Maho

### Definition

Maho are powerful magical effects caused by your relationship with your elemental Wakizashi spirit. You call upon your Spirit and borrow their power much like a patron and their Warlock in Faerun. Only the strongest Samurai or the ones that have a strong connection to this land, can wield Maho. Maho mostly use the 4 elements of Fire, Air, Water, and Earth, but some Maho use the Void which encapsulates all things and aids the other elements.

### General Rules

Maho Techniques are unlocked through leveling up. Spirit is gained from successful sword meditation at a natural landmark where all 4 elements are in harmony. Each Major Clan has a Spirit meditation location, while some Spirit meditation locations are secret.

You cannot use 2 maho on the same turn, but you can use maho and a spell.

Every time you level up, you may choose a new Maho which matches your Wakizashi elements. You may also swap one Maho for another which matches your Wakizashi elements.

### Balancing Guidelines and Philosophy

1. Each player character will have 3 Wakizashi Elements out of a possible . The first is decided on a character's personality, traits, background, and proficiencies when they reach level 3 and become Samurai. The second is chosen by the player. The third happens when the two elements are combined.
2. Setting and story take precedence when creating new maho. If a maho does not make sense in the setting of Kozakura, it is changed until it does, or is re-written.
3. If one maho is stronger than the others by a small margin, the other elemental maho should be buffed instead of the one maho being nerfed.

## **Void Maho**

**Rank 1 Void Maho | *Nigen-sei* | Duality of Spirit**

*Your spirit aids you by diverting your maho or spell to another creature.* When you cast a spell or maho that targets only one creature and doesn’t have a range of self, you may spend Soul Spirit equal to half the level of the spell or maho rounded down (minimum of 1) to create the following effect:

* Target a second creature in range with the same spell or maho. Your spell or maho also affects that creature.
* The spell or maho must be incapable of targeting more than one creature at the spell or maho’s current level.

**Rank 1 Void Maho | *Takameta* | Fast Channeling**

*Your spirit aids you by lending additional power to your maho and spells.* When you cast a spell or maho, you may spend Soul Spirit equal to half the level of the spell or maho rounded down to create the following effect:

* After rolling your damage or healing dice, re-roll the dice and add the totals. Use the sum of the rolls instead of the first roll. If the sum exceeds the maximum possible result of the dice, use the maximum possible result of the dice instead.

**Rank 1 Void Maho | *Hayai* | Quick Casting**

*Your spirit lends its own speed to your hands and mind allowing you to quickly cast maho or spells.* When you cast a spell or maho you may spend Soul Spirit equal to half the level of the spell or maho rounded down (minimum of 1) to create the following effect:

* When you cast a spell or maho that has a Casting Time of 1 Action, you can change the Casting Time to 1 Bonus Action for this casting.

## **Aayadin Maho**

**Rank 1 Water Mahō | *Mizukatsu's Steel***

*Your wakizashi turns into a shuji fan imbued with the strength of your vow of peace.* As a bonus action, speak the true name of your Wakizashi and spend 1 Soul Spirit to create the following effect: for 1 minute, you may use an action to bestow an ally within 60ft one of the following effects:

* Rushing River: You inspire your ally to push their body beyond its natural limits. You bestow an action to your ally that they may use as a reaction.
* Clear Water: Your words guide and shape those around you, helping their fortitude in many areas. An ally may immediately make a saving throw against any ongoing effect.
* Vitalizing Springs: Your water has protective qualities. An ally of your choosing receives temporary hit points equal to your Wisdom modifier plus your bardic inspiration die maximum.

## **Water Maho**

**Rank 1 Water Mahō | *Tsutsumu* | Enveloping Steel**

*Your weapon flows with the grace of rain and waves, stretching, bending, and bypassing your opponent’s defenses impossibly.* As a bonus action, speak the true name of your Wakizashi and spend 1 Soul Spirit to create the following effect:

* For 1 minute, the range of your melee Wakizashi attacks are increased by 5ft. You may choose whether your attacks deal piercing, bludgeoning, or slashing damage. Your melee physical attacks ignore resistances.

