#Mystical Skill Details (神秘詳細)
Contents
Sorcery, Exorcism, Barrier, Prophecy, Medicine, and Poisoncraft. Skills for handling powers the eye cannot see.
Related Entries: Skill System · Skill List · Attributes §Wisdom
#Classification Overview
The 6 mystical skills use Wisdom (智) as their primary attribute. Most can be used in both combat and noncombat play.
| Skill | Combat Use | Noncombat Use |
|---|---|---|
| Sorcery | ranged attacks, curses | divination, weather manipulation, spiritual communication |
| Exorcism | weaken yoma, seal | purify dead spirits, lift curses, cleanse sanctuaries |
| Barrier | strengthen zone Defense, block entry | settlement defense, yoma-detection boundary lines |
| Prophecy | foresee enemy actions, tactical hints | future sight, dream interpretation, judging fortune/misfortune |
| Medicine | recover Wounds, remove poison | disease treatment, surgery, medicine making |
| Poisoncraft | apply poison to weapons, ongoing damage | poison mixing, antidote making, assassination tools |
#Mystical Skills and Maneuvers
| Skill | Licensed Maneuver | Master Maneuver |
|---|---|---|
| Sorcery | Talisman Bullet [technique] — add a sorcery attack into an adjacent zone | Curse Spread [technique] — 2-zone sorcery + inflict curse |
| Exorcism | Evil-Breaking Light [aptitude] — attacks against yoma +2 | Soul-Extinguishing Array [aptitude] — on hit against yoma, additional 1 Wound |
| Barrier | Sealing Barrier [upkeep] — install a barrier in 1 zone | Guardian Domain [aptitude] — allied Defense +2 inside the barrier zone |
| Prophecy | Read the Omen [upkeep] — reveal 1 enemy-tactic hint | Foresight [Kata] — nullify 1 enemy action |
| Medicine | Emergency Suturing [Kata] — adjacent ally recovers 1 Wound | Resuscitation [Kata] — immediately revive an incapacitated ally |
| Poisoncraft | Poison Application [upkeep] — next hit deals additional 1 Wound | Lingering Poison Circulation [aptitude] — inflict ongoing poison damage |
#Sorcery in the Setting (Scent)
#Onmyodo and Sorcery
Sorcery is based on Onmyodo (陰陽道). It manipulates the principles of the Five Phases (五行 — Wood, Fire, Earth, Metal, Water) to produce phenomena. Sorcerers inscribe spells onto talismans (符), form mudras (印) to gather spiritual power, and command shikigami (式神) to work on the battlefield.
Sorcery is scholarship. Talent alone is not enough; years of study and training are required. This is why onmyoji use Wisdom (智) as their core attribute.
#Noncombat Sorcery Use Examples
| Situation | Check | Effect |
|---|---|---|
| Divine tomorrow's weather | 2d10+Wisdom+Sorcery >= 11 | GM tells the weather for the next session |
| Speak with an onryo | 2d10+Wisdom+Sorcery >= 13 | the onryo speaks of memories from life |
| Long-range curse on an enemy camp | 2d10+Wisdom+Sorcery >= 15 | enemy commander next combat check -2 |
| Call rain | 2d10+Wisdom+Sorcery >= 17 | Fire attack impossible. Ranged -2. Extreme difficulty. |
#Medicine in the Setting (Scent)
#Sengoku Medicine
Sengoku-period medicine combines Eastern medicine (kampo) with battlefield surgery. Practitioners combine medicinal herbs into decoctions, use needles and moxibustion to move qi and blood, and on the battlefield stitch sword wounds and set broken bones.
Someone skilled in Medicine is one of the most precious people on the battlefield. Many can cut enemies down; few can keep companions alive.
#Noncombat Medicine Use Examples
| Situation | Check | Effect |
|---|---|---|
| Treat a poisoned NPC | 2d10+Wisdom+Medicine >= 11 | Remove poison. Takes 1 day. |
| Give emergency aid to an incapacitated ally | 2d10+Wisdom+Medicine >= 13 | Stabilize at Wounds 1. Regain consciousness. |
| Treat a plague-stricken village | 2d10+Wisdom+Medicine >= 15 | Takes 1 week. On success, save the village. Fame +2. |
| Make antidote | 2d10+Wisdom+Medicine >= 11 | Herbal materials required. Make 1 antidote. |
#Poisoncraft in the Setting (Scent)
#Sengoku Poisons
A shinobi art and forbidden scholarship. Poisoncrafters combine poisonous herbs and insects from nature with toxins extracted from yoma poison sacs to create lethal poisons. They coat weapons, mix poison into food, or scatter it through the air.
Poison is morally condemned, but on the battlefield it is as effective as a blade. Even an oni's thick hide has no answer to poison.
#Noncombat Poisoncraft Use Examples
| Situation | Check | Effect |
|---|---|---|
| Identify poison (food/weapon) | 2d10+Wisdom+Poisoncraft >= 11 | Learn the poison type and antidote method |
| Mix poison | 2d10+Wisdom+Poisoncraft >= 13 | Make 1 dose of poison. Materials required. |
| Mix sleeping drug | 2d10+Wisdom+Poisoncraft >= 11 | A drug that puts targets to sleep. Supports Negotiation/Infiltration. |
| Extract from a yoma poison sac | 2d10+Wisdom+Poisoncraft >= 15 | Make yoma-specific poison. 2 Wounds to yoma. |
An unseen force is sometimes more frightening than a blade.