Skip to main content

GLOG Class - The Witch

I'm working on a hack of GLOG, Blackhack, and a dozen other home-brew rules and systems that I've gathered from around the internet. I'll explain some of the differences as we go, but I think this is mostly compatible with any GLOG-like system you may be using.

The Witch

How to Gain XP: You bring great misfortune on an enemy and great fortune on a friend.
Skills Proficient: Medicine, Survival
Weapons and Armor: Simple Farm Implements
Starting Equipment: A Broom (1d6 bludgeoning damage), Ud6 herbs and spell components, Ud6 repair kit.

Explanation: Like The GLOG, multi classing is highly encouraged. In order to gain a level in a class though, you need to do something in the game that is in line with how that class solves problems. 

Skills in this game are all 2d6 plus modifiers, with Expert level meaning you roll 3d6 keep 2. Skill in this game are a little more tied into the mechanical systems of the game, so there is a definitive 'skill list'.

# Of levels
Additional HP
Attack Bonus

+2 Magic Dice, Witch spells +3, Hex
+2 Magic Dice, Witch spells +3, Heal

+2 Magic Dice, Medicine (Expert), Survival (Expert), Witch spells +3
+2 Magic Dice

Explanation: Like GLOG there is a base adventurer class, but that class gets 1d4 HD per level with every class adding a static modifier to HP. I use the GLOG magic system pretty much whole-cloth though, except the classes are much more generous with magic dice. For your own games, just make it 1 Magic Dice per level.

Description of Abilities

Witch Spells - You gain 3 witch spells each level from the witch spells listed below.

Hex - 1/month - Someone you have emnity (a negative bond level) with suffers a horrific curse. The curse cannot kill them, but can inflict pain, distress, and economic ruination on them. Much like a wish spell, you must speak out loud what the intentions of your curse are, but the DM is encouraged to interpret the effects of the curse in a way that is both in accordance with your wishes, but also a huge pain in your ass. 

Heal - 1/month - Someone you have a bond with is restored. You cure all diseases, restore all hit points, and restore all ability damage to someone you have a bond with.

Witch Spells

Cure Wounds - Heal one creature for [sum] damage

Dreamless Sleep - put one creature to sleep for [sum] minutes.

Control Weather - Spend MD to cause the following effects. Effects are cumulative. Changing the weather takes 1d4+2 rounds. Weather effects can’t go beyond realistic regional extremes. 
- 1MD - Change the temperature to a seasonal extreme.
- 2MD - Change the temperature to an unseasonal extreme.
- 1MD - Change the wind speed by 10 mph
- 1MD - Add, remove, or intesify precipitiation
- 1MD - Heavy clouds, fog, mists, etc.
- 1MD - Lightning
- 3MD - Magical storm (raining frogs, blood, etc)

Blink - You disappear for up to one minute, and reappear up to [dice] * 50 feet away at will.

Blight - One creature makes a CON save or suffers [sum] * 2 damage. Plants get no save. Can destroy [dice] * 100ft radius of foliage or a small copse of trees.

Call Lightning - [Hold x] each round do [sum/2] damage in a 20ft radius. DEX save for half. If there is currently a lightning storm +2d6 damage.

Kindle Flame - Start a fire that covers a [dice x] * 5ft diameter space. It lasts [dice y + 1] rounds without fuel.

Diagnose - You know a way to cure a disease, a curse, a spiritual affliction, or a poison.

Hypnotize - [Hold 1] as long as you maintain eye contact with a target, they are charmed by you, getting a CHA save every round. If they fail 3 saves you can plant a suggestion in their mind that works like a geas.

Augury - Recieve an omen about a specific course of action you plan to take. 

Bewitch - On a failed CHA save, increase the reaction of a creature by [dice] steps for [sum] minutes. You have advantage on all Negotiation checks you make with them.

Lucky Charm - Use a rare root (5gp) to make a charm. You imbue [dice, max Witch Level] charges into the charm. Anyone with the charm can expend one charge to gain +1d6 to any roll.
Create Potion - TBD

Explanation: There are a couple of differences with how GLOG spells work here. 

Hold - Spells that require concentration or prolonged magical effects may have you 'hold' the dice instead of spending them right away. You roll them at the end of their effect as normal to see if they are spent.

Variables - some spells list [dice x] and [dice y]. This means there are multiple costs for multiple effects in the spell. In the 'Kindle Flame' spell here, you can increase the diameter and duration of the flame separately by spending more magic dice.


Popular posts from this blog

Glog-ish Spells

I'm working on a DIY D&D system right now. It's a mash up of every neat thing I've found on the internet while reading OSR blogs over the last few months. Honestly its a kludge and needs to be trimmed back, however, I think a few of the things I've come up with are worth keeping. The system steals the GLOG magic system pretty much whole-sale, but gives you double the magic dice and has a different spell list (see below). Some of these spells get a bit algebraic, sometimes using multiple variables to represent multiple costs for one spell. I also use a 'hold' mechanic in these spells that represents maintaining a magical effect by putting a number of dice aside, outside of your dice pool without spending them. When your concentration is broken or you end the effect of your own will, you roll the dice to see if you maintain the magic dice. Glog Arcane Spells Summon Animal - Summon [dice] HD worth of natural beasts Charm Person -  Increase one p

Braving the Wilds : Part 2

Braving the Wilds : Part 2 - Player Actions See Part 1 for just how we got here. I wanted to create a system that provided a menu of options for wilderness exploration that provide difficult choices and would thematically replicate the iconic fantasy journey… but for this to work, we need two things. A wilderness to explore, and a set of actions the players can use to explore it.  On Adventure Paths Often exploration happens in-between the adventure hook and the goal. The players hear of a dungeon full of treasure and resolutions to their plot hooks. They travel to the dungeon to forward their goals, and they come back to town to see the resolution of those goals. The wilderness in between is a hinderance at best.  If you are running this ‘adventure path’ style of gameplay then this is more than sufficient. Maybe you add some flavorful description to give the players some feeling of what they wilderness is traveling through is like, but you certainly don’t want to was

Secret Santicorn 2019 - Herber's Expedition

I made an adventure for my OSR Secret Santa... Get it here... Background and Overview The Expedition The expedition of Captain Herber left Puerto Aragues on the first day of November. They were never seen or heard from again. The expedition’s goal was to assault the small mountain town of Jacare and take control of the lucrative coffee plantation that the locals had created. The company of 40 men, calling themselves Herber’s Harbingers loaded up horse drawn wagons with supplies, including an irresponsible amount of guns, powder, and small canons. The expedition also brought along Father Santiago, a Catholic priest, in charge of converting the survivors of the assault to Christianity. With manifest destiny and the promise of plunder, Herber’s Harbingers set off through the jungle to reach Jacare. Captured Unaware of the Halflings path through the jungle Canopy, the expedition looked for a route to Jacare along the forest floor. The danger of traveling in th