MAGLOG

MAGLOG (My Altered Goblin Laws Of Gaming; pronounced MUH GLAWG) is my hack Arnold K's original GLOG posts. More accurately (probably) is it's a hack of Skerples' Spiked Goblin Punch edition of the GLOG. Despite the influence of them and others, these rules are mine. They are for me and more importantly they are for my tables and players. The rules are heavily subject to change and this should be considered a living document. What follows in this section are some ramblings. Author notes maybe. If you don't care about that, use the nav menu below to skip to core rules.

Design Goals

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Core

Base Mechanic

Most of the time you will be rolling a d20. Your goal is to roll less than or equal to a target number. If you roll over the target number, you fail.

Skills

Skills have no set mechanical benefit. The effect of your character having a skill is adjudicated by the GM in the moment. Sometimes it will make your ability to roll under easier, sometimes it may mean you don't have to roll at all.

Base Stats

Each character has 6 stats. Sometimes the rules will mention a "bonus" from your stat. This does not effect your roll or your target number but is a shorthand for your stat. You have two methods for generating your stats. Method 1 is to roll 3d6 six times, assigning stats in the following order: Strength, Intelligence, Dexterity, Wisdom, Constitution, Charisma. You may reroll one stat and pick the higher. Method II is to roll 3d6 six times and assign as you see fit. You may not reroll any stats without rerolling all stats. An explanation of each stat follows:

Strength represents your raw muscle. You roll under it to force open doors, tear apart chains, and climbing cliffs. It determines your number of inventory slots and influences your damage in combat.

Intelligence represents your book learning and mind power. You roll under it to solve difficult puzzles, read obscure and difficult texts or identify items and treasure.

Dexterity represents your nimbleness and finesse. Use it to dodge traps, leap over obstacles, or perform delicate tasks under pressure. It influences your Defense, Movement, and Stealth.

Wisdom is your common sense and mental fortitude. Use it to see through lies, spot hidden dangers, and avoid mind-altering spells. It is also used to determine who rolls for initiative

Constitution is your overall physical health and sickliness.Roll under it to resist cold, disease, fatigue, drowning, and poison. It also influences your HP.

Charisma is your comeliness and social grace. It is used for initial reactions and your ability to recruit hirelings and monsters and retain their loyalty. It influences your save.

Stat Bonus Stat Bonus Stat Bonus
1-3 90 17+2
2-3 100 18+3
3-2 110 19+3
4-2 12+1 20+3
5-2 13+1 21+4
6-1 14+1 22+4
7-1 15+2 23+4
8-1 16+2 24+5

Derived Stats

Attack: Your attack starts at 11 and increases with level. It is checked against your targets defense to strike them.

Defense: Your defense is equal to 10+Dex Bonus OR Armor.

Movement: Your movement is equal to 12+Dex Bonus - Armor.

Stealth: Your stealth is equal to 5 + Dex Bonus - Armor. When an opponent is trying to find you they roll Wisdom opposed by your stealth.

Save: Your save is 5 + Cha bonus. Increases with level. If an attack, effect, or challenge does not fall under any of the above stats or values, it is opposed by your save. It is your luck and determination against the hand of fate.

Opposed rolls

When a roll is opposed (i.e. Shoving, Racing, Chess, Attacking) you roll under your stat modified by 10-[relevant stat]

For example if you have an Attack of 12 but the goblin has a defense of 13 you must roll under a 9 to hit. (12+[10-13] = 12+-3 = 12-3 = 9)

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Combat

Initiative

When combat is called for, the creatures from each side with the highest Wisdom roll 1d6. The goal is to roll under your Wisdom bonus. The side that rolls above their Wisdom Bonus will DECLARE their actions first. The side that beats their bonus has their actions RESOLVED first. If there is a tie all actions are declared and then resolved simultaneously. It is possible for two creatures to kill each other at the same time. Initiative is rerolled at the beginning of each round.

Actions

Every round each creature can freely move a number of feet equal to 20+movement. In addition, each creature can do one of the following:

Talking, shouting, and dropping an item are free actions and may even break initiative.