**Rank 2 Water Mahō | *Mizokoro* | Heart of the Water Dragon**

*You call upon your Spirit to protect another, coating their body in a thin layer of purified water.* As an action or reaction, speak the command word to your Wakizashi and spend 1 Soul Spirit to create the following effect:

* Choose a target within 30ft. You augment your target with the spiritual fluidity of water. They gain resistance to magic damage for the next 3 rounds of combat or 1 minute out of combat, and any damage resisted may be redirected by them to another target of their choosing within 30ft of them.

**Rank 2 Water Mahō | *Kisodori* | Dance of Seasons**

*Water is a versatile element, adaptable to its container or to the will of the wielder.* As an action, speak the command word to your Wakizashi and spend 1 Soul Spirit to create the following effect:

* You target or summon a thin layer of water in a 10ft radius at a location within 30ft of you. You then cause the water to change form to your choice of ice, fog, or mud.
* Ice: When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
* Fog: The area becomes heavily obscured and creatures within that rely on normal sight are blinded.
* Mud: The area becomes difficult terrain and when a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, its speed becomes 0.

**Rank 2 Water Mahō | *Heiwan* | Reflections of Peace**

*Communing with your water spirit, you can right imbalances and correct the flow of ki, speeding their recovery of mind and body.* As an action, speak the command word to your Wakizashi and spend 1 Soul Spirit to create the following effect:

* Choose a target within 30ft. You remove one negative condition from your target including blinded, charmed, deafened, frightened, incapacitated, paralyzed, poisoned, or stunned. This effect does not apply if the target is being affected by an ongoing external source eg. dense fog or grapple.
* You may use this ability during a short rest to remove one level of exhaustion from a target of your choice.

**Rank 3 Water Mahō | *Mizu-Kabe* | Wall of Water**

*Water rushes forth forming a massive wall, pushing or pulling as the wielder wills.* As an action or reaction, speak the command word to your Wakizashi and spend 2 Soul Spirit to create the following effect:

* You create a wall of water on the ground at a point you can see within 60ft. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. You choose a direction for the wall to move at a speed of 10ft per round. The wall dissipates after 3 rounds but the water remains. Any creature attempting to move through the water wall must first make a Strength Saving Throw. On a successful save the water wall is difficult terrain, on a failed save the creature's speed becomes 0 for the remainder of its turn.
* Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
* If the caster uses a Dance of Seasons Maho targeting a section of the wall, it does not use soul spirit.

**Rank 3 Water Mahō | *Shio-Kaeru* | Changing Tides**

*Water binds all living beings, and by communing deeply with the vital spirits that flow through everything, a maho user can master the art of exchange.* As an action, speak the command word to your Wakizashi and spend 2 Soul Spirit to create the following effect:

* Target two creatures in range 60ft. Pathways of water move between the two targets switching their positions instantly. This movement does not provoke opportunity attacks. If any target is unwilling to switch, they must make a Strength or Dexterity saving throw to stay where they are. If only one target is moved, the maho user may choose to end this effect without swapping, or choose to move only one target to the other.

## **Fire Maho**

**Rank 1 Fire Mahō | *Kamitsuku* | Biting Steel**

*Flame, passion, and ingenuity transform ore into steel, and steel into a sword. You wield flame to transform your sword into an even greater weapon.* As a bonus action, speak the true name of your Wakizashi and spend 1 Soul Spirit to create the following effect:

* Your blade changes into fire itself. For 1 minute, your Wakizashi damage changes to fire, you roll an extra 1d6 damage on hits, and you gain fire resistance for the duration. At the start of your turn, you may extinguish any 5 foot cube of non-magical flame within 30 feet of you.

