Sunday, October 15, 2017

OSR: Cthonomancer- Alchemists, Gravitrons, and Miners

Cthonomancers are Wizards that manipulate stone, steel and gravity.  They are rumored to be able to turn lead into gold, live forever, and fly.  None of these things are true, but the truth is no less strange.  In fact, it is far more bizarre.

Cthonomancers are for the Wizard who wants to really deliberate on how to use their spells, as none of their spells can actually damage enemies directly.  Though that doesn't mean enemies are safe around them, either.  The first 12 spells are the starting spells, to determine a Cthonomancer's starting spells, roll 1d12 on that table.  The lower two spells are rare, and as valuable as magic swords.

Cthonomancers have the following Power which they can use at will, and the following Drawback that always affects them.

Power: By touching a surface and concentrating for a couple of rounds, you can sense all things within [level]*10' that are also touching the surface.

Drawback: You lose 1 Spellcasting Dice if you aren't touching the ground.  You get it back as soon as you set feet on Terra Firma again.



Cthonomancer:
1- Anti-Gravity
2- Dessicate
3- Feather
4- Grease
5- Liquefy
6- Partition Metal
7- Quicksand
8- Repel Stone
9- Steel Intangibility
10- Stone to Dust
11- Stone to Lava
12- Stone to Mud

13- Airy Water
14- Center of the World

Legendary Spells: Creation, Destruction


Anti-gravity
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R: 50'        T: 10 x 10 square feet        D: [dice] minutes
Robs a [dice]*10' x [dice]*10' x [dice]*10' cube loses all gravity for [dice] minutes.


Desiccate
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R: 30'        T: Any amount of water    D: [dice] rounds       
Draws [dice] gallons of water out of any substance or object.  Can be used to dry clothes, return mud to solid dirt, and etc. The water removed can then be transferred to any container you desire, or scattered into the atmosphere.  If used on any living creatures the spell does 1d6+[dice] nonlethal damage.  If this damage causes someone to drop to zero HP, they do not die, but instead collapse, suffering from acute dehydration.


Feather
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R: Touch    T: object        D: 3[dice] rounds
Reduces an object's mass and weight by 99%.  You can cast this as a free action.  Feathered Creatures take only 0 fall damage.  Feather creatures also take double damage from all non-feathered creatures.


Grease
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R: 50'        T: object or surface    D:2[dice] rounds
Grease affects a 10' x 10' area or an object.  To move across it or hold a greased object, one must make a Dex Check.  On a failure, they drop it or fall prone. 


Liquefy
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R: 10'        T: [dice]*10 feet cubed D: [sum] minutes
[dice]*10 cubic feet of material is turned into a liquid.  This lasts for [sum] minutes before reverting to solid form, though wherever the liquid has flowed.  If you use this on a creature, you must succeed a touch attack.  On a hit, if their form is small enough, their whole body is liquified.  If a creature's whole body is liquified, they get a save. On a successful save, they survive and when the spell expires their body is restored.  On a failure, they die.  


Partition Metal
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R: self        T: self        D: [dice] rounds
As long as this spell is active, you can divide and shape metal with your bare hands. 


Quicksand
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R: 30'        T: [sum] square feet        D: [dice] hours
A [dice]*10 x [dice]*10 x [dice]*10 cube of dirt, sand, or bare land turns into quicksand.  Any who step in it will be sucked down and must make a successful saving throw to escape.


Repel Stone
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R: touch        T: creature    D: [dice] minutes
Target repels stone, pushing it into a new shape.  If the target is standing on stone, they fall through the stone leaving a body-shaped tunnel.


Steel Intangibility
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R: touch    T: creature        D: [dice] minutes
Creature cannot touch or affect ferrous metals for [dice] minutes.  It goes right through them.  Arrows with wooden shafts do minimum damage, swords cut their clothes but not their flesh, if they are naked they can walk through it like its made of fog. 


Stone to Dust
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R: touch    T: [dice] cubic feet of stone    D: one action
Change one type of stone into dust.  Transmutes one cubic foot per [dice].  This dust fills the air if it is touched.  It also highly flammable.   This is a permanent transmutation.


Stone to Lava
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R: 10'        T: A stone.        D: permanent.       
Convert [dice] cubic feet of stone into lava.  Transmutes one cubic feet per [dice].  Anyone within 10' of lava takes 1d6 fire damage, and take 2d6 fire damage from contact with it.  The lava cools after [dice] rounds.  After that the outside cools it is still hot, but does not cause people damage. This is a permanent transmutation. 


Stone to Mud
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R: 10'        T: A stone.        D: permanent.       
Convert [dice] cubic feet of stone into mud.  This is a permanent transmutation.  The mud is a foot deep and behaves like normal mud. 


Airy Water
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R: touch    T: water around you    D: [sum] minutes
A sphere of water centered on the caster [dice] feet in diameter transmutes into a thick fluid that can be breathed by air-breathers.  This sphere travels with the caster, and is heavier than water.  It contains enough oxygen for [sum] creatures until it expires in [sum] minutes. 


Center of the World
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R: 30'        T: object or target    D: [dice] rounds
Target creature or object gains an increased gravitational pull and starts attracting everyone or anything nearby.  To resist being dragged into the object, target must succeed a saving throw with a penalty equal to [dice].  If four or more dice are used, anything dragged into contact with the target creature or object takes [sum] damage a round it is in contact with the target object.

Chaos and Corruption

When you roll doubles, roll on the Chaos table.  The spell still works and goes through as if cast successfully.  You receive 1d3 Doom Points. 
When you roll triples, roll on the Corruption table.  The spell automatically fails.  You also receive 1d4 Doom Points.
At 10 Doom Points, you invoke the Doom of Fools.
At 20 Doom Points, you invoke the Doom of Kings.
At 30 Doom Points, you invoke the Ultimate Doom.


You can find the tables here.

Dooms

Doom of Fools: For 2d6 hours, you hear the heartbeat of the Earth.  You are desperate to get closer to it, and will usually begin digging straight down with anything you have in you.  If there are caves nearby, you will use those.  If stopped from doing this, you will resist violently.  You will go down as far as you can, until you come to your senses, are stopped by force or die.

Doom of Kings:  As above, but for 2d6 days.

Ultimate Doom: As above, but permanently.  The Wizard will spend the rest of their life wandering the Veins, and going even deeper, looking for the Heart of the Earth.

This Doom is avoided by leaving the Earth totally behind, or by making a pact with one of the gelatinous Lords of the Upper Air.
 

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