Friday, June 5, 2026

The Western Canon as Spellbooks

I recently finished The Bookseller of Florence by Ross King. A fascinating book, it relays major historical events of Italy in the fifteenth century, describes the process of creating manuscripts in the pre- and immediately post-printing world, and details the process of how Greek and Latin classics began to be rediscovered and proliferated by Humanist scholars. It's gotten me thinking about the fine details of bookmaking in the pre-standardized world of individual scribes and illuminators. Presented here is a list of works from the Western Canon as spellbooks, The Odyssey broken up into 9 parts as well as 11 other works, as well as rules for a hypothetical game based on wizards-scribes hunting down ancient manuscripts and learning dead languages to sidestep the corrupted translations of previous censorious or undiligent copyists. That being said, there's no reason you couldn't use a similar format for learning spells from, say, the Confucian Canon, or by reading your favorite poems, or by watching Anime.

Excerpt from Homer's Odyssey


20 Spellbooks of the Western Canon

Underlined entries are spells learned on studying the work. Italics are fantastic abilities gained. Studying a work grants all the benefits at that quality as well as all benefits of lesser qualities.

The Odyssey is a work by the Greek Homer, detailing the turbulent return of Odysseus to his native land of Ithaca. To have it entire, instead of in fragments, is the dream of many a sorcerer. Here are several common fragments, arranged in an order familiar to us.

  1. The Dispatch of Pallas. There is grumbling among the Gods of the poor treatment Odysseus has received. Athena is sent to aid his son Telemachus and events are set in motion for the eventual return of the King of Ithaca.

    • Exemplary: Iron Heart Surge (ignore fetters or impediments)

    • Great: Clear Mind (give an additional save against an ongoing effect)

    • Mouldering: gives information on a land beyond the African desert, “Ethiopia”

  2. The Plight of Telemachus. A three book set detailing how Telemachus and Penelope are pressed hard by a flock of outrageous suitors. Details how Telemachus, at the advice of Athena, visits his father’s war buddies and begins to search for him.

    • Exemplary: Recognize deities disguised as mortals.

    • Good: details what sacrifices should be made to the Gods for a safe journey by sea.

    • Poor: Bestow Token (those who accept valuable gifts from you cannot betray your hospitality).

  3. The Return to Humanity. A four book set. Released from the captivity of Calypso, Odysseus makes his way back to civilization, entreating with a kingdom of gifted sailors for aid.

    • Exemplary: If skilled in smithing, you are able to make web thin metal fibers as strong as steel chains.

    • Great: Invisibility

    • Decent: Imperial Garb (be treated as though you wore impressive finery, even if you don’t have a stitch on)

    • Mouldering: Scarf of Ino (become immune to drowning)

  4. The Shepherd’s Outrage. A book detailing Odysseus’ raid on Ismarus, the island of the Lotus-Eaters, and the harrowing account of Polyphemus capturing the man of strife.

    • Exemplary: Entrancing Morsel (As Dominate Person, but must be consumed).

    • Great: Man to Sheep

    • Decent: Reveals the weakness of Cyclopes. Their eyes are protected by an impenetrable membrane, but a sturdy blow to the back of the head will cause the eye to pop out.

    • Mouldering: Make Potable Potent

  5. The Book of Circe. A two book set, highly sought. Details the magical aid granted by Aeolus, the predation of the Laestrygonians, and the encounter with Circe. With some help from Hermes, Odysseus defeats the sorceress who advises him to voyage to the Underworld. He does so, learns many terrible things, returns for more advice from Circe, then departs.

    • Exemplary: Baleful Polymorph, Protection From Magic

    • Great: Sleep, Speak With Dead

    • Decent: Call Wind

    • Mouldering: Sense Hostile Intent

  6. The Vengeance of Helios. A single volume in which Odysseus contends with the sirens, passes by Scylla, and lands on the island of Thrinacia. His treasonous men eat the sacred cattle of Helios, leading to their deaths and the shipwrecking of Odysseus in Calypso’s isle.

    • Exemplary: Sprout Appendage, Terror

    • Great: Enrage/Becalm Waters

    • Decent: Deafness

  7. Return to Ithaca. A four book set. Odysseus is returned to Ithaca. Hiding amongst the most loyal of his slaves, Athena reunites him with Telemachus. Together they plot the downfall of the suitors.

