"I fear not the wizard who has practiced 10,000 spells once, but I fear the wizard who has practiced one spell once."
I don't normally write mainline-GLOG classes, so apologies in advance if this is janky! It's definitely more of a vibe-piece.
Inspired by a discussion on the server between Louis & Anti
Wizard of One, aka Crawling Wizard, aka Legless Wizard, aka Magic Enthusiast, aka the Dunning–Kruger School
Wizard of One, aka Crawling Wizard, aka Legless Wizard, aka Magic Enthusiast, aka the Dunning–Kruger School
| you're playing as this guy |
Starting Items: an incomplete mostly-plagiarised thesis regarding That One Spell, showy over-designed villain outfit which doesn't fit quite right (mechanically: seen either as menacing or silly, whichever would be most obviously inconvenient in that moment)
Starting Skills: None
A - That One Spell, Master of One, Lifting With Your Back
B - Feet On The Ground
C - Walk the Walk
D - Leg in the Door
- That One Spell: Pick another GLOG Wizard Class. You may either:
- Have your character know one of the Legendary Spells of this class, your choice.
- Alternatively: you may choose for your character to know any one other spell from the associated spell list instead as long as it is a.) flashy and b.) violent.
- Master of One: Your character cannot learn any other spells / rituals / etc. They can't use the Cantrips from the selected class, and do not get the Perk or the Drawback. They do however suffer the associated Mishaps & Dooms of that class when using That One Spell.
- Lifting With Your Back: Your character casts magic like they lift with their back and not their legs. Your character does not normally have MD. Instead: whenever you wish to cast That One Spell, you may use any number of dice you wish. When you do so, your character takes [sum] as damage. Additionally:
- When directly insulted, save. On a failure: your character must cast That One Spell in some way that shows how important and powerful they are.
- Each time your character casts That One Spell in a given encounter / scene / etc: you must cast it for one more dice than you did previously.
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| Beginning the journey with a single step. |
- Feet On The Ground: Whenever your character has an experience on their adventures that broadens their worldview, challenges their beliefs, helps build a positive relationship, etc.- write it down.
Whenever they would be compelled to cast That One Spell or cast with additional dice, you may instead cross off one experience from the list instead.
- Walk the Walk: Your character gains the Perk & Drawback of their associated GLOG Wizard Class. They also gain 1 MD, which functions as normal / doesn't harm them.
- Leg in the Door: Your character has learned to use their legs- enough to stand on their own two feet and walk out of their hole. They lose all Templates of this class aside from this one, and gain the first one from the GLOG Wizard Class you initially selected, with all that entails. They advance through this class twice as fast as normal.
Your character still knows That One Spell. If they ever use it again, they can do so for the maximum possible effect (whatever this means depending on the spell; negotiate with your GM), but your character instantly suffers the final Doom of their new class.
This post by Ro Pham is licensed under CC BY 4.0, and may be used by anyone with proper attribution.

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