TEXT:  
   
  Bloodspeakers D10 Conversion 
   
  1 
  Bloodspeaker d10 Conversions 
   
  Explanation:  I've always been under the impression that the Shadowlands Taint is subtle, 
  and gradual.  Every time a character wishes to draw on the Taint for power, they pay a 
  small price.  It takes a while, but they eventually find that this price adds up.  As such, 
  I've set up a number of the Techniques to either cost the character Wounds (like Maho 
  does), or have the character willingly accept a few Taint points to fuel their abilities.  A 
  character who does this too often finds themselves showing scars and bleeding at the 
  worst possible times (in court for example), or slowly creeping closer to becoming Lost.  
  I think this fits in with the d10 system for L5R.  I hope you like the ideas I have presented 
  here, as part of the conversions of the Bloodspeaker book.  If they are not what you 
  would like to see, the costs could be removed, with little change needed to be done to the 
  Techniques. 
   
  Conversions By:  Christopher LaHaise 
   
  The Chuda Family 
  Trait Bonus: +1 Willpower 
   
  The Chuda Snake Charmer 
  (New Path) 
  The Chuda Snake charmers are assassins whose weapons are snakes, spiders, and other 
  vermin.  Very few are chosen to learn the secret techniques of the Chuda, and only the 
  truly exceptional are admitted.  Physical manifestations of the Taint gained through the 
  use of these Techniques often take the appearance of snake-like qualities, such as scales, 
  fangs, or serpentine eyes.  A character that is trained in the Chuda Snake Charmer Path is 
  considered a Ninja and can learn the kata and abilities presented in Way of the Ninja. 
   
  One With The Serpent 
  Technique Rank:  
  2 
  Path of Entry: 
   
  Any School 2 
  The character’s blood is altered by the Taint.  By regularly feeding vermin with the 
  character’s blood, they can create a mystical bond.  The character can create a number of 
  bonds equal to their Taint rank.  A bond can be created with a single snake, a family of 
  rats, or a swarm of insects.  By gaining a point of Shadowlands Taint or taking a single 
  Wound, the character can activate the bond, extending her awareness through the bond to 
  experience what her pets are experiencing.  Only one bond can be used at a time, but the 
  character can use the senses of her pets as her own, experiencing what they do for an 
  hour.  While under the influence of the bond, the creatures will not attack or harm the 
  character, even if threatened, and will obey simple, silent commands from the character. 
  
   
   
  Bloodspeakers D10 Conversion 
   
  2 
  Aspect of the Snake 
  Technique Rank: 
  3 
  Path of Egress: 
   
  Previous School 4 
  The character gains enhanced power through her bond with the creatures bound to her.  
  By gaining two points of Shadowlands Taint or taking three Wounds, the character can 
  manifest snake-like aspects for a number of minutes equal to the character’s rank in 
  Taint.  The character may create fangs, which inflict (Strength)K1 damage and give 
  opponents one closed die worth of Taint with a bite (Earth roll against a TN equal to the 
  damage rolled to avoid), or they can grant themselves scales, which grant them a level of 
  Carapace equal to their Taint Rank.  A character with this technique is immune to all 
  animal-created venoms or toxins. 
   
  Kansen’s Host 
  (New School) 
  Some Bloodspeakers have recently discovered they can share their body with the kansen, 
  in exchange for greater power.  They risk, over time, losing themselves to the kansen, 
  until their will is destroyed and the kansen controls the body completely.  This school can 
  only be accessed by taking the Multiple Schools Advantage, and only maho-tsukai may 
  use the advantage with this school.  This school is an exception to the standard rule that 
  shugenja can not join non-shugenja schools.  The ranks in this school are used to 
  determine the character’s total Insight Rank when casting spells. 
   
  Like other Bloodspeakers, the Taint gained by the character is concealed, twisting their 
  innards while plaguing the character with nightmares, rage, and paranoia.  The character 
  only gains mental manifestations of the Taint.  If the character enters the Shadowlands, 
  her corruption becomes immediately manifest and the kansen possesses her instantly.  
  Any spells cast by the character are considered maho. 
   
  Each time the character gains a Rank of the Shadowlands Taint, they must make a 
  resisted roll using their (Willpower)k(Insight Rank) against the kansen, who rolls 
  (Taint)k(Willpower).  If the kansen succeeds, the character is consumed by the kansen 
  (and may effectively become an NPC under the game master’s control). 
   
  Techniques 
  Rank 1: Master of Spirits 
  The character is capable of seeing incorporeal creatures such as yorei, ancestor spirits, 
  kansen, kami, and the like.  By gaining a point of Shadowlands Taint or taking a Wound, 
  the character is capable of touching and interacting with spirits physically, allowing the 
  character to attack, touch, or move things within the spirit world.  The character may also 
  attempt to dominate a kansen, yorei, or gaki by making a contested roll using the 
  character’s (Willpower)k(Insight Rank) against the spirit’s (Willpower)k(Willpower).  
  The risk is high, as the individual with the higher total controls the loser for an hour.  
  This duration can be extended by an additional hour per Raise called. 
  
   
   
  Bloodspeakers D10 Conversion 
   
  3 
  Rank 2: Kansen’s Voice 
  The character may ask the kansen possessing him for advice, drawing on the knowledge 
  the kansen has.  The kansen can divine future events for the character, but these events 
  are often tragic and dark, furthering the ends of the kansen.  By gaining one open-ended 
  die worth of Shadowlands Taint points, the player may ask three questions of the game 
  master concerning future events.  The game master may answer one of these three 
  questions with a lie, but does not need to tell the player which answer is false.  By 
  accepting two points of Shadowlands Taint or taking three Wounds, the character may 
  gain the assistance of the kansen in social tests, increasing the total of any social roll by 
  their Rank in the Taint. 
   
  Rank 3: Bind Kansen 
  The character can bind kansen into material objects, or even into people.  This takes 120 
  minutes to prepare, and the character must accept either five points of Shadowlands 
  Taint, or two open-ended dice in Wounds.  If the kansen is unwilling, the character must 
  make 
  a 
  contested 
  (Willpower)k(Insight) 
  roll 
  against 
  the 
  kansen’s 
  (Willpower)k(Willpower).  If the character fails, the kansen is not bound.  If the character 
  attempts to bind a kansen into a living host, the host may make an opposed Willpower 
  roll against the character.  If the victim fails, they gain a Rank of Shadowlands Taint and 
  the kansen becomes bound inside them (and thus capable of taking the Kansen’s Host 
  School).  Objects with kansen bound into them can become lesser nemuranai, their 
  properties chosen by the game master. 
   
  Maho-Bujin School 
  (Modified from Bearers of Jade) 
  A character whose Shadowlands Taint exceeds all of their Rings may find themselves 
  inexplicably drawn into the Shadowlands.  There, they undergo rigorous training among 
  the Lost, and may prove themselves worthy of learning the techniques of the maho-bujin.  
  Those who take this path are some of the most fearsome warriors of Fu Leng. 
   
  A character who trains to become a maho-bujin can progress faster by sacrificing their 
  past.  Each time the character gains an Insight Rank in this School, the character may 
  sacrifice their highest School Technique to gain an additional technique within this 
  school.  So, a Rank 2 Akodo Bushi who gains their first Rank in this school can become 
  an Akodo Bushi 1 / maho-bujin 1 rather than a Akodo Bushi 2 / maho-bujin 1. 
   
  Upon becoming a maho-bujin, the character’s physical manifestations of the taint 
  disappear, and the character regains their former appearance.  In unusual situations, Fu 
  Leng may even grant the character an additional advantages, but this is entirely up to the 
  game master. 
   
  Requirements: 
  Shadowlands Rank higher than the character's highest Ring.  The 
  character must have also journeyed to the Festering Pit of Fu Leng 
  to be deemed worthy of becoming a maho-bujin. 
  
   
   
  Bloodspeakers D10 Conversion 
   
  4 
  Techniques 
  Rank 1: Corruption Has No Bounds 
  The maho-bujin unlocks the barriers Rokugan has placed in his mind and lets his 
  emotions loose.  His body is no longer twisted from resisting the Taint, but flows with it 
  freely.  The character adds their rank in Shadowlands Taint to the total roll of any Bugei 
  skill. 
   
  Rank 2: Carve the Crimson Road 
  The maho-bujin must prove themselves on a path of blood.  They receive a number of 
  additional attacks equal to the highest Honor Rank among their opponents.  Any 
  technique that the character has which grants additional attacks is replaced by this 
  technique for determining actions per round. 
   
  Rank 3: Corruption Rewards 
  The weapons of the maho-bujin do not aim, but hear blood and leap for it.  The number 
  of Wounds inflicted by the character’s last attack in a round can be used the following 
  round as their initiative.  The character does not roll initiative, but simply has a ‘result’ 
  equal to the Wounds inflicted. 
   
  Rank 4: Devourer of Purity 
  The maho-bujin draws sustenance from the deaths they cause.  The character may heal a 
  number of Wound Ranks equal to the Honor Rank of any character they bring to Down, 
  Out, or Dead.  This healing takes effect immediately, and any excess is lost. 
   
  Rank 5: Even Steel Lies 
  The maho-bujin corrupts the Celestial Order, twisting the spirits of men and weapons 
  alike.  The character gains the power of Invulnerability and can only be hurt by jade, 
  crystal, obsidian, or magic. 
   
