Sample Spells

 

While mages in Sengoku tend to be unique individuals, and each possesses different spells, there are certain powers which are common in one way or another to many sorcerors, simply because they all share some of the same limitations - mostly, the need for Ki. Moreover, different schools of magic share certain features common to most of their practioners. The way this is handled is that each spellcaster tends to have certain limitations on their spells which apply to *all* their spells, thus making what is essentially the same power look and behave differently when used by diferent spellcasters.

For example, many powerful sorcerors train apprentices, and can acquire sizeable coteries of disciples. The first spell many of these apprentices are trained in is manipulating the flow of Ki - transferring it to another person - generally their master, to increase his spellcasting potential.

Thus a yamabushi shugendo trainee might be taught this spell:

Ki Transfer meditation

1d6 BOD Aid, +10 max, continous (+1). (20 active points)

Concentration (0 DCV, throughout, -1), extra time (full phase, - 1/2), Incantation (throughout, -1/2), Requires a skill roll (-1/2), Requires Mana (-1/4) for a total of -2 3/4. Real cost = 5 points.

The spell requires that the apprentice clear his mind of all other considerations, and chant. He will himself suffer the loss of 2 Ki (or BOD), but can transfer up to 16 active points (or 8 BOD) to his target. This not only allows the target to cast powerful spells, but also can heal a body depleted of Ki by injury or use of magic.

A trainee Maho-tsukai (practictioner of black magic) might be taught a different spell, like this:

Ki Transfer

1d6 BOD Aid, +20 max, continous (+1). 30 active points)

Requires a properly prepared sacrificial victim (OAF, expendable, -1 1/2), Cannot transfer more BOD than target has (-1/4), Concentration (1/2 DCV, throughout, -1/2), Self Only (-1/2), extra time (full phase, - 1/2), Gestures (thoughout, -1/2), Incantation (throughout, -1/2), Requires a skill roll (-1/2), Requires Mana (-1/4) for a total of -5 1/4. Real cost = 5 points.

This spell allows a the caster to drain a sacrifice dry of Ki to augment his own powers - clearly not a karma-enhancing act (the limitation "Cannot transfer more BOD than target has" means that a human makes a more useful sacrifice than a squirrel, thus further darkening the sorceror's reputation). This spell costs the same as that taught to the yamabushi but is more powerful and less beneficent - a common tradeoff in the realm of magic.

Finally, Ah Qi - a powerful martial artist - has mastered the art of Ki manipulation so well that he can literally drain the Ki from his opponents to augment his own internal arts, using the dreaded "Essence Absorbing Stance". This looks like:

Ki Transfer

1d6 BOD Transfer, +10 max, ranged (+1/2), continous (+1). 50 active points)

Concentration (1/2 DCV, throughout, -1/2), Self Only (-1/2), extra time (full phase, - 1/2), Gestures (thoughout, -1/2), Incantation (throughout, -1/2), Requires a skill roll (-1/2), Requires Mana (-1/4) for a total of -3 1/4. Real cost = 12 points.

While expensive, this Ki-augmenting power is a dangerous weapon in its own right. Using it Master Ah Qi can literally draw the life from his opponents without even touching them.

As these example show, the same power (or similar powers) can give rise to very different play dynamics and "feel" - which is a crucial part of integrating magic into your game and having it add to the atmosphere you seek to create as a player or GM.

 

 

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