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The GLOG Brunch Edition

This document provides character creation rules and classes for a fantasy tabletop roleplaying game inspired by the GLOG (Goblin Punch) system. It summarizes various classes and rules borrowed and adapted from other sources like Arnold K's original GLOG, Skerples' Spiked Goblin Punch, and TROIKA! by Daniel Sell. The author compiled these elements along with some original ideas into a single reference for ease of use. Character creation involves rolling for prime attributes, choosing a race and class, and gaining starting equipment and abilities based on class. Numerous classes are described ranging from fighters to magic users with unique abilities. Basic rules cover tests, combat, equipment, and conditions.

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Wayne Crowe
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0% found this document useful (0 votes)
332 views53 pages

The GLOG Brunch Edition

This document provides character creation rules and classes for a fantasy tabletop roleplaying game inspired by the GLOG (Goblin Punch) system. It summarizes various classes and rules borrowed and adapted from other sources like Arnold K's original GLOG, Skerples' Spiked Goblin Punch, and TROIKA! by Daniel Sell. The author compiled these elements along with some original ideas into a single reference for ease of use. Character creation involves rolling for prime attributes, choosing a race and class, and gaining starting equipment and abilities based on class. Numerous classes are described ranging from fighters to magic users with unique abilities. Basic rules cover tests, combat, equipment, and conditions.

Uploaded by

Wayne Crowe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
You are on page 1/ 53

The GLOG - Brunch Edition

A.K.A. The BLOG

By Wayne K.

Introduction

This ruleset is for my personal games and most everything in here has been recycled, stripped, and/or outright stolen from many different
sources, but is primarily a copy-paste of Arnold K’s OG GLOG found here: https://drive.google.com/file/d/0BxVHEMMjLlZ4Z0c2aG9ZbnpKUlE/view ,
and Skerples’ Spiked Goblin Punch found here: https://drive.google.com/file/d/1wOAkBOCUSjnthMEnIsPVT1LSOCQzd88j/view?usp=sharing editing
to my liking. It owes itself to the GLOG scene (specifically Pandaemonium, Many Rats on a Stick, & The OG GLOG), the White and Black Hacks,
TROIKA! By Daniel Sell, B/X D&D, 5e D&D, and a couple of ideas from Into the Odd . This whole document can be seen as an effort to piece together
many of the scattered elements of the GlOG-osphere for ease of use, a few additions from other sources, and maybe a handful of original ideas.
I’ll attempt to credit and link to where some of the more unique things were taken from, where appropriate. If there aren’t credits assume that it’s
stolen.

For now, while an attempt has been made to make this as friendly as possible to newer players and GM not familiar with Old School Gaming,
explanations may be brief, and many assumptions about knowledge of TTRPGs made. If this is being handed to you, ask the Game Runner/Master
for further explanation on topics unclear.

The first 3/4ths of this document are occupied by character creation and classes (so many classes). The rules themselves are placed behind all
that so you’ll have some abilities and what-not followed by some context on how they can be used.

In general, while many of the rules listed here, including combat, aren’t designed to emulate real-life. It's not about being as close to real-life as
possible. To me TTRPGs, and the GLOG-osphere in particular, are about fun, exercising imagination, and elegance in simplicity. In my experience
and observations I’ve noticed that the closer these kinds of games attempt to emulate reality the more bogged-down they become. Besides, this is
a game of fantasy, who cares about realism? If something doesn’t follow the laws of physics A Wizard Did It.

Arnold K’s content can be found here: https://goblinpunch.blogspot.com/

Skerples’ here: https://coinsandscrolls.blogspot.com/

Borrowed, Compiled, & Edited (and in some cases written) by Wayne Crowe, a.k.a Breadman. Special thanks to whoever put this together:
https://docs.google.com/spreadsheets/d/1P4vVibmet_QzJH9IrmIRQaM-9QD5uv5dPbKLad21Ibo/edit#gid=525111914

CC BY-NC-SA applies, as does Fair Use


The GLOG - Brunch Edition

Table of Contents

Character Creation: 3
Attributes 3
Prime Attributes 3
Derived Attributes 3
Skills 4
The Base Adventurer 5
Levelling Up 5
Class List 6
Race List 7
Classes 9
Fighter 9
Barbarian 10
Knight 12
Thief 13
Assassin 14
Hunter 15
Demon Blade 16
Exorcist 18
Inventor Necromancer 19
Goblin 21
Mob (Many Goblins) 21
Paladin of the Word 22
Martial Artist 23
Mutant 25
Really Good Dog 26
Magic-Users: 27
Orthodox Wizard 29
Adipomancer 31
Allomancer 33
Animist 35
Biomancer 37
Curse-Eater 39
Elementalist 41
Elf Mage 43
Garden Mage 45
Illusionist 47
Necromancer 49
Portal Mage 52
Pyromancer 53
Sword Mage 57
Skullomancer 60
White Mage 62
Sourcerer 64

The Rules 66
Base Mechanics: 66
The Test/Roll 66
Opposed Rolls 66
“Roll at #” 66
Advantage/Disadvantage: 66
Inventory Slots 66
Fatigue: 66
Weapons 66
Breakage 67
Melee Weapons 67
Ranged Weapons 67

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Armor 67
Light Sources 67
Tools 67
Scrolls 67
Magic Robes 68
Other Items 68
Combat 69
Initiative 69
On a Turn 69
Attacking 69
Combat Maneuvers 69
Reactions 69
Spells 69
Defending 69
Sundering Armor 69
Critical Success and Failure 70
Ongoing Damage 70
Hitpoints & Damage 70
Rests and Healing 70
Injury Table 71
Limbs & Parts Table 71
Conditions and Other Miscellany 72

puzzle-solving skills, observational skills, things involving fine-motor

Character Creation: control, and word-play. If something relies upon smarts or knowledge it
likely references Mind or Mind modifier (M-mod). Trap and puzzle-solving
1. Roll 4d4 for each prime attribute in turn. is player, not character-dependent. Mind -might- be tested for a hint.

2. Pick/roll a character’s race & reroll the listed prime attribute, write down ● Spirit: Measures a character’s willpower, luck, charisma, intuition, and so-
the race traits. Same for backgrounds if used. Write Down your Derived on. If something relies upon neither physical capability nor smarts,
Attributes. involves pitting your will against another’s, or resisting possessions or
compulsions, it references Spirit or Spirit modifier (S-mod). (some of CHA,
3. Pick a class archetype (if the GM allows it), and jot down Starting Gear,
WIS)
pick your skills, and write down the A abilities in that class.

4. Write down the other stuff your character starts with (unless the GM
says otherwise every character starts with 1 bedroll, a lantern and flask
of oil, 1 sack/backpack, 6 provisions, and 5d20 coins (often copper)
Prime Attributes and Modifiers (divide by 3 then - 3)
5. Finish by writing down any changes to your derived attributes.
Score Mod Score Mod Score Mod
Attributes
1,2 -3 9-11 0 18-20 +3
Characters have three prime attributes and derived attributes which make
use of the prime attributes and character level. On top of this they may have 3-5 -2 12-14 +1 21-23 +4
some possessions and equipment, skills, backgrounds, archetypes, and/or a
6-8 -1 15-17 +2 24+ +5
fantastical race.
Prime Attributes
Derived Attributes
An attribute modifier is determined thus: (AttributeScore/3)-3, rounded down.
Interchangeably called stats, stat scores, and attribute scores. ● Hit Points: or HP measures how much of a beating a character can take,
as well as a character’s ability to avoid lethal blows. Starts 6 + B-mod. Each
level lists a number of dice that can be rolled, if the result + relevant modifiers
● Body: Measures raw muscle, overall health, physical conditioning, are greater than current HP use the new roll.
reflexes, agility, etc. If something relies upon physical ability it likely
references Body or Body modifier (abbreviated as B-mod.) (amalgamation ● Attack: Starts at 11+ mod and goes up as a character attaines levels. A
character’s ability to hit things in combat, or affect creatures/things with
of STR, DEX, and CON) strange effects. Is modified by some abilities, items, and some spells. Is made
against the target’s Defense Score or Save. (assigned by GM, abbreviated as
Def hereafter.)
● Mind: Measures a character’s quickness of thought, memory retention,

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● Defense: Is 10+B-mod(if positive)+Armor rating (AR). A character’s ability to mystical orders, arcane symbols, planes and their most well-known
avoid getting hit by physical attacks. inhabitants, and the various spirits.

● Movement: Is 12 + B-mod +(AR - 2) - Encumbrance. A character’s move ● Athletics (Movement): Used for leaping chasms and obstacles, climbing
speed in combat is 20 + Movement. A character’s ability to maneuver in their walls, ropes, and cliffs, swimming, and so on. Can be used when escaping
environment. Is tested when the GM calls for a test to climb, swim, leap over
obstacles, during chases, balancing, etc. grapples or resisting shoves.
● Crafting Skills (Mind): there are numerous crafting skills. They are tested
● Perception: Is 5 + M-mod or S-mod. A character’s environmental whenever making hasty repairs to gear, cobbling something together, or
awareness and ability to notice things attempting to sneak upon them.
Generally, if a player describes the character looking for the exact thing or in attempting to create masterworks. With sufficient time characters
the right place they find it. This is mainly to test if characters are surprised usually just succeed at crafting.
and how close the creatures get before being noticed.
● Deception (Mind): Used when attempting to bluff, deceive, or trick
● Sneak: Is 5+B-mod or M-mod - (AR -2) - Encumbrance. Is modified another. Can also be used while haggling but if discovered will often earn
according to the situation or awareness of an enemy by the GM. Is tested
enmity. Modified by good word/roleplay.
when a character is attempting to be stealthy. Unlike most rolls this is rolled
secretly by the GM. ● Diplomacy (Spirit or Mind): Can be used to modify a reaction roll,
persuade another to change their stance on an opinion or belief (if on
● Save: starts 5+ mod. Improves with levels attained. Tests a character’s
ability to resist effects that directly influence their health such as poisons, the fence about something), or get a better deal while haggling (without
diseases, death magics and effects, and to dodge traps. It tests a character’s risking enmity).
ability to resist or see through things which befuddle the mind or trick the
senses, and to overcome challenges attempting to overpower their will or ● Disguise (Mind): Used when attempting to pass yourself off as someone
spirit. This isn’t an exhaustive list. else through the use of makeup, alteration magic, or illusions. Rather than
being used when engaging in conversation it’s tested to see the
● Inventory Slots: Is equal to Body score. Items in excess count as
encumbrance per additional slot occupied. likelihood of your assumed identity being questioned.
● History (Mind): Used when recalling lore about certain kingdoms, wars,
● Beauty (optional): Is subjective, hence an optional attribute. Determined
by rolling 4d4 and adding the modifiers from the prime attributes. Beauty nobility, knightly orders, and the like. When this can be used is reliant
grants a modifier like the prime attributes do, which is applied to reaction and upon what makes sense for a character to have studied.
Diplomacy rolls. Negative modifiers are treated as a positive modifier to
Intimidate checks. Some monsters don’t care, and may even find particularly ● Insight (Spirit or Mind) : Used when sensing another’s intentions or trusting
beautiful characters tastier-looking. High BEauty may also be treated as a your gut.
penalty when dealing with some creatures.
● Intimidate (Body or Spirit): Used to scare and coerce others into action.
Skills They become hostile whether you succeed or fail.
● Lockpicking (Mind): Used when picking locks.
A skill is something a character is particularly good at. All skills rank from 1-5,
● Medicine (Mind): Used when identifying and treating poisons and diseases,
raising the tested attribute by the skill rank when it applies. All characters, in
attempting to reattach limbs, and the like.
addition to skills available from their class, may pick or invent any 2 skills. This
● Nature (Mind): Used to recall lore about plants and animals, terrains,
is superseded if the GM is using additional backgrounds.
weather cycles, etc.
To raise a skill, if a character already has a rank in it, it needs to be tested ● Perception (Mind or Spirit): Used when testing a character’s awareness
successfully 2 times per rank. I.e. it takes 2 successes at rank 1, 4 at 2, 6 at 3, and senses to detect things in their environment.
and so on. When a player does so they may test to see if it improves. They ● Religion (Mind): Used when recalling lore on religious hierarchies, rites,
test Mind against the rank of the skill being tested. If learning a new skill, or prayers, (un)holy symbols, doctrine and texts, deities, and the like.
receiving training in a skill, test (Mind - rank of skill + rank of teacher). It takes 1 ● Riding (Body or Mind): A character's skill in directing mounts, remaining
month/attempted rank to receive training in a skill. mounted when hit in combat, avoiding hazards while mounted, etc. Can
be applied to whatever sort of mount makes sense for the setting and
If an archetype has an ability that grants a skill or skills, as well as a character. A European style knight trained to ride horses will be able to
background or race which grants the same skills they may start with 2 ranks. handle horses, but not necessarily hippogriffs, for example.
● Survival (Mind): Used when hunting game, fishing, building camps, following
Skill List: Not exhaustive. The GLOG-o-sphere has a huge number of tracks, navigating terrains, identifying signs of activity, and avoiding
contributors and many different class archetypes with all kinds of skills. Those hazards. Somewhat dependent on what makes sense for the character.
skills tend to be more abstract, however, and will require some adaptation to
● Trapmaking (Mind) Used when setting traps and snares. I often treat it
use in this particular skill system. Listed here are the most basic of skills,
like an attack roll using skill rank instead of B-mod. Another viable option
pulled largely from the 5th edition of the world’s most popular ttrpg.
is treating the skill rank as a difficulty modifier to the victim’s save.

● Acrobatics (Movement): used for balancing, tumbling, swinging from


chandeliers, and the like. Can also be used to help escape grapples and
restraints.
● Animal Handling (Spirit): Used whenever training, attempting to soothe, or
making a good impression on animals.
● Arcana (Mind): Used when recalling lore on particular magic items, spells,

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Level XP HP Tmplt. Atk Save

1 - 6 1 11 5
The Base Adventurer
2 200 2d6 2 12 6
A newly minted character starts off their career as a Base Adventurer, often
3 500 3d6 3 12 7
with an archetype in mind and a Template to match.
4 900 4d6 4 13 8
Adventurers are generally considered skilled enough in doing things related
to adventuring to get by, and possess a handful of specialty skills. 5 1400 5d6 - 13 9

6 2000 5d6+2 5* 14 10
Templates, Classes, and Multiclassing
7 2700 5d6+4 - 14 11

As adventurers gain in Xp and levels they acquire templates on their way to


8 3500 5d6+6 6* 15 12
maturity. Each class possesses 4 templates, gained sequentially, and lettered
A-D. 9 4400 5d6+8 - 15 13

10 5500 5d6+10 7* 15 14
If a character takes up another class (which should be discouraged unless the
player character has a good concept in mind and reason to do so) they always +1 +1500 5d6+Lvl (Max +1p2** 15 15
of 50)
start off with the A template.

A character’s starting template may be rolled (or picked if the GM allows) from
the following tables, or with DM approval picked directly. *Optional with GM approval.
Levelling Up
**Extra Optional. This is for GMs who really like high-powered characters. If you
● Each time a character gains a new level they reroll HP according to the
go this route I recommend Keeping any extra class templates capped at C, after
table (adding any template and attribute Modifiers to HP after the roll).
their First D. This is more a thematic element than a game balance one. At this
● Test to improve a prime attribute of their choosing each level. They roll
point you’re not really worried about game balance, are you?
3d6 and if the result is greater than the attribute it goes up by 1 point. A
result of 18 always raises the attribute.
(Archetype tables are on the following page.)
● They reference the table to see if they’ve gained another template.
● Check if their Attack and/or Save scores have improved.

Characters gain levels as the GM wishes, but most often through gaining XP.
XP is also earned as the GM sees fit, but most often via Looting and Bloodshed.
Looting only counts when you’ve hauled it off and safely stored or spent it,
and is counted per coin earned and divided out(GM decides ratio). If the
players decide that another should get less money for getting the Good Stuff
that character gets less XP. Bloodshed counts anytime you manage to Class List
successfully kill or otherwise defeat worthy foes. Worthy usually meaning of a
HD equal to or greater than your level. This is often much less than what can
D10 Core Classes D10 Novelty Classes
be gained via Looting and risks maiming and Death.
1 Fighter 1 Demon Blade
Another common means of earning XP is via Ad Hoc rewards for creatively
solving in-game problems, good RP, GM bribery, etc. 2 Barbarian 2 Exorcist

3 Knight 3 Inventor Necromancer

4 Thief 4 Goblin

5 Hunter 5 Mob

6 Assassin 6 Paladin of the Word

7 Magic User 7 Martial-Artist

8 Sourcerer 8 Mutant
Levelling Table
9 [Reroll] or [Pick 9 Really Good Dog

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One]

10 [Reroll] or Novelty 10 [Reroll or Pick]

Special Classes
These classes require special circumstances to take levels in. Those
circumstances are found in the description of the class, otherwise ask your
GM.

Cannibal Gourmet

Surly Gnome

3D6 Mage Schools

3 Orthodox 4 Necromancer

5 Adipomancer 6 Portal Mage

7 Allomancer 8 Pyromancer

9 Animist 10 Sword Mage

11 Biomancer 12 Skull Mage

13 Curse-Eater 14 White Hand

15 Elementalist 16 Elven Mage

17 Garden 18 Illusionist

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Race List

Rather than giving an in-depth description here, I find it more fitting to allow GMs to describe the place of these races in their setting. Listed here are some standard-fare
fantasy races, and few less-common ones. If a stat reroll is specified use the higher roll. GMs, as with anything else in the GLOG-o-sphere are welcome to substitute these
races and their abilities with whatever they like.

(As a side note for the GM: most other GLOG stuff doesn’t give out this much race stuff. If you feel having players write all this down you can just toss it out the window, use
something from somewhere else, or make up your own stuff to better fit your idea of a race.)

Standard-fare Races

Race Traits Short description

Humans Reroll any 1 Prime Humans. You are one. They vary widely from culture
+2 Skills to culture.
2x XP until 4th Level

Halfling Very Lucky (reroll 20s once) Small, lucky, and good at throwing things. Halflings live
Reroll Spirit a touch longer than Humans. Sometimes they form
Proficient when throwing anything reasonable and roving cannibal tribes, sometimes they enjoy the
with slings. comfort of a cozy burrow.
Small, -2 Inventory slots, can’t use Heavy or Medium
Heavy weapons.
Advantage on saves vs. mutations and corruptions

Elves Very Graceful & Perceptive (advantage on Acrobatics Very long-lived. Elves tend to value beauty and
tests, +5 Perception) grace. In some worlds they’re immune to mutation
Obscenely Beautiful: +6 Beauty and corruption unless self-inflicted.
Can see in the Dark
Universally Proficient with Bows and Rapiers
Immune to Sleep magic, advantage vs charms
If a magic-user use the Elf Mage.

Dwarves Reroll Body Dwarves as a species seem to have a proclivity to


Can count how many gems and coins are in a pile by digging in caves, smithing or stonework, hoarding
glancing at it. gold, drinking, fighting, and Scottish accents. A bit
Can see in the Dark strange, considering their Scandinavian origins, but
+2 Inventory Slots oh well.
Proficient in all Axes.
+2 Craft Skill

Half-elves Can see in the Dark Sometimes a mix between Humans and Elves,
Very Beautiful, +4 Beauty sometimes a misnomer for a unique species that
Reroll any 1 Prime share qualities common to both.
Immune to Sleep Magic, advantage vs charms
+1 Skill

Half-Orcs Can See in the Dark Big and tough, they are usually a mix of Orc and
-2 Beauty Humans, though they can be a mix of Orc and just
+2 Body about any other species. In worlds where beauty is
Reroll Body important they’re often seen as ugly.
D10 damage with Medium weapons even when one-
handed.

Less Common Fantasy Races

Gnomes Reroll Body Often mistaken for smaller dwarves, larger halflings,
+1 Attack/round vs foes that misidentify you if you’re leprechauns, and other such small humanoid races.
aware (can read their minds, or say it to your face.) You don’t like this and will fight over it.
+2 Attacks/round vs foes that try to snatch your hat. Gnomes are never found without a conical, usually red,
+3/round If they stomp on it. hat. If someone tries to take it you’ll kick their teeth in
Proficient in fist fighting (d4+mod damage) or die trying. Your hat is miraculously immune to
Can eat any mushroom. damage as long as you're carrying it.
Aren’t attacked by large toads or frog creatures
unless you attack first.

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Advantage on saves vs Charm spells.

Cambions Reroll 1 Attribute. Known by many different names, cambions are edgy,
Roll on a cambion traits table and come in many varieties. Cambions carry the blood
of fiends in their veins.

Anthropomorphic Animals Work with the GM one abilities your character might Bipedal, Intelligent Animal People. Common traits are
have. being good runners, swimmers, climbers, being able to
dig quickly, good senses, etc. There are lots of
different kinds of animal people.

Centaur-people Reroll Body and Spirit


+2 Inventory Slots
Goat types are good at climbing and jumping
Horse types are 2x as fast as bipeds
Bull types are especially strong (+2 Body)
Etc. work with your GM

Insect People Reroll Body Insect people


4 Arms
Have no need for sleep and immune to sleep magic.
Able to go without food or water for months at a time,
though you still need rations to heal.
Can leap as high as you movement score x2.
Very susceptible to poisonous gasses.
Or as GM abilities determined by GM

Goblins Reroll any 1 Prime Found everywhere and universally loathed.


-2 Mind
Can find rations and crappy weapons wherever there Goblins don’t usually have a sense of ownership and
is garbage. see nothing wrong with stealing something if it catches
Immune to ingested poisons and most diseases, their attention
though can be a carrier.
+1 Random mutation [if its a deadly mutation roleplay it Goblins don’t understand why they’re hated so much
out, then reroll the mutation since you’re now a (they eat and often live in garbage, usually have bad
different goblin] hygiene, can spread diseases without even realizing it,
Beauty score -4. and often steal without a second thought.) They’re
often unbiased towards other species as long they
aren’t running after them with weapons.

Orcs Reroll Body


+4 Body
-2 Mind
-4 Beauty
Can see in the Dark
Medium weapon deal d10 even when one-handed

Classes Fighters are the archetypal Men-at-arms. They can come from any social
class, hail from any culture, and are near-ubiquitous across existence. In some
The following classes aren’t an exhaustive list, ask the GM if they’re using more cultures they’re nobles, in others the lower class. Either way they’re good at
than these. Some templates list a modifier to HP; these aren’t cumulative, fighting.
replacing the previous modifier (keeping the highest) instead. They’re added to
your HP total after you roll on the Base Levelling table. A. Parry, +1 Attack/round. +1 Hp
B. Weapon Mastery, +2 HP
Except where noted otherwise these classes are pulled directly from the OG
GLOG by Arnold K. or Spiked Goblin Punch by Skerples, with some editing to fit C. Quick Learner, +2 Attack Score, +3 HP
this ruleset and personal taste. D. Impress, Cleave, +4 HP

(all Magic-Users are placed at the end of the class list because there are a
A) Parry
metric shit-ton of mage classes)

1/Rest the character may parry an attack, reducing damage by d12. If the
fighter also sunders a shield or armor they instead reduce the damage by 12.
Fighter

Starting Gear: Medium-Light Armor, Any 1 Melee Weapon, Bow, 20 arrows. B) Weapon Mastery

Skills (Pick 2): from Acrobatics, Athletics, Insight, Intimidation, Perception, Riding, The character has begun to attain mastery in their chosen weapon. Hereafter
Survival. when the fighter kills a total of 10, 20, 30, and finally 50 foes of 1 HD or greater

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with a weapon type (medium-heavy swords, spears, axes, etc.) they gain a religious fanaticism.
mastery chosen from below:
While in a rage:
● +1 Damage
● +1 Critical hit range ● You gain +4 to Wisdom for Initiative purposes. You act before all other
● Special Ability (Negotiated with DM) Might be something like inflicting PCs in a round.
bleeding wounds or knocking targets prone on criticals, wielding ● You gain +1 attack per round.
weapons with one hand as if with two, gaining the benefits of having a ● All your melee attacks inflict +1 damage.
tool with the weapon, etc. ● You can only cast damaging spells. All your spells deal +2, damage (if
single target) or +1 damage (if multiple targets).
C) Quick Learner ● You are immune to pain and fear.
● You cannot do anything defensive, curative, or tactical with your allies.
The Fighter is able to learn how to use weapons very quickly, only needing to All you can do is attempt to kill things. This means no combat maneuvers,
use a weapon 4 times to gain proficiency. If the fighter scores a critical with taking the Dodge or Disengage actions,
the weapon they immediately become proficient. ● You cannot stop fighting until you kill, subdue, or drive off all enemies. If
an ally has injured you this fight, they count as an enemy. To stop raging,
D) Impress Save at the start of your turn.

