Gishiki

Gishiki is based on “Glog Magic Hack for Cairn” (https://cairnrpg.com/hacks/glog-magic)

Using Magic in Ikezu-ishi

The Ikezu-Ishi magic system is inspired by and derived from some aspects of magic and mysticism in Japanese history. Effort was made to create something that fit the flavor of the setting without lifting and reshaping historical and current belief systems in ways that are not true to form.

Magic in Ikezu-ishi requires the PC to create a Rite Card through study and discipline. These objects represent the time, focus, and energy put into the study of its use and effect and can only be used by the person who created them.

  • Anyone may use their downtime to create a Rite Card according to the rules below.

  • A Rite Card counts as a Petty item and take up no inventory slots.

  • Most effects are subtle and interpretive and may appear to work merely because the practitioner believes.

Unless stated otherwise, any remaining effect of a Rite Card ends when the PC or target rests for a watch and does not carry over.

For example, if the PC uses Heaven’s Reflection and rolled 4 Focus Dice, they’d be allowed to ask 4 questions. If they only ask two before resting for the night, the remaining two are forfeit.

Using a Rite

PCs must have spent time to craft the Rite Card in their possession and must have a calm moment to use it.

  • The PC must conduct the To Use action of their Rite Card.

  • Rites that say “Target” mean the PC can choose another PC or NPC to either assist with the Rite or to gain the Rite’s effect.

  • Players have an amount of d6 Focus Dice (FD) equal to the amount of available inventory slots. They choose how many they wish to invest (up to a maximum of 4). Rites will refer to these as [DICE]. Some rites refer to their [SUM] as well.

  • Roll [DICE]. For each die that shows 4-6, PC gains one Fatigue.

  • Each FD rolled still counts toward the effect’s [DICE] count, even if it causes fatigue.

  • If any doubles are rolled, the rite has a Feedback Effect (see table on page 3).

  • If successful, apply the Rite’s Effect.

  • Unless otherwise noted, all spells with ongoing effects last up to [SUM]×10 minutes and have a range of up to 40 feet.

  • Reduce the Rite Card’s remaining charges by 1. When a Rite Card reaches 0 uses, it crumbles, fades, or burns away.

Feedback Effect Table

SUM EFFECT
2-3 Gain an additional fatigue.
4 Double the impact of the rite.
5-6 The rite fails.
7 You are unable to speak for 24 hours.
8 You are deaf for 24 hours.
9 You are blinded for 24 hours.
10 One of your hands is paralyzed for 24 hours (d2 1 = left, 2 = right).
11 You take 1d4 WIL damage when using rites for the next 24 hours.
12-13 You cannot use rites for 1d6 hours, and any attempts to manipulate rites will fail.
14-15 For the next 24 hours, when using rites you gain a Fatigue on a roll of 3-6.
16 There is a chain reaction to the spell (the Guide will say how). Take an additional Fatigue.
17 The rite’s effects are reversed. The Guide will tell you how. Take an additional Fatigue.
18 You are deprived. After recovery, roll 1d6. If the total is higher than your max HP, take the new result.
19 The rite fails and the PC is unable to ever craft that rite again.
20 The rite backfires; you lose 1 inventory slot (scratch it off your sheet).
21 The rite backfires, causing the PC to lose a limb (d4 – 1 left arm, 2 right arm, 3 left leg, 4 right leg).
22 The rite backfires, causing d4 damage to each ability.
23 The rite’s effect is permanent.
24 The rite drastically backfires, killing the PC instantly.

Learning a Rite

Learning a Rite requires finding a trainer for a specific Rite at a specific location – finding a school that specifically teaches naginatajutsu (fighting with a naginata) – or with an individual – finding a thief to teach how to pick a lock.

  • Players must say which Rite they are attempting to study and find a source in game to learn the rite.

  • Some Rites require previous knowledge of another Rite to learn. The PC must have successfully learned this Rite in the past, but does not have to have the Rite in their possession to study the new one.

  • Hiring a trainer will cost 10 ryo per day (or other incentives other than ryo).

  • PCs must spend at least 7 days of downtime in training or pilgrimage.

  • Players must say how long their PC is training for and pay the Ryo cost before rolling for a success.

  • For each day beyond the first seven the player gains a +1 to their WIL save to learn the ritual.

  • PC’s must take the time to craft a Rite Card, even if they’ve previously studied the Rite. If a PC is studying a Rite they successfully studied previously, they gain +1 to their WIL save for this study.