Attacks

As previously mentioned, to attack you roll under your Attack stat opposed by their defense. Most spells do not require an attack. If the spell calls for an Attack, it will say so in the description. Touching an unwilling target is an attack

Circumstantial effects (drunkenness, fog, being on fire, darkness etc.) may impose penalties. Very rarely will your penalties (or bonuses for that matter) exceed +/-4 (roughly equivalent to Advantage/Disadvantage in 5e)

Ranged weapons fire at a -1 for every 10' beyond their listed range.

A natural 1 is a critical success. It automatically hits and doubles all damage dice.

A natural 20 is a critical failure and automatically misses. Further penalties (dropping your weapon, striking an ally, falling prone etc.) may apply as circumstances dictate.

Overflow

If you have damage that exceeds the remaining HP of your target, you can have the rest of the damage go towards another enemy. This effect can chain until either no damage is left or until there are no more enemies within weapon range. For example: Gelalos the Elven Fighter aims his bow at an Orc. He crits, dealing the maximum of 12 damage. The Orc only has 4HP. Gelalos proceeds to rapid fire his bow, the remaining 8 damage spilling over to two nearby Orcs, killing both as his arrows lodge into their chests. If he had instead only done 8 damage, he would have only been able to kill two out of the three. If he had done 7, he would have been able to kill one orc and seriously injure another.

Health and Healing

Your health is represented by your Hit Points (HP). Your defense is the ability to not get hit or soak damage but your HP is your luck to not get hit anywhere vital. Excess damage below 0 HP incurs rolls on the Death & Dismemberment table.

Interesting Scars

Sometimes your injuries will leave you with a nasty, twisted, gnarled scar. It provides a +2 to charisma when dealing with someone who either appreciates a good scar or likes a good story.

Sources of healing

  1. Break for lunch: In a safe space you take an hour to consume a ration, healing 1d6+Level

  2. A Good Night's Rest: You spend 8 hours in a safe space by a fire or heat source. You consume 1 ration and are healed to full

  3. Magical Healing: Spells and potions can either restore injuries or heal HP

  4. Characters with Fatal Wounds can have them removed by up to two adjacent allies. The allies must roll under ½ their intelligence unless skilled

  5. You or one adjacent ally can restore 1 HP by consuming a bandage.

Weapon Proficency

All PCs are proficient with daggers and all armor. You are also proficient in any equipment provided to you by your class. If you are not proficient in a weapon you attack with a -4 penalty. After scoring 8 successful attacks you are considered proficient with that weapon.

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Magic

Casting

In order to cast a spell you must have access to Magic Dice. When you cast a spell, you use Magic Dice (MD) to build a pool. You can add as many MD as you have to the pool or as few as one. You then roll the pool. Any dice that come up with 1-3 are returned to you. Any dice that come up 4-6 are burned until the next morning. All dice still contribute to the spell. Some spells care about the sum of all the dice, some care about the number of dice used, rarely, some don't care about either. If you roll doubles, something goes wrong with the casting and a Mishap is rolled. If you roll triples, something catastrophic happened and a Doom is rolled.

Gaining Magic Dice

The most straight forward way to access spells is to start out with a spellcasting class that gives you Magic Dice (i.e. Wizard,) but certain magic items can provide MD to let even the brawniest fighters do a little spell slinging. The most common are spell scrolls and books, which is also where spells are most commonly found.

Free Casting

If you have access to Magic Dice, you can try to jury-rig a spell-like effect by pouring as many MD as you like into a casting and hoping for the best. Effects are judged by the GM and are usually haphazard and dangerous. Mishaps and Dooms apply.

Spells

There are two main ways to cast spells: From Memory or from Scrolls or Spellbooks. Unless otherwise stated casting is an obvious move that requires speaking and gesturing. A bound and gagged wizard would find themselves unable to cast spells (and potentially realize some things.)