If the fighter challenges a powerful foe to combat they may reroll any NPC B: Danger Sense
reaction rolls at +4, assuming the fighter hasn’t attacked them without
provocation, or been particularly nasty to them. If you are surprised, you have a 50% chance to act in the surprise round
anyway. If you encounter a creature no one in the group has seen before, you
D) Cleave can roll under Mind to remember a detail or weakness, provided the creature
is not unique.
When the fighter reduces a creature to 0 hp they receive an additional attack
on their turn. The fighter may only cleave a number of times equal to their B: A Taste of Home
level per turn.
You can consume a special ration to regain 1d6+1 HP. This takes 1 round. Roll on
the Table of Barbarian Delicacies. One “dose” costs 1gp and can be purchased
in any trading city. 3 doses fit in a single inventory slot. You cannot eat while

Barbarian raging, but you can immediately enter a rage after eating the ration. If you’re
KO’d and an ally waves the ration under your nose, you can test Body to wake
Starting Gear: Light Armor, 1 Heavy Weapon, d4 Delicacies.
up.

Skills (Pick 2): Animal Handling, Athletics, Intimidation, Nature Knowledge,


C: Feat of Strength
Perception, Survival, Riding.

Once per day, you have 25 Body for 1 round. Your Body modifier is +5.
Barbarians hail from the wild places, which come in many different forms.
Sometimes they come from the Far North, the Rolling Plains, the Big Mountains,
C: Tough
and other times still The Great Water. In all cases the barbarians are tough as
nails and scary when mad. Reduce all incoming damage by 2 points (minimum of 0). Gain +2 to Save vs.
Mind Altering Effects.
A. Rage, +2 HP
B. Danger Sense, Taste of Home, +4 HP D: Die Hard

C. Feat of Strength,Tough, +6 HP
Even when wounded you’re able to fight hard; you no longer suffer
D. Diehard, +8 HP disadvantage on attack and defense rolls while wounded. If you take damage
while wounded you no longer need save to not fall unconscious.
A: Rage

You can choose to enter a rage at the start of your turn, or in response to
taking damage. You might froth, or stare in battle-focus, or merely let a
facade drop and give in to your ancient urges, brutal warrior training, or

D66(2d6) Barbarian Delicacies

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10
D66 Food D66 Food

11 Pemmican, a dried meat mashed with berries and fat. 41 Diamond Leaves-stains the teeth green.

12 Pickled Eyes, sour and filled with jelly 42 Long Red Carrot- like biting into a lit campfire.

13 Haggis, peppery and coarse. Cooked in a bag. 43 Green Horseradish- burns your nose, mouth, and eyes when eating.

14 Teeth- Served in a white sauce. 44 Fermented Greens- more slime than leaf. Chewy, vinegary, and salty.

15 Honeyed Ants. Crispy, salty, and sweet. 45 Hairy Yellow Leaves- from a flower, peppery and tickles the roof of your
mouth when chewing.

16 Rat on a Stick- not a local rat but a fancy foreign rat. 46 Hellish Onion- makes everyone downwind cry when you cut it, and leaves
your breath smelling of onions for days.

21 Century Egg- Fermented in a strong, dubious mixture. 51 Blue Bread- Fuzzy, splotchy, powdery. Tastes like home. Toss it if it starts to
go orange.

22 Pickled Eggs- Tart, spicy, and bright red. 52 Hard Cakes- Solid pucks of flour and starch

23 Frog Eggs- slimy, slaty, and loads of them, stored in glass bottles., 53 Fried Cakes- Bread cooked in boiling fat.

24 Insect Eggs- crispy outside, ooey-gooey inside. Off-white and roughly the 54 Meat buns- chewy bread stuffed with ground meat.
size and shape of a thumb

25 Bull Eggs- not actually eggs. Boiled in bovine fluids. 55 Spice Bread- cinnamon, clover, and whole grains.

26 Sea Eggs- Solid green, slightly translucent. Could be a plant, could be a fish. 56 Yellow Bread- coarse and mealy, buttery and sweet.

31 Red Liqueur- like treacle with a strong, fruity taste. 61 Cheez- yellow, salty, and served in jars. Is this really cheese?

32 Mead- sweet, honey wine. Comes in plain clay jugs. 62 Monk Cheese- fermented whilst being prayed over daily. Made from the
milk of sacred cows.

33 Green Liqueur- Tastes like licorice and encourages philosophical thought. 63 Black Mushroom- Tastes like old, damp wood.
Comes in small, fancy bottles.

34 IPA- A pale, hops-forward brue. Comes in brown glass bottles. 64 Horrible Sea Phallus

35 Fermented Cloves- strong, more of a paste than a drink. 65 Jumping Beans- making your mouth tingle. Kept in tightly sealed jars.

36 Bitter Leaves- steeped in cold water and still very bitter. Makes 66 Magic Powder- Taken nasally. Made from the skulls of wizards.
everything brighter.

Knight This ability only works on creatures that can understand you and are capable of
being offended. If you challenge a creature outside combat, they must Save or
Starting Gear: Medium-Heavy Armor, Shield, Medium Heavy melee weapon, Horse accept your challenge. In civilized areas, this could mean a duel, a joust, or a
with saddlebags, and saddle kit, 5 Sp brawl. The challenged party can set conditions for the duel. Leaders may send
out champions.
Skills (Pick 2): Athletics, Diplomacy, Insight, Intimidation, History, Religion, Riding.

In combat, you can challenge one creature each turn as a free action. The
Knights always hail from the noble class or The Church. They quest to uphold
creature must Save. If they fail they must attack you. This ability cannot force an
some Code of Ideals, secure power for The Church and/or Country, or defeat a
enemy to make major tactical errors.
Great Evil.

A: Champion
A. Challenge, Champion, Save vs Fear +2
B. Bodyguard, vs Fear +4 After all enemies have completed their turns in a combat round, select one
enemy that only targeted you with attacks, and that you targeted with your
C. Dragon Slayer, Parry, vs. Fear +6
attack. Make a second attack against that enemy. Effectively, this gives you two
D. Aura of Courage, Inspire, vs Fear +8
attacks per round if you are fighting an enemy one-on-one.

A: Challenge B: Bodyguard

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Once per round, if an adjacent ally would take damage from a physical attack, B) Savant
you may make an Attack roll. If you succeed, you take the damage instead.
When you test to learn or improve skills you may roll twice, taking the better
C: Dragon Slayer result.

B) Lucky
Once per day, you may add +X damage to one of your physical attacks, where X
is the HD of the most powerful monster killed by you or your party. Keep track of
Once per day you may reroll one of your d20 rolls.
this. If you miss, this ability is not expended.

C) Opportunist
C: Parry

Whenever you get advantage to attack rolls you may add an additional d6 to
Once per day you can reduce incoming damage by 1d12 points. If you also choose
damage rolls.
to sunder your shield or armor, you can reduce the damage by 12 points instead.

D) Very Lucky

You get one more use of Lucky per day. Additionally you may grant a use of
D: Aura of Courage
your Lucky ability to another character if you could have reasonably helped
them.
Allies who can see and hear you can use your Save vs Fear instead of their own. This
ability has no effect if you are currently afraid.
D) Great Escape

D: Inspire
Once per day you can escape from something restraining you, if plausible.
Examples include mobs, restraints, lynchings, etc., but not sealed and/or buried
Once per day, allies who can see and hear you heal 1d4 HP. If they were at full HP, they
coffins.
instead gain +2 to their next Attack roll.

Thief

Starting Gear: Light Armor, Medium-light Melee Weapon, lockpicks Assassin

Starting Gear: Light Armor, Medium-Heavy Weapon, Crossbow, 20 bolts, 4 doses


Skills (Pick 2): Acrobatics, Athletics, Deception, Insight, Intimidation, Perception,
of poison (+d6), a Handler, and a Target.
Persuasion,

Skills(Pick 2): Acrobatics, Athletics, Deception, Insight, Intimidation, Perception,


Thieves, rogues, scoundrels, ne'er-do-wells, these terms and more accurately
Persuasion, Riding
describe members of the Thief class. Thieves, like Fighters, can hail from any
social caste, but most often hail from the lower castes. Like fighters, thieves are
Assassins are people who, unlike most other adventurers, are a group that
ubiquitous across the worlds.
specialize in making living creatures and people dead creatures and people.
Entirely unlike most other adventurers they tend to have no interest in fighting
A. Thievery, Always Prepared
monsters, only killing. Setting the whole place on fire, poisoning water supplies,
B. Savant, Lucky
smothering with pillows, dressing up like grandma and poisoning the stew,
C. Opportunist
dressing like grandma and stabbing you, seducing and then stabbing you. These
D. Very Lucky, Great Escape.
are the means of the Assassin.

A) Thievery
A. Skills of the Assassin, Assassinate

Thieves begin play with one rank in Lockpicking, Pickpocketing, and Stealth. B. Opportunist
Whenever they test to raise these skills they always succeed. Additionally, C. Dramatic Infiltration, Specialized Poison
Thieves are able to eyeball items and evaluate their worth on the market. D. Master Assassin

A) Always Prepared A) Skills of the Assassin

Whenever in town the thief can invest any number of coins to pack an Unlabeled You gain the Disguise, Poison-making, and Stealth skills at Rank 1. They always
Package. The thief may carry two unlabeled packages at a time. When opened improve when tested.
the unlabeled package can contain any item the Thief may need at that moment
in time so long as the contents can fit in the same number of slots the package A) Assassinate
occupies and have a total cost no higher than the coins invested. This is
essentially retro-active shopping. Assassins collect information about their targets before closing in for the kill. For
every fact that you know about your target, you deal an additional +1 damage

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during surprise rounds, for a max of +5 damage. These don't have to be major weakness, invulnerability, and/or power possessed by the creature.
facts, but they cannot be trivial. "Drinks Earl Grey tea" ,"Commands the fifth
cavalry", or "Is named Ostruchus Poncelroy" are all good facts. "Is currently inside A) Huntsman
his tent", "Is a man", "Has two arms" are not. If you could learn it by looking at a
snapshot of the current scene, it's trivial. You begin play with Stealth, Survival, and Perception at Rank 1. Additionally,
whenever you test those skills to increase rank you always succeed.
B) Opportunist
B) Crippling Shot
Whenever you get advantage on an attack roll (surprise, elevation, flank, etc.)
you deal an additional +1d6 Damage. If you hit an enemy with a ranged weapon, you can choose to deal 1 damage
instead of rolling for damage. The next attack made by the enemy deals 1⁄2
C) Dramatic Infiltration normal damage.

At any time, you may declare that you are walking off-screen. Later on in the B) Precision
session, you may reveal yourself to have been a minor NPC in the background of
the scene “all along” as long as there actually are minor NPCs in the background When you gain this template, choose either Body or Mind. Add the twice the
of the scene. You can always walk back on stage at any time, even climbing in a chosen stat’s bonus to damage rolls made with ranged weapons (bows,
window. This ability is limited by plausibility, and you can’t walk off-screen in the crossbows, thrown daggers, etc.)
middle of combat or a chase.
C) True Caution
C) Artisanal Poison
After the GM gives you the Omen for an encounter, you can choose to reroll the
You can tailor a poison to its intended target. Each dose requires three vials of encounter and get a different Omen. You can choose between the two Omens
regular poison, five facts about your target, and some piece of the target (blood, (and Encounters). You can always act in a surprise round.
hair, etc). The final product is a deadly poison (2d6) that works even on targets
normally immune to poison.

D) Master Assassin

The damage from your Opportunist ability increases to +2d6. Additionally, If you
learn your target’s Dark Secret (if they have one) and hit them from surprise you
D) Impossible Shot
deal double damage (x3, rather than x4 if a critical success.)
Hunter Once per combat, you can make an impossible shot with a ranged weapon. The
attack automatically hits the target, provided it is within 2x the weapon’s listed
Starting Equipment: bow, 40 arrows, Medium Light Melee, Light Armor.
rage. The attack can bounce around corners, cut a coin in half, or part a single
hair on a target’s head.
Skills(Pick 2): Athletics, Animal Handling, Craft: Bowyer, Insight, Riding, Trapmaking .

D) Vanish
Also called Rangers, hunters are the men of fields and woods. They stand bastion
against the Wilderness or against the encroach of Civilization.
If you are in dense forests, hills, caves, or other terrain with abundant line-of-

A. Rangefinder, Wilderness Sense, Huntsman sight-blocking features, you can choose to vanish. While vanished, you cannot

B. Crippling Shot, Precision affect the world or be affected by it. This ability is limited by plausibility and

C. True Caution cannot be used mid-combat or chase. You can reappear at any time by climbing

D. Impossible Shot, Vanish down a tree, walking over a hill, emerging from a shrub, etc.

A) Rangefinder

You get -1 to attack with ranged weapons for every 20’ past the listed range,
instead of every 10’. Demon Blade

Credit: Arnold K. @ https://goblinpunch.blogspot.com/2016/01/new-class-demon-


A) Wilderness Sense
blade.html

You can be considered on the lookout without having to specify such to the GM
Starting Gear: A Chariot equipped with you and Light Armor.
(though it would be in your best interest to inform your GM that you have this
ability.) You have a 50% chance to act in surprise rounds. Additionally, when
Skills (pick 2): Arcana, Athletics, Acrobatics, Deception, History, Insight, Intimidation,
encountering a non-unique creature you may test Mind to recall a specific
Religion, Perception, Survival.

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You are a Demon Blade. A soul inside a sword, who wields bodies like bodies wield
swords. When they see your chariot wielding your magnificent self they assume it
to be the Demon Blade, but no, that body is just a puppet.

A. Demon Blade, Chariot


B. Harvest Soul
C. Spellcasting
D. Minions

Demon Blade

You are a hellish blood-red and/or black sword. You are a sword (your choice of
size category, can resize yourself at sunset) +1 that can dominate whoever wields
it (as is standard for many cursed weapons). People who are unwilling to be
dominated are allowed to make an opposed Spirit test, which is repeated every
sunset until you take over or they stop carrying you. Dominated creatures use
their own ability scores, but everything else (save, attack bonus) is derived from
you (the death blade). Dominated creatures chafe against the reins, and get -2
to all attack rolls for the first week. The domination effect ends as soon as they
stop touching you, so if you are disarmed, they're free to follow their natural
inclinations. You cannot dominate a new person unless you release your old one,
and if a target makes their save against your dominate, you cannot try again
until tomorrow. Harvest Soul

You can see and hear out of the blade, but you cannot speak except through You can drain the soul from a recently killed enemy. This takes a standard action
your wielder. (But really, who is wielding who?) Regarding damage and and requires you to impale the corpse with your demon blade within 1 round of
breakages, you follow the same rules as any other magic weapon (you can be the corpse's death. No effect on targets that lack souls.
damaged by things that are at least as magical as you are, like a bad hit against
a shield +1 or a demon that can only be hit by +2 weapons or greater.) When you This has two effects. First, your wielder heals 1d6 HP, plus 1 HP for every HD of the
suffer a breakage take d6 damage. Your HP only restore at a rate of 1d6/week, target. Additionally, the target's soul is trapped in the demon blade. The demon
assuming no further breakages are suffered. blade can hold up to 3 souls. Trapped souls can see and hear from inside the
demon blade.
Chariot
At any time, you can chat with souls trapped in the demon blade (and it may be
A person who willingly joins with you (instead of just being dominated by you, and difficult to get them to shut up). They are generally unhelpful (similar to speak
without coercion or threats from you or your allies) becomes your "chariot". with dead) but can become helpful if you do favors for them (pass messages on),
That's the demonic term for a willingly dominated person. When you are wielding fight against a mutual enemy (orc souls will happily tell you everything they know
a chariot, you get several advantages: about elf territory), or entertain them (a soul might appreciate seeing a favorite
opera, for example).
● Your chariot reduces all fire damage by the HD of the highest HD angel,
paladin, or goodly cleric you've ever killed. (Yes, keep track of this on the Spellcasting
back of your character sheet.)
You can cast spells from the demon blade list. Beginning at level 3, you learn a
● At any time, you can choose to deal 1d6 damage to your chariot in order to new spell every level (your choice), and another new random spell every time you
deal an additional +1d6 damage on a hit. (This is called burning the chariot in kill a dungeon boss. (If a dungeon has no obvious boss, the boss is the highest
demonic parlance.) level hostile creature in there.) If you learn the 12 spells listed below, your DM has
to come up with some newer, better ones.
Getting someone to willingly be your chariot is not something you can do with
coercion or threats. You need to find a truly, truly desperate NPC to agree to it
and then probably perform some service for them. (Sounds like a quest to me!)
Spells are powered by souls trapped in the demon blade. You can cast as many
as you wish, as long as you have sufficient trapped souls. If you see an 'X' in the
spell description, it refers to the HD of the trapped soul. You use a soul in its
entirety--no half-spent souls. And when you use a soul to power a spell, always
try to flavor it as appropriately as possible. Using reap with a goblin soul should
probably sound like a shrieking goblin and leave goblin bite-marks on the target.

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Using Burning Blade with a lich's soul should probably conjure up blue flames that You fire X bolts at the target. Each bolt requires its own ranged attack roll and
cause numbness rather than immediate pain (that comes later). does 1d8 damage on a hit.

Minions 8. Inferno

A bunch of demons show up to pledge their loyalty to you. 3d20 lemures, 1d4 R: 20' T: self D: X turns
bone devils, and 1d4 succubi. They will expect you to lead a crusade back into
Everything takes 1d6 fire damage each turn (Con check for half). Most shit
hell, to reconquer it from the paladins.
catches on fire. You are immune to fire damage for the duration of this spell.

Demon Blade Spells


9. Reap

1. Burning Blade
R: 0 T: self (blade)

R: 0 T: self (blade) D: 10 minutes


Free action when the demon blade does melee damage. Deal +Xd6 damage.

The demon blade does an additional +X damage on a hit.


10. Salvage the Chariot

2. Dance of Hell
R: 0 T: self (chariot)

T: self (blade) D: X rounds


Instead of dying, the chariot survives with X HP and is stunned for 1d6-X rounds

You function as a dancing weapon. You still maintain control of your chariot. (min 1). You still suffer the other effects of the injury (broken limbs, etc).

3. Deathgrip 11. Summon Lemure

R: 50' T: creature R: 20' T: piece of floor D: 1 min

If a creature fails a save, it is pulled to adjacent to you. You may make a basic You summon an obedient lemure.

melee attack against it if you wish.


12. Teleport

4. Demon Claw
R: 20' T: self D: 0

For one round, you can make all the melee attacks as if you were the highest HD
You teleport to a point you designate. You do not need to have line of sight. You
demon you've ever killed. (Yes, keep track of the highest HD demon you've ever
can bring along X-1 willing creatures.
killed.)
Exorcist
5. Disguise
Starting Equipment: travelling robes, ceremonial robes, holy book, wooden holy
symbol, 3 candles.
R: 0 T: self D: X hr

Starting Skill: Religion. Also, roll on the adjacent table.


You appear as someone else of comparable size. This is only an illusion, but it
also changes your voice to match. (If you are playing with detect evil, I suppose it
A. Rite of Exorcism, Undead Sense
can fool that, too.)
B. Warding Marks
C. Brandish
D. Soul of Iron, Zone of Truth

A: Rite of Exorcism
6. Heartripper

Through ritual and prayer you invoke the Authority’s power and restore the
R: 20' T: creature
natural order of Creation. Make an opposed Charisma test against a spirit, curse,

If a creature has Xd6 HP or less, it's heart is ripped out of its chest and into your demon, or disease inside a living creature. Apply the bonuses and penalties

hand. No save. This is usually fatal. No effect on creatures that lack hearts. below. You must be within 10’ of the creature to make this check, and the
creature must be able to see and hear you. If you pass, the target is banished. If

7. Hellbolts you fail, you take the creature’s HD in damage. You can attempt this test once
per hour.
R: 50' T: object D: 0

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Exorcism Bonuses penalty per hour), the creatures or spells first affected by this ability cannot
approach you. If you attempt this ability while in doubt over your faith, nothing
● +1 Per Book Exorcist template happens.
● +1 If assisted by a priest or very devout person.
● D: Soul of Iron
● +1 Per hour spent in uninterrupted ritual before attempting the test.
● +1 True name known. You can take 1 damage to gain a +2 bonus to any Save against


Fear, a direct demonic attack (hellfire, soul drain), or any soul- altering effect
(such as a curse or enchantment). You can spend as many HP as you would like,
Exorcism Penalties
including inflicting Lethal Damage. Wounds appear as stigmata or premature

● -1 Per HD of the spirit. ageing.

● -2 per increment If the spirit has possessed the target for a day, a week, a
D: Zone of Truth
month, or a year (so a year = -8).
● -2 Only vague details are known.
You are unsettling and odd. No one can lie to you about murder and must Save to
● -(#) If in crisis over your faith (# determined by GM).
lie about any other topic. They can evade or remain silent, but if they speak they
cannot lie. Every minute spent in conversation with you imposes a -1 penalty to
A: Undead Sense
Morale.

You can sense undead up to 50’ away, even in total darkness. You can also sense
their approximate number and strength.
Inventor Necromancer
B: Warding Marks
Starting Equipment: spellbook, ink & quill, dagger, 2 Inventor Necromancer
Components.
You can use special coins, pieces of parchment, or ribbons to ward an area. The
marks can be used in 2 different ways. The marks can only be used safely once
Skills (Pick 2)l:. Arcana, Nature, Medicine, Religion, Deception, Insight, Perception,
per day. If you use them a 2 nd time, drop to 0 HP. If you use them a 3rd time or
Sneak, Craft
more, Save or die. The marks last until cancelled or destroyed. Only 1 set of
marks can be active at any given time.
A. +1 Masterwork Invention, Emergency Invention
B. +1 Masterwork Invention
C. +1 Masterwork Invention
D. +1 Masterwork Invention or Masterwork Upgrade
1. Detection
Necromancy is a dangerous art. Loading deaths-spells into a living brain is often
Any undead passing within 1’ of a mark will cause it to change colour, glow, or fatal. Many apprentice necromancers are disassembled and reused by their
flicker. An area up to 20’x[Exorcist Templates] in radius can be warded. The more cautious masters. Some necromancer chart a safer path to power. Working
marks cannot be fooled. by the light of human fat candles they push the frontiers of human - and inhuman
- knowledge. Necromancers are hunted outlaws; Necromancer Inventors are
2. Barrier rarer still. They hide among alchemists, tannery workers, butchers, monks, and
scholars.
An area up to 10’x[Exorcist Templates] in radius is covered in marks. There must
be solid surfaces on all sides. All doors and windows are warded. Undead outside Some have extended their lives for centuries, hopping from body to body, one
the marks cannot enter; undead inside the marks cannot leave. The marks also step ahead of authorities and suspicious villagers. Others, inflamed with ideas
block scrying spells. If the Exorcist crosses the boundary for any reason the from Foreign Parts or ancient texts, pour their lives (and the lives of others) into
effect ends. their work.

C: Brandish Inventor Necromancer Components

If you suddenly raise your holy symbol, you can cause an undead creature, spirit, An Inventor Necromancer Component takes up 1 Inventory Slot. They can be
or spell to turn aside. They must Save to approach within 10’ of you. Creatures replenished in any town for 10gp (or scrounged in the field. Ask your GM). Bits of
get a bonus to their Save equal to their HD. Spells get a bonus equal to the wire, string, glass vials full of strange fluids, sharp serrated blades, dead fresh in
number of MD used to cast them. Some spells might deflect and seek a new leather wrappings, salt, pickled eyeballs; all are useful to an Inventor
target. Very minor (0 or 1 HD) undead or spirits must Save or be banished. Necromancer.

As long as you keep the symbol raised (roll under Body each hour, with a -1 A: Emergency Invention

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You can create a device to solve one particular problem. It uses up 1 Inventor vicious. A six-legged beast with toothed hands and cruel spikes. Whatever you've
Necromancer Component. The device can imitate any existing mundane tool or created, it's deadly, hardy, and single-minded. It can climb but not swim.
item. It lasts for 1 hour per Inventor Necromancer template. Examples:
● HD: 1 (8 [x# of Inventor Necromancer templates] HP)
● 30’ of intestinal rope. ● Wants: to smash the living. Only the living.
● A lantern made of bone with a phosphorescent rot core. ● Armour: as plate
● A dagger made of bone ● Move: normal
● Acid to dissolve a lock. ● Morale: 12
● Damage: 1d8+1. Damage type varies depending on how you've built your
A: Masterwork Invention monster.

