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valzi edited this page Aug 5, 2018 · 1 revision

Note

These rules are designed for the GLOG but work with most OSR systems. To use these rules outside of the GLOG, you'll need to rewrite spells to suit the GLOG format or use spells from GLOG wizard classes. The Orthodox Wizard class includes many traditional spells.

Magic Rules

When a wizard's mind expands, it provides more room for understanding nearby spirits. When this happens, whatever spirit the wizard is nearest and capable of understanding (determined by a roll on the Wizard's school's table) enters their brain. A spirit trapped in a brain that understands it is a spell.

Identify Items

A Wizard may spend one round to determine if an item is magical. Spending one hour to Save vs INT will usually learn something more. Very powerful items, unusual items, or cursed items might require library research or laboratory experimentation to identify.

Cursed items hide their curse. A Wizard may realize their knowledge about a cursed item is incomplete.

Potions cannot be identified magically. Small sips provide clues.

Using magical items

On each use, roll a d6. On a 1,the magic will be gone, drained, or otherwise unusable after it's used one final run time.

You might think of a way to remove the item which will allow a player to cleverly think of a way to get it back or sacrifice something to keep it.

Spells

Spellcasting

Casting from Memory

Magic Die (MD) = 1 D6.

[Dice]= # Magic Dice (MD) invested. [sum]= values rolled.

  1. Choose # [dice] to invest.

  2. Roll invested [dice].

  3. [Dice] that show 1-3 return to casting pool.

  4. Spells return to their Wizard after an 8-hour rest.

Casting from a Scroll or Book

Scroll or page is destroyed and invests one free MD into the spell. Spells cast this way do not return to their Wizard. Instead, they search for something to inhabit or a way to manifest themselves. If they can't do this quickly enough, they're expended into the environs as energy and lose their sentience.

Consult a Spell

Spell may be expended to allow Wizard to consult the spell about relevant information instead of regular effect. [sum] = # of turns to allow conversation.

Mishaps and Doom

Rolling doubles causes a Mishap. Rolling triples causes a Doom. A character can only ever suffer three Dooms.

Storing Spells

A Wizard's brain may contain 4 spell slots. Spells remain in a dead Wizard's brain for one day and may be extracted in a laboratory.

A spellbook holds 10 spells.

A scroll holds 1 spell, and 3 scrolls fit in 1 Inventory Slot. Acid or fire damage to character = 50% chance to destroy scrolls.

Any number of spells can be moved to and from scrolls or spellbooks or wizard's brains in an hour. Spells cannot be copied. They are living things, not simply words on a page.

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