Mystic Japan

Thaumatology

Magery isn't required to cast spells, and Magic Talent is normally bought separately. Except for certain places of power, spell rolls are at -5, but they get boni for the Five Elements and for Bagua. In addition, Raw Magic used as a conductor cancels the -5 instead of granting its own +3.

Raw Magic exists, but is rare. Raw Magic Store is available, and can be filled directly by eating Raw Magic.

Alchemy requires rare ingredients, making elixirs cost 10x the "rare magic" costs. This is usually paid by a patron, in search of the Elixir Of Immortality.

Ki-based esoteric martial arts use the Magic(-10%) power modifier.

Elemental creatures can be created, but are not a native magic, learnable as a 3-point Western Secret. The first element a character learns is their "anchor", either Earth, Fire, or Water, and in order to learn that Western Secret they must have in that element either a spell of at least 2nd level, or at least four spells. Once they have such an anchor, they can learn other elements's Western Secrets with just one spell of any level.

Race

Kappa

`

#char Kappa
#pack
-5	Pacifism: Can't Harm The Very Polite

Rokurokubi

Rokurokubi look like normal people, but they have the power to lengthen their necks. They can extend the neck up to six feet. In extended form, the neck is as flexible as a squid’s tentacle. It can be used to grapple an enemy, look around corners, or go into any place the head will fit.

This appears to be some kind of infection, spreading subtly. A newly-infected rokurokubi doesn't even know they have this ability; normally, they're discovered extending their neck to drink lamp oil in their sleep. Once discovered, they're cast out of society(replacing the Secret with Status: -4(-20)), and must master their ability on their own. With time and practice, they can buy off Unconscious Only, Uncontrollable, Sleepwalker, and buy the Compulsive Behavior down to a Quirk-level taste for lamp oil.

#char Rokurokubi
-35
-5	Compulsive Behavior: Drinking Lamp Oil(SC: 12(×1))
-25	Dependency: Mana(Very Common, Constantly(×5))
-10	Secret: Utter Rejection
-5	Sleepwalker(SC: 12(×1))
10	Stretching: 5(Only The Neck(-50%), Magic(-10%), Uncontrollable(-10%, Unconscious Only(-20%), -30%), 9.45)

Samebito

Samebito are humanoid sharks, about 6' tall with long horns, two rows of teeth, black skin, and green eyes. Samebito are the traditional samurai of the Dragon King, and are proud of their status. (Combine with the Samurai template, but change the Riding skill.) A few samebito are exiled from the Dragon King's realm and appear on land. Even more rarely, samebito come to land as messengers of the Dragon King.

#char Samebito
#pack
50	+5 ST
10	Amphibious
10	Doesn't Breathe(Gills(-50%))
5	Pressure Support I
2	Teeth: Fangs

Tengu

Yama Hito

Hengeyoukai

Kitsune

Tanuki

Neko

Inu

Tsuchigumo

Nezumi

Tsuru

Tsukumogami

Any treasured and beautiful creation develops a spirit sleeping inside. It can be awakened by spell, or emerge on its own if its creator or owner needs help or revenge. It's corporeal and usually appears as a beautiful woman or a handsome man. The tsukumogami’s personality depends on that of the person who most influenced it.

The low racial IT is not a restriction, but rather a reflection of a tsukumogami having spent most of its existence asleep. As it accumulates experiences, its IT can rise rapidly. Similarly, the low racial Will is

#char Tsukumogami Core
-48
-10	-1 IT
-5	-1 Will
12	Appearance: Beautiful/Handsome(+4/+2)
-25	Dependency: Mana(Very Common, Constantly(×5))
-10	Impulsiveness(SC: 12(×1))
-10	Jealousy
-5	Sense Of Duty: Owner
-20	Status: -4
10	Magic Talent: +1
15	Unfazeable

Weapon

A man's weapon is his traditional tsukumogami. This lens assumes a sword, but the racial skill depends on the item and how it's been used.

#char Weapon Tsukumogami
54
-48	Tsukumogami Core
40	+2 DX
20	+2 HT
30	+3 ST
12	Two-Handed Sword(DX/A): DX+3

Mirror

A woman's mirror is her traditional tsukumogami.

#char Mirror Tsukumogami
54
-48	Tsukumogami Core
60	+3 DX
20	+2 HT
10	+1 ST
12	Connoisseur: Crafts(IT/A): IT+3

Bell

A temple's bell can become a tsukumogami, supported by mass devotion. In this case, the spirit may consider its "owner" to be the temple itself. This lens assumes a Shinto temple bell, but the racial skill depends on the temple.

#char Bell Tsukumogami
#pack
-48	Tsukumogami Core
40	+2 DX
20	+2 HT
30	+3 ST
12	Theology: Shinto(IT/H): IT+2

Art Implement/Work

An artist's passion can nurture a tsukumogami in their art implement, or with profound skill in their artwork itself. This lens assumes a calligrapher's brush, but the racial skill depends on the art.