    • Exemplary: Petrify

    • Decent: Glibness

    • Mouldering: Wretched Garb  (be treated as though you appear as a contemptible, pitiful wretch, even if you wear kingly attire)

  8. Odysseus the Beggar. A four book set in which Odysseus sizes up the ingrates who plunder his household, plot against his son, and attempt to seduce his wife. Signs abound of the divine retribution coming for the suitors.

    • Exemplary: Become literate in Scars

    • Great: Hideous Laughter

    • Decent: Vigilance of Argus (suffer no ill effects from refraining from rest)

    • Mouldering: Become proficient in thrown improvised weapons

  9. Zeus, Avenger of Outrages. Another four book set. Penelope proposes a contest, with the winner taking her hand in marriage. None of the suitors can manage it, at which point Odysseus wins the challenge and reveals himself. Springing a cunning trap, all the suitors are slain, along with slaves of the household held to have been disloyal. Athena directly intervenes to prevent a cycle of violence by the aggrieved families of the suitors.

    • Exemplar: Iron Hail (Within a duration, whenever you slay a foe with a bow, you may take another shot)

    • Great: +1 damage when using a bow and arrow

    • Mouldering: Compulsive Deceit (Target must lie for the duration of the spell)

  10. The Alexandrian Commentary. A unique work, written in Ancient Greek on a papyrus scroll, now badly worn. It mostly consists of excerpts from the Iliad describing the combats of Hector and the rage of Achilles. Brilliant commentary is written in the margins.

    • Obsession of Makedon. By obsessing over the task at hand and consulting the Alexandrian Commentary, the sorcerer may use an army to quickly and successfully assault a defended city at the instant cost of 1d6 years of their natural lifespan. 

  11. On Oratory. Latin, written by Cicero, this work is a treatise in how to give a persuasive speech.

    • Exemplary: Dominate Person

    • Great: +4 Wisdom

    • Decent: Incite/Calm Mob

    • Mouldering: serves as a basic legal education.

  12. On Architecture. A ten part Latin series by Vitruvius, a practical guide to city planning and building.

    • Exemplary: Speak With Columns, Fountains, and Engraving

    • Great: construct siege engines and other contraptions in half the time 

    • Decent: When you personally oversee a building project, -25% cost.

  13. On the Nature of Things. A three part effort by Lucretius to convert scientific and ethical understanding into Latin verse.

    • Exemplary: Become immune to fear. Move beyond anxiety.

    • Great: Remove Free Will (target must test morale to act contrary to shouted instructions)

    • Decent: Strengthen eye beams. Vision occurs through atomic particles fired from the eyes, which then bounce back. You have learned to control the strength of these beams. At maximum intensity, they deal 1d6 damage against anything you focus on.

    • Mouldering: Pierce Atomic Void (Matter is mostly empty space. Move through “solid” objects)

  14. The Almagest. A 13 part series written by Ptolemy in Latin, though manuscripts have been translated into Arabic and Greek.

    • Exemplary: gain a perfect sense of time 

    • Great: Eclipse (Light sources within 60 ft no longer give off light).

    • Decent: Retrograde Motion (Target saves or retraces their steps)

    • Mouldering: Geocentrism (A piece of earth touched by the sorcerer becomes immovable)

  15. On the Usefulness of the Parts of the Body. A 17 part Latin series by Galen. It details his theory that every organ is perfectly designed for a certain function. Evidence is based on vivisection and empirical observation.

    • Exemplary: Exorcise Disease

    • Great: Cure Wounds

    • Decent: by prodding at your pressure points, you may render your limbs insensate for an hour.

  16. Timaeus. Plato’s work describing one “likely” possibility for how the world was created. It details a benevolent creator “the Demiurge” building space out of the four classical elements. It also includes an Atlantis tale.

    • Exemplary: Ideal Form (restore a damaged creation)

    • Great: Wall of Fire, Wall of Water, Wall of Air, Wall of Earth

    • Decent: Untether Soul (Leave your body behind. Float around. Possess empty vessels)

  17. The Republic. Plato’s work describing the nature of justice through a utopian society. Theorizes the soul is made up of Reason, Spirit, and Desires.