**Rank 2 Fire Mahō | *Happo-Naka* | The Fire from Within**

*Your hand snaps open and your fingers trail motes of flame. They streak towards the objects of your ire with incredible precision.* As an action, speak the command word to your Wakizashi and spend 1 Soul Spirit to create the following effect:

* You create 5 motes of flame at your fingertips which streak towards objects or enemies of your choosing within 120ft. The motes strike simultaneously and you may direct them to hit one creature or several that you can see within range. Each mote deals 1d4+1 fire damage.

**Rank 2 Fire Mahō | *Hoshoroi* | Armor of Radiance**

*You separate a portion of your spirit turning armor into a weapon. The energy expands in blinding radiance and searing heat.* As an action or reaction, speak the command word to your Wakizashi and spend 1 Soul Spirit to create the following effect:

* Target a creature up to 30ft away. For the next 3 rounds of combat, or 1 minute out of combat, the wearer has resistance to fire damage and sheds bright light in a 20ft radius, dim light in an additional 20ft. They ignite anything flammable not being worn or carried within 5ft of them.
* Any creature that begins its turn within 5ft of the wearer must make a Dexterity Saving Throw. The creature takes 2d6 damage on a failed save, half on a successful save.

**Rank 2 Fire Mahō | *Hino-Ibuki* | Breath of the Fire Dragon**

*Fire begins with breath. You call upon your spirit of fire to ignite the air you exhale, transforming it into a gout of charring flame.* As an action, speak the command word to your Wakizashi and spend 1 Soul Spirit to create the following effect:

* You exhale searing flames in a 20ft cone. Each creature in range makes a dexterity saving throw, taking 4d6+4 fire damage on a failed save, half on a successful save. Any flammable objects in range not being worn or carried are ignited.

**Rank 3 Fire Mahō | *Hino-Kabe* | Wall of Fire**

*The wall of fire sparks to life with great force and sends a very specific message: approach and die in a manner most awful.* As an action or reaction, speak the command word to your Wakizashi and spend 2 Soul Spirit to create the following effect:

* You create a wall of fire on a solid surface within 90ft range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for 3 rounds in combat or 1 minute out of combat. Flammable ranged attacks that pass through the wall are incinerated.
* When the wall appears, each creature within 10ft of its area must make a Dexterity Saving Throw. On a failed save, a creature takes 4d8+4 fire damage, or half as much damage on a successful save. A creature takes the same damage when it enters the wall's area for the first time on a turn or ends its turn there.
* You are resistant to this fire damage. If you are already resistant to fire damage, you are immune to this damage instead.

**Rank 3 Fire Mahō | *Uchibi* | Inner Fire**

*Your Wakizashi spirit lingers upon your enemies, igniting them ablaze until the fire is removed.* As a bonus action, speak the command word to your Wakizashi and spend 2 Soul Spirit to create the following effect:

* For 1 minute, every hostile creature you affect with an attack or fire maho suffers the Burning condition: Until a creature takes an action to douse the fire, or the fire is removed by a maho of water/sand, the target takes 1d10 fire damage at the start of each of its turns.

## **Air Maho**

**Rank 1 Air Mahō | *Shuraudo* | Shrouding Steel**

*A swirling, darting mass ripples into being in your hand. It weighs almost nothing and yet strikes with the force of a thunderclap.* As a bonus action, speak the true name of your Wakizashi and spend 1 Soul Spirit to create the following effect:

* You immediately cast the Gust cantrip activating up to all 3 possible effects simultaneously. Your wakizashi turns invisible giving you a +2 to all attack rolls and your weapon may deal force damage for 1 minute.

**Rank 2 Air Mahō | *Kaze-Kami* | The Name of the Wind**

*You whisper a breathless prayer as your spirit of air lifts you with gentle winds.* As a bonus action, speak the command word to your Wakizashi and spend 1 Soul Spirit to create the following effect:

* You gain a flying speed equal to your movement speed for 3 rounds in combat or 1 minute out of combat. You also have advantage on Acrobatics checks, contests, and Dexterity saving throws for the duration.

