Under Taoist philosophy, all creation is broken down into various combinations of the five mystic elements: Wood, Earth, Fire, Water, and Metal. The Shugenja manipulates these elements to alter creation itself.
In essence, each Shugenja magic school corresponds to one of the FH spell colleges. The Shugenja may buy spells from any of these 5 colleges, but must follow rules for the minimum points in each college they wish to take spells in. All of these are in the FH book except the college of metal, which is in the FH companion. The Nipponese names for these schools are, and the FH equivalent school, are:
Shugenja Sphere | FH Equivalent |
Hi-do
Mizu-do Hyashi-do Kane-do Tsuchi-do |
College of Fire
College of Water College of Plant and Wood College of Metal College of Earth |
Basic Gakusho Spells:
Basic Healing
This basic spell allows
the Gakusho to tend to minor wounds. It is, however, limited in treating
the most severe wounds. Note that this spell is an exception to the restriction
on Shinto Gakusho to avoid wounded.
Power: 2D6 healing aid
Modifiers: will only heal 75% of
body damage suffered (-½), concentrate, ½ DCV (-¼),
extra time, 1 minute (-1½), incantations (-¼), religious
restrictions (-½), requires a (magic/meditation) skill roll (-½),
requires 10 points in basic Gakusho spells (-¼). Active cost
= 10 points.
END Cost: 1 Magic Roll:
-1 Casting time: 1 minute
Real cost: 2
Exorcism
This spell allows the
Gakusho to banish spirit creatures of any pantheon.
Power: 4D6 mind control linked.
Modifiers: telepathic link (+¼),
affects desolid/spirits (+½), only against spirit beings (kami,
demons, oni, etc.)(-1), only to command the spirit to leave (-½),
only if any illuison covering the spirit is dispelled (-½), concentrate,
½ DCV (-¼), extra time, 1turn (-1), incantations (-¼),
religious restrictions (-½), requires a (magic/meditation) skill
roll (-½), requires 10 points in basic Gakusho spells (-¼).
Active cost = 35 points.
END Cost: 3 Magic Roll:
-3 Casting time: 1 turn
Real cost: 6
Magic Ward
This spell allows the
Gakusho to ward off minor malign magical effects. At higher levels (20
basic points), the Gakusho may eliminate the "only usable on self" disadvantage.
Power: 4D6 dispel
Modifiers: continuous (+1), only
magic used against the Gakusho (-½), concentrate, ½ DCV (-¼),
extra time, 1 phase (-½), incantations (-¼), religious restrictions
(-½), requires a (magic/meditation) skill roll (-½), requires
10 points in basic Gakusho spells (-¼). Active cost = 24
points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 phase
Real cost: 6
Hatha-Yoga
This spell allows the
Gakusho to enter a meditative state during which he may detect and analyze
magic in range.
Power: Detect magic, sense, discriminatory,
+5 per rolls.
Modifiers:
Costs END (-½), concentrate throughout, 0 DCV (-1), extra time,
1 minute (-1½), incantations throughout(-½), religious restrictions
(-½), requires a (magic/meditation) skill roll (-½), requires
10 points in basic Gakusho spells (-¼). Active cost = 20
points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 minute
Real cost: 3
Pranna-Yoga
This spell allows the
Gakusho to enter a meditative trance during which he may detect hidden
things within range.
Power: Spatial awareness.
Modifiers: Costs END (-½),
only to find hidden things (-½), concentrate throughout, 0 DCV (-1),
extra time, 1 minute (-1½), incantations throughout (-½),
religious restrictions (-½), requires a (magic/meditation) skill
roll (-½), requires 10 points in basic Gakusho spells (-¼).
Active cost = 25 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 minute
Real cost: 4
Gnana-Yoga
This spell allows the
Gakusho to enter a meditative state during which he may discern the workings
of a object or device.
Power: Detect function, sense,
discriminatory, +5 per rolls.
