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OSR: Arachnomagus

  • seeroftheabyss
  • 16 minutes ago
  • 12 min read

This is a sub-class for my Wizard class, see here for more details.

source unknown
source unknown

Also called Silk Wizards, Spider Witches or Eight-Mages, the Arachnomagi are Wizards who serve the Spider Queen and her many-legged children, studying their secrets and copying their innate abilities through magic developed by studying their far superior bodies.


Reputation:


Arachnomagi are considered weird and freakish almost everywhere. The fact that they serve the Mother of a group of creatures as controversial as Spiders doesn't help matters. They also have strange cultural practices, where women lead and all men are slaves. They are even said to keep male lovers only for as long as they amuse, after which they are disposed of and eaten. Arachnomagi will tell you these stories are just rumors, but of course they would say that, wouldn't they?


As such, Arachnomagi are Outsiders almost everywhere, with the exception of the few communities that happen to live near Webs of Aranea or the territory of Giant Spiders, then they can find a warm welcome.


However, despite the grossness of their chosen type of magic, many Rulers are reluctant to outlaw this peculiar sect, as Arachnomagi rarely go out of their way to break the law, nor do they have an unwholesome type of magic. They are not like biomancers who go around making monsters out of farm animals or rob boneyards for materials like Necromancers. They are queer, but not necessarily evil. Additionally, some of these rulers have found success recruiting one or more of these Wizards to act as spies or assassins, so they are reluctantly tolerated by the powerful.


Peasants have a much more uniform position on them. If an Arachnomagus can benefit the local community or doesn't seem dangerous, he can stay. But the second anything vaguely sinister and potentially spider-related happens, he better make himself scarce before he gets himself lynched.


Culture:


Arachnomagi tend to live and work in small groups, preferably in a group that is a multiple of 8. They seek each other's company and share research notes together. While some of these groups can be egalitarian, almost all of them are led or dominated by women. This is because Spiders, by their nature, often have more powerful females and because the Spider Queen is female.


However, this disparity is cultural and there is no real difference in power between male and female Arachnomagi. Any differences that exist will only be because of the women of the group are hoarding the magical secrets and only training their fellow "sisters".


This isn't to say that male Arachnomagi have no benefits- they tend to have a much easier time bartering with more intelligent Spiders and Spider-spirits, who are much more willing to work with a submissive male than a strong-willed female and potential rival.

by Luna Bleu, original page deleted
by Luna Bleu, original page deleted

Power: You can speak with Spiders, insects and other creeping things as if you shared a language. Spiders are automatically friendly or neutral towards you, unless you have offended the Spider Queen, in which case they will all be neutral or hostile.


Drawback: You must perform a ritual each day to appease the Spider Queen or you will lose access to your spell-casting abilities. To keep her satiated, you must...


1d8

1- Perform a ritualistic dance every morning. This dance takes at least 10 minutes and is very noisy.

2- Capture and consume eight insects, saying a prayer after each one.

3- Give a present to the largest, most powerful or most important spider near you. The present need not be large or expensive, for example, if the most important spider near you is the orbweaver above your tent, giving it a grasshopper would be a princely gift.

4- Walk eight laps around your place of residence each morning and evening, four in the morning and four a night. If you're camping outside, going around your tent or fire is good enough.

5- Ritualistically cleanse yourself each day with water or sand, and keep your (blessed) spider jewelry clean and polished.

6- Bind yourself into a cocoon, with webbing or rope, and remain that way for at least 30 minutes.

7- Sacrifice a portion of everything you eat or drink to her. 1/8 is the traditional amount.

8- Challenge a creature of the opposite sex to a fight each day for any stakes you wish, traditionally for money. For example, "If you can beat me in a fight, I'll give you a Silver Star (1 Silver)." Alternatively, accept any challenge leveled against you by someone of the opposite sex, unless doing so would be suicidal.


Arachnomagus Spell-List:


Common Spells:


1d12

1- Arachnid Armor

2- Arachne's Waltz

3- Arachnophobia

4- Bubble Coat

5- Great Leap

6- Poison Fang

7- Sense Vibrations

8- Spider Climb

9- Spider Form

10- Summon Spider

11- Urticating Hairs

12- Weave Webbing


Rare Spells:


1d3

13- Cocoon

14- Molt

15- Vision Eightfold


Legendary Spell(s):


Spin Fate's Thread

Web of Time

Common Spells:


Arachnid Armor

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R: touch T: creature D: 2[dice] minutes


Target creature grows a layer of organic chitinous plates from his skin, giving himself 2[dice] FS for the duration or until all the FS is consumed.


If cast with 3 or more [dice], the armor grants [sum] FS for the duration, unless 2[dice] would be larger, in which case it grants the latter amount.


Arachne's Waltz

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R: self T: self D: [dice] minutes


Target creature grows 2[dice] giant spider limbs from his back. These limbs allow the creature to move faster, adding +2 to any roll made to move with speed or agility per [dice]. The limbs are strong enough to suspend the creature above the ground and keep all their normal limbs free for other uses.