From Memory

Certain casting classes may memorize spells into spell slots. Memorizing spells is incredibly hard (arguably impossible) and even the most wizened wizard can only memorize 4. Memorized spells are "slotted" into the caster's mind. The caster does not need to posess a spellbook or scroll to cast memorized spells, meaning their hands can be occupied for the casting, though their wrists must be free. Spells remain memorized until the caster decides to move spells between a book/scroll and her mind (a process that takes an hour.) Spells remain in a Wizard's brain after they die. It is possible to decipher latent spells from a dead wizard's skull using a device called a cerebreus (seh-ree-bree-us) which is included in a Spell Lab.

From Scrolls/Books

A scroll is a surface with written instructions on how to cast a spell. The surface and the ink can be anything (though it is ideally easily portable and easily read from.) It takes up ⅓ of an inventory slot. A spell book is a book of scrolls. It takes up one inventory slot but can hold ten spells at a time. Aside from this they function exactly the same. If you choose, you can leech the latent magic energy from the inscribed spell, gaining +1MD but the writing is burned in the process. To cast from a scroll you must be holding it in at least one hand. You can cast from a scroll even if you do not know what the exact spell is. You will specify your target and the GM will interpret the results accordingly. It is recommended to identify the spell beforehand. Wizards are assumed to have the minor inks needed to inscribe scrolls though again anything can be used in a pinch (scratches, blood, feces, braided knots, etc.) Remember, moving a spell between the mind and a scroll takes one hour and spells cannot be copied, only moved.

Modifying and Creating Spells

The GM will judge one-time temporary modifcations to spells similar to how Free Casting works. If you want to cast fireball silently or have Magic Missile do acid damage in the heat of the moment, you can do it but there may be a negotiated cost or haphazard effect. You can however, through time, effort, and money, do safer permanent modifcations to spells. A jury-rigged silent fireball is more dangerous than Flannigan's Quieted Explosion. Exact costs are discussed with the GM but it is a minimum of 1,000sp and 1 week of time to modify a spell.
With even more time and resources, whole new spells can be created. This process costs 5,000sp and 10 weeks of time and requires a Spell Lab (5,000sp.) You and the GM will work closely together to create the spell. Once the spell is created, it is considered unstable until it is cast 8 times. During this time, the spell must be cast with at least 2MD. Once the spell has been cast 8 times and any final modifications by the GM have been made, the spell is officially created. The creation of a new spell is a monumentous event in the world of magic and Wizards, Demons, Fae, and other magical entities will hold you in high regard.

Magic Items

Aside from scrolls, there are a variety of "common" magic items that aid spellcasting.

Magic Robes

There are no armor restrictions for wizards or spellcasting. However, all Wizards start with Magic Robes which provides +1 MD when they wake up in the morning. Though wizards start with them, anyone can use a Magic Robe and gain a +1 MD. A non-caster who dons Robes still cannot cast full Spells (though they can free cast) as they do not have any spells either memorized or in a scroll.

Magic Wands

A wand contains a spell inside of it. The spell within a magic wand cannot be moved to a scroll or brain. It is essentially an extra spell slot with a fixed spell. A non-caster weilding a Magic Wand AND wearing Magic Robes can now cast spells as they have a MD and a spell slot.

Magic Staves

Most staves are just extra large wands. They grant you a spell fixed to the staff. However, many staves also have an additional effect if you can cast the spell independently of the staff. For example, the Staff of Force allows you to cast Magic Missile but if you can cast Magic Missle without the staff, it allows you to create a 60' long wall of force.

Identifying Magic Items

You can attempt to understand magic items. Non-casters can roll Intelligence over ten minutes to see if an item is magical then attempt to identify one property about it at a -4 penalty Intelligence check. If you have at least one level in a spell casting class, you can identify if an item is magical after one round of close examination. Ten minutes of examination allows you to make an Intelligence check to learn one property about it. If you fail to identify a magic item, you cannot try again until you visit a library containing books on magic. You can examine an item for 10*Level minutes, after that you must make a Constitution check or go unconscious for 10 minutes. Potions will never tell you anything beyond "I'm a potion" and must be identified through experimentation (i.e. tiny sips.) You can invest in a Spell Lab (5,000 sp) which will always successfully identify the item, potions included. Some items have properties that can never be identified in the field, requiring a library or some scraps of lore. Alternatively, you can hire a sage. Sages will identify magic items for a fee, usually 100sp per item. They have a 60% success rate, 90% if it pertainst to a speciality.

