13 August 2026

Class: Really Good Pedigree

Based on the other dogs, but with Incunabuli's idea of dog breeds as abilities mixed in.
 
Phelia, Exuberant Shepherd
from Magic the Gathering
 
This is a racial class, so its template A can only be gained during character creation.

Items: collar or a similar trinket

Skills: Hunting, Guarding, Burrowing, Scent-Marking, Pleading Eyes, Emotional Support

Age: You are adult at one year and will live to about twelve years.

Per template: +2 hp

A: Canine, +1 Gift
B: Really Good Nose, +1 Gift
C: +2 Gifts
D: Epic Nose, +1 Gift

Canine
You are a dog. You cannot speak, but can communicate with those you know well.

You have great senses of smell and hearing. Test Awareness to get an olfactory image of every creature and object that has recently passed through the nearby area.

You have no hands, but can run really fast (+2 Movement Speed).

Your bite deals 2d4 damage. You can safely consume raw or slightly spoiled food and murky water.

Really Good Nose
You can smell the weird stuff - poison, disease, magic, undeath - though you rarely get any specifics.

Epic Nose
If it is at all possible to track something by scent, you can do it - even incredibly old or well-concealed smells.

When you sniff something, you can ask one abstract question about it. Another question is possible after 10 minutes/hour/day/week/month/year of sniffing. For example: Does it work for a druid? Is it having an affair? What is its favourite colour?
 
One of the PCs in my campaign right now
is a three hundred years old dog (long story)
currently learning surgery to give himself
human hands and posture.
 
d12 Gifts of Good Pedigree
  1. Really Good Eyes: You can see clearly in minimal light. You can see invisible things as a slight lensing in the air.
  2. Best Friend: Choose one character as your Best Friend. When cooperating against a threat, you both have an advantage.
  3. Medicinal Slobber: You can lick an injury to stop bleeding, no test necessary. In addition, if the injury might be infected, poisoned or diseased, the victim gets an advantage on their save.
  4. Takedown: When you use a combat manoeuvre on a human-sized or smaller foe, you may also automatically grapple them. Your grapple tests have an advantage.
  5. Go for the Throat: Your attacks against a grappled or prone target add an extra die of damage.
  6. Street-Raised: You can swallow anything that fits into your mouth and regurgitate anything you have eaten (but not digested or passed) at will. You are immune to non-magical poisons and diseases.
  7. Sighthound: You are as fast as a horse. Gain further +4 Movement Speed.
  8. Snarling: While you spend the whole round yapping, growling and dancing menacingly in place, enemies must save vs fear or be unable to approach or attack you.
  9. Shaggy: You are immune to cold weather and resistant to cold damage.
  10. Watchful: Unless explicitly distracted, you cannot be ambushed or surprised, even while asleep. You can control and guide a group of animals with strict precision. They will not wander or get lost without your knowledge.
  11. War-Trained: You are one of the big dogs. Your bite deals 2d6 damage. Gain further +1 hp per template.
  12. Guide Dog: You cannot be tracked except by magical means and can always find a path to any place you have been to.

13 July 2026

Class: Nightmare

One of the players in my just-finished D&D 5e campaign rides a nightmare. In preparation for switching to GLOG, I want to let them play as the nightmare.

from D&D 5e
 
A: Nightmarish, Fiery, Horse That Leaps Over Land And Sea And Sky
B: choose one of Dream Travel or Dimensional Travel
C: Fiery Steed, Trample
D: Fiery Breath and the other Travel ability

Nightmarish
You are a horse, but scary. You cannot speak, but can communicate with those you know well.

You have no hands, but can run really fast (double standard Movement Speed) and count your Strength Might twice for the purposes of Inventory Slots.

Your teeth are razor-sharp and your hooves smoulder - deal d10 damage "unarmed". You can only eat meat.

Fiery
Your mane and tail are on fire. You have fire resistance and shed light as a lantern.

Horse That Leaps Over Land And Sea And Sky
You can walk on water. You can also run on air, but must end each movement action on a solid ground, or fall.

Fiery Steed
You are now immune to fire and may confer fire resistance to one rider.

Trample
You can move through the space of any creature smaller than you and test Might. On success, they are knocked prone and get no attacks of opportunity against you.

You may trample multiple creatures in a single movement, as long as you fail no Might test. On a failed Might test, you lose the rest of your movement.

Fiery Breath
Deal 2d8 fire damage in a 15 feet cone. You can breathe again once you devour a ration's worth of raw flesh.

Dream Travel
Instead of a long rest, you and your rider may dive into the Dreamlands. You can follow the scent of anyone whose blood you have ever tasted and enter their dreaming, if they are currently asleep. Dreamers will remember their interactions with you as strange nightmares.

Sidebar: Willpower (wp) is basically mental hp or sanity, decreased by stress rather than damage. Once you run out of wp, you start freaking out and may gain Vice if you take further stress. I should post the full rules one day.