#char Art Tsukumogami
44
-48	Tsukumogami Core
60	+3 DX
10	+1 HT
10	+1 ST
12	Artist: Calligraphy(IT/H): IT+2

Musical Instrument

Musicians are not particularly respected, but nobles take up music as an expression of culture, and tsukumogami from their instruments are known. This lens assumes a shamisen, but the racial skill depends on the art.

#char Instrument Tsukumogami
34
-48	Tsukumogami Core
60	+3 DX
10	+1 ST
12	Musical Instrument: Shamisen(IT/H): IT+2

NPC Races

Kyonshii

While no Baital-descended vampire has taken root in Japan, the fresh jiangshi of China have found little difficulty in extending their plots over the sea, and the local name is a bit different.

`

p87, G: Blood Types, as Ch'iang Shich

While stiff jiangshi lack the ability to come to Japan on their own, many kyonshii are sorcerors who can raise the dead.

Gaki

Kirin

Tatsu

Class

Samurai

A samurai is expected to die rather than fail in their task, and to commit ritual suicide without hesitation if ordered to do so. They must answer any challenge or insult to their liege. Pain, discomfort, and even death must be faced stoically. They must always be polite to their equals and superiors, and cannot overlook disrespect from a social inferior; such disrespect is usually punished by death.

#char Samurai
150
60	DX: 13
10	HT: 11
0	IT: 10
0	SV: 10
10	ST: 11
0	Language: Japanese: Native/Native(Native)
10	Status: +2
-10	Bloodlust(SC: 12(×1))
-15	Code Of Honor: Bushido
15	Combat Reflexes
-10	Duty(Quite Often(-10))
10	High Pain Threshold
15	Patron(Extremely Powerful(15), Fairly Often(×1))
1	Artist: Calligraphy(IT/H): IT-2= 8
4	Bow(DX/A): DX+1= 14
4	Brawling(DX/E): DX+2= 15
8	Broadsword(DX/A): DX+2= 15
1	Fast-Draw: Sword(DX/E): DX+1= 14 (+1 Combat Reflexes)
4	Intimidation(Will/A): Will+1= 11
4	Leadership(IT/A): IT+1= 14
1	Literature(IT/H): IT-2= 8
4	Polearm(DX/A): DX+1= 14
2	Riding: Horse(DX/A): DX= 13
4	Savoir-Faire(IT/E): IT+2= 12
8	Shortsword(DX/A): DX+2= 15
1	Strategy: Land(IT/H): IT-2= 8
1	Swimming(HT/E): HT= 11
8	Two-Handed Sword(DX/A): DX+2= 15

Options:

Mahoutsukai

A mahoutsukai(“magic bearer”) is a Japanese sorceror, able to command the elements: Earth, Fire, Water, Metal, and Wood.

Believing that all practitioners of the magical arts are capable of great evil and destruction, the Japanese fear and distrust most wizards. The only Japanese who readily accept mages as part of their families and households are ninja clans.

#char Mahoutsukai
108
0	DX: 10
10	HT: 11
40	IT: 14
20	SV: 12
10	Will: 14
-10	ST: 9
0	Language: Japanese: Native/Native(Native)
2	Language: Chinese: None/Accented
-10	Reputation: Evil Wizard(-3 from normal people(×2/3), Always(×1))
-10	Status: -2
-5	Disciplines Of Faith: Ritualism
20	Magic Talent: +2
12	Spell Power: 3
15	Spell Knowledge: Bleed(2), Comprehend Language(1), Conjured Dagger(1), Curse Of Wasting(2), Detect Magic(1), Dispel Magic(3), Greed(2), Healing Touch I(1), Healing Touch II(2), Lust(2)
	IT Skills
1	Fortune-Telling: Astrology(IT/A): IT-1= 13
2	Occultism(IT/A): IT= 14
2	Physics: TL2+2(IT/VH): IT-2= 12
1	Physiology: TL2+3 Human(IT/H): IT-2= 12
4	Thaumatology(IT/VH): IT-1= 13
	Per Skills
2	Esoteric Medicine(Per/H): Per-1= 11
2	Survival: Mountain(Per/A): Per= 12

Options:

Ninja

Ninja are spies, assassins, and saboteurs. They live in a twilight world that touches all of Japanese society, but is never a part of it. They are useful but never respectable. In a society that values conformity above all, they are the pieces that have no place. All the details that define a Japanese life — family, job, temple, status — are illusions for ninja. Identity is a fleeting necessity for a mission. They have no permanent home, only fronts and safe houses. Their training must begin in childhood — nearly in infancy — and leaves little time for any off-duty life.

Clan ninja make better NPCs than PCs; they're more suitable as a menace or a deus ex machina than as day-to-day companions. Nukenin, ninja who've left their clan, work as PCs… but they bring along the deadliest of enemies. They replace the Duty with Enemy(Medium Formidable(-30), Hunter(×1), Quite Rarely(6-, ×½), -15).

