OSR: Cosmomancer
- seeroftheabyss
- 20 hours ago
- 23 min read

Cosmomancers are a type of Wizard who, though hailing from ancient school are often thought of as an antiquated tradition, one that refuses to accept the advances of knowledge that have propelled High Art to it's current position. The Sky Magi are the newer of their critics and claim that Cosmomancers practice a narrow form of magic that is overly restrictive along with being far too focused on gaining knowledge and predicting the future than doing anything actually legitimately good or helpful.
Their other primary critics are the Moon Mages, an equally old tradition that claims that the Cosmomancers only skim the surface of the Heavenly sphere, never going deeper into the ocean of knowledge and power that awaits those who seek it out. Still, for all these comments, Cosmomancers hold fast to their ancient ways, not caring for the adulation of the crowds or the opinions of their "cousins".
Reputation:
Cosmomancers are Chartered Wizards, hailing from ancient Orders dense with history and the gravitas the surviving for so long grants. That being said, as Cosmomancers spend almost all of their time in their monasteries or in remote locations studying the stars, few of the Nobility or Clergy usually have any objection to them. They regard the Cosmomancers as what they seem to be, far-sighted mystics more concerned with the machinations of fate and the music of the spheres then with the goings-on that happen on Earth.
Peasants tend to be much warier of these Wizards for the reason that peasants often have to live closer to them and as such, when these Wizards trigger an unexplainable magical problem, such as the Sun growing to fill the sky and turning bright red, they rightfully assume that the Magus in the nearby tower was the cause.
However, as peasants do not usually understand that Cosmomancers usually do these things by accident, they rightfully fear such Wizards and avoid them as much as they can. If you're in the provinces wearing a star-patterned robe, peasants will make the sign of the Authority and cross the street if they don't turn and run from you on sight.
Culture:
Cosmomancers are known for their star-patterned robes, their observatories and their scrupulous recording of the movement of the Heavens. Like some Priests, Cosmomancers are very interested in the actions of the heavenly bodies and the movement of the stars, so they study them, seeking insight into the future. While they train collectively in the new style, once an Apprentice has graduated, he is sent to study with a wizened master Cosmomancer out in the wilderness, far from the lights of civilization, where the night sky can be studied in peace and silence.
This solitude is necessary, for when one is predicting the future, the presence of others who can also see it can interfere with one's own workings. This is why Oracles and Seers feud and squabble over territory- the closer they are to each other, the more likely one's prophecies will be invalidated by another's. The same is true for Cosmomancers.
Additionally, there is one other reason why they prefer solitude. If a Cosmomancer screws up his casting and causes a disruption to the heavenly sphere, the fewer witnesses who have to be bribed into silence or tricked, the better as far as the masters are concerned.

Power: You can make light shine out of your hand with equivalent brightness to a flashlight.
Drawback: You cannot sleep under an open sky. The Stars are watching you, you are sure of it.
Spell List:
1d20
1- All Things Adjacent
2- Baleful Moon
3- Bestow Future Knowledge
4- Blinding Halo
5- Contact Outer Sphere
6- Create Vortex
7- Enlarge
8- Focus Light
9- Haste
10- Horoscope
11- Lucky
12- Meteor Guard
13- Portal
14- Reduce
15- Shooting Star
16- Slow
17- Sun Shower
18- Time Bubble
19- Transpose
20- True Strike
Rare Spells:
1d8
1- A Blaze in the Northern Skies
2- Curse
3- De-Synchronize
4- Meteor Swarm
5- Spatial Slice
6- Telepenetration
7- Teleport
8- Zeno's Paradox
Legendary Spells:
Gate
Time Stop

Spell List:
All Things Adjacent
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R: 0 T: self D: 1 turn
You are adjacent to all things within your line of sight. You can punch anything you could see. You can pick up any object and put it in your pocket as if it were beside you. However, you are affected as if you were in every location at once. (To put it in grid-based combat terms, you are affected by all effects effecting every observable square.) You do not suffer multiple effects from the same hazard (even though you are standing in all parts of a wall of fire, you only take its damage once). Obviously, casting this spell within sight of the sun is instantly fatal.
Baleful Moon
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R: 30' T: [dice] creatures D: [dice] hours
[dice] creatures are cursed with terrible luck. For the next [dice] hours, they subtract [dice] from all their rolls, and one random person who is not afflicted by the spell adds +[dice] to all their 1d20 rolls for their next [dice] hours.
