[IRR] Epic Spells from the Rokugan Industrial Revolution

Knight Otu

First Post
A long time ago, I was to play the Phoenix clan in the Rokugan IR. Sadly, we got only a few rounds. :(
Keep in mind that the spells are quite old, and I would do a number of them differently if I would write them up today. They may very well include a number of errors, as I only cleaned up a few minor things. Call of the Phoenix would be a prime contender for rewriting extensively, flavorless as it is (:(), and the Rain of Jade ad hoc factor seems way too high in retrospect. I might note that the spells for three "groups/cycles" - a Phoenix cycle, a Jade cycle and a Void cycle, each consisting of three spells.
Thus, here they are, the Epic Spells of the Phoenix Clan in the Rokugan Industrial Revolution:

Rise of the Phoenix
Conjuration (Healing) (Earth, Fire)
Spellcraft DC:
167
Components: V, S, DF
Casting Time: 1 minute
Range: 300 ft.
Area: 200 ft. radius
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 1,503,000 gp; 31 days; 60,120 XP; Seeds: Heal (DC 25), Life (DC 27), Transform (DC 21). Factors: Restores permanently drained ability scores (+6 DC), dispels negative levels (+2 DC), Can affect objects up to Colossal size (+18 DC) with a hardness up to 10 (+20 DC), does repairs only (ad hoc -2 DC), change from touch to target, and from target to area (20 ft. radius) (+14 DC), increase to 200 ft. radius (+36 DC).
You call upon powerful kami of earth and fire, as well as upon the spirit of the phoenix, asking them to undo damage done to a small area and it's inhabitants. During the casting time, an image of a large Phoenix rises over the area, bursting into fiery feathers at the end. The feathers cover a circle with a radius of 200 ft., and every living being touched by them feels the feathers' healing power surging through them, removing all damage, ability damage and drain, negative levels, poison, and similar effects. Everyone recently killed within the radius is allowed to return to his body, if he has not yet gone to Meido, the Realm of the Dead. Every damaged object that is not magical, and has no hardness higher than 10, is mended and returned to it's original status.
It is clear to every spectator that the rising Phoenix is just an image, and that the burst of feathers is just metaphorical, and not an actual attack. It does not distract, hurt, or otherwise impede anyone.
Undead of any kind are not affected by this spell, neither in a positive nor in a negative way.

Wings of the Phoenix
Transmutation (Fire)
Spellcraft DC:
90
Components: V, S
Casting time: 1 action
Range: Personal
Duration: 100 rounds
Saving Throw: Reflex half (see text)
Spell Resistance: Yes (see text)
To Develop: 810,000 gp; 17 days; 32,400 XP. Seeds: Energy (DC 19), Transport (DC 27). Factors: Increase to 20d6 (+20 DC), increase duration to 100 rounds (+8 DC), 1 action casting time (+20 DC). Mitigating factors: Fly effect instead of teleport (ad hoc -2 DC), change from area to personal (-2 DC).
As you cast this spell, flames begin to flicker at your feet, wandering up to your arms, where they start to consume the arms and take the forms of fiery wings. These flames do not hurt you, nor do they burn your equipment or impede your spellcasting ability, but you cannot use any weapon, ring, bracer or similar item while the spell is active. These wings allow you to fly as though under the effect of a fly spell. Also, you can attack with the wings as though they were natural weapons. Any creature hit by the wings suffers 20d6 points of fire damage, with a Reflex Save for half possible. If a creature hit has Spell Resistance, this is checked for at the first hit. If the Spell Resistance check succeeds, the creature is immune to the damage for this casting, otherwise it takes damage normally.
The wings are a single attack made at your best attack bonus, with all applicable boni.
At the end of the duration, your arms and any equipment in your hand reappears, unharmed.

Dancing Jade No-Dachi
Conjuration (Creation) (Air, Earth)
Spellcraft DC:
100*
Components: V, S, XP
Casting Time: 1 action
Range: 0 ft.
Duration: 100 rounds
Saving Throw: None
Spell Resistance: No
To Develop: 900,000 gp; 18 days; 36,000 XP. Seeds: Conjure (DC 21), Animate (DC 25), Transform (DC 21), Magic Equipment (DC 14/19). Factors: +5 enhancement bonus (+8/+6 DC), can affect objects that should stay non-magical (ad hoc +5 DC), grants ability to fly (+10 DC), 1 action casting time (+20), increase duration to 100 rounds (+8 DC). Mitigating Factor: Burn 3200/3500 XP (-32/-35 DC).
By casting this spell, you ask the kami of earth to quickly gather pure jade, form it into a large greatsword, and push it to the surface, where a powerful air kami will inhabit it. The air kami will give the greatsword the ability to fly and attack as though it were a +5 everdancing weapon. As the created greatsword is Huge** sized, it will deal 2d8+5 points of damage with each successful strike. Since the sword is made out of jade, it may have special effects against some Shadowlands monsters.
To give the earth kami enough information to manufacture the sword correctly, you must succeed at a Craft (weaponsmith) check with a DC of 20***.
XP Cost: 3200/3500 XP*

*I calculated the DC based on both versions of the Magic Equipment seed, aiming at a final Spellcraft DC of 100. Since my version would call for a DC that is 3 points higher, the XP cost per casting is 300 points higher.
**I’m not 100% sure, but I think that the Conjure Seed would create enough material to create a weapon that big.
***I upped the DC for the Craft check from 15 (which would be the DC for martial weapons) to 20 to reflect both the masterwork status as well as the greater size.

