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Working Old-School, Bear With Me Image From Tumblr
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The more time that's passed with this blog, the more I've become enthralled in exploring the GLoG design space. This is all very new to me, and I'm not quite sure how it works, but I'm going to try anyhow. Maybe I'll make a GLoG Hack of my own!
This post is gonna suck, so don't take it super seriously. I'll make something actually original Soon.
Inspired, like everyone else, by
The Legend Himself. Also, a shoutout to
The Nothic's Eye for catching my attention so well that I wanted to rip them off.
THE CLASSICAL WIZARD
+1 Magic Dice per template (Including Deltas)
Starting Skill: 1) Runecrafting 2) Alchemy 3) Mathematics 4) Astronomy 5) Literary Studies 6) Divination
Starting Items: Per Wizard School, otherwise, Pointy Hat, Extravagant Clothing, Magic Wand or Staff or Orb, two pieces of Wizardly Ephemera (see table at post's end).
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A – Wizard School, Signature Appearance, Arcane Foci
B – Book O' Lore
C – Counterspell
D – Prepared For All
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Δ - Apprentice
Δ - Familiar
Δ - Tower
Spellbook
You begin play with a Spellbook, which fills an Inventory Slot. It looks however you wish.
A Spellbook has enough space to hold 5 Spells (+1 per Template). While in possession of your Spellbook, you can spend an hour of grubwork to replace any number of spells you have memorized with those in your spellbook or vice versa. You can also copy spells found in scrolls directly to your Spellbook in this way.
If a Spellbook is lost, so are all the spells stored in it.
Replacing a Spellbook, or buying a new one, costs 50 Gold.
You can upgrade your Spellbook with embellishments, magical inks or pages, and additional spell space.
Wizard School
A Wizard's Spell List, Perk, Drawback, Mishaps, and Dooms are all decided by their School.
Should hopefully work with any GLoG Wizard School.
Signature Appearance
You eat, sleep, speak and fuck like a Wizard. You also dress like one. Whether in flowing robes or a gown of glistening patterns, others will immediately identify you as a practitioner of the arcane. Consequently, you've learned to spot others much the same, allowing you to identify magic users and their tools with a gaze, even if others find it difficult to ascertain.
While not as important as your Arcane Foci, being caught outside your classic appearance would be embarrassing. It's also not very helpful, and MD are returned on a roll of 1 while improperly dressed. You keep a lot of important things in those pockets!
Also, just kidding about that first part. Wizards don't have sex.
Arcane Foci
Your arcane foci are the most important part of your wizardly repertoire because it's through them that you can cast your spells. Wizards can only be attuned to one at a time, but carrying a spare wand or staff with you never hurts, especially in a pinch.
While attuned to your arcane foci, which takes the equivalent of an hour's rest, you gain +1 MD and a 1/day charge for a single spell you've learned. You can expend the charge to cast that spell without using Magic Dice, instead using a number of free [dice] equal to your Wizard templates. If applicable, you take the average [sum] of those dice rounded up. You can change the applied spell when you reattune to an arcane focus.
Book O' Lore
Your Spellbook serves not only as storage for your spells, but also as a repository of information. Whenever you make a knowledge Skill check, you can burn 1 MD to subtract [sum] from the roll.
Counterspell
You can lessen or undo the effects of a spell cast at you or your allies, by declaring you would like to Counterspell, then choosing a spell with an opposed effect - Wall of Water vs. Fireball, Alarm vs. Sleep, or Incite Anger vs. Charm Person, that sort of thing.
If you have a Spell in your repertoire that is an effective Counterspell, then subtract your [dice]/[sum] from the [dice]/[sum] of the attacking Spell.
Prepared For All
You are always ready for the trials at hand. You can cast spells straight from your Spellbook, or from a Scroll without burning it. You declare this at the start of a given round, and cast it at the end of the round—it fizzles if you take any damage in that round.
Additionally, for the first round of combat, you cannot roll Mishaps or Dooms.
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Δ - Apprentice
Spend up to a year training a commoner in the art of magic — then send them on a quest
Upon your Apprentice's return (2-in-6 with half year, 4-in-6 with full year), they become a level 1 Wizard with a template of your choice (preferably your own, spells rolled randomly). Your Apprentice may follow you on your quests, or be sent along their own journey, becoming a powerful Wizard in their own right.
So long as you have at least one living student (including the Apprentice of your Apprentice), your wizened body glows. You grow a magnificent beard of silvery hair, and choose two spells in your mind or Spellbook: whenever you cast these spells, you may choose to do so with +1 MD, for free.
Δ - Familiar
Convince an animal, small outsider, or other spirit creature to make a pact with you.