**Rank 2 Air Mahō | *Masukaze* | Mask of Wind**

*Deception is not the way of samurai, but it is often the way of expedience. Your spirit of air masks your appearance, even your voice, causing onlookers to perceive you as a different person.* As an action, speak the command word to your Wakizashi and spend 1 Soul Spirit to create the following effect:

* Target yourself or another creature within 5ft. You change the facial features to appear and sound like someone else. This effect lasts for one hour and can change to another face and voice at will.

**Rank 2 Air Mahō | Kuki*-Kabe* | Wall of Air**

*You call upon your spirit of air to whip up clouds of dust around you, twisting on strong currents of air that foil and deflect projectiles.* As an action or reaction, speak the command word to your Wakizashi and spend 1 Soul Spirit to create the following effect:

* Clouds of dust move with you, giving you half cover from attacks for the duration (+2 to AC and dexterity saving throws). The area around you in a 10ft radius is lightly obscured granting any creature inside +5 to stealth checks for the duration. This effect lasts for 3 rounds of combat or 1 minute out of combat.

**Rank 3 Air Mahō | Kuki*-Hōyō* | Air's Embrace**

*Your spirit of air lingers on an area or creature of your choosing, silencing their voices.* As an action, speak the command word to your Wakizashi and spend 2 Soul Spirit to create one of the following effects:

1. Quiet Breeze: For the duration of 3 rounds in combat or 1 minute out of combat, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range 120ft. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell or maho that includes a verbal component is impossible there.
2. Silent Grasp: Target a creature within range 30ft. They are Silenced for 3 rounds as your Air spirit fills their lungs. They make a constitution saving throw at the beginning of their turn to remove the Silenced condition until the beginning of their next turn. Casting a spell or maho that includes a verbal component is impossible for them. If the creature makes two consecutive successes, the effect dissipates. If the creature makes two consecutive fails, the effect is guaranteed for the 3rd round.

**Rank 3 Air Mahō | Kuki*-Hōyō* | Wind Shear**

*You summon your spirit of air to enhance your ranged attacks, pushing your projectiles farther and stronger than before.* As a bonus action, speak the command word to your Wakizashi and spend 2 Soul Spirit to create the following effect:

* For 1 minute, your ranged weapon attacks made at long range do not have disadvantage on account of being beyond normal range.

## **Earth Maho**

**Rank 1 Earth Mahō | *Ō­­u* | Covering Steel**

*You take a steady stance and call your spirit of earth. A pillar of stone rises from a nearby plot of soil, covering your wakizashi.* As a bonus action, speak the true name of your Wakizashi and spend 1 Soul Spirit to create the following effect:

* For 1 minute, your Wakizashi damage changes to force, and you gain resistance to physical damage types for the duration. You gain temporary hit points equal to your character level.

**Rank 2 Earth Mahō | *Kaze-Kami* | Grasp of Earth**

*With a harsh chant and gesture of seizing, you call upon your spirit of earth to lay hold of someone.* As an action, speak the command word to your Wakizashi and spend 1 Soul Spirit to create the following effect:

* Target one creature within 30ft. You summon cracks in the earth causing the target’s legs to sink into the ground. They must succeed a dexterity saving throw or become prone and immobilized. You may choose to deal 3d6 force damage regardless of their succeeding or failing.
* This effect persists until the target succeeds their saving throw, the earth around them is somehow disturbed, or you choose to release the target.

**Rank 2 Earth Mahō | *Masukaze* | Wall of Earth**

*Earth is a donkey’s stubbornness and a tortoise’s patience. All life blossomed from it and one day must return to it. You call upon your spirit to shape the earth and mold it as your mind sees fit.* As an action or reaction, speak the command word to your Wakizashi and spend 1 Soul Spirit to create the following effect:

* Create an earthen wall or surface at range 90ft in the shape and nature of your choosing up 1,000 cubic feet with no side smaller than 5ft. The wall is created from the material earth or stone underneath your creation.
* You may create the surface of any side as you choose (holes, spikes, etc.) The damage or effects caused vary on the situation.

