In the wake of the proliferation of microclasses, people may find themselves playing some kind of magic-using class that claims to use traditional GLOG magic dice, despite lacking a spell list. To offer guidelines for use when a random wizard needs appropriate spells, I share my thoughts here.
You only really need, like, three of these for a level 1 character; any more is just to distinguish two wizards of the same school. Further spells should be found and created in play.
- Speak to X (such as a kind of substance, creature, or item)
- X to Y (transmute one kind of substance into another)
- Offensive-but-roundabout spell (harmful to foes, but not just directly dealing vanilla damage to them)
- Grant a boon
- Inflict a curse
- Movement spell (such as speed, new vectors, through or along certain substances, etc.)
- Alteration of form
- Tackle domain-relevant hazard
- Offensive-but-specific spell (serious harm in specific conditions)
- Information Gathering (divination or perception-enhancing)
- Social Lubricant
- Forced Move (directly causing a target to act in a certain way)
General Guidelines (See also Skerples on Wizards)
- Always tie something back to the [dice] used or the [sum] of them
- Direct and automatic damage to one target is typically [sum], with a little bonus effect
- “Save negates" is for cowards, but—
- Class abilities (including spells) should create new options and potential problems, They should not negate the game.
- Open-ended spells are best.
I love the structuring of a standard format for a GLOG wizard class.
ReplyDeleteGood!
ReplyDeleteThis is really useful.
ReplyDeleteIn my experience "Speak with X" is the best way to make someone feel like a real wizard
ReplyDeleteThis is an excellent baseline. The theme is important, but a structure behind the theme helps a lot. It shouldn't be a chain on creativity, - more like guidelines.
ReplyDelete"Skerples on Wizards" links to, brokenly, the original TeleGLOGela, by the way
ReplyDeletewhich is a shame, because i needed that link to work