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<blockquote data-quote="RealAlHazred" data-source="post: 8805584" data-attributes="member: 25818"><p>I like the way GLOG does magic. In GLOG, you can have up to four templates in a magic-using class ("template" is basically the same as a class level, but each template for each class carries specific abilities with it, so if you take the A template of a fighter class and the A template of a magic-user class, you can be a fighter-magic-user, for example). For each magic-using template, you generally get one Magic Die (a d6), so a maximum of four.</p><p></p><p>When you want to cast a spell you know, you can roll as many of them as you like -- this represents how much of your personal power you're putting into the spell. So, for instance, you might put all 4d6 into a fireball, to take out a tough monster (things usually have a lot fewer hit points in GLOG). You roll the dice, and that's how much damage you do.</p><p></p><p>BUT... For each 1-3 you rolled, you put that die back in your pool after the spell is cast. For each 4-6 you roll, that die is discarded; you have burnt out a portion of your power, and it won't be back until you've rested and recovered.</p><p></p><p>ALSO BUT... If you roll triples on your Magic Dice, you trigger a Doom. (Obviously, if you're being careful with your powers and never use more than 2 dice, you'll be fine! But also weak!) The exact nature of the Dooms vary from wizard school to wizard school, but the first and second are generally survivable but unpleasant. The third, though... The third Doom, the Greeks write plays about..</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 8805584, member: 25818"] I like the way GLOG does magic. In GLOG, you can have up to four templates in a magic-using class ("template" is basically the same as a class level, but each template for each class carries specific abilities with it, so if you take the A template of a fighter class and the A template of a magic-user class, you can be a fighter-magic-user, for example). For each magic-using template, you generally get one Magic Die (a d6), so a maximum of four. When you want to cast a spell you know, you can roll as many of them as you like -- this represents how much of your personal power you're putting into the spell. So, for instance, you might put all 4d6 into a fireball, to take out a tough monster (things usually have a lot fewer hit points in GLOG). You roll the dice, and that's how much damage you do. BUT... For each 1-3 you rolled, you put that die back in your pool after the spell is cast. For each 4-6 you roll, that die is discarded; you have burnt out a portion of your power, and it won't be back until you've rested and recovered. ALSO BUT... If you roll triples on your Magic Dice, you trigger a Doom. (Obviously, if you're being careful with your powers and never use more than 2 dice, you'll be fine! But also weak!) The exact nature of the Dooms vary from wizard school to wizard school, but the first and second are generally survivable but unpleasant. The third, though... The third Doom, the Greeks write plays about.. [/QUOTE]
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