In a dream, your attacks deal stress rather than damage. If your target is reduced to 0 wp, they wake up covered in cold sweat, their rest forestalled, and gain a Vice of phobia towards you.

Should your dreaming form be reduced to 0 hp or wp, you wake up. This may strand your rider, if they were not riding you at the moment of your return to the waking world.

Dimensional Travel
You can smell dimensional intersections - fey crossings, thin places, inactive portals, etc. Take 1 Fatigue to kick open a rift in such a weak location. It stays open for d6 minutes.

In most of Creation, Twilight is close enough that you can always open a portal there.

10 July 2026

Twilight

Just beyond the first veil, where the living heartbeat of Creation fades into stillborn silence, lies Twilight, also known to different people as the Shadow Realm, Darklands, World-Shade, Penumbra, Upside-Down, Abyss, Stíny, or the Other Side. It is a dark and decaying mirror-realm, an uncanny echo that clings to the living world like a black mould. A shadow that hungers.

Indeed, Twilight shadows and mirrors Creation, but imperfectly and slowly, always struggling and failing to catch up to the endless changes of the real world. Twilight cities are hollow, their streets silent and broken. Permanent structures - mountains, temples, great trees - are always present, yet everything ephemeral is fragile, or missing, or found in states of ruin. Shattered cups, torn banners, books whose pages crumble to dust at the lightest touch and whose ink spells only madness-muddled nonsense.

Some say that Twilight lies at the very edge of Creation, where it meets the Dead Dimensions and the endless Void Beyond. That this uncanny mirroring is a universe's defence mechanism, a thin layer of corrupted reality that, just like tarnish, seals and protects the healthy reality beneath it.

Upside Down concept art from Stranger Things
 
There is little light in Twilight. No sun, no stars, nothing but the suffocating blackness of perfect night. Torches sputter and even magical flames grow dim. Only occasionally is the realm's cimmerian firmament punctured by thunderstorms of red lightning, or contaminated by creeping clouds of bioluminescent, carcinogenic spores. Sunlight, if somehow cast into this realm, does not illuminate - it burns and scours away creatures and matter of Twilight, leaving behind only drifting motes of soot.

There is no water in Twilight, at all. While blood will remain in the veins and liquids in their bottles, any spilled drop or free-flowing stream rapidly dissipates into nothingness. Attempts to conjure water end in failure and water elementals perish screaming.

The vegetation of Twilight is sparse and terrible. The only things that truly grow there are black mould and wrixling vines, which feed on warmth and magic, respectively, rather than light. Trees stand as pale ghosts of their counterparts in Creation - dead and petrified, their branches twisted skyward in eternal agony. Leaves or grass collapse into ash when touched.

Yet Twilight's ashen bedrock bears one treasure the living world cannot produce - black iron ore that, once smelted with captured souls, can be forged into spectre-slaying soulsteel weaponry.

And rarely, strange monuments can be found in Twilight that are not a reflection of the mortal realm. Obsidian monoliths, inhuman statues, sprawling complexes of bleak geometry. Necromancers claim that these mark the entrances into the Labyrinth, a vast under-realm of impossible angles and shifting gravity. The Labyrinth is said to touch most worlds - including the Land of the Dead, the Dreamlands, and perhaps realms even older and odder.

1 July 2026

Class: Fashion Wizard

No orb-fondling tower-dweller, you are not. Halfway between an artificer and a socialite, you have the correct attire, taste, but most importantly, opinions.
 
by sundae_jck
 
You are Chartered and likely from a good family.

Items:
  • lavish clothes of your own design,
  • another set of clothes of your own design,
  • yet another set of clothes of your own design,
  • needles and thread,
  • a pre-approved business loan from a local bank, though at a truly draconian interest rate.

Skills: Fashionista and two topics of trivia that you can keep talking for hours about

Perks & Flaws:
While wearing a fancy and expensive clothes, cape or hat, you can destroy it to reduce an incoming attack's damage or spell's [sum] by 2d6.

Moaning and raging about the irreplaceability of the lost piece of apparel is optional, but highly encouraged.

You cannot use magic while dirty or badly clothed.

For example, falling into water will prevent spellcasting until you can dry off, unless you were already wearing a fancy swimming wear.

Cantrips:
  • Interesting: With concentration, you can prevent others from leaving a conversation with you. There is no save, but remember that concentration can be broken by punching you in the face.
  • Important: Make your clothes billow dramatically or a faint, pleasant music follow you.
  • Inspired: Telekinetically control needles and thread within 30 feet, though your control is not forceful enough to cause damage.

 
Spells:
This spell list draws heavily on the elf wizard, handsome wizard and silk wizard traditions.

1. Flying Needles
R: touch; T: [dice] needles; D: concentration
Enchant [dice] needles, connecting them to your fingertips by invisible, ethereal thread. Enchanted needles can be used as throwing knives and they will attach the thread to anything they strike. Save negates, but only if the target could see the thread. You count as touching anything connected to you by a thread.