Modifiers: Costs END (-½),
concentrate throughout, 0 DCV (-1), extra time, 1 minute (-1½),
incantations throughout(-½), religious restrictions (-½),
requires a (magic/meditation) skill roll (-½), requires 10 points
in basic Gakusho spells (-¼). Active cost = 20 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 minute
Real cost: 3
Karma-Yoga
This spell allows the
Gakusho to enter a meditative state during which he may prophecy events
in the near future.
Power: Clairsentience to sight
and sound, precognition
Modifiers: Costs END (-½),
x2 END (-½), only to determine events in next few hours or day (-1),
concentrate throughout, 0 DCV (-1), extra time, 1 minute (-1½),
incantations throughout(-½), religious restrictions (-½),
requires a (magic/meditation) skill roll (-½), requires 10 points
in basic Gakusho spells (-¼). Active cost = 45 points.
END Cost: 8 Magic Roll:
-4 Casting time: 1 minute
Real cost: 6
Raja-Yoga
This spell allows the
Gakusho to enter a meditative state during he contemplates a question or
mystery at hand. The clarity of mind that the trance produces gives the
Gakusho a startling insight.
Power:
Deduction skill, +11 to roll.
Modifiers: Costs END (-½),
only to find a single hint to a question or mystery at hand (-½),
concentrate throughout, 0 DCV (-1), extra time, 1 minute (-1½),
incantations throughout(-½), religious restrictions (-½),
requires a (magic/meditation) skill roll (-½), requires 10 points
in basic Gakusho spells (-¼). Active cost = 25 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 minute
Real cost: 4
Blessing
This spell allows the
Gakusho to impart a blessing on another person or himself. The blessing
can act as a boost to a single characteristic or skill. The Gakusho can
buy a usable on extra others as well as increasing the base dice of Aid.
Power: 2D6 Aid
Modifiers: To any single characteristic
or skill (+¼), returns 5 points / day (+1¼), all points are
lost once used for a single roll or action that the user designates (-1),
expires at the following dawn or dusk (-¼), concentrate ½
DCV (-¼), extra time, 1 minute (-1½), incantations throughout(-¼),
religious restrictions (-½), requires a (magic/meditation) skill
roll (-½), requires 10 points in basic Gakusho spells (-¼).
Active cost = 25 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 minute
Real cost: 4
Perceive Truth
This spell allows the
Gakusho to dispel any illusion, invisibility or transformation that hides
reality.
Power: 6d6 dispel (illusion).
Modifiers: Dispel any illusion
(+¼), concentrate ½ DCV (-¼), extra time, 1 turn (-1),
incantations throughout(-¼), religious restrictions (-½),
requires a (magic/meditation) skill roll (-½), requires 10 points
in basic Gakusho spells (-¼). Active cost = 22 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 minute
Real cost: 6
Buddhist Gakusho Spells:
Yoga Healing
This spell allows the
Gakusho to restore any depleted characteristic. Like earlier yogas, it
requires a trance. A person can only receive this boon a limited amount
of time in a day.
Power: 4D6 Aid
Modifiers: Affects any characteristic
below normal (+¼), only characteristics below normal (-½),
cannot use more than the total allowable aid (24 points) on the same person
in the same day (-½), concentrate throughout, 0 DCV (-1), extra
time, 1 minute (-1½), incantations throughout(-½), religious
restrictions (-½), requires a (magic/meditation) skill roll (-½),
requires 10 points in basic Gakusho spells (-¼), requires 10 points
of Buddhist Gakusho spells. Active cost = 25 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 minute
Real cost: 4
Dissolve illusion
This spell is a more
powerful version of the perceive truth spell. It immediately dispels any
illusion that comes within range.
Power: 6d6 dispel (illusion).
