Monday, October 31, 2022

GLOG Wuxia Martial Artist Class Template

Well I was planning to do the psychology wizard next but instead I created this template instead. The template should hopefully build Gish classes that are thematically martial rather than arcane. This is largely built around the palette swapped ninja class.

 

A: Qi Dice, Qing Gong, Restriction, Fundamentals of [class], 2 Standard Techniques +1 AC/DR/to hit

B: thing 1, Movement Technique, 2 Standard Techniques, +1 AC/DR/to hit

C: thing 2, Daily Technique, 2 Standard Techniques +1 to AC/DR/to hit

D: Ultimate Technique, 2 Standard Techniques, extra attack

 

Qi Dice:
Whenever you take a template in this class add a 8-sided Qi Dice (QD) to your dice pool. You recover QD after 1 hour of meditation contemplating your martial prowess (change as appropriate to your setting).

 Qing Gong:
As long as you have at least one unspent QD you may divide your movement between moving horizontally as normal and vertically. To move vertically you may run up walls or make a superhuman jump or jumps.
As long as you have three unspent QD you may stand and move on things that could not normally support you as if you were weightless (you are still affected by gravity). E.g. a leaf floating on the water, an opponent’s weapon, falling objects.

Restriction:
Most of your abilities will only work under certain reasonably achieved circumstances.

Fundamentals of [class]:
a moderately strong ability that acts as a thematic core. Does not expend QD.


Thing 1:
some slightly strong ability that uses a QD or a minor ability that does not.

 Movement Technique:
A Qing Gong ability that is thematically tied to the class. Requires 2 QD to be unspent but does not expend them.


Thing 2:
some slightly strong ability that uses a QD or a minor ability that does not.

Daily Technique:
A strong ability that may only be used once per day. Does not expend QD.

 

Ultimate Technique:
A very strong ability, expends QD.



Standard Techniques:
roll these at random, if you get the same technique twice reroll it. Consider using smaller dice sizes and re assigning the numbers after taking a level in the class. Every standard technique expends QD, and functions kind of like a martial spell.Techniques are considered to always be prepared.

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Inspiration:

https://as-they-must.blogspot.com/2020/01/to-death-class-monk.html

http://attnam.blogspot.com/2018/07/class-sword-mage.html

 

Friday, October 28, 2022

Glog Physics Wizard

Well here's the third one, the Physics wizard. Next one will be the psychology wizard, after that I plan to put out some Wuxia inspired martial classes, and some faith-based classes.


Equipment:

A sextant, a pocket watch, a compass, an astrolabe, a telescope, a box of differently shaped crystal lenses, mirrors, glass prisms, and a spell book

 

Your spell book is filled with:

star charts, field diagrams, vector diagrams, complex mathematical formulae.

 

Peasants don’t like your lot because:

You muck about with space and time, surely nothing good can come of it.

 

Perk:

You can instantly determine the trajectory of projectiles, ranged attack made against you have disadvantage to hit as long as you can see or otherwise notice them.

Drawback:

You can only make quantitative measurements using metric units, you do not not understand qualitative measurements like fast or big. Feet are what you walk on, and a mile is probably some sort of cheese.

 

 

Cantrips:

1 you can emit a cone of light like a flash-light.

2 you can sense magnetic fields you know their polarity and strength; this is hand for navigating.

3 you can open a portal to a pocket dimension. The dimension has storage slots equal to twice the number of templates you possess.

 

Spells:

1 Laser beam:

R: 200’

T: creatures or objects

D: 0

Shoots a high intensity laser beam in a straight line that deals [sum]+([dice]*2) damage to the first thing it hits in its path its path, the laser travels at the speed of light it cannot be dodged. Mirrors or well shined armour reflects the laser in a direction the dm deems appropriate. Passing through transparent objects like glass causes the light to scatter and become harmless.

 

2 Alter coefficient of friction:

R: 50’

T: A surface up to [dice]*10‘x[dice]*10‘ in size

D: [dice]x2 rounds

You alter the coefficient of friction over a surface. You can decrease it making the surface incredibly slippery like meticulously polished ice, creatures moving over the surface must make a save vs DEX or fall over and continue sliding in the direction they were moving. or incredibly grippy like sandpaper, giving creatures advantage on saves against being pushed.

 

3 Magnetic Telekinesis:

R: 150’

T: magnetic objects (anything made from iron, nickel or cobalt) within a 10’ cube

D: Concentration

You can levitate magnetic objects up to 30’ per round. Creatures get a strength Save to negate if you're trying to move them or something they're holding or wearing. If you try to make an attack with a weapon it must make a regular attack roll and deals an extra 1d8 damage on a hit.

 

4 Temporal displacement:

R: 50’

T: creature or object

D: [dice] rounds

Cause an object or creature to jump forward in time. It disappears and reappears in the same spot after [dice] rounds. Anything occupying the same space is forcefully ejected. E.g. if you displaced a bucket of water at head height and someone was occupying the same space when the bucket reappeared their head would explode to vacate space for the bucket.