  Maho-Tsukai 
  Tainted Shadow School 
  A character who has given in to corruption may discover that the Taint is not always 
  blatant and obvious.  Sometimes, the benefits that are offered are much more subtle when 
  required.  Those who are trained in the art of stealth and succumb to the taint can become 
  a Tainted Shadow.  As the character progresses, they feel Lord Yakamo's wrath grow 
  more fierce, suffering a +1 penalty to the TN of all rolls while in the presence of full 
  sunlight for every rank of the Shadowlands Taint they possess.  A character that is trained 
  in the Tainted Shadow School is considered a Ninja and can learn the kata and abilities 
  presented in Way of the Ninja. 
   
  Benefits: 
   
  +1 Reflexes 
  Skills:  
   
  Athletics, Defense, Jiujutsu, Ninjutsu, Stealth, any two Low or 
  Bugei Skills 
  Starting Honor: 
  0 
  Starting Outfit: 
  Kimono, Traveling Pack, 2 Weapons of Average Quality, 3 Koku 
  Special: 
   
  The character must have at least two ranks of Shadowlands Taint. 
  
   
   
  Bloodspeakers D10 Conversion 
   
  5 
  Rank 1:  Embracing the Darkness 
  By gaining a point of Shadowlands Taint or by taking a single Wound, the character rolls 
  but does not keep an additional number of dice equal to their rank of Shadowlands Taint 
  when using the Stealth skill.  This bonus does not apply when the character is in an area 
  protected by anything that wards off the Taint.  The character can not roll more than ten 
  dice, regardless of their rank in Taint. 
   
  Rank 2:  Touch of Darkness 
  The character is capable of using the Taint to add a numbing chill to their unarmed 
  attacks.  By gaining a point of Shadowlands Taint, or by taking a single Wound, the 
  character keeps an additional die on all unarmed damage rolls.  A character that is 
  successfully struck by someone using this technique has their Strength Trait temporarily 
  reduced by one point, for a number of rounds equal to the character's rank in the 
  Shadowlands Taint. 
   
  Rank 3:  Whispers in Darkness 
  The character is capable of learning about events in other locations, as long as there are 
  shadows there.  By gaining two points of Shadowlands Taint or taking three Wounds, the 
  character can summon kansen in the shadows near them to whisper to them and tell them 
  what is happening in other areas where shadows exist.  The character makes a 
  (Willpower)k(School Rank) roll against a TN of 10.  The range of this ability is 100 feet, 
  but can be doubled for every Raise called.  If the roll is successful, the character can see 
  and hear through his shadow helpers. 
   
  Rank 4:  A Form of Darkness 
  The character is capable of becoming insubstantial, allowing them to pass through walls 
  and avoid physical harm.  By gaining two points of Shadowlands Taint or taking three 
  wounds, the character becomes Invulnerable to weapons not made of jade, crystal, 
  obsidian, or nemuranai.  The character is unable to harm anyone while in this form, but 
  can move normally, unhindered by physical objects.  The character can remain in this 
  form for one minute per rank of Shadowlands Taint they have.  Once this duration has 
  expired, the character can make a (Willpower)k(Insight Rank) against a TN of 15 to keep 
  their form for the same duration. 
   
  Rank 5:  One With Darkness 
  The Taint that runs through the character's body makes their form mutable and flexible, 
  granting them resilience to most attacks.  While out of direct light, the character is treated 
  as having a Carapace equal to their rank in Shadowlands Taint.  This Carapace is can be 
  ignored by jade, crystal, obsidian, or some nemuranai. 
   
  
   
   
  Bloodspeakers D10 Conversion 
   
  6 
  _______________________________________________________________________ 
  The Anvil of Despair 
  (Printed in Way of the Shadowlands) 
   
  Blood Arrows of Yajinden 
  A character using a blood arrow may become Tainted.  The game master rolls 1d10-5, the 
  results indicating how many points of Shadowlands Taint the character gains (0 to 5 
  points).  These arrows ignore amour that is not specifically treated to resist the Taint, and 
  inflict an additional +1k1 damage. 
  The Bloodswords 
  A Bloodsword can not simply be handed to someone, or picked up and used accidentally.  
  The person given a Bloodsword must choose to accept the Bloodsword, and accept it as 
  their sword.  Once an individual has accepted the sword as their own, their destinies 
  become intertwined with the weapon's.  A character whose Destiny becomes ensnared by 
  a Bloodsword gains the Dark Fate Disadvantage.  The character will become a legendary 
  figure in their time, but will become well known for the bloodshed and havoc they 
  caused. 
   
  A Bloodsword gains strength from the death it causes.  Each Bloodsword has a Rating, 
  and when a character first bonds with a Bloodsword, this Rating begins at 1.  Each time 
  the character kills a number of people equal to the Rating of the Bloodsword, this rating 
  increases by one.  When damage is rolled for a Bloodsword, any die that rolls less than 
  the Bloodsword's Rating is treated as the sword's Rating.  (Example:  A Rating 3 
  Bloodsword treats all rolls of less than 3 as 3.)  This Rating is reduced by one point each 
  week the sword does not claim a life.  The Rating of a Bloodsword will not drop below 
  the character's lowest Ring. 
   
  Each Bloodsword has a number of triggering conditions which will demand the sword be 
  used.  The character can either accept the sword's demand, and strike down the target the 
  sword has chosen and keep control of their own actions, or they can try to resist.  
  Resisting a Bloodsword requires a Willpower roll against a TN equal to the sword's 
  current Rating x 5.  If the character succeeds, everything is fine.  However, if the 
  character fails, they go into a bloodthirsty rage and will attack anyone within reach, 
  friend or foe until everyone within range is dead.  Succumbing to the rage of a 
  Bloodsword costs a character 2 points of Honor. 
   
  Once bonded to a Bloodsword, it is very hard to resist the urge to use it.  A character will 
  treat the sword as their primary weapon, and any attempt to remove it from the character 
  will result in violence.  A ritual of purification will sever the sword's connection with the 
  character, resetting the Rating of the sword to one.  Even with this, the character must 
  still make a Willpower roll against the sword's former rating, or reclaim it as their own. 
   
  Each Bloodsword appears as a Fine Quality katana, and rolls 3k2 damage.  Bloodswords 
  are notoriously resilient, and only through exceptional methods will one be broken (such 
  as snapping it in a throne made of jade).  Each Bloodsword can sense those whose 
  
   
   
  Bloodspeakers D10 Conversion 
   
  7 
  personalities match the temperaments of the Bloodsword and can attract such individuals 
  if they pass within 100 feet.  These individuals must make a Willpower roll against a TN 
  of 15, or become curious and pick the blade up. 
  
   
   
  Bloodspeakers D10 Conversion 
   
  8 
  Revenge (Fukushu) 
  The owner of Fukushu may spend a point of Honor to roll and keep an extra die of 
  damage.  This is a triggering condition for Fukushu, forcing the character to make an 
  immediate Willpower roll against a TN of 20.  If the character fails they go into a frenzy, 
  and will not sheathe Fushuku until every visible enemy is slain.  The character will not 
  withdraw or surrender, and will not use any weapon other than the Bloodsword until all 
  enemies have been killed.  If the character is disarmed, they can make another Willpower 
  check against a TN of 15 to compose themselves, but if they fail they will use any 
  method at their disposal to reclaim Fukushu.  If they are unable, they will use their bare 
  fists and continue attacking.  Anyone who attempts to disarm the character is 
  immediately considered an enemy.  After all enemies are killed or have escaped, the 
  character returns to normal, with no memories of the time in which they had lost control. 
   
  If the character who owns Fukushu has their honor insulted or challenged, even if it is 
  simply a perceived slight, Fukushu is triggered.  If the character's Family or Clan is 
  challenged in front of the character, Fukushu demands the insult be avenged in blood. 
   
  Ambition (Yashin) 
  During the Scorpion Coup, Yashin was shattered.  At the time of the Hidden Emperor, 
  Ambition was reforged into a wakizashi.  Yashin is a Fine Quality wakizashi, and rolls 
  2k2 for damage.  Yashin wishes to subvert the natural order, forcing the owner to climb 
  their way up in society over a pile of corpses.  When the character attacks someone of 
  higher Glory Rank, the character rolls and keeps additional dice for all attacks rolls equal 
  to the difference in Glory Rank between the two individuals.  On the other hand, anyone 
  attacking the owner who has a lower Glory Rank gains the same bonus against the 
  character wielding Yashin. 
   
  If the character who owns Yashin is in the presence of someone with a higher Glory Rank 
  who seems weak or vulnerable, Yashin is triggered.  This weakness does not actually 
  have to exist, the Lion who feels disdain for a high-ranking Crane would feel Yashin's 
  call, as would a bandit with nearly any pampered magistrate.  If the character does not 
  feel absolute loyalty for a superior, then Yashin is triggered, urging her owner to cut the 
  superior down. 
   
  Judgment (Handan) 
  Handan forces all around it to follow the strictest codes of honor, and is absolute in 
  enforcing it.  When attacking, Handan grants the owner an additional die of damage, 
  rolled and kept, for every Honor Rank the opponent has less than the character.  
  Alternatively, anyone attacking Handan's owner who has a higher Honor Rank than the 
  character gains a similar bonus. 
   