#char Ninja
#pack
60	DX: 13
0	HT: 10
30	IT: 13
30	SV: 13
0	ST: 10
0	Language: Japanese: Native/Native(Native)
-10	Wealth: Struggling
-5	Callous
-15	Duty(Quite Often(-10), Extremely Hazardous(-5))
5	Flexibility
-20	Secret: Imprisonment Or Exile
1	"Burning Finger" — Innate Attack: 1 burn(Trans-Incendiary: 3(+30%), Melee Attack: C, No Parry(-35%), Magic(-10%))
6	"Knife Hand" — Innate Attack: 1d imp(Follow-Up: Unarmed(+0%), Takes Recharge: 15sec(-20%), Magic(-10%))
9	"Woven Eyes" — Chameleon: +2/+4(Magic(-10%))
4	Acrobatics(DX/H): DX= 13
2	Acting(IT/A): IT= 13
4	Chemistry(IT/H): IT= 13
4	Hypnotism(IT/H): IT= 13
2	Intimidation(Will/A): Will= 13
4	Judo(DX/H): DX= 13
8	Karate(DX/H): DX+1= 14
2	Poisons(IT/H): IT-1= 12
2	Shadowing(IT/A): IT= 13
4	Sleight Of Hand(DX/H): DX= 13
4	Stealth(DX/A): DX+3/+5= 16/18 (+2/+4 Chameleon)
1	Streetwise(IT/A): IT-1= 12
1	Thaumatology(IT/VH): IT-3= 10
1	Urban Survival(Per/A): Per-1= 12

Options:

Priests

`

Shinto

A kannushi(Shinto priest) wins the favor of the kami by singing, dancing, playing music, and offering sacrifices of food and sake. Their magic is shamanic, relying upon the favor of the kami.

A kannushi is required to maintain ritual purity; they're ritually defiled upon touching someone injured, sick, bleeding, or uncleansed from birth or mourning, and purifying requires washing in purified water once every two hours for an entire day.

#char Kannushi
100
0	DX: 10
0	HT: 10
40	IT: 14
40	SV: 14
0	ST: 10
0	Language: Japanese: Native/Native(Native)
5	Status: +1
9	Blessed: Blessed(Magic(-10%))
-15	Charitable(SC: 12(×1))
5	Clerical Investment
-5	Disciplines Of Faith: Maintain Shinto Purity
-10	Honesty(SC: 12(×1))
9	Medium(Magic(-10%))
2	Dancing(DX/A): DX= 10
4	Diplomacy(IT/H): IT= 14
2	History: Japanese(IT/H): IT-1= 13
2	Exorcism(Will/H): Will-1= 13
4	Naturalist(IT/H): IT= 14
4	Religious Ritual: Shinto(IT/H): IT= 14
2	Singing(HT/E): HT+1= 11
2	Theology: Shinto(IT/H): IT-1= 13

Options:

Warrior

Yamabushi(“mountain warriors”) belong to a religious sect known as Shugendou which embraces a fusion of certain Shintou and Buddhist practices. These sects train novices in combat skills. Unlike other temples, they also permit killing, eating fish, and drinking sake. Their supernatural powers inspire respect and fear.

Yamabushi dress includes black cap, tunic, loose trousers, and Buddhist rosary. They usually carry their staffs and conch-trumpets with them.

Their Disciplines Of Faith requires `.

#char Yamabushi
#pack
30	DX: 13
10	HT: 11
20	IT: 12
20	SV: 12
0	ST: 10
-10	Wealth: Struggling
5	Status: +1
15	Combat Reflexes
-5	Disciplines Of Faith: Mikkyou
-10	Pacifism: Can't Harm Innocents
	DX Skills
4	Judo(DX/H): DX= 13
4	Karate(DX/H): DX= 13
2	Staff(DX/A): DX= 13
	IT Skills
1	Naturalist(IT/H): IT-2= 10
4	Occultism(IT/A): IT+1= 12
2	Theology: Shugendou(IT/H): IT-1= 11
	Other Skills
1	Esoteric Medicine(Per/H): Per-2= 10
4	Meditation(Will/H): Will= 12
4	Survival: Mountain(Per/A): Per+1= 13

Options:

Buddhist Healer

Buddhist priests shave their heads, wear black robes, and pray using a rosary. Their magic takes the form of meditative ki manipulations(although the esoteric martial artist is a different pregen).

Becoming a Buddhist priest means renouncing one's inheritance. A political figure might be forced to do so – or choose to do so to stop wasting time at lengthy social and religious rituals. Some temples disown priests who are not devout ascetics; some priests live by themselves or wander the roads, keeping vows of varying degrees of strictness. A few devout Buddhist priests live in the wilderness.

Their Disciplines Of Faith requires strict vegetarianism, no alcohol, and permits sexual relations only within marriage.