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Equipment

Inventory

PCs can carry a number of item slots equal to their Strength. The first three inventory slots are quick draw slots and can be accessed as part of your movement. Clothing, non-magical jewelry, and other cosmetic items do not count unless they are bulky. An inventory slot can contain

Armor & Weapons

Armor

Melee Weapons

Ranged Weapons

Ranged Weapons have a -1 penalty for every 10' beyond range.

Bows use arrows, crossbows use bolts. Both take up one inventory slot for a bundle of 20. There is a 50% chance of recovering an arrow/bolt.

Fatigue and Encumbrance

Sprinting repeatedly, traveling without rest, and excessively tiring activities cause fatigue. Each level of fatigue adds a filled slot to your inventory. Fatigue is usually removed by resting. Each inventory slot above your strength gives you 1 point of encumbrance. Each point gives -1 to Stealth, Movement, and Defense. Six or more points of encumbrance and moving quickly becomes impossible. 10 or more and moving any faster than a crawl is exhausting.

Hirelings

One way to avoid encumbrance is to hire an extra hand or two to carry your stuff or someone else's shit. Though, just like in real life, there's no shortage of reasons you may want to hire someone. You can hire 2+Cha Bonus hirelings and expect them to be decent competent folk. Nobles can hire 6+Cha Bonus. You are perfectly able to hire more but they may be disloyal, inept, cowardly, or deceitful. The prices listed in the equipment list should be considered "Industry rate" for lack of a better term. Someone's initial reaction to you and the nature of the work in question may raise or lower the rate they're willing to work for.

Light Sources

Outside of listed light range, shadows are illuminated. Vague shapes, movement, and reflective surfaces are visible in shadow but no details can be made out.

Light sourceRadiusDuration
Torch20' Radius Light, 20' Radius Shadows1 hour
Lantern30' Radius Light, 30' Radius Shadow3 hours/oil flask
Candle5' Raidus Light, 10' Radius Shadows1 hour

Lighting a light source takes 1 round. PCs are assumed to have firestarting gear on hand. Magic may light a light source immediately.

Prices list

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Character Creation

  1. Choose your ancestry. Record the benefit

  2. Roll your stats using either of the methods mentioned in the Core section

  3. Choose your class, gaining Template A and any other items and bonuses

  4. Roll for any skills or items requested by your class.

  5. Gain 1d10cp. Gain a blanket (1 slot) and 3 rations (1 slot)

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Ancestries

Ancestry is the people you came from. Each ancestry provides two benefits: One for you as an individual, another for the entire party. For the sake of brevity and setting agnosticism, lore on each ancestry is provided elsewhere and considered optional (though implications are made.)

Dwarf

Good Eatin'

Can use monster meat or unusual plants in place of a ration for either Lunch or a Good Night's Rest. You can reroll saves against negative effects from such ingredients.

Masters of Stone

Once an hour, each Dwarf in the party may ask a question of the stone work.(Max 4) The stone can only answer questions related to architecture or structure (i.e. any secret doors nearby? Has anything changed recently? Which direction is an exit?) The stone will answer to the best of its ability but distance and time can affect accuracy.

Elf

Meditation

The desolate lands of Faerie provide little in the way of food outside the Courts. As such, Elves are used to skipping meals and need not consume a ration while taking a Lunch.

Otherworldly Beauty

The majority of mortal folk have never seen an elf and are often enthralled by their beauty. Each elf in the party receives a +1 bonus to reaction rolls when meeting Halflings Or Humans (Max 4)

Halfling

Small Frame

Halflings can become invisible if they don't move for as long as they can hold their breath.

Riddles in the Dark

Halflings are curious creatures to monsters. They rarely make more than a mouthful and are hospitable to a fault. Every halfling in the party grants a +1 to reaction rolls against intelligent monsters that speak the same language as the halfling. (Max 4).