  If the character who owns Handan sees someone act in a dishonorable way, Handan is 
  triggered.  This includes anyone who suffers an Honor loss while the character is present, 
  anyone who does not act completely within the standards of Bushido, and anyone with a 
  reputation of being 'dishonorable'.  Handan does not recognize caste, so the lowliest Eta 
  to the Emperor is expected to act in accordance with their place on society, without 
  
   
   
  Bloodspeakers D10 Conversion 
   
  9 
  question.  Ironically, if Handan's owner loses Honor, or acts in a dishonorable fashion 
  and there are witnesses to the action, Handan is triggered, urging the character to slay 
  anyone who witnessed the character's dishonor.  The Honor loss from a Bloodsword rage 
  does not trigger Handan. 
   
  Passion (Jonetsu) 
  Jonetsu feeds the desires that burn in the heart of the samurai.  These feelings are often 
  suppressed, but Jonetsu helps remove the restraints of honor and duty that are used to 
  keep such feelings under control.  When the character encounters something which may 
  stir his passions, such as an attractive geisha, an alluring Scorpion, or something 
  appropriate to the samurai's tastes, they must make an Honor roll against a TN of 20.  If 
  the character fails the Honor roll, the object of their desire clouds their judgment.  When 
  an opportunity to do something to bring the character closer to the object of their desire 
  becomes available, the character must roll again.  Opportunities could include attempting 
  seduce the wife of a daimyo while he is away, defending or covering up the actions of a 
  friend turning to maho, or sneaking into a temple to steal a priceless go board.  
  Eventually, duty or Clan means nothing to the character as Passion drives them on. 
   
  If the character is challenged on his actions in pursuit of the object of his desire, or the 
  honor of the one they desire (if a person), Jonetsu's true power manifests.  The character 
  may proclaim their feelings for the object of their desire, which may result in a loss of 
  Honor.  For every point of Honor lost in this fashion, the character gains an additional die 
  to roll and keep on any skill roll using Jonetsu during the conflict. 
   
  If the character is prevented from acting on their desires in any way, Jonetsu is triggered.  
  This could be simply preventing the character from meeting someone they wish to see, to 
  requesting the character's departure from a monastery where they are admiring the art 
  presented.  Jonetsu can sense what the character desires and craves, and those who 
  attempt to force the character to control or curb those desires must be destroyed. 
   
  Four Masks of Iuchiban 
  All four masks are tainted items and share the power to plague the dreams of those close 
  by.  A character that sleeps within 50 feet of the mask may be forced to make an Earth 
  roll against a TN of 10.  This TN is increased by 1 for every night previously the 
  character has had to make this roll.  If the character fails their roll, they suffer from horrid 
  nightmares and the marks from their nightmares manifest on their bodies.  The character 
  takes 1k1 damage, and gains 1 point of the Shadowlands Taint.  These nightmares are 
  vivid and troubling, any Honor rolls the character must make while under the effects of 
  these nightmares have their TN increased by 5.  A successful Earth roll will prevent this 
  penalty and reset the rolls. 
   
  The First Mask (The Isawa Mask) 
  The mask grants the character a free raise when casting maho, and reduces the Taint 
  gained from casting maho by two points (to a minimum of one).  This mask helps 
  disguise the effects of the Taint.  Those within fifty feet of the mask are immune to any 
  spells or abilities which harm or detect those with the Taint, and even the most hideous 
  
   
   
  Bloodspeakers D10 Conversion 
   
  10 
  zombie or ferocious ogre will seem normal and mundane while within the mask's 
  influence. 
  
   
   
  Bloodspeakers D10 Conversion 
   
  11 
  The Second Mask (The Kuni Mask) 
  This mask grants the character an additional die to roll and keep on all damage rolls.  The 
  character gains the 9 point Luck Advantage while in possession of this mask.  The 
  character can detect the presence of taint in any person or object within ten feet of them 
  without effort (but not if they are protected by the First Mask), and can grant those with 
  the Taint a number of bonus dice (rolled, but not kept) on all attack rolls equal to their 
  rank in Shadowlands Taint. 
   
  The Third Mask (The Otomo Mask) 
  This mask grants the character a free raise on any social rolls and grants the character two 
  additional dice to roll and keep on any rolls to resist or bypass wards or other magical 
  barrier the character encounters.  The character can hear the voices of spirits, including 
  kansen or kami, and can speak with them if desired while within fifty feet of the mask. 
   
  The Fourth Mask (The Yogo Mask) 
  This mask grants the character the ability to disguise themselves, allowing them to appear 
  to be someone else.  The character's apparent age, height, weight, sex, and voice can be 
  changed, but the character can not imitate a specific person.  A character with this mask 
  gains +10 on all initiative rolls and can Focus an additional two times when engaging in 
  Iaijutsu.  The character is, however, more prone to dueling and fits of anger.  If 
  challenged to a duel, regardless of the odds or skill of the opponent, the character must 
  make a Willpower roll against a TN of 20 or accept.  If the character does win the duel, 
  they are given a reprieve from the nightmares and the Taint that comes with it for a week. 
   
  Porcelain Amour 
  This suit gives the protection of Heavy Amour, but does not inflict any penalties.  
  Wearing this amour grants the character three immediate benefits, the first being that any 
  opponent attacking the character discards any die that rolls their Honor Rank or less on 
  attack rolls.  The second benefit is that if the character is struck in melee combat, the 
  opponent suffers half the damage inflicted on the character.  The third benefit is that all 
  penalties created by wounds is reduced by 10 points.  This reduction can be combined 
  with Advantages such as Strength of the Earth. 
   
  The greatest benefit to wearing this amour comes from a character that would die in 
  combat.  They find their soul trapped within their body, fully capable of continuing to 
  battle.  The character has three more Wound boxes beyond Dead, and can continue to 
  fight even after being struck by mortal wounds.  If the wearer survives the battle they can 
  be healed by magic, but doing so grants the character a point of Shadowlands Taint for 
  every two Wounds the character suffered beyond Dead.  If the character ever reaches 
  more than two ranks of Taint, they find they can no longer remove the amour; doing so 
  kills them instantly as the taint is required to support old wounds. 
   
  Porcelain Mask 
  (Printed in Way of the Shadowlands) 
  
   
   
  Bloodspeakers D10 Conversion 
   
  12 
  Ruby of Iuchiban 
  A character wearing the Ruby of Iuchiban is protected from harm by near-miraculous 
  means.  Damage suffered by the character is reduced by their rank in the Shadowlands 
  Taint.  In addition, the character can attempt to trap the souls of others inside the ruby.  
  The character makes a resisted Willpower roll against the target's Willpower.  If the 
  character fails, they can not attempt this again for a day.  If they succeed, the victim's 
  soul is removed from their body and placed within the gem, leaving the body in a coma.  
  The body breathes and lives, but remains otherwise unresponsive and helpless.  Any 
  kami, kansen, or other spirit can attempt to possess the body from this point on, and need 
  only make an Earth roll against the character's Earth x 5 once an hour to remain within 
  the body.  The spirit within the gemstone can make a Willpower roll once again to escape 
  against the owner each time they try to trap another soul inside the ruby, but can also be 
  freed with the aid of a shugenja or maho-tsukai.  This requires the shugenja to perform a 
  prayer and make a Earth roll against a TN of 30. 
   
  Scrolls of Asahina Yajinden 
  Anyone who studies these scrolls must make an Earth roll against a TN of 15 or gain two 
  points of the Shadowlands Taint.  The character can spend Experience on the Lore 
  (Maho) skill and can learn the spells Bleeding, Blood Rite, Ghost Light, and Written in 
  Blood. 
   
  Shahai's Fan 
  This fan is strong enough that the character can use it to block or deflect attacks, 
  including ranged attacks.  A character using this Shahai's Fan to defend themselves gains 
  a +5 to their TN to be Hit and grants the character a Free Raise on all social rolls.  This 
  fan is capable of storing up to 50 Wounds worth of blood, but loses 2 Wounds of it per 
  day.  The character may use this blood to fuel any maho spells the character casts, or for 
  additional effects. 
   
  By sacrificing two Wounds, the character may peer into the fan and see portents of the 
  future.  The player may ask two questions of the game master about an event in the 
  future, and the game master must answer them.  The game master may choose to lie 
  about one of the two answers he provides.  This can be done once per week. 
   
  The character may spread the fan open, creating a Fear effect as dark images flash across 
  the fan's surface.  The rank of Fear the character creates is equal to their rank in the 
  Shadowlands Taint. 
   
  
   
   
  Bloodspeakers D10 Conversion 
   
  13 
  ______________________________________________________________________ 
  Spells 
  Ancient Wisdom 
  Mastery Level: 
  1 
  Casting Time: 
   
  10 minutes 
  Duration: 
   
  Permanent 
  Range: 
   
  Touch 
  The target skull becomes home again to the spirit that once inhabited it.  The skull does 
  not gain mobility or any attacks, nor can it feel pain.  It can see what is in front of it, and 
  can hear and speak normally.  The skull is under no compulsion to answer questions, but 
  can sometimes be convinced to cooperate with the caster.  Ancient wisdom can be used 
  with spells to create zombies or other animated dead, to create talking undead.  Note, 
  however, that the skull has no control over the body it is attached to unless the shugenja 
  allows it.  If the skull is destroyed, the spirit flees. 
   
