Legend of the Five Rings – Mudra

   Mudra are mystical gestures and postures which focus and channel the trickle of chi that anyone can tap via meditation. They require a meditation skill level of at least three times the level of the effect being used – and most require both hands, sitting still, and several minutes of meditation to activate, although the effects last for about one minute after the user stops. Anyone who meditates can learn Mudra as per acquiring any other spell formula as an innate ability.

   Level One:

  • Tranquility; banishes fear and stress, allowing the user to get along on only half the usual amount of sleep and to resist fear effects.
  • Purity; allows the user to try and cast out personal impurities – including poisons and spirits – through meditation. The target number for any such attempt is set by the game master.
  • Lesser Sealing; keeps the user’s energies from interacting with those of an item or spell, allowing safe handling of dangerous things. Unlike many other Mudra, this one allows slow movement and only occupies one hand.
  • Aura; allows the user to walk around – albeit slowly – while radiating an impression, such as “I am a worthy recipient of alms” or “I am too angry to mess with”. Animals are strongly influenced, humans always “get the message”, but can resist it with an opposed willpower check.
  • Hibernation; greatly slows the user’s metabolism, and allows him or her to tolerate a drastically lowered body temperature.
  • Void Flare; this mudra simply burns off the trickle of energy supplied by meditation in as occultly-spectacular a manner as possible – making the user easily detectable by anyone else who uses occult powers in the vicinity.
  • One with the Tao; allows the user to attune himself or herself to his or her surroundings. The user cannot be surprised and gains a +10 bonus to initiative.

   Level Two:

  • Stasis; the user need not eat, breathe, age, or make rolls against progressive conditions, such as diseases or poisons, while maintaining this Mudra.
  • Magic Resistance; the user gains an effective magic resistance equal to the results of his or her meditation check.
  • Illusion Penetration; the user will become aware of any illusions in the immediate vicinity.
  • Hand of (Material); the user’s unarmed blows are treated as if his or her hands were made of a particular mystical material.
  • Deflection; this mudra allows the user to calmly deflect blows, gaining a +10 bonus to his or her AC while he or she remains on the defensive and is either sitting or standing.
  • Radiance; allows the user to generate an eerie glow, roughly equal to torchlight, either from his or her entire body or from a selected portion of it. Unlike most Mudra, this one can be used while walking around slowly.
  • Immovability; grants the user enormous mass (many tons) and great durability – equal to being made of the hardest metal – but also prevents him or her from moving more than an inch or so an hour, although this does not disrupt the mudra. Given time, however, the user can easily push through an iron wall.

   Level Three:

  • Spirit Walking; allows the user to engage in a limited form of astral projection. He or she must remain passively focused on meditation, but can send their spirit to various locations while doing so. Alternatively, this mudra can be used to simply release the user’s spirit, resulting in a peaceful death.
  • Invisibility; allows the user to meld into the background, both physically and magically. While this mudra is active, the user may add his or her meditation skill to his or her stealth-related skills and allowing the user to employ his or her meditation skill as a magical stealth skill against various forms of detection magic.
  • Energy Resistance; allows the user to subtract the results of his or her mediation skill check (to a minimum of zero) from any energy damage inflicted on him or her while the mudra is active. Unlike most other mudra, this one can be maintained with one hand while moving around slowly – allowing the user, for example, to walk through a fire while remaining unaffected.
  • Self Healing; the user accomplishes one full days worth of healing per hour that this mudra is maintained.
  • Awakening; infuses a target item or creature with a bit of the energy the user is tapping into. An item can be briefly “awakened” as a magical item (the exact properties are up to the game master, but they are always simply bonuses), an unconscious target will be awakened, and any living creature can be healed of one point of damage. Unfortunately, actually selecting a target and infusing it ends the mudra – and an “awakened” item will return to sleep in a few minutes at most.
  • Deep Trance; your meditations achieves results in one-third of the usual time – at which point this mudra can simple be abandoned in favor of another.
  • Sacred Barrier; allows the user to generate a ward as long as he or she continues to meditate, forcing creatures who attempt to enter to make an opposed meditation check against the user to do so. Even if they succeed, the user may inflict half the value of his or her meditation check as damage upon them.
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2 Responses

  1. Nice posting. Do you know about these mudra books?

    http://www.yogavidya.com/freepdfs.html

    • I’m rescuing this one from the spam bucket because – for once – it actually points to something at least vaguely relevant, the target does provide some free translations, and they actually posted in english.

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