Maze Rats spells in Cairn
Hello adventurers! It's been a while since I've posted anything, but I come once again with stuff for Cairn. Like the average blogger, I am obsessed with a specific ruleset and will talk about it nonstop, feel free to judge me.
So, I was flipping through Maze Rats for the 100th time, and as always I was thinking about how amazing of a ruleset it is. Quick, easy to pick up, highly customizable, etc. If you are reading this blog post I'm sure you are familiar with the game. When I got to the spell system, which is probably my favorite part of it, it suddenly hit me: This would be great on Cairn! So here we are, let's do it.
This is supposed to work alongside Cairn's built-in magic system. Not as a substitute (But you do you). From now on, I'm gonna refer to it as Chaotic Magic, in opposition to Cairn's original Spellbook Magic. It can be implemented in two ways:
- At character creation, if someone would roll on a spellbook, they can choose to instead be able to cast Chaotic Magic.
- Something wild and magical happened to an adventurer? Now they are tainted with chaotic energies that can manifest in spells. It can even be the consequence of a failed casting of a spellbook.
Defined how one get's it, now on how it works:
- Each morning after a night of rest, a PC who has chaotic magic can fill one empty inventory slot with a random spell. Roll it on Maze Rats' tables as normal. (You can also use this generator to make things quicker)Â No matter how many slots you have empty, you can only create one spell each day.
- The spell can be cast at any moment with one action, after it is used, the spell goes away and leaves the slot empty again. The spell can only be removed by being cast.
- The PC can attempt to hold on to the spell after casting it by making a WIL save. On a success, the spell stays prepared and the character gets one fatigue. On a failure, the player must roll on one of the spell failure tables, the one the warden deems more appropriate (or roll a d3 to define which one).
- Spell effects are defined between the player and the warden as maze rats dictate. As per Cairn rules, they can be enhanced, given time and safety.
- A good baseline for effects that deal damage is around d8 damage if it's single target or d6 if it's blast damage.
- Optional Rule:Â When preparing a spell in the morning, instead of rolling a brand new one, the player might choose to prepare a copy of a spell they already have prepared, or one they lost in the previous day. (I think players should be able to stick to spells they like, so here it goes.)
Done. Simple as that, you have a nice way of bringing some fun wackiness to your magicky PCs. It also has more of the feel that is something that you character has and no one can take it from them, different from a spellbook that can be stolen and you no longer have magic. In compensation, is a bit more limited and dangerous.
It goes without saying that it's usable in any game based on Into the Odd.
It also is a great way to generate relics. Roll up one spell, think of a thematically appropriate recharge and holding item and Voila, you made a really cool and unique relic. The potential is immense.
Anyways, I hope you like it and use it in your games, and tell me what you think in the comments. See y'all next time!