  Bleeding the Elements 
  (Technique in Way of the Wolf) 
   
  Blood Amour 
  Mastery Level: 
  1 
  Duration: 
   
  1 round 
  Area of Effect: 
  Special, See Below 
  Range: 
   
  Self 
  The caster creates a link between themselves and an enemy, making the target suffer a 
  part of any damage the caster takes during melee combat.  Whenever the caster is struck, 
  the target suffers half the damage they inflicted (round up).  Creatures or people fighting 
  unarmed against the maho-tsukai are more susceptible to this spell, and if they fail their 
  Earth roll, suffer full damage.  Raises may be called to increase the duration by an 
  additional round per Raise, or to affect one additional target per Raise called. 
   
  Blood of Midnight 
  Mastery Level: 
  1 
  Duration: 
   
  8 rounds 
  Area of Effect: 
  One Target 
  Range: 
   
  25 feet 
  The target of this spell is imbued with a potent bloodlust, granting him an additional four 
  dice (rolled, but not kept) on all attack and damage rolls.  The target must spend one 
  round after killing a foe to further butcher the body and taste its blood.  Each foe slain 
  increases the duration of this spell by two Actions.  After the spell duration, the target 
  must make an Honor Roll with a TN equal to five times the number of foes slain, or else 
  suffer the loss of a point of Honor.  While under the influence of this spell, the target is 
  fully aware, but not under control of his actions (and may in fact attack friends as well as 
  foes).  Raises may be called to affect an additional target per Raise or to increase the 
  duration by an additional round. 
  
   
   
  Bloodspeakers D10 Conversion 
   
  14 
  Blood Warding 
  Mastery Level: 
  2 
  Casting Time: 
   
  1 minute 
  Duration: 
   
  1 hour 
  Area of Effect: 
  One portal or room 
  Range: 
   
  100 feet 
  This spell bars either a room's entrances or exits, or wards the room itself against entry by 
  creatures that lack the Shadowlands Taint.  By warding all of a room's doors, gates, 
  windows, and shutters of wood, metal, or stone, the spell holds the entrances fast, just as 
  if they were securely closed and normally locked.  The TN for attempting to force one's 
  way through the entrance is increased by the caster's School Rank x 5.  This ward is 
  created by etching symbols and markings on the warded surfaces with blood.  Raises may 
  be called to increase the spell's duration by an hour for each raise. 
   
  By warding a room or hallway, the spell inflicts damage on creatures that do not posses 
  the Shadowlands Taint that attempt to enter the warded area.  Any untainted creature 
  attempting to enter the protected region must immediately make an Earth roll against the 
  caster's Shadowlands Taint x 5 or suffer XkX Wounds, where X is the caster's rank in the 
  Taint.    A creature injured by this spell must attempt to resist a Fear rating equal to the 
  maho-tsukai's School Rank if they attempt to cross the ward.  Each round spent in the 
  warded after the first continues to inflict damage on creatures that failed the initial Earth 
  roll, and requires and requires new rolls from those that succeeded the first time.  Any 
  creatures with less ranks of Shadowlands Taint than the caster gain a Free Raise on for 
  every rank of Taint they possess when attempting to resist this Ward.  Creatures with 
  more ranks of Taint than the caster are not affected. 
   
  Bloodstrike 
  Mastery Level: 
  3 
  Duration: 
   
  1 round 
  Area of Effect: 
  One target 
  Range: 
   
  100 feet 
  The caster strikes the target of this spell with a sickly yellow ray.  The target and caster 
  both lose a number of Ranks from their Earth Ring up to the caster's School Rank for the 
  duration of the spell.  The maho-tsukai can choose to inflict less than the full amount, but 
  must lose as many Ranks in Earth as the target of the spell.  Raises can be called to 
  increase the duration, the number of targets struck. 
  
   
   
  Bloodspeakers D10 Conversion 
   
  15 
  Cannibalize 
  Mastery Level: 
  2 
  Area of Effect: 
  One Undead 
  Range: 
   
  25 feet 
  The caster destroys an undead to heal their own injuries.  For every Wound Level the 
  undead possessed, the caster heals one die of damage.  This spell will only work on non-
  sentient undead.  However, the process is dangerous, because it infuses the Shadowlands 
  Taint into a living body.  If the character gains more than four Wound Levels in healing 
  from this method, they must immediately make an Earth roll against a TN of 20.  Failure 
  results in the character immediately transforming into a free-willed undead, usually a 
  zombie or skeleton.  Despite the danger, this spell can be immensely handy in a tight 
  spot, buying a bloodspeaker time to escape or regroup by sacrificing mindless minions.  
  Raises can be called to increase the amount of dice healed per Wound Level of the 
  undead destroyed or to affect an additional target. 
   
  Choke the Soul 
  Mastery Level: 
  2 
  Duration: 
   
  4 rounds 
  Area of Effect: 
  One target 
  Range: 
   
  25 feet 
  The caster chokes the life out of those who hear his voice, the victim's gasp and wheezes 
  somewhere between choking and laughter.  The victim collapses into gales of manic 
  laughter that quickly become a wracking, choking wheeze, falling prone.  The target 
  creature can take no actions while strangling and suffer a cumulative 1k1 damage once 
  the spell exceeds 3 rounds.  After the spell ends, the victims require one round to recover 
  and then can act normally.  Creatures of only animal intelligence or that do not need to 
  breathe are not affected.  Raises can be called to increase the duration by one round per 
  Raise, or to increase the number of targets. 
   
  Corruption of the Earth 
  (Elemental Maho Spell - Earth) 
  Mastery Level: 
  3 
  Duration: 
   
  4 rounds 
  Area of Effect: 
  3 foot radius 
  Range: 
   
  25 feet 
  If successful, the earth within three feet of the target of this spell transforms to deep mud 
  which begins swallowing all within its radius at a rate of two feet per action.  Characters 
  trying to escape must make an Earth roll with a TN of 15 to move three feet.  Attempts to 
  move (successful or not) cause the character to sink an additional foot unless a Water roll 
  at a TN of 10 or greater is made.  Once to the edge, it takes an Earth roll to pull free.  The 
  TN of this roll is equal to five times the number of feet the character is submerged. 
   
  Anyone in the morass at the end of the spell's duration must be dug from the earth, but 
  can be assisted by any number of people who can reach the target.  If the spell stops short 
  of its duration for any reason, the earth spirits will retaliate against the maho-tsukai by 
  immediately releasing the targets and reversing the spells effects upon the maho-tsukai's 
  
   
   
  Bloodspeakers D10 Conversion 
   
  16 
  area.  Each Raise may increase the radius of the morass by three feet or increase the 
  duration by an additional round. 
   
  Clan Curse 
  Mastery Level: 
  2 
  Duration: 
   
  Permanent (See Below) 
  Area of Effect: 
  One target 
  Range: 
   
  Special (See Below) 
  This is a generic curse spell, usably by anyone intimate with black magic.  Curses are 
  simple, but require a sympathetic component: a lock of hair, a fingernail clipping, an 
  ounce of blood, etc.  It is not enough to gain a piece of clothing of the subject of the 
  curse; the caster must gain something that contains spiritual energy of the target.  If the 
  curse is successful, the caster must keep the item in physical contact at all times.  If the 
  caster ever loses the item, the curse is broken.  This is the only way to break a maho 
  curse. 
   
  When considering a curse, the game master must consider whether it will be entertaining 
  for all the players.  A curse should be a challenge, but a challenge that is fun for both the 
  player involved and the group as a whole.  The best way to do this is the 'Too much of a 
  good thing' rule.  Every character should be cursed with too much of something the 
  character already has. 
   
  Curse of Blood 
  Mastery Level: 
  3 
  Duration: 
   
  Permanent 
  Area of Effect: 
  One target 
  Range: 
   
  Special (See Below) 
  The character curses their killer with a dying breath.  The target must be present, but 
  distance or touch is not a factor.  The character can perform this spell instantly, even if 
  they do not have any actions remaining in the round.  At that time, the person responsible 
  suffers the full effect; if several are responsible, the curse falls on the individual singled 
  out by the dying caster, by word, glare, or gesture. 
   
  The curse induces hemophilia, causing the recipient to bleed from anyone wound, 
  beginning the round after the injury is received.  The victim loses an extra Wound point 
  each round for every wound the target has suffered.  Binding the wounds or applying any 
  magical healing stops the bleeding of that injury.  This curse is particularly devastating to 
  bushi and hence is usually aimed at characters that see a lot of hand-to-hand combat.  If 
  the victim ever receives more than 15 Wounds from a single blow, they must make an 
  Earth roll against a TN of 20 or bleed internally, a situation that can only be resolved 
  through the speedy application of magical healing. 
   
  Once laid, this curse is exceedingly difficult to lift.  Typically, only a major quest or the 
  intervention of the Fortunes can free the victim from its effects.  Other methods offer 
  temporary relief, but the curse's insidious effects always reassert themselves.  As the 
  caster's dying breath fuels this spell, even if the caster returns in some manner (such as 
  
   
   
  Bloodspeakers D10 Conversion 
   
  17 
  undead), the curse's effects will remain.  Each Raise called will allow the maho-tsukai to 
  target another individual, if they were involved in the caster's death. 
   