**Rank 2 Earth Mahō | *Kuki-Kabe* | Embrace of Kenro-Ji-Jin**

*You call upon your spirit of earth to grant you safe passage across places humans were not meant to tread.* As a bonus action, speak the command word to your Wakizashi and spend 1 Soul Spirit to create the following effect:

* You gain the Spider Climb ability, able to stick to horizontal or vertical earthen surfaces. You can also pass through solid earth as if it were water when you move but cannot end your turn inside earth.
* This effect lasts for 3 rounds in combat or 1 minute out of combat.

**Rank 3 Earth Mahō | *Jishin-Kan* | Seismic Senses**

*You call upon your spirit of earth to explore the area around you, revealing invisible or burrowed enemies, buried cavities, and mineral deposits.* As a bonus action, speak the command word to your Wakizashi and spend 2 Soul Spirit to create the following effect:

* For 1 minute, you gain tremorsense in a 60ft radius. You can detect and pinpoint the origin of vibrations provided that the creature and the source of the vibrations are in contact with the same ground or substance as you. Tremorsense can't be used to detect flying or incorporeal creatures.
* For the duration, you can detect any mineral deposits, hidden cavities, and can even determine the material makeup of the earth around you if it is a material you are familiar with. If you are not familiar with the material, you only determine its location.

**Rank 3 Earth Mahō | *Jishin-Kan* | Hurling Earth**

*You call upon your spirit of earth to coalesce itself into a giant mass which is launched at great distance and accuracy.* As an action, speak the command word to your Wakizashi and spend 2 Soul Spirit to create one of the following effect:

1. Boulder: You launch a giant boulder at range 120ft. Every creature in a 20ft radius of the target point makes a Dexterity Saving Throw, taking 2d12+2 bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are also knocked prone.
2. Shrapnel: You launch a boulder which bursts into rubble at range 120ft. Every creature in a 30ft radius of the target point makes a Dexterity Saving Throw, taking 4d4+4 piercing damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are bleeding. Bleeding creatures take 1d4 damage at the start of every turn until they receive healing in any way.

## **Lightning Maho**

**Rank 2 Lightning Mahō | *Shōgeki-kō* | Shocking Steel**

*You take a light stance and combine your elements to form lightning.* To activate this Rank 2 Maho, you must already have a Rank 1 Maho active. As a bonus action, speak the true name of your Wakizashi with the command word, and spend 1 Soul Spirit to create the following effect:

* For 1 minute, your Wakizashi attacks deal an extra 1d10 lightning damage. Any creature that hits you with a melee attack takes 1d10 lightning damage.

**Rank 3 Lightning Mahō | *Rakurai* | Thunderbolt**

To activate this Maho, you must have Maho Rank 2 Shocking Steel active. As an action, speak the command word to your Wakizashi and spend 2 Soul Spirit to create the following effect:

* A stroke of lightning forming a line up to 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d12 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
* You may choose to teleport to the final point in the Thunderbolt without provoking opportunity attacks.

**Rank 3 Lightning Mahō | *Ākusouru* | Arc Soul**

To activate this Maho, you must have Maho Rank 2 Shocking Steel active. As a bonus action, speak the command word to your Wakizashi and spend 2 Soul Spirit to create the following effect:

* A pool of static energy forms in a 20ft radius around you and remains for 10 rounds. When you or an ally begins their turn in the pool or move into the pool for the first time on their turn, an arc soul forms over their clothes which remains for 3 rounds or until it is discharged. The wielder of the arc soul may choose to discharge it in the following 2 ways:
	1. When you affect an enemy with an attack or ability, you may discharge the arc soul to deal an extra 1d10 lightning damage.
	2. When you are hit by a melee attack, you may discharge the arc soul to deal 1d10 lightning damage to the attacker.
* After you or an ally discharges their arc soul, they must return to the pool to recharge it.
* Any downed ally that starts their turn in the static pool is stabilized.