The devices below are unique. Your Inventor Necromancer created them and 4. Artificial Life Engine

only they can use them. If damage or destroyed, the invention can be rebuilt with
A gold insect with hooked limbs. You can make up to [# of Inventor
100gp in components, at least one corpse, and 24 hrs of work (spread over
Necromancertemplates] implants. If placed on a dying creature (any number of
several days if necessary).
Fatal Wounds),the Artificial Life Engine restores them to their maximum HP. The

If you work on a specific project, you can either deliberately create one of the creature returns to a grey half-life. They lose 1d6 from all stats (roll individually). 1

inventions below when you level or work with your GM to build something new. pint of blood or one small living creature, like a bird or a rat, must be placed into
theArtificial Life Engine per day or it ceases to function, killing the creature it
Items, tools, and corpses you find in your travels may provide useful inspiration supported. Creatures supported by the Artificial Life Engine do not age. Instead
and components. Want goggles that use wizard eyes to see 360 degrees (and in Of healing normally, they heal 1 point of damage per day.
several new colours)? Sure! Use the items below to calibrate your invention's
power and utility. If you don't have a specific project when you level up, roll 5. Flesh Sculpting Ray

randomly.
A metal box full of gears, wires, and bubbling alchemical flasks. Insert a scrap of
flesh, fresh or ancient, then aim the box at a living creature. The target must be
D: Masterwork Upgrade
restrained, helpless, or unconscious. The box will reshape the target's body to
match the scrap of flesh. Ideally, you should target the same species. You can
Choose a Masterwork Invention you already own. Work with the GM to increase
bring back dead friends (in the flesh only; the mind will not change) or the
its effects. Examples: your Ectoplasm Cannon can draw the souls from low-level
bloodline of ancient kings. If used on two creatures of different species,
undead as well. Your Soul Transfer Helmets can be used to extract intelligence
monsters, deformed abominations, and messy explosions of steaming blood and
from helpless targets. Your Unliving Armour shoots bone projectiles.
flesh may result. The process takes 1 hour and is agonizing beyond belief. If the
target is conscious they permanently lose 1d6 Spirit.
Masterwork Inventions:

6. Soul Transfer Helmets


1. The Memory Pipe

Two silver skullcap-sized helmets connected by 6' of dense cables and tubes. If
An elaborate hookah pipe connected to a cloth tube and a sharp steel needle.
placed on the head of two living creatures, the creatures must Save or swap
Stab it into the forehead of a corpse and smoke its memories. For [# of Inventor
souls. Use the highest Save value. If they Save, both creatures take 1d6 damage.
Necromancer templates] hours, gain all the skills, languages, and memories of the
The soul carries most memories with it, but some may remain behind to plague a
corpse. If the creature was magical or particularly strong-willed, Save or gain
body's new inhabitant. If the difference in HD between the two creatures is more
some aspect of the creature's personality for the duration. The corpse must be
than 4, the creature of lower HD must also Save or explode Creatures cannot be
fresh (within 2 hours of death unless preserved) to gain the full benefit. If you
smaller than a cat or larger than an ogre.
smoke an old corpse, you gain a few random glimpses or skills.

7. Emergency Phylactery
2. Ectoplasma Cannon

A gold pendant. Give it to someone. If you die while they are wearing it, Save with
A large tube of metal with a crossbow grip. Aim at a ghost and make an Attack
a bonus equal to the number of Inventor Necromancer templates you possess
roll. If you succeed, deal 1d6 damage. If the ghost is reduced to 5 HP or less, you
and a penalty equal to the person or creature's HD. If you pass, you take over
also suck it into your cannon. You can unleash all the ghosts from the cannon to
their body, no matter where it is. If you fail, you die.
deal 1d6 damage to anything between the cannon and a point up to 200' away. At
the point, it deals [# of ghosts]x1d6 damage in a 30' radius, spreading around 8. Unliving Armour
corners as a fireball. The cannon can hold a maximum of 4 ghosts. Particularly
powerful spirits may count as multiple ghosts. A suit of bone, sinew, and flesh. Step inside, seal it around you. The suit has
armour as chain and 10 HP. You can spend 6 hours to fully repair it. While wearing
3. Undead Gladiator the suit, your Body is 18. When not in use, the suit lumbers or slithers behind you.

A skeleton clad in iron with chainsaw hands. A zombie in shrieking iron, crude and

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9. Obedient Servants 15. Wut? Never afraids. No thinks to read or control.
16. Lucky Goblan +2 Save. Also, one time in day, reroll big round dice.
Create a number of obedient undead servants equal to the number of Inventor
17. New Stuff If lost arm or leg, grows back in some days.
Necromancer templates you possess. All servants must be of the same type
18. No Squish If fall, no die. Bounce instead.
(though you can retrofit them to a new type with 100gp in components, at least a
19. Ooze Friend Little squishy friend. No acid or guts or ooze hurt you.
corpse, and 24 hrs of work). Servants have a skill related to their type.
20. Greasy Can not be tied up or grappled.
Examples: dancing skeletons, scout skeletons, philosopher zombies, warrior
constructs, lab assistants.
Mob (Many Goblins)
● HD: 1 (5 HP)
● Wants: to fulfill their function. Starting Stuff: Medium Light weapons, Light Armor

● Armour: none
Skills(Pick 2): Athletics, Craft(your choice) Intimidation, Perception, Riding, Survival
● Move: normal
● Morale: 12
A. Shared Totals
● Damage: 1d6 (if Warrior servants), 0 otherwise.
B. +1 Warlord
10. Unnatural Healing Oils
C. +1 Warlord, Use Thing

Made from essential salts, vital fluids, alchemically reduced marrow and D. +1 Warlord, Scatter
powdered memories. You can create 3 doses from a humanoid corpse and can E. +1 Warlord
only carry 3 doses at any given time. Each dose heals [# of Inventor
F. +1 Warlord
Necromancer templates]x1d4 HP. Flesh healed appears grey and bloodless.
G. +1 Warlord
Wounds are sealed with wire and crude staples.

Goblin
A) Shared Totals
Start Stuff: dagger, bad pants, one shoo.
A mob functions as one character, though it consists of a multitude of creatures.

Start Know: goblan (any 1 skill). There are a lot of members though the precise number varies from scene to
scene. They still consume the same number of rations as 1 character somehow.
Can be any race, but usually goblin.
HPs represent the number of members in the mob in combat, with each HP lost

Get Good: equating to a member of the mob dying. At 0 HP the Mob is useless and any
damage over it means the Mob has died, with only the warlords being the

Each time Get Good, roll one time on list. Same thing? Roll new. exception. Area of effect Spells and traps do normal damage, but affects the
Mob’s totals just once. Single Target Save-or-Die effects only cause the Mob to

1d20 Get Good lose 1 HP, but other single target spells affect the whole Mob. Mutations either
affect the whole mob or become a Thing they can use.

1. Good Guts +2 HP/roll, roll twice when eating..


The mob only possesses 5 Inventory Slots, with any item beyond this becoming
2. Good Brains +2 Mind, learn random little wizard spell (d6).
lost, destroyed, or eaten. Armor and weapons don't occupy slots, but in order for
3. Good Face +4 Beauty. Big big smile grin, ear to ear. Big eyes. the Mob to benefit from them, and any other magical item, they need to pick up 10
4. Good Ears Advantage to hear. Not ever sneaked up on. copies.
5. Good Sneaks +4 Stealth. So sneaks.
6. Good Punch +2 Attack attribute, d6 Punch. Like to Fight. Fight you. If you need to determine exactly how Many Goblins are present, roll 1d12+6. This
number varies from encounter to encounter and even round to round. When
7. More TEEF Mouth is daggers now. Can chew rocks, sticks.
performing basic unskilled labour, like digging a trench or carrying buckets, Many
8. Not Dead Don’t bleed/fade out, even if fail save when wounded.
Goblins count as 10 people for the first hour, 5 people the next hour, and give up
9. Beetle Friend Can ride it. If dead, sad, find new beetle next day.
after the third hour. They occupy an area 20' square whenever possible,
10. Sticky +4 climb. Easy climb but fings get gummed up.
spreading as needed (a 5' wide 80' long line, etc.) The Mob doesn’t benefit from
11. Weird Goblin Mewtate one time. surrounding a Foe, and can share space with other creatures.
12. Ankle Bite If fight thing bigger than you, +1 Attack a Round.
13. Goblin Friend: Is good. Mebe make more goblins? If dead, sad, but find a new B) Warlords
friend the next day. (Roll new goblin. No get Xp)
A member of the mob has earned a name and a short description. Once per day
14. Bug Barf One time in day, barf up big sack of spiders or worms.
for one round a warlord can act independently of the Mob. Each warlord can do

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this. The Mob can now survive past 0 Hp, with the warlords now taking Body With 1 Paladin template, you can cast command. You can only target people who
damage. Every point of Body damage taken equates to one warlord lost, up to speak your language.
the last. The mob regains 1 warlord for every 2 Body points recovered.
With 2 Paladin templates, you can cast ventriloquism. Your command ability can
C) Use Thing target creatures who do not share a language with you.

The mob can now be given and make use of magical weapons and items. These With 3 Paladin templates, you can cast shatter. Your command ability can target
items occupy a slot each. The mob can use 1 such item per encounter. all things, even inanimate objects. You could command a tree to give you fruit or
a grave to give up a corpse.
D) Scatter
When you use command or shatter, you speak with the Authority’s voice. The
The mob can now separate and scatter to escape an encounter or chase once words speak directly to the nature of matter. It works on the deaf or in total
per week, when reasonable, by reducing its HP to 0. This can only be restored vacuum.
through resting. What’s reasonable is up to the GM’s discretion. An example of
what’s reasonable would be fleeing from a few cops while in a city, but not from
a fire-breathing dragon while in an open field or it’s lair.
Bonuses

● If you know a creature’s true name, it gets -4 to its Save.


Paladin of the Word
● If you have gone at least a full day without using an ability, your target gets
Starting Equipment: chainmail, sword, wooden holy symbol. -2 to their Save. A full week, a full month, a full year, a full three years, and a
full decade each give the target a cumulative -2 to their Save.
Skills (Pick 2): Athletics, Animal Handling, Arcana, History, Insight, Medicine, Nature, ● If you have gone at least three days without using an ability, you get a free
Religion, Riding. +1 DD to spend on an ability.

A. +1 DD, No Voice, The Divine Word D: The Shout


B. +1 DD
You begin to proclaim the Word of the Authority. Your lips crack and bleed from
C. +1 DD
the shockwave. You will be partially deaf for 2 days afterwards. Each round, you
D. +1 DD, The Shout deal 2d6 sonic damage in a 50’ cone in front of you and you take 1d6 damage. If
you wish to end the Shout, you can Save at the start of your turn. While shouting,
You gain +2 to Save against mind-altering effects (charm, sleep, fear, mind you cannot move or be moved. You can still fall.
control) for each Paladin template you possess.

Paladin of the Word Abilities


You’ve pledged your voice and will to The Word, seeking the divine Truth, and
honoring the 7 virtues. You travel the world(s) in your search, aiding the
Command
downtrodden and lost.

R: 50’ T: person D: [dice] hours


A: No Voice

You shout a single-word command to your target, who must Save or obey. If the
Your pledge to give up your voice was accepted. Your voice is gone. You cannot
command lasts longer than 1 round, the target gets a new Save at the start of
speak. You know Sign Language, though there aren’t many beyond the educated
each of its turns. You can spend additional DD to increase the effects:
and deaf who know it.

● +1 DD: Affect +2 targets.


A: The Divine Word
● +1 DD: Increase the length of the command by +2 words.
● +1 DD: Increase the duration between checks by +2 rounds.
You have spell-like abilities, but they are not the same as a wizard’s spells. To
use an ability, select a number of Divinity Dice (DD) you wish to invest, roll them,
Ventriloquism
and add the numbers together. As a Paladin, you get +1 DD per Paladin template.

R: 50’ T: creature or object that makes noise D: [sum] rounds


Most abilities depend on the number of [dice] invested and the [sum] they show.

Target creature or object speaks for you. You could target a squeaky door
Dice that roll 1-3 return to your casting pool and can be used again that day. Dice
hinge, but not a stone wall or an iron ingot. The voice is clearly unnatural or
that roll 4-6 are removed from your casting pool for the day. You can use your
strained. It’s the object speaking, not you (your voice is gone).
abilities any number of times per day provided you have DD to invest. Your DD
return if you get a good night's sleep. If you didn't sleep well, you can Save for
Shatter
each DD to have them return to your pool anyway.

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R: 50’ T: creature or object D:0 1. Absorbing Ooze

Target takes [sum] force damage. If the target is made of an inflexible material, You can squeeze through spaces the size of your head.
such as stone or glass, the target takes [sum]x2 damage. Save for half damage.
This represents any command that deals direct damage to the target (e.g. DIE, When you hit an enemy, you can automatically steal an item they’re carrying,
TEAR YOURSELF APART, etc.) including pieces of armor.

+1 DD: Affect +2 targets. The damage is split as evenly as possible between all 2. Charging Wurm
targets.
You can burrow through loose earth and breathe underground for 30 minutes.
When you attack an enemy from below, step up your damage die and they save
Martial Artist vs. being grappled (can’t move unless you let them go).

Credit: velexiraptor @ https://crateredland.blogspot.com/2019/01/the-adept-and-


3. Flailing Kraken
barbarian.html
You can swim in any conditions and hold your breath underwater for 10 minutes.
Equipment: Very Light Armor, Medium Light Weapon, Tea Set, Meditation Mat,
Bandages, Walking Stick. You can make as many attacks per round as you have free limbs; step down your
damage die for all of those attacks once for each extra attack you're making.
Skills (Pick 2): Athletics, Acrobatics, Diplomacy, Insight, Medicine, Perception,
Stealth, Survival, 4. Glaring Tyrant

A. Harmonious Motion, 2 Fighting Styles You can’t be surprised.


B. Flurry of Blows, Natural Student, +1 Style, +1 HP
As a reaction, with eye contact, you can force a creature to save vs. countering
C. Iron Body, +1 Active Style, +1 HP
an ability it’s trying to use. This only works once per round, but you can try until it
D. Diamond Mind, Dojo, +1 HP works.

Adept Fighting Styles: Only active if unarmed, can only have one active at once, 5. Keening Wraith
takes 10 minutes of uninterrupted meditation to switch your style.
You can astrally project while meditating.
Harmonious Motion: You can move twice as fast as normal, take fall damage at
half the normal rate, and ignore difficult terrain. You are also incredibly flexible, Your astral body is intangible, transparent (though not invisible), and cannot go
and can escape from mundane restraints or cram yourself through gaps half further than [level]*100ft away from your body. You can attack and be attacked
your size. while astrally projecting, which deals damage in the form of increasing your
Stress. When you Crack, you stop projecting. (what's Stress and Cracking? wait
Flurry of Blows: Whenever you hit with an unarmed attack, you can make another for my trauma rules or substitute your own)
attack against the same target and step up the damage die (to a max of d12), but
take disadvantage on the attack roll. 6. Lurking Basilisk

Natural Student: When you fight and are greatly injured by a strong foe, you can Your movement and unarmed attacks are silent.
learn a new style over a long rest that gives you two of the following: one of its
With eye contact, you can force a creature to save vs. paralyzation. If they
movement types, one of its abilities, one of its attacks.
succeed, it doesn’t work on them again.

Iron Body: You have advantage on Constitution and Dexterity saves, and can
7. Nesting Owlbear
save to resist half of any environmental damage.

You can climb rough vertical surfaces as quickly as you run.


Diamond Mind: You have advantage on Wisdom and Charisma saves, and can
save each turn to break charm, possession, and domination effects.
You can parry attacks targeting your allies, and can riposte immediately
afterward at disadvantage but with a stepped up damage die.
Dojo: In town you can start a Dojo to train students in your fighting styles.
[level]d4 students will come to study under you each time you are in town, and d4
8. Patient Mimic
will be eager enough to join you on your quests. They gain fighting styles via
Natural Student, and gain their first adept level when they learn their second
With a minute of prep-time, you can create a camouflage disguise that blends
style.
you into the environment until you move.

Fighting Styles You can make an unarmed strike that imitates the mundane attack that an

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20
enemy just hit you with. Whether via experimentation by your hands or that of a wizard, an unfortunate
accident, birth, or living in an area affected by Chaotic Forces, you’re different
9. Ruling Dragon from typical members of your species. Depending on where you're from this may
be a mark of pride or a stigmata. In some places you may be worshipped and
You can jump as high as you can move in a round. Falling from this jump doesn’t others hunted down. Either way you’re in it for the long-haul now.
inflict fall damage.
A) Selective Mutator

When you roll for a mutation, roll twice and pick which one you get. Additionally, if
you're using multiple mutation tables, you can pick which table to use.

10. Stalking Displacer A) Outcast

You can split into two copies of yourself, each of which you control Your mutations are disconcerting. Sapient creatures react negatively to you by
independently. One copy is an illusion. Choose which is real when you want to default. Creatures with mutations react normally.
interact with something or something tries to hit one of the copies. When you
choose which is real, the other disappears. B) Regeneration

If both you and your copy are teaming up on the same enemy, you get You heal 1 HP every 10 minutes. Additionally, given time and food, you can regrow
advantage on the attacks. lost limbs. It takes one month per limb, and you must remain fed during the
regrowth period.
11. Striding Giant
C) Contagious Mutation
You travel overland at double speed.
When someone within 60’ of you gains a mutation, they may choose instead to
You can treat your Strength as 20 for anything besides fighting. gain one of your mutations, rolled randomly.

12. Thirsting Stirge D) Fold

You can skim over the ground, without leaving footprints or applying pressure You may conceal your mutations so that sapient creatures no longer react
until you end your move. negatively to you by default. In stressful situations, Save vs Charisma to maintain
your concealment.
When you wound someone, you can drain their vitality and restore d4 HP
[level]/day.

D) Not My Final Form

Any time you roll a new mutation, you may choose instead to replace an existing
Mutant mutation, but you must take the result of the new roll. You may also do this every
time you level up.
Credit: this doc, no listed author at the time of writing this.
https://docs.google.com/document/d/1AEPpGYfowG8UMoHqy1ezRNnGxUtBmKxFSC
2mHnYYmEI/edit
Really Good Dog
Starting Gear: Light Armor, Medium Weapon, Loose fitting robes with a deep
Magic-Users:
hood,
Starting Gear: Varies by school.
Skills (Pick 2): Athletics, Acrobatics, Crafting(your choice), Deception, Disguise,
Insight, Intimidation, Nature, Medicine, Perception, Stealth Survival. Skills: Varies by school, Each gets Arcana at rank 1.

For every Mutant template you have, roll for a new mutation. Start with 2. Magic-Users in GLOG-style games are of a slightly different breed than the other
classes. There are many different schools of mages, with their own unique traits,
A. Selective Mutator, Outcast specialities, cantrips, and drawbacks. Some schools teach that spells are
conscious entities, others that teach spells as techniques, yet others still teach
B. Regeneration
them as siglistic formulae. However the individual styles function they generally
C. Contagious Mutation
follow this format:
D. Fold, Not My Final Form
A. Spellcasting, +1 MD, +1 Spell Slot, +2 Spells (roll 1d6/each)

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21
B. +1 MD, +1 Spell Slot, +1 Spell (d8), Book Casting damage.
C. +1 MD, +1 Spell Slot, +1 Spell (d10)
D. +1 MD, +1 Spell Slot, Pick 2 Spells Learning Spells
E. *+1 MD, +1 Spell Slot, Pick 2 Spells*
F. *+1 MD, +1 Spell Slot, Pick 2 Spells* A magic-user learns a number of spells from their school as they gain levels in
G. *+1 MD, +1 Spell Slot, Pick 2 Spells, School Versatility* the magic-user archetype. However, this is not the only means of learning spells.
A magic user may copy a spell from another’s spellbook or by burning and
*Optional with GM approval. Unlike the usual GLOG, I allow for more than 4 copying a scroll with an hour’s worth of work and, if the spell is from outside the
archetypes as a character gains levels, up to a maximum of seven. Since I also mage’s school, succeeding on a Mind test. Of course, mages are often very
really like magic-users I allow for magic-users to go further than the typical 4 protective of their spellbooks and will often demand a favor or high prices in
archetypes allowed in a class. gold to allow access to their spellbooks.

Each school additionally carries a small set of cantrips (minor magics), a (set of) Making Scrolls
drawback(s), and a unique table for magical mishaps and dooms.
One of the main reasons scrolls aren’t incredibly common in most places,
Spellcasting despite how quickly a scroll can be made (1 hour), is that crafting a scroll requires
an investment of no less than 100gp and the long-term expenditure of a magic
The procedure of spellcasting is as follows: die. Magic Die used to craft a scroll only return at a rate of 1/week. This means
that if a mage crafts two scrolls it’ll take two weeks before they recover both MD
1. Choose a spell and target(s).
used. Colleges and smarter wizards often have apprentices invest the MD when
2. Invest any number of MD and roll them. crafting scrolls as part of their tuition.
3. Check the results. Doubles cause a Mishap, triples cause a Doom.
4. The spell takes effect. (Mishaps and Dooms don’t affect the spell itself Magic-Users (continued)
unless they specify otherwise, and take effect right after the spell.).
Spell Slots
A magic-user starts play with a spellbook of some kind, inscribed with a couple of
random spells. As a magic-user gains levels they gain more spells from their A magic user begins play with 1 spell slot, +1 per Mind Mod. After an hour of
school’s list as they develop their magic. preparation a magic-user may trade out spells in their spell slots with any other
spell from their book or a scroll, if it's in their school’s spell list. Mages cannot slot
Casting a spell requires an investiture of magic dice (abbreviated as MD) which spells outside their school until they gain School Versatility.
are d6s, with the exact effects of the spell listed in its description. Some spells
have listed in their descriptions [sum], which is the sum of the MD, and [dice], Book Casting
which is the total dice rolled when casting the spell. Each spell has a listed Range,
The magic-user has become adept at the use of scrolls and casting magic from
Target, & Duration, followed by a description of its effects. A roll of 3 or less on a
their spellbooks. A mage may now cast a spell from a scroll without burning it
MD returns it to your pool. On a 4 or higher the MD is burnt. All spent MD are
(though this voids the MD granted from the scroll’s consumption), or from their
returned to your pool.
spellbook without slotting it. However doing either of these is a risky prospect in

Until a character gains book casting at second level they may only cast a spell the middle of a fight, requiring a full round to do so.

from a spell slot or by burning a scroll.


School Versatility
Additionally, magic-users are sensitive to magic and usually capable of sensing
it unless distracted. At this point in the mage’s career they have become a master of magic. They
may now slot spells outside of their school, although doing so requires two slots
When a Doom is rolled you take each Doom in order. If there is a specification for per spell.
avoiding Dooms it either voids the third and final Doom or it resets your Doom Orthodox Wizard
counter. (Ask your GM)
(Archetypical Wizard)

Spellcasting in Combat:
Starting Gear: Magic Robes, a conical wizard hat, a spellbook, ink, pen, and sand, a

● Casting a spell from a scroll takes an action, since the scroll is already wand or staff (+1 MD/day automatically burnt when used). A debt to your wizard

charged to use. college of 1000(1d10)gp. A writ of legal practice (stops all but the most overzealous

● Casting a spell from a spell slot takes an action, since the formula is primed or backwater witch hunters from burning you at the stake.)

and ready.
Skills (pick 2): Deception, Diplomacy, History, Insight, Nature, Religion.
● Casting a spell with Book Casting must be declared at the start of a round
and takes effect at the end of the round. If damaged this round the magic-
Perk
user must make a Mind save or lose concentration each time they take

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College electives: you took a few electives in a niche skill. Choose any 1 skill (or R: 50' T: [dice] objects D: 0
make one up with your GM) and raise it’s rank by 1. You always succeed on tests
to raise it. Additionally you start with 1 more random spell (d6) from any school Object is opened. Doors are flung wide, locks are broken, shackles are bent
(subject to GM approval), which counts as a school spell for you. Alternatively you open, belts come undone. Treat this as a Body check made with Body 10 +
and your GM might want to cook something up, but if this is your first wizard or ( [dice]x4 ). If the target is an armoured creature, Save vs Mind or armour falls
you’re unsure just roll randomly. off. If the target is an unarmoured creature, Save vs Body or vomit for 1d4
rounds.
Drawback
3. Grease
College debt: in order to gain XP from treasure you must pay it into your student
loans. Fortunately, The Bank you borrowed from has an office in every major R: 50' T: object, surface D: [dice]x2 rounds
city everywhere banks exist. For every 100 XP gained without paying off your
debt they send a collector after you (yes, keep track of this.) Can be cast directly on a creature or a 10' x 10' x [dice] surface. All creatures
affected must Save vs Body or drop held objects, or, if moving, drop prone.