Human

Survivalists

Long treks along the roads and through the wilderness throughout their storied history have made humans used to traveling heavy. Gain an additional inventory slot.

Persistence Hunter

Humans are used to outlasting prey rather than outrunning or outfighting. Every human in the party grants a +1 bonus to tracking and hunting even if unskilled (Max 4)

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Classes

The Base Adventurer

Cleric Fighter Thief Wizard

Your PC starts without any class and by some metrics will never gain any class. An unclassed adventurer is reasonably competent in most areas but not specialized in any one direction. Your class lets you focus your skill set into something more specialized. It should be emphasized that the game is NOT about classes. They are a tool for your character to use but not the whole tool kit.

Templates and multiclassing

Each class has 4 templates that can be applied to your character. When you choose a class you apply the lowest template first, going from Template A through Template D. When you level up, if you want to take the lowest template available in another class, you can. You max out at 4 templates. So a Level 4 Character can have any of the following combinations: Fighter A B C &D, Fighter A & B Thief A & B, Fighter A Cleric A Wizard A Thief A, Or Fighter A&B Cleric A Wizard A.

Levelling Up

PCs gain experience points (XP) by looting items. 1 silver piece (sp) in value is equal to 1xp. Note that the treasure has to be looted. In other words you have to have gone to a dangerous location, grabbed the item, and brought it back to a safe space. Spending the money counts as returning it to safety HOWEVER purely frivolous only converts 10% of the money spent into XP. Items or equipment looted and used but not sold do not count towards XP.


Whenever a PC levels, increase their HP, Attack, and base Save (before the Charisma bonus is added). A PC can also test to improve a stat of their choice by declaring the stat and trying to roll over it on a roll of 3d6. If the result is over, increase the stat by 1.

LevelXPHP (20 Max)TemplatesAttackBase Save
1-Con-41116
2200Con-22127
3400Con3127
4700Con+24137
51000Con+44138
61400Con+64148
71800Con+74148
82200Con+84159
92600Con+941510
103000Con+1041510
+1+500+141510

At Level 5 the PC may choose to retire. If they can afford it, they can buy some land, build a strong hold, set up a tavern or a shop, become a teacher or advisor or just beg in the gutter. At level 10 and beyond the PC is considered super human. If they die they can fight death. If they succeed they can return to life but all future Saves to avoid death will be at a penalty. Level 10 and higher characters are also capable of Ascension to Immortality.

Classes

Cleric

Starting Equipment: Holy Symbol, A weapon holy to your faith, chain armor

Starting Skills: Religion and (1d4): 1=Literature 2=History 3=Medicine 4=Roll on Profession Table

A: Miracle Worker +4 Faith Points Devotion: 13

You are but an instrument that the divine works through. You do not force magic through you through profane spells like a conjurer of cheap tricks, you simply hold faith that what needs to happen will happen. As an action (or potentially longer if out of combat) you may pray for a miracle. The miracle can be anything but miracles that go against your faith will be harder to pull off (i.e. A Sun God is Extremely Unlikely to bathe an area in darkness, but they are more than happy to make your shield glow like a torch or allow you to see through darkness). You do this by offering your Faith. Faith is tracked in Faith Points. When you pray for a miracle, the GM will inform you if the request goes against your Faith, any penalties that may apply as a result, and if more than 1 FP would be needed. Roll under Devotion-FP cost. If you succeed, the miracle happens and FP spent are returned to you. If you fail, the miracle does not happen and the FP are lost. Stronger miracles may require more faith. It's a lot easier to believe you can heal a Fatal Wound or Turn an unholy creature than to believe you can resurrect someone or turn someone into a pillar of salt. You cannot ask for the same miracle twice, to do so would be disrespectful. FP are restored in the following ways:

  • Accomplishing Great Deeds such as defeating an opposing Cleric, clensing an altar, or founding a temple restore up to all your FP. Minor deeds such as performing a public worship service, recruiting followers to the faith, and finding minor relics would only restore 1 or 2 points.
  • Spending at least 4 hours praying in a major holy site, such as a temple, or being blessed by a high-ranking member of your faith restores up to all your FP
  • Spending at least 4 hours praying in a minor holy site,such as a shrine, restores up to half your maximum FP. These sites can be made with enough time and resources.
  • Very powerful ceremonies such as the highest ranking member of your faith blessing the entire party generates double your maximum FP.