Bestow Future Knowledge
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R: 30' T: creature D: [dice] rounds
Target creature must save or have his mind flooded with knowledge of the future. On a failed save, the creature is confused and overwhelmed by this knowledge, gaining a -[sum] penalty to all rolls for the duration. On a successful save, the creature is able to capitalize on this knowledge and gains +[dice] to all rolls for the duration.
Blinding Halo
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R: touch T: creature D: [dice] rounds
Creature is surrounded by dazzling light for [dice] rounds. Attacks against the affected creature suffer from a -2[dice] penalty to the roll. If cast with 4 or more [dice], this light has the properties of natural sunlight.
Contact Outer Sphere
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R: self T: self D: one action
Ask the stars one question. It must be about something occurring right now, or in the past under an open sky. The question can be up to [sum] words long. The Stars cannot see the future, into buildings or underground.
Create Vortex
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R: 100' T: circular area [dice]*10' in diameter D: [dice] rounds
You create a compression in space that causes all objects within the affected area to be dragged towards each other. Creatures with HD equal to [dice] or greater can save to resist being moved but those with HD/levels less than [dice] are moved no matter what they do.
Enlarge
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R: 30' T: one creature/object D: [dice] minutes
Target one creature or object. That creature or object increases [dice] size categories. An enlarged creature does +[dice] damage, but gets -[dice] to Defense rolls. If you use 4 or more [dice], you can choose to make the spell permanent.
Focus Light
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R: 30' T: creature D: one action
Focus all the light in the air into a single point. If it is during the day, it does 3d6 fire damage. If it is at night, it does 2d6 psychic damage, and anyone hit by this must save or go insane. At all other times it does 1d6 fire damage, unless you are drawing power from a magical spell that produces light, in which case it does 1d6*[dice] damage.
Haste
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R: touch T: creature D: [dice] rounds
Target creature has his speed enhanced and can make a second action on his turn for the duration.
For every [dice] beyond the first, select one of the options below:
- You may affect one additional creature with this spell. This option can be taken multiple times.
- The creature gains a +[dice] bonus to Defense rolls.
- The creature's normal movement speed is doubled.
- The creature makes DEX saving throws with advantage.
Horoscope
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R: touch T: creature D: one action
The caster can tell someone's fortune by reading his palm, casting lots, or doing a Tarot reading. Roll 1d6+[dice]. They can use Luck Points to alter this roll. Then consult the following table. The Referee should secretly roll 1d10. If the caster's roll (1d6+[dice]) exceeds the secret d10 roll, the Horoscope is accurate. Otherwise, the Horoscope is incorrect.
Regardless of whether the Horoscope is correct, roll on the table below.
Horoscope Table:
1d6
1- Great Misfortune. Disaster is imminent. Something truly awful is about to happen. You will experience great hardship and suffering.
2- Misfortune. Trouble is on the horizon. Expect things to get worse in the near future.
3- Mild Fortune. Do not expect success, perhaps only mild gains.
4- Rising Fortune. Your luck is turning around. Look for future opportunities, you may find them quite rewarding.
5- Good Fortune. Your luck is excellent. Should you try, you will most likely succeed.
6- Great Fortune. Heaven's favor shines upon you. Whatever you do will work out for the best.
Lucky
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R: 10' T: creature D: 1 day
Target creature is imbued with good fortune. That creature may reroll 2[dice] d20 rolls. This is a fixed amount, each time the creature rerolls a d20, that consumes one of the rerolls. When the amount of rerolls is consumed or the duration passes, the creature can no longer reroll d20 rolls.
Meteor Guard
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R: 10' T: self D: [dice] hours
You levitate [dice] projectiles (stones, arrows, metal balls, etc.) around you and cause them to orbit your body. This increases your Defense rolls by +[dice]. Even if it doesn't, if anyone strikes you with a melee attack while you are being orbited, one of the projectiles automatically strikes them for 1d6+[dice] damage. You can fire one of the projectiles as an action, but that requires an attack roll.
Portal
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R: 20 x [dice]' T: 2 surfaces D: [dice] rounds
You create a pair of linked portals, each attached to a flat, immobile surface (such as a wall or a floor). Anything that passes through one portal passes out the other, with momentum being conserved. You can create a door beneath a creature, but that creature gets a save to resist falling through.
Reduce
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R: 30' T: one creature/object D: [dice] minutes
Target one creature or object. That creature or object decreases [dice] size categories. A Reduced Creature does -[dice] damage but gets +[dice] to Defense rolls and saving throws based on speed or agility. If you use 4 or more [dice], the caster can choose to make the spell permanent.