Cantrips
4. Force Field
1. Change the colour or texture of an object smaller than a horse for 10 minutes.
R: 10' T: plane or sphere D: concentration
2. Create a tiny light as bright as a match on a fingertip.
Creates a shimmering force field, 10‘x10’, centered up to 10' away. Alternatively,
3. Move a light object with a wave of your finger. You could cause a coin to roll create a sphere centered on the caster 5' in diameter (large enough for the
along the ground or turn the pages of a book. caster and +1 person). The force field has [sum] HP. All attacks against it hit.

Orthodox Mishaps 5. Levitate

1. MD only return to your pool on a 1-2 for 24hrs. R: 50' T: creature object D: concentration

2. Take 1d6 damage.


You will an object to raise, lower, or hover. You cannot move the object
3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
horizontally, and you cannot move it more than 10' per turn. Maximum weight is
4. Lose 1 MD for 24 hours.
[dice]x500 lbs. Lasts as long as you concentrate, but you take 1d6 psychic damage
5. Agony for 1d6 rounds (Same as poisoned, but ignores immunity). per round after [dice]x3 rounds.
6. Cannot cast spells for 1d6 hours.
6. Magic Missile
Orthodox Dooms
R: 200' T: creature D: 0
1. Lose the ability to cast spells for 1 day.
2. Lose the ability to cast spells for 3 days. Target takes [sum] + [dice] damage, no Save. As an Orthodox Wizard, your spell
is unique to you and can be any shape, colour, and pattern you describe.
3. Lose the ability to cast spells permanently.

7. Feather Fall
You can avoid the final doom by mentoring a student and assisting with their
debt until they attain the D magic-user template.
R: 10’ T: [dice] creatures or objects D: 0I

Orthodox Wizard Spell List


If you would take fall damage, you can cast this spell as a reaction to negate it.
You float gently to the ground (possibly alarmingly late).
1. Lock

8. Sleep
R: 50' T: [dice] creatures or objects D: 10 minutes

R: 50' T: [sum] HD of creatures D: 10 min / permanent


Non-living object closes and becomes locked. If the object is a door, chest, or
similar object, it will slam shut, dealing [sum] damage to any creature passing
Target falls into a magical slumber, and can't be awoken by anything less
through it and then trapping them. This spell works on things that aren't
vigorous than a slap. Spirit Save negates. Non-alert, unaware targets do not get
technically portals (lock a sword in its scabbard, etc.). Requires Body 10+([dice]x4)
a Save. If [sum] is at least 4 times the creature's HD, the duration becomes
to open. Alternatively, this spell can be cast on a creature's orifice. The creature
permanent (until slapped) and the creature no longer needs to eat or drink while
gets a Save to resist, and another Save at the end of each of its turns.
sleeping. If you also invested 3 [dice] or more into this spell, the duration
becomes permanent, and you can set the only condition that will cause the
2. Knock
creature to awake (the sunrise before the apocalypse, true love’s kiss, etc.)

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9. Light Adipomancer

Credit: Dan @ https://throneofsalt.blogspot.com/2018/02/class-adipomancer.html


R: touch T: object or creature D: [dice]x2 hours

Starting Gear: 6 Wonderful and fattening Meals of your choosing, Loose-fitting


Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can
Magic Robes with strategically-placed elastic bands.
make an Attack roll against a sighted creature. If you succeed, the creature is
blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently
Skills (Pick 2): Athletics, Acrobatics, Cooking, Diplomacy, Insight, Nature, Perception,
blinded. You can choose the colour of the light. If you invest 4 or more [dice] this
Survival.
light has all the qualities of natural sunlight. Alternatively, the light can be purest
octarine, although it will only last for 1 round. Octarine light is extremely To walk the The Sublime Way is to seek Flavortown. To know the Sublime Way is
dangerous. to know the Proof in the Pudding. To live Sublimely is to live Deliciously.

10. Wizard Vision Adipomancers travel the many worlds sharing meals, seeking the True
Angelfood, and The Ultimate in Flavor. Adipomancers are also known as The
R: touch T: sighted creature D: 10 min / permanent
Gluttons, The Fat Ones, and Great Cooks.

If you invest one [die]: Target can see invisible things. Target can see through
Perk:
illusions. Non-magical disguises are not penetrated. If you invest two or more
[dice]: This can only be cast on yourself. As above, except you can also see ● You gain +2 AC for every unburnt MD past the first.
through magical darkness, and see the true forms of shapeshifters. There are ● Your unarmed attacks do 1d6 damage.
also some permanent effects: (a) You can forever see invisible things as a slight ● You can regain burnt MD by consuming a ration.
warping or lensing of light. You know “there's something over there” and what
size it roughly is, but nothing else. (b) You can tell if someone else is a spellcaster Drawback:
by looking them in the eyes.
● Each unburnt spell die counts as an encumbrance point and takes up an
The price for this gift is your mind. You suffer a permanent loss of 1d6 Wisdom (as inventory slot.
you reject the true nature of Creation and go slightly mad) or 1d6 Charisma (as ● You can only regain burnt MD through consuming a ration's worth of food,
you accept the true nature of Creation and alienate yourself from your peers). which doesn’t count towards resting.
● Must make a Spirit Save to turn down a meal.
11. Prismatic Ray

Cantrips:
R: 200' T: [dice] creatures or objects D: 0

1. You may spend a ration to gain advantage on a reaction roll.


Target suffers a different effect depending on which color strikes the target. Roll
2. You may enter or exit Mountain Stance (takes your movement for the turn).
1d10:
You cannot move while in this stance, but gain +4 to rolls vs being knocked
over and your unarmed attacks do 1d8 damage.
1. Red. Target takes [sum] �re damage, Save for half.
3. You can burn any number of spell dice at will, to no additional effect.
2. Orange. Target takes [sum] bludgeoning damage and is knocked prone.
Save negates.
Mishaps
3. Yellow. Target takes [sum] lightning damage, Save for half.
4. Green. Target takes [sum] acid damage, Save for half. 1. Spell die only return on a 1-2 for 24 hours.
5. Blue. Target takes [sum] ice damage, Save for half. 2. Paralyzed for 1d6 turns.

6. Purple. Target takes [sum] necrotic damage and is blinded for[sum] rounds. 3. Take 1d6 damage.

Save negates. 4. Struck with incredible hunger, spend a turn eating a ration.
5. Burnt MD do not reduce encumbrance for 24 hours.
7. Struck twice. Roll a d6 twice. Add effects; make one save.
6. Bizarre and obtuse cravings for 1d6 days. Make a Spirit Save at the end of
8. As 7
the period, permanent on failure.
9. As 7
10. Struck thrice. Roll a d6 three times. Dooms

12. Fireball 1. Your appetite flees you. You cannot regain burnt MD for 24 hours.
2. Food tastes utterly disgusting for 3 days. You must pass a Spirit Save to eat
R: 200' T: 20' diameter D: 0 a meal.
3. You permanently lose your faculties of taste and hunger, and may no longer
Does [sum] fire damage to all objects.
eat additional portions.

This doom can be avoided by preparing and consuming a dish of True Angelfood,

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or by fasting for ten days and nights. Target creature smells and tastes delicious for the spell's duration. The smell
radiates 20' in calm air, but can spread via wind or leave a trail. Sentient
Adipomancer Spell List creatures can usually resist the urge to eat the target without a Save, but
animals and other ravenous creatures must Save or select the spell's target as
1) Belly Drum their primary attack target. Insects will be attracted to the target for the spell's
duration. The target may Save at the end of each duration interval to negate the
R: Touch T: Self D: 0 effects. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: months, 4 [dice] years. This spell
can also affect dead creatures.
Cuts current HP in half, provides that many points in additional damage that may
be split among subsequent attacks. 9) Gravity Wave

2) Aura of Warmth R: > 30' T: Self D: 0

R: Touch T: Self D: [sum] hours The caster can either repulse or attract loose objects and creatures of [dice] HD
or fewer, within a radius of their specification. Repulsed bodies will be pushed to
The caster is immune to cold environmental conditions and takes half damage
the edge of the area of effect.
from freezing attacks for [sum] hours.

10) Sweet and Sour Palm


3) Cannonball Dash

R: Touch T: Creature D: 0
R:50' T: Self D: 0

The target is launched back [dice] x5 feet when hit. The attack deals acid
The caster barrels ahead at great speed, doing [dice] + [sum] damage to all
damage and will leave a burning red handprint.
targets in their path. Targets may make a save vs being knocked down.

11) Pudding Bomb


4) Fist of Burning Spice

R: Touch T: Self D: 5 minutes


R: Touch T: Self D: [sum] attacks

The caster creates [dice] lipid simulacrums of themselves. These creatures have
The next [sum] attacks will ignite flammable material on contact.
1 HD and can explode for 1d6 damage. Unexploded bombs will be reduced to an
inanimate puddle if they travel more than 100' away from the caster, or as time
5) Metabolic Overdrive
runs out. The caster retains remote control and awareness of all bombs. All dice
spent on this spell are burnt.
R: 0 T: Self D: 0

Recover [sum] HP. 12) ORA ORA ORA ORAORAORA!!!

6) Gravity Pull A.k.a. The Sublime Palm

R: [sum] x 5 feet T: Object or creature D: 0 R: 0 T: Self D: 0

The target is pulled in a straight line towards the caster. By choosing to burn a The ultimate expression of the Sublime Art: tenderizing your foes with a
die (an additional die if one was already burnt), the caster may make an attack thousand-thousand blows. Make [dice] attacks against an adjacent target. MD
after casting. explode on a 6 (adding another attack.) MD used for this spell are burnt.

7) Black Well Allomancer

Credit: Dan & Unknown @ https://throneofsalt.blogspot.com/2018/05/class-allomancer.html &


R: Touch T:Point D: [sum] hours
Bradon Sanderson’s “Mistborn” Series.

The caster creates a stationary black sphere that can store [dice] pounds of
Starting Gear: Medium Weapon, d4 Doses of Metal.
material (or inventory slots). Secret training of the Adipomancers permits them to
carry this within their mouth, but they cannot speak or eat during this period.
A. Allomancy, 2 metals
Items can be released from the Pit at will, but this will dissipate the spell.
B. Into the Mists, +2 metals
C. Emergency Shot, +2 metals
8) Become Delicious
D. Burner Pellets, +2 metals
R: Touch T: Creature of [dice] x2 HD or less D: [sum] varies E. +2 Metals
F. +2 Metals

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G. +2 Metals 2. Poisoning progresses. Mind and Spirit further reduced by 2, physical
activities taken at -2 penalty.
Allomancy 3. Mind & Spirit attributes reduced by a further 3 points. Physical activities
taken at -3.
Allomancy works similarly to standard Magic-User spellcasting with several
notable exceptions:. These dooms may be avoided by performing the Rite of Purification in the
Temple of the Smelter King, or by turning oneself over to the Inquisition for
● Allomancers do not regain charges daily. Instead, they need to put more purification.
metal into their system: a shot of whiskey with a smattering of metal flakes
provides 1 spell die. It costs 10gp and can only be acquired in cities. It takes Allomancy Metals List
an action to consume. A shot of Metal occupies 1 Inventory Slot (some GMs
may rule that you must specify the metal when bought, to me that requires Tin (Senses)
even more tracking that just slows down gameplay.)
● Rather than Spell Slots they learn how to metabolize Metals.. Like with Spell R: Self T: Self D: [sum] x 5 minutes
Slots they must specify which metals they have charged upon consuming a
shot (I recommended using different colored tokens or dice to keep track Gain +[dice] to all checks involving sight, smell, or hearing. You cannot be

of this.) surprised while this is in effect.

● Allomancers are unable to learn Book Casting nor learn out-of-school


Pewter (Body)
spells.
● Allomancers can’t benefit from using magic robes, or any other item that
R: Self T: Self D: [sum] x 5 minutes
grants MD.
● MD return on rolls 1-4.
Gain +[dice] to all checks involving physical strength, max inventory, and damage.

Into the Mists Iron (Pull)

The allomancer can disengage from melee without penalty on a successful Mind R: 5' x [sum] T: Metal object D: Instant
roll in low visibility situations (darkness, fog, heavy rain, heavy snow, etc.)
Pull a metal object towards you. If the object is heavier than you, you are pulled
Emergency Shot towards it.

The allomancer can create a charge on their own, using whatever metal and
alcohol is on hand. This charge will burn out on a 3-6 (a different colored die is
recommended). This takes one hour to prepare.

Burner Pellets

Experienced allomancers can use pellets of aluminum alloy to augment their


Steel (Push)
magic. (con’t)

R: 5' x [sum] T: Metal object D: Instant


A burner pellet will cause an allomancer to burn all of their stored charges at
maximum [sum] on their next cast. No Doom is invoked. A burner pellet costs 50 Push a metal object away from you. If an object is larger than you, you are
Gp, and may only be acquired from specialist sources. pushed away. A coin thrown with this spell does [sum]+[dice] damage.

Mishaps Copper (Hide)

1. Take 1d6 damage; it feels like a hole is being burned through your stomach. R: 15' T: Area D: [sum] x 5 minutes
2. Splitting headache robs you of the ability to focus for 1d6 minutes.
3. Whatever was being cast backfires upon you. Creates a field centered on the caster. Those within cannot be detected by
4. Your tongue becomes heavy and useless with a coating of verdigris. Cannot magical means, and gain + [dice] to saves against mental manipulation.
speak for 1d6 hours.
5. Spew out molten vomit. Lose turn, do 1d8 damage to self and an adjacent Bronze (Detect)
being.
6. Exhale a cloud of sooty smoke, obscuring your form and smelling awful. R: 100' T: Area D: [sum] x 5 minutes

Dooms When active, you detect any magic users within range.

1. Signs of heavy metal poisoning take hold. Mind & Spirit reduced by 1. Zinc (Riot)

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R:100' T: Individual or crowd D: [sum] x 5 minutes You become able to see your immediate future granting +[dice] to your AR (and
thus defense rolls). These AR can be sundered like Armor.
Inflames a specific emotion of the target's. Attempts to reason contrary to this
emotion are made at -[dice].
Animist
Brass (Soothe)
Starting Equipment: spellbook, ink and quill. You dress for concealment, mage
R:100' T: Individual or crowd D: [sum] x 5 minutes robes.

Dims a specific emotion of the target's. Attempts to reason with the target are Skills (Pick 2): Animal Handling, Nature, Religion, Medicine, Intimidate, Deception,
made at +[dice]. Survival

Chromium (Drain Magic) These are the bad wizards, the ones who live in shacks on the edge of town or
castles on the edge of reality. They are the cursed ones, robed in black, who you
R: Touch T: Individual D: Instant seek when all other hopes fail. When the Church turns its back on you, when you
scream curses into the night, when your very soul burns, then you are in need of
Target spellcaster loses up to [dice] of their own Magic Dice. an Animist Wizard... or ready to become one.

Nicrosil (Enhance Magic) Perk

R: Touch T: Individual D: [sum] rounds If someone makes a bargain with you and breaks it, make a Spirit Save. If you
pass, you instantly know they have broken the bargain. Your spells can target
The first spell cast by the target within the duration is cast as if the target is
parasites and unborn children without targeting their hosts.
under the effects of a burner pellet.

Drawback
Cadmium (Slow)

You cannot bathe. You cannot return another person’s love.


R: 10' x [dice] T: 1 creature or object D: [dice] rounds

Cantrips
Save to negate. Slows target creature down, giving attackers and defenders +
[dice] to their rolls for either. Creatures can either take an Action or move.
1. Burn a MD to transform (takes an action) into or back from an oily formless
Objects can be targeted, slowing down their movement, or destruction (by
creature with your face that one of the following:
ongoing effects like fire) to a snail’s pace. (Cancels out Bendalloy)
a. A fly speed of 2x Movement,
b. 3x Movement
c. A swim speed of 2x Movement,
Bendalloy (Speed) d. A burrow speed of Movement,
e. The ability to squeeze through gaps smaller than a human head.
R: 5' x [dice] T: creature or object D: [dice] rounds 2. Dim or extinguish all non-magical light sources in a 20’ radius.
3. Touch someone to learn if they have killed another sentient creature in the
Save to negate. Speed target creature up, conferring +[dice] to track and
last 24hrs.
defense rolls. They may make an additional action (only 1 extra attack) and
double their base movement for the duration. Objects reach terminal velocity
1d6 Animist Wizard Mishaps
much more rapidly and suffer ongoing damage much more quickly, taking
Damage x [dice] each round. (Cancels out Cadmium)
1. MD only return to your pool on a 1-2 for 24hrs.
2. Take 1d6 damage.
Gold (Pastsight-self)
3. Random mutation for 1d6 rounds, then Save. Permanent if you fail. Resembles
R: 0 T: self D: [dice] rounds your transformation.
4. Blind for 1d6 rounds.
You become able to see what you could have been had you made different 5. Deafened for 1d6 rounds.
choices. Negotiate this one with your GM. (Personally, I go the route of listing out
6. Spell targets you if harmful, foes if beneficial, or fizzles if neutral.
possible outcomes from a recent session, which is something some GMs tend to
do anyway)
Animist Wizard Dooms

Electrum (Foresight)
1. Some aspect of your transformation manifests for 1 day.
2. Some aspect of your transformation becomes permanent. You become
R: 0 T: Self D: [dice] rounds

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crueller and greedier. d. force someone to swim at half speed
3. Your transformation becomes permanent. You become bestial and e. splash something no more than 5' away
monstrous. You become a dangerous NPC. f. dry something that is wet.
2. Each [dice] you invest increases the effects.
This Doom can be avoided by reclaiming and returning another’s soul or by 3. At 4 [dice], sink ships or move small lakes.
breaking a powerful curse on another’s behalf.
6. Sleep
Animist Wizard Spell List
R: 50' T: [sum] HD of creatures D: 10 min / permanent
1. Powerful Presence:
Spirit Save negates. Target falls into a magical slumber, and can't be awoken by
R: 0 T: self D: [dice] hours anything less vigorous than a slap. Non-alert, unaware targets do not get a
Save. If [sum] is at least 4 times the creature's HD, the duration becomes
You seem to grow in magnificence and poise, and gain +2x[dice] bonus to Saves permanent (until slapped) and the creature no longer needs to eat or drink while
vs Domination, Charm, or Fear effects. Easily frightened creatures (horses, mice, sleeping. If you also invested 3 [dice] or more into this spell, the duration
guilt-ridden murderers) must test Morale or flee. becomes permanent, and you set the only condition that will cause the creature
to awake (the sunrise before the apocalypse, true love’s kiss, etc.)
2. Telekinetic Shove
7. Dream Eater
R: 50‘ T: creature or object D: 0
R: 50‘ T: creature D: 0
Spirit Save negates. An object or creature within range is hurled through the air.
A human-sized creature travels 10’ per [dice], and takes 1d6 damage for every 10' A sleeping creature within 50' takes [sum] damage. The caster heals for the same
travelled. A creature thrown at another creature requires an Attack roll to hit amount. No Save. When you gain this spell, if you don't know Sleep already, you
and inflicts 1d6 damage for every 10' travelled. This spell will also blow open all learn it the next time you gain a spell. It replaces one of the spells you'd gain.
the closed but unlocked doors in a room, shatter all the windows in a building, or
knock the thatched roof off a peasant's shack. 8. Scorching Ray

3. Shrivel R: 100' T: creatures or objects D: 0

R: 50' T: [dice] creatures D: 1d6 rounds / permanent Fire a ray at a target, dealing 1d10 fire damage with a successful attack roll. Each
[dice] you invest in this spell allow you to fire an additional ray at the same target
Body Save negates. Target loses half of its current HP and loses 6 Body (minimum or at a new target. Creatures are not set on fire, but very flammable objects

of 1) (reduces the damage of foes by 2). When the spell ends, the lost HP and such as candles, dry straw, or paper will catch fire 1 round after being struck.
Instead of using this spell to deal damage, you can instead use it to light all the
Body return. If this spell is cast with 3 or more [dice] against a single target, the
candles in a single room.
lost HP does not return, and the Body damage is permanent. The apparent age of
the target increases considerably for the spell's duration.
9. Scry

4. Charm Person
R: [dice]x100' T: point in space D: concentration

R: 50' T: person D: [dice] hours You conjure an invisible, intangible, floating eyeball to a point in space that you
designate. Unlike most spells, you do not have to have line of sight to cast it. As
Target person regards the caster as a good friend and ignores the obvious spell
long as you maintain concentration, you can see through this sensor with your
you just cast on them. If you invest 4 [dice] or more into this spell, the duration
normal senses. This spell requires something to scry with, usually a mirror, quiet
becomes permanent.
pool, clouds, or bonfire. If you invest 2 or more [dice], you can also hear through
the sensor (it grows an ear). If you invest at 3 or more [dice], you can also speak
5. Control Water
through the sensor (it grows a dribbly little mouth). If you use an actual crystal
ball when casting this spell, the range is instead [dice] miles. Crystal balls are
R: 50’ T: a bucket’s worth of water D: concentration
rare enough that they are never offered for sale, but are worth upwards of
3,000gp. Most are ancestral relics.
Control a bucket’s worth of water.

1. At one [die]:
a. Propel a small boat,
b. Carry a small item through the water,
c. allow someone to swim at 2x speed
10. Alter Self

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R: 0 T: self D: [dice]x10 minutes Skills (Pick 2): Deception, Disguise, Fleshcraft, Medicine, Nature, Religion.

Alter your form to resemble that of another creature of your type (usually Biomancers revel in the flesh, seeking power and immortality by adjusting their
humanoid). You do not gain any special abilities from this transformation. physical forms. Some masquerade as physicians, philosophers, or wizards of
other schools.
11. Doom
Perk
R: 50' T: creature D: concentration
When you drink a potion, you have a 50% chance to recycle it via whatever
Target feels cold. If you invest 3 [dice] or more, and you loudly pronounce doom orifice you prefer. You have 10 minutes to excrete the potion.
on them for the next 2 turns (without being interrupted or breaking line of sight),
the target dies on the 3rd turn. You need to truly hate the target for this spell to Drawback
work, or convince yourself that you hate the target. Even a sliver of pity cancels
the spell. Whenever you receive magical healing (except for the regeneration spell), Body
Save. If you fail, gain a random mutation.
12. Curse
Cantrips
R: 50' T: mortal creature D: permanent
1. Transfer a blemish or cosmetic feature from one creature to another. E.g.
You inflict a Minor or Major curse on the target. Spirit Save negates. For a minor swap eye colours, warts from a toad to a princess. You cannot transfer
curse, you must invest 2 [dice]. For a major curse, you must invest 4 [dice]. Dice major features (poison, wings, etc.)
used to cast this spell are automatically burnt. You cannot dispel your own curses 2. Taste blood to tell what kind of creature it came from.
but you must set a thematically appropriate cure or method of breaking it. 3. If you wish, your appearance will no longer age. This may fail in times of
dire stress.
1d10 Minor Curses (examples)
Biomancer Mishaps
1. Lovelorn: Will never find love. No one wants to sleep with the victim.
2. Fragile: Critical range of attacks against the victim increased by +2. 1. MD only return to your pool on a 1-2 for 24hrs.
3. Foggy Eyes: Cannot see more than 50’. 2. Take 1d6 damage.

4. Nightmares: 60% chance of having a restful sleep. 3. Random mutation for 1d6 rounds, then Body Save with a -4 penalty.
Permanent if you fail.
5. Delicious: Monsters that eat people want to eat the victim first.
4. Agony for 1d6 rounds. (Effectively poisoned, ignores immunity )
6. Hollow Guts: Consume 3x as many rations. Must snack hourly.
5. Ravenously hungry. Cannot cast spells or attack until you eat 1 ration.
7. Flashing Eyes: Eyes spark and glimmer. Very hard to hide or sneak.
6. Slough skin. Takes 1d6 rounds to remove. Disgusting.
8. Bad Luck: -2 to Saves. Constant minor inconveniences.
9. Blighted: Milk, bread, and cheese rot in 1 day within 100’ of victim. Biomancer Dooms
10. Witchmarked: Random mutation in�icted on target.
1. Your appearance, race, and mutations randomize for 1 day.
1d10 Major Curses (examples) 2. Save at the start of each day. If you fail, gain a random mutation. Save again
at the end of each day. If you fail, the mutation becomes permanent.
1. Jellybones All bones dissolve. Victim is a liquid sack. All stats 1d6. 3. You become a ravening chaotic psychoplasm. Becomes a NPC.