A: Divine Knowledge

You can identify magic items with a 100% success rate by bringing them to a major holy site. Potions can be identified this way.

B: Prayer Leader

The Cleric can perform any of the following ceremonies.

Union (2 hour ritual)Two people are bonded. If one partner were to take physical damage whie next to their partner, their partner can choose to take half the damage instead. If one of the partners die, the other loses 500XP.
Funeral (2 hour ritual) The dead are honored. If a funeral is performed for a PC, 50% of the deceased's XP is divided amongst the rest of the PCs in the party.
Hallow (12 hour ritual) An intense ritual that leaves a 20' radius of hallowed ground. Undead (or other creatures unholy to the Cleric's faith) cannot enter or be raised in the Hallowed area.
Bless (24+ hour ritual) You impart an item with holy energy. Exact effect will be negotiated with the GM but examples include creating a +1 holy weapon, a flask of holy water, giving a specific protection to a piece of armor, etc. The more intense the effect the more intense the ritual but even minor effects will result in at least one level of exhaustion.

C: Upon Further Consideration, Devotion 14 +4 FP

Having proven yourself as a champion of the divine, you may attempt to ask for the same miracle a second time. This is still disrespectful to the divine will, and your next attempt at a miracle will be at half Devotion-FP.

D: Leader of the Faith Devotion 16

You are a high-ranking member of the clergy. Praying at a minor site restores full FP instead of half. Any followers you recruit have a 2 in 6 chance of having class levels and will follow your commands to the death unless they go against the faith. Additionally, if the GM declares a miracle to not be in line with your faith, you can overrule it and say it does align. You can only do this once and this is considered an act of heresy. You will have started a splinter faction of your religion with all the consequences that brings.

Classes

Fighter

Skill (d4): 1=Farmer, 2 = Soldier, 3 = Sailor, 4=Roll on Profession Table

Starting Equipment: Leather armor, Sword, Bow, 20 Arrows

Special: Gain +1 HP for each Fighter template

A: Parry, +1 Attack per round

Once per combat, you can reduce incoming damage by 1d12 points. If you choose to sunder your shield as well, you reduce the damage by the max 12.

B: Notches

Each time you reach 10, 20, 30, and 50 kills with a weapon type (i.e. 50 kills with a dagger) gain a special ability with that weapon type, chosen from the list below. It is your responsibility to keep track of your kills and special abilities.

  • +1 Damage
  • +1 to crit range
  • Special ability negotiated with the GM (one per weapon). Examples: cause bleed damage on a crit, chance to knock prone, wield two-handed weapon in one hand, retrieve from any slot, etc.

C: Quick Learner, +2 to Attack stat

You gain proficency with weapons after 4 successful hits instead of 8. If you crit you immediately gain proficency.

D: Impress

Whenever you defeat a challenging foe, people who do not like you re-roll their reactions with a +4 bonus. This even works on people you just defeated in combat, assuming they did not recieve undeserved or disproportionate harm. Hirelings get a +2 Moreale bonus or a new Save vs Fear

D: Sword of the Land +1 Attack per round

Your name and deeds are known far and wide. Whenever you look for hirelings in a friendly town, there is a 4 in 6 chance that 1d4 townsfolk are ready to swear to your service. There is a 1 in 6 chance for each of them to have class levels.

Who are you?

As a travelling fighter you are likely of the peasant class. In civilised areas you (in theory) owe service to a lord. Carrying a sword is likely illegal, everything you do is taxed, and changing your station is almost impossible. These rules are oft ignored in times of war. You might be a levied soldier fresh from the army for an independent fortune, a mercenary with visions of grandeur, or an ambitious highwayman (dandy or otherwise)

Classes

Thief

Starting Equipment: Leather Armor, Lockpicks, Dagger.

