The Great Game of Hermetic GLOGification.

If my post about it did not make it clear I am quite fascinated by the magic system of GLOG. In my effort to better understand and familiarize myself with it I want to play a game and you, dear reader, are invited to join. Practice makes perfect and while I doubt I will ever reach perfect I can hope to improve. So, send spells and magical effects my way, and I will try to convert them to GLOG spells. Feel free to post in the comments or any other place I share this.

Let the fun begin.

First batch or requests are in. 

Smite Evil.
Requested by: Random_Interrupt from Phlox’s GloG Server in Discord.
Original Version: (none provided)

Though Process: Random_Interrupt didn’t provide any specific edition of the spell to base it upon. They only asked for an implementation that didn’t reference any alignment system. Thus I will try to create a spell called Smite Anathema, used by the faithful, ordained or not, to battle those vilified by their religious strictures otherwise the spell would be “Magic Warrior Mode”.
 
Smite Anathema:
When in the presence of enemies of your faith your prowess knows no bounds. Identify [max roll] number of foes as the targets of your ire. For [dice] minutes your attacks against them have advantage and inflict maximum damage. If your weapons are normally ineffective against them (for example attacking a werewolf without silvered weapons) you are able to inflict maximized damage normally. Furthermore, you gain [min roll] bonus to all saves against any effect caused by your foes. Finally, if 3 or more dice are used the benefits of this spell can be shared by up to [dice] allies that follow the same or an allied faith.


Know Self.
Requested by: Phlox (Vain the Sword) from Phlox’s GloG Server in Discord. (yeah they are the owner)
Original Version: (none provided)

Thought Process: This is a difficult one. Besides the difficult ontological nature of the question there is another, even more complicated one. Is it “morally” right to create such a spell, one that reduces the vastness of human existence, to a simple mechanic. The answer cannot be found in a blog post or a rulebook or a supplement, but, that’s right, around the table, between player and GM. But besides that, what is it in knowing yourself. For a spell we will say that knowing yourself is two things, realizing your potential both internally or externally (though politically I despise the distinction between the individual and society/world). However, such knowledge being so sought after should be hard to come by, and the possibility of a magic answer should not trivialize it.

Know Self:
The caster falls into a deep trance reliving all their life in perfect clarity and newfound insight. They realize that there is no prescribed self to know, only a culmination of all we have done. The gift of clarity let’s them know the long term consequences of all their deeds thus great “insight by hindsight”. It is through this educated “if only” that knowledge comes and it is through the power of raw magic that the means to becoming their true self is guaranteed. The [sum] of the spell becomes the character’s attribute score. If a mishap is rolled use [sum]/2 or [sum]/3 in case of a doom. This spell can only be cast once.


Explode Head.
Requested by: shifty(OLOG) from Phlox’s GloG Server in Discord.
Original Version: Pathfinder SRD

Thought Process: I am not sure if the autokill based on hp threshold has a place in GLOG’s limited hp system. Or maybe it does. Also, I don’t like raw damage spells so let’s give it a funny interesting twist there too.

Explode Head:
You are a monster that spreads death by death. The target’s brain violently expands, possibly erupting the skull. The target takes [sum] damage with a successful constitution save halving it. If he originally had less than [max roll] hp or if their hp are reduced to zero their brain explodes inflicting [max roll] + [min roll] (in case of one die use [sum]) to all targets within [sum] yards, halved on a successful dexterity save. If the target survives the spell and the [sum] is higher than their intelligence their intelligence increases by one.

Wish.
Requested by: CatDragon [Glass Candles] from Phlox’s GloG Server in Discord.
Original Version: D&D 5e SRD (hosted at roll20.net)

Thought Process: This is a trap request if there ever was one. A few things to keep in mind. Wish is often considered the ultimate wizard spell, thus it should perhaps lean on the spellcasting rules but cranked up to eleven...eleven thousand. I also hate that bullshit where the player has to phrase the wish carefully and the GM should try to fuck ‘em like a devil from the nine hells. I think this goes contrary to the spirit of the OSR gamemastery that the gm is an impartial referee.
 
Wish:
Discuss and agree with your GM what is the effect you want your wish to achieve. Reach an agreement. Depending on the scale and magnitude of the effect the GM will ask you to roll a number of magic dice. 1 for something minor (“I want to speak the language of raccoons”) to 6 for something cataclysmic (“I want gods to be able to enter Sigil”). These must be dice that the character possesses inherently, not a byproduct of equipment or temporary effects. Roll them. Any dice that shows a 4+ is forever lost. In case of a miscast roll all remaining dice again, losing all that show 4+. In case of a doom you lose all your spellcasting dice. Nevertheless, the wish takes effect. In case someone wishes to revert your wish they have to cast Wish and roll [dice]+1.

Gate.
Requested by: Spyros from the OSR RPG Facebook Group
Original Version: (None Provided)

Thought Process: Gate is a cool iconic capstone Spell. It is used for two things. Summoning extraplanar creatures and travelling to other Planes. I like both of these things I don't think they have to be only available to high level characters. Extraplanar creatures are dangerous and unique and summoning one is often more than one bargained for, plus getting the true name of such a creature is often a quest upon itself. Extraplanar travel is also cool because often surviving another plane is an adventure on its own, and you get to show strange vistas to your players.

Gate:
Gate can be used in two ways. First it can be used to summon a creature from another plane. If the creature's true name is known and [sum] is equal or greater to its HD then the summoning is successful. The creature is under no obligation to assist the summoner but will be friendly towards them. The creature remains summoned for [dice] days or if more than four dice are used for [dice] months. In any other case, either nothing happens or something else might respond.
The second use of Gate is to open a portal to another plane. Consult the following table to see what happens. The effect lasts for [dice] minutes unless the caster permanently sacrifices MD. With 1 MD the gate lasts for an hour, with 2 for a day, with 3 for a month and with 4 the gate becomes permanent.
[sum]   | result
0-3     | wrong plane
4-7     | correct plane - random place
8-11    | correct plane - similar place
12+     | correct plane - correct place

Dimension Door.
Requested by: Spyros from the OSR RPG Facebook Group
Original Version: (None Provided)

Thought Process: Nice simple versatile spell. 

Dimension Door:
The caster teleports to any place they can see up to [sum]*10 yards. They can optionally bring along up to [dice] nearby characters. Unwilling creatures can avoid with a dexterity save.

Spider climb.
Requested by: Spyros from the OSR RPG Facebook Group
Original Version: (None Provided)

Thought Process: Nice simple versatile spell. Boring almost.

Spider climb:
[Dice] number of creatures of the caster's chosing can cling walk or run on walls and ceilings for [sum] minutes.

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