isawa seiki
DESCRIPTION
l5r 4e characterTRANSCRIPT
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0k0Calligraphy
Etiquette
Lore (Elements)
Lore (Theology)
Medicine
Meditation
SpellcraftArtisan (Painting)
Athletics
2
15
122
2
15
34
26
0
5
3
No Armor
Strength
Awarenes
Intelligenc
Void
Cipher
Intelligenc
2
Intelligenc
Intelligenc
Awarenes
Intelligenc
0
3k2
30
32
1
10
1
Defense
Investigation
Sincerity
38
Reflexes
Perceptio
Awarenes
2
0
22
5
4
1
1
1
2
2
0
Isawa Shugenja School
2
3
Phoenix
14
3
Seiki
1
3k2
0
40 / 40
2
18
1
1
1
1
1
1
11
1
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6
5
4
Bow
Solteira
0
Crime Painting
2
5
Wakizashi
3
Feminino
Mizhime
Pretos
Ishiken-do
Great Destiny
Void Versatility
16
0
1,75m
Traveling Pack
Robes
5
Hohiro
65Kg
Scroll Satchel
Pretos
Ascetic
Cursed by the Realm (Meido)
Soft-Hearted
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chool Affinity Deficiency
chool Affinity Deficiency
chool Affinity Deficiency
None
There are no greater masters of the shugenja tradition than those among the Isawa. You gain a Free Raise on all Spell Casting Rolls for spells of the
element which you chose as your A ffinity.
Spells: Sense, Commune, Summon, 3 spells of any one element, 2 spells of any other element, 1spell of a third element, and 1spell of a fourth element.
VoidIsawa Shugenja School
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me Level Element Dur tion T gs
Are R nge R ises
me Level Element Dur tion T gs
Are R nge R ises
me Level Element Dur tion T gs
Are R nge R ises
me Level Element Dur tion T gs
Are R nge R ises
me Level Element Dur tion T gs
Are R nge R ises
me Level Element Dur tion T gs
Are R nge R ises
Universal
Universal
Universal
Fire
20'
Earth
Personal
Air1
30'
1
25'
50'
1
Personal
1
1
1
This spell can be cast in any element save Void. It allows the caller to speak with one of the local elemental kami, asking it a few questions, which it will answer honestly to the best of its ability. Typically
this spell will invoke the most active and energetic spirit of the chosen element in the area of effect; if all of the local spirits are quiescent. The GM may require the caster call 1or 2 Raises to wake up a
local spirit enough answer questions. A spirit reached with Commune will answer questions. The caster may Raise to get more questions (one per Raise). The caster may also Raise for clarity, get a more
accurate and informative answer the questions. (K ami are notorious for their inability Tully comprehend human behavior, and asking questions without Raises for clarity can often result in confusing,
enigmatic, or incomplete answers.) Spirits snot forget anything. So theoretically a shugenja can ask a spirit about something that happened decades ago; however, they do not experience time in the same
way as mortals. Straying task about something from long agile usually require Raises in order make the caster's wishes clear the spirit. The nature of the information which spirits can impart varies by
element: A ir spirits tend to be playful and easily distracted, conveying information as emotions or as riddles and jokes. Since they are more interested in feelings than in facts, and enjoy playing games
with those speak with them, communing with an Air spirit can sometimes be very frustrating. Earth spirits are straightforward and matter-of-fact, often blunt, but are rather uninterested in the behavior
of mortals, have a poor understanding of human emotion, and tend to be overly focused on obscure details such as the color of a piece of clothing or the weight of a horse. Fire spirits are irritable andtemperamental, and are often angry at being summoned unless they are propitiated with an offering of something burn. On the other hand, if a shugenja can please them they tend to offer the clearest
and most accurate information. Water spirits communicate their knowledge through soundless visual images. This can be very helpful ta shugenja trying investigate a past incident, but since the spirits
cannot convey scent, sound, or emotion, the information they provide can often be incomplete or misleading.
This spell can be cast in any of the four standard elements. It allows the caster sense the presence, quantity, and rough location of elemental spirits (not the evil spirits known as kansen) of that element
within the range of the spell. This is most frequently applied when looking for spirits with which commune (see below), but can also be useful as a crude, basic location device. For example, a caster lost in
the wilderness could cast Sense (Water) in hopes of locating a source of drinking water.