Arachnophobia

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R: 30' T: [dice] creatures D: [dice] minutes


[dice] creatures must save or gain a fear of spiders or spider-like things, including images, depictions or things that remind them of Spiders. On a failed save, such creatures must make a morale check each time they see or detect the presence of a spider or spider-like thing. On a failed morale check, such creatures will react as they ordinarily would to being frightened, depending on context. If in a public or social setting, they may try to avoid the spider or leave the area. If in combat, they will flee if possible.


If cast with 3 or more [dice], the caster may increase the duration to [sum] minutes or increase the number of creatures forced to save to [sum].


Bubble Coat

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R: touch T: Creature D: [dice] minutes


Target creature is wrapped in a coat of air that clings to them. If the creature immerses itself in water, it will have enough air to breathe for [dice] minutes.


If this spell is cast with 3 or more [dice], increase the duration to [sum] minutes.


Great Leap

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R: self T: self D: one action


Target creature may leap up to [sum]' straight up or 2[sum]' horizontally. The creature still takes fall damage as normal.


Poison Fang

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R: touch T: creature D: one action


By touching a creature, the caster can inject venom into that creature, causing it to take 1/2[sum] poison damage, save for half.


For each [dice] past the first, you may select one of the following options:

- Increase the damage dealt by +[dice]. This option may be selected multiple times.

- Replace the venom with digestive juices, causing the attack to do acid damage instead.

- The venom has a paralyzing effect, the creature must save or be unable to move for [dice] rounds.

- The venom causes intense pain in the creature it is injected into, that creature must check morale or flee.


Ride the Wind

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R: 30' T: [dice] creatures D: [dice] rounds


Target creatures gain the ability to glide through the air, moving 3' horizontally for every 1' down. This also reduces any fall damage such a creature would take by [sum]+[dice].


Sense Vibrations

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R: touch T: creature D: [dice] rounds


Target creature gains the ability to sense vibrations in the ground or other surfaces for 10*[dice]' around himself. This allows the creature to sense the presence of moving creatures or objects, invisible creatures or anything else that causes vibrations. This also grants the target creature +[dice] to Defense rolls.


Spider Form

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R: 30' T: creature D: [dice] minutes


Target creature must save or take the form of a spider. If the creature is willing, he may choose to fail his save. On a successful save, the creature experiences a -[dice] penalty to all rolls requiring precision or focus for one round, including to Attack, but not Defense, rolls.


If cast with 1 [dice], the creature turns into a small, ordinary spider the size of coin or smaller. If cast with 2 [dice], the creature can become a spider as large as a sheepdog or smaller. If cast with 3 [dice], the creature can become a spider as large as a man. If cast with 4 or more [dice], the creature can become a spider as large as a wagon.


Summon Spider

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R: special T: area around caster D: one action


The caster summons up to [sum] HD worth of spiders to his location. These spiders will be friendly with the caster, but will not necessarily obey him.


If cast with 1 [dice], the caster can only summon small, regular-sized spiders. If cast with at least 2 [dice], the caster can attempt to summon a giant spider, as long as the giant spider's HD is less than or equal to sum. If cast with 3 or more [dice], the caster can attempt to summon a magical spider such as a Dream-Weaver or an Arachne.


Urticating Hairs

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R: self T: self D: one action


Target creature produces long, sticky hairs from his body and flings them in front of him in a 10+[dice]' cone. Any creature in that cone is automatically struck by these hairs. The hairs are intensely irritating, causing terrible itching and skin irritation. Creatures wearing full-body coverings or with other defenses that could prevent the hairs from touching their skin may save to potentially avoid them.


If affected by the hairs, a creature must check morale each round or leave to find some water to scrub the hairs off it's body. The creature will not depart if it believes it's life would be endangered by such flight or if it has an extremely compelling reason to remain, but otherwise a failed morale check will make it leave.


Weave Webbing

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R: self T: self D: one action


Target creature produces 10*[dice]' of thick webbing from his body. A strand of webbing has HP equal to 1d6+[dice], while an object made of webbing has HP equal to [sum]. All webbing is vulnerable to fire damage.


For each [dice] past the first, the caster may select one of the following options:

- The webbing is sticky- it sticks to anything that it touches, except for the target creature who produced it.

- The webbing is thin and light, it cannot support much weight, but is nearly invisible, especially in low-light.

- The webbing is thick and flat, ideal for building or reinforcing something.

- The webbing carries information, by touching it a creature can "hear" a 2[dice] word message. This message is determined by the caster.

Rare Spells:


Charming Mist

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R: self T: 10*[dice]' cube centered on caster D: [dice] minutes


Target creature releases a wave of invisible pheromones that force every creature within a 10*[dice]' cube to save. On a failed save, a creature falls into a euphoric stupor and will take no actions for the duration. A creature that passes his save can still act. If faced with imminent danger or a threat to something a creature finds precious, he can immediately make a new save.


If a creature is female, she makes her initial save at disadvantage (-4 penalty).