2. Doomed Victim automatically fails next Save vs Death.


Biomancer Wizard Spell List
3. Blinded, Muted, or Deafened
4. Evil Twin Malicious duplicate of victim appears.
1. Acid Arrow
5. Spirit Head Tiny gremlin lives in victim’s ears, brings home food.
6. Gravewaker Corpses within 20’ of victim sometimes rise as undead. R: 50' T: creature D: 0
7. Cursed Blood Apply minor curse to victim’s family and descendants.
Target takes [sum] damage, and [sum-4] damage over the next 2 turns unless
8. Die in a Fire Victim takes triple damage from fire.
washed.
9. Unreality 50% chance to vanish for 1d6 mins when not observed.
10. Fragmented D10 body parts fall off. They still work, move, etc.
2. Alter Self

R: 0 T: self D: [dice]x10 minutes


Biomancer
Alter your form to resemble that of another creature of your type (usually
Starting Equipment: spellbook, ink and quill, 2 black thumb rings, mage robes, and
humanoid). You do not gain any special abilities from this transformation.
3 random potions (same type).

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3. Animate Potion 8. Monsterize

R: touch T: potion or liquid D: [sum] hours R: touch T: creature with less than 1 HD D: [sum] minutes

You turn a potion into an obedient homunculus (HD 0). It is tiny (1' tall) and feeble The target becomes huge and aggressive, gaining the following statistics:
(Body 1), but it can go where you direct and even bring you small items (like a
single coin). The potion can be delivered by touch or by “drinking” the ● HD: [dice]x2
homunculus. Aware targets can swat the homunculus away to avoid the potion's ● Attack: [dice]+d10
effects. Works on any liquid except water. ● Defense: 12
● Body: 14
4. Extract Venom
Monsterized creatures attack the nearest foe, and casters usually throw the
R: touch T: creature D: 0 creature as they cast this spell. There is a 1-in-10 chance that this spell will be
permanent. If you invest 4 [dice], the creature also mutates. This spell works
Touch a creature or object to draw all the venom out, which then pools in your most often on small animals and insects, goblins, and small children.
hand or a vial. Unwilling venomous creatures can Save to negate. If you use this
to remove the poison from a poisoned creature, that creature gets a new Save 9. Regeneration
with a +4 bonus.
R: touch T: creature D: [dice] hours
5. Shrivel
Target regenerates 1 HP every 10 minutes. If a sufficiently magical object (a troll
R. 50' T: [dice] creatures D: 1d6 rounds / permanent heart, a unicorn horn, an aboleth eye, etc.) is used in the casting, the target also
regrows missing limbs or damaged organs.
Target loses half of its current HP and loses 6 Body (minimum of 1) (reducing the
damage foes deal by 2). Body Save negates. When the spell ends, the lost HP and 10. Become Delicious
Strength return. If this spell is cast with 3 or more [dice] against a single target,
the lost HP does not return, and the Body damage is permanent. The apparent R: 50’ T: creature of [dice]x4 HD or less D: [sum] varies

age of the target increases considerably for the spell's duration.


Target creature smells and tastes delicious for the spell's duration. The smell
radiates 20' in calm air, but can spread via wind or leave a trail. Sentient
6. Hand of the Hound
creatures can usually resist the urge to eat the target without a Save, but

R. self T: one or both hands D: 10 minutes animals and other ravenous creatures must make a Spirit Save or select the
spell's target as their primary attack target. Insects will be attracted to the
Your hand falls off and grows into a monstrous version of itself with the following target for the spell's duration. The target may make a Body Save at the end of
statistics: each duration interval to negate the effects. 1 [dice]: minutes, 2 [dice]: hours, 3
[dice]: months, 4 [dice] years. This spell can also affect dead creatures
● HD: [dice]
● Attack: [dice]+d10 11. Wave of Mutilation
● Defense: 14
● Body: 16 R: 30' T: area D: 0

You continue to control it, but if it dies, you don't have a hand anymore. Everything in a 30' cone takes [sum] slashing damage. This spell leaves dozens of
Alternatively, you can have this affect both hands, but you’ll look quite foolish. deep cuts. It shreds clothing, paper, and other fragile items.

12. Mutate

7. Infantilize R: touch T: creature D: permanent

R: touch T: creature of [dice]x2 HD or less D: [sum] minutes Target gains [dice] random mutations. Body Save negates, Save once per
mutation. If the creature chooses to fail its Save, roll double the number of
Body Save negates. Target becomes an adorable, if slightly eerie, child version of mutations, and the caster chooses which half are gained.
itself. Creatures lose 1 HD (-6 max HP, -1 to hit, -1 to Save). The target's Body is
reduced by 5. The target is now so adorable that all who see it must make a
Spirit Save the first time they try to harm it or hesitate. If they fail this Save, they
can act normally the next round.

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Curse-Eater 1. Fingerbreaker

Starting Equipment: spellbook, ink and quill. Both your smallest fingers or one eye R: 100' T: creature of [dice]x2 HD or less D: 0
are missing (and devoured).
The target of this spell must have fingers. You snap your fingers and your
The line between a curse and an enchantment is almost invisible. Curse-Eaters target's fingers (or limbs) crack, break, and bend. They take [sum] damage and
are wizards who specialize in personal and forbidden magic. They are widely must immediately Save or drop whatever they are holding. You can choose to
reviled by the Church and by other wizards, for their powers inevitably corrupt have the target take no damage, but they get +2 to their Save.
and twist the spells of others.

2. Deflect Spell
Perk
R: 100' T: spell D: 0
You can take 1 MD from an adjacent wizard’s pool and add it to your spell. They
know you have done this. On a 1-3, the MD returns to their pool (as normal). If the You may cast this spell as a reaction. Save Vs Spirit, with a bonus equal to [sum].
MD does not return, you can choose to either heal the wizard for 1d6 HP or inflict A roll of 20 always fails. If you succeed, an incoming spell is deflected to [dice]x10’
1d6 magic damage. away. The incoming spell must target you or a point within 10’ of you.

Drawback 3. Crush Flames

Barring exceptional circumstances, you cannot enter a good afterlife. R: [dice]x20' radius T: area D: 0
Domesticated animals fear you.
Mundane flames in the area of this spell are extinguished with a great deal of
Cantrips smoke. Torches fill a 10’ cube with smoke, bonfires fill a 30’ cube with smoke.

1. Touch a creature or object to discover if it is cursed (i.e. if it has a negative Wind dissipates the smoke in 10 minutes. If you cast this spell with 3 or more
but hidden magical effect applied to it). You can roll under Intelligence to [dice], living creatures lose 1 HP per round while they remain in the smoke.
divine the nature of the curse.
2. Touch a recently deceased person, perform a 10 minute ritual, and Save. If 4. Transfer Disease
you pass, you take all their sins upon yourself. They arrive in the afterlife
with only their positive deeds remembered. R: touch T: two creatures D: 0
3. Spit to crack all non-magical mirrors within 50’. Calm water will ripple. Other
Touch a diseased creature and a healthy creature. [Dice] diseases move
reflective surfaces may crack or darken.
between targets. If the recipient is unwilling they get a Save. If the disease is

Curse-Eater Mishaps magical it also gets a Save.

1. 1 MD only return to your pool on a 1-2 for 24hrs. 5. Forget

2. 2 Take 1d6 damage.


R: 10’ T: creature of [dice]x4 HD or less D: 10 minutes
3. 3 Random mutation for 1d6 rounds, then Save. Permanent if you fail.
4. 4 Blind for 1d6 rounds. Target creature must Save or get the last 10 minutes. They may recall vague
5. 5 Agony for 1d6 rounds. details but not useful information.
6. 6 Spell targets ally (if harmful) or enemy (if bene�cial) or fizzles (if neutral).
6. Enfeebling Sigil
Curse-Eater Dooms
R: touch, 50' T: object D: [sum] rounds
1. You are transported to Hell for 24 hours. You aren’t tortured, but you are
A writhing arcane symbol appears on an object you touch. Any creature within
carefully examined and audited before being returned.
100' of the sigil who looks at it must Save or be reduced to Strength 1 for [dice]
2. You cannot enter sanctioned spaces. Touching silver inflicts 1 damage per
rounds. Nothing can cause their Strength to drop lower than 1 while they are
round. Silver weapons deal 2x damage to you.
under the effects of this spell. The symbol vanishes after [sum] rounds. If you
3. 1d4 angels and 1d4 demons, plus any religious figures they can find along
invest 3 [dice] or more, you can instead set the duration of this spell to
the way, descend upon your location to drag you bodily to Hell.
permanent, provided no one looks at the sigil. Once it is seen, the duration
becomes to [sum] round as usual.

7. Abjure

R: 100’ T: creature or object D: [sum] rounds


Curse-Eater Wizard Spell List

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Name and point at creature or object. The target cannot approach within attention of powerful elemental spirits is very dangerous. The elements are acid,
[dice]x10’ of you for the duration of this spell. The target can Save once at the air, fire, ice, lightning, stone, and water.
start of the duration to negate.
Perk
8. Drain Life
Reduce all incoming damage from a chosen elemental source by 2. You can
R: 50' T: creature D: 0 choose the element after rolling for spells, but you cannot change it later.

Target living creature takes [sum] damage, Save for half. You heal for 1⁄2 [sum]. It Drawback
costs 2 HP to remove 1 negative HP and 4 HP to remove one Fatal Wound.
Increase all incoming damage from a chosen elemental source by 2. You can
9. Cure Wounds choose the element after rolling for spells, but you cannot change it later.

R: touch T: creature D: 0 Cantrips

Target creature heals [sum] HP. It costs 2 HP to remove 1 negative HP and 4 HP to 1. Meditate for 1 hour to gain Elemental Vision. Your training allows you to
remove 1 Fatal Wound. This spell cannot restore lost limbs, remove injuries, or anthropomorphize elemental spirits. The ground appears to be made of
interlinked stone bodies. A campfire is a jolly spirit devouring logs. Clouds
cure diseases. appear as fat naked people rolling through the sky. You can speak to the
spirits - you always could, anyone can - but when you are attuned like this,
they are more inclined to listen. They won't obey you, and they may be
10. Remove Curse hostile, but they may also offer advice, tell tales, demand offerings, or
simply ignore you.
R: touch T: creature or object D: 1 hour / permanent
2. Summon a minor example of an element (a drop of acid, a puff of flame, a
few flakes of ice, a spark, etc.). This cannot deal damage.
Up to [dice] curses or diseases are removed from the target. If [sum] is greater
than 12, the effect is permanent. 3. You know the current weather and the approximate weather for the next 2
days.

11. Cloudkill

R: 30’ T: [dice] 10’ cubes D: 24 hours


Elementalist Mishaps

Summon a cloud of ghastly yellow-green vapour. Creatures of 2 HD or less in the


1. MD only return to your pool on a 1-2 for 24hrs.
cloud are instantly slain (no Save). Creatures of 3 to 5 HD must Save or die each
round. Creatures of 6 or more HD must Save or take 3d6 damage each round. 2. Take 1d6 damage.
3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
The cloud is heavier than air and slowly drifts. It moves 10’ per round in a gentle 4. Inconvenienced based on the nature of the spell cast. Soaked, dehydrated,
breeze. A strong wind disperses the cloud in 10 minutes. flung upwards, buried, etc.
5. Deafened for 1d6 rounds.
12. Death Ward
6. Wild elemental spirits flee your body for 1d6 rounds. Everyone who can see
you must Save each round or be stunned.
R: touch T: self D: [sum] days

Elementalist Dooms
Designate a date up to [sum] days in the future. You cannot die until that date.
You can be hideously mangled, burned, mashed, spread across the cobbles, or
1. Take sufficient elemental damage to reduce you to 0 HP.
torn apart, but your soul will still remain in your body (or its remains) until the
2. Each time you cast an elemental spell, Save. If you fail, the spell flies out of
date designated. On that date, you automatically fail all Saves.
control. If the spell likes you, the effects might not be too bad.
3. The elements turn against you. Expect 1d4+4 powerful spirits to arrive
shortly. In the meantime, fire chases you, stones seek to crush you, and
Elementalist
lightning bolts fall from the sky.
Starting Equipment: spellbook, ink and quill, grey robes hemmed in the colour of
your elemental preference (or white if an apprentice, black if an archmage or This Doom can be avoided by travelling to each of the Elemental Planes and gaining
ambitious wizard). the blessing of an Elemental Lord, Elder, or Genie native to each.

Elementalist Wizards speak to and rely on elemental spirits. They are a wild Elementalist Wizard Spell List
bunch, disreputable and windblown, but trained in formal colleges and fully
integrated into society. In rural areas, they are beloved as rain-bringers and 1. Circle of Frost
flood-calmers, but they are also run out of town or hung following forest fires
and earthquakes. This is not always ignorant superstition. Attracting the R: self T: [dice]x10’ radius D: 3 rounds

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All creatures in the area take 1d4 damage, Save to Dodge for half. Everything This spell deals [dice]D4 damage to anything in the cone, Save for half damage.
that fails its Save is frozen to whatever surface they were touching. Boots are Wind or Water breath extinguishes all fires smaller than a bonfire. Fire breath
frozen to the ground, keys are frozen in their locks. Creatures can test Body to sets things on fire. Acid breath bleaches the colour from objects and irritates
break free at the start of each round. eyes.

2. Dissolve 5. Stoneskin

R: 50' T: object or creature D: concentration R: touch T: creature D: 10 min

Target you stare at takes 1d4 acid damage per round and begins to dissolve. Reduce all physical damage the target takes by [dice]x2. The target cannot swim,
Save vs Body for half damage. Can bore holes in walls, but it only makes a hole 1' jump, or run.
wide and creates a lot of acidic sludge on the floor. [dice]”/10 minutes through
stone, [dice]”/minute through wood, cannot affect metal. Heals slimes and oozes 6. Anklecrusher
by 1d4 HP per round.
R: 50' T: [dice]x2 objects or creatures D: 0
3. Control [Element]
Target creature or object is grabbed by the ground. Target takes 1d6 damage
When you gain this spell, choose an element. and is immobilized. Roll under Dexterity to negate, prone creatures automatically
fail. Target is immobilized until it can win an opposed Strength test against the
R: 50’ T: example of [element] D: concentration ground. The effective Strength of the ground depends on what it is made out of:
Dirt 8, Clay 12, Limestone 16, Basalt 18.
Each [dice] you invest increases the effects. One [die] is minor, 4 [dice] is a
legendary display of elemental control. 7. Protection from [Element]

Acid: Control a small amount of acid. At one [dice], (a) pop the cork out of flask, R: touch T: [dice]x[dice] targets D: 10 minutes / 8 hours
(b) cause a bottle of acid to flow uphill, (c) fling all the acid off a person, or (d)
concentrate all the acid in a bucket into a small area. When you cast this spell, choose an element. Reduce all damage of the chosen
type by 4 for the next 10 minutes. Alternatively, the spell protects its targets from
Air: Control a gust of wind. At one [die], use wind to (a) clear away fog or gas, (b) the negative effects of the element (desert heat, arctic chill) for the next 8 hours.
extinguish a fire no larger than a torch, (c) blow all the papers off a desk, or (d)
with concentration, provide enough of a breeze to power a tiny sailboat. 8. Ignite

Fire: Control a small fire. At one [die]: (a) cause the fire to double in size, power, R: 50' T: object or creature D: 0
and brightness, (b) create a huge amount of smoke, (c) extinguish a fire no larger
than a torch, or (d) control the direction or speed of the fire’s spread. Target object or object takes [sum] damage and catches on fire. Save negates.

9. Breathe [Element]
Ice: Control a bucket’s worth of ice. At one [die]: (a) ask ice to support you while
crossing a stream, (b) slide a block of ice 10’, (c) drop an icicle spike on someone,
R: touch T: [dice] creatures D: 2 hr
or (d) sling up 30’ of snow in all directions.

When you cast this spell, choose an element. Target can breath in the chosen
Lightning: Elementalists, as a rule, are discouraged from playing with lightning.
element, in addition to their normal modes of respiration. Clearing your lungs
before the spell expires is mandatory. Does not grant you protection from that
Stone: Control a fist-sized stone. At one [die]: (a) excavate a bucket's worth of
element, just from drowning in it.
gravel, (b) smooth and fill the same amount, (c) tip over a small pillar, unstick a
door, or break stone hinges, (d) rock the earth with a minor tremor.
10. Wind Scythe

Water: Control a bucket’s worth of water. At one [die]: (a) propel a small boat, (b)
R: 50' T: object or creature D: 0
carry a small item through the water, (c) allow someone to swim at 2x speed, (d)
force someone to swim at half speed, (e) splash something no more than 5' away, Apply a melee attack from a slashing weapon in your hand to a target within 50’.
(f) dry something that is wet. If you are unarmed, counts as a dagger (1d6). Gain +2 to Attack and deal +[sum]
damage. Even on a miss, human-sized targets must Save or be knocked prone.
4. [Element] Breath

11. Wall of [Element]


R: [dice]x20‘ cone T: area D: 0

When you gain this spell, choose an element. You cannot change it later. You
When you gain this spell, choose an element.
summon the element to form a 10’ by 10’ panel per [dice]. You can mold the wall,
similar to cutting holes and notches in a sheet of paper. Walls may or may not

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block line of sight. Some deal 1d6 elemental damage to anything that passes Elven Dooms
through it and may have other effects at the GM’s discretion.
1. Lose the ability to cast spells for 1 day.
12. Shocking Grasp 2. Lose the ability to cast spells, draw or �re a bow, or draw a blade for 3
days.
R: 0 T: self D: 10 min 3. Lose the ability to cast spells permanently. You can wield only your nails and
teeth. You can only speak in monosyllables.
You enchant your hand so that it discharges [sum]+[dice]x2 damage worth of
lightning into the next thing you touch. Touching an unwilling opponent requires
an Attack roll against their unarmoured Defense. You cannot wear any metal on
the hand you enchant. If you deal more than 12 damage, you and your target Elf Mage Spell List
must both Save or be flung apart, knocked prone, and deafened for 1d6 rounds.
1. Clarity

Elf Mage R: 30’ T: [dice] creatures D: 0

Starting Equipment: spellbook, ink and quill, bow and 20 arrows. Your spellbook is All emotional effects of the target (fear, anger, sadness, pleasure, pain) end.
very elegant and nearly impossible to damage. Emotions slowly return in 10 minutes, but subdued. You can target yourself.

Being an Elf is the best. Being an Elf Mage is even better. Elven Magi practice Elf
2. Speak with Birds
magic, which centers around shooting things full of arrows, woodland magics, and
beauty. R: 200’ T: birds D: 20 minutes

Perk You can talk to birds and they can talk back. If there is a party of 3-6
adventurer's moving through the forest nearby, a random songbird has a
You may add +1 MD to a spell if you are touching a large tree (at least 50’ high, [sum]x10% chance of knowing where they are and if they're doing anything extra
roots count) This extra MD does not return to your pool or trigger Mishaps and weird. Birds of prey are rarer, but more observant. Most birds are neurotic but
Dooms. easily bribed.

Drawback 3. Blossom

If you are scarred, disfigured, or filthy, you must Save each morning or be unable R: touch T: plant D: permanent
to cast spells that day.
Touched plant flourishes. Seeds germinate, flowerbuds swell and bloom, and a
Cantrips sickly plant regains vigor. Heals [sum] HP to a plant creature. If cast on a fruit, the
fruit will grow up to the maximum normal size or 2x as big (whichever is smaller).
1. Create a pleasant musical ringing sound. Can be used to double fruit-based rations.

2. Any target you hit with an arrow counts as being at range


4. Illusion of Youth

“Touch” for the purposes of your spells.


R: touch T: creature D: [dice] days, or, if [sum] > 12, permanent (until death)

3. Touch a wound to prevent it from bleeding. You do not negate


Touched creature is cloaked with an illusion that makes them appear to be in
their physical prime. The illusion may flicker or fade if the target is struck by
any damage or remove Fatal Wounds, but it does keep things
strong magic.

neat and tidy. Faint white �oral scars will form.


5. Locate Animal

Elven Mishaps
R: [dice] miles T: creature D: [dice] hours

1. MD only return to your pool on a 1-2 for 24hrs.


Name a common animal. You know where the nearest example of the animal is. If
2. Take 1d6 damage.
the area is infested with manticores, they count as common creatures.
3. Random mutation for 1d6 rounds, then Save with a +4 bonus. Permanent if
you fail. 6. Unseen Orchestra
4. Agony for 1d6 rounds.
5. Blind for 1d6 rounds. R: 0 T: self D: [sum] minutes

6. Lose one MD for 24 hours.


You are surrounded by the harmonious sounds of a five-piece band for the

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duration of the spell. The exact instruments vary caster to caster, and the Garden Mage
unseen band can play any song you've heard before. It cannot duplicate speech.
You can also opt to centre the effect on an adjacent location, rather than on Starting Equipment: spellbook, ink and quill, quarterstaff, spade, brown robes, and

yourself. a good pair of leather boots.

Skills (Pick 2): Athletics, Diplomacy, Hedge-trimming (art), Nature, Survival, Insight,
7. Floral Salvage
Medicine, Perception.

R: touch T: creature D: 0
Everyone's favourite kind of wizard. If you live in a feudal society where crop

Flowers (caster chooses the type) erupt from the target's wounds. Target takes 1 failure can result in total existence failure, having someone around who can talk

damage for every unhealed point of damage it has already taken, not exceeding to plants, move trees, and get crops to grow is incredibly valuable. Nobles

[sum]x4. Save for half. If this damage kills the target, their corpse is entirely sponsor them; up-and-coming merchants and landowners want to marry them.

consumed by plant growth, and turns into a beautiful tree covered in flowers.
Peasants leave them gifts and come to them with all sorts of problems. Alone,
Height is 2d4 x creature's HD in feet.
among wizards, they are beloved. Except by druids. The garden is the antithesis
of the forest. Gardens are shrines to domesticated plants. A big wheat field is
8. Beautify
impressive, but a garden is a tiny segment of the wilderness made perfect and

R: touch T: creature or object D: [sum] hours >6 permanent smooth. Dogs are tamed wolves. Gardens are tamed forests. We tell stories
about how real life ought to be, and we build gardens to make nature the way it
The target is made more beautiful. Dirt falls away, pimples disappear, teeth ought to be.
whiten, lice vanish, gouges fill in, and varnish looks new again. Will also restore
1d4 points of Beauty if damaged, to former max. Perk

9. Magic Missile You gain +1 to Attack and Defense while wielding a quarterstaff.

R: 200' T: creature D: 0 Drawback

Target takes [sum] + [dice] damage, no Save. As an Elf Wizard, you have to fire To regain magic dice, you must meditate for 10 minutes each morning within sight
this spell using a bow. The spell is the arrow. of natural beauty. Even some mold growing on a rock counts. You must describe
this to other players.
10. Serpents of the Earth
Cantrips
R: touch T: section of natural soil or stone D: concentration
1. Permanently change the colour or form of a small plant.
[Sum] enormous serpents of 1d4HD crawl up from the dirt. Serpents are not
2. Plants grow just a little bit better in a [level] mile radius around you. It takes
controlled by the caster. They're just angry snakes. at least a season to be noticeable.

● HD: 1d8 3. You can sleep anywhere, in any position, with a few moments notice. You
can set environmental conditions that will wake you, such as “sunrise” or
● Attack: 14 “rain”.
● Defense: 14
● Damage: 1d6+HD poison damage. If HD is 1, 1 damage + Save or die poison Garden Wizard Spell List
instead.
1. Clarity

11. Elegant Judgement


R: 30’ T: [dice] creatures D: 0

R: 200' T: 20’ diameter D: 0


All emotional effects of the target (fear, anger, sadness, pleasure, pain) end.

Does [sum] damage, Save vs. Charisma for half. Like a fireball, but the flames are Emotions slowly return in 10 minutes, but subdued. You can target yourself.

purple and gold. Creatures with 17 or more Charisma, non-sentient creatures,


beautiful objects, the dead, or other Elves are immune to this spell.