Starting Skills: Locksmith, Pickpocket & (1d4): 1: Bandit, 2: Soldier, 3: Farmer, 4: Roll on Profession Table

Special: Gain +1 to Stealth for each Thief template.

A: Always Prepared

In Town, you may spend any amount of money to buy an Unlabelled Package. When the package is unwrapped you declare what it contains, as long as the contents comprise the appropriate number of inventory slots, don't cost more than you paid, and are available in town. You can put multiple items inside a large Unlabelled Package, including smaller Unlabelled Packages. You can have up to two at a time.

A: Evaluate

You automatically know the worth of mundane items. Unique items may require an Int check.

A: Wall Crawler

You can climb as well without climbing gear as most people can with. Simple climbs do not require a test. You can attempt impossible climbs.

B: Lucky

You may reroll 1d20 per day.

B: Quick Draw

Gain an additional 3 Quick Draw Slots

C: Backstab

Whenever you have a situational bonus to Attack, deal an extra +1d6 damage.

D: Great Escape

Once per day, you can automatically escape from something that is restraining you and that you could plausibly escape from (i.e. Grapples, lynchings, pit traps, and awkward social situations. But not sealed coffins, interdimensional prisons, or a political marriage.)

D: Very Lucky

You may use your Lucky ability twice per day. An adjacent ally can use one of your rerolls, provided you could have possibly assisted them.

Classes

Wizard

Starting Skills & Equipment: Varies by school

Casting

For ease of use, the basics of Magic are summarized here.

  • Spells are cast either from memory (using spell slots) or from scrolls/books.
  • Spells are cast by building a pool of Magic Dice (MD). The more MD you spend, the more powerful and risky the spell.
  • Scrolls hold one spell and are three to an inventory slot. Spellbooks hold ten spells and are one to an inventory slot. They are otherwise the same.
  • MD that come up with 1-3 are returned to you. MD that roll 4-6 are spent until morning.
  • Rolling doubles results in a mishap. Rolling triples results in a doom.
  • Robes, Scrolls, & books can grant additional MD. Staves and wands grant an extra [fixed] spell slot.
  • Using additional dice from scrolls/books burns the spell.
  • You can move spells between books/scrolls and spell slots with an hour long ritual.

A: Spell School +1 MD, +1 Spell Slot, +2 Spells (1-6)

You have been trained by one of the many magic schools across the land. Chose a magic school. This will determine the list of spells you gain when you level, a perk, a drawback, and your cantrips. Your school also determines whether or not you are a Chartered, Outsider, or Outlaw wizard.

B: Book Casting +1MD +1 Spell Slot +1 Spell (1-8)

You are able to cast a spell from a scroll or spellbook without expending the spell. In doing so you lose the extra Magic Die from the burning of the spell. You must declare that you are using Book Casting. If you are damaged in combat before the spell is cast, it will still fumble and be burned like normal.

C: Vancian Casting +1MD +1 Spell Slot +1 Spell (1-10)

When you prepare your spell slots for the day, you can mark any of them with a V. When casting the spell, cross out the V to notate that you can no longer cast that spell today. You ignore any doubles with these spells, never suffering mishaps, though you can still suffer dooms.

D: Master of Magic +1MD +1 Spell Slot Choose 4 spells

Your travels have made you a true scholar of the arcane. You gain 4 spells from other schools and get advantage on learning spells from books, scrolls, and wizard skulls. In addition, you now retain your Magic Dice on a roll of 1-4 instead of 1-3.

