Magic in Sengoku
While rare and mysterious, magic certainly exists in the world of
Sengoku. Indeed, there are many different types of magic from the
powers of the kami, the miracles of ascetic holy men, to the foul
practices of evil sorcerors.
Design philosphy for magic in Sengoku.
The object of the magic system for Sengoku was to ensure that
mages did not rival swordsmen in combat. To this end I wanted a
system that severely penalised off-the-cuff magic. In addition, I
wanted magic to have an aura of danger and difficulty, to further
restrict its attractiveness. The method I came up with was to require
certain limitations on powers defined as spells, which were based on
my long-running "Gorgamelle" Fantasy Hero campaign. These are:
- "Magic Requires Effort" - all spells must cost END. While it
is possible to have spells that have the reduced END advantage, or
even persistent spells, they must at least have the limitation
"Costs END to cast (-1/4)" in which the END cost is only paid when
the spell is cast
- "Magic Requires Concentration" - all spells must take the
"Concentration" limitation to at least the 1/2 DCV (-1/4) level.
Manipulation of primal forces is not something to be attempted
while you are hopping about.
- "Magic Requires Time" - all spells must take the "Extra time"
- at least a full phase (-1/2). Again: a spell is not something
you casually toss off in passing.
- "Magic Requires Skill" - all spells require the limitation
"Requires a skill roll". This is normally INT based, but some
schools of magic teach a style that instead is based on EGO. This
is particularly true of mages who specialise in illusion or
subverting their target's minds. This means all characters who
aspire to spellcraft must have the skill "Magery" (3 points for
base 9+INT/5 roll, +2 points per +1 to the roll). As every 10
active points in the spell levies a -1 to the roll, a good skill
roll is normally de riguer. In addition, mages are generally
required to have at least one knowledge skill in each of the types
of magic they practice - thus a Geomancer should have KS: Feng
Shui, while a Diviner should have KS: Fortune telling. These KS
can serve as complementary rolls to Magery. A mage can learn
spells of different sorts, but to have even a basic ability in
that field, he must have the appropriate KS. Attempting to cast a
spell without this background knowledge (from a recently acquired
scroll, for instance) is sheer folly (-5 to the Magery roll)!
Extra time and appropriate apparatus can of course add bonuses to
the Magery roll, which is why most sorcerors aspire to a
well-equipped magical laboratory.
In addition, in the world of Sengoku, all spells require Ki; which
is discussed in detail below. The short version is that Ki is
equivalent to the BOD stat, so spellcasting can (and usually will) do
actual damage to the caster. This severely restricts the number of
spells a mage can cast in a short period of time and means that most
spells are going to be cast only as a matter of necessity and
generally in a careful, deliberate fashion (just like magic in
fantasy novels!)
Finally, I wanted some powers to be used to allow characters to
perform more flamboyant feats, and I wanted these to be available to
all characters, not just spellcasters. I thus made a distinction
between Ki powers and spells - and again, this is discussed
below.
Types of magic
There are two basic types of magic - both of which are based on
the manipulation of Ki, which can be crudely thought of as "life
force" (although it is not necessarily limited to living beings).
Inherent powers and Ki powers fall into the school of internal magic,
based on the internalisation of Ki , while most other forms of magic
are external, based on the outward turning of Ki or the manipulation
of someone (or something) else's Ki. Practictioners of internal magic
seek to increase the amount of Ki they can generate within their own
body. This means that they do not become dependant on external
sources of power, and this self-sufficiency and body knowledge is
thought to be an important step on the road to true self-awareness.
Those who utilise external magic on the other hand, rely on external
sources of Ki. This is most easily obtained by taking Ki from another
being - a practice abhorrent to devout Buddhists and Shintoists
alike. Thus, this path is generally followed by wielders of the
darker arts. There are more beneficent types of external magic,
however. Geomancers use Feng Shui to locate places where the earth's
Ki can be most easily tapped and arrange their environment to
maximise the flow of Ki. While this is relatively benign, followers
of the way of Feng Shui are limited in the areas where they can work
magic. Those who practice Yogen (the art of concocting miraculous
potions and powders - basically alchemists) seek to use Ki derived
from both the earth and from living creatures, and attempt to avoid
the limitations of Feng Shui by distilling Ki and trapping it in
objects of power (potions, powders and artifacts) that are portable.
This of course, renders them dependant on those objects - a
limitation which schools of internal magic see as crippling, as
though someone had learned to walk only with a crutch. There is a
fourth source of Ki, which is easily tapped, but the most dangerous
and limiting of all, and that is demonology (Maho). There are many
malign spirits on the earth and in exchange for certain services,
they are capable of supplying power to their servants. However, an
evil spirit will make an evil master....
