English edition v1.3.3

#Spell Acquisition/Slot/Casting/Failure Rules

Contents

This document is the rules implementation of §35-01 Spell-Rule Philosophy. Find the philosophical grounding of the casting structure in that document, and the concrete checks and Energy calculations here.


#§1. Acquisition Conditions

#Skill Licensed Access

Each spell list opens access upon reaching the relevant skill's Licensed (3 points).

SkillAccess List
Sorcery Licensed35-03~08 Sorcery spells
Exorcism Licensed35-09~14 Exorcism spells
Barrier Licensed35-15 Barrier spells
Prophecy Licensed35-16 Prophecy spells

#Spell Acquisition

TimingEffect
Immediately upon gaining Licensedautomatically acquire 3 1-dan spells
On dan promotionacquire +2 spells of that dan (PC choice)
Interlude study1 additional spell can be learned per 1 session (Wisdom + relevant skill >= 11 check)

#§2. Slot System

Spell slots proportional to PC dan. Full recovery on an interlude or 8-hour rest.

PC Dan1-dan3-dan5-dan7-dan9-danTatsujin
1-dan2
3-dan32
5-dan432
7-dan5432
9-dan54321
Tatsujin543211

Multi-skill PC: when holding multiple Licensed among Sorcery/Exorcism/Barrier/Prophecy, slots are held independently per list. Energy is shared (casting costs accumulate).


#§3. Casting Structure

This is a sub-application of this expansion's §00-05 §1 Energy-Dispersal Structure. The preparation phase is treated as a [stance].

#Base Structure by Dan

DanBase NotationTotal EnergyTime Unit
1-dan22instant (1 breath)
3-dan2+2 (preparation)41 round (2 breaths)
5-dan3+3 (preparation)61 round (2 breaths)
7-dan4+4 (preparation) or 4+4 (dispersed)81 round or 2 rounds
9-dan5+5 (preparation) or 5+5 (dispersed)101 round or 2 rounds
Tatsujinritual type (separate)separate1 session (outside combat)

Room for fine-tuning individual spells:

  • Instant exception: a reactive defensive spell or emergency dispel spell can be instant even at a higher dan (specified individually)
  • Great-spell extension: a spell requiring a long procedure can expand the dispersal stages, e.g. 3+3+3 (preparation) or 4+3+2+1 (dispersed)
  • Mixed type: combine procedure + time in the form 2+2 (preparation) +3 (dispersed)

Dan is the basis for effect scale, Target Number, and slot requirement; it never absolutely forces the casting structure. Each spell's body takes priority.

#Casting Check

2d10 + Wisdom + relevant skill proficiency >= Target Number
DanTarget Number
1-dan8
3-dan10
5-dan12
7-dan14
9-dan16
Tatsujin18

Check timing: the check is made at the activation phase. No check at the preparation phase (only Energy is spent).

#Constraints While Casting — [stance] Rules Apply

The preparation phase is a [stance]. See §00-05 §1. Summary:

  • Occupies a stance slot: another [stance] cannot run in parallel.
  • No relocation: no zone relocation during preparation.
  • [Kata] permitted: another [Kata] or technique can be used if the breaths are shared (one hand a seal, the other hand the blade).
  • Stance-removal effects: automatically interrupt casting (Defenseless, yari Check, some Surprise Attack techniques, etc.).
  • Focus resistance: on a Critical Hit or a hit of 2+ Wounds, a 2d10 + Physique + Hardiness >= 10 + breach Wounds resistance check.

#Forced 1-Round Activation of a Dispersed Spell

A (dispersed)-notation spell by nature requires multiple rounds. Forcing it to complete within one round causes automatic exhaustion with no check (§00-05 §2 Exhaustion).

  • Exhaustion = at the start of the next round, Energy = 1 (the max-value reset is voided). From the round after that, normal recovery.
  • All stances and reservations vanish. Defenseless is auto-applied (for 1 round right after exhaustion).

This is "a single activation that pours out everything" — a tool limited to a campaign climax.

A (preparation) spell has no exhaustion. Even cast in 2 breaths within one round, as long as the beat is kept the caster is fine on the next round.

#Relationship with Overload

The core game's 03-04 §Overload is a check on exceeding the one-breath limit. If an individual breath while casting a dispersed spell exceeds 5 Energy, an Overload check is applied separately.

Example: forcing a 5+5 (dispersed) spell to activate within one round — 10 Energy concentrated into one breath = the double burden of an Overload check + automatic exhaustion. The price of a deliberately extreme action.


#§4. Casting Failure/Backlash

#Ordinary Failure

On a failed check:

  • The slot is consumed (Energy spent as-is).
  • The effect does not activate.
  • A normal action is possible on the next round.

#Mid-Casting Interruption Failure

On failing a preparation-stance removal or a focus resistance check:

  • All preparation Energy is lost (no refund).
  • The effect does not activate.
  • The slot is also consumed (no recovery until an interlude).

#Critical Failure (both 1 — Karmic Retribution)

When both dice show 1 on the check (double 1 + failure = Karmic Retribution):

  • Backlash (逆流): the effect partially applies to the caster. Additional Wounds -3, possible madness for 1 session.
  • GM discretion: a greater side effect (shikigami rampage, Barrier self-sealing, spirit-body possession, etc.).

#§5. 19-mystical School Licensed Perks

When holding a 19 mystical school Licensed, add +1 slot to the spells of that school's tradition (limited to the relevant dan).

SchoolAdded Slot
19-01-01 Folk SorcerySorcery 1-dan +1
19-01-02 Nanban Black MagicSorcery 3/5-dan +1
19-01-03 Joseon DaoismSorcery 1/3-dan +1
19-01-04 Chinese Daoist PriestSorcery 5/7-dan +1
19-01-05 Tibetan EsotericismSorcery 7/9-dan +1
19-02-01 Catholic ExorcismExorcism 5/7-dan +1
19-02-02 Orthodox ChurchExorcism 3/5-dan +1
19-02-03 Daoist Priest Demon-QuellingExorcism 5/7-dan +1
19-02-04 Joseon ShamanismExorcism 1/3-dan +1
19-02-05 BrahminExorcism 7/9-dan +1
19-04-* Barrier schoolBarrier spells +2 slots
19-05-* Prophecy schoolProphecy spells +2 slots

A school perk can also apply to casting-Energy reduction — specified in the individual spell's body as "school perk: activation Energy -1," etc.

The core onmyoji/esoteric-monk orthodox schools prioritize core orthodox operation (separate from spells).


#§6. Class Additional Slots

When holding a core mystical class, +1 to the relevant slot.

ClassAdded Slot
onmyoji (04-04)all dan +1
esoteric monk (04-05)5/7/9-dan +1
Pure Land Monk (04-06)1/3/5-dan +1
shugenja (04-07)3/5/7-dan +1
feng shui master (04-08)Barrier/Prophecy +2

#§7. Concurrent-Use Prohibition

A PC using the core technique system and this module's spell system at the same time is forbidden. One PC uses only one of the two.

  • Technique PC: the core skill system as-is
  • Spell PC: this module's slot system

No change mid-campaign (§35-01 Philosophy).


"One slot is one breath. Breath is a limited resource, and because it is limited, it is precious."