  Curse of Weakness 
  Mastery Level: 
  1 
  Duration: 
   
  Permanent 
  Area of Effect: 
  One creature 
  Range: 
   
  Touch 
  This common Bloodspeaker curse inflicts an overall weakness.  Maho saps the victim’s 
  body, mind, and spirit.  All TNs for the target are increased by +2.  Only one Curse of 
  Weakness can affect a character at once.  Raises can increase the TN penalty by one.  
  Thus, two Raises increase the TN penalty by +4, three Raises increase the TN penalty to 
  +5, etc. 
   
  Damnation 
  Mastery Level: 
  1 
  Duration: 
   
  Permanent 
  Area of Effect: 
  One target 
  Range: 
   
  25 feet 
  The target of this spell feels the call of Jigoku, the spirit worlds of the damned.  The TN 
  of this spell is increased by the target's Honor x 5 rather than by their Earth Ring.  The 
  character carries a seed of evil in his heart.  The next time the character is faced with a 
  moral dilemma or has the opportunity to perform an action of evil, the character does so 
  without hesitation.  If the character is forced to make an Honor roll for any reason, they 
  will automatically fail.  This spell will not cause the target to befriend the caster, and does 
  not necessarily mean that the target will turn against friends or family, but it will most 
  likely cause the victim to lose Honor.  For every two Raises called, the caster can make 
  the victim perform one additional evil action when given the opportunity. 
   
  Dancing With Demons 
  Mastery Level: 
  3 
  Duration: 
   
  Permanent 
  Area of Effect: 
  One target 
  Range: 
   
  100 feet 
  This spell is unique to the Beauty of Death cell.  The maho-tsukai (or a willing substitute) 
  dances with the kansen summoned by this spell.  The dance lasts for an hour of full 
  concentration; at the end of the hour, the dancer makes a Dance / Awareness roll at a TN 
  of 5x the CP cost of the Advantage.  If the kansen are pleased with the dance, they 
  permanently bestow upon the target any personal physical or mental Advantage affecting 
  them alone.  For example, they could gain Dangerous Beauty or Magic Resistance, but 
  not an Ancestor, Kharmic Tie, or Social Position.  Failure in summoning or dancing 
  means the maho-tsukai (and the dancer) burns horribly, taking 1k1 Wounds per CP point 
  of Advantage sought.  The willing dancer and the maho-tsukai equally share the 
  Shadowlands Points that result from this spell.  The dancer only needs to willing dance 
  for the spell to work; the dancer does not need to be aware of this spell. 
   
  
   
   
  Bloodspeakers D10 Conversion 
   
  18 
  The maho-tsukai may instead impose a Disadvantage on a victim that is present and 
  watching the dance.  It must be a personal physical or mental Disadvantage affecting the 
  victim alone.  The maho-tsukai must offer the kansen an object that is owned by the 
  victim. 
   
  Dark Divination 
  Mastery Level: 
  3 
  Casting Time: 
   
  3 Actions 
  Duration: 
   
  1 Action 
  Area of Effect: 
  Self 
  The spell allows the caster to ask questions to the game master.  Each question gains the 
  character six points of taint.  The game master must answer each question honestly, but 
  can only answer 'yes' or 'no'.  For each Raise called, the caster can ask an additional 
  question. 
   
  Dark Phoenix Fire 
  (Elemental Maho Spell - Fire) 
  Mastery Level: 
  2 
  Duration: 
   
  1 Action 
  Area of Effect: 
  20 foot radius 
  Range: 
   
  100 feet 
  The character unleashes a wave of corruption in a fiery black explosion.  Creatures 
  caught within the area are engulfed and take (Fire)k(Taint) in Wounds.  Each target then 
  must make an Earth roll against the number of Wounds inflicted, or gain a point of the 
  Shadowlands Taint.  Raises may be called to increase the area of effect by 20 feet per 
  Raise. 
   
  Dim Mak 
  Mastery Level: 
  1 
  Duration: 
   
  Permanent 
  Area of Effect: 
  One target 
  Range: 
   
  Touch 
  The caster, upon completion of this spell, must touch the target to release it.  If 
  successful, the victim suffers 2k2 damage and the spell ends.  If the caster sacrificed a 
  Tainted, sentient creature as part of the spell, the creature's rank in the Shadowlands Taint 
  is rolled and kept for damage instead.  Raises may be called to increase the number of 
  times the caster can release this spell by touch, or two raises may be called to allow the 
  damage to be transmitted through a weapon. 
   
  Drawing Out the Darkness 
  Mastery Level: 
  1 
  Duration: 
   
  Permanent 
  Area of Effect: 
  One target 
  Range: 
   
  Touch 
  The caster and a target touched gain a number of points of Shadowlands Taint equal to 
  the caster's School Rank.  For each Raise called, the number of points gained can be 
  
   
   
  Bloodspeakers D10 Conversion 
   
  19 
  increased by one. 
   
  Entrap Ancestor 
  Mastery Level: 
  4 
  Casting Time: 
   
  1 hour 
  Duration: 
   
  1 minute 
  Area of Effect: 
  One object 
  Range: 
   
  25 feet 
  Ritual.  This ritual binds the soul of an ancestor spirit within an item of at least Fine 
  Quality.  As long as the item remains whole, unscarred, and complete, the ancestor is 
  trapped within it, and can grant the wearer advice and information.  Additionally, while 
  the wearer has the item, they gain the benefits and disadvantages of that Ancestor.  As 
  soon as the item is scratched, lost, or broken, or when the spell duration expires, the spirit 
  returns to its proper place in the afterlife.  The ancestor can be seen normally by anyone 
  who can see spirits.  Each Raise called on this spell will increase the duration another 1 
  minute. 
   
  Eternal Darkness 
  Mastery Level: 
  3 
  Duration: 
   
  1 minute 
  Area of Effect: 
  One Undead 
  Range: 
   
  25 feet 
  The caster chooses a single undead creature and protects it from destruction by granting it 
  the ability to regenerate.  The undead regains one Wound Level each round, and can 
  recover from nearly any form of damage.  If the undead creature is brought to Dead, it 
  continues to fight normally, though the removal of limbs may slow its movement.  
  During the duration of this spell, only the complete destruction of the target will prevent 
  it from regenerating.  Each Raise called can increase the duration an additional minute, or 
  can be used for one additional target per Raise. 
   
  Expose Taint 
  Mastery Level: 
  3 
  Duration: 
   
  1 minute 
  Area of Effect: 
  One target 
  Range: 
   
  25 feet 
  The caster amplifies and reveals the Shadowlands Taint already present in a creature with 
  one or more ranks of Taint.  Tainted creatures may choose not to resist this spell rather 
  than resisting it.  Each creature affected may roll and keep an additional number of dice 
  equal to their rank in the Taint for all attack rolls.  At the end of the spell's duration, the 
  target suffers a mild physical Taint symptom.  The target also permanently gains a 
  number of points of taint equal to the rank of Shadowlands Taint the caster possessed 
  upon casting the spell.  Incidentally, this spell also negates the beneficial property of jade 
  tea.  Raises can be used for additional targets, or to increase the duration by another 
  minute per Raise. 
   
   
  
   
   
  Bloodspeakers D10 Conversion 
   
  20 
  Feeding on Flesh 
  Mastery Level: 
  1 
  Duration: 
   
  1 minute 
  Area of Effect: 
  One target 
  Range: 
   
  25 feet 
  The caster devours a portion of human flesh to inflict wounds on others at a distance.  
  The wounds the caster inflicts roughly resemble those made on the corpse; corrupt 
  elemental spirits bite the target in response to the caster's urging.  The caster inflicts 2k2 
  damage on a single target for each round spent devouring the corpse.  Raises can be used 
  to increase the duration by 2 rounds per Raise. 
   
  Greater Blood Rite 
  Mastery Level: 
  3 
  Duration: 
   
  Permanent (healing)/1 hour (augmentation) 
  Area of Effect: 
  One target 
  Range: 
   
  Touch 
  A greater form of Blood Rite, the maho-tsukai can convert great quantities of blood into 
  powerful dark energies, which can be used to heal the caster or others, or to increase 
  physical attributes.  For every thirty Wounds sacrificed, the caster can heal a Wound 
  Level or increase a physical trait by two points for the duration of the spell.  For each 
  Raise called, the caster can increase an additional trait or heal an additional Wound 
  Level. 
   
  Hide Taint 
  Mastery Level: 
  2 
  Duration: 
   
  1 hour 
  Area of Effect: 
  One target 
  Range: 
   
  25 feet 
  The caster hides all traces of a single target's Taint from normal sight.  The smell, sight, 
  sounds, and voice of the creature are disguised by this spell, concealing any indication the 
  target is Tainted.  Under the protection of this spell, zombies look like normal (if quiet) 
  henchmen, an ogre looks like a sumai wrestler or a burly samurai, and a goblin might 
  appear to resemble a child.  The caster has no control over exactly what form the illusion 
  takes; the kansen are somewhat whimsical in their choices.  The target is always aware of 
  what it looks like to others and can see its Tainted reflection normally in mirrors.  Others 
  can also see through the spell in a mirror, revealing the tainted creature.  This spell does 
  not reduce the taint within the creature, and can not hide magical traces of the Taint; a 
  Kuni Witch Hunter could still detect the taint normally.  For each Raise called, the caster 
  can either increase the duration another hour, or conceal an additional target. 
   