Practice of all the sorcerous arts is dangerous - if the flow of
Ki required for an enchantment is insufficient, then it will be torn
from the mage's body. This most often manifests as sudden, premature
aging (perhaps accounting for the fact that your stereotypical mage
is wizened and bent) or if the Ki loss is of sufficent magnitude,
death. It takes strength of body as well as mind to master the way of
the sorceror. For game purposes then, Ki points are treated exactly
the same as BOD points. To cast any spell requires 1/10th of the
active cost in BOD - which is lost when the spell is cast, and
regained at the normal healing rate. Note this is *only* to cast the
spell - not on succeeding phases for a spell which is continous or
constant. This is a general rule for most spellcasting and is awarded
a -1/4 limitation. It's clearly not as dangerous as a required Side
Effect, which does 1 d6 of damage (on average 1 Bod *and* 3-4 stun)
for every 10 points at the -1/2 level (and more for smaller spells,
since the lower limit on Side Effect is 30 points or 6d6 EB with no
defences). Obviously, to cast even minor magics would soon be
crippling or lethal to a normal person, and to be a successful mage,
a very high BOD score is required. Different schools of magic
overcome this limitation in different ways, which are detailed
below.
Inherent magical powers
Inherent magical powers are those possessed by supernatural
creatures such as ghosts and kami. They are aspects of their being,
and as such, totally natural to them. Such powers are thus are not
subject to the rules on BOD loss given above for Ki use, which can
make these beings very powerful (and thus deserving of the respect
historically accorded to them). Normally however, such creatures are
restricted in other ways - ghosts draw on the power of darkness and
cannot survive the light, kami are normally restricted to certain
sacred areas or items and so on. Inherently magical creatures are
therefore not suitable for player characters.
Ki powers
Ki powers are a manifestation of internal magic. To the medieval
asian mind, most advanced martial arts partook of the mystical. Many
schools of martial arts teach some basic internal magic, although it
is often hidden in ritual to such an extent that the students don't
even realise they are learning magic. Possessing great Ki allows the
user to survive injuries that would fell a lesser man, or move with
speed that defeats the eye, as well as many other powers. Like
inherent magical powers listed above, Ki powers do not require any
BOD loss for their activation, because the user's body has become
acclimated to manipulating their own Ki. Also Ki powers are among the
least powerful forms of magic, so that a highly trained body can
absorb the stress they require. In game terms, this means that Ki
powers should rarely exceed 30 active points and should be generally
restricted to 20 active points. Ki powers are the ability of martial
artists to perform amazing feats - jump further, run faster, strike
harder. However, they are subject to certain limitations. Generally,
Ki powers do not allow the user to perform at greater than twice the
level he could normally. Thus if a warrior wished to buy dice of hand
attack or extra STR and define this as "Ki powers" he could not buy
more dice of additional damage than than he could normally do with
his own STR. Likewise, increased superleap could not be more than
twice the distance a character could jump with his unassisted STR.
Martial arts multipowers are subject to these same limits, since they
reflect the use of Ki powers. Ki powers can allow some amazing feats
- movement bought as Flight "requires contact with surface (-1/4)"
allows some martial artists to run along fences, or tightropes and
even run up vertical walls (for a short distance, anyway). However,
any power that is defined as a "Ki power" must be within the realms
of possibility (however loosely). Flight used to simulate incredible
balance is acceptable. Flight which lets you take off into the sky is
not. That doesn't mean you can't buy such a power - simply that it
must be bought as a spell. The GM should carefully arbitrate what is
acceptable as a Ki power, but the basic rule is that if you have
difficulty justifying it, or describing how it operates, then it's
probably not appropriate.
Internal magic also encompasses spells and like any spell, these
require expenditure of Ki - and therefore BOD loss. To compensate for
this, many mages who train in internal magic buy extra points of BOD
with the -1 limitation "Only for spellcasting". Such increased BOD is
subject to the limitations of Normal Characteristic Maxima, of
course. Mages may also buy the advantage "Trigger" on their spells so
that they can cast them in safety, and rest to regain their strength
- those spells can then be called forth later on when needed. Of
course, this has the disadvantage that once triggered, those spells
are gone until the mage has the time to meditate and restore his Ki,
and the casting of the spells can be very debilitating.
There is one final point to consider about internal magic. Since
it is by definition based on controlling the flow of Ki within the
caster's body, internal magic can never take limitations like Focus
or "Only usable under condition X". Only limitations based on the
caster's own physical condition are permissable (such as
Concentration, Extra Time, Increased END and so on).
Master Han is an example of a
practitioner of the internal arts, with significant Ki powers.