    • Exemplary: Kallipolis (Targets must save or be effected. Fighter-types may only move and attack, Wizard-types may only cast spells and talk, Rogue-types may only move, hide, lie, and steal. Cleric-types are immune)

    • Great: Allegory of the Cave (Target becomes a shadowy, indistinct figure out of phase with their surroundings. 50% miss chance for attacks from or to the target. Physical disguises are seen through unerringly in this state)

    • Decent: Enflame Appetite. You may eat a slot of rations to heal one 1 hp.

  18. The Geography. An eight part text by Ptolemy inventing the latitude/longitude coordinate system and describing the location of ancient sites.

    • Exemplary: Gain a perfect spatial awareness.

    • Great: Learn the location of the True Tomb of Alexander.

    • Decent: in coded language, a treasure map!

    • Mouldering: Roiling Earth (Shake a plot of ground, making it difficult to cross)

  19. The Annals. A sixteen part history by Tacitus detailing the Julio-Claudian dynasty.

    • Exemplary: Gain immunity to charm and compulsion.

    • Great: Treasonable Remarks (alerts you when your servants betray you in word)

    • Decent: Scapegoat (deflect a harmful effect towards the target of your choice)

    • Mouldering: Beneficence (as mage armor)

  20. The Apology. A work by Plato detailing the defiant testimony by his title, Socrates, during his trial for corrupting the youth of Athens.

    • Exemplary: Faultless Soul, unless you attack first, foes take 1 point of Wisdom damage whenever they attack you.

    • Great: You learn how to satirize the mighty. Those who have been victimized by the great will give you free room and board.

    • Mouldering: The Gadfly That Wakes the Horse (as Charm Person. After the spell ends, they hate your guts

Scribe, Sorcerer, Sovereign

Sorcerers gain Magic Dice based on the value of their library, 1 die at 100 florins, 2 at 400, 3 at 800, etc.

Works have a “Manuscript Degeneracy”, or “MD”. When copying a work, roll 1-4 MD based on the quality of the scribe (better scribes roll fewer dice), +1 if translating,+1 if they are not fluent in the language in which the text is written. Taking twice as long to be careful gives -1 MD.

For each 4-6 rolled, the text gains a Corruption, added to any Corruptions from the text it is copied from. 

A work with 0 Corruptions is Exemplary, 1-5 Great, 6-10 Decent, 11-20 Poor, 21+ Mouldering.

Two copies of the same work can be “reconciled”, compared to remove Corruptions from the text. Obviously, this is impossible if one copy is descended from the other. Roll a number of d6s equal to the summed Corruptions. For each triple rolled, remove a Corruption from each by writing corrections in the margins or by keeping a journal of errata.


Script

Ancient Script - Only found in texts that have miraculously survived a millennium or more. +25% manuscript value, takes twice as long to study the work as once well known shorthand must be deciphered and classic references crossreferenced.

Carolingian Letters - Most ecclesiastical documents are written in this script, developed during the short Golden Age of Charlemagne’s reign. Beloved for its legibility. ”Clerical” holy texts are named for the Greek word for allotment, referencing how scribes were given a special allotment of ink and told to use it to preserve the most essential texts.

Modern Script - Also called “Gothic” text. Tall, towering letters which look all too alike. Considered to be a delightful way to ornament a work. +25% manuscript value, +1 MD when copying.

Humanist Script - Also called “Modern Antique” letters. A script intentionally developed by scholars for legibility. -1 MD when copying.


Friday, March 20, 2026

GLoG Class: Truenamer

 Recently on Phlox's GLoG server there was some discussion about the 3.5th edition of the world's most popular roleplaying game and its silly focus on character builds and balance. It reminded me of one of my favorite classes from that era, one with the combination of excellent thematic vibes, unexplainable design choices, and absolutely no copy-editing: The Truenamer.

Through their knowledge of truenames, these wizard-likes gained spell-like abilities with some unique restrictions. Unfortunately, poor design meant that as your Truenamer leveled up the difficulty of using your "utterances" on peer foes, your allies, and even yourself increased twice as fast as your ability to effectively do so. This resulted in your character seeming to decrease in ability as they progressed. The playerbase of 3.5 at the time could have forgiven poor design, ill-considered ability descriptions, and even the basic logical errors of the Truenamer if it had not committed the cardinal sin of that age: it was not at competitive power level. 

It seems to me the Truenamer is the perfect candidate for a conversion to GLoG. "Power balance" is simply not a concern here, and by front-loading the abilities of a class into just four levels there's less worry about "abilities coming on too late to be relevant". It lets the special parts of the class shine.