  Iuchiban's Theft 
  Mastery Level: 
  5 
  Duration: 
   
  1 minute 
  Area of Effect: 
  One target 
  Range: 
   
  25 
  The caster reaches inside a target creature's mind and removes spells, skills, kiho, kata or 
  
   
   
  Bloodspeakers D10 Conversion 
   
  21 
  techniques, which the caster or another target gains the use of temporarily.  The caster 
  drains one technique, one kata, one kiho, or one skill from the target, plus one additional 
  one for each Raise called by the caster.  The caster can not mix what is being taken, they 
  must all be techniques, kata, kiho, or skills that are stolen.  The process is quite painful; 
  both the target and the recipient must make a Willpower roll against a TN of 15 or 
  scream and faint as the memories are removed and inserted. 
   
  Extracted abilities are only temporarily transferred; when the spell duration expires, the 
  skills and spells are restored to their source, unless that source has died.  In this case, the 
  resulting spirit attempts to regain them, but a strong maho-tsukai may keep them all the 
  same.  If the caster is a maho-tsukai, the spell need not be cast on a living human; the 
  desired talents can be retrieved from spirits, oni, and any humanoid creature dead for up 
  to a day per Raise called by the caster.  Raises may also be called to increase the duration 
  by an additional minute per Raise. 
   
  I Give You My Name 
  Mastery Level: 
  5 
  Duration: 
   
  1 hour 
  Area of Effect: 
  One target 
  Range: 
   
  25 feet 
  The caster sacrifices a powerful and tainted human soul to bring an oni from Jigoku 
  under the caster's command.  Unlike normal oni summoning, this spell both requires a 
  sacrifice, and the strength of that sacrifice determines the power of the oni that appears.  
  The oni's Rings can not exceed the highest Ring of the sacrificed victim and the caster's 
  School Rank, combined. 
   
  The summoned oni erupts from the body of the sacrifice, doing 6k6 damage and often 
  killing the victim outright.  In the case of more powerful sacrifices, the spell alone may 
  not be enough to kill the victim, and in those cases the caster typically uses a knife or the 
  like to dispatch the victim, ensuring the oni's stay for the full duration of the spell.  If the 
  sacrifice survives, the oni's power is diminished and it is banished after half the normal 
  duration.  If the caster is injured, the oni may break free of the caster's control.  The caster 
  makes a resisted Willpower roll against the oni.  If the oni succeeds, the oni is free of the 
  caster's control. 
   
  Quench The Ashes 
  Mastery Level: 
  4 
  Duration: 
   
  1 day 
  Area of Effect: 
  Self 
  Range: 
   
  400 feet 
  The character is able to witness a single maho or elemental spell being cast, and can then, 
  for the duration of the spell, cast that spell themselves as if they had mastered the spell.  
  The spell observed must be one the caster would normally be capable of casting, such as 
  another maho spell, an Elemental Air spell, or one who's Mastery Level is low enough for 
  the caster to cast.  Once the caster has seen the spell, they understand the principles 
  behind it and can cast it for the duration of this spell.  Once the duration expires, the spell 
  
   
   
  Bloodspeakers D10 Conversion 
   
  22 
  is lost.  The caster may not call Raises on the spell learned from Quench the Ashes, 
  unless the caster has called Raises on this spell.  For every Raise called on Quench the 
  Ashes, the caster is allowed one Raise on the spell learned when casting. 
   
  Red Knife 
  Mastery Level: 
  2 
  Duration: 
   
  1 minute 
  Area of Effect: 
  One weapon 
  Range: 
   
  Touch 
  The maho-tsukai is able to channel the power of Jigoku into a weapon he holds.  The 
  weapon gains a +1k0 to the damage it inflicts, and adds the Honor Rank of any target 
  struck by it to the damage inflicted.  While this spell is in effect, the wielder and anyone 
  within ten feet of them are immune to possession or magical control.  Creatures capable 
  of possession, such as spirits or kansen, can not pass through the barrier, but those 
  already within the area of effect are not forced out.  The caster may also cause a target to 
  submit to sacrifice.  Only one person can be chosen at a time, but once the target is dead, 
  the caster may choose a new target.  The caster and victim make a resisted Willpower 
  roll, and if the caster succeeds, the victim will walk willingly to the altar or otherwise 
  offer themselves for sacrifice. 
   
  If the caster releases the weapon for any reason, the spell ends the following round.  This 
  spell, if cast upon a nemuranai, negates the abilities of the weapon for the duration of the 
  spell, replacing them with the spell's effects.  This spell does not work on most powerful 
  nemuranai and does not work on artifacts.  For each Raise called, the spell's duration can 
  be extended for 1 minute. 
   
  Sacrifice of Masks 
  Mastery Level: 
  2 
  Duration: 
   
  Permanent 
  Area of Effect: 
  One mask 
  Range: 
   
  Touch 
  The maho-tsukai creates an enchanted porcelain zombie mask; this requires a Fine 
  Quality mask of a human or demonic face.  Placed on the corpse of a sentient being, this 
  spell then animates the corpse into a plague zombie.  The corpse must be dead for longer 
  than a week for this spell to work.  Raises can be called on this spell to increase one of 
  the zombie's Rings by one Rank per Raise called, or to increase the zombie's Carapace 
  rank by one point per Raise called. 
   
  Stealing the Soul 
  Mastery Level: 
  3 
  Duration: 
   
  1 minute 
  Area of Effect: 
  One target 
  Range: 
   
  400 feet 
  Ritual.  The caster saps the life force of a target, draining him and making him easy pray 
  for a sacrifice.  For every shugenja participating in the ritual, the victim temporarily loses 
  one from each Ring and Trait (to a minimum of 1).  Raises may be called to increase the 
  
   
   
  Bloodspeakers D10 Conversion 
   
  23 
  duration by one minute per Raise called. 
   
  Summon Garegosu no Bakemono 
  Mastery Level: 
  3 
  Duration: 
   
  Special (See Below) 
  Range: 
   
  25 feet 
  Successfully cast, this spell summons a tentacle-horror known as Garegosu no Bakemono 
  who fights for, and obeys, the maho-tsukai until the sun rises.  The caster need never fear 
  Garegosu no Bakemono. 
   
   
  Garegosu no Bakemono 
   
  Earth:   
  3 
   
  Fire:    
  3 
   
  Water:   
  4 
   
  Air:    
  2 
   
  Attack:   
  4k3 
   
  Damage:   
  Earth Rank + 5 Wounds 
   
  TN to be Hit:  25 
   
  Wounds: 
  9: -1;  20: -2;  35: Dead 
   
  Special Abilities:  Fear 3 (Fear 4 when devouring), Eating 
   
  Each time the Garegosu no Bakemono kills an opponent, it consumes the body 
  and adds the digested meal's former Earth Rank to its own (increasing the damage 
  it inflicts, and adding the Earth Rank to each wound level.) 
   
   
  Garegosu no Bakemon is horrific creature resembling a large cancerous octopus 
  about the size of an elephant.  Whenever anyone sees Garegosu no Bakemono for 
  the first time, they must resist Fear 3.  If they witness Garegosu no Bakemono 
  devouring someone, they must make a Fear 4. 
   
  Summon Swamp Spirits 
  Mastery Level: 
  2 
  Duration: 
   
  Special (See Below) 
  Range: 
   
  25 feet 
  This spell must be cast near a still body of water.  It calls forth minions of the swamps to 
  do the caster's bidding.  These swamp spirits are blue-green humanoids that appear to be 
  made of the clay found at the bottom of Rokugan's swamps.  The spell calls forth one 
  swamp spirit, but for each Raise called, another one may be called into being. 
   
   
  Swamp Spirit 
   
  Earth:   
  1 
   
  Fire:    
  2 
   
  Water:   
  3 
   
  Air:    
  1 
   
  Attack:   
  3k2 
   
  Damage:   
  3k2 
   
  TN to be Hit:  10 
  
   
   
  Bloodspeakers D10 Conversion 
   
  24 
   
  Wounds: 
  4: -1;  10: Dead 
   
  Taint the Blood 
  Mastery Level: 
  1 
  Duration: 
   
  1 minute 
  Area of Effect: 
  One target 
  Range: 
   
  Touch 
  The maho-tsukai taints the blood and chills the bones of the target, causing sweat and 
  shivers simultaneously.  The target suffers a -2k0 on all attack rolls for the duration of the 
  spell, and the TN to be Hit of the target drops to 5 (but gains the benefits of amour).  For 
  each Raise called, the target loses one additional die. 
   
  Taint Food and Drink 
  Mastery Level: 
  1 
  Duration: 
   
  Permanent 
  Area of Effect: 
  Special 
  Range: 
   
  25 feet 
  The caster corrupts a food or water source.  If cast on a supply of food, the food becomes 
  spoiled and obviously rotten, whereas if it is cast on water, sake, or other beverages, the 
  drink is corrupted to smell salty, stagnant, and befouled.  Should the spell be cast on a 
  well, the effect lasts only for a while, until the water is replenished by natural cycling.  
  Typically, this lasts for 2d10 days, though some desert wells may require a month or 
  more to recover. 
   
  Touch of Death 
  Mastery Level: 
  4 
  Duration: 
   
  Instantaneous 
  Area of Effect: 
  One target 
  Range: 
   
  25 feet 
  This spell strikes the target with lethal energy, summoned directly from Fu Leng, through 
  the casting shugenja and into the target.  The skin and hair of the target age rapidly under 
  the influence of this spell.  The hair loses all color, turning white and falling out in great 
  clumps, while the skin blackens as the flesh ages too rapidly to fall away.  This spell 
  inflicts 7k7 damage.  The caster may call Raises to increase the spell's damage by +1k1 
  per Raise called. 
   