Regarding the Magic Equipment Seed:
Seed: Magic Equipment
Transmutation
Spellcraft DC: 19
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One weapon, 50 projectiles or one armor touched
Duration: 20 hours
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You imbue the target objects with a +3 enhancement bonus, as though they had specifically created with the bonus via the Craft Magic (or Epic) Arms and Armor feat.
You can increase the enhancement bonus of the item by increasing the Spellcraft DC by +3 per +1 increase of the enhancement bonus.
Instead of utilizing a pure enhancement bonus, you can "pay" for special properties, such as flaming, normally by exchanging part of the enhancement bonus with the special ability (i.e. for flaming, you drop 1 point from the enhancement bonus), but you must increase the Spellcraft DC by +3 for doing so.
If the final equipment would be considered epic, multiply the Spellcraft DC by 2.
This seed can be applied to objects that normally have to remain non-magical for other seeds to function (such as Conjure), by increasing the Spellcraft DC by +5.
An epic spell using this seed cannot be made permanent.

I think it will need some more work, though.

Creamsteak said:
Crunching your Epic Seed:

Hmm... DC actually is high for a non-permanent magic weapon spell seed... I'll use the rule from the bottom of page 91.

Magic Weapon (1st Level): DC 14

K... that's a starter.

Then for each additional +1 of enhancement it would raise the DC by 2.

That's all you really need I would think. Because, creativity with other DC's will give you the tools to do the rest. Want +20d6 fire damage? Tie in the Energy: Fire DC.

This is fine as well: This seed can be applied to objects that normally have to remain non-magical for other seeds to function (such as Conjure), by increasing the Spellcraft DC by +5.

So keep that and the rest of your spell, just change the base DC and the enhancement bonus DC, and drop the stuff about other enhancements, because there are other ways to deal with them.

I hope that helps...
Ward against Jigoku
Abjuration (Air)
Spellcraft DC:
140
Components: V, S
Casting Time: 10 minutes
Range: 100 ft. radius
Duration: 120 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless, see text)
To Develop: 1,260,000 gp; 26 days; 50,400 XP. Seeds: Fortify (Will Saving throws, DC 23), Fortify (Spell Resistance 25) (DC 27), Ward (against Oni) (DC 14). Factors: +10 morale bonus to Will saves (+54 DC), change from touch to target, and from target to area (20 ft. radius) (+14 DC), increase area to 100 ft. radius (+16 DC), increase duration to 120 hours (+10 DC). Mitigating factors: increase casting time to 10 minutes (-18).
You send out a long prayer to Tengoku and Yomi, the Celestial Heavens and the Relm of the Blessed Ancestors, to protect a large number of people from the dark powers of the Realm of Evil, Jigoku. The ancestors and the Fortunes answer your call by covering the people to be protected in jade-green sparks that remain for 5 days, granting a Spell Resistance of 25, as well as warding against the evil oni.
The jade sparks prevent bodily contact by an oni, thus causing it’s natural attacks to fail and causing the oni to recoil if such attacks require touching the warded person. The protection ends if the warded person makes an attack against or intentionally moves within 5 feet of an oni. Spell Resistance can allow an oni to overcome this protection and touch the warded person.
In addition to the direct effects described above, any person covered in the jade sparks is secure in it’s knowledge that he is protected by his ancestors and the Fortunes, granting him a +10 morale bonus to all Will saves while the protection lasts.

Call of the Phoenix
Conjuration (Summoning) (Fire)
Spellcraft DC:
200
Components: V, S
Casting Time: 1 free action
Range: 75 ft.
Duration: 100 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless, see text)
To Develop: 1,800,000 gp; 36 days; 72,000 XP. Seeds: Summon (DC 14), Transform (DC 21), Transport (DC 27). Factors: Summon CR 35 creature (+66 DC), add ability to fly (+10 DC), add immunity to taint (ad hoc +20), summon elemental (+10), free action casting time (+28), increase duration to 100 rounds (+8). Mitigating factors: haste phoenix instead of teleport (-4 DC).
You call upon all fire kami in close proximity to unite into a single, powerful spirit resembling a huge phoenix. This phoenix acts as a hastened primal fire elemental, which also has the ability to fly with a speed of 50 ft. (poor). While the spell lasts, the phoenix cannot be tainted in any way, and if the spell ends while it is in a tainted area, the fire kami usually manage to flee before being transformed into kansen.