Cocoon

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R: 30' T: [dice] creatures D: one action


Up to [dice] creatures must save. On a failed save, those creatures are wrapped from head-to-toe in webbing. They are restrained and cannot move nor see outside of their cocoons. A trapped creature can only escape by breaking free of the cocoon by making a STR check with a DC equal to 6 + 1/2[sum]. Alternatively, a creature can be cut free. Cocoons have 1d6+2[dice] HP and are vulnerable to fire.


Molt

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R: self T: self D: [dice] hours


Target creature's skin slowly hardens and stiffens, becoming a hard shell over [dice] minutes. Once it fully hardens, the creature cannot move. The target creature must then wait [dice] hours, after which, the creature can break through the hard shell that was their skin and emerge with a renewed body.


If cast with 1 [dice], the creature regains [sum] HP. If cast with 2 [dice], the caster heals any ability score damage done and purges all poisons or toxins from his body. If cast with 3 [dice], the caster regrows any lost limbs. If cast with 4 or more [dice], the caster can redistribute up to [dice] ability score points as he sees fit.


Example: If the caster casts Molt with 4 [dice], he can reduce his 16 STR by 2 and move those points to his CON, increasing it from 10 to 12.


Vision Eightfold

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R: self T: self D: [dice] minutes


Target creature gains [dice] types of vision for the duration.


Select from the following types:

- Telescopic: Creature may see things from far away as if they were close up.

- Night Vision: Creature can see in the dark as long as their is some form of light.

- Thermal: Creature can see heat sources, the hotter something is, the brighter it appears.

- X-Ray: Creature can see through solid objects, though lead or large amounts of stone or metal can block creature from seeing through them.

- 360 Vision: Creature can see all around him as if he had eyes on all sides of his head.

- Electromagnetic: Creature can see magnetic waves. Items that are magnetic glow brightly, while things less affected by magnetism are hazy and translucent.

- Astral: Creature can see into the Shallows of the Astral Sea, seeing magical auras, sources of mana and the invisible spirits that live near our realm.

- Sight Beyond Sight: Creature can see the true nature of things, see invisible creatures, see through illusions and perceive reality as it truly is. Possibly damaging to the mind if used to much. Also, avoid looking at any kind of God or similarly potent being while using this type of vision.

Chaos:


Triggered whenever you roll doubles on your magic dice. The Spell still goes through, but you get an additional effect.


Additionally, whenever you roll on the Chaos Table, you get 1d2 Doom Points.


1d6

1- Your touch becomes poisonous for 1d10 minutes. You do not know this. Any creature you touch takes 2d6 poison damage, save for half.

2- You attract a swarm of birds which annoy and harass you for 1 hour or until driven away or killed.

3- Your clothing and armor stick to you. You must take them off slowly and carefully to avoid hurting yourself or damaging yourself. This process takes 1 hour if done carefully- if not, it can be removed in 1 minute, but causes you to take 1d4 damage.

4- You suddenly produce 1d4*10' of silken webbing.

5- You cover yourself in chitinous armor, but it came out wrong so you cannot move. You must have someone chip you out of the armor. The armor has 2d6 HP.

6- You are suddenly launched 1d6*1d6' into the air. You take fall damage as per normal.


Corruption:


Occurs when you roll Triples. If you roll Corruption, the Spell fails.


Additionally, when you roll on the Corruption Table, you get 1d4 Doom Points.


1d6

1- You attract insects for 1d10 minutes. Small insects will try to harass you or form into swarms that are actually dangerous. There is also an X-in-10 chance, where X is the number of [dice] you rolled, that there are Giant Insects nearby which will come to see what is there. If they find you, they will likely be hostile (X-in-10 chance).

2- You become scared of birds and bird-like things for 1d10 minutes. If you see a bird or something bird-like, you must save or be frightened.

3- For 1d10 hours, you secrete pheromones that make every female creature who gets within 30' of you save. On a failed save, these females are attracted to you (if male) and will want to mate with you. If you are female, they will view you as a rival and will try to kill you as you are their competition.

4- A powerful Noble Spider (50% physical, 50% Spirit) appears to you and demands your obeisance and a suitable present. Fail to please her and she will retaliate against you, but if you do please her, she may consider you a faithful servant, a position equally likely to bring trouble or riches.

5- You blast a net of silk out of your hands in a 15' cone in front of you. Any creature within 15' must save or be caught in the net. All creatures that fail their save are tangled together and fall prone. Such creatures must save again, on a second failed save, they are also restrained.

6- You are affected by your own venom- you take 1d6+[dice] poison damage.


Doom of the Arachnomagus:


When you suffer Chaos or Corruption, you gain Doom Points. When you gain 10, 20 or 30 Doom Points you suffer the Doom of Fools, Doom of Kings and the Ultimate Doom respectively. You can escape this Doom, but only if you go on a quest to save yourself.


Doom of Fools- You transform into a small, common spider for 1 hour.


Doom of Kings- You transform into a small, common spider for 1 day.


Ultimate Doom- You transform into a small, common spider permanently.


You can evade this Doom by marrying an Arachne or Silk Princess, or by killing a powerful servant of the Queen of Birds.


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