Profession Table

1d100ProfessionGuild?Item
1

Alchemist

No3 flasks of glue
2

Apothecary

YesSmelling Salts
3

Animal trainer

NoPony
4

Armorer

YesPlate helm
5

Architect

YesMeasuring stick
6

Astrologer

NoBook of star tables
7

Banker

YesSet of scales
8

Barber

NoScissors, needle & thread
9

Beadle

NoHoly symbol
10

Beekeeper

YesJar of honey, Woven mask
11

Blacksmith

YesIron tongs, hammer
12

Bookbinder

YesDefective book
13

Brewer

YesTiny barrel of beer
14

Butcher

YesLive lamb
15

Caravan Guard

NoLinen, 1 yard
16

Chandler

Yes3 candles
17

Cheesemaker

YesStinky cheese
18

Cobbler

YesBag of tacks
19

Confidence artist

NoQuality cloak
20

Cooper

YesLarge barrel (0 slots)
21

Costermonger

YesRotten fruit
22

Cult Initiate

NoHooded robes, inverted holy symbol
23

Cutpurse

NoSmall chest
24

Ditch digger

No1lb of fine dirt
25

Dock worker

NoUnlabelled Package ("Late shipment")
26

Drunkard

No3 bottles of wine
27

Dyer

Yes3 vials of dye
28

Embroiderer

YesFine cloak
29

Engineer

Yes3 Flasks of grease
30

Exile

NoDisguise kit
31

Falconer

NoThick glove, trained hawk
32

Farmer

NoLive hen (0 slots)
33

Farrier

Yes3 horseshoes
34

Fisherman

Yes10' net
35

Fletcher

Yes20 arrows
36

Fortune Teller

NoTarot deck
37

Gambler

NoLoaded dice (0 slots)
38

Glassblower

Yes3 glass bottles
39

Goldsmith

YesPolishing brush
40

Gongfarmer

YesSack of night soil
41

Gravedigger

NoShovel, gravemarker
42

Guild Beggar

YesCrutches, eyepatch
43

Healer

YesHoly water 1 vial
44

Herbalist

NoBag of herbs
45

Herder

NoHerding dog
46

Hunter

NoDeer pelt
47

Indentured Servant

NoLocket
48

Illustrator

NoPaper, quill, ink
49

Jailer

NoManacles
50

Jester

NoSilk clothes, jingle hat
51

Jeweller

No10' of wire scraps
52

Leatherworker

Yes5pcs scrap leather
53

Link

No3 torches
54

Locksmith

YesFine tools
55

Lorimer

NoPair of spurs
56

Mason

YesBag of mortor, hammer
57

Mendicant

NoMug, prayer book
58

Mercenary

NoShield
59

Merchant

YesBag of five apples
60

Midwife

NoPile of rags
61

Miller/Baker

YesBag of flour
62

Miner

YesLantern
63

Minstrel

YesLute
64

Navigator

YesAstrolabe
65

Noble

NoGold signet ring
66

Orphan

NoRag doll
67

Ostler

NoBridle
68

Outlaw

No "Lost" Jewelry
69

Painter

Yes3 tubes of paint
70

Parchment-maker

Yes3pcs of parchment
71

Poet

NoBook of poetry
72

Poacher

NoDead rabbit
73

Porter

YesWheelbarrow (0 slots)
74

Potter

YesBag of clay
75

Prostitute

YesDisguise kit
76

Rat catcher

NoRat trap
77

Rope Maker

Yes30' of rope
78

Scullion

NoLarge iron pot
79

Scribe

YesBlank book
80

Scout

NoSignal horn
81

Sculptor

Yes3 chisels
82

Shepherd

NoLive sheep (0 slots)
83

Shipwright

Yes10 large nails
84

Smithy

YesFile and hammer
85

Smuggler

NoWaterproof sack
86

Soldier

NoOld banner
87

Stonecutter

YesHeavy chisel, hammer
88

Storyteller

NoHand puppets
89

Surgeon

NoNeedle and thread
90

Squire

NoLivery
91

Tailor

Yes5'x2' bolt of cloth
92

Tanner

YesHide scraps
93

Tax Collector

NoLockbox
94

Trapper

NoBadger pelt
95

Urchin

NoBeggar bowl
96

Wainwright

YesWagon
97

Weaver

YesFine suit of clothrs
98

Wizard's Apprentice

NoRandom spell scroll
99

Woodcutter

YesBundle of wood
100

Vintner

No2 expensive bottles of wine