What neat things distinguish Truenaming from more typical D&D magic?

  • Rather than having spells-per-day, Truenamers contend with the "Law of Repetition". Utterances become more difficult the more times they are cast in a day.
  • All utterances are reversible, healing can harm, haste can slow, etc.
  • "The Law of Sequence". You cannot repeat an utterance while its effects are still ongoing. 
  • Most utterances do not allow a save. This probably wasn't a design choice, but by gum it contributes to the idea that you are creating an ineffable force in the Universe.



GLoG Truespeech
Through intense, lifelong study, you have learned some of the secret grammar of the Universe. It comes with some restrictions.
  • The Law of Sequence. While an utterance is active, you cannot speak it again.
  • The Law of Order. When truespeaking, roll a d6. If the target...
    • Has equal HD, the utterance is expended on a roll of 1-2
    • Has greater HD or is a magic item, expend on 1-3
    • Has fewer HD or is a mundane item, expend on 1.
  • The Law of Repetition. -1 to truespeaking rolls each time you've named that utterance today.
  • The Law of Magnitude. Utterances only affect people and things that can "hear" them. For utterances affecting a person, this range is intuitive. But inanimate material is asleep and can only hear half as far. Living matter and worked materials occupy a space between.
    • If you really need a rule of thumb, a shout can be clearly heard 120' away in normal conditions, 40' away in the din of a skirmish, or 10' away in a pitched battle.
    • Intentionally deafening yourself will protect you from any mind-effecting utterances, but beware any that target the flesh of your body or the items you hold.
Truenamer
Each level, +1 language known.
Starting Assets: library access, fluency in 3 languages, writing case, scribe's robes
Starting Skills: Linguistics and 1. Jurist 2. Priest 3. Historian 4. Apothecary 5. Poet 6. Accountant
  • A Polyglut, Know Thyself, +2 Utterances known
  • B Speak Unto the Masses, +1 Utterance known
  • C Edict of Diction, +1 Utterance known
  • D Speak My Name and I Am There, +1 Utterance known

Polyglut: Your understanding of Universal Grammar gives unique insight into all languages. When studying something in a language you don’t speak, you can work out the gist in (1d20-languages known) rounds.

Know Thyself: You know your own personal truename, which allows you to objectively reflect on yourself without bias. 

Knowing someone’s truename gives one great power over them. Truespeaking rolls get +2 when targeting such a person, they receive no saves from your spells, and you instinctively know all their insecurities.  You may learn the truename of a friend with a season’s effort. If spending a season researching the truename of a well-documented person or spying on an enemy, you have a 3-in-6 chance of learning their truename, +1-in-6 for each previous attempt.

Speak Unto the Masses: You may subtract up to [templates] to your truespeaking rolls to make your utterances affect an equal number of additional targets.

Edict of Diction: Your quick, accurate pronunciation reaches Rap God levels. You may attempt to speak an utterance quickly, subtracting 1 to every truespeaking roll this turn but your first utterance does not take up your action.

Speak My Name and I Am There: Whenever someone speaks your name, you perceive it, know who has spoken,  and may suddenly appear beside them.