12. Rain of Arrows

R: 200' T: 20’ diameter D: 0

2. Woodbend
Does [sum] piercing damage to all in the area. The caster fires an arrow into the
air which turns into a multitude. Doesn't work in places with low ceilings (less than
R: touch T: staff D: [dice] hours
100').

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A bit of wood bends or unbends. Straight doors can be warped and stuck. 9. Light
Warped doors can be straightened and unstuck. Wooden-hafted weapons may
become unusable or impose significant penalties. Trees can likewise be molded. R: touch T: object or creature D: [dice]x2 hours

3. Dendrigraphy Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can
make an Attack roll against a sighted creature. If you succeed, the creature is
R: touch T: tree D: 10 minutes blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently
blinded. You can chose the colour of the light. If you invest 4 [dice] or more this
Allows you to ask a [dice] questions of a plant that you touch. Answer appears in light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or
letters on the trunk. Trees are fairly intelligent. They know about weather and more the light can be purest octarine, although it will only last for 1 round.
have a great sense of time, but they have a hard time differentiating between Octarine light is extremely dangerous.
animals, except by size. They also gossip among themselves, and may have
gossip from distant lands. This spell also works on Dryads. 10. Sleep

4. Whirling Staff R: 50' T: [sum] HD of creatures D: 10 min / permanent

R: touch T: staff D: [sum] rounds Target falls into a magical slumber, and can't be awoken by anything less
vigorous than a slap. Save negates. Non-alert, unaware targets do not get a
You can cast this spell as a free action. Your Defense becomes 16. The next Save. If [sum] is at least 4 times the creature's HD, the duration becomes
attack you make with the staff deals +1d6+[dice] damage and counts as magical. permanent (until slapped) and the creature no longer needs to eat or drink while
You can also throw a whirling staff 60' with a standard attack, dealing 1d6+[dice] sleeping. If you also invested 3 [dice] or more into this spell, the duration
damage. It does not return. becomes permanent, and you can set the only condition that will cause the
creature to awake (the sunrise before the apocalypse, true love’s kiss, etc.)
5. Locate Animal
11. Wall of Stone
R: [dice] miles T: creature D: [dice] hours
You summon stone to form a 10’ by 10’ panel per [dice]. You can mold the wall,
Name a common animal. You know where the nearest example of the animal is. If similar to cutting holes and notches in a sheet of paper. The wall can form a
the area is infested with manticores, they count as common creatures. bridge provided both ends are anchored.

6. Magic Missile 12. Uproot

R: 200' T: creature D: 0 R: touch T: tree D: [sum] rounds

Target takes [sum] + [dice] damage, no Save. As a Garden Wizard, your spell is an You touch a tree or [sum] of smaller plants, and they uproot and march to a new
invisible blast of force or a green-white bolt of lightning, cast with appropriate location. If you invest 3 or more [dice], they march until you tell them to stop.
hand gestures. Otherwise, they root themselves when the spell’s duration ends. Trees move
6’/round, smaller plants move 12’/round. This is equivalent to charm person or
7. Obedient Stone
forced march, but targeting plants.

R: touch T: stone D: [dice] hours


Illusionist
Cast this spell on a stone small enough to fit in your palm and then give it a
Starting Equipment: spellbook, ink and quill, rainbow-coloured gloves.
command. It will attempt to follow your commands to the best of its ability. If
thrown at a target, gain +10 to Attack. The stone deals 1d6 damage on a hit. It can
Skills (pick 2): Deception, Diplomacy, Disguise, Insight, Perception, Performance,
also be asked to trip targets, jump off a shelf when a certain person enters the
Perception
room, etc.

Illusionists study light, mirrors, and the nature of truth. Their school is a
dangerous one; the Mirror Realms are perilous. Illusionists are light-magicians.
They are a recently revived school. Their theories on light and optics are
considered radical by most and utter nonsense by the peasantry. Illusionists
have invented many speculative and outright false theories to explain their
8. Control Stone
magic. For every gaudy show-wizard travelling between villages to earn a living,

R: 50’ T: example of [element] D: concentration there is an obsessive wizard living in a mirror-lined tower, probing the secrets of
Creation.
Control a fist-sized stone. At one [die]: (a) excavate a bucket's worth of gravel, (b)
smooth and fill the same amount, (c) tip over a small pillar, unstick a door, or Perk
break stone hinges, (d) rock the earth with a minor tremor.

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Your Illusions spells can be maintained by concentration. If you break 4. Green. Target takes [sum] acid damage, Save for half.
concentration, they expire at the end of their duration. 5. Blue. Target takes [sum] ice damage, Save for half.
6. Purple. Target takes [sum] necrotic damage and is blinded for [sum] rounds.
Drawback
Save negates.
7. Struck twice. Roll a d6 twice. Add effects; make one save.
You cannot cast spells unless you can see all 7 colours. Your magic provides the
8. As 7
8th: octarine.
9. As 7
Cantrips 10. Struck thrice. Roll a d6 three times.

1. Create a shower of illusory sparks or a puff of illusory smoke from your 4. Mirror Image
hands.
2. Touch another caster’s illusion and make an opposed Mind test. If you R: 0 T: self D: 10 minutes
succeed, you gain control of their illusion.
3. You always know the position of the sun in the sky. You create 1d4+[dice] illusory images of yourself, which move as you move and
always stay within 5' of you. They are constantly stepping through each other, so
that it is impossible to tell which is which. When an enemy attacks you, roll to see
if they hit you or an image. An image vanishes as soon as it suffers a solid impact.
Illusionist Wizard Spell List Area effects such as a dragon's breath will cause all images to vanish.

1. Illusion 5. Mirror Object

R: 50' T: [dice]x5' diameter D: 1 minute R: touch T: mirror D: [dice] hours

You create an illusion of whatever object or creature you want. It can move at You reach into a mirror-like surface and pull out a copy of an object adjacent to
your will, but cannot make any sound or smell. Illusions can only add, not subtract. the mirror. The object that you pull out must be within reach of the mirror (as if it
They can cover up a hole, but not create the illusion of a hole. At 1 [dice] you can were a window), small enough to fit through the mirror (as if it were a window)
create a 6’ tall illusory humanoid. and light enough for you to pull through with one hand. The mirror object looks
and feels exactly like the object it copied. It doesn't copy any magical properties
2. Disguise of the object. You cannot duplicate living things in this way. The mirror object
pops like a bubble if it suffers a solid blow. If you invest at least 4 [dice] into this
R: touch T: object D: [dice] hours spell, it can copy the magical properties of an item, but those magical properties
will only function once. For items with continuous properties, such as a flying
You cloak the object in illusion, making it appear as another object of the same carpet, the magic properties will last no longer than 10 minutes.
type. An apple could be disguised as any other type of fruit; a table could be
disguised as any other type of furniture. A humanoid can be disguised as any 6. Light
other humanoid of comparable size. This only extends to the visual properties of
the object. The maximum size of the object depends on how many dice are R: touch T: object or creature D: [dice]x2 hours
invested in the spell:
Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can
1. [dice]: human-sized, make an Attack roll against a sighted creature. If you succeed, the creature is

2. [dice]: ogre- or wagon-sized, blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently
blinded. You can choose the colour of the light. If you invest 4 [dice] or more this
3. [dice]: dragon- or tavern-sized,
light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or
4. [dice]: ship- or bridge-sized.
more the light can be purest octarine, although it will only last for 1 round.
Octarine light is extremely dangerous.
3. Prismatic Ray

7. Hypnotic Orb
R: 200' T: [dice] creatures or objects D: 0

R: touch T: object D: [sum] minutes


Target suffers a different effect depending on which color strikes the target. Roll
1d10:
You enchant a mostly-spherical object so that its surface is covered with a
captivating, shimmering pattern. Any creature who sees the enchanted object
1. Red. Target takes [sum] fire damage, Save for half.
must Save or be compelled to sit still and observe it for the spell's duration.
2. Orange. Target takes [sum] bludgeoning damage and is knocked prone.
Flying creatures will land or circle it. The caster is not immune to this effect. The
Save negates.
effect is broken if line of sight is broken, if something startles a target (a loud
3. Yellow. Target takes [sum] lightning damage, Save for half.
adjacent shout), or if the target sees signs of obvious danger (such as someone

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killing their friends). 12. Fade

8. Colour Spray R: 50' T: creature or object D: [sum] rounds

R: [dice]x10' cone T: sighted creatures D: 0 / varies Target phases out and becomes unable to affect the world in any way except
visually. It stands or floats like an illusion until the spell concludes. Not even magic
If [sum] is equal or greater to the creature's HD, it is befuddled for 1d6 rounds. If can affect the target. If they would be in a solid object when the spell expires,
[sum] is three times the creature's HD or more, it is stunned for a round, then they are harmlessly shunted into the nearest open space. The maximum size of
befuddled for 1d6 rounds. If [sum] is five times the creature's HD, it is stunned for the object depends on how many dice are invested in the spell:
1d6 rounds, then befuddled for 1d6 rounds.
1. [dice]: human-sized,
9. Wizard Vision 2. [dice]: ogre- or wagon-sized,
3. [dice]: dragon- or tavern-sized,
R: touch T: sighted creature D: 10 min / permanent
4. [dice]: ship- or bridge-sized.

If you invest one [die]: Target can see invisible things. Target can see through
illusions. Non-magical disguises are not penetrated. If you invest two or more
[dice]: This can only be cast on yourself. As above, except you can also see Necromancer
through magical darkness, and see the true forms of shapeshifters. There are
Starting Equipment: spellbook, ink and quill, dagger, ritual ingredient (1 slot). You
also some permanent effects: (a) You can forever see invisible things as a slight
may fill as many inventory slots as you’d like with corpse fragments (bones, dried
warping or lensing of light. You know “there's something over there” and what
flesh, etc.).
size it roughly is, but nothing else. (b) You can tell if someone else is a spellcaster
by looking them in the eyes. The price for this gift is your mind. You suffer a
Skills (Pick 2): Deception, History, Insight, Intimidation, Medicine, Perception,
permanent loss of 1d6 Mind (as you reject the true nature of Creation and go
Religion.
slightly mad) or (as you accept the true nature of Creation and alienate yourself
from your peers). Necromancers are outlawed and outcast wizards. Their profession is a curse;
their very name a byword for unholy acts and blasphemous deeds. Yet
10. Wall of Light necromancers persist on the fringes of society, doing necessary blasphemies.

R: 50' T: wall or sphere D: 10 min Perk

You conjure either (a) a hemisphere [dice]x5’ in diameter, or (b) a 10' by 10' panel
You can cause creatures you touch to reroll on the Injury table, if its being used.
per [dice], which can be arranged in any contiguous formation joined by
You can do this in addition to providing First Aid. If a creature rolls a 1 on the
Injury table because of a reroll you provided, they permanently lose 1 HP.
their edges. The wall is intangible, but you can control what each side shows,
which can be one of the following:
If not using the Injury rules, they can expend MD to restore a recently deceased
character (died within [dice] rounds) back to life. Characters so raised
A. inky darkness,
permanently reduce their Body score by [dice]. If this would reduce their max
B. light out to 30',
Body score to 0 their corpse disintegrates instead.
C. mirror,
D. transparency, or
Drawback
E. a simple texture, such as stone, brick, or carpet. Both sides do not have to
show the same thing. You require a ritual ingredient (salt, herbs, etc.) to cast your spells. The
ingredient costs 2cp and is not consumed, but fire, water, or isolation could
You can change these surfaces with a thought. If you invest 4 [dice] or more into
render you unable to cast spells.
this spell, you may make the duration permanent.

Cantrips
11. Mirror Self

1. Target reasonably fresh corpse of a creature 2 HD or less answers 3


R: touch T: mirror D: 10 minutes
questions posed by the caster. The corpse can lie.
2. You can ritually protect a corpse against possession by wandering spirits,
You reach into a mirror-like surface and pull out [dice] copies of yourself. The
or deliberately invite them to possess a corpse. The ritual takes 10 minutes.
mirror must be large enough for you to pass through. Your mirror clones behave
The most dangerous time is between death and dawn.
as you wish. They can walk and talk, but cannot pick anything up. You can see
3. You can permanently lose 1 HP to add 1 MD to a spell. You can only lose 1 HP
through their eyes and hear through its ears. You can cast spells through them.
per spell.
You can switch places with your mirror twin as a free action. A mirror twin pops
like a bubble if it suffers a solid blow.
1d6 Necromancer Wizard Mishaps

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1. MD only return to your pool on a 1-2 for 24hrs. [sum] months. If [sum] is greater than twelve, it ages [sum] years instead.
2. Take 1d6 damage.
3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
4. Save vs Fear against the target of your spell. Target is fully healed if
undead, but is no longer under your control (if it ever was).
5. 1d6 nearby corpses rise as zombies and attack you for 1d6 rounds.
6. Your soul leaves your body. Roll under Spirit each hour to find your way 5. Raise Undead
back.
R: 20' T: [dice]x2 HD corpse D: 2 hours

Target is raised as a specific type of undead that is obedient to the caster. The
type of undead raised depends on the target and the [dice] invested.

[Dice] HD Type of Undead Raised:

Necromancer Wizard Dooms: 1. 1-2 Corpse snake, crawling claw, skeleton, zombie.
2. 1-4 Wight
1. You die, and spend the next 1d6 days wandering Creation as a feeble ghost. 3. 1-6 Mummy, War Spirit.
Your body will rot after 2 days unless preserved (pickling, salting, cold, 4. 1-8 Something impressively terrifying.
embalming, etc.) If you inhabit a rotting body, you become undead.

2. You become undead, permanently. If you were already undead, you instead 6. Raise Spirit
permanently lose 6 HP (to a minimum of 1)
R: touch T: spirit D: [sum] minutes
3. By direct decree of the Authority, all corpses within 20 miles will rise as
skeletons and zombies and attempt to kill you. If you have been particularly
notorious, priests or a demon or two will accompany them. This spell can only be cast between sunset and dawn. You call out to a spirit: a
long-dead king, a newly-murdered party member, etc.
Necromancer Wizard Spell List
Roll 1d6 on the table below, modified by the following:
1. Fear
Raise Spirit Bonuses & Penalties
R: 50' T: creatures up to [sum] HD D: 0
● +1 For each [die] invested.
Target creatures must Save vs Fear or take a morale check, or �ee from you. If
● +1 If the spirit died within a week.
you cast this spell with 4 [dice], creatures must also Save or age 2d10 years.
● +1 If the spirit is restless.

2. Fog ● +1 True name known.


● +4 If you knew the creature.
R: 30’ T: self D: [dice] hours ● -1 For each of the creature’s HD.
● -1 If the spirit was a wizard.
You breath out a bunch of fog. Everything up to 30' away from you is obscured.
● -1 If the spirit is angry with you.
Sunlight, wind, or heat dissipates the fog in 10 minutes. If you cast this spell with 3
● -2 Only vague details known.
or more [dice], other casters lose 1 MD while they remain in the fog.
● -4 If the spirit was a necromancer.

3. Explode Corpse ● Other bonuses and penalties may apply at the GM’s discretion.

R: 50' T: corpse D: 0 :1d6+ Raise Spirit Results

Target corpse explodes, dealing damage in a [dice]x5' radius, Save vs Dexterity ● 0- Spirit is raised but lashes out in annoyance. You take 2d6 damage. If this
for half. The maximum damage dealt is dependent on the creature's size: Rat: 1, damage kills you, you are dragged to the afterlife (no Save).
Dog: 1d6, Human: 2d6, Cow: 3d6, Elephant: 6d6, Whale: 8d6. This spell cannot target ● 1 Spirit is raised but cannot be put down. It will try to possess a nearby
undead creatures unless you control them. corpse. Otherwise, it will act as a disembodied spirit of appropriate HD.
● 2 Wrong spirit is raised. It may be more or less useful than the target.
4. Rot ● 3 Spirit is raised, but its answers are mocking and cruel.
● 4 Spirit is raised and answers your questions truthfully.
R: touch T: creature or object D: 0
● 5 Spirit is raised and provides useful information to unasked questions.

Target living creature takes 2x[dice] damage, Save for half. Target undead is ● 6 Spirit is raised for an additional 1d6 minutes.
healed for [sum]+[dice] HP, or 1 permanent HP is restored. Target object ages ● 7+ Spirit is raised and can be given one command (as command undead).

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Undead typically have reduced stats compared to their living form. Undead of 5 R: 50' T: creature D: 0
HD or less are nearly mindless. If you die while undead are under your control,
the spell's duration expires, or you try to end the spell, there is a [HD]-in-10 Target living creature must Save or die. Creatures with a significant magical
chance the undead remains active. Otherwise, it collapses. Instead of letting the nature gain a bonus equal to their HD. Frail mortal creatures may not get a Save.
spell expire, you can keep the [dice] you spent on the spell invested. The spell's
duration becomes permanent as long as those [dice] remain invested. This spell requires 2 [dice] to cast against a creature of 5 HD or less, 3 [dice] for

Alternatively, if you spend 3 [dice] to raise a 1 or 2 HD creature, the spell's a creature between 6 and 8 HD, and 4 [dice] for creatures with 9 or more HD.

duration becomes permanent and no [dice] need to be invested.


12. Fatal Doom

Creatures may retain some special abilities they had in life.


R: 10' T: intelligent creature D: permanent

7. Innocent Revenant
You must invest 4 [dice] to cast this spell. You describe how the creature will die

R: Touch T: corpse D: 0 including details and events, and it will be so; and soon. Nothing else will kill them.
You cannot list impossible events. Try to select a thematic fatal doom.
A creature that died in the last 3 turns immediately returns as an undead version
of itself with full HP. It loses 1 HP and 1 point of Intelligence and Wisdom to a
minimum of 5, every hour until it reaches 0 HP and disintegrates. It is unaware Portal Mage
that it ever died, and flies into a rage if confronted with evidence. Pyromancer

Credit: Dark Souls and Oorlof @ https://thethingswedoforxp.blogspot.com/2019/07/glog-


8. Command Undead wizard-pyromancer.html feel free to use Oorlof’s pyromancer instead.

R: 50' T: undead D: [dice] hours Starting Gear: A pyromancer’s robe (Light armor, reddish-yellow, comes with a
hood) A handaxe, An obscene love of fire, and a Seed of the First Flame.
You shout a single-word command to your target, who must Save or obey. If the
command lasts more than a single round, intelligent undead or undead under the Starting Skills (Pick 2): Athletics, Acrobatics,Insight, Intimidate, Medicine, Perception,
control of another necromancer get a new Save at the beginning of their turn. Religion, Survival.

You can spend additional [dice] to increase the effects: Pyromancers Hail from the Great Swamp and are heirs to the First Flame.
Pyromancy is passed down the way it has always been and always must be: from
● +1 MD: Affect +2 targets. master to apprentice.
● +1 MD: You may increase then length of your command by +2 words.
● +1 MD: You may increase the duration between checks by +2 rounds. Note: I created the Pyromancer to be a super glass cannon, with all of their spells
giving a reason for this kind of character to leave the Great Swamp, with the
9. Corpse Mask additional option for GMs to create any number of quests. The spells might not
be entirely balanced, but since pyromancy essentially works by trading damage
R: touch T: corpse D: [dice]x10 min to do damage it should work, in theory.

You touch a corpse and the face peels off like a mask. The rest of the corpse A. Pyromancy, Seed of the First Flame, +1 FD
shrivels up and �akes into dust. When you wear the mask, you will look and B. Kindle the First Flame, +1 FD
C. Flare The First Flame, +1 FD
sound like the person whose face you're wearing, but only to sentient people (no
D. Dark Pyromancies, +1 FD
effect on animals, spirits, or elementals). The mask will rot into uselessness after
E. +1 FD
[sum] days. If [dice] is at least 4, the mask is permanent.
F. +1 FD
G. +1 FD , One with the First Flame
10. Death Scythe

Pyromancy:
R: touch T: corpse D: [dice]x10 min

Pyromancers don’t cast spells, but rather coaxing pyromantic effects from
The corpse disintegrates as you pluck a black scythe from its chest. The scythe
their Flame. In essence this means that Pyromancers can’t/don’t learn spells
deals 1d8+Strength Bonus damage. It deals 2x to creatures of the same species
the same as most other Magic-Users, don’t have spell slots, nor have a limit
as the corpse used to create the scythe.
on which spells they can cast beyond their limits on FD (Flame dice.) The full
traits of pyromancy are as follows:

● Pyromancers don’t regain FD automatically at Dawn. Instead they must


sacrifice d6 HP per FD. This may come from willing creatures of HD > 1.
11. Finger of Death

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Alternatively, they may burn the MD of willing Magic-Users, from scrolls, the ● DFD must be recharged by burning souls, rather than life. To recharge DFD
MD granted from magic robes, or the flesh of plant-creatures ( an you burn Spirit instead of HP or Body. You may still acquire the help of willing
exchange rate of 1 FD per HD.) FD only return on rolls of 1-2
creatures, or by making an opposed Spirit roll against helpless/restrained
● Pyromancers learn pyromancies in one of two ways (GMs might allow for creatures for each DFD. You can still burn scrolls, and the MD of willing
learning pyromancies in other creative ways.) : Magic-Users.
● You can use DFD and FD on the same spell, but should use separate colored
○ They find a master willing to teach them and must burn the
elemental core of a fire elemental of no fewer HD than the rank dice for each if the target(s) is resistant/immune/vulnerable to one or the
of Spell. other.

○ They make a pact and perform a service for a fire elemental of


One With the First Flame
HD no less than the rank of pyromancy they seek to learn.

You have become One with the First Flame. It replaces all water in your body
with Itself, leaving you no longer in need of water to live, you may now consume
● Pyromancers can consider cast any pyromancy they know as long as they fuel in place of rations, and you have become a Fire elemental, leaving you
possess the FD to do so.
immune to fire damage, most cold damage, and things which elementals are
Seed of the First Flame immune to. You aren’t damaged by being fully submerged in water, but it does
make it is very unpleasant. You are also vulnerable to things which Elementals
Every pyromancer has inherited a seed, a spark, of the First Flame. They may are vulnerable to.
have inherited the enduring flame of a deceased Master, acquired it through
devouring the core of a flame elemental or heart of a dragon and surviving, or Cantrips (Combustion):
through being the apprentice of a living Master Pyromancer.
1. May make a touch attack against adjacent creatures, dealing D6
The First Flame is Life and feeds from Life. The Seed is with the Pyromancer damage from your Flame. May also burn dice to deal +[sum]
always and can never be extinguished except through willful misuse of their damage.
Flame. Pyromancers begin play with only 1 pyromancy: Combustion.
2. May light flammable objects. Can also find kindling in even the
As long as the pyromancer has at least 1 FD remaining they may hold their Flame dampest environments unless its impossible to do so.
high, granting the light of a torch, or set flammable objects alight.
3. Can hold your Flame high, producing light as a Torch.
Kindle the First Flame
Pyromancy Mishaps
The pyromancer has now learned better control of themselves and their Seed.
At any time the pyromancer can recharge their FD by burning their Lifeforce. 1. MD only return to your pool on a 1 for 24hrs.
They may continue to roll FD as normal, however if their pool is depleted they 2. Take 1d6 damage.
choose to draw it from their Body, taking [sum] Body damage for each FD rolled 3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
this way. They may instead burn the Body of a willing creature they’re touching. 4. Lose 1 FD for 24 hours.
5. Agony for 1d6 rounds (Same as poisoned, but ignores immunity).
Flare the First Flame
6. Cannot cast pyromancies for 1d6 hours.

The pyromancer’s Seed has sparked into a true First Flame. When they roll a 6
Dooms
on a FD they may cause it to explode, adding it and rolling it again. This exploding
die can trigger Mishaps and Dooms as normal, but only 1 of either.
1. You’ve forgotten the 1st rule of pyromancy: fear the Flame. It permanently
claims d4 points of Body (or Spirit if you only possess DFD) and Beauty from
Dark Pyromancies
you, as it burns you horribly.
2. Yet again you’ve failed to respect the Flame. Your Body and Beauty are
The pyromancer has learned the Forbidden Art of Pyromancy. At any time the
reduced by half.
pyromancer may permanently sacrifice 1 FD in exchange for 1 DFD (Dark Flame
3. You’ve disrespected the Flame for a 3rd and final time. It consumes your
Die). For each DFD they possess more of their First Flame grows cold and black,
Life and Soul, leaving you one of the Ashen Ones, cursed to seek out the
until the First Flame has become the Black Flame. Dark Pyromancies have the
heat of the living. You become an NPC.
following properties but are otherwise identical to FD:

The final Doom may be avoided by consuming the core/heart of an Elder


● Pyromancies cast using DFD are cold and black, producing only the light of a
creature of Fire, using it to create another Seed of the First Flame, and
grey candle.
then passing it onto an Apprentice
● Black Flames still burn, by rather than burning Life like the First Fire does, it
burns the Soul and Spirit of things. Rather than things blackening from the
Pyromancies
heat they begin to lose their color and eventually crumble to ash. Dark
pyromancies ignore immunity and resistance to fire.

