
Magic of the Kuni
By Aaron MedwinIn the last several decades, the power of
the Kuni family has increased dramatically due to their association with
the Jade Champion and Jade Magistrates. With their increased resources,
the Kuni family has devised a number of new spells and kiho bent on
defeating the minions of the Shadowlands. Several examples of these new
forms of magic follow.
New Spells
[d20]
Summon Ally
Transmutation[Language-Dependant] (Water)
Level: Shu 3 (Water)
Components: V, DF
Casting Time: 1 action
Range: 10 miles per level
Target: One individual
Duration: 10 minutes (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
No Crab is strong enough to take on the Horde at once. Even Hida, the
mightiest of warriors, fell in battle when he fought alone. The true
strength of the Crab comes from brotherhood. This spell incites the
water spirits to flow to a known ally, and bring a message of warning,
or request for assistance to an ally in the area. Kuni typically use it
to call for aid if they find themselves and their unit in a fatal
situation.
You may communicate telepathically with any single character you
personally know. The communication is instantaneous and may be broken by
either you or the target at any time.
This spell was designed to be cast in adverse conditions, so it is
much less difficult to cast in the Shadowlands than most other spells
are. You gain a +15 circumstance bonus to your Spellcraft check to cast
the spell successfully in the Shadowlands.
Jade Form
Transmutation (Earth)
Level: Shu 8 (Earth)
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute / level (D)
Saving Throw: None
Spell Resistance: No
With this prayer to the mikokami of jade, you undergo a
transformation that turns your body into pure jade. Your appearance
takes on a greenish hue while this spell is in effect. You gain SR 35
against maho, and are immune to any effect that would give you the
Shadowlands Taint. You inflict 2d6 points damage with your unarmed
attacks, and are considered armed. This damage is doubled against any
creature with the Shadowlands Taint. Finally, you also gain DR 20/+2,
and an additional DR 10/- against any creature with the Shadowlands
Taint (these effects overlap).
[d20 end]
[d10]
Summon Ally
Element: Water
Mastery Level: 2
Duration: 10 minutes
Area of Effect: One person
Range: School Rank x 15 miles
No Crab is strong enough to take on the Horde at once. Even Hida, the
mightiest of warriors, fell in battle when he fought alone. The true
strength of the Crab comes from brotherhood. This spell incites the air
spirits to bring a message of warning, or request for assistance to an
ally in the area. Kuni typically use it to call for aid if they find
themselves and their unit in a fatal situation.
The caster may communicate telepathically with any single character
they personally know. The communication is instantaneous and may be
broken by either character at any point.
This spell was designed to be cast in adverse conditions, so it is
much less difficult to cast in the Shadowlands than most other spells
are. The TN to cast a spell is not increased while casting this spell in
the Shadowlands.
Jade Form
Element: Earth
Mastery Level: 6
Duration: 20 minutes
Area of Effect: Self
Range: Self
With this prayer to the mikokami of jade, the caster undergoes a
transformation that turns his body into pure jade. The characters
appearance takes on a greenish hue while this spell is in effect. Maho
attempting to target the caster has its TN tripled, and the jade
completely wards off the Shadowlands Taint for the duration. Hand to
hand damage is increased to (Earth)k(Earth), with two additional dice
rolled and kept on all damage rolls vs. Tainted targets. In addition,
the character gains Carapace 4, 8 vs. Tainted attackers.
[d10 end]
Kuni Kiho
The Kuni have developed several unique kiho to assist them in their
ultimate goal of destroying the Shadowlands. Nearly every Kuni, whether
shugenja or witch hunter, learns some of these kiho. All of the Kuni
kiho require the character performing the kiho to have no Shadowlands
Taint.
Though the Crab have no particular qualms about teaching these kiho
to any who wish to learn, most members of other clans have found that
they cannot match the monomania of the Kunis loathing of the
Shadowlands enough to project their chi in the proper manner. Peaceful
individuals have found that they simply cannot learn these kiho at all.
[d20]
Disrupt the Sixth Harmony(Kiho)
You know how to damage Shadowlands creatures by disrupting their
negative chi flow.
Prerequisite: Base Attack Bonus +4 or higher, Knowledge(Shadowlands)
skill , Cha 13+, Improved Unarmed Strike.
Clan: Crab
Benefit: When you roll damage against a Shadowlands creature that
does not also have the Oni or Incorporeal subtype, all dice you roll
lower than half the maximum value of the die are increased to half the
maximum. For example, if you roll a 3 on a d10, then it is increased to
a 5. Apply this modifier before any others.
Sever the Dark Lords Touch(Kiho)
You are capable of destroying undead instantly by severing their
connection to Jigoku.