This spell can be cast in any of the four standard elements. It allows the caster to summon a modest quantity (one cubic foot) of the chosen element. The summoned matter appears (usually in a rough hall
shape) in any open space within the spells range. This cannot place the summoned material inside another physical object or living creature. The summoned element will behave in a normal and mundane
matter - Earth falls the ground, water soaks anything it lands on, air blows away, and fire winks out unless there is something present for it burn. In general it is impossible to use this spell effectively in
combat, although clever shugenja may find a few modest combat uses, such as using Summon Fire to ignite a foe soaked in cooking oil. More commonly, the spells value is in simpler functions, such as
summoning Water while in a desert, or summoning Fire to light a campfire without fl int and tinder. Raises may be used with this spell summon a more specific type of the appropriate element, such as
wood or iron with Earth, or tea with Water. T he GM should choose how many Raises (generally anywhere from 1to 4) this requires. However, these Raises cannot be used create rare/precious materials
(such as gold) or spiritually powerful substances (such as jade or crystal).
Updated on "The Great Clans", page 230.
This spell, one of to the few directly protective prayers involving the Fire kami, asks the kami to protect one person, enveloping the target in a shroud of bright flames. Neither the caster nor anything he
carries takes damage from the spell , but anyone who comes into contact with him or strikes him with a melee attack takes 2k2 Wounds. Anyone the target strikes in melee with an unarmed attack or a
weapon he carried when the spell was cast also rakes an extra 2k2 Wounds. Anything the target puts down, however, cannot be picked back up without subjecting it to the damage from the spell. Ranged
weapons such as arrows bypass this barrier of f ire, dealing Wounds as normal.
This spell calls on the Earth in the target's body to weigh him down, impeding his movements. The target suffers a -2k penalty to all rolls using the Agility trait, and his Water Ring is considered 1Ranklower for the purpose of how far he can move.
Updated on "The Great Clans", page 230.
You call upon the kami to reveal that which has been hidden. All concealed objects within the area of effect appear as slightly luminous outlines to you. Any non-magical concealment is revealed,
including secret compartments, trap doors, concealed weapons, etc. Only you can see the presence of these objects.
1minute
6 rounds
1minute
Permanent
Instantaneous
Concentration
defense, wards
wards
Commune
Sense
Summon
Fires Of Purity
Earth's Stagnation
By the Light of the Moon
20' radius around the caster
One target
One target
1cubic foot of summoned material
50' radius from the caster
See Spell DescriptionSelf
Range (+10')
Range (+10'), Quantity (+1cubic foot), Composition of material (1-4 Raises)
Damage (+1k0 per two Raises)
Duration (+2 rounds), Range (+10'), Targets (+1, to a maximum of 4 total tar
Area (+5' radius), Duration (+1minute)
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me Level Element Dur tion T gs
Are R nge R ises
me Level Element Dur tion T gs
Are R nge R ises
me Level Element Dur tion T gs
Are R nge R ises
me Level Element Dur tion T gs
Are R nge R ises
me Level Element Dur tion T gs
Are R nge R ises
me Level Element Dur tion T gs
Are R nge R ises
Void
Water
Water
Void
Personal
20'
Touch
Personal
2
1
1
1
The ability to reach into the Void itself and gain strength from it is a vital lesson in the training of all ishiken. Upon completion of this spell, you gain a number of additional Void Points equal to your
School Rank plus one. I f these Void Points take you above the number you may normally possess, then you lose one of the extra Void Points every R ound that you do not spend one.
The spirit of Water is both fluid and rapid. The target gains one additional Simple Action during the Reactions Stage of the Round in which this spell is completed. This Action cannot be used to make an
attack.
The water kami can influence the flow of water through the body, dramatically hastening the natural healing process. You can use this spell to heal Wounds that another individual has suffered. This
spell restores a number of Wounds to the target equal to the amount by which the Spell Casting R oll exceeded the spells TN to cast.
Ishiken have a much greater capacity to draw upon the Void than others, and may do it consciously rather than unconsciously. You may spend multiple Void Points on any roll made within the duration
of this spell. It stil l must be a roll on which the expenditure of V oid Points is allowable (no damage rolls may be augmented via this spell, for example.
1minute
Instantaneous
Instantaneous
Instantaneous
battle
Drawing The Void
Spirit Of The Water
Path To Inner Peace
Altering The Course
Self
One target individual
One target individual
Special (+1Void Point gained per three Raises)Self
Range (+5'), Special (Increase additional action to Complex for 5Raises)
None
Duration (+1minute)