Eye of the Void
Divination (Void)
Spellcraft DC:
62
Components: V, S
Casting Time: 1 minute
Range: See text
Duration: 20 minutes (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless, see text)
To Develop: 558,000 gp, 12 days, 22,320 XP. Seeds: Reveal (DC 19), Foresee (DC 17). Factors: Hear and see (+2 DC), mobile sensor (+2 DC), allow magically enhanced senses (+4 DC), gain 10 pieces of information (+18).
By meditating, you can sever your conciousness from the body, allowing you to see and hear impressions from a place either known to you, or one that is obvious. Distance is not a factor. Your conciousness acts as a mobile, invisible sensor that has a speed of 30 ft. Like a magical sensor, your conciousness can be „dispelled“, causing it to immediatly returning to your body, unharmed. If you had any magically enhanced senses active as you began your meditation, your conciousness retains those. When you see a creature, you can examine it closer, gaining knowledge about it’s taint score, level, class, honor score and up to 6 special abilities of the creature. This use ends the spell.
Since you cannot use this spell to overcome planar borders, you cannot enter (or leave, if already within) the Shadowlands while under this spell.

Rain of Jade
Evocation (Earth)*
Spellcraft DC:
329
Components: V, S, XP, Ritual
Casting Time: 1 action
Range: 12,000 feet
Area: 1000 ft. radius
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
To Develop: 2,961,000 gp, 60 days, 118,440 XP. Seeds: Destroy (29). Factors: Change from target to 20 ft. radius (+10 DC), only affects tainted creatures (ad hoc +100 DC), increase damage dice to d12 (+30 DC), increase radius to 1000 ft. (+ 196 DC), increase casting time to 1 action (+20 DC), increase saving throw by +20 (+40 DC), increase spell resistance penetration by +20 (+40), increase to 40 damage dice (+40). Mitigating factors: burn 10,000 XP (-100 DC), ritual (4 additional casters contribute epic spell slots) (-76).
While casting this extremly taxing ritual, during which 4 additional casters must contribute an epic spell slot, you imbue the Earth kami in the area of the spell with the power of pure jade and cause them to fly up into the air, seek tainted creatures in the area, and strike them without error. Any tainted creature is subjected to 40d12 points of damage, with a successful Fortitude save (DC 40 + relevant ability modifier) for half possible. You gain a +20 bonus to overcome any Spell Resistance a target may have.
XP-Cost: 10000 XP
* This should be a Transmutation spell, but I feel that Evocation fits better.

Remove the Taint
Transmutation (Void)
Spellcraft DC:
234
Components: V, S, XP, Ritual
Casting Time: 1 minute
Range: 300 ft.
Target: 1 tainted artifact
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: 2,106,000 gp, 43 days, 84,240 XP; Seeds: Transform (DC 21); Factors: affects taint (ad hoc +20 DC), affects artifacts (ad hoc +20 DC), remove ability to lure Shugenja (ad hoc +20 DC), remove possible requirements for sacrifice and similar things (ad hoc +20 DC), instantaneous duration (ad hoc * 5 DC)*. Mitigating factors: Burn 10,000 XP (-100 DC), Ritual (9 additional casters contribute epic spell slot) (- 171 DC)
By casting this spell, a blend between Rokugani kami prayers and Nezumi name magic, you undergo a dangerous project: to untaint a tainted artifact, such as a Black Scroll. Along with the Taint, you try to remove any track of maho required, such as the sacrifice of creatures, and the ability to tempt other shugenja to use it. You tap into the Void to determine the best course of actions to cleanse the item permanently, without any chance of the spell being dispelled.
XP-Cost: 10,000 XP

Cleanse the Lands
Transmutation (Void)
Spellcraft DC:
459
Components: V, S, XP, Ritual
Casting Time: 100 days, 11 minutes
Range: 300 ft.
Area: 1000 ft. radius of tainted land
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: 4,131,000 gp, 83 days, 165,240 XP; Seeds: Transform (DC 21); Factors: affects taint (ad hoc +20 DC), change target to area (20 ft. radius) (+10 DC), increase radius to 1000 ft. (+ 196 DC), instantaneous duration (ad hoc * 5 DC)*. Mitigating factors: Burn 10,000 XP (-100 DC), Ritual (24 additional casters contribute epic spell slot) (- 456 DC), increase casting time to 11 minutes (-20), increase casting time to 100 days (-200).
Propably the most diffcult prospect any shugenja of Rokugan could undergo, this ritual allows you to cleanse a small area of the Shadowlands Taint by calling upon the kami as well as upon the name of the untainted land, reclaiming it for the Empire. It is a lengthy ritual, however, so the Shugenja casting it requires proper protection, as it also must be cast either in close proximity or even within the Shadowlands or similarly tainted region. The kami visibly return to the reclaimed land, causing grass to grow, but a proper vegetation and fauna won’t return until after several centuries have passed.
XP-Cost: 10,000 XP
 

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Hi Knight Otu mate! :)

Some interesting stuff. I am bumping this primarily to let Fieari take a look since he mentioned how Phoenix were an integral part of his cosmology.
 



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