Modifiers: Dispel any illusion
(+¼), area effect, radius (+1), continuous (+1), concentrate ½
DCV (-¼), extra time, 1 minute (-1½), incantations (-¼),
religious restrictions (-½), requires a (magic/meditation) skill
roll (-½), requires 10 points in basic Gakusho spells (-¼),
requires 20 points of Buddhist Gakusho spells (-½). Active cost
= 58 points.
END Cost: 6 Magic Roll:
-6 Casting time: 1 minute
Real cost: 12
Purify Sin
This spell allows the
Gakusho to intercede with a Buddha to remit the sins of a Buddhist Gakusho
or pious layman. This ritual is very extensive and requires one day of
uninterrupted ritual. Note that due to the fact that this power itself
has the religious restriction limitation, a Gakusho who has committed a
great sin requires another Gakusho to cast this spell to intercede on his
behalf.
This spell also eliminates
shame associated with a sin. Count the body on the dice of the transform;
that many shame are remitted.
Power: 5d6 minor transform - purify.
Modifiers: Concentrate ½
DCV throughout (-½), extra time, 1 day (-3½), incantations
throughout (-½), religious restrictions (-½), requires a
(magic/meditation) skill roll (-½), requires 10 points in basic
Gakusho spells (-¼), requires 20 points of Buddhist Gakusho Spells
(-¼). Active cost = 50 points.
END Cost: 5 Magic Roll:
-5 Casting time: 1 day
Real cost: 7
Invoke the Buddhas
This spell allows the
Gakusho to call on one of the spirits of the Buddhist pantheon. Note that
there is no accompanying control spell; the Gakusho must request aid from
the spirit. The spirit will be angered and leave if it is called for a
trivial or evil purpose. Otherwise, the priest may attempt to parley of
give offerings to invoke the spirit's aid.
Power: Summon 100 point spirit.
Modifiers: Summon any Buddhist
spirit (+¼), concentrate ½ DCV (-¼), extra time, 1
minute (-1½), incantations (-¼), religious restrictions (-½),
requires a (magic/meditation) skill roll (-½), requires 10 points
in basic Gakusho spells (-¼), requires 20 points of Buddhist Gakusho
Spells (-½). Active cost = 62 points.
END Cost: 6 Magic Roll:
-6 Casting time: 1 minute
Real cost: 13
Shinto Gakusho Spells:
Purify Pollution
This spell allows the
Gakusho to seek the influence of a Kami to remit the sins of himself or
others. Like the similar Buddhist ritual, it is very extensive and requires
one day of uninterrupted ritual. Unlike the Buddhist ritual, however, it
must be performed near the sea or other body of water.
Note that due to the
fact that this power itself has the religious restriction limitation, a
Gakusho who has committed a great sin requires another Gakusho to cast
this spell to intercede on his behalf.
This spell also eliminates
shame associated with a sin. Count the body on the dice of the transform;
that many shame are remitted.
Power: 5d6 minor transform - purify.
Modifiers: Concentrate ½
DCV throughout (-½), extra time, 1 day (-3½), only near a
body of water (-1), incantations throughout (-½), religious restrictions
(-½), requires a (magic/meditation) skill roll (-½), requires
10 points in basic Gakusho spells (-¼), requires 10 points of Shinto
Gakusho Spells (-¼). Active cost = 50 points.
END Cost: 5 Magic Roll:
-5 Casting time: 1 day
Real cost: 6
Placation
This spell allows the
Gakusho to seek the aid or placation of a kami. However, the spell allows
the Kami to assign a condition to granting a request. This can be, at the
GM's option, establishment of a shrine or festival in the Kami's honor,
sacrifices of food, money, or other such items, writing a Norito in praise
of the Kami, or requiring that the Gakusho make a pilgrimage to an established
shrine of a Kami.
Power: 8d6 mind control.
