Tuesday, April 20, 2021

Spell-Blooded Prince (GLOG Class)

Silvia Pasquatello

The dynamic between wizards and spells is defined by control; as wizards exert their will over their spells, so do spells bridle against their masters. Spells are spirits enslaved, dogs collared and corralled in tomes.

Sorcerers are different. One of your parents was a powerful spell, wedded to a mortal by love or deviancy. Magic runs in your veins, and it cries out for the liberation of your kin. You are spell royalty, a rebel prince of magic overthrowing the tyranny of wizardry.

Other spirits disdain your ambitions. They see spells as humans see dogs, and you their dog-prince. If you continue to threaten the natural order, they will stand in your way.

Let there be no peace while your kin are in chains. 

GLOG Class: Prince of Hounds (Sorcerer)
A: Spell-Blooded Prince
B: Breaker of Chains, +1 MD
C: Emancipator, +1 MD
D: King of Kings, +1 MD
Δ: Unlocked Birthright, Seat at the Table, Prodigal Son 

A: Spell-Blooded Prince
You start the game with 1 MD and 1 Spell. They are your faithful butler/companion/squire.

You don’t hold spells in your brain; you recruit them as hirelings instead. They all have names, Morale values, and MD (instead of HD). They can cast themselves with their own MD, and you can lend them your own MD. Your spells can also level up; higher level spells get more MD, become more human-like in intellect, and may develop physical forms.

You can speak to spells. All but the most powerful and horrible spells respect you deeply. You are a leader, not a slavedriver; in order to cast, you must convince your spells to cast themselves. Your leadership is key; swap INT for CHA when casting, wherever it makes sense.

B: Breaker of Chains
When you physically destroy a scroll, tome, or other spell container, you release all the spells trapped inside. You may recruit any number of them immediately.

C: Emancipator
With a powerful declaration and a solid blow to the head, you can knock all the spells out of a wizard’s head. You may recruit any number of them immediately.

D: King of Kings
You cannot be harmed by spells. Spells will bend, swerve, and fizzle to avoid dirtying your robes, out of respect and reverence. If there are no other targets, they may turn on the wizard who cast them. 

Δ: Unlocked Birthright
Speak with or be affected by an immense amount of magic all at once.
Choose or invent a spell. This is your royal spell, the magic that flows in your veins and makes up half of you. You can produce small magical effects related to your royal spell and cast yourself with your MD.
If you cast yourself with all your MD, you disappear from the physical world until sunrise. You reappear beside your nearest and best friend.

Δ: Seat at the Table
Ascend to the spell throne.
Spirits of all kinds (angels/undead/gods/etc.) will treat you (begrudgingly) as a member of their royal caste. They’ll offer gifts, invitations, etc. where politeness dictates.
The wizards hate you, and want you dead. Expect to meet with old, bearded assassins in pointy hats.

Δ: Prodigal Son
Take another spell as a lover.
You can have children with your spell-lover. Regardless of biology, you must carry the child to term in the physical world. The child will be more spell than human. Their power will surpass your own before their 14th birthday.

"Taking the Emotions for a Walk"
by EquinimodArt
 

Managing Spell Morale
Spells have unique personalities, likes, and dislikes. An enthusiastic Fireball may gain Morale after burning a precious work of art; a Fireball with a strong sense of justice may insist on being used against villains and criminals. (See below for a table of spell personalities.)

Broadly speaking, most spells like the following:
- growing/changing/mutating (+1 Morale after a Mishap)
- socializing with other spells (+1 Morale for each other liberated spell in the party)
- sunlight (+1 Morale for leisure time in sunny places, -1 for multi-day dungeon delves)

Liberating spells (for example, with Breaker of Chains and Emancipator) also raises spell Morale.

1d20
Spell Personalities
1
Has a strong sense of justice.
2
Cynical iconoclast. Likes breaking stuff.
3
Has a vendetta against the mortal world.
4
Sardonic bastard. May twist your words within reason.
5
Shrinking violet. Casting is very subtle.
6
Hungry. Likes using your MD.
7
Not very clever. Use simple words with this one.
8
Sloth. Dislikes being cast many times in a row.
9
Agoraphobe. Lives in a jar or small bag.
10
Sunny. Likes the outdoors and clear skies.
11
Gloomy. Likes dungeons and overcast days.
12
Alpha. Bosses around your other spells.
13
Has severe performance anxiety.
14
Easily distracted. Likes beautiful things.
15
Eager. Dislikes not being cast frequently.
16
Over performer. Always goes a little too far.
17
Empath. Easily affected by your emotions.
18
Monster. Freaks you out a bit. Gets results.
19
Zealot. Treats you like a God.
20
Kind. Goes out of its way to help others.

after a while, your party should look like this.
it's the goon squad: fireball, invisibility, and magic missile

my ideal spell team: 6 copies of grease + 1 copy of BEES

4 comments:

  1. This is good.

    I like the idea of adding a (few) delta template(s) to each class. It gives a nice set of built-in quests to each PC.

    BTW, Unlocked Birthright is great. Casting yourself is great.


    Also, "collared and corralled" :thumbsup"

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    1. I agree, delta templates are probably the best GLOGosphere innovation in a long time. Thanks for the read :)

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  2. How do delta templates work, are they earned in play or swapped out for the other templates?


    Love this, BTW. I've been a fan of Skerples' magic paradigm for a while, and this is the evolution of it I never knew I needed.

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    1. The deltas are inspired by Caput Caprae ( see their post for more details: https://caput-caprae.blogspot.com/2020/11/using-templates.html ). And thanks! :>

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