The thread can be stretched effectively infinitely and can only be severed by effects that can harm ghosts. At will, you can make the thread visible and tangible, but also only as strong and stretchy as a silken rope. It cannot be changed back and disappears when your concentration is broken.

2. Clean
Up to [highest] touched creatures or objects no larger than a child/man/horse/dragon are instantly cleaned, groomed and perfumed.

One may specify the grooming, e.g. shaving, shaping or trimming of the beard; type of perfume, etc. This does not destroy the filth, merely puts it into a neat pile on the side.

3. Mend
R: touch; T: object or construct
Fix a target with [dice] or less Cracks. This does not affect a target with more than [dice] Cracks at all (no "partial fixes") and cannot replace missing pieces. Alternately, instantly remove up to [dice] malfunctions. Complex objects (clockworks, magic contraptions) might require a skill test to be properly mended.

4. Beautify
Touched creature or object no larger than a child/man/horse/dragon is altered into a more beautiful form of the same type (e.g. humanoid, chair). The new form must be considered more beautiful by either the caster or the target.

This also restores [sum] points of damaged Charisma Presence, or grants +[dice] Presence bonus if it was undamaged. No other characteristics or abilities are affected.

The effect lasts for [sum] hours and can be made permanent at 4 [dice], but is always broken when the target is killed or shattered.

5. Feather Fall
R: 30'; T: [dice] creatures or objects; D: until each touches the ground
Rather than falling, the target slowly (possibly alarmingly so) descends, their clothes beauteously billowing around them. Can be cast as a reaction.

6. Choose one of:
Silk to Steel
D: [sum] minutes
Touched silk object becomes as steel. Silk clothes grant armour as leather/chain/plate/plate and shield, silk thread can serve as wire, silk rope works as a steel rod, etc.

Works on other fabrics as well, but only for [sum] rounds. With 4 [dice], you can make the effect permanent.

Steel to Silk
D: [sum] minutes
Touched steel object becomes as silk. This makes weapons fairly useless, steel bars as silk ropes, armour as clothing, etc.

Works on other metals as well, but only for [sum] rounds. With 4 [dice], you can make the effect permanent.

7. Speak with Fabrics
Talk to clothes and cloth for [sum] minutes, or ask [dice] questions they must answer, save negates. Textiles only know about things that touched them, but they can tell a lot from a simple touch.

8. Powerful Presence
T: self; D: [sum] hours
You project an aura of magnificence and poise. Gain +2×[dice] to saves against charm, domination and fear. Easily impressed creatures (peasants, lesser fairies and petty nobles) must test Morale or fawn and grovel.

9. Silken Servant
R: touch; D: [sum] hours
Enchant a set of clothes or a fabric doll no larger than a child/man/horse/dragon to serve you. It can follow complex instructions, but cannot fight and will collapse after a single blow.

10. Mirror Mirror
D: 10 minutes
Reach into a mirror-like surface and pull out [dice] illusory copies of a creature mirrored on the surface. The mirror must be large enough for them to pass through. The mirror clones behave as you wish. They can walk and talk, but cannot pick anything up and burst like a bubble if struck. You can alter their clothing, grooming and styling at will.

If you mirror yourself with 3+ [dice], you can see through your clones' eyes and hear through their ears, cast your spells through them, and switch places with your mirror twin as a half action.
 
Shadows of Arezzo Giulia Ferraro
by Bruce Luan
 
Emblem Spells:
You have access to a powerful crowd control and a single-target save-or-die emblems, but both are tools of art and admiration, not crude and callow murder.

11. I Expect You To Dine
R: 30'; D: concentration
Up to [sum] total HD of creatures find themselves unable to move, no save. If sitting, they will be tied to the chair with ribbons; if standing, their shoes will be sewed to the carpet, etc. As an action, they can attempt to tear themselves free with -[dice] penalty, and any hostile action against a target also breaks the spell.

12. My Lovely Doll
Touched creature of 2×[dice] or less HD is turned into a tiny puppet of themselves, save negates. They are helpless but fully aware. Lasts for a minute/hour/day/eternity, but any damage suffered by the doll reverts the transformation.

by Chelsea Boy
 
Dooms:
  1. Your eyes turn into buttons for 10 minutes, leaving you blind.
  2. Your skin turns into skin-coloured silk, permanently. Take double fire and slashing damage.
  3. You transform into a tiny, beauteous doll. You are helpless but fully aware, forever.

You can prevent (but not revert) all your Dooms by discarding and forswearing all your worldly possessions. Once you take this vow, you may only own and use simple, mundane clothes and tools; and may not own, use, or even carry money and valuables, properties and deeds, or magical and masterwork items of any kind. On the bright side, as a mendicant ascetic you are no longer bound by your Flaw and may keep your magic no matter your appearance and apparel. On the bleak side, this is considered a fate worse than death by many a fashion wizard.

Should you ever break this vow, you immediately suffer your final Doom. Maybe finding a way to animate your doll-body or transmigrate your soul into a more suitable vessel is the better solution.
 
Miniature Ranni from Elden Ring