Thursday, March 27, 2025

[GLOG] Magic User

 A "wizard" chassis for any GLoG magic school, but one that somewhat modifies the underlying assumptions of how spells are prepared. Magic items instead of memorized spells and every kind of magic user being essentially the same thing, instead of Clerics having angels to command instead of spells or Druids having fundamental psychological and philosophical differences that make them unusable as PCs.

Starting Skill: Per Tradition. Music (Bard), Theology (Cleric), Ciphers (Druid), Anatomy (Warlock), Herbalism (Witch) or Mathematics (Wizard).

Starting Items:
One Implement of each kind known, a robe or gown and a knife.

+1 MD per level
A. +2 Implements
B. Book Casting
C. +1 Implement
D. Orb Casting

Implements: When a Magic User casts a spell, they do so with some kind of magic implement, which modifies how the spell is cast. At first level, Magic Users pick two of the following four options: Chalk, Potions, Scrolls, and Wands.

Chalk: The classic way to cast a spell is to draw out an arcane diagram with chalk and then summon up a spirit to do your bidding. This sort of ritualism takes extra time (ten minutes to summon and ten to dismiss) but grants extra power: spells cast this way replace their lowest die rolled with a six, and instead of rolling for mishaps, doubles on a casting roll permit the spirit escape its bonds to cause magical mischief until it is dismissed. Note that the literal chalk isn't the implement, so much as the symbols that the chalk is used to draw. Literal chalk isn't needed, as long as the symbols are all there. Witches, Wizards and Warlocks all use diagrams and can summon the same spirits.

Potions: Instead of casting the spell directly, one may brew the spell into a potion. Each MD spent doing so produces ten drops of Potion of X, where X is the spell used. When drinking a potion, choose how many [dice] to drink, roll to discover the [sum] and deduct that many drops from the bottle. If the potion had fewer drops remaining, reduce [sum] accordingly. If this would result in a mishap or Doom, the imbiber suffers rather than the brewer. If someone drinks two potions at once, they suffer a mishap from the school of the latest potion. Witches and Druids commonly brew potions. Clerics 'bless' 'holy water' which is essentially the same stuff, but called something different because of religion.

Scrolls: Each scroll has the magic words for a particular spell written in big bold letters, right at the top. Read the words, cast the spell. But it also has a bunch of other words after that, explaining about how to appease the spirit that grants access to this spell. If you do what the scroll says while resting, your MD come back on a 1-4 instead of a 1-3 when casting this spell. Otherwise the spell works exactly once, then refuses to be cast until you honor the deal. Bards lure spirits with musical performances and Clerics with heartfelt prayers. Warlocks have their contracts, which lay out specific requirements from their patrons instead. Any Magic User trained in the correct skill (Music, Theology, Contract Law) can correctly use a Scroll of the corresponding kind.

Wands: Each Wand is taken from a tree that is either naturally weird and magic, or has been purposefully grown in some arcane fashion that makes it magical. If you push magic through a Wand, the spell goes off at whatever you happen to be pointing it at. This extra layer of insulation makes the spell more reliable, but also reduces the potential impact: the first MD on each spell always comes out as a three instead of being rolled. This means that you'll never spend your last die when casting with a Wand, but that your spells will always be that much weaker. Druids and Wizards use Wands or two-handed staves carved from wand-wood. Bards similarly play instruments carved from wand-wood, which work the same way.

Magic Users start out with one spell for each Implement they know. For example, a Bard would start out with a Scroll (in musical notation) for one spell and a Wand (in instrument form) for another. Wizards start with the summoning diagram for a spell-spirit, a stick of Chalk and a Wand (or staff) for another spell. Third level Magic Users learn to use an extra kind of Implement from this list.

Book Casting: After an adventure or two worth of exposure to other people who cast magic very differently from how they do, a second level Magic User learns to translate other magical traditions into something more familiar: Spellbooks. By spending an hour studying an Implement (including someone else's Spellbook) the Magic User can puzzle out a method to cast any of the spells found within. This forgoes all of the benefits of Implement-based spellcasting. Magic Users can spend a Season to make a new Implement for any spell learned this way..

Orb Casting: Orbs are in some ways the ultimate magical Implement. Lesser Orbs can capture any spell, trapping it within the Orb and denying it to the prior caster until the spell is released. Greater Orbs can do the same thing to any sapient being, trapping them body and soul to create a unique new spell based on their innermost magical nature. Yet both forms of Orb are jealous things, only willing to release their grip on their current prisoner if presented with one yet greater (ie. more MD/HD than the current spell/creature trapped inside).

You may craft a Lesser Orb with a Season of work in a place at least thirteen leagues away from any other Orb, be it Lesser or Greater. Should you suffer a terminal Doom while wielding a Lesser Orb, it will consume you just before you would suffer your ordinary fate, elevating itself to the status of Greater Orb in the process. Should the Greater Orb be recovered and your release secured, you remain free from your Doom. This is always harder than escaping normally.

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[GLOG] Magic User

 A "wizard" chassis for any GLoG magic school, but one that somewhat modifies the underlying assumptions of how spells are prepare...