Sigils of Flame (GLOG Fire Emblem Wizard Tomes)
I've been trying out Fire Emblem Sacred Stones and, because of my personal wizard obsession, have been wondering how one might run things like the summoner and mage knight in GLOG. It wasn't long until I remembered Saltygoo's tome wizard and realized it would fit perfectly with the Sacred Stones wizards and their promotions that, for the most part, are just combinations of the base classes. Now let's take a look at what sits on Grado's shelves...
(Any spells without a link will be included at the end of the post.)
War-Wizard's Grimoire
Bound in plain, sturdy leather and parchment. An emblem of a flame is branded on the cover. The last few pages are blank.
- As long as you are within [times studied]x30' of someone who has written their own name in the blank pages of this tome, you know their precise location, including whether they are in the area of a spell you cast, and they can hear your voice perfectly no matter the intervening noise or obstructions. Note that this does not apply in reverse.
- Roll 1d4, you gain the following spell: 1. Fireball, 2. Teleport, 3. Earthworks, 4. Smoke Signal.
For variant war-wizard tomes of different elements, Cut the Wind and Lightning Bolt can replace Fireball.
Book of the New Moon
This tome is midnight blue, with the red outline of a slitted eye over a new moon.
- You can see as well in starlight as in daylight.
- You project a subtle air of menace. Against you or a military unit containing you, enemies take a penalty to morale and saves vs fear equal to the number of times you've studied this book.
- Roll 1d4, you gain the following spell: 1. Maleficence, 2. Devour light, 3. Dust of the Sandman, 4. Mass Disarmament
Guide to Arcane Logistics
This sturdy tome contains a mixture of actual spells and guidance on using wizardry in logistics. The importance of communication is heavily emphasized.
- You may conjure phantom steeds equal to the number of times you have Studied this book. They can be dismissed and resummoned at will, though they don't take anything they're carrying with them when you do so. These are equivalent to horses in most respects, but they disintegrate upon taking damage and are vaguely eerie, with anyone besides you unable to ride them with more skill than an untrained rider. If slain, you can resummon a phantom steed at midnight. You, specifically, ride phantom steeds like an expert and can control them without reigns or hands. When riding one, you can take damage for the steed.
- Roll 1d4, you gain the following spell: 1. Bird's Eye, 2. Message-Wisp, 3. Rescue, 4. Mend
Prayers on the Battlefield
An eight-pointed star is emblazoned on this light brown tome. In addition to the spells, it also contains prayers and hymns to major deities and instructions on performing last rites.
- You clean and sanitize any surface you rub your hand over.
- Your presence in a military unit grants them a bonus to morale equal to the number of times you have studied this book.
- Roll 1d4, you gain the following spell: 1. Heal, 2. Sacred Flame, 3. Purify, 4. Light
Whispers from the Slain
This black leather grimoire contains an illustration of an axe-wielding warrior. It follows you through the pages as you turn them.
- You can conjure forth a phantom warrior. It has 1 HP, is about as competent as an untrained recruit at fighting, is summoned with a medium weapon and shield, and is only capable of following simple commands. It is perfectly loyal, and when slain, it fades into mist and can be resummoned with a 10-minute ritual. It never tires of battle, but will not be pleased if you send it to die to trapped hallways over and over. Each time you study this book, you may choose to increase its level of armor by 1 or give it +1 to hit and damage.
- Roll 1d4, you gain the following spell: 1. Vision of Death, 2. Lichcraft, 3. Occult Consultation, 4. Inflict Wound
The Art of Deceiving the Enemy
A combination spellbook and book of military strategy, with particular focus on deceiving and confusing the enemy while ensuring your own forces are neither deceived nor confused.
- You can create fireworks of any color in the air above you. It takes about six seconds between the conjuring and the burst. It is illusory, and thus cannot cause any harm. You can summon a number of fireworks at once equal to the number of times you have studied this book, and each can be a different color.
- Roll 1d4, you gain the following spell: 1. Camouflage, 2. Illusory Terrain, 3. False Legion, 4. Gleam
Spells
Bird's Eye
R: Sight D: [Dice]x10 minutes
You conjure a phantom bird that flies high into the sky. As long as you concentrate, you can see out of its eyes with the acuity of a high-flying bird of prey. While this does blind your actual body, it does not affect your other senses and you can still speak. If cast with at least three [dice], then the duration lasts until you stop concentrating and the bird does not fade away when it leaves sight of you.
Message-Wisp
R: See description
You conjure a phantom bird that relays a message of [sum]x2 words or less to a person you can name and identify. It travels as fast as a pigeon/falcon/modern airplane/instantaneously, based on the [dice] used. If cast with less than instant speed, it can be seen and intercepted.
Rescue
R: [dice]x30'
You pull a target within range to your location. This can affect up to [sum] willing creatures or unattended inanimate objects, as long as they are all grouped up. If cast with 1-2 [dice], they are physically lifted and levitated to your location at the speed of a sprinting human. if cast at 3 or more [dice], they teleport adjacent to you.
Camouflage
R: 30' radius from yourself. D: [dice] hours.
All willing creatures within range are magically camouflaged. Colors shift to match the background and illusory leaves, rocks, and other such features appear on them. The disguise can be seen through easily when up close, but from a distance it is nearly impossible when the subjects are standing still and difficult when they are moving.
Illusory Terrain
R: Sight. D: [dice] hours
An area of terrain, up to [dice]x100 square feet, appears to be a different type of terrain. Forest, rocky crags, flat plains, dug trenches, lava pits, etc. are just some of the options, get creative. You cannot choose fine details, e.g. specific landmarks, only general terrain type. This fails to hold up under close scrutiny, and anyone directly interacting (which requires being directly within the affected terrain) can vaguely see the real terrain under the illusion.
False Legion
R: Sight. D: [dice] hours.
You create [sum]+[dice] illusory soldiers. They are, of course, illusions, and while they can produce sound, they do not affect any senses besides sight or hearing. They can be copied from existing soldiers that are within sight during casting, but otherwise look incredibly generic and identical. You can choose to make them act as their own unit, in which case you must command their every action, or you can choose to make them appear as part of an existing unit, in which case they mimic said unit's actions and essentially serve to make a force look larger than it actually is.