Water invocations grant the shugenja speed and quick reflexes, as well as the ability to heal injuries and calm the fevered mind. Good Water offerings are coins, seashells, precious materials, seaweed, and sake.
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
- Water: The terrain at range 0-1 of the character performing the invocation turns to muck and becomes Entangling.
Opportunity Uses |
|
* |
Increase your supernatural resistance by 1 until the end of your next turn. |
* + |
If this technique can target characters other than you, choose additional target per * spent this way. |
* * + |
Treat the maximum or minimum range of this technique as 1 higher or lower per * * spent this way. |
* * |
Remove 1 fatigue from the target or yourself. |
* |
Reduce the TN of the next Support action check you make by 1. This effect persists until the end of your next turn. |
Opportunity Uses |
|
* |
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) |
* |
Remove 2 strife from yourself. |
* + |
Perform the task efficiently, completing it more quickly or saving supplies. Extra * further reduces the time or materials expended. |
* * |
Spot an interesting physical detail present in your environment not directly related to your check. At the GM’s discretion, you may establish a piece of terrain or a mundane object nearby. |
Water Invocation Opportunities
--
None
Special Circumstance Opportunities
In Shadowlands
**+ By luck or careful scavenging, you are able to find a useful item not yet corrupted by the Shadowlands. Such items have a maximum rarity of 3, plus 1 for each additional ** spent. The GM should modify this depending on the exact nature of the item as well.
\Against Tainted Threats\
* You adapt yourself to better fight the corrupted power before you. Once before the end of current the game session you may either reduce the TN of a check to resist a Tainted power, such as a mahō technique, assailing you by 1 or increase the TN of another character’s check to target or affect you with such a power by 1.
While Tainted
** You briefly become fluid in mind or
body, shaking off disorientation or even injury. You remove one of the
following conditions: Dazed, Disoriented, Immobilized, Intoxicated,
Lightly Wounded, or Prone.
In Negotiations
** You break the tension with a well-timed joke or clever comment. You may ask one personal question of a character in the scene with a different social objective. The question must be unrelated to the subject of the negotiations. If the character answers honestly, they gain 1 momentum point toward their current objective and may ask you a personal question in turn. If they do, you gain 1 momentum point toward your current objective.
In Romance
** Your interaction is pleasant enough that your intended, not you, suggests another meeting within the next day or two. They offer you several options for the next time you and they spend personal time together; choose whichever you like the best, and don’t be late.
In Espionage
* You observe a clue or hint that indicates to you that information about your target or goal might also be found elsewhere. The GM reveals another viable avenue for espionage on the same subject, unrelated to your current operation.
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.
* * + Your charm wins over even enemies. For each * * spent, one hostile character within the scene becomes friendlier toward you. What exactly that means depends on context -- it may defuse an imminent conflict, or encourage your foes to try to take you alive, but it won't stop bloodshed altogether once blades have been drawn.
* * With cunning, you flow smoothly from one conclusion to the next. You learn of one key feature, fortification, or terrain quality present in the surrounding area, and whether or not enemies have passed through recently.
* * + Your charm wins over even enemies. For each * * spent, one hostile character within the scene becomes friendlier toward you. What exactly that means depends on context -- it may defuse an imminent conflict, or encourage your foes to try to take you alive, but it won't stop bloodshed altogether once blades have been drawn.
* * With cunning, you flow smoothly from one conclusion to the next. You learn of one key feature, fortification, or terrain quality present in the surrounding area, and whether or not enemies have passed through recently.