Modifiers: Mental link (+¼),
Concentrate ½ DCV (-¼), Kami only (-¾), the Kami may
require a condition (-¾), extra time, 1 turn (-1), incantations
(-½), religious restrictions (-½), requires a (magic/meditation)
skill roll (-½), requires 10 points in basic Gakusho spells (-¼),
requires 10 points of Shinto Gakusho Spells (-½). Active cost
= 50 points.
END Cost: 5 Magic Roll:
-5 Casting time: 1 turn
Real cost: 8
Exorcise Diseases / Pollution
In the Shinto mythology,
the actions of diseases or poison are the work of malicious Kami. A Shinto
Gakusho can use their influence to end such effects. Note that this does
not heal any damage done by the poison or disease, merely stops the drain
or other effect.
Power: 6D6 dispel.
Modifiers: Against any disease
or poison drain or attack (+¼), concentrate ½ DCV (-¼),
extra time, 1 turn (-1), incantations (-¼), religious restrictions
(-½), requires a (magic/meditation) skill roll (-½), requires
10 points in basic Gakusho spells (-¼), requires 10 points of Shinto
Gakusho Spells (-¼). Active cost = 22 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 day
Real cost: 5
Invoke Kami
This spell allows the
Gakusho to call on one of the spirits of the Shinto pantheon. The Gakusho
can attempt to parley with the Kami or use the placate ability. The spirit
will be angered and leave if it is called for a trivial or evil purpose.
Otherwise, the priest may attempt to parley of give offerings to invoke
the spirit's aid.
Power: Summon 100 point spirit.
Modifiers: Summon any Kami (+¼),
concentrate ½ DCV (-¼), extra time, 1 minute (-1½),
incantations (-¼), religious restrictions (-½), requires
a (magic/meditation) skill roll (-½), requires 10 points in basic
Gakusho spells (-¼), requires 20 points of Shinto Gakusho Spells
(-½). Active cost = 62 points.
END Cost: 6 Magic Roll:
-6 Casting time: 1 minute
Real cost: 13
Example: Jubei is a ninja learning ninja
magic techniques. He currently has KS: Ninjutsu 13-, 2 points for a base
11-, plus 2 points for +2. To use the ninja magic skill, he must take the
KS as a INT based skill. This costs him one extra point, and makes it an
INT based skill. Jubei's INT is 15, so this bumps the base up to 12- (for
a total of 14-). However, the +2 he has only currently counts towards non-magic
rolls. He pays an extra point to boost the cost of the first skill point.
Now his KS: Ninjutsu is treated as if it were 13- for magic rolls and 14-
for all other purposes.
Note that most of these
abilities were derived from the Ninja abilities in the UMA. However, these
have been yanked out of frameworks and redone to fit the mold of FH spells.
Ametori-no-Jutsu
This spell allows the
ninja to eliminate the fringe effect of another invisibility spell. It
is treated as a totally different spell for the purposes of the number
of spells a caster can maintain, but is useless by itself. Despite it's
low cost, only fairly experienced ninja magic practitioners can achieve
it.
Power: No fringe with invisibility
power.
Modifiers: extra time, 1 phase
(-½), concentrate ½ DCV (-¼), incantations (-¼),
gestures (-¼), requires a (magic / ninjutsu) skill roll (-½),
requires a stealth roll (-½), requires 20 points in basic ninja
spells (-¼) Active cost = 10 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 phase
Real cost: 3
Blessing of Ho-Masubi
This spell causes the ninja's hands to
burst into flame. This can be used as an effective aid in combat.
Power: 1D6+1 HKA vs. ED
Modifiers: Damage shield (+½),
no KB (-¼), damage shield only covers hands (-½), extra time,
1 phase (-½), concentrate ½ DCV (-¼), incantations
(-¼), gestures (-¼), requires a (magic / ninjutsu) skill
roll (-½), requires 10 points in basic ninja spells (-¼)
Active cost = 30 points.
END Cost: 3 Magic Roll:
-3 Casting time: 1 phase
Real cost: 8
Bridge of the Tide Dragon
This spell can be used
to allow the ninja to walk on water without the assistance of any ninja
gimmicks!
