Goblinium

The Essence(s) of Living Magic

A commonly held canon in the GLOG-osphere1 is the belief that spells are actually living beings that a prospective Wizard traps in their mind in order to control. To quote the brilliant Skerples: Wizards have mind-guns that shoot spell-ferrets. They train and breed spells.
Recently I had the pleasure of stumbling upon Red Lantern and Whimsical Mountain's Flowers of Antimony/Low Alchemy Glogtober '24 collaboration, which introduces the idea of all living things being made up of 7 fundamental Essences (6 opposed pairs, and one unopposed but taboo) and goes in to detail on using these Essences to create alchemical concoctions. A very inspiring read I would highly recommend familiarising yourself with if you're not already. This, in combination with the common canon above, set my brain gears grinding in to motion.

The Fundamentals

Spells are unknowable, yet measurably living things, and like all living things in the realm are formed of the Fundamental Essences: Earth, Water, Air, Fire, Perdition, Order, and the taboo Cognition. Each Spell is attuned primarily to one or more of the Essences and this is what grants the Spell it's power and form, and so to cast a Spell a Wizard must feed it the Essence it requires in order to breed and grow.
Not everyone is physically or mentally prepared for containing and utilising Spells or Essence, only those with Wizards Blood flowing through their veins, either by inheritance, pact, or transfusion, can hope to master the arcane arts. When magic first seeps through a body it changes it irrevocably, attuning it to, and granting the use of, a random Essence.
A Pyromancer may only require one Fire Essence be contained to cast a simple Ignite Spell, whilst casting Phoenix might require both a Fire and Air Essence. A Wizard needs not the Essence to be able to learn or memorise a Spell, only to cast it.

Essences are held in the mind, however, like Spells, they do not like to be contained and will carve themselves in to the skull of a Wizard over time, creating what is colloquially known by Treasure Hunters and Tomb Raiders as a Runeskull. These Runeskulls are an incredibly lucrative treasure for Wizard and non-Wizard alike and are often found in grand crypts and temples dedicated to the worship of the Wizard the skull used to belong to.

Gameplay

Characters:

Casting:

Gaining Essence The "Easy" Way

Due to the rarity of Essence and the need for Wizards Blood in order to cast Spells, magic is a rare and dangerous form of power, especially for the Wizard involved (see Gaining Essence The "Fun" Way below).

It is said that the former Wizard Kings could bend the very Essences to their will freely, crafting and breeding new Spells on a whim. This knowledge has been lost however and in it's place we have scholars of High Magic. These scholars - a mix of Wizards, Alchemists, learned folk, and heads of temples - have dedicated their life to studying the mysteries of the Fundamental Essences. Through careful study, alchemical alteration, dedication to the divine, and/or rigorous practice one can become attuned to the Essences over time, expanding their ability to command more complex and varied Spells.

Gaining Essence The "Fun" Way

As a Wizard casts and contains Spells the Essence seeps in to their blood, gets caught on their teeth, and dyes the elemental runes in to their skin. These resources can be gathered from a dead Wizard and used for further casting or transfer of Essence, as below:

Of course, performing any of the above on a living person is seen as a crime higher than any other, both in the laws of Man and eyes of the Divine. Be prepared for extreme consequences should you choose this path.

Why use this?

One of the GLOGs greatest strengths, in my opinion, lies in its super flexible spell casting system. Using tags like [Dice] and [Sum] to create scalable yet level-less spells with an inherent risk factor is a masterclass in design, however it does feel somewhat limiting - in a sort of ironic way considering the freedom it offers - that any two Wizards of equal MD can only cast spells of equal power. One of the things I love to reward my players with are opportunities to learn, or even create, unique and powerful spells. In a Vancian system this is easily balanced by requiring a higher spell slot, or more expensive or rare reagents to cast, however there is no such way of balancing in a GLOG friendly manner3.

The idea of Essences acts as both a gate for more unique powerful spells, a hook for treasure and adventure, and a diegetic advancement system for magic users. On top of this it makes each Wizards spell list feel more tailored to the story and progression of the character.

It also adds the potential for a darker world-building edge to the story; if Wizards can get more powerful just by consuming their kin, what's stopping them from doing so right now? How far are your players willing to go in the pursuit of absolute power?

  1. In so far as the decidedly anti-canon design philosophy of GLOG allows.

  2. Wizards Teeth pilfered from Two Goblin in a Trenchcoat's A Conduit for Poor Decisions.

  3. I did originally toy with the idea of some spells requiring a minimum MD cost to cast but that ended up feeling too gamified and didn't allow for much diegetic progression. It would've made for a much shorter blogpost however.

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