For all of my games, I want players to be presented with crazy tools & crazy situations and then sit back and watch what happens. Core to that is giving a system of magic that allows innovative problem solving. I'm a fan of OSR style spell lists like that of Knave or Cairn, but in recent weeks, I've encountered the idea of open magic systems a la Ars Magica.
A few Glog character classes have introduced similar ideas, and frankly, I thought the Glog wizard system lends itself well to this type of open casting. I came up with my own version to port something similar into Cairn where possible spell power is tied to inventory rather than level. Let me know what you think!
CHANNELING
Each channeler is linked to a domain of channeling. They perform magic with Channeling Items (marked with a ©). Within their domain, a channeler can create any possible effect they imagine, though their power is limited by their number of © items.
Spellcasting:
1 Describe a spell effect within your domain.
2 DM determines spell difficulty class (dc).
3 Roll d6’s up to number of © items & add Cha
4 Compare total to DC:
Above DC: Success, no corruption
Within 2 of DC: full strength & 1 corruption or ½ strength
More than 2 below DC: ½ strength & 1 corruption
If spell DC >Cha modifier, gain an encumbrance when casting.
Channeling Spell DC = 1 + Range (1/30ft), opposition (Enemy HD), precision, duration (for speed or length), environment (casting fire in the rain), volume, intensity. See seat descriptions for sample spells and attendant dc’s. DM has final say on Spell DC.
THE WHITE HOT SEAT (fire): Light a torch you hold (dc3), hurl flame at an opponent (dc6), conjure a magical explosion of flame (dc12), summon meteors to bombard the earth (dc20).
Channeling Item Examples: burn scars ©, runic torch ©.
THE HITHER THITHER CHARIOT (motion and space): Manipulate a small object you can see (dc3), telekinetically hurl a heavy pipe at an opponent (dc6), banish an opponent to another dimension (dc12), open a portal into the sun to let out its energies on your opponents (dc20).
Channeling Item Examples: Passport ©, leather boots ©.
THRONE OF THE LIDLESS EYE (perception): Change your appearance (dc3), see into a place where you are not (dc6), control the sensory perceptions of an opponent for a minute (dc12), conjure a swarm of illusory creatures with the ability to cause psychosomatic harm (dc20).
Channeling Item Examples: A mirror ©, Glasses ©.
SEAT OF SPROUT AND SPOIL (pulp and flesh): Speak with plants or wild creatures (dc3), transform into an owlbear (dc6), draw a dragon to fight on your behalf (dc12), mutate a crowd into a plant hybrid that you control (dc20).
Channeling Item Examples: Bag of seeds ©, lucky rabbit’s foot ©.
CHAIR OF THE WHISPERING HOST (death and undead): sense the presence of dead and undead (dc3), drain life from another to restore your health (dc6), flesh and bone knit themselves together into a giant creature under your control (dc12), age a person to death, clearing encumbrances as you do so (dc20).
Channeling Item Examples: A collection of bones ©, a ritual dagger (1d6 dmg) ©.