Power: 5" flight.
Modifiers: only on the surface
of calm water (-1½), concentrate ½ DCV (-¼), incantations
(-¼), gestures (-¼), requires a (magic / ninjutsu) skill
roll (-½), requires 10 points in basic ninja spells (-¼)
Active cost = 10 points.
END Cost: 1 Magic Roll:
-1 Casting time: ½ phase
Real cost: 2
Castle Without Walls
This spell allows the
ninja to perform the legendary feat of walking through walls. This spell
is fairly expensive END-wise. If the character runs out of END and is knocked
out traveling through a wall, use the HERO system book rules for miss-teleporting.
Power: Desolid, affected by any
attacks.
Modifiers: only to walk through
walls (-1), x4 END (-1½), extra time, 1 phase (-½), concentrate
½ DCV (-¼), incantations (-¼), gestures (-¼),
requires a (magic / ninjutsu) skill roll (-½), requires 20 points
in basic ninja spells (-½) Active cost = 40 points.
END Cost: 16 Magic Roll:
-4 Casting time: 1 phase
Real cost: 7
Dance of the Six Stars
This spell allows the
ninja to summon shuriken from seemingly nowhere and hurl them at an opponent
at an extremely rapid rate.
Power: ½D6 HKA.
Modifiers: Ranged (+½),
autofire, 10 shots (+1), no KB (-¼), extra time, 1 phase (-½),
concentrate ½ DCV (-¼), incantations (-¼), gestures
(-¼), requires a (magic / ninjutsu) skill roll (-½), requires
10 points in basic ninja spells (-¼). Active cost = 25 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 phase
Real cost: 6
Folded Blade
This spell allows the
character to fold a piece of paper into a fully functional dagger or shuriken.
Power: ½D6 HKA.
Modifiers: Ranged (+½),
1 recoverable charge when used at range (-½), dissolves on contact
with water (-¼), no KB (-¼), OIF: piece of paper (-½),
extra time, 1 turn (-1), concentrate ½ DCV (-¼), incantations
(-¼), gestures (-¼), requires a (magic / ninjutsu) skill
roll (-½), requires a KS: Origami roll (-¼), requires 10
points in basic ninja spells (-¼) Active cost = 30 points.
END Cost: 3 Magic Roll:
-3 Casting time: 1 phase
Real cost: 5
Formshifting
This power allows the
ninja to take on animal forms, the ultimate disguise skill of a ninja.
Power: Shape Shift, linked to animal
shapes, with a 15 point VPP.
Modifiers: VPP Control: only to
animal powers (-¼), only shift powers when shift shape (-¼).
Both: extra time, 1 phase (-½), concentrate ½ DCV (-¼),
incantations (-¼), gestures (-¼), requires a (magic / ninjutsu)
skill roll (-½), requires 30 points in basic ninja spells (-¾)
Active cost = 50 points.
END Cost: 5 Magic Roll:
-5 Casting time: 1 phase
Real cost: 21
Genjutsu
This is the art of
the ninja to create illusions from seemingly innocuous props (almost any
prop, therefore this is treated as a IAF). Due to the time it takes to
set up these props, it is seldom used in combat.
Power: Images vs. Sight and Sound,
1", -2 to per rolls.
Modifiers: uncontrolled (+½),
OIF, props of opportunity (-½), extra time, 1 turn (-1), concentrate
½ DCV (-¼), incantations (-¼), gestures (-¼),
requires a (magic / ninjutsu) skill roll (-½), requires 10 points
in basic ninja spells (-¼) Active cost = 31 points.
END Cost: 3 Magic Roll:
-3 Casting time: 1 turn
Real cost: 8
Hands of the Spider
This spell can be used
to give the ninja an incredible ability to cling to and scale a wall like
a spider.
Power: Clinging.
