A GLOG Wizard
I've always found it weird that for all the GLOG classes out there, there isn't a single one for the Wizard - a classic fantasy archetype found in Earthsea, Tolkien, and Arthurian legend. I've come up with a cool mechanic using dice which I've decided to call "Magic Dice."
Equipment: Walking stick, charcoal pencil, map of a far-away town Skills: Languages, whistling, animal friendship
A: You gain one Magic Die (MD). It starts on the 1 face. Wearing a wizard's hat and robe with no armor gives you a second MD.
An MD must not have its face changed except as a result of using it. If an effect would cause you to roll it, you must leave it on the resulting face until you use it again.
When you fail a d20 test, you may use an MD to increase (or decrease if it's roll-under) your roll by the value of the die. If this causes you to overshoot the target number, take damage equal to the amount overshot. Then, turn the MD to the next face, increasing its value by 1, or wrapping back to 1 if it was at its highest face (6 by default). You may use each of your MD only once per test.
Using an MD in this way to succeed a roll represents calling upon your magical abilities. Feel free to make up effects that would plausibly help you in such a task. Effects of a 1 should be subtle, to the point where those watching might not even believe they're magic. Effects of a 6 should be major and impossible to hide.
The damage you take from overshooting represents the negative consequences of using your magic carelessly. After you name the effect, the Game Magister will explain how it comes back to bite you.
B: You may use MD to assist your allies' rolls, but only if their players didn't ask for your help. Overshooting damages both them and you.
While 2 of your MD are matching, they are doubles. When you have doubles, you can make a ranged attack, rolling both dice and dealing the sum of their new values in damage to a target you can see. Choose a damage type that matches the color of robes you're wearing.
C: Gain 1 more MD. If you have doubles with no robes, your damage type is fire. While you have triples, you cannot use magic. Taking off your robes removes the third MD.
D: When you turn an MD from its highest face back to 1, you may choose to replace it with any other size of die.