You become that familiar's patron — you can swap senses with them, grant it your spells and MD to cast from a distance, and communicate telepathically. If you give your familiar a Spell or MD, you don't have them until your familiar uses it.
Once a familiar has cast a given spell, it is lost until the next morning. MD expended are always burned. Your familiar may serve as a decent mount if large enough and willing.
Δ - Tower
Take possession of a comfortable defensive position. This could be a house, tower, or any other amenable locale. Then, stock it with 500 Gold Pieces worth of treasure and equipment.
You can now perform research in your private sanctum, and are reasonably protected from the elements and living dangers. You are always aware of creatures nearby or within your private sanctum, and can always find your way back no matter how lost you are.
you can also build a scrying room, crystal ball and all, which you can use to observe distant locales. (1 MD, 2 MD if you've never seen the location before).
Spellcasting
Spellcasting follows the MD rules.
You gain two Spells from your Spell List whenever you level up, representing research and grappling with the deeper mysteries of arcana.
If you roll a duplicate spell, move up or down the list until you get a spell you haven't got yet.
Roll the following Dice:
Level 1 – The first spell on your list, and roll 1d6 for the other.
Level 2 – 2d8
Level 3 – 2d10
Level 4 - Choose three spells from your list.
Wizardly Ephemera (Once Again, Thanks Boss)
1. A Spare Hat, which is slightly less impressive than your primary one.
2. Monogrammed Handkerchief. Filthy, but classy.
3. Folding Sanctum, an overly classy name for a tent with lead-lined fabric. Keeps out most prying eyes.
4. A Handful of Planar Dirt. Gotta be useful for something, right? Choose or randomly determine the plane of origin.
5. Spellbook Case, which keeps it nice and dry in inclement conditions.
6. Calligraphy Set. For inscribing scrolls and sending letters.
7. Tarot Cards, featuring such standouts as The Lady, The City, The Spire and The Wheel. Can be used for minor divinations - roll 1d6. The closer to one the result, the worse the cards think it’ll go.
8. Telescoping Tea Set. Fills a single slot, contains tea, cups and self-heating-kettle for eight.
9. Magnifying Glass. Don’t look into portals with it!
10. Portal-Finder’s Pamphlet. Contains the locations of portals to three random planes. There’s a 2-in-6 chance that the portals are now gone, or were never there in the first place.
11. Flintlock Pistol. A light gun, for when you’re all out of spells. Comes with 20 bullets and a tiny powder-horn, for a total of two slots.
12. Address Book, which contains the stated addresses (probably decoys) of three Wizard Pen Pals, who you could write to in a pinch (or just to check in).
13. A Case of Dispaterian Cigars, which stink of hellfire for everyone but the smoker, who feels pleasant megalomania while smoking them.
14. Statuette of a Horse. Was, at one point, a Figurine of Power, but one of the legs broke off. It would be immoral to actually activate the poor thing.
15. Bastard Cat. Not all cats are bastards, that’s a mean stereotype. This one, however, very much is. Takes up two slots if you have to carry it.
16. Three Part Folding Wand. Newfangled! Contains 1MD and a random spell, but if you roll 6 when using it, the wand fucking explodes.
17. Chunk of Spirestone. A slot of chalky grey stone. Can’t be affected by magic. Good for chucking at other wizards’ heads, or as a paperweight.
18. 3d6 Coins from Various Planes. A mix of Hellmarks, Sigillite Crowns, Gehennan Stingers, Heavenly Merts, and a bunch of random Prime-World garbage. Only worth 3d6 in Sigil, probably worth 1d6 anywhere else.
19. Notebook of Observations. Can store a single spell, as per a tiny spellbook. Contains observations surrounding a wizardly obsession, useless to anyone else.
20. A Curio!
1. Gold Chain, covered in Terran runes. The bearer of this chain is entitled to be rescued by Earth Elementals, for free, from any one cave-in or unwilling burial.
2. Declaration of Angelum, the legal status of being an Angel. Works great with the Heavenly Bureaucracy, who, if presented with this document, will be forced to acknowledge you as a minor Deva.
3. Half-Bottle of Burning Rye, boiled up by Night Hags in the farthest edge of Krangath. Makes you immune to the effects of cold, very drunk, and also flammable, until you sleep it off.
4. A Gold Crown, specifically, the crown of a tiny Prime-Material kingdom. That was a wild night.
5. Rilmanic Dagger, perfectly balanced light weapon, to the extent that the principle carries over to the wielder - they can’t be knocked over or otherwise lose their footing.
6. Empty Soul Jar, perhaps previously occupied by a Lich. You’ve got no damn clue how to get a soul into it, but it could definitely hold one…