Modifiers: Does not protect against
KB or throws (-½), costs END (-½), concentrate ½ DCV
(-¼), incantations (-¼), gestures (-¼), requires a
(magic / ninjutsu) skill roll (-½), requires 10 points in basic
ninja spells (-¼) Active cost = 10 points.
END Cost: 1 Magic Roll:
-1 Casting time: ½ phase
Real cost: 3
Hiding in Plain Sight
This ability creates
illusions that serve to camouflage the ninja.
Power: Images to sight group, 1"
radius, -3 to PER roll.
Modifiers: set effect, only to
disguise ninja (-½), extra time, 1 phase (-½), concentrate
½ DCV (-¼), incantations (-¼), gestures (-¼),
requires a (magic / ninjutsu) skill roll (-½), requires a stealth
roll (-½), requires 10 points in basic ninja spells (-¼)
Active cost = 29 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 phase
Real cost: 7
Mantle of the Shadow
This spell allows the
ninja to become totally invisible in darkness or in shadow.
Power: Invisibility to sight group.
Modifiers: Only in darkness or
shadow (-½), extra time, 1 phase (-½), concentrate ½
DCV (-¼), incantations (-¼), gestures (-¼), requires
a (magic / ninjutsu) skill roll (-½), requires a stealth roll (-½),
requires 10 points in basic ninja spells (-¼) Active cost =
30 points.
END Cost: 3 Magic Roll:
-3 Casting time: 1 phase
Real cost: 2
Miraculous Sunburst
Using this ability,
the ninja may take a seemingly innocuous reflective material and use it
to create a blinding flash affecting one opponent.
Power: 2D6 flash.
Modifiers: OIF, shiny object of
opportunity (-½), requires a light source to be reflected (-¼),
extra time 1 phase (-½), concentrate ½ DCV (-¼), incantations
(-¼), gestures (-¼), requires a (magic / ninjutsu) skill
roll (-½), requires 10 points in basic ninja spells (-¼)
Active cost = 20 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 phase
Real cost: 5
Pass Without Trace
This allows very experienced
ninja to slip into or out of an area totally unnoticed. It is also frequently
used to evade pursuit.
Power: 15" teleport.
Modifiers: x3 END (-1), cannot
pass through solid barrier (-½), extra time, 1 phase (-½),
concentrate ½ DCV (-¼), incantations (-¼), gestures
(-¼), requires a (magic / ninjutsu) skill roll (-½), requires
20 points in basic ninja spells (-½) Active cost = 30 points.
END Cost: 9 Magic Roll:
-3 Casting time: 1 phase
Real cost: 6
Paths of the Cat
This spell allows the
ninja to move absolutely silently.
Power: Invisible power effects
on running up to 10" to hearing group.
Modifiers: invisible to hearing
group (+½), extra time, 1 phase (-½), concentrate ½
DCV (-¼), gestures (-¼), requires a (magic / ninjutsu) skill
roll (-½), requires 10 points in basic ninja spells (-¼)
Active cost = 10 points.
END Cost: 1 Magic Roll:
-1 Casting time: 1 phase
Real cost: 4
Soul Leeching
This powerful ability
is among most feared of the ninja. It allows the ninja to suck to life
essence out of an enemy and use it to enhance his own power.
Power: 2D6 BODY transfer (half
to STUN, half to END).
Modifiers: 5 points return per
hour (+1), extra time, 1 phase (-½), concentrate ½ DCV (-¼),
incantations (-¼), gestures (-¼), requires a (magic / ninjutsu)
skill roll (-½), requires 40 points in basic ninja spells (-1) Active
cost = 75 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 phase
Real cost: 20
Rin ("Strength")
Power: 4D6 strength aid
Modifiers: Fade at 5/minute (+¼),
Self only (-½), extra time, 1 turn (-1), concentrate ½ DCV
(-¼), gestures (-¼), requires a (magic / ninjutsu) skill
roll (-½), requires 10 points in basic ninja spells (-¼),
requires 20 points in Kuji-Kuri spells (-½) Active cost =
25 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 turn
Real cost: 5
Kyo ("Direction of Energy")
Power: 20 Strength Telekenisis
Modifiers: extra time, 1 turn (-1),
concentrate ½ DCV (-¼), gestures (-¼), requires a
(magic / ninjutsu) skill roll (-½), requires 10 points in basic
ninja spells (-¼), requires 20 points in Kuji-Kuri spells (-½).
