Wednesday, April 25, 2018

GLOG: Rules: Spellcasting

What are spells?
Spells are spirits. They are sentient and can be consulted. Spirits can invade and possess living creatures in order to mutate them. When a person dies, they become a spirit, and by extension a spell.

Spellcasters throw spirits at their targets like ammunition. Different spellcasters utilize the spirits of different creatures.

Wizards use the spirits of their ancestors.

Necromancers torture and curse spirits, caging them in the bodies they left behind.

Druids use the spirits of fae creatures, such as dryads and fairies.

Warlocks use the spirits of demons and devils.

Sorcerers call upon the power of their own spirit.


What are Emblem Spells?
Most spellcasters have 0-3 emblem spells. Emblem spells are the capstone of a spellcaster's magic. In other words they are the strongest spells available to a spellcaster

Despite being listed, they are unobtainable through advancement. The spellcaster must go out into the world and discover their emblem spells.


What are casting dice?
Casting dice represent a spellcaster's mileage. The more casting dice a spellcaster has in their pool, the more magic they can use.

A spellcaster gets 1 casting die (CD) per template up to a maximum of 4.

Some magic items and effects provide bonus casting die.


What are spell slots?
Spellcasters train their mind to house multiple spirits. This is represented by spell slots.

1 spell slot can hold a single spell.

A spellcaster gets 1 spell slot per template up to a maximum of 4.

A spell inhabiting a spellcaster's skull is considered to be memorized.


Can I move spells anywhere else besides my skull?
Yes.

All spellcasters possess the ability to move 1 spell from their skull to another creature's skull and vice versa. This process is 1 hour long.

Assume any non-spellcasting creature can fit 1 spell inside their skull; any further spell will cause their head to explode. The creature need not be alive.

Skulls used in this fashion are known as Cerebra.



Skull of Orm, from Magic: The Gathering

Why Skulls?
The brain cavity is where the soul resides. As a result spirits are drawn to it naturally.

Other spellcasters, such as Wizards, can store spells in other vessels besides skulls.

Can I cast spells from a Cerebra?
Yes you can. It's called Skullcasting.

Anyone can skullcast with a cerebra. The residual magic provides the cerebra with 1 bonus casting die. However spellcasters can invest their own casting die while skullcasting if they so desire.

Non-spellcasters must roll Save when they skullcast. Failure means the spell fizzles and the caster suffers a mishap, then the spell hibernates until the next dawn. 

If the Save is successful, or a spellcaster uses it, the spell takes effect then hibernates until the next dawn.

How do I cast a spell?
Step 1: Pick a spell you have memorized

Step 2: Chose how many casting dice you want to invest in the spell.

Step 3: Roll your casting dice and sit back as the spell takes effect.

Step 4: Casting die with results of 1—3 are returned to your pool.

The more casting dice you roll the more powerful the spell. Spell effects are based of the number of [dice] rolled and/or the [sum] of those dice.


What are mishaps?
If you roll doubles while casing a spell, you suffer a mishap, and roll on this awesome mishap chart.

You can avoid mishaps by investing only 1 casting die per spell (but that's boring.)


What are dooms?
If you roll triples while casting a spell, you suffer a Doom.

Each spellcasting school has three unique dooms. The first and second doom tend to be survivable. The third doom usually kills you.

You can avoid dooms by investing 2 casting dice or less per spell.


What are Magic Items?
Some spellcasting schools are capable of creating distinct magic items.

The specifics of each magic item is outlined in each spellcasting class's specific write-up.

Tchotchkes are in the Druid write-up.

1 comment:

  1. Nice and simple write up of GLOG casting! Let's see more classes!

    ReplyDelete