Thursday, October 12, 2017

OSR: Calcomancers- The Snowmen, The Blazing Irons, The Burning Men

Calcomancers are the Wizards who people think of when they think of Wizards.  Hot-blooded, bold and utterly fearless, favoring destructive solutions with little regard for collateral damage.

Play a Calcomancer if you want be a Wizard who can destroy your foes with sudden and extreme violence.  You won't start with many subtle spells, but you will be able to dish out incredible amounts of punishment.

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

Power: Can start small fires (cigarette lighter or match-sized) with a snap.

Drawback: You lose 1 Spellcasting Dice if you haven't set something on fire in the past 24 hours.

Calcomancer spell-list:
Starting Spells(s)
1- Burning Armor
2- Chill Breath
3- Flashpoint
4- Fireball
5- Flame Blade
6- Fogbank
7- Freeze Ray
8- Freezing Wind
9- Hailstorm
10- Heat Metal
11- Light
12- Smother Flames

13- Dead Air
14- Pyrophobia
15- Speak with Fire

Legendary Spells: Control Weather, Fiery Holocaust

Burning Armor
R: self        T: creature or self    D: [dice] rounds

You super-heat the air around your body.  All within 5' take 1d6+[dice] fire damage.


Chill Breath
R: 100*[dice]'    T: all the air within 10*[dice] cubic feet of the caster    D: one action

You Super-chill all the air within a large area.  All people must save or start developing hypothermia unless outfitted for cold weather, all liquids have their temperatures lowered to just above freezing, and all fires smaller than a bonfire or created with fewer [dice] than this spell was cast with are instantly snuffed out.

R: 50'         T: [dice] objects        D: 1 action       

Heat [dice] objects up to their flashpoints.  They spontaneously combust.  If cast on a creature, that creature may save.  On a failed save, the creature lights on fire.  Creatures on fire take 1d6 damage a round until they take an action to extinguish the flames. 

R: 50'         T: 10*[dice]' diameter circle        D: 1 action       

All within the targeted area take fire damage equal to the [sum], save for half.


Flame Blade
R: 30'        T: Yourself        D: [sum] rounds   

One weapon within range is wrapped in fire.  That weapon does an additional +[dice]d6 fire damage on a hit.

R: 100'         T: 100' diameter    D: [dice] hours     
Chill the air around you, creating an impenetrable bank of fog.  Lasts for [dice] hours, unless it is sunny, or strong winds are present. 


Freeze Ray
R: 30'        T: creature        D: one action

Fire a ray of freezing magic at one target.  Make an attack roll.  On a hit, they take [sum] ice damage. 


Freezing Wind
R: 30'    T: A line 10*[dice]' long    D: [dice] rounds

You conjure a freezing wind that blows in a 10' line in a direction you choose.  The wind creates ice over all objects and creatures inside the path, freezing them to the nearest surface they are touching or to each other.  Any ice created this way has [sum] HP.  Additionally, any creature trapped or covered by ice takes [dice] cold damage a round the wind is blowing over them. 

For example, a creature sitting at a table would be frozen to their chair, while someone crouched on the ground would be frozen to the ground. 


R: 50'        T: A cylinder 10*[dice]' in diameter    D: [dice] rounds

You cause hailstones to form in the atmosphere above and to rain down on in a cylinder with a base diameter of 10*[dice]'.  All creatures within the affected area take 1d6+[dice] cold damage and 1d6+[dice] bludgeoning damage as they are buffeted by cold winds and battered by chunks of ice.


Heat Metal
R: 30'        T: [dice] metal objects D: [sum] minutes

[dice] metal objects super-heat within 30', doing [dice] damage to their owners or objects around them.  If they aren't dropped and giving anyone still holding a heated object -[sum] to do anything.


R: touch    T: Object        D: [dice] hours

Object gives off light that illuminates 20 + ([dice] * 10)'.  If shoved into someone's face with a successfully attack roll, they must save or be blinded. 
If at least four dice are invested in this, then the light has all the qualities of natural sunlight.


Smother Flames
R: 30'        T: [dice] sources of fire    D: one action

[dice] sources of fire are immediately snuffed out.  If 4 or more [dice] are put into this spell, it can affect magical flames as well. 

Dead Air
R: 50'        T: 50 cubic feet of air    D: [dice] hours

Heat a pocket of still air to up to 70 degrees F or chill it down to 20 degrees F.  This can be used to keep people warm, treat those suffering from overheating or hypothermia, or lower housing costs.


R: 25'        T: creature            D: [dice] rounds

Instill one creature with an irrational fear of fire.  It must save or flee from the sight of it.
Pyrophobic creatures also take double damage from fire.


Speak with Fire
R: self        T: self            D: [dice] minutes

You can speak with fires as if they were living creatures.  Fires are not generally very smart, with their knowledge only extending to what they've burned, burnable items in the area, and threats to them (gusts of wind, rainstorms, bucket brigades, etc).

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.  

The Tables can be found here.


Doom of Fools:  You erupt into a living inferno or ice storm (whichever is more appropriate).  You fly around, shooting flames while being on fire and blowing shit up.  Your only goal is the destruction of people and property, and you go about this task with insane, cackling gusto.  Lasts 2d6 minutes.
Doom of Kings:  As above, but lasts 2d6 days.
Ultimate Doom:  As above, but permanent.

This Doom is avoided by traveling to the Moon and bathing in the red water of its oceans, or by drinking the milk-white water of the Nightmare Sea.

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