Active cost = 30 points.
END Cost: 3 Magic Roll:
-3 Casting time: 1 turn
Real cost: 8
Toh ("Harmony")
Power: 4D6 EGO Aid
Modifiers: Fade at 5/minute (+¼),
Self only (-½), extra time, 1 turn (-1), concentrate ½ DCV
(-¼), gestures (-¼), requires a (magic / ninjutsu) skill
roll (-½), requires 10 points in basic ninja spells (-¼),
requires 20 points in Kuji-Kuri spells (-½) Active cost =
25 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 turn
Real cost: 5
Sha ("Healing")
Power: 4D6 Healing Aid
Modifiers: Only can heal 75% of
body wound (-½), Self only (-½), extra time, 1 turn (-1),
concentrate ½ DCV (-¼), gestures (-¼), requires a
(magic / ninjutsu) skill roll (-½), requires 10 points in basic
ninja spells (-¼), requires 20 points in Kuji-Kuri spells (-½)
Active cost = 20 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 turn
Real cost: 3
Kai ("Premonition")
Power: Danger sense, +6 to roll
Modifiers: 1 charge, 1 minute (-¾),
extra time, 1 turn (-1), concentrate ½ DCV (-¼), gestures
(-¼), requires a (magic / ninjutsu) skill roll (-½), requires
10 points in basic ninja spells (-¼), requires 20 points in Kuji-Kuri
spells (-½) Active cost = 22 points.
END Cost: 0 Magic Roll:
-2 Casting time: 1 turn
Real cost: 5
Jin ("Knowing thoughts of others")
Power: 6D6 Telepathy
Modifiers: extra time, 1 turn (-1),
concentrate ½ DCV throughout (-½), gestures (-¼),
requires a (magic / ninjutsu) skill roll (-½), requires 10 points
in basic ninja spells (-¼), requires 20 points in Kuji-Kuri spells
(-½) Active cost = 30 points.
END Cost: 3 Magic Roll:
-3 Casting time: 1 turn
Real cost: 7
Retsu ("Mastery of Time and Space")
Power: 15" Teleport
Modifiers: Extra time, 1 turn (-1),
concentrate ½ DCV (-¼), gestures (-¼), requires a
(magic / ninjutsu) skill roll (-½), requires 10 points in basic
ninja spells (-¼), requires 30 points in Kuji-Kuri spells (-¾)
Active cost = 30 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 turn
Real cost: 7
Zai ("Control")
Power: 4D6 PRE Aid
Modifiers: Fade at 5/minute (+¼),
Self only (-½), extra time, 1 turn (-1), concentrate ½ DCV
(-¼), gestures (-¼), requires a (magic / ninjutsu) skill
roll (-½), requires 10 points in basic ninja spells (-¼),
requires 20 points in Kuji-Kuri spells (-½) Active cost =
25 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 turn
Real cost: 5
Zen ("Enlightenment")
Power: 4D6 INT Aid
Modifiers: Fade at 5/minute (+¼),
Self only (-½), extra time, 1 turn (-1), concentrate ½ DCV
(-¼), gestures (-¼), requires a (magic / ninjutsu) skill
roll (-½), requires 10 points in basic ninja spells (-¼),
requires 20 points in Kuji-Kuri spells (-½) Active cost =
25 points.
END Cost: 2 Magic Roll:
-2 Casting time: 1 turn
Real cost: 5