Spell Casting

Main Page

Spellcasting Rules

All spells must be cast using a scroll unless they are innate abilities.

Learning a Spell
Upon first encountering a spell the shugenja must spend a number of hours equal to the Mastery Level. Upon completion the shugenja must make a roll as if casting the spell. If this roll is successful, he learns the spell. If he fails the spell must be repeated. A shugenja gains an additional 2 free spells for every Shugenja rank achieved.

Casting a spell
Unless otherwise specified a spell takes a number of complex actions equal to the mastery level. If you suffer and wounds at any time during the casting of a spell, each time you roll your Ring/shugenja rank vs TN equal to the wounds or fail. At the completion of a casting you roll ring/shugenja rank vs TN 10 + the spell’s Mastery Level x 5.

Spells per day
You can cast a number of spells equal to each ring. You may temporarily gain an additional spell slot by spending a Void point. Additionally, any shugenja can use Void spell slots to cast spells of any element. You regain spell slots by full nights rest or Void/Meditation vs TN 15.

Concentration
Total Concentration: May not perform any actions and suffer a +20 on opposed Skill rolls. Suffering any wounds or disturbed in any way your concentration is broken

Full Concentration: You must use a complex action each turn to maintain this spell’s effects. If you attack, cast another spell, take the full defense posture, run, spend void or make a raise, your concentration is broken. If you suffer any wounds, you must make a willpower roll with a TN of this spells Mastery Level x 5 or your concentration is broken.

Casual Concentration: If you attempt to cast another spell, spend a Void Point, or make a raise for any reason, your concentration is broken. If you suffer any wounds, you must make a willpower roll with a TN of this spells Mastery Level x 5 or your concentration is broken.

Raises
Casting Time: You can reduce the number of actions to a minimum of 1 per raise.

Duration: Any spell with a duration other then Permanent or Instantaneous can be extended by its stated duration.

Fortitude: You can fortify a spell to make it more difficult to counter spell. For each raise your opponent must make an equal number to counter spell.

Mastery: If you dedicate three Raises toward mastering a spell, then you may cast it without expending a spell slot. You may not attempt to cast a spell in this manner if you have no spell slots remaining.

Range: Any spell with a range other then self or touch can have its range increased. Each raise increases the range by amount equal to its listed range.

Spell Casting

L5R: Reign of Screams Toju Toju