Yep, GLOG has prestige classes now.
You can take a template in a prestige class when you a) already have at least one template in a regular class, and b) meet all other requirements.
Requirements: At least one MD, the ability to cast spells, and 13 Intelligence (or your hack's equivalent).
A: Metamagic, +1 MD
B: Counterspell, +2 Metamagics, +1 MD
C: Editing, +2 Metamagics, +1 MD
Metamagic: You can use your magical abilities to enhance your spells in ways other than simply adding more MD to their regular effects. When you cast a spell with at least 1 MD, you may add any number of additional MD to a metamagical effect you know. MD rolled for the spell and the metamagic should remain separate, as they do not share their [dice] or [sum], but they do all count towards Mishaps and Dooms as one pool of dice. For example, if you cast a spell with 2 MD and add a metamagical effect at 2 MD, you roll 4d6. If they come out up as 2, 4, 6, and 2, the spell as a [dice] of 2 and a
[sum] of 6, the metamagic has a [dice] of 2 and a [sum] of 8, and you
suffer a Mishap as the class which the spell comes from. You may apply multiple metamagical effects to a spell, each of which has a separate [dice] and [sum]. Roll 3d6 on the table of Metamagics at A template to see which effects you know, then roll 2d8 at B template and 2d10 at C template.
Counterspell: When you notice a magical effect being cast, you may counter it by rolling any number of MD. Your [dice] is subtracted from the targeted effect's [dice], and the same is done with [sum], but the effect's [dice] and [sum] cannot go below 0. Additionally, your MD and the effect's MD count as being in the same pool for Mishaps and Dooms, but both you and the effect's caster suffer the effect of a Mishap or a Doom.
Editing: When you cast a spell, you may roll any number of additional MD, which do not count towards [dice] or [sum] but do count towards Mishaps and Dooms. This allows you to add a single word per MD added in this fashion anywhere in the spell's description (subject to the DM's discretion).
Metamagical Effects (d10):
- Widen: Must be applied to a spell which affects an area. Every dimension of the area of the spell is multiplied a factor of by [dice]+1.
- Silent: Must be applied to a spell which requires speech or other noise in order to be cast. Casting the spell is now silent.
- Quicken: If the casting time of this spell is 1 action (if no casting time is mentioned, it's probably 1 action by default), it no longer takes an action to cast. If the casting time is longer than 1 action, it is divided by a factor of [dice]+1.
- Extend: Must be applied to a spell which has a duration longer than 0/negligible. If the spell's duration scales with [dice] or [sum], it counts as though the [dice] or [sum] of this metamagic are added to its own [dice] or [sum], but only for calculating duration. The duration of the spell is multiplied by a factor of [dice]+1.
- Enlarge: Must be applied to a spell which has a singular target. The range of the spell becomes [dice] miles. If the target is not within line of sight, you must know the precise location you are targeting relative to your own location, or, if the target is a location, you must be holding an item which comes from the location, or, if the target is a creature, you must be holding a piece of that creature's bodily matter.
- Twin: Must be applied to a spell which has only one target. The number of targets increases by [dice].
- Still: Casting of spell is now completely imperceptible, even by magical means.
- Heighten: Must be applied to a spell which only affect beings of a certain HD or below, creatures making up no more than a certain number of HD, or to spells which only affect magical effects of a certain MD or below. The HD or MD affected by the spell is increased by [sum]+[dice].
- Empower: Increase the [dice] of the spell by [dice]*3.
- Maximize: The [sum] of the spell now includes the [sum] of this metamagic, and all MD rolled count as if they rolled a 6 for purposes of calculating [sum] and determining expenditure.