her puzzlement, The Crab did not pursue.
The spell itself calls upon spider spirits that have travelled within the earth and awakens the jade energies within them, as they weave a web of jade energy mixed in with earth to trap and hold creatures Tainted by the Shadowlands as the jade spiders crawl along them and bite them with a pure jade ‘poison’ to weaken and kill them.. Much like The Breath of the Jorogumo, the target mus make a Strength Roll that exceeds the casters roll to break out. In addition, the Target takes 4k4 Jade damage if having a Taint rank higher than 1. Also, the damage roll requires a willpower roll of a TN = to the casters damage roll to not lose a simple action from the Jade Poison eating them from the inside out. Against untainted creates the spell has no effect.