 

5 Railgun:

R: touch

T: small magnetic objects (anything made from iron, nickel or cobalt)

D: concentration

You manipulate electromagnetism to generate a rail gun that can fire small magnetic objects you hold once per round. if one [die] is invested the railgun deals 1d6+INTMod on a hit. If two [die] are invested the railgun deals 1d8+INTMod on a hit. If three [die] are invested the railgun deals 1d10+INTMod on a hit. If four [die] are invested the railgun deals 1d12+INTMod on a hit. The railgun has -1 to hit for every 40' beyond the first. Shot objects are destroyed on impact.

 

6 Parallel place:

R: 10’

T: an open space large enough to accommodate a door

D: [dice] hours

You open up a portal to a dimension that exists parallel to normal space along an arbitrary 4th spatial axis. The dimension is pitch black in every direction, it is large enough to fit four people comfortably or six people uncomfortably. The portal can be opened and closed at will for the duration of the spell. Anyone and anything still inside the parallel place when the spell expires becomes trapped inside. The parallel place may be re-accessed by casting the spell in the same spot. Alternatively casting the spell while trapped in the parallel place opens a portal to the location the spell was originally cast at. There is a chance that a previous wizard will have left something in the parallel place when you open it.

 

7 Maintain velocity:

R; touch

T: a thrown object

D: [dice] rounds

An object you throw moves with a constant velocity as if guided by a force. Alternatively, you can hold an object still turning it into an immovable object until the spell expires. The spell only applies to the largest remaining piece of the object larger than a 1 mm cube. If an unstoppable object collides with something hard enough it will continue to push into it until it breaks apart, similarly an immovable object can have pieces break off it if sufficient force is applied to destroy the material.

 

8 Force Field:

R: 10'

T: a object, creature or point in space

D: concentration

A field of magical force surrounds a target, nothing gets in not even air, although things within the forcefield can get out. The force field has [sum] HP. All attacks against it hit. Air can not enter the forcefield.

 

9 Crack space:

R: 50'

T: up to [sum] creatures

D: one action

You crack space causing what is colloquially referred to as lightning, whatever is on the other side is very hot and very bright. One creature within range takes [sum] electrical damage, save for half.  Then, one creature within range of the first creature takes [sum]-[dice] damage, save for half.  Then, one creature within range of the second creature takes [sum]-(2[dice]) damage, save for half.  This continues, the damage decreasing by [dice] each time until the next person in the chain would take no damage.   

10 Mould space:

R: 50’

T: [dice]*2, 10’ cubes arranged in a rectangular or square prism, or a cube.

D: [dice]x2 rounds

You can compress or expand space along as many as 3 directional axis, you would be able to do more axis if you could find them. You can half or double the distance along any of the axis in the affected space. you could cause a 20 foot long 10-foot-wide rectangle of space to compress into a 10 foot long 10 foot wide square. You could cause a 10 by 10-foot square to expand into a 20 foot by 20-foot square. Neither example used the z axis, but you can, both used both the x and y axis, but you don’t have to, you can also expand in one direction while compressing in another. creatures in the space when the spell is cast or the spell ends must make a save vs Con or take 1d4 damage that bypasses damage reduction.


 

11 Redirect gravity:

R: 30’

T: an object or creature

D: concentration

You change the direction and intensity with which gravity acts upon an object, you can cause it to fall upwards or sideways. This is how magic brooms work, constantly falling in the preferred direction. The object must always be falling in some direction. You cannot increase the intensity of gravity on an object to more than 1+[dice] times regular gravity.

 

12 Wormhole:

R: 50’

T: 2 empty areas large enough to accommodate a oval shaped portal [dice] wide and [Dice]*2 tall

D: [sum] minute

You fold the space neatly between two points and poke a hole in it. Enter one portal and you leave the other with no loss of speed or energy. The portal rims are lightning, anyone who touches them takes 1 damage.

 

Mishaps:

1. MD only return to your pool on a 1-2 for 24 hours

2. Take 1d6 damage

3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.

4. you have a migraine from thinking to much that lasts 1d6 rounds

5. Your weight triples and you cannot move for 1d6 rounds

6. You shrink to the size of a budgie for 1d6 rounds

 

Doom of the physics wizard:

1. you become a lightning rod, if you are outside during a storm, you will be hit by lightning at least once.

2. you teleport to a random unoccupied space within 10’ every ten minutes, typically but not necessarily on the ground. This makes sleeping very difficult, whenever you attempt to rest roll a d4 on any result but a 4 you do not gain any benefits from the rest, on a 1 you take 1d6 damage as you fall from air landing painfully. You can circumvent this by sleeping in a room with soft cushioned floors and walls thicker than 10’. If you go 3 days without rest you begin to go insane.

3. Every day roll 1d10 on a 1 you are affected by the temporal displacement spell except the duration is 1d10*1d10 years.

 

Quest obtainable spell:

Time Travel:

R: self

T: self 

D: one action

You travel [dice] rounds (6 seconds per die) into the past.  Everything resets to how it was back then, and no one but you and other Wizards with this spell prepared are aware of this travel.

 

 

Inspiration:

https://www.remixesandrevelations.com/2019/02/glog-ifying-fifth-edition-spells-d.html

https://github.com/valzi/GLOG-classes/wiki/Wizard_School_ForceWizard-Type1Ninja

https://princesses-and-pioneers.tumblr.com/post/183711068718/telemancer

https://coinsandscrolls.blogspot.com/2020/04/osr-class-electric-wizard.html

http://www.remixesandrevelations.com/2018/08/osr-revamping-time-wizard.html