Priestly miracles (Shugendo for Shintoists, Mikkyo for
Buddhists)
Priests, by and large practice internal magic, although some of
the more flamboyant sects (such as the Tendai) may also employ
external sorcery. Priests generally fortify their Ki by prolonged
meditation, which is simulated in game terms by a BOD Aid. Generally,
this is bought with a reduced rate of return so that the benefits of
meditation are not quickly lost, although some priests accept the
loss of Ki and meditate to regain their strength afterwards. However,
as with other types of magic, meditation is regarded as a spell and
so requires Ki loss. Priests also practice the other Ki-fortifying
practices of internal magic noted above.
Master Tse, is a Yamahoshi and
master of Shugendo. A practictioner of internal magic, he has raised
his own Ki to such a degree that he can control the weather and
seasons about his mountain eyrie.
Sorcery (Onmyodo)
Sorcery is the catchall term applied to external magic. When you
are seeing someone performing external magic, you can generally tell
something unnatural is occurring. This is the realm of summoning the
dead, casting curses on your foes, riding the winds and the stuff of
legend. However, legendary magic carries the risk that it could
permanently harm the character - a single powerful spell could even
drain the caster's body of life. To generate the Ki needed for
external sorcery, these mages draw power from other sources. In game
terms this is simulated as a BOD Transfer. However, this process is
most inefficient since it requires a spell and thus requires Ki loss
(and therefore BOD loss). Moreover, most beings are unwilling to
yield up their own Ki and taking it by force is certainly an evil
act. Thus, most sorcerors are regarded with suspicion if not dread,
since they are assumed to get their power by sacrifice. Evil
sorcerors also tend to accumulate a lot of bad karma, which bodes ill
for their next life.
In addition, it is inconvenient to have to make a sacrifice every
time you want to cast a spell, so most practitioners of external
magic trap Ki for later use (in game terms, build the spell with the
advntage Trigger) or put it into forms where it can be later
recovered (ie: buy BOD with focus or recoverable charges
limitations). This allows them to build up reserves for spellcasting
when it is needed.
As an example, Akira Ono - a Onmyodoka, has constructed an amulet
which draws and holds Ki, which can be tapped by the holder. This is
simply bought as +5 BOD (only for spellcasting -1, OAF, -1) for 2
points. When drained of Ki, the amulet will slowly refill with Ki
drawn from the wearer (in other words it uses the wearer's REC
statistic).
Other sorcerors commonly make potions or powders which can restore
or augment Ki when drunk or inhaled. These often use ingredients such
as the penis bone of a tiger, or dragon's scales - sources from
animals rich in Ki. These items can be constructed thus:
Ki-enhancing powder
This powder is a mixture of scarce herbs and regenerative body
parts; mixed with green tea; then served to the patient. This
powerful tea can restore a wasted body, repair almost any injury, or
fill a sorceror with such power that he can cast amazing magics.
Power: 8d6 Aid to BOD
Specific Modifiers : Usable by self or one other (+1/4), Trigger
(by drinking, +1/4), One Charge (-2), Gestures (Served as a tea,
-1/4), OAF, Expendable, Very difficult to recover (-1 1/2).
Active Cost: 60; real cost 11
Mei Ling is a follower of the ways of
Feng Shui and Wing Chun.
Kimura Fusaaki is a practitioner
of Onmyodo.

Demonology/Necomancy (Maho)
The final path of sorcery is the most dangerous - the summoning of
greater powers in the hope of controlling or at least benefiting from
them. Demonology is not an entirely accurate name, since unlike
western magic many of the powers called are not essentially evil.
Kami are a good example. Nonetheless, most non-human powers have
little sympathy for those who would disturb them, and it always seems
easier to reach a malevolent power than a benign one, since the
malevolent powers crave access to the human world. Sorcerors who
practice Maho gain power in two ways. They can summon beings to work
their will - in which case they must bear the Ki loss for the
sorcery. They can also hope to gain a familiar who is able to provide
Ki for them.
The character sheet for Ake, a
Maho-tsukai, and his familiar are
examples of this
Spells
There are no "classical" spells in Sengoku - which is to say,
common powers known and used by all or most sorcerors. Each
spellcaster must find his own way to arcane wisdom, and although
certain spells will of course be passed from master to pupil, these
become changed over time as each adapts the magic to own their use.
These spells are guarded with the utmost care - even though in many
cases, the magic would be useless (except as interesting source
material) to another mage since it is often tied to very personal
sources. However to give an idea of how spells are defined, Several
examples are included here.
Power Frameworks
Power frameworks are used by most spell casters in Sengoku - the
most usual being the multipower, but Elemental controls and Power
pools are acceptable as well. Check out the character sheets above as
examples of how these are managed.
