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
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1d6 BOD Aid, +10 max, continous (+1). (20 active
points)
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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.
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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
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1d6 BOD Aid, +20 max, continous (+1). 30 active
points)
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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.
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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
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1d6 BOD Transfer, +10 max, ranged (+1/2), continous (+1).
50 active points)
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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.
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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.