#char Healer Bussou
100
0	DX: 10
0	HT: 10
40	IT: 14
40	SV: 14
0	ST: 10
0	Language: Japanese: Native/Native(Native)
-15	Wealth: Poor
10	Status: +2
5	Clerical Investment
-5	Disciplines Of Faith: Buddhist Priest
23	Healing(Faith Healing(+20%), Preparation Required: 10min(-30%), Magic(-10%))
-15	Pacifism: Self-Defense Only
4	Diplomacy(IT/H): IT= 14
2	Exorcism(Will/H): Will-1= 13
1	First Aid(IT/E): IT= 14
4	Meditation(Will/H): Will= 14
4	Religious Ritual: Buddhism(IT/H): IT= 14
2	Theology: Buddhism(IT/H): IT-1= 13

Options:

Nichiren Buddhist

Nichiren found the essence of Buddhism in the Lotus Sutra, and taught that chanting devotion to its name would ensure happiness. Nichiren priests are usually neither healers nor fighters, but preachers.

#char Nichiren Bussou
100
0	DX: 10
0	HT: 10
40	IT: 14
40	SV: 14
0	ST: 10
0	Language: Japanese: Native/Native(Native)
1	Language: Sanskrit: None/Broken
-15	Wealth: Poor
10	Status: +2
5	Clerical Investment
-5	Disciplines Of Faith: Buddhist Priest
9	Oracle(Magic(-10%))
-15	Pacifism: Self-Defense Only
9	Voice(Magic(-10%))
4	Diplomacy(IT/H): IT+2= 16 (+2 Voice)
1	First Aid(IT/E): IT= 14
4	Meditation(Will/H): Will= 14
2	Public Speaking(IT/A): IT+2= 16 (+2 Voice)
2	Religious Ritual: Buddhism(IT/H): IT-1= 13
2	Research(IT/A): IT= 14
2	Teaching(IT/A): IT= 14
4	Theology: Buddhism(IT/H): IT= 14

Options:

Spells

Added Dexterity

Level
Wood 2
MP Cost
3, 2 to maintain
VSM
V
Range
Touch
Duration
10min

Gives a willing target +1 DX, for fine manipulation tasks(i.e. tasks No Fine Manipulators prevents).

Meta[+1 DX(20), -1 DX(No Fine Manipulators(-40%), -12)](Affects Others: Buff(×2), Requires Incantation(-10%), Costs FP: 3, 2 to maintain(-25%), Wood Magic(-10%), 9.72)

Bleed

Level
Water 2
MP Cost
2
Roll
Innate Attack: Beam to hit
Roll
target resists with HT
Duration
1min per MOF
Acc
+3
Range
50yd

Afflicts the target with Hemophilia for the duration. Nasty when paired with a Conjured Dagger to the torso.

Affliction(Disadvantage: Hemophilia(+30%), Range: No ½D, Reduced ×½(+5%), Costs FP: 2/use(-20%), Water Magic(-10%), 9.828)

Blind

Level
Wood 4
MP Cost
2
Roll
Innate Attack: Gaze to hit
Roll
target resists with Will
Duration
3min per MOF
Acc
+3
Range
100yd

Renders the target blind for the duration.

Affliction(Mental(+0%), Disadvantage: Blindness(+50%), Range: No ½D(+15%), Extended Duration: ×3(+20%), Costs FP: 2/use(-20%), Wood Magic(-10%), 14.904)

Bone Chill

Level
Metal 4
MP Cost
2
VSM
VS
Roll
IT to activate
Roll
Innate Attack: Beam to hit
Acc
+3
Range
50yd

Chills the target to the bone, dealing 3d FP damage as if from freezing.

Innate Attack: 3d fat(Hazard: Freezing(+20%), Range: No ½D, Reduced ×½(+5%), Costs FP: 2(-20%), Requires IT Roll(-10%), Requires Incantation(-10%), Requires Gestures(-10%), Metal Magic(-10%), 19.840464)

Cleansing Flame I

Level
Fire 1
MP Cost
1
Roll
Innate Attack: Beam to hit
Acc
+3
Range
10yd

A bolt of eldritch flame leaps from the caster's hand to the target. If the target is undead, the flame deals 3d burn.

Innate Attack: 3d burn(Only Vs Undead(-50%), Range: No ½D, Reduced ×1/10(-15%), Costs FP: 1/use(-15%), Fire Magic(-10%), 4.876875)

Cleansing Flame II

Level
Fire 2
MP Cost
2

A more-powerful version of Cleansing Flame I, dealing 7d-2 burn.

Cleansing Flame III

Level
Fire 3
MP Cost
3

A more-powerful version of Cleansing Flame I, dealing 11d-2 burn.

Comprehend Language

Level
Fire 1
MP Cost
2, 1 to maintain
VSM
S
Duration
1min

Grants the caster Accented understanding of a single language, in one form, or Broken understanding in two forms(e.g. both spoken and written). The caster must uniquely identify the language; usually, this is "whatever she's speaking" or "whatever this scroll is written in".

Modular Ability: Cosmic Slots: 1 @ 2pt(Languages Only(-50%), Costs FP: 2, 1 to maintain(-20%), Requires Gestures(-10%), Fire Magic(-10%), 4.86)

Conjured Dagger

Level
Metal 1
MP Cost
1
VSM
S
Roll
IT to activate
Roll
Innate Attack: Projectile to hit
Acc
+2
Range
50yd

Conjures a dagger; the gestures end with throwing it at the target. It sticks in, shatters, and vanishes, dealing 1d imp.