## **Sand Maho**

**Rank 2 Sand Mahō | *Buraindo-kō* | Blinding Steel**

*You take a shifting stance and combine your elements to form sand.* To activate this Rank 2 Maho, you must already have a Rank 1 Maho active. As a bonus action, speak the true name of your Wakizashi with the command word, and spend 1 Soul Spirit to create the following effect:

* For 1 minute, your Wakizashi turns into a shifting whirl of sand giving you a +2 to all attack rolls, an extra 1d6 to damage rolls, and your weapon may deal piercing, bludgeoning, slashing, or force damage for 1 minute. Any enemy creature that moves into melee range of you must make a Constitution saving throw or become blind until the end of its turn.

**Rank 3 Sand Mahō | *Sandokurōn* | Sand Clones**

To activate this Maho, you must have Maho Rank 2 Blinding Steel active. As an action, speak the command word to your Wakizashi and spend 2 Soul Spirit to create the following effect:

* You create 3 illusionary clones of yourself made out of sand which last for 1 minute, or until they are dispelled or die. The clones have AC 10 + your dexterity modifier, and can be used in the 2 following ways:
	1. Mirage: The sand clones move around you shifting position so it's impossible to tell which is the real you. Each time a creature Targets you with an Attack during the spell's Duration, roll a d20 to determine whether the Attack instead Targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. If an Attack or harmful spell effect hits a duplicate, the duplicate is destroyed.
	2. Attack of the Clones: The 3 sand clones move to enemy targets of your choosing, taking the help action for yourself or allies of your choice.

**Rank 3 Sand Mahō | *Ākusouru* | Wall of Sand**

To activate this Maho, you must have Maho Rank 2 Shocking Steel active. As an action or reaction, speak the command word to your Wakizashi and spend 2 Soul Spirit to create the following effect:

* A wall of swirling sand leaps into existence at a point within 90ft that you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it lasts for 3 rounds. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and counts as difficult terrain for all but yourself.
* At the beginning of your turn, you may reposition to the wall to another orientation or position within 90ft of you.

## **Life Maho**

**Rank 2 Life Mahō | *Seikatsu-kō* | Living Steel**

*You take a gentle stance and combine your elements to form life. Your Wakizashi spirit wraps around you in protection and life energy.* To activate this Rank 2 Maho, you must already have a Rank 1 Maho active. As a bonus action, speak the true name of your Wakizashi with the command word, and spend 1 Soul Spirit to create the following effect:

* For 1 minute, you gain resistance to physical damage types and +1 AC. You gain temporary hit points equal to your character level. Once per round, you may restore 1d6 hit points to yourself or a creature within 5ft of you (no action required). Your Wakizashi spirit can’t heal constructs or undead.

**Rank 3 Life Mahō | *Hanmo* | Overgrowth**

To activate this Maho, you must have Maho Rank 2 Living Steel active. As an action, speak the command word to your Wakizashi and spend 2 Soul Spirit to create one of the following effects:

1. A tangling mass of plants and vines erupts at the center of your position in a 30ft radius for a duration of 1 minute. The area becomes difficult terrain for enemies. Every enemy creature in the radius must immediately succeed on a Dexterity or Strength saving throw or become Restrained. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. If any creature fails 3 saving throws against this effect, that creature falls prone.
2. You enrich the land. All plants in a half-mile radius around you become enriched for 1 year. The plants yield twice the normal amount of food when harvested. You may immediately speak with these plants as they thank you for sustenance.

