Earth invocations focus on protection, defense against the Shadow, and slow but inevitable destruction. Good Earth offerings are salt, soil or stones from sacred places, or seeds.
Details
Offerings: If a shugenja makes a material offering alongside an invocation may reroll up to 3 rolled dice showing blank results.
Importuning: A shugenja who knows one or more invocations may choose one invocation they have not learned (even if they do not meet the prerequisites) and make an offering to the kami responsible for that power. If the offering is good enough, the character may cast the invocation, but the TN is increased by 1 + 1 for each school rank by which the prerequisite exceeds the character's current school rank.
Channeling: When making a check to perform an invocation, after kept dice are chosen, the character may choose to channel any number of kept dice. Instead of resolving the effect, the character reserves the dice and their results.
During the next turn, if they perform an invocation of the same Element, they may roll one fewer skill dice for each skill dice reserved and one fewer ring dice for each ring dice reserved, then adds the channeled dice they had reserved.
In a conflict, they may channel any number of times. Outside of a conflict, they may channel only once, and it doubles the time the invocation takes.
If the shugenja performs any action other than an invocation of the same Element from which they channeled, or if they become Dazed, Silenced, or Unconscious, the reserved dice are lost.
Spiritual Backlash: If a Shugenja's check generates 3 or more Strife on kept dice on an invocation, they receive spiritual backlash.
Importuning: A shugenja who knows one or more invocations may choose one invocation they have not learned (even if they do not meet the prerequisites) and make an offering to the kami responsible for that power. If the offering is good enough, the character may cast the invocation, but the TN is increased by 1 + 1 for each school rank by which the prerequisite exceeds the character's current school rank.
Channeling: When making a check to perform an invocation, after kept dice are chosen, the character may choose to channel any number of kept dice. Instead of resolving the effect, the character reserves the dice and their results.
During the next turn, if they perform an invocation of the same Element, they may roll one fewer skill dice for each skill dice reserved and one fewer ring dice for each ring dice reserved, then adds the channeled dice they had reserved.
In a conflict, they may channel any number of times. Outside of a conflict, they may channel only once, and it doubles the time the invocation takes.
If the shugenja performs any action other than an invocation of the same Element from which they channeled, or if they become Dazed, Silenced, or Unconscious, the reserved dice are lost.
Spiritual Backlash: If a Shugenja's check generates 3 or more Strife on kept dice on an invocation, they receive spiritual backlash.
- They take 3 fatigue
- They cannot use invocations of that same element until the end of the scene
- Earth: The terrain at range 0-3 of the character performing the invocation gains the Imbalanced (Earth) terrain quality for a number of days equal to the shugenja's strife.
Earth Opportunities |
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* |
Increase your physical resistance by 1. This effect persists until the end of the beginning of your next turn. |
* + |
If this technique can target characters other than you, choose additional target per * spent this way. |
* + |
Treat the maximum range of this technique as 1 higher per * spent this way |
* |
This effect inflicts physical damage instead of supernatural damage |
* |
The damage inflicted by this technique has the Sacred quality |
* |
If you failed, determine the easiest way to accomplish the task you were attempting (skill and approach). |
* + |
Remove 1 strife you gained from this check per * spent this way. |
* * |
Provide assistance to the next character to attempt a check to accomplish something similar |
* |
If you failed, provide assistance to the next character trying to accomplish the same action (p. 298 CRB) |
* |
Reassure another character in the scene with your presence, allowing them to remove 2 strife. |
* + |
Act carefully to minimize consequences of failure or other dangers that could arise from the task. Extra * makes the attempt even safer. |
* * |
Suddenly recall an important piece of information not directly related to the task. At the GM’s discretion, you may establish a small preparatory action you took earlier, such as bringing along a common useful item. |
Earth Invocation Opportunities
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None
Special Circumstance Opportunities
In Shadowlands
** Your resolute nature steels you against the unstable environment of the Shadowlands. You count your vigilance as 1 higher the next time you seek to notice or avoid a hazardous situation or creature.
Against Tainted Threats
** You are able to weather such terrible
things as the revelation of a secret mahō-tsukai or the summoning of an
oni. The next time you suffer strife this scene, you suffer 2 fewer
strife, to a minimum of 0.
While Tainted
** No mortal concern can
slow you, as you already endure worse than most can even imagine. For
the rest of the scene, whenever you suffer fatigue reduce the value
suffered by 2, to a minimum of 0.
In Negotiations
*** Your uncompromising dedication to your bottom line stalls the conversation. Choose a character in the scene: that character cannot gain momentum points toward any social objective until the end of your next turn.
In Romance
** An offhand comment reveals that you and your intended share some common ground: an odd hobby, a favorite actor, or a core belief. Make three suggestions to your intended’s player; they must tell you which one it is. You and your intended may each remove 2 strife.
In Espionage
*+ You locate an excellent hiding place, either a place where no one questions your cover identity or a concealed location no one checks. While hiding in this location, you reduce the TN of your checks to avoid notice by * spent this way
In Contested Territory
* * * You create a clever disguise or ruse to get the jump on potential foes. The next time you enter a conflict scene this session, after initiative has been determined, choose one character in the scene. On that character's next check, they must reroll all results containing non-explosive Success symbols.
* Not even the chaos of war or the strangeness of foreign lands can faze you. Reduce the TN of the next check you make to deal with an unfamiliar situation or opponent by 1.
* You hold fast to the thought of home while in distant locals and dangerous situations. You may remove 1 strife for each condition you are currently suffering.
* Not even the chaos of war or the strangeness of foreign lands can faze you. Reduce the TN of the next check you make to deal with an unfamiliar situation or opponent by 1.
* You hold fast to the thought of home while in distant locals and dangerous situations. You may remove 1 strife for each condition you are currently suffering.