Innate Attack: 1d imp(Acc: +2(-5%), Range: No ½D, Reduced ×½(+5%), Costs FP: 1(-15%), Requires IT Roll(-10%), Requires Gestures(-10%), Metal Magic(-10%), 4.944807)

Conjured Stone

Level
Earth 1
MP Cost
1
VSM
S
Roll
IT to activate
Roll
Innate Attack: Projectile to hit
Acc
+2
Range
50yd

Conjures a stone; the gestures end with throwing it at the target. It strikes for 1d+2 cr, and then vanishes.

Innate Attack: 1d+2 cr(Acc: +2(-5%), Range: No ½D, Reduced ×½(+5%), Costs FP: 1(-15%), Requires IT Roll(-10%), Requires Gestures(-10%), Metal Magic(-10%), 4.944807)

Curse Of Wasting

Level
Water 2
MP Cost
1
Roll
Innate Attack: Projectile to hit
Acc
+3
Range
20yd

Throws a bolt of black sickness; any armor will block it, but if it hits, the target takes 1 tox damage immediately, and another every hour for 2½ days(a total of 61 damage).

This spell is well-known to TL2+3 medicine. Each casting requires a different counter, but Physician+2 or First Aid-2 will determine that this one needs a preparation of fox liver, willow bark, etc, which can almost always be administered within the hour.

Innate Attack: 1 tox(Range: No ½D, Reduced ×1/5(-5%), Cyclic: 60 @ 1hr(+1200%), Costs FP: 1(-15%), Water Magic(-10%), 9.44775)

Detect Magic

Level
Metal 1
MP Cost
1
VSM
VS
Cast Time
4sec
Duration
10min

Gives the caster a "ping" of the nearest magic, if it's in range of a sense roll secretly made by the GM.

Detect: Magic(Occasional, Distance Instead Of Amount(+0%), Requires Incantation(-10%), Requires Gestures(-10%), Takes Extra Time: ×4(-20%), Costs FP: 1/use(-15%), Metal Magic(-10%), 4.9572)

Disease Resistance

Level
Wood 1
MP Cost
1, 1 to maintain
VSM
V
Range
Touch
Duration
10min

Gives a willing target +3 to resist disease.

Resistant: +3 vs Disease(Affects Others: Buff(×2), Requires Incantation(-10%), Costs FP: 1, 1 to maintain(-15%), Wood Magic(-10%), 4.59)

Dispel Magic

Level
Metal 3
MP Cost
3
Roll
IT to activate
Range
Touch

Ends any and all temporary magical effects affecting the target. This doesn't disenchant enchantments, even temporary enchantments, nor does it reverse instant spells.

Upgrade: Make it selective(dispelling any effects you pick) for ×2 cost, or auto-selective(dispelling any effects you *would* pick) for ×4 cost. (You can still cast a version with lesser selectivity.)

Vague[Dispel Magic(Prereq Count: 14(15), Melee Attack: Reach: C, Can't Parry(-35%), Reduced Time: 2(+40%), Fixed Target Area(-5%))]

Doom

Level
Metal 3
MP Cost
3
Roll
Innate Attack: Gaze to hit
Roll
target resists with Will
Duration
1 000min(about 16hr) per MOF
Acc
+3
Range
10yd

Twists fate to the target's great disadvantage; death and ruin stalk them, and may take them before the spell runs out. The twist in the target's fate releases at the end of the duration, although harm done in that time remains.

Affliction(Mental(±0%), Disadvantage: Destiny: Great Disadvantage(+15%), Range: No ½D, Reduced ×1/10(-15%), Extended Duration: ×1 000(+120%), Costs FP: 3/use(-25%), Metal Magic(-10%), 14.515875)

Ear Of The Cat I

Level
Water 1
MP Cost
1
VSM
S
Roll
IT to activate
Range
Touch
Duration
10min

Enhances a willing target's ears, giving them +2 on hearing rolls.

Acute Hearing: +2(Affects Others: Buff(×2), Costs FP: 1/use(-15%), Requires IT Roll(-10%), Requires Gestures(-10%), Water Magic(-10%), 4.9572)

Ear Of The Cat IV

Level
Water 4
MP Cost
2, 1 to maintain
Roll
IT to activate
Range
Touch
Duration
10min

Gives a willing target Discriminatory Hearing, granting +4 on hearing rolls among other things.

Discriminatory Hearing(Affects Others: Buff(×2), Costs FP: 2, 1 to maintain(-20%), Requires IT Roll(-10%), Water Magic(-10%), 19.44)

Eye Guards I

Level
Wood 1
MP Cost
1
VSM
S
Roll
IT to activate
Range
Touch
Duration
10min

Grants a willing target clear, serpentine covers for their eyes, which have DR: 4. (They also give +4 on HT rolls vs eye damage, and allow seeing normally underwater.)