  • Roll a WIL Save at the end of the training.

  • Success: You learn the Rite.

  • Failure: You need more time (re-roll after another week or with help).

  • A 20 is always an automatic failure.

  • PC creates a Rite Card for the learned ritual.

Rite Card

A Rite Card is a slip of paper that a PC has created through deep study and discipline.

For players, the Rite Card contains information about the rite and how many uses it has remaining before it must be discarded and is destroyed in game.

Each Rite Card should contain the following information:

  • Rite Name:

  • Uses:

  • Effect Summary:

  • Drawbacks / Fatigue / WIL Cost:

  • Notes / Date of Creation:

Players can physically check off uses. Once all uses are filled, the paper is torn or burned in play.

Rites

  • [DICE] are equal to Focus Dice invested in the spell.

  • [SUM] is a number equal to the sum of rolled Focus Dice.

  • Unless otherwise noted, all spells with ongoing effects last up to [SUM]×10 minutes and have a range of up to 40 feet.

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Ancestral Marking

Uses: 2

To Use: Write the name of target and affix rite card to the target.

Effect:

For [DICE] hours, the target benefits from the presence of a benevolent ancestral spirit:

  • +1 to WIL saves.

  • May reroll 1 failed Save.

  • If attacked by a spirit or yokai, the first attack is impaired.

Removing the card before the effect’s time ends will end the effect.

Blessing of the Dormant Seed

Uses: 2

To Use: Whisper hopes into a seed, then bury it using the rite card to dig.

Effect:

Target’s next [DICE] critical failures become normal failures.

Borrowed Voice

Note: Requires previous knowledge of Call the Restless

Uses: 1

To Use: Fold and place rite card under tongue.

Effect:

PC channels a spirit of a dead person tied to the area or to someone present for [SUM] minutes, speaking with its voice to answer questions, pass a message, or utter an omen.

Can only be done once per day.

Fatigue: PC gains 1 Fatigue in addition to FD roll.

Breath of the Ten Thousand Pines

Uses: 2

To Use: Rub the ash of pine or cedar on target’s forehead.

Effect:

Restore [DICE] HP or 1 point to an Ability score (not to exceed original). This effect does not end with rest.

Call the Restless

Uses: 2

To Use: Sit cross-legged in silence, blindfolded. Speak the name of the deceased.

Effect:

PC may commune with the spirit of a dead person tied to the area or to someone present. You may ask [DICE] questions. The Guide must answer truthfully but can answer vaguely.

Celestial Seal

Note: Requires previous knowledge of Heaven’s Reflection.

Uses: 1

To Use: Draw celestial sigils on a surface (in dirt, on a rock, on a table) and place the card in the center.

Effect:

Area within a 100 ft radius protected from malicious spirits for [SUM] x 10 minutes.

Fatigue: PC gains 1 Fatigue in addition to FD roll.

Descent of the Hidden Flame

Uses: 1

To Use: Burn the rite card while seated in an otherwise dark space.

Effect:

PC enters a trance and speaks in a voice not their own for [SUM] minutes. The Guide speaks for the PC, providing a cryptic vision or phrase relating to a question or the party’s current adventure. The PC will not remember what was said afterward.

Direction of the Stars {#direction-of-the-stars .Rite-Title}

Uses: 2

To Use: Holding the card pinched between thumb and index finger, observe the position of stars and clouds at dawn or dusk.

Effect:

Ask [DICE] yes/no question(s) about the next day or night’s events. The Guide answers as truthful as possible, but cryptically. (Don’t ask “will PC die tomorrow?”)

Directional Reversal

Uses: 3

To Use: Place at doorway of location with an identified known threat and step away from threat.

Effect:

The specific known threat can not pass through that doorway for [SUM] x 10 minutes. If the card is moved the rite ends.

Can only be used once per threat per day.

Echo Beneath the Waves

Note: Requires previous knowledge of Shroud of the Forgotten

Uses: 2

To Use: Whisper over water (river, bowl, lake, puddle) and submerge the card.

Effect:

PC learns a fragment of what happened in this location up to [DICE] years ago. Gain an emotional or sensory imprint (a scream, blood in the water, fire, laughter, chanting, etc).

Elemental Harmonization

Note: Requires previous knowledge of Directional Reversal

Uses: 2

To Use: Arrange five tokens of any elements into a circle and light a fire in center.