  Voice of Lies 
  Mastery Level: 
  1 
  Duration: 
   
  1 minute 
  Area of Effect: 
  Self 
  Range: 
   
  Self 
  The taint is well known for causing paranoia, irrationality, and personal habits that others 
  may find repugnant and instead appears more powerful and inspirational.  For the 
  duration of this spell, the caster has no mental or psychological disadvantages, allowing 
  them to mingle in society more easily.  Additionally, the character can add their Rank in 
  the Shadowlands Taint to the total of all Intimidation rolls. 
  
   
   
  Bloodspeakers D10 Conversion 
   
  25 
   
  Vermin Form (Re: Flock of Blood from Secrets of the Shadowlands) 
  Element: 
   
  Maho (Considered Earth for the purposes of counterspells) 
  Mastery Level: 
  4 
  Duration: 
   
  1 hour per Insight Rank of caster 
  Area of Effect: 
  Personal 
  Range: 
   
  Touch 
  You may transform into a swarm of small creatures, either rats, insects, or small birds.  
  The total number of creatures is equal to your maximum number of Wounds.  Each 
  Creature is identical to others of its kind, but possesses only one Wound.  When the spell 
  expires, you reform at the site of one creature of your choosing, and all other creatures 
  disappear.  Any that are killed or captured do not return, and you reform missing a 
  number of Wounds equal to the total number of dead or missing animals.  These missing 
  Wounds may only be recovered through rest, and may not be healed magically. 
   
  Wasting Disease 
  (Published in Time of the Void) 
   
  Written in Blood 
  Mastery Level: 
  1 
  Casting Time: 
   
  Time to write parchment 
  Duration: 
   
  Permanent 
  Area of Effect: 
  One parchment 
  Range: 
   
  Touch 
  The caster creates a hidden message using human blood as ink and written on a 
  parchment of human skin.  Characters without Taint that handle the message can not read 
  it, while those who have a Taint Rank of 2 or greater can read the message normally.  
  Those character with only one rank of Taint must make a Willpower roll against a TN of 
  20 to read it. 
   
  Yajinden's Soul Switch 
  Mastery Level: 
  6 
  Duration: 
   
  Permanent 
  Area of Effect: 
  One target 
  Range: 
   
  400 feet 
  By casting this spell, the maho-tsukai can switch bodies with a living target within range.  
  The caster transfers all skills, techniques, spells, and kata with them as part of the switch; 
  and the target does likewise.  The new body's mental Traits are those of the caster, while 
  the physical Traits are those of the host, adjusting the Rings accordingly.  To cast the 
  spell, the two bodies must be within range, and the caster must know where the second 
  body is, though they do not need line of sight to perform the exchange.  The caster 
  switches bodies and forces the target's soul into his old body.  Failure of this spell leaves 
  both the caster and the target stunned for one round, and the target automatically resists 
  any further attempts for the caster to switch bodies again. 
   
  If successful, the character's life force occupies the host body and the host's life force 
  
   
   
  Bloodspeakers D10 Conversion 
   
  26 
  occupies the caster's body.  If the new host body is slain, the caster dies with it.  
  However, nothing prevents the caster from again soul switching from the new body, most 
  frequently, the switch is from an elderly body to a younger one, or from an imprisoned 
  body to a free one. 
   
  ________________________________________________________________________ 
  Asako Kinuye 
  Earth:  
   
  3 
  Stamina 
   
  4 
  Water: 
   
  3 
  Strength 
   
  4 
  Fire:  
   
  3 
  Air: 
   
   
  3 
  Void:  
   
  3 
  Shadowlands Taint: 3.5 
  School/Rank:  
  Asako Henshin 4 
  Insight: 
   
  230 
  Honor: 
   
  0 
  Glory:  
   
  2.0 (Within City of the Lost) 
  Advantages:  
  Higher Purpose (Defeat the Dark Oracles), Inner Gift (Penetrate 
  Yume-Do), Quick, Social Position (Within City of the Lost) 
  Disadvantages: 
  Unlucky (1) 
  Techniques:  
  Asako Riddles and Mysteries 
  Kiho:  
   
  Channel the Fire Dragon, Corrupted Touch, Musubi, Way of the 
  Willow 
  Skills: Athletics Group 4 (Athletics 4, Climbing  4, Stealth 3), Lore Group 6 (Lore (Air) 
  4, Lore (Earth) 4, Lore (Fire) 5, Lore (Water) 4), Magic Group 5 
  (Calligraphy 3, Lore (Shugenja) 4, Omens 6, Spellcraft 5), 
  Meditation Group 4 (Meditation 3, Shintao 3, Tea Ceremony 2, 
  Theology 5), Shadowlands Group 4 (Lore (Shadowlands) 5, Lore 
  (Maho-Tsukai) 4), Jiujutsu 3, Lore (Elements) 4, Medicine 5, 
  Tantojutsu 3 
   
  Chuda Mishime, Chuda Family Daimyo 
  Earth:  
   
  4 
  Water: 
   
  3 
  Perception 
   
  4 
  Fire:  
   
  3 
  Intelligence 
   
  5 
  Air: 
   
   
  5 
  Void:  
   
  3 
  Shadowlands Taint: 4.2 
  School/Rank:  
  Chuda Shugenja 5 
  Honor: 
   
  0.1 
  Glory:  
   
  5.7 
  Advantages:  
  Ancestor (Chuda Tenkazu), Great Destiny 
  
   
   
  Bloodspeakers D10 Conversion 
   
  27 
  Disadvantages: 
  Benten's Curse, Driven, Obligation, Sword Enemy (Reikado) 
  Spells:  
   
  As head of a maho-wielding family, Mishime has access to 
  perhaps the largest library of blood magic spells in existence.  
  Given that he also has a virtually unlimited supply of blood, 
  Mishime can cast any maho spell, including many previously 
  unknown spells that simulate elemental effects.  Mishime may also 
  cast elemental spells, particularly Earth spells, as the GM deems 
  appropriate. 
  Skills:  
   
  Calligraphy 3, Chisaijutsu 3, Etiquette 3, Heraldry 4, History 5, 
  Investigation 4, Lore (Maho) 6, Lore (Shadowlands) 5, Poison 3, 
  Shintao 3, Sincerity 5, Spell Research 6, Stealth 4, Tantojutsu 4, 
  Theology 3, Torture 3 
   
  Daigotsu, Fallen Lord of the Shadowlands 
  Earth:  
   
  5 
  Willpower 
   
  7 
  Water: 
   
  4 
  Fire:  
   
  4 
  Intelligence 
   
  7 
  Air: 
   
   
  5 
  Awareness 
   
  6 
  Void:  
   
  4 
   
  School/Rank:  
  Iuchi Shugenja 8 
  Dojo:  
   
  Temple of the Ninth Kami 
  Honor: 
   
  1.0 
  Glory:  
   
  0.0  (10.0 in the Shadowlands) 
  Advantages:  
  Allies (Fu Leng), Benten's Blessing, Clear Thinker, Hantei Blood, 
  Great Destiny, Leadership, Magic Resistance (6), Strength of the Earth (8) 
  Disadvantages: 
  Sworn Enemy (Iuchiban, Most of Rokugan, Emma-O) 
  Spells:  
   
  Daigotsu has extensive knowledge of magic, and can cast any spell 
  available to a shugenja of his rank.  He can no longer use any form 
  of maho, though he has modified most of his spells so that they 
  resemble maho when he casts them. 
  Skills:  
   
  Battle 6, Calligraphy 3, Courtier 5, Defense 5, Diplomacy 4, 
  Etiquette 4, Horsemanship 2, Hunting 3, Intimidation 7, Katana 7, 
  Lore (Gaki-Do) 4, Lore (Jigoku) 10, Lore (Maho) 8, Lore (Meido) 
  4, Lore (Shadowlands) 8, Lore (Shugenja) 3, Lore (Toshigoku) 4, 
  Lore (Yume-Do) 4, Meditation 7, Shintao 5, Tanto 5 
   
  Daigotsu's Special Abilities: The Fallen Lord possesses a number of unique abilities. 
   
  Oni Possession: 
  Daigotsu may possess any oni he can see, at will.  The oni has no 
  chance to resist; its soul is automatically suppressed and Daigotsu's 
  original body becomes inanimate while he controls the oni.  
  Daigotsu may return to his own body at will, regardless of range, 
  
   
   
  Bloodspeakers D10 Conversion 
   
  28 
  or may shift his soul to another oni within sight of the possessed 
  oni at will.  Daigotsu is aware of all abilities of his host and may 
  use them, but Daigotsu may not cast his own spells or use his own 
  natural abilities (with the exception of this one) while within a 
  host.  If Daigotsu's host is killed, Daigotsu's soul returns to his host 
  body regardless of range.  This ability also allows Daigotsu to 
  possess any bodies recently possessed by Iuchiban or Yajinden, 
  leading Daigotsu to believe the origins of this ability are more 
  closely tied to Iuchiban's khadi magic than his oni heritage. 
   
  Oni Vision: 
   
  Daigotsu may view the location of any oni he has seen before, at 
  will.  Outside the Shadowlands, Daigotsu must make a Perception 
  roll vs TN 40 or be unable to view that oni again for one day. 
   