Prerequisite: Base Attack Bonus +9 or higher, Knowledge(Shadowlands)
skill, Depths of the Void, Improved Unarmed Strike, Spirit Strike, Void
Use, any other two kiho feats.
Clan: Crab
Benefit: When you attack an undead creature, you may make a
Knowledge(Shadowlands) check as a free action. If the undead creature
has equal or fewer hit points than the result of the skill check, it is
destroyed instantly. If it has more, roll damage as usual.
Ward Against the Darkness(Kiho)
You have learned to resist the Dark Lords touch effectively. The Taint
holds no fear for you.
Prerequisite: Knowledge(Shadowlands) skill (5 ranks), Void Use
Clan: Crab
Benefit: Any time you must roll to avoid getting the Shadowlands
Taint for any reason, you may roll twice and select which roll you wish
to abide by.
White Sense(Kiho)
You have a preternatural sense of the dead. You can sense undead in the
area by extending your perceptions.
Prerequisite: Knowledge(Shadowlands) skill, Wis 13+
Clan: Crab
Benefit: You may cast detect undead at will as a standard
action, without the need for components. Your effective caster level is
your total character level.
[d20 end]
[d10]
Shugenja and Witch Hunters can learn kiho, though not as capably as a
monk can. Shugenja may only learn kiho with a Mastery level equal to or
less than their appropriate Ring plus one-half their School Rank,
rounded up. Witch Hunters may only learn kiho with a Mastery level equal
to or less than their appropriate Ring. A character who is both a
shugenja and a Witch Hunter may learn kiho equal to or less than his
appropriate Ring, plus one-half his total shugenja and Witch Hunter
Ranks.
To learn a kiho, the character must have at least one rank in the
skills Shintao and Meditation. Learning a new kiho costs a number of
experience points equal to twice the Mastery Level.
A character may have only one Aiki and Kharmic kiho active at once,
and it takes either a Void point or fifteen minutes of meditation to
switch the active kiho. Only one mushin kiho may be used with each
attack.
Full rules on kiho can be found in Way of Shinsei.
Disrupt the Sixth Harmony
Type: Mushin
Element: Earth
Mastery Level: 5
This kiho is a recent development, and is the result of centuries of
research into the sixth element and the anatomy of creatures of the
Shadowlands. In much the same way that the five elements flow
harmoniously through a living being, Taint flows through a minion of the
Shadowlands. Disrupting this flow is just as lethal as the disruption of
the harmonies of any other mortal. Unfortunately, this has no effect on
spirits from other realms, including oni. Such entities are simply too
in tune with the Taint to possibly disrupt.
Any creature that normally has the Shadowlands Taint, except
spirits(including oni, shuten doji, and kansen), may be affected by this
kiho. All dice that roll lower than the characters Earth ring plus 4
are treated as though they were rolled as such. Dice increased to 10 do
not explode, and a die cannot go above 10(except through exploding as
normal).
Sever the Dark Lords Touch
Type: Mushin
Element: Fire
Mastery Level: 4
This kiho involves fast movements as the character darts in and strikes
the undead in precise locations swiftly. If successful, the undead being
collapses instantly, its connection to Jigoku broken.
This kiho only works with a bare hand attack, and may not be combined
with other techniques or kata(though it can be a single attack of
several made in a turn). If the attack is successful, the character must
make a contested Fire + Rank roll against the targets Fire(5 if the
target has no Intelligence). If this roll is successful, the undead
creature dies instantly.
Ward Against the Darkness
Type: Kharmic
Element: Earth
Mastery Level: 3
This kiho allows the character to fortify his spirit against the Dark
Lords touch. While this kiho is active, the character is more capable
of resisting any effect that would give him the taint, including the
natural accumulation that occurs by simply being in the Shadowlands.
This provides an effective, if not impenetrable defense against the
Shadowlands Taint.
Any time the characters player must roll to avoid getting the
Shadowlands Taint, the player may roll twice and choose which result he
prefers. If an effect(such as a maho spell) attempts to give the
character the Taint, a second roll must be made, with the player again
choosing which roll to abide by.
The Mastery Level of this kiho is 2 for Witch Hunters.
White Sense
Type: Aiki
Element: Air
Mastery Level: 5
With concentration and careful projection of the characters chi, normal
senses are no limit to perception. This kiho extends the characters
senses out much further than normal, and allows him to sense the
presence of the dead.
While this kiho is active, the character can identify the living
status(living, dead, or undead) of any creature he sees. In addition,
with a round of concentration, the character can sense any undead
creatures(pennaggolan, zombies) within Air x 10.
[d10 end]
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