Effect:

Choose one of the following for yourself or another target:

  • Fully restore 1 stat.

  • Remove all fatigue.

  • Cancel minor affliction, wound, curse.

Can only be used once per target per day.

Endure the World’s Edge

Uses: 3

To Use: Name a specific source of harm that you may endure while standing barefoot in cold water or wind for ten minutes, eyes closed, arms outstretched, rite card held firmly in your mouth.

Effect:

For [SUM] x 10 minutes, you gain +1 to Saves vs harm from the source you named.

Gift of the Quiet Grove

Uses: 2

To Use: Moisten the back of the rite card and stick it to Target’s forehead.

Effect:

For [SUM] x 10 minutes, Target

  • Gains +1 to their WIL saves.

  • Is no longer Deprived if caused by fear, doubt, or spiritual affliction.

Effect ends if card falls off before time runs out.

Heaven’s Reflection

Uses: 2

To Use: Sit facing the sunrise or sunset with eyes closed.

Effect:

Ask [DICE] yes/no questions about the present or past. The Guide should answer truthfully, but cryptically.

Can only be used once per day.

Presence of the Sky-Rooted One

Uses: 1

To Use: Burn the rite card and use the ashes to anoint Target’s chest and brow.

Effect:

Target gain boon of +[DICE] to any one ability for [SUM] x 10 minutes. If the ash is removed from either the brow or chest the rite ends.

Sacred Boundary

Note: Requires previous knowledge of Presence of the Sky-Rooted One.

Uses: 1

To Use: Must be outdoors or near a notable natural space (mountain, hot springs, etc.) Place rite card on a flat surface and pebbles or twigs on each of the four corners.

Effect:

Creates a spiritual boundary of 100 feet for [SUM] x 10 minutes. Spirits and yokai cannot enter the space. All Rites invoked within the boundary gain +1 FD effect.

If the rite card is moved the effect ends.

The Seeking Object

Uses: 3

To Use: Say something you are searching for and throw the rite card into the wind.

Effect:

When thrown, the rite card will drift and land in the direction of the object PC is searching for. It does not give any indication of distance.

Sheath of the Ring

Uses: 2

To Use: Sit and breathe slowly while using the rite card to trace a circle on the surface before you.

Effect:

Shielded from minor spiritual effects for [SUM] x 10 minutes.

Shroud of the Forgotten

Uses: 2

To Use: Draw a circle counter-clockwise around the area you wish to protect.

Effect:

For [SUM] x 10 minutes, you and allies within the circle are unseen by spirits and yokai.

Summon the Paper Dragon

Uses: 1

To Use: Fold into a paper dragon (as best you can). If PC can burn the paper dragon, adds 30 minutes to effect.

Effect:

Forces yokai to flee from PC for [SUM] x 10 minutes.

Thread of Intent

Uses: 3

To Use: Tie rite card around Target’s arm with a red thread.

Effect:

For [SUM] x 10 minutes, Target’s saves are at an Advantage (roll 2 d20 and keep the better result). If the thread is broken or card removed the effect ends.

Tongue of the Tool

Uses: 3

To Use: Tie the rite card to a tool or weapon more than 100 years old.

Effect:

The PC may:

  • Ask the tool 1 question (symbolic answer)

  • Gain +1 to action involving the tool

  • Discover a memory the item holds

Trial of the Ember Path

Uses: 1

To Use: While holding the rite card in both hands, walk barefoot across hot coals or embers. Do not break stride. If interrupted, take 1d6 damage and the rite fails.

Effect:

Become immune to mundane fire for [SUM] x 10 minutes and suffer no damage from the next fire-based attack (even magical).

Whisper of the Cliff-Wind

Uses: 2

To Use: Whistle (either naturally or with an object) into the rite card while from a height above the ground.

Effect:

PC receives a message (symbolic – smoke shifts, wind stills, animals quiet, etc) and gains advance warning of a natural or spiritual hazard within a mile—such as a yokai presence, cursed storm, ambush, or earthquake - and its location within [SUM] miles. The Guide must share one hazard nearby. If no hazards are within [SUM] miles, the Guide must inform the PC.

Word Spirit

Uses: 1

To Use: Speak the name of Target into the card. Cannot be used if speaker has lied in the last hour.

Effect:

For [DICE] x10 minutes, Target is friendly to the PC and must answer honestly any questions the PC asks it.

Fatigue: PC gains 2 fatigue in addition to FD roll.