**Rank 3 Life Mahō | *?* | ?**

To activate this Maho, you must have Maho Rank 2 Living Steel active. As a bonus action, speak the command word to your Wakizashi and spend 2 Soul Spirit to create the following effect:

## **Lava Maho**

**Rank 2 Lava Mahō | *Yōyū-kō* | Melting Steel**

*You take a powerful stance and combine your elements to form lava. Your Wakizashi spirit flows into the ground beneath your feet.* To activate this Rank 2 Maho, you must already have a Rank 1 Maho active. As a bonus action, speak the true name of your Wakizashi with the command word, and spend 1 Soul Spirit to create the following effect:

* For 1 minute, you gain resistance to bludgeoning, piercing, slashing damage and fire damage. Lava erupts at your feet around you and any hostile creature that is within 5ft of you at any time takes 1d6+1 fire damage. This damage can only be applied once per turn. Whenever you move, you may mark the 5ft square you are leaving as rough terrain.

**Rank 3 Lava Mahō | *Yogan-Iwa* | Magma Rock**

*You call upon your spirit of lava to coalesce itself into a giant mass which is launched at great distance and accuracy.* As an action, speak the command word to your Wakizashi and spend 2 Soul Spirit to create one of the following effect:

1. Boulder: You launch a giant boulder at range 120ft. Every creature in a 20ft radius of the target point makes a Dexterity Saving Throw, taking 2d12+2 bludgeoning damage and 2d12+2 fire damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are also knocked prone. The area of impact becomes difficult terrain.
2. Shrapnel: You launch a flaming boulder which bursts into rubble at range 120ft. Every creature in a 30ft radius of the target point makes a Dexterity Saving Throw, taking 4d4+4 piercing damage and 4d4+4 fire damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are bleeding. Bleeding creatures take 1d4 damage at the start of every turn until they receive healing in any way. Anything not worn or carried in the radius is ignited.

**Rank 3 Lava Mahō | *Yogan-Yoroi* | Volcanic Armor**

*You call upon your spirit of lava to encase yourself for protection.* As a reaction, speak the command word to your Wakizashi and spend 2 Soul Spirit to create the following effect:

* You entomb yourself in lava rock. You gain 10 temporary hit points per character level. Your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end at the beginning of your next turn. At the beginning of your next turn, you may choose to sink into the earth beneath your feet and emerge up to 30ft away without expending movement or actions.

## **Ice Maho**

**Rank 2 Ice Mahō | *Furōzen-kō* | Frozen Steel**

*You take a rigid stance and combine your elements to form ice. Your Wakizashi spirit flows around you enhancing your attacks and defense.* To activate this Rank 2 Maho, you must already have a Rank 1 Maho active. As a bonus action, speak the true name of your Wakizashi with the command word, and spend 1 Soul Spirit to create the following effect:

* For 1 minute, anytime you affect an enemy with an attack, spell, or Ice Maho, you may deal an additional 1d8 cold damage to the target. If you affect multiple targets, you choose one of them. Lava erupts at your feet around you and any hostile creature that is within 5ft of you at any time takes 1d6+1 fire damage. This damage can only be applied once per turn. Whenever you move, you may mark the 5ft square you are leaving as rough terrain.

**Rank 3 Ice Mahō | *Hyōheki* | Ice Wall**

*You call upon your spirit of ice to coalesce itself into a giant mass which is launched at great distance and accuracy.* As an action or reaction, speak the command word to your Wakizashi and spend 2 Soul Spirit to create the following effect:

* You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 6d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one.

**Rank 3 Ice Mahō | *Aisuāmā* | Ice Armor**

*You call upon your spirit of ice to encase yourself for protection.* As a reaction, speak the command word to your Wakizashi and spend 2 Soul Spirit to create the following effect:

* You entomb yourself in ice. You gain 10 temporary hit points per character level. Your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end at the beginning of your next turn. At the beginning of your next turn, you may choose to detonate the ice around you dealing 3d6 cold damage in a 20ft radius.