Nictitating Membrane: +4(Affects Others: Buff(×2), Costs FP: 1/use(-15%), Requires IT Roll(-10%), Requires Gestures(-10%), Wood Magic(-10%), 4.9572)

Eye Of The Serpent III

Level
Wood 3
MP Cost
3, 2 to maintain
Roll
IT to activate
Range
Touch
Duration
30min

Gives a willing target Infravision.

Infravision(Affects Others: Buff(×2), Extended Duration: ×3(+20%), Costs FP: 3, 2 to maintain(-25%), Requires IT Roll(-10%), Wood Magic(-10%), 14.58)

Fear

Level
Water 4
MP Cost
4
Roll
Will vs target's Will
Range
10yd

The target(who must be able to see or hear the caster) perceives the caster as terrifying, and must make an immediate fright check, at a penalty equal to the caster's margin of victory.

Terror(Active(+0%), Costs FP: 4/use(-30%), Water Magic(-10%), 18.9)

Fearsome Mien

Level
Water 3
MP Cost
2
Range
Touch
Duration
10min

Gives a willing target a fearsome cast to their appearance, for +2 on reaction rolls.

Social Regard: Feared: +2(Affects Others: Buff(×2), Costs FP: 2/use(-20%), Water Magic(-10%), 14.4)

Gift Of Mouths

Level
Earth 3
MP Cost
1
Roll
Innate Attack: Beam to hit
Roll
target resists with HT
Duration
1min per MOF
Acc
+3
Range
20yd

A golden ray streaks from the caster's hand, causing the target to grow two extra mouths from their cheeks. This can be used as a buff — allowing the target to shovel food in faster, or enabling strange sex acts — but it's normally used to harm someone's reputation by sneakily casting it on them in public.

Affliction(Advantage: Extra Mouth: +2(+100%), Range: No ½D, Reduced ×1/5(-5%), Costs FP: 1/use(-15%), Earth Magic(-10%), 14.535)

Greed

Level
Earth 2
MP Cost
2
Roll
Innate Attack: Beam to hit
Roll
target resists with Will
Duration
1min per MOF
Acc
+3
Range
50yd

Afflicts the target with extreme greed for the duration; they must roll 6 or less to control their new desire.

Affliction(Mental(+0%), Disadvantage: Greed(SC: 6(×2))(+30%), Range: No ½D, Reduced ×½(+5%), Costs FP: 2/use(-20%), Earth Magic(-10%), 9.828)

Healing Touch I

Level
Wood 1
MP Cost
1
Range
Touch

Delivers 1d positive energy to the target; this damages undead and heals the living.

Innate Attack: 1d positive(Melee Attack: C, No Parry(-35%), Costs FP: 1(-15%), Wood Magic(-10%), 4.9725)

Healing Touch II

Level
Wood 2
MP Cost
2

Like Healing Touch I, except as above, and that it delivers 2d positive energy.

Healing Touch III

Level
Wood 3
MP Cost
3

Like Healing Touch I, except as above, and that it delivers 3d+1 positive energy.

Healing Touch IV

Level
Wood 4
MP Cost
4

Like Healing Touch I, except as above, and that it delivers 4d+2 positive energy.

Healing Touch V

Level
Wood 5
MP Cost
5

Like Healing Touch I, except as above, and that it delivers 5d+5 positive energy.

Healing Touch VI

Level
Wood 6
MP Cost
6

Like Healing Touch I, except as above, and that it delivers 7d+5 positive energy.

Heart Of The Ox VI

Level
Earth 6
MP Cost
3, 2 to maintain
Roll
IT to activate
Range
Touch
Duration
30min

Gives a willing target +2 HT for the duration.

+2 HT(Affects Others: Buff(×2), Extended Duration: ×3(+20%), Costs FP: 3, 2 to maintain(-25%), Requires IT Roll(-10%), Earth Magic(-10%), 29.16)

Inferno III

Level
Fire 3
MP Cost
3
VSM
VS
Roll
IT to activate
Roll
Innate Attack: Beam to place center
Acc
+3
Range
50yd
AOE
8yd radius

A red beam streaks forth from the caster's hand, and where it strikes, flames blossom, dealing 2d+1 burn within the area.

Innate Attack: 2d+1 burn(Range: No ½D, Reduced ×½(+5%), Area Effect: 8yd(+150%), Costs FP: 3(-25%), Requires IT Roll(-10%), Requires Incantation(-10%), Requires Gestures(-10%), Fire Magic(-10%), 14.8545140625 )

Inferno VI

Level
Fire 6
MP Cost
9

As Inferno, except for the higher level and MP cost, and it deals 7d+2 instead of 3d.

Innate Attack: 7d+2 burn(Range: No ½D, Reduced ×½(+5%), Area Effect: 8yd(+150%), Costs FP: 9(-55%), Requires IT Roll(-10%), Requires Incantation(-10%), Requires Gestures(-10%), Fire Magic(-10%), 29.45068875)

Interpersonal Insight

Level
Fire 4
MP Cost
2, 1 to maintain
Roll
IT to activate
Range
Touch
Duration
10min

Gives a willing target Empathy.