  Oni Heritage:  
  Spells and effects which affect oni also affect Daigotsu. 
   
  Taint Resistance: 
  Since his return from the dead, Daigotsu no longer bears the 
  Shadowlands Taint, and can not accumulate or draw upon the 
  Taint in any way, nor can he cast any maho spells.  Further, any 
  maho spell that targets him has its TN increased by +15 (in 
  addition to the penalty from Daigotsu's Magic Resistance 
  Advantage). 
   
  Doji Adoka 
  Earth:  
   
  2 
  Willpower 
   
  2 
  Water: 
   
  2 
  Strength 
   
  2 
  Fire:  
   
  4 
  Agility  
   
  3 
  Air: 
   
   
  4 
  Reflexes 
   
  3 
  Void:  
   
  3 
   
  Shadowlands Taint: 4.3 
  School/Rank:  
  Asahina Shugenja 4 
  Dojo:  
   
  Temple of the Morning Sun  (Free Raise on all skill rolls using 
  Awareness.  Doji Adoka has lost the Training Benefit of this School) 
  Insight: 
   
  221 
  Honor: 
   
  0 (3.0) 
  Glory:  
   
  0 
  Advantages:  
  Cadence, Perceived Honor (3), Precise Memory, Read Lips, Voice 
  Disadvantages: 
  Insensitive, Phobia (Arachnophobia +5) 
  Spells:  
   
  Italic Spells are Mastered:  Sense, Commune, Summon, By the 
  Light of Lord Moon, Wind Borne Slumbers, Yari of Air, 
  Reflections of Pan Ku, Sympathetic Energies, Katana of Fire, 
  
   
   
  Bloodspeakers D10 Conversion 
   
  29 
  Echoes on the Breeze, Secrets on the Wind, Blood Rite, Entrap 
  Ancestor, Greater Blood Rite, Blood of the Ages, Hate's Heart, 
  Taint Strike 
  Skills:  
   
  Courtier Group 5 (Courtier 4, Diplomacy 3, Etiquette 3, 
  Manipulation 4), Literature Group 3 (Bard 3, Calligraphy 3, 
  Oratory 2, Poetry 2), Lore Group 4 (Lore (Ancestors) 6, Lore 
  (Ghosts) 5, Lore (Maho) 5, Lore (Maho-Tsukai) 4), Magic Group 3 
  (Cipher 4, Omens 3, Spellcraft 3, Spell Research 4), Magistrate 
  Group 3 (Intimidation 2, Investigation 3, Law 2), Meditation 
  Group 4 (Meditation 3, Shintao 3, Tea Ceremony 2, Theology 3), 
  Defense 2, Tantojutsu 2 
   
  Shahai, Dark Daughter of Fu Leng 
  Earth:  
   
  4 
  Willpower 
   
  7 
  Water: 
   
  5 
  Perception 
   
  8 
  Fire:  
   
  6 
  Air: 
   
   
  6 
  Void:  
   
  3 
   
  Shadowlands Taint: 5.8 
  School/Rank:  
  Iuchi Shugenja 3 / Chuda Shugenja 4 
  Dojo:  
   
  Gatherer of the Winds  (Gains a Free Raise when resisting fear or 
  intimidation) 
  Honor: 
   
  0.3 
  Glory:  
   
  6.6 
  Advantages:  
  Dark Daughter (see properties, below), Innate Ability (numerous) 
  Disadvantages: 
  Obligation (To Iuchiban and the Bloodspeakers), Sworn Enemy 
  (Kuni Kiyoshi), True Love (Daigotsu) 
  Spells:  
   
  Shahai has access to all maho spells, plus a large number of her 
  own devising.  She also has access to all Water spells.  She knows 
  other elemental spells as the GM sees fit. 
  Skills:  
   
  Calligraphy 4, Defense 5, Herbalism 4, Horsemanship 4, Hunting 
  3, Intimidation 6, Lore (Maho) 8, Lore (Shadowlands) 7, 
  Manipulation 4, Meditation 4, Poison 3, Seduction 5, Shintao 3, 
  Sincerity 6, Spell Research 7, Tantojutsu 4 
  Special: 
   
  Shahai possesses the following qualities as a result of being the 
  current Dark Daughter of Fu Leng. 
   
  Akutenshi: 
   
  The Dark Daughter of Fu Leng is considered to be an akutenshi, a 
  fallen angel of Fu Leng.  Shahai may be considered to possess any 
  six of the akutenshi abilities found in Bearers of Jade at any one 
  time.  She may change these abilities by performing a two-hour 
  ritual. 
  Carapace: 
   
  Shahai possesses a Carapace of 7. 
  
   
   
  Bloodspeakers D10 Conversion 
   
  30 
  Dark Presence: 
  No creature of the Shadowlands may attack or harm Shahai in any 
  way unless she specifically commands them to do so. 
  Maho Potency: 
  All maho spells cast by Shahai automatically gain three Free 
  Raises. 
   
  Jama Suru, Iuchiban's Lieutenant 
  Earth:  
   
  5 
  Stamina 
   
  7 
  Water: 
   
  5 
  Fire:  
   
  5 
  Agility  
   
  6 
  Air: 
   
   
  5 
  Reflexes 
   
  6 
  Void:  
   
  4 
   
  Shadowlands Taint: 9.1 
  School/Rank:  
  Cult of the Blood-Red Moon 5 (see Way of the Shugenja, page 91) 
  / Bleeding the Elements / Asahina Shugenja 2 
  Honor: 
   
  0.0 
  Glory:  
   
  0.0 
  Advantages:  
  Allies (Bloodspeakers), Heartless, Leadership 
  Disadvantages: 
  Bad Reputation (Suru), Dark Fate, Jealousy (Iuchiban), Obligation 
  (Iuchiban and the Bloodspeakers) 
  Spells:  
   
  Suru knows all maho spells and possesses many as Innate 
  Abilities.  He also has access to many elemental spells, and while 
  his Affinities are for Maho and Air, he has overcome his 
  Deficiencies and can cast Water and Earth spells with no penalty.  
  The full limit of his magical knowledge are left to the GM's 
  discretion. 
  Skills:  
   
  Astrology 4, Battle 7, Etiquette 4, Heraldry 5, History 8, Lore 
  (Maho) 8, Lore (Shadowlands) 7, Meditation 6, Sincerity 6, 
  Spellcraft 7, Stealth 5, Tanto 6, Torture 4 
  Special Abilities: 
  Jama Suru possesses the following unique ability. 
   
  Taint Adaptation: 
  Suru never mastered the ability that both Yajinden and Iuchiban 
  share:  to suppress Taint indefinitely by sheer force of will.  He 
  can, however, spend five minutes meditating to suppress his Taint 
  entirely for two hours. 
   
  Kitsu Norinaga 
  Earth:  
   
  3 
  Willpower 
   
  4 
  Water: 
   
  5 
  Fire:  
   
  3 
  Intelligence 
   
  4 
  Air: 
   
   
  4 
  
   
   
  Bloodspeakers D10 Conversion 
   
  31 
  Awareness 
   
  5 
  Void:  
   
  3 
   
   
  Shadowlands Taint: 5.3 
  School/Rank:  
  Kitsu Sodan-Senzo 2 / Kansen's Host 3 
  Dojo:  
   
  Kitsu Tombs  (Two Free Raises for any social interactions with 
  any person who has an Ancestor advantage.) 
  Insight: 
   
  230 
  Honor: 
   
  0 
  Glory:  
   
  3.6 
  Advantages:  
  Bloodlines, Ikoma Ancestor 
  Disadvantages: 
  Driving Goal (Destroy the Kitsu Tombs) 
  Techniques:  
  Master of Spirits, Kansen's Voice, Bind Kansen 
  Spells:  
   
  Italic Spells are Mastered:  Sense Ancestor, Commune With 
  Ancestor, Summon Ancestor, By the Light of Lord Moon, Yari of 
  Air, Path to Inner Peace, Mists of Illusion, Whispering Wind, 
  Wisdom and Clarity, Kharmic Vengeance, Blood Warding, Clan 
  Curse, The Breath of Battle, Matsu's Fury, Dark Divination, The 
  Rolling Earth, Entrap Ancestor, Blood Rite 
  Skills:  
   
  Courtier Group 3 (Courtier 2, Etiquette 3, Heraldry 4, Sincerity 5), 
  Literature Group 3 (Bard 2, Calligraphy 3, Oratory 2, Poetry 2), 
  Lore Group 2 (History 3, Lore (Ancestors) 3, Lore (Literature) 2, 
  Research 2), Meditation Group 3 (Lore (Bushido) 2, Meditation 3, 
  Shintao 3, Theology 3), Athletics 2, Battle 2, Defense 3, Kenjutsu 
  4, Lore (Maho) 4, Omens 4, Yarijutsu 3 
  Special Information: Kitsu Norinaga, through guidance of the kansen Kitsu Sakura, is 
  capable of using all Sodan-Senzo spells.  Instead of using his 
  Honor Rank to determine how often he can cast, he uses his 
  Shadowlands Taint Rank.  Norinaga casts as a Rank 5 Sodan-
  Senzo, but is essentially a maho-tsukai. 
   
  
SOURCE: textdata/thevault/Legend of the Five Rings (d20) [multi]/L5R D20/L5R D20 - Bloodspeaker d10 Conversions.pdf