Utterance List
  1. Fortification Matrix // Sedentary Ambulation
    -Target gains +2 AC for 3 rounds and takes half damage from piercing damage
    -Target’s movements becomes heavy and sluggish, giving -2 AC for 3 rounds and preventing delicate tasks.
  2. Shield of the Landscape // Environmental Betrayal
    -Three pieces of the environment rise up to defend someone of your choice. Attacks against them have a 60% chance of being intercepted by the environment instead, with this chance decreasing by 20% after each interception.
    -Furniture or structural elements move to strike the target, attacking once/round dealing 1d6 damage until there have been three successful strikes or one minute passes.
  3. Frenzy of the Reptilian Brain // Triumph of the Hippocampus
    -For 3 rounds, target gets +2 to hit and damage rolls and -2 to all other rolls
    -For 3 rounds, target gets +2 [sum] and is immune to fear.
  4. Elongation of the Corporeal Form // Contortive Morpheme
    -For 1 minute, target’s body becomes super stretchy. They may climb walls as they were twice their height and their reach doubles.
    -For 1 minute, target’s muscles become squishy and their bones supple. They may slide through cracks under doors or any similarly cramped spaces.
  5. Words of Nurturing // Snuffing Chant
    -For 3 rounds, target gains 2 hp.
    -For 3 rounds, target takes 2 damage.
  6. Revelation of the Concealed Sense // Perception Paralysis
    -For 3 rounds, target gains darkvision, thermalvision, guiltscent, poisontaste, magictoucg, or lifehearing.
    -For 3 rounds, target loses one of their 5 senses.
  7. Energy Negation // Revealed Disincentive
    -For 10 minutes, target is immune to fire, lightning, acid, asphyxiation, or gravity.
    -For 10 minutes, target disintegrates on contact with one solid or liquid material of your choice, taking 1 damage/round.
  8. Eldritch Attraction // Repulsive Presence
    -Target must come as close to you as it can on its next turn. Inanimate objects human-sized or less are propelled 30 ft.
    -Target must withdraw as far from you as it can on its next turn. Inanimate objects human-sized or less are propelled 30 ft.
  9. Rectification of the Clear Mind // Horror Spike
    -Suppresses insanity, fear, and excessive emotion in the target for 1 hour.
    -For 3 rounds, target flees more powerful foes for 3 rounds, refuses to enter melee with peer foes, and gets a -2 to hit weaker foes.
  10. Pyrotechnic Twisters // Suspend Atomic Interaction
    -Fill a 20’ X 20’ square with miniature tornadoes of fire for one minute, dealing 1d6 to any within.
    -Make surfaces in a 20’ X 20’ square totally frictionless for one minute.
  11. Palindromic Locomotion
    -Target moves at 10x speed for one round.
    -(No reversed version)
  12. Power Word: Murder // Red Rum
    -A massive cut begins to materialize on the target and they start dying. After three rounds if they haven't attended to their forthcoming injury, then they die.
    -Creates a spectral cask of red rum that can serve up to [templates] + 1 drinkers. Those who consume red rum cannot hurt each other until the sun rises.


d6 Truespeech Magic Items:
  1. Ruby Choker of Gravitas. Your voice carries twice as far, or ten times as far for once sentence at the cost of rendering you hoarse for a week.
  2. Diction Tutor. An eel-like creature with two little arms. If you allow it to crawl down your neck and fill one of your lungs, gain a +1 bonus to truespeaking rolls, but you may no longer hold your breath.
  3. Foam Armor. Spiked, several inches thick, prevents utterances from affecting the surface beneath and cannot itself be affected. A foam coated helmet is totally deafening. Canny foes may attempt to rip it off.
  4. DOUBLE MEANING. A +1 Shamshir of wootz steel. It gives +1 to hit for each utterance you have active. If you have three or more active, it ignites for an additional 1d4 damage.
  5. Ademic Staff. While bearing the staff, +2 to truenaming rolls against animals. Clapping the staff against the ground awakens dirt and stone, allowing them to hear as if they were living creatures.
  6. Decibal's Grimoire of Truenames. Fabled to contain the Truenames of 777 greater demons. At first glance it seems to merely be a thinly veiled satire of the author's own time (This demon's name? SCHMEDERICH. He is the patron demon of losers who don't pay their artists on time), but hidden in the illuminated designs are the promised Truenames, and simple matter to decode for those skilled in linguistics.
Class Variant - Harmonious Bard
Truenamers echo the words of the earth's genesis. But if the world was sang into creation, bards riff off genesisian chords. Instead of reversible utterances, they can play sacred chords in major or minor keys. A very high fantasy class rather than a historically grounded one, the Harmonious Bard runs off the same mechanics as the Truenamer, just with a different flavor, singing or playing instruments to create magical effects.

Harmonious Bard
Each level, +1 SAVE
Starting Assets: Too many instruments, too much time on your hands
Starting Skills: Instruments and 1. Story-teller 2. Priest 3. Actor 4. Visual Arts 5. Poet 6. Folklore
  • A Fascinate (Can perform gripping performances), Can't Stop the Music (You may hum to target yourself with chords), +2 Chords known
  • B Infectious Tunes (Speak Unto the Masses), +1 Chords known
  • C One Man Band (Edict of Diction), +1 Chords known
  • Power Ballad (Allies under the effect of your chords gain +2 to hit), +1 Chords known

The Western Canon as Spellbooks

I recently finished The Bookseller of Florence by Ross King. A fascinating book, it relays major historical events of Italy in the fifteent...