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Fire Sizes: what events caused them to be.Cast upon ashes to determine what they were
before they were burnt. You can see what happened in the [sum] rounds before
1. torch - can fit in the palm of your hand, perhaps fill a bucket. the object caught fire. [dice] determines how old the ashes can be:
2. campfire - size of a barrel or a small child.
1. [dice]: a day
3. pyre - size of a cart -or a person- requires two hands to control.
2. [dice]: a week
4. bonfire - size of a cottage, requires two hands and half your movement to
3. [dice]: a year
control
4. [dice]: a decade
5. conflagration - size of a small keep or forest fire, requires two hands and
5. [dice]: a century or more
your whole round to control

6) Flame Blade
1) Control fire

R: 0 T: Self D: [dice] x2 Attacks.


R: 50’ T: existing fire up to [dice] size D: concentration up to [sum] rounds

Shape your Flame into the shape of a sword with which to burn your foes. You
● Shrink a fire up to [dice] size steps down to 1 for [sum] rounds
may make [dice] attacks/round until expended, dealing d6+ S-mod+[dice] damage
(concentration to maintain)
per hit. Targets struck are set on fire, save negates.
● Make a fire grow up to [dice] size steps for [sum] rounds
● Move a fire up to [dice] size a distance up to your movement speed 7) Iron Flesh

2) Flash Sweat: R: touch T: creature D: [dice] x 2 rounds

R: touch’ T: [dice] creatures D: [sum] minutes. At 4+ [sum] hours You rapidly carbonize a target’s skin, increasing their AR by [dice]. The process is
painful, though quick, and they take [dice] damage. If they’re unwilling you may make
Ignore up to [sum]x[dice] fire damage, and other ill effects from heat for the duration.
an attack to touch them.

3) Flame Orb
7) Inner Strength

R: 50’ T: one creature or object. D: Instant


R: Touch T: Creature D: [dice] minutes

Hurl a fiery orb, dealing [sum] damage.


You call to the flame within the bosom of your target, emboldening it and the one
who carries it. Targets gain +[dice] to their attack and damage rolls and become
4) Flame Burst
immune to fear for the duration.

R: 15’ T: Creatures and object in a 15’ cone D: Instant


7) Warmth

Coax your flame forth and release it in a bursting cone. Save reduces damage to
R: touch T: [dice] creatures D: Concentration, until expended
½. Deals [sum] damage.

The First Flame is Life and burns on life, and just is it is Life so to may it call to the life
5) Flame Shield
in others. You may heal [sum] HP, split up amongst the targets.

T: Self/target within 50’ D: [dice] x minutes/depletion


8) Flame Sight

For the duration a creature that strikes the target with a melee weapon
R:- T: Special. D: concentration
immediately takes [dice]x2 damage. This spell ends after [sum] has been dealt.

Cast this on a fire you lit, or lit from another that is still burning. You can see and
5) Rapport
hear as if you were present at the site of it or the original fire. At 2 [dice], can
speak through the fire (flames take on the shape of your face). At 3 [dice], can
R: 30’ T: [dice] creatures D: [dice] minutes
cast spells on the original fire.

All living things have a connection to The Flame. This pyromancy uses this
8) Wall of Fire
connection to charm them.

R: 20’ T: area D: 1 minute


6) Speak with Ash

You call forth the Flame to form a 10’x10’ per [dice] wall. It does not block line of sight,
R: Touch T: pile of ashes. D: Instant
and you can mold it how you like. Creatures and objects crossing the wall take
[dice]d4 damage and are set ablaze. Save negates.
You channel your connection to The Flame to commune with ashes and discover

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16) Rekindling of Ash

T: self D: special

8) Serpent of Flame Even the faintest of embers may again flare to life. To learn this spell you must
either study under a phoenix or survive devouring the heart of one and having a
R: 30’ T: line D: instant master who knows this spell trains you. You may cast this spell as a reaction to
being struck down. When you do so you flare up in an impressive conflagration
You press your Flame into the ground and direct to burn forth. It burns along surfaces before crumbling to ash. If taking less than [sum] damage would kill this spell
in a line 5’ wide, 5’ tall and 30’ long. You may direct the line as you wish, though it can’t takes effect. After 100/[dice] hours you rise from your ashes. If a savvy enemy
move directly backwards. Creatures and objects caught in the affected areas take knows you possess this spell (not likely until after the first time.) they may
[sum] damage, saving for half. A creature can be affected by this spell twice in a single thoroughly soak your ashes, putting out your spark and leaving you completely
casting, at most. dead.

9) Seething Flame

R: 200’ T: 20’ radius burst centered on point in range D:Instant


Sword Mage
Known to wizards as the legendary Fireball spell. Targets within the burst take [sum]
damage and may save to negate. You send your Flame forth, filled with seething Credit: Red Kangaroo @ https://attnam.blogspot.com/2018/07/class-sword-
anger, where it explodes before returning to you. mage.html

9) Sentry Flame Starting Items: You start with a strange, foreign sword (roll below) that is etched
with magical symbols and serves as your spellbook; with a swordsman's robes,
R: 10’ T: point in range/special D: Until Expelled and with a mask.

When you cast this pyromancy you task your Flame with a vigil. Creatures, aside Skills (pick 2): Athletics, Acrobatics, Craft:sword-making, Diplomacy, History, Insight,
from those you designate, who enter within 30’ of the sentry, in clear line of sight, Intimidation, Perception, Survival.
are subject to fiery rebuttal. It launches a shot of fire at every such creature
within range doing 2d4 damage. It can do this [dice] times before it dissipates. Strange swordmasters capable of inhuman feats of swordplay. Some come from
well-known schools of the sword while others are taught by hermit masters, but
10) Flame Walk they are all honourable, loyal, ruthless and efficient warriors.

R: touch T: a lit fire/special D: special Foreign emperors employ sword magi as personal guards, or generals of vast
armies, or elite agents tasked with delicate operations. It is a sign of great
When you perform this pyromancy you designate a known location. If there is a prestige among the noble houses to have a sword mage at your command.
fire large enough for you to step from you arrive from that fire. For every 100
miles there is a cumulative 5% that you are ejected along the path from a A precious few sword magi are wanderers. Masterless, they travel from town to
random fire of appropriate size. After [dice] creatures have stepped through the town, ready to protect people from any evil-doer or monster, living off of alms
spell ends. This spell is one way, and if there is a destination mishap characters and gifts of gratitude. While sneered at by those of higher stature, they are the
aren’t ejected more than 5 miles apart (and likely from the same fire.) most likely to become heroes of legends. Without anyone directing their steps,
without any obligations requiring their constant attention and without social
12) Profane Flame bonds binding their hands, they uncover ancient conspiracies, evil cults and dark
sorcerers. They fight monsters and demons and corrupt officials. They are
R: Touch T: Creature touched D: Special beloved by the common people.

You place your hand on a creature, pushing your Flame into their body/form. Where you’re from, it's very impolite to kill someone face to face, so noble
warriors tend to wear masks.
12) Devour Flame
Cool Starting Sword (d8)
T: Fire within 50’ D: 1 round per [dice] gained.

1. ancient katana,
As an action you target a fire within range and extinguish it. You gain temporary 2. two hook swords,
FD equal to the size of the fire -1 which deplete at a rate of 1/round. Each die 3. two butterfly swords,
gained this way causes 1 point of damage to you.
4. double-bladed sword-staff,
5. balisword,

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6. sword-chucks, Roll a single Attack roll and compare it against Defense of all creatures and
7. khopesh, objects in a line. They take damage as if they were hit by your weapon.
8. claymore longer than you are tall.

3. Void Scabbard
Perks:

R: touch; T: [dice] weapons; D: permanent until discharged


As long as you are wielding a sword, you gain +1 Defense per odd Sword Mage
template and +1 Attack per even Sword Mage template.
You stash [dice] weapons Elsewhere, where they remain in stasis until you will
(one of) them to appear in your hand.

4. Blade of Grass
Drawback:

R: touch; T: object; D: [sum] minutes


To cast your spells and cantrips, you must wield a sword (touching a sword in a
scabbard is enough) and may not be encumbered. Use any object as if it could cut, from grass to your own fingers. The enchanted
item counts as a sword and deals damage based on [dice] invested (plus Str
Cantrips: mod). This technique requires no sword to cast.

1. Polish: Remove stains, dirt or rust from metal and polish it to mirror 1 [die] 1d6
brightness.
2. Magic Weapon: As a part of your attack, you may burn a MD to gain +1 to hit
and damage. 2 [dice] 1d8
3. Perfect Parry: As a reaction to an incoming attack, you may burn a MD to
reduce the damage by 1d6 points.Spell List: 3 [dice] 1d10

Mishaps: 4 [dice] 1d12

1. Your MD only return on a 1-2 for 24 hours. 5. Soul-Splitting Strike


2. You take 1d6 damage as cuts appear on your body.
3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
R: touch; T: wielded sword; D: [sum] rounds
4. Random insanity for 1d6 rounds, then Save. Permanent if you fail.
5. Weapons shun you. For 24 hours, you have disadvantage on Attack rolls.
6. You cannot regain burnt MD until you kill an intelligent creature. You may cut immaterial spirits (ghosts, demons, etc).

Dooms: At 2 [dice], you can attack a possessing spirit without harming the host. At 4
[dice] and at GM's discretion, you may cut souls or abstract concepts. You might
1. You cannot draw a sword without drawing blood. If you don't deal any for example cut away a memory to make someone forget, cut a prepared spell
damage in a combat, Save or attack the nearest creature until you deal right from the caster's brain, cut away people's shadows, or cut down their
damage. You get a new Save each round to get hold of yourself.
2. You are one with your sword. You cannot voluntarily put away your sword emotions.
and should anyone try to take it from you, Save or try to kill them. You get a
new Save each round to get hold of yourself.
6. Glory of Perfected Aggression
3. Death follows in your steps. No creature in your vicinity (you included) can
clear away Fatal Wounds.
R: touch; T: wielded sword; D: [sum] rounds
Your dooms can be avoided by training a pupil in the way of the sword and
bequeathing them your blade or by defeating your former master without Your sword lashes with graceful bloodlust, bending in impossible directions to
drawing a weapon. strike at your target. Even if you miss a melee attack, the target still takes [dice]
damage.
Sword Mage Spells:
7. Principle of Cutting

1. Thousand Cuts
R: touch; T: wielded sword; D: [sum] rounds

R: melee; T: creatures; D: 0
You can cut materials harder than your sword. Ignore any hardness, damage

Split [sum] damage among creatures in range in any way you want, no Save or reduction, or resistances of materials you cut.

Attack roll.
At 1 [die], you can cut steel as easily as flesh. At 2 [dice], you may cut through
magical materials or enchanted items with ease. Adamantine splits like wood. At 3
2. Wind Slash
[dice], you may attempt to sunder force effects (magical barriers such as wall of

R: [dice] x 50'; T: line; D: 0 force). At 4 [dice], you may attempt to destroy artifacts.

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8. Lightning Strikes Twice You can use your mind alone to cut.

R: 0; T: self; D: your next turn This spell can be cast without wielding a sword. For the duration of the spell and
as long as you are conscious, you wield your mind as a sword (treat as mundane
You can perform [dice] bonus attacks on your next turn. If you forgo one of those sword dealing 1d6 + Str mod damage). You can use melee attacks even if you
attacks, you may unsheathe your weapon, attack and sheathe it again so fast all otherwise can't attack or move. Shackles and webs, missing limbs, or even
creatures will have to roll against [sum] to notice you even moved.This spell can complete paralysis will no longer stop your from cutting.
also be used to do clothing damage or cut letters on the enemy's skin before
they can react. At 2 [dice], this spell can be cast without any verbal or somatic component. At 3
[dice], you can cast all of your Sword Mage spells as if you were wielding a sword
9. Flash Step (including enchanting your mind-sword). At 4 [dice], your mind can replicate
enchantment of any magic weapon in your possession.
R: special; T: self; D: 0

Move up to [dice] x your movement speed as a free action. Your movement is so


fast it appears instantaneous.

At 1 [die], you ignore pressure plates (or similar mechanisms) and dangerous or
difficult terrain. At 2 [dice], you may move up a wall or over the ceiling, as long as
you end your movement in a place where you can normally stand. At 3 [dice], you
may move over surfaces that couldn't normally support your weight (surface of
water, twigs and leaves, weapons held by your enemies). At 4 [dice], you may
Skullomancer
move through impossibly tight squeezes without being slowed (between prison
bars, through a keyhole). Straight up Stolen from: TheLawfulNeutral @ https://unlawfulgames.blogspot.com/2018/07/osr-
skull-wizard.html
You may also cast this spell as a reaction to any melee attack against you, even
outside your turn. Evil wizards like skulls as decoration. Skull Wizards hate this because they are
wasting perfectly good resources. You don't have to be evil to be a Skull Wizard,
10. Falling Raindrop Cut but it really helps the aesthetic. You and other Skull Wizards are usually found
haunting ancient battlefields, or your local cathedral made of bones, or
R: 0; T: self; D: concentration graveyard.

You cut through a ranged attack, splitting it without being harmed. Skull Wizards and Necromancers have a rivalry that’s been ongoing longer than
even the oldest lich can remember. Necromancers need intact corpses to raise
At 1 [die], you can split arrows or stones flying at you, or stay dry in a rainstorm
zombies and you need skulls. The arguments over corpses are legendary.
by deflecting the raindrops with your sword. At 2 [dice], you can cut through a
boulder, a ballista bolt or a cannonball. At 3 [dice], you can cut through a splash
Perk:
of liquid, a gust of wind or dragonfire. At 4 [dice], you can split apart spells
before they hit you. You are decked out in the most cliche evil wizard gear imaginable. Black robe
with a cowl, skulls hanging by ropes, evil looking sigils, wicked looking daggers,
You may also cast this spell as a reaction to any ranged attack against you, even
the works. Most creatures have a -2 to morale checks when you are present. You
outside your turn.
also gain a +2 to reaction rolls with equally evil looking creatures.

11. Daiklave
At rank G you have as many spell slots as you have skulls on hand. 1 Human Skull =
1 inventory Slot.
R: touch; T: wielded sword; D: [sum] rounds

Drawback:
Your sword grows large and menacing, but strangely easy to use. If it has any
writing, engraving or etching, it will glow dimly. Its every strike is accompanied by
You cannot have more spell slots than you have skulls on hand. 1 Human Skull = 1
singing or moaning or quiet screams. Damage of the enchanted sword increases
Inventory slot
by [dice] steps as denoted below. If it wasn't magical before, it now counts as a

magic weapon. 1d4 -> 1d6 -> 1d8 -> 1d10 -> 2d6 -> 2d8 -> Cantrips:

2d10 -> 3d8 -> 3d10 -> 4d10


1. You may enchant one skull to be 10x bigger on the inside than it is on the
outside. You may only have one skull affected this way at any one time.
12. Perfect Cut
Items must be able to fit through the eye sockets. Items left in a skull when

R: 0; T: self; D: [sum] rounds it loses this effect have a 90% chance of simply breaking the skull and a 10%

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chance of being lost in Skullspace. skeleton. Your movement is increased by 3 and your Strength is halved (no
2. You can identify any skull by name and species after 10 minutes of muscle bonehead). You also have half damage from non-bludgeoning weapons. If
uninterrupted communing. you roll above a 10, you transform into a random variant skeleton. If you roll
3. You may mark a single skull with your personal sigil. You may speak through above a 14, you may pick the type of variant skeleton you become.
this skull, regardless of distance, as long as you have another skull to talk
at. This communication is only one way. 4. Skull Read

Mishaps: R: Touch T: 1 Creature D: 10-[sum] Rounds to minimum of 1 round

1. Skull hurts, take 1d6 damage. You spend time interacting with the skull of a living or dead creature. At the end
2. Teeth fuse together, rendering you mute for 1d6 rounds. of the duration of the spell, you know the creature's HD, morale, wants, and
3. Splitting headache for 1d6 rounds. Literally. Exposed brain lowers Defense general disposition.
by 4.
4. CARTILAGE IS HERESY! You nose and ears fall off, rendering you deaf and
anosmic (can't smell). They grow back in 1d6 rounds.
5. Your skull is too thick! Unable to cast spells for 1d6 rounds as the spells try 5. Skull Flame

and fail at escaping your thick head.


R:0 T: 1 Skull D: [sum]+[dice] Hours
6. Random mutation for 1d6 rounds, then make a save. Permanent if you fail. If
the mutation rolled affects your head, you automatically fail.
You wreath a skull in an evil looking flame that casts light as a lantern for the
indicated period. The flames do not burn the caster, however can be bashed
Dooms:
against an opponent to deal damage as a light weapon and wreath the target in
bright light for [dice] rounds. When used in this way, or when the time is
1. Your face melts off, leaving you looking like Skeletor's less popular second
otherwise up, the skull is consumed.
cousin. Halve your Beauty and never look in a mirror ever again.
2. All your flesh melts off, leaving you as a mobile skeleton. Halve your total HP
6. Skull Shield
and Body, and wonder why those Skeletons at level 1 seemed so dangerous
without muscles.
R: Touch T: 1 Creature D: [sum]/2 rounds.
3. Your body falls off, leaving you as an immobile skull. You can't cast spells or
take any action, but you can still talk I guess. Welcome to being Bob the Skull.
Target creature's head becomes completely invulnerable. This grants [dice]
Defense and renders the target immune to blinding, muting or deafening though
You can avoid this fate by replacing your head with that of a particularly
the mutilation of the sensory organs. Effects that go through said organs such as
evil and magical creature, such as the Nega-Pope or a Demilich.
poison, a siren's song, or a medusa's gaze affect the target as normal.

Skull Wizard spell list


7. Skull Phantom
1. Skull Speak
R: 30' T: 1 Skull D: [sum] rounds
R: 0 T: self D: [dice] minutes
You summon the ghostly memory of a whole body that was once attached to a
You can talk to skulls and they can talk back. Skulls generally know about skull. It will be somewhat helpful to you and retain the approximate intelligence of
anything they could potentially see and a little bit about their original owner's the creature it was in life, but none of the memories. It can attack with its skull as
demise. These skulls are not inhabited with the intelligence of the original being, a heavy weapon and can fit through any space that its skull can fit through. Its
rather is the inhabited by the left over mineral soul and any interactions with it Defense is equal to plate (the skull is the only actual physical part of its body) but
are limited by that soul's knowledge. only has [dice] HP.

2. Skull Bomb 8. Skull Shape

R: 200' T: creature+30' area D: 0 R: 60' T: 5x[sum] pounds of bone D: 5 rounds

This spell requires sacrificing a skull to cast. The caster infuses a skull with the Over the course of 5 rounds, you can control a mass of bones as though it were
unstable spell which explodes into shrapnel when thrown. Target takes [sum] + clay, melting and crafting it into a desired shape such as a bridge or a tower. For
[dice] damage, no Save. All within 30' of the target take [dice] damage. every MD invested into the spell, there must be at least two skulls present. After
five rounds have elapsed, the desired shape is achieve and this mass of bones
3. Skull Form cannot be affected again. The GM may require an adequately drawn sketch of
your creation.
R: 0 T: Self D: [dice] hours
9. Skull Meld
You slide your meat parts off and store them in Skullspace, leaving you a mobile

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R: 30' T: [sum] HD worth of Creatures D: [sum] rounds or permanent.

When cast, choose a number of effects up to [Dice]: Sight, Sound, Speech/Taste,


Smell. The Target's skull melds seamlessly to hinder one or more of these
senses.You may invest more than the creature's HD worth of [sum] in a single White Mage
creature, if [sum] invested is twice the target's HD, the effect is permanent.
Starting Equipment: spellbook, ink and quill, grey robes with a white circle on
Targets who have both Smell and Speech hindered begin to suffocate. A
them.
creature suffocates in CON/2 rounds if unprepared or CON rounds if prepared.
Assume the creatures have 10 CON, unless the GM rules otherwise. Dealing the
Skills (Pick 2): Athletics, Acrobatics, Diplomacy, History, Insight, Medicine,
target's HD in damage to the mouth or nose area is enough to break the bone
Perception, Religion.
and restore breath.

Wizards of the White Hand are a chartered order imported from Foreign Parts.
They are not numerous but their feats are legendary. They are seen as the
kindest of all wizard schools, mostly due to propaganda efforts and feats in
10. Skull Cup
battle. Some White Hand Wizards tattoo white circles on their foreheads.

R: Touch T: 1 Skull D: [sum] Rounds or until consumed


Perk

On touch, the skull of a recently killed monster fills with the creature's liquid
Any spell with a range of “Touch” can be cast on a target you have previously
essence. This essence has an [Dice]+HD-in-10 chance of being a random potion,
touched, up to 10 miles per wizard template.
otherwise it heals the drinker HP equal to the creature's HD. More intensely
magical creatures or incredibly poisonous creatures may have different effects
Drawback
or be more likely to produce a potion.

You cannot eat meat. You must wear a white circle on your robes or belt.
11. Skull Theft

Cantrips
R: 100' T: 1 Creature or skull of [Sum]/2 HD or less D: 12/[dice] Rounds

1. Press your hands together to count as Strength 20 against being pushed,


By focusing all your will on a single skull, you can call out to it and entice it to
shoved, or moved.
come to you. On an unattended skull, it will generally come with no fuss, but on a
skull currently being used by something there will be resistance. For every round
2. Spend 10 minutes running your hands over your clothing to remove any stains
the focus is kept on the creature, they take 1d6 damage as their skull tries to
or dirt.
literally escape from their neck. At the end of the duration of the spell, the
creature must save versus death or have their skull sloppily pulled from their 3. If an attack would reduce you from full HP to 0 HP or less, you may spend all
body and jettisoned to your hand. Any disruption of your concentration will your remaining MD to survive it with 1 HP. You must spend at least 1 MD.
prematurely end the effect and leave you with a splitting headache, -2 to all Mind
tests for [dice] hours. White Hand Wizard Spell List

12. Skull Friends


1. Cure Wounds

R: 60' T: Skull or Group of Skulls D: [dice] Hours


R: touch T: creature D: 0

You target either a mass of smaller skulls or a single massive skull depending on
Target creature heals [sum] HP. It costs 2 HP to remove 1 negative HP and 4 HP to
invested MD and animate them into Skull Friends.
remove 1 Fatal Wound. This spell cannot restore lost limbs, remove injuries, or
cure diseases.
1. 1 human skull, HD 2, 1d6 Damage
2. 4 human skulls, 1 Giant Skull HD 4, 2d6 Damage
2. Vigour
3. 16 human skulls, 1 Dragon Skull HD 6, 3d6 Damage
4. 64 human skulls, 1 Blue Whale Skull HD 8, 4d6 Damage
R: touch T: creature D: 24 hours

Feel free to mix and match within reason and resources. While these skulls are
Touched creature has its maximum HP increased by 2x[dice]. Alternatively, target
under your control, they grow little limbs and totter after you at your Movement.
creature can skip one rest without penalty or immediately gets a new Save
When animated en masse, they function as a single creature and may do things
against fatigue or magical sleep.
like stacking themselves up or pull off those bullshit fire ant rafts. Bigger skulls
could be potentially ridden in. 3. Protection from [Element]

R: touch T: [dice]x[dice] targets D: 10 minutes / 8 hours

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When you cast this spell, choose an element. Reduce all damage of the chosen 10. Black Hand
type by 4 for the next 10 minutes. Alternatively, the spell protects its targets from
the negative effects of the element (desert heat, arctic chill) for the next 8 hours. R: 0 T: self D: [sum] minutes

4. Light One of your arms turns invisible. You get a magic invisible arm on the same side
that you can control freely. Small objects, like a dagger, held in this arm become
R: touch T: object or creature D: [dice]x2 hours invisible. The arm can interact with ghosts, pass through walls, etc.

Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can 11. White Hand
make an Attack roll against a sighted creature. If you succeed, the creature is
blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently R: 0 T: self D: [sum] rounds
blinded. You can chose the colour of the light. If you invest 4 [dice] or more this
light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or One of your hands becomes as hard and durable as steel. It doesn't become any
more the light can be purest octarine, although it will only last for 1 round. heavier and deals no extra damage, but it is completely impervious to damage.
Octarine light is extremely dangerous. You can even use it to parry sword blows. It grants +1 to Defense. It can pick up
anything, manipulate fire, stir acid, etc.
5. Magic Missile
12. Vivigraphy
R: 200' T: creature D: 0
R: touch T: creature D: 10 minutes
Target takes [sum] + [dice] damage, no Save. As a Wizard of the White Hand, your
spell is a coruscating bolt of white light or a glowing fist. Touched living creature is compelled to answer [dice] questions. This is the fresh
body answering, not the mind. The body will answer honestly, but fresh bodies
6. Mighty Thews technically see/hear/experience everything the living body does, but they only
remember things that involve food, sex, pain, adrenaline responses, and stuff like
R: touch T: creature D: [dice] hours that. Usually the body will talk using it's normal mouth, but it may also
communicate the response in other ways, like spelling out answers in freckles. It's
Touched targets treat their Body modifier as 1 point higher. Advantage on Body always understandable, although sometimes a bit cryptic.
tests involving muscle power.

7. Olfactory Revelation Sourcerer

R: 0 T: self D: [dice] minutes Starting Equipment: Outlandish costume worth 1sp.

You gain an unbelievable sense of smell. Functions like darkvision up to 60’. Skills (pick 2): Acrobatics, Arcana, Diplomacy, Insight, Intimidate, Nature,

Doesn't allow you to identify things you haven't smelled before. Perception, Survival

8. Inflict Pain A. +1 SD, Soul Casting, 1 Ambient Sorcery


B. +1 SD, Billowing Robes
R: Touch T: creature D: 0 C. +1 SD, Soul Vision
D. +1 SD, Magic Ward
Target takes [sum]+[dice] psychic damage. Save negates. Only works on things
that feel pain. Cannot inflict Fatal Wounds or drop a creature below 0 HP. You gain +2 to Save vs Mind Altering Effects (charm, sleep, mind control) for each
Sorcerer template you possess. If you have a Sorcerer template, your base Save
9. Necrography value does not increase as you level. It will always be 5+Mod.

R: Touch T: corpse D: 10 minutes Your pride, sense of self, and sheer bloody-mindedness override reality. You
brook no master or competition; there can be only one sourcerer in any given
Touched corpse is compelled to answer [dice] questions. This is the flesh body party, city, cabal, or cult. To the feudal system, you are an Outlaw. To the Church,
answering, not the mind. The body will answer honestly, but flesh bodies you are an appalling spectacle, and should be put in your place (or in the ground)
technically see/hear/experience everything the living body does, but they only before you harm anyone else.You might be tempted to optimize your Sourcerous
remember things that involve food, sex, pain, adrenaline responses, and stuff like Powers, but consider... is that what a power-addled, overconfident, and utterly
that. Usually the corpse will talk using it's normal mouth, but it may also self-assured sourcerer would do? Would they do the best thing or the coolest
communicate the response in other ways. It's always understandable, although thing?
sometimes a bit cryptic.
A: Soul Casting

You alter the world through sheer force of will. You need no charms, no runes, no

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spells, no incantations. Reality is yours to command. Make a declarative statement affecting one creature or object you can see. The
statement is true for [dice] rounds. The statement cannot cause damage directly
To change the world, select an ability (Alter, Create, or Harm) and a number of (use Harm), move a creature or object, or create new objects or effects (use
Sorcerer Dice (SD) you wish to invest, roll them, and add the numbers together. As Create). Creatures and magical objects can Save to avoid being altered.
a Sorcerer, you get +1 SD per Sorcerer template. Some effects depend on the
number of [dice] invested and the [sum] they show. Doubles, triples and ● +1 ID for each prior sorcerous effect you've used today.
quadruples result in Calamities. ● +1 ID per additional target.
● +1 ID to affect an area the size of a wagon.
SD can be used any number of times per day. Unlike a wizard’s MD, they always ● +2 ID to affect an area the size of a cottage.
return to your pool. Each time you use your sorcerous powers past the first time ● +3 ID to affect an area the size of a village.
per day, add +1 ID (Instability Die) to your pool. These dice do not count towards ● +1 ID to make the effect last for [dice] minutes.
the [dice] and [sum] of sorcerous effects, but they do count towards doubles. Use ● +2 ID to make the effect last for [dice] hours.
2 different colours of dice. Increasing the power of your sorcerous effects may ● +3 ID to make the effect last for [dice] days.
also add ID.
Create
Sorcerers don't run out of steam. They have the opposite problem.
Create something. The creature or object created exists for [dice] rounds.
B: Billowing Robes Without adding ID, the creature is person-sized or smaller and has 2 or fewer HD.
Objects are person-sized or smaller. Creatures created cannot deal damage.
You can buy and wear an Outlandish Costume, which counts as armor for you, You can create objects with magical effects (flying carpets, invisibility cloaks), but
with the more outlandish and expensive it gets the better the defense it created objects cannot deal magical damage (you can make a regular sword but
provides. No matter the value it only occupies 1 Slot. not a +10 vorpal sword of fire) or provide permanent effects (healing potions only
10gp>50gp>100gp>500gp>1000gp Light>M-Light>Medium>M-Heavy>Heavy heal for the duration listed, rings of permanent stat gain only work for the
duration). You can make a sword that looks like a +10 vorpal sword of fire though.

● +1 ID for each prior sorcerous effect you've used today.


● +1 ID per additional object or creature created.
● +2 ID to create a creature of up to +4 HD.
C: Soul Vision
● +1 ID to create an object the size of a wagon.
● +2 ID to create an object the size of a cottage.
You can see the souls of living creatures. This allows you to guess the
● +3 ID to create an object the size of a village.
approximate location of invisible creatures. You can also immediately tell if a
● +1 ID to create a magical or sufficiently weird object.
person is possessed, undead, protected by the Authority, or a spellcaster. The
● +1 ID to make the creature or object last for [dice] minutes.
price for this gift is your connection to others. You permanently lose 1d6 Wisdom
● +2 ID to make the creature or object last for [dice] hours.
(as the constant scrutiny of souls warps your mind) or 1d6 Charisma (as you
● +3 ID to make the creature or object last for [dice] days.
become callous and jaded).

D: Magic Ward

Reduce all incoming magic damage by 2. This does not apply to self-inflicted
damage. Once per day, negate a spell that targets you. This does not apply to
spells generated by Calamities.

Sorcerous Effects

Harm

Deal [sum]+[dice] damage to one target creature or object you can see.
Creatures and magical objects can Save to negate. Flavour however you'd like:
lightning bolts, beams of light, grasping hands from the underworld. It’s your soul
vs. the target’s soul. Unlike your other abilities, this effect is permanent.

● +1 ID for each prior sorcerous effect you've used today.


● +1 ID per additional target.

Alter

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The Rules turn. Once you’ve decided to fetch an item you’re committed! Rolling beneath an
Base Mechanics: item means it takes your full turn to fetch the item from your pockets/bags.
The Test/Roll
A slot can contain one of the following examples:
This game uses a D20 Roll-Under System. This means if the GM calls for an
attribute test or roll (used interchangeably) the player rolls a 20-sided die with a ● 3 Light Weapons(daggers and such)
result less than the attribute in question being a success. i.e. a character is ● 2 Medium-Light weapons(rapiers,
testing Body to kick open a stuck door. They have a Body of 14 and roll a 3, ● 1 Medium Weapon(sword)
successfully kicking open the door. ● 0.5 (Occupies 2 Slots) Medium-Heavy Weapons
● 0.33 (Occupies 3 slots) Heavy Weapons (Mauls)
Most rolls during gameplay are handled by the player. This gives players a
● 1 Bow
better sense of control over their characters’ fate, makes it easier and faster
● 20 Arrows
for the GM to make rulings, and hopefully speeds up gameplay.
● 3 Bottles or flasks
● 3 Scrolls
When a test is called it can be modified by the GM according to the context of
● 1 Spellbook
the roll. This is done in one of two ways: Advantage/disadvantage or “at” a
● 1 Lantern
numerical value.
● 1 Bedroll
Opposed Rolls
● 3 Rations
Opposed rolls occur very rarely. When they do they are handled by rolling under ● 1 slot per rating of Armor
as usual, but the higher roll that passes wins the opposed roll. Opposed rolls ● 10 palm-sized items
ignore the usual rule of critical success/failure. ● 100 coins or gems
“Roll at #” ● 1 Point of Fatigue.
Fatigue:
When this is called the attribute being tested is treated as higher or lower
according to the difficulty of the task by the GM. i.e. A character with a Body Excessively tiring activities, repeated or long sprinting, travelling without rest,
Save of 11 is tested at -5, treating their Save as a 6. They roll a 9, failing. (If foregoing sleep, and such things accumulate Fatigue. Fatigue can be removed by

something would be particularly easy instead of assigning a modifier in favor of resting. If a character gains fatigue points > their Body score they become

the PC just allow the action to succeed.) Exhausted.

Advantage/Disadvantage: Weapons

When this modifier is called at a roll the player rolls the d20 twice. If called at All characters are proficient with daggers, clubs, spears and any other weapons
advantage the most favorable of the two is used. If called at disadvantage the they start with or would start with. Being unproficient with a weapon confers a -4

least favorable of the two is used. I.e. if a player has advantage and rolls a 1 and to Attacks with them until they land 8 hits with them in combat. A critical hit

a 20 they use the 1 and vice-versa. If in a contest the player has disadvantage counts as 2 successes for proficiency.

and one roll is a pass with the other a fail use the fail. And vice-versa. Breakage

On a critical miss most weapons sustain damage, receiving a -1 to attack and


There are no puzzle or trap-solving skills.
damage rolls. A weapon breaks in half if it becomes damaged twice.

Generally, if it isn’t crucial that the character succeed or fail in a skill they can be
● Poor quality weapons always get damaged
assumed to succeed at it without testing.
● Standard Quality weapons have a 3-in-6 chance of becoming damaged
● Masterwork Weapons have a 1-in-6 chance of becoming damaged.

Inventory and Items Melee Weapons

A punch inflicts 1+B-mod damage.


Items, gear, weapon, and armor can all be as granular and in-depth as you like,
but at some point one must ask just how much extra work you want to put into
Light weapons(daggers, shivs, knuckledusters, etc.) deal d4+B-mod damage.
balancing, creating tables, cross-referencing, etc., and how much more stuff
players should have to keep up with and deal with when making characters..
Medium-light weapons(rapiers, scimitars, shortswords, handaxes) deal d6+Mod
Inventory Slots

As mentioned earlier players have a number of Inventory slots equal to their Medium weapons(swords, spears, battle axes) deal d8+mod if one-handed or
d10+mod if two-handed.
Body score. Any Item slots filled up past this become Encumbrance and applies a
penalty to movement, sneak, certain saves, and initiative rolls.
Medium-Heavy weapons(hand-and-half swords, polearms) deal 2d6 + mod and

In order to fetch an Item in combat roll 3d6. If the total meets or exceeds the slot must be wielded in two hands. Swung weapons have disadvantage in small

number of an item or group of small items, it can be pulled and used on the same spaces.

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Heavy Weapons (greatswords, mauls, pikes) deal 2d8 + Mod, must be wielded in
Candle 5’ 10’ 1 hour
two hands, and confers a -2 to movement. Swung weapons can’t be used in small
spaces.

Tools
Most weapons have a threat range of 5’, others, such as pikes or whips, may
have a 10’ but may be difficult to use/maneuver in many of the small spaces Tools allow a character to accomplish tasks they couldn’t do otherwise, at least
adventurers tend to find themselves in. easily. Having the right tools either allows the character to be able to make a
Ranged Weapons test or confers +1-5 to the tested attribute depending on the quality of the tool
(Tools greater than +1 are either masterfully crafted or magical and are
Common Stones deals 1+B-mod Damage range of 20’ incredibly expensive in either case).
Scrolls
Light Thrown Weapons deal normal damage and have a range of 15’ if not
designed for throwing (30’ otherwise). Any character can use a scroll, however it is usually better to have it identified
prior to using it. A scroll contains one spell and is invested with one Magic Die
Medium Thrown Weapons deal normal damage but can’t be two-handed. Unless (d6) which is used at casting, and burns away after use. If the scroll is identified
designed for throwing has a range of 10’ (30’ otherwise) and knows how to use it (is a magic-user or was shown how by a magic-user) is
treated as casting the spell as normal. If a character with MD uses a scroll
Slings deal d4+mod and have range of 30’, and occupy a ⅓ slot they may invest their own MD as well as the MD invested in the scroll.

If the scroll is used by a character who doesn’t know how to use it, or is
Short-Bows deal d6+mod, have a range of 40’ and occupy 1/2 slot.
unidentified, the character must make a Mind test. Success causes the spell to
go off normally, but failure causes a mishap (rolled on the Orthodox Wizard
Long-Bows deal d8+mod and have a range of 50 and occupy 1 slot.
mishap table) and the spell is wasted.

Crossbows deal 2d8+mod, have a range of 40’, occupy slots and take an action
The major drawback to scrolls is their vulnerability to harm. Whenever a
to reload.
character carrying a scroll is subjected to fire or acid damage or submerged
If an attack is made past the weapon’s range it receives a -1 per 10’ increment. in water any scrolls they’re carrying have a 3-in-6 chance of becoming
(i.e. an attack made with a thrown dagger receives a -1 at 21’-30’ , a -2 at 31’-40’, damaged and unusable unless carried in a special container.
and so on.) Magic Robes
Armor
While Magic-Users can wear and use armor just as any other adventurer can,
Armor protects a character from physical harm and comes in several varieties, they may often elect for these instead. A character wearing magic robes is
listed here with their respective armor ratings or (AR) with a few listed examples granted +1 MD at the start of the day as long as they continue to wear the

and costs. Armor takes up a number of inventory slots equal to its AR. This is not robes. Magic Robes cost 50gp and have an AR of 1.
an exhaustive list but should be enough to give clear ideas. Shields don’t add Other Items
their AR to defense but to the Armor Dice pool instead (see Combat).
Other items are intentionally left abstract. It is up to the GM and players to
define what other sorts of stuff might help do or be capable of.
● Very-Light (1): Padded Cloth & light leathers; 5gp
● Light (2): Hard-cured leather Armor; Chainshirts 10gp
● Medium-Light (3): Hides, Scalemail 50gp Combat
● Medium (4): Breastplate, Ringmail, Chainmail 75gp
● Medium-Heavy (4): Half-plate; Breastplate & chainmail 100gp
Combat rules apply when negotiations turn murderous or violent.
● Heavy (5): Full Plate; Half-plate & chainmail 250gp
● Shields (1): Targes, bucklers, light-wooden shields; 5gp If someone(s) gets Surprise they get to take actions prior to rolling initiative.
● Large Shields (2): Thick wooden shields, metal shields, tower shields. 10gp.
Light Sources Combat is divided up into rounds which represent small slices of times in the
combat scenario, typically 6 seconds. Rounds are then divided into turns, which
A light source has two listed values for its illumination range. The first is the light is when a character gets to move and take actions.
radius and the second its shadow radius. The shadow radius can reveal vague
Initiative
shapes, reflective surfaces, and movement, but details can’t be seen.
At the start of each round of combat PCs test Mind to act prior to the Foes.
Source Light Shadow Duration
Some particularly quick foes may impose a penalty on the initiative test.
Torch 20’ 20’ 1 Hour On a Turn

Lantern 30’ 30’ 3 hours/ flask of oil On a character’s turn they may:

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● Move up to 20’+movement in melee range may make an attack against the provoking character as a
● Take an Action reaction. Generally moving out of melee range without disengaging or

○ Attack foes charging an opponent is the primary means of provoking AoOs.


Spells
○ Charge foes (Move 20’+movement and attack a foe)

○ Cast a spell or use a magic item. Spells generally don’t have to make attack rolls unless it specifies doing so or
requires touching unwilling targets. Saves aren’t rolled unless a spell specifies
○ Make a combat maneuver
otherwise.
○ Reload a crossbow Defending
○ Run (Move [20+Movement]x2)
When a player is subject to an attack they roll against their Defense Score,
○ Dodge (advantage on Defense rolls) modified by situational dis/advantage, and the foe(s)’s skill at attacking.
○ Disengage (move without provoking AoO)
If a PC is hit in combat they take the monster’s damage.
○ And other such things
Sundering Armor
● May speak, look, drop stuff, and other minor things for free. Basically, a
big thing and movement. If a character fails a Defense roll they may elect to Sunder their armor or shield
● Take an Attack of Opportunity (AoO). instead, and take d12 less damage from the attack.

Attacking
● Armor has a pool of d6s equal to its AR called its Armor Dice.
When a character attacks they roll a d20 and hope it lands on a result less than ● Each time they choose to sunder their armor they remove an Armor Die
their Attack score, modified by circumstances such as the foe being armored or
and place it in the Sundered Dice pile.
quick, having the better footing, being blinded, etc.
● Each die broken reduces the armor or shield’s Armor Rating by one.

Success means a player gets to roll the damage listed next to their weapon type. ● Sundered Dice cannot be used to reduce damage.

A character typically has 1 attack/turn. If a character has more attacks/turn they During a rest a player with Broken Dice may attempt to fix them with the right
may move between attacks up to their normal combat speed. A character can tools by rolling them.
only make 2 attacks/turn, with a few exceptions.
● If the result is above the Armor’s AR the dice ceases to be Sundered.
A PC, NPC, or foe provokes an attack of opportunity (AoO) whenever they enter, ● If the roll is below or on the AR it is permanently Sundered and needs to
exit, or move through a space threatened by another character or when be taken to a workshop to be repaired. Minor mending magic can’t fix
critically failing an attack. Any character can only make one of these per round. damage this extensive.
● If all the Armor Dice of a shield or armor are Sundered it is destroyed.
Fighting with multiple weapons: ● Some magic shields or armor may add up to a modifier to this roll.
Critical Success and Failure
A player character attacking with multiple weapons doesn't get multiple attacks,
instead they roll the damage for each weapon and use the higher result. A critical success (rolling a 1 on the d20) automatically succeeds. Attack rolls
Example: Calix the Blooded is fighting off an unnamed attacker while wielding a cause double damage, and defense rolls allow a counter-attack.
pair of scimitars (medium light weapons). He succeeds on his Attack Roll and rolls
for damage. One weapon gets a 2 the other a 6. He uses the 6. A critical failure (a 20 on the d20) automatically fails. An attack may damage
the weapon, hit an ally, leave the character open to counterattack, etc. On a
Combat Maneuvers
defense roll the character takes double damage.
If a player elects to perform a combat maneuver such as tripping, grappling,
Ongoing Damage
pushing, or disarming, etc., a foe it resolved by rolling twice in this manner:
Things such as drowning, being set on fire, poison, etc. do 1d6 damage at the
● The player first makes an attack roll resisted by the foe’s attack. If the end of each round, unless specified otherwise. These things also usually allow
player fails they receive a counter attack. Pass or fail, move to the next some form of test or Save to negate or avoid.
step. Hitpoints & Damage
● The player and foe then make opposed tests, with the aggressor making
Every character has a number of hit points or HP that measures its durability
a Body test
and ability to avoid terrible injury. When the PC is reduced to 0 HP from
Reactions
A character may take a number of reactions in a round, but typically only 1 AoO damage they are Wounded.
and one other reaction/turn.

Attacks of Opportunity: A wounded character attacks and defends at disadvantage, and everytime
they take a hit in combat the damage goes to their Body score. At 0 Body a
During combat a character might perform a maneuver, movement, etc. that character is Dead. Everytime a wounded character takes damage they save
leaves them wide open for an attack. During such events any other character vs Body, falling unconscious and beginning to bleed/fade out (-1d4 Body/round)

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on a failure. Another player may stabilize a character by passing a Mind test, ● A full night’s rest restores all HP as long the character has a bedroll and
adding medicine ranks if they have them. If they have no medicine ranks a a campfire. Lacking one/both of these things reduces recovery to
failure causes another d4 Body damage instead. d6+Level.

A stabilized character regains consciousness at the end of an encounter. A


● A character can restore d6 non-permanent attribute damage after a full
wounded character only regains 1 HP from magical healing but loses the
week of rest. Any strenuous activity during the week( i.e. riding hard,
wounded condition.
fighting, climbing large slopes, etc.) prevents this recovery.

Optional: For added realism/drama roll on the Injury Table whenever a


character takes Body damage from an attack.

Rests and Healing

Character regain Hit Points in one of the following ways:

● Through the use of magic, special abilities, or potions.

● By taking an hour rest and consuming a ration of food and water;


restores d6+Level. A character can only benefit from this 3/day.

Injury Table

1 No additional effect

2 Concussion - Disadvantage on all test for next hour of play

3 Cracked Bones - Disadvantaged on Body tests for the remainder of the session

4 Disfigured - Reduce Beauty by d4 permanently, save vs Spirit to avoid taking d4 attribute damage.

5 Maimed - Save vs Body or have it reduced by d4 permanently. Reduce Beauty by d4.

6 Badly Maimed- Save vs Body or have it reduced by d4 permanently. Roll on the limbs & parts table, losing the indicated body part. Reduce Beauty by
d4.

Limbs & Parts Table

D10 Location Specific Loss

D6
1- Left Ear 4- Right Eye
1-2 Head 2- Right Ear 5- Hearing Loss (deafened)
3- Left Eye 6- Vision Loss (blinded)

D8
1-Index Finger 5-Thumb
3-4 Left Arm 2-Middle Finger 6-Hand
3-Ring Finger 7-Elbow
4-Pinky 8-Whole Arm

D8
1-Index Finger 5-Thumb
5-6 Right Arm 2-Middle Finger 6-Hand
3-Ring Finger 7-Everything below Elbow
4-Pinky 8-Whole Arm

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D8
1-Big Toe 5-Pinky Toe
7-8 Left Leg 2-2nd Toe 6-Foot
3-3rd Toe 7-Everything below Knee
4-4th Toe 8-Whole Leg

D8
1-Index Finger 5-Thumb
9-10 Right Leg 2-Middle Finger 6-Hand
3-Ring Finger 7-Everything below Elbow
4-Pinky 8-Whole Arm

Conditions and Other Miscellany A frightened character can’t move towards the source of its fear and
receives disadvantage on attack and defense rolls while within sight of the
As adventurers go about exploring dungeons, breaking into houses and wizard source of its fear.
towers, and killing the local flora and fauna, characters may find themselves
inflicted by any number of strange and/or deadly conditions and infections. Many
of these conditions might be found in the appendices of your other favorite rpgs,
and are listed here for convenience.

Blinded Paralyzed

Being blinded, beyond the obvious effects, causes disadvantage on attack and A paralyzed creature can’t move it’s body except its eyes. This prevents most
defense rolls. spell casting. Defense rolls automatically fail, testing only to see if a critical
failure. Saves to dodge likewise auto fail.
Charmed
Petrified
A charmed being cannot do anything to harm or intentionally inconvenience
the charmer. Player characters receive disadvantage on any saves or The character has turned into stone, often until reversed with magic.
defense rolls caused by the charmer (usually only the first time. Taking
damage breaks the charm unless specified otherwise.) Players get advantage Poisoned
to persuade NPC charmed by them.
A poisoned character has disadvantage on attack and defense rolls, as well
Deafened as Body tests.

Nothing beyond the obvious. Stunned

Drunkenness A stunned character has disadvantage on defense rolls and can neither take
actions nor move.
Consumption of alcoholic beverages increases the critical success and failure
ranges by 1 per point of drunkenness (max of 3), and receives a bonus to fear Unconscious
saves equal to the drunkenness level. Each drink past the 3rd requires a body
An unconscious character cannot move, act, or take reactions. They have
save to not pass out. A character may gain levels of drunkenness equal to
disadvantage on perception rolls and automatically fail saves to dodge
their Body score before passing out (no save) and must make a Body save or
effects and defense rolls. Any effects that repeat on their turn occur at the
die from acute alcohol poisoning. If a Character passes out from drunkenness
end of the round.
they suffer being poisoned for the next 24 hours. Each point of drunkenness
fades after an hour.
Wounded

Exhausted
A wounded character has disadvantage on attack and defense rolls. The first
instance of magical healing to a wounded character restores 1 HP and
An exhausted character gains a fatigue point each time they make charge
removes the wounded condition.
attacks, attack more than once/round, and have disadvantage on attack,
defense, sneak, and movement rolls. If an exhausted character gains a point
of fatigue they must make a body save or fall unconscious. If they exceed 1½
of their Body score in Fatigue they die.

Frightened

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