Empathy(Affects Others: Buff(×2), Costs FP: 2, 1 to maintain(-20%), Requires IT Roll(-10%), Fire Magic(-10%), 19.44)

Kidney Of The Llama I

Level
Metal 1
MP Cost
1
VSM
S
Roll
IT to activate
Range
Touch
Duration
2dy

Enhances a willing target's kidneys, so they only require 1/3 as much water for the next two days.

Reduced Consumption: 2(Water Only(-50%), Affects Others: Buff(×2), Extended Duration: ×300(+100%), Costs FP: 1/use(-15%), Requires IT Roll(-10%), Requires Gestures(-10%), Metal Magic(-10%), 4.9572)

Lightning Bolt

Level
Earth 3
MP Cost
0
Roll
IT to activate
Roll
Innate Attack: Beam to hit
Acc
+4
Range
200yd
Recast
5sec

A bolt of lightning strikes through the target up to the heavens, dealing 2d+2 burn noinc damage.

Innate Attack: 2d+2 burn(No Incendiary Effect(-10%), Acc: +4(+5%), Range: No ½D, Increased ×2(+25%), Overhead(+30%), Requires IT Roll(-10%), Takes Recharge: 5sec(-10%), Earth Magic(-10%), 14.553118125)

Lightning Spark

Level
Earth 1
MP Cost
1
Roll
IT to activate
Roll
Innate Attack: Beam to hit
Acc
+4
Range
100yd

A spark leaps to the target, dealing 1d+1 burn noinc damage.

Innate Attack: 1d+1 burn(No Incendiary Effect(-10%), Acc: +4(+5%), Range: No ½D(+15%), Costs FP: 1/use(-15%), Requires IT Roll(-10%), Earth Magic(-10%), 4.8634779375)

Lung Of The Hummingbird IV

Level
Fire 4
MP Cost
2, 1 to maintain
Roll
IT to activate
Range
Touch
Duration
10min

Gives a willing target Very Fit for the duration.

Very Fit(Affects Others: Buff(×2), Costs FP: 2, 1 to maintain(-20%), Requires IT Roll(-10%), Fire Magic(-10%), 19.44)

Lust

Level
Earth 2
MP Cost
2
Roll
Innate Attack: Beam to hit
Roll
target resists with Will
Duration
1min per MOF
Acc
+3
Range
50yd

Afflicts the target with extreme lust for the duration; they must roll 6 or less to control their new desire.

Affliction(Mental(+0%), Disadvantage: Lecherousness(SC: 6(×2))(+30%), Range: No ½D, Reduced ×½(+5%), Costs FP: 2/use(-20%), Earth Magic(-10%), 9.828)

Maelstrom Of Devouring

Level
Earth 4
MP Cost
2
VSM
VS
Roll
IT to activate
Roll
Innate Attack: Breath to place center
Acc
+2
Range
20yd
AOE
8yd radius

Conjures a storm of teeth, which chew everything in the area for 3d+1 cr damage.

Innate Attack: 3d+1 cr(Acc: +2(-5%), Range: No ½D, Reduced ×1/5(-5%), Area Effect: 8yd(+150%), Costs FP: 2(-20%), Requires IT Roll(-10%), Requires Incantation(-10%), Requires Gestures(-10%), Earth Magic(-10%), 19.54029825)

Nose Of The Dog II

Level
Metal 2
MP Cost
1
VSM
S
Roll
IT to activate
Range
Touch
Duration
10min

Enhances a willing target's nose, giving them +4 on taste/smell rolls.

Acute Taste/Smell: +4(Affects Others: Buff(×2), Costs FP: 1/use(-15%), Requires IT Roll(-10%), Requires Gestures(-10%), Metal Magic(-10%), 9.9144)

Nose Of The Dog IV

Level
Metal 4
MP Cost
2, 1 to maintain
Roll
IT to activate
Range
Touch
Duration
10min

Gives a willing target Discriminatory Smell, granting +4 on smell rolls among other things.

Discriminatory Smell(Affects Others: Buff(×2), Costs FP: 2, 1 to maintain(-20%), Requires IT Roll(-10%), Metal Magic(-10%), 19.44)

Raw Magic Analysis

Level
Metal 2
MP Cost
1
VSM
VS
Duration
10min

Locates and analyzes the nearest free Raw Magic, if it's in range of a sense roll secretly made by the GM. The caster learns its type, amount, and form.

Detect: Raw Magic(Rare, Precise & Analyzing(+200%), Requires Incantation(-10%), Requires Gestures(-10%), Costs FP: 1/use(-15%), Metal Magic(-10%), 9.29475)

Raw Magic Detection

Level
Metal 1
MP Cost
1
VSM
VS
Cast Time
4sec
Duration
10min

Gives the caster a "ping" of the location of the nearest free Raw Magic, if it's in range of a sense roll secretly made by the GM. Normally this will be a single point of Raw Magic, but if there is more, the caster can tell.

