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Universal Maho:
Sense - Like the regular Sense spell, only it lets you detect Kansen.
Summon - You can summon any substance, barring the usual exceptions (rare/precious
and sacred). However, you can conjure forth obsidian with 5 raises.
Commune - The kansen are more than happy to talk to you. They take the best traits
of regular kami and none of the disadvantages. The only issue is that you only get
one question and there are no Raises for more - if you need more clarification, you
need to cast the spell again. It's not like you're using spell slots...
Mastery I:
Open Wound: The maho-tsukai can inflict a wound with a touch. It requires a
Jiujutsu roll, but the TN to hit is 5 + ATN + Honor rank (no Reflexes may be
applied). It deals 1k1 damage but you can raise for an extra 1k0.
Blood and Darkness: Keep as is, but the maho-tsukai can call 1 Raise per target
they wish to exclude.
Sinful Dreams: Area should be something like 3 miles, enough to affect a single
city.
Written in Blood: You should get 1 page base, and 1 page per raise. Also it should
be indefinite. With 3 Raises, it can also have a self-destruct trigger (detected by
magic, read by someone with Honor 6+, etc).
Mastery II:
Draining Touch: You touch a target using the same rules as Open Wounds (Jujutsu vs
a TN of 5 + ATN + Honor rank) but you deal more damage: 3k3 with 1k0 per raise.
Additionally, you heal for half the damage you drain.
Veil of Blood: While affected by this spell you can cast Maho spells up to Rank 1
without doing anything visible, other than drawing the blood of another. Drawing
your own blood now happens entirely internally. You can increase the Rank of Maho
spell you can conceal per 2 Raises.
Curse of the Unblinking Eye: Needs to have a higher base duration or get 1
day/raise.
Mastery III:
Siphon Blood: Like Draining Touch, but works at range, requiring no attack roll,
and can have multiple targets.
Blood Puppet: Making an opposed Willpower roll, you attempt to seize the mind of
another person. You can get +1k0 per Raise to this roll. Issuing a command depends
on the number of words used.
Blood Shield: You gain "temporary wounds" equal to your Earth Ring + Taint Rank.
These temporary wounds last for at least a week + 1 day per Raise. This spell
stacks with itself.
Contaminated Words: A person becomes forced to take the lowest dice when they are
making an opposed social roll against you. Additionally, if they engage someone in
conversation, the Contaminated Words spell may spread: the other person makes a
(normal) Willpower roll vs your spell's TN when you cast it. You can increase this
TN by dropping Raises on it.
Mosquito Swarm: The target turns into a cloud of mosquitoes. There's a number of
mosquitoes equal to the Wounds of the caster and so long as at least a number of
mosquitoes equal to the caster's Insight rank exist, he can reconstitute himself
later, with a number of Wounds equal to the mosquitoes lost. If a mosquito moves
more than 10 ft away from the "center" of the swarm, the mosquito dies.
Mastery IV:
Control the Blood: Like Blood Puppet, but the commands are telepathic so no actions
are wasted.
Mastery V:
Warform: The caster becomes an Oni in body but risks becoming an Oni permanently.
Maho is in the Blood: While affected by this spell, casting a Maho spell is a
Simple action, though the character is limited to casting one Maho spell per round.
Strength of Darkness: Decent, but the duration needs to be longer and the Special
Raise bonus needs to apply to all physical stats.
Possession: Needs to be more like the Soul Jar spell from older editions of D&D. If
the old body is killed, the two people make a Willpower rule for control of the
body.
Touch of Death: Needs to be stronger but not as strong as Unmake the World. Maybe
10k10 damage and reroll on 8s, 9s, and 10s.