Detect: Raw Magic(Rare, Precise(+100%), Requires Incantation(-10%), Requires Gestures(-10%), Takes Extra Time: ×4(-20%), Costs FP: 1/use(-15%), Metal Magic(-10%), 4.9572)

Shape Earth

Level
Earth 5

As Shape Metal, except for its elemental alignment, and it shaping earth instead of metal.

Shape Fire

Level
Fire 5

Lets the caster shape a continuous fire, up to 2yd radius and up to 4yd tall. Otherwise as Shape Metal.

Shape Metal

Level
Metal 5
MP Cost
3, 2 to maintain
Roll
IT to activate
Range
Touch
Duration
1min

Lets the caster concentrate to shape and move up to 40pd of metal. This must be relatively-continuous — ten 4pd swords could only be manipulated if they were already in a heap, and the spell would affect the heap as a whole, which does not include turning each sword to point the same direction. While simple shapes(column, sphere, etc) take no roll, beauty and function require rolls against Armoury, Artist, etc.

Control: 2 Metal(Common, Requires IT Roll(-10%), Costs FP: 3, 2 to maintain(-25%), Metal Magic(-10%), 24.3)

Shape Water

Level
Water 5

As Shape Metal, except for its elemental alignment, and it shaping water instead of metal.

Shape Wood

Level
Wood 5

As Shape Metal, except for its elemental alignment, and it shaping wood instead of metal.

Spine Of The Cat

Level
Water 4
MP Cost
2, 1 to maintain
Roll
IT to activate
Range
Touch
Duration
10min

Gives a willing target Flexibility for the duration.

Flexibility(Affects Others: Buff(×2), Costs FP: 2, 1 to maintain(-20%), Requires IT Roll(-10%), Water Magic(-10%), 19.44)

Spine Of The Ox

Level
Earth 4
MP Cost
2, 1 to maintain
Roll
IT to activate
Range
Touch
Duration
10min

Gives a willing target +5 Lifting ST for the duration.

+5 Lifting ST(Affects Others: Buff(×2), Costs FP: 2, 1 to maintain(-20%), Requires IT Roll(-10%), Earth Magic(-10%), 19.44)

Subtle Stab

Level
Wood 5
MP Cost
1
Roll
IT to activate
Roll
Innate Attack: Gaze to hit
Acc
+2
Range
20yd

An attack that leaves no hint for the senses(although magic can still detect it), which stabs the target from the inside, ignoring armor to deal 1d imp.

Innate Attack: 1d imp(Acc: +2(-5%), Range: No ½D, Reduced ×1/5(-5%), Cosmic: Ignores Armor(+300%), No Signature(+20%), Costs FP: 1(-15%), Requires IT Roll(-10%), Wood Magic(-10%), 23.860656)

Summon Shikigami I

Level
Wood 1
MP Cost
0
VSM
V
Roll
15 to activate

A shikigami is like a familiar, but instead of an animal it's a spirit. Its invisibility and incorporeal nature make it particularly handy for spying, stealing, and tracking enemies.

Actually acquiring this spell involves conjuring a shikigami and binding it; the spell calls the caster's shikigami to them, with a skill of 15. Once learned, this spell can be acquired multiple times, for multiple shikigami.

Using a shikigami is not entirely safe, however: If its conjurer gets careless, it may shed the Minion enhancement.

Ally: 25%(Almost Always(×3), Minion: Slave Mentality(+0%), Summonable(+100%), Requires Incantation(-10%), Wood Magic(-10%), 4.86)

Summon Shikigami II

Level
Wood 2

As Shikigami I, except the shikigami is more powerful(50% of your points), and the summon is higher-level.

Summon Shikigami III

Level
Wood 3

As Shikigami I, except the shikigami is more powerful(75% of your points), and the summon is higher-level.

Unbearable Pleasure

Level
Fire 2
MP Cost
3
VSM
V
Roll
target resists with Will
Duration
2min per MOF
Range
Touch

Incapacitates the target with Ecstasy status for half the duration, then leaves them with Euphoria status for the remainder. At the GM's option, this effect can function much like a drug, giving the magician considerable power over those who develop an Addiction.

Affliction(Mental(+0%), Payload[Incapacitation: Ecstasy(+100%), Irritant: Euphoria(+30%), +130%], Melee Attack: Range: C, No Parry(-35%), Costs FP: 2/use(-20%), Requires Incantation(-10%), Water Magic(-10%), 9.6876)

Wizard Eye

Level
Water 5
MP Cost
5, 3 to maintain
Cast Time
1min
VSM
V
Roll
IT to activate
Range
10yd

You can create a disembodied eye, which you see through instead of your own eyes so long as the spell lasts. To move or redirect the eye, you must concentrate for 1sec and make another IT roll. This vision ignores darkness penalties, and can work with no light at all. Many further complications are listed for Clairsentientce on p42, G: Basic: Characters.

Clairsentience(Clairvoyance(-10%), Visible(-10%), Costs FP: 5, 3 to maintain(-35%), Water Magic(-10%), 23.6925)