Shooting Star
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R: 50' T: creature D: one action
The caster conjures a blazing point of light and blasts it at a creature. That creature takes [sum] fire damage, save for half.
Slow
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R: 30' T: creature D: [dice] rounds
The caster causes a distortion in the time stream, causing time to slow down for one creature, making him appear like he is moving through syrup.
If cast at 1 [dice], the creatures takes a -[dice] penalty to checks or saves based on fast movement. At 2 [dice], the creature subtracts -[dice] from all Attack and Defense rolls. At 3 [dice], the creature's rate of movement is cut in half. At 4 [dice], any spells or abilities the creature uses are delayed and do not take effect until the creature's next turn.
Sun Shower
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R: 50' T: all creatures within 50' D: [dice] rounds
All creatures within 50' must save vs blindness as the sunlight grows brighter then ever before. If a creature fail his save, he is blinded for [dice] rounds. Even if he passes his save, then he takes -[dice] on all actions requiring vision for as long as the spell lasts. If cast with 3 or more [dice], all affected creatures must save at the end of the duration, on a failed save, those creatures are permanently blinded.
Time Bubble
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R: 50' T: circle [dice]*10' in diameter D: [dice] rounds
The caster creates a bubble with a diameter of [dice]*10' across. Time either slows down or rapidly accelerates inside the bubble (caster's choice). Depending on the amount of [dice], this determines how much time speeds up or slows down. At 1 [dice], rounds (5 seconds) become minutes, at 2 [dice] rounds become hours, at 3 [dice] rounds become days, at 4 or more [dice] rounds become weeks, months or years (caster's choice).
Transpose
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R: 50' T: 2 objects D: instant
Pick two very similar objects. They switch places. Attended/worn/held objects are allowed a Save. DM's discretion as to what counts as 'very similar' but they are encouraged to invent a fail chance for borderline cases.
True Strike
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R: 30' T: creature D: concentration
Target creature gains the ability to see the local future and for as long as the caster maintains concentration, that creature can add +[dice] to all ability checks, Attack and Defense rolls. The caster breaks concentration if he casts another spell, takes damage and fails a CON save, falls unconscious or dies.

Rare Spells:
A Blaze in the Northern Skies
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R: special T: the skies above D: one action
The caster weakens the defenses of the planet, allowing a meteor to enter the atmosphere. The meteor ignites as it enters the atmosphere, leaving a burning trail that illuminates the land for 1d10+[dice] miles around where the caster was when he cast the spells. If any creature sees a caster do this, they must save vs fear or be terrified of the caster.
For each [dice] used beyond the first, select one of the following options:
- The meteor is too large and crashes into the Earth. The caster, upon selecting this option, may save. On a successful save, the meteor will smash into a target within 100 miles of the caster. This does [dice]+[sum] damage to any creature within [dice]*100' of the meteor impact. On a failed save, the meteor randomly crashed to Earth.
- The meteor is composed of valuable materials, such as metals not found in abundance on this planet, gold or magically-reactive ores.
- The meteor brings a flood of mana from the Great Ocean, which washes over the world near the caster. For the next 2d6 days, all spells within d100 miles of the casting location of this spell are automatically increased by +1 [dice] or have +4 added to their sum.
- The meteor scatters strange radiation across the land. All creatures not protected by stone, metal or dirt when this spell is cast must save. On a successful save, they increase one random ability score by 1d3. On a failure, they develop a mutation and must save again. If they fail their second save, they are driven insane and become homicidal berserkers.
Curse
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R: 10' T: creature D: one action
Curse a creature with a fate of the caster's choice. The curse can be anything, but must be less than or equal to [sum] words. You cannot cast this spell again until the curse is broken or comes true. Each day, if the curse is not broken, it has a [dice]-in-10% chance of coming true.
Note that creatures can take actions to make a curse less likely to come true, though this will only delay the curse. If you curse someone to be eaten by wolves in a place with no wolves, the curse will take longer to get him. It will get him in the end though, provided he can't break it before hand.
De-Synchronize
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R: self T: self D: [dice]
The caster de-synchronizes with the time-stream, pulling back into a space beyond time. Here past, present and future become the same to the caster, who sees them all at once. The caster remains in this space, unable to affect the world and unable to be affected by anything in it for [dice] rounds, after which the caster will be returned to the world. The events of the world play out before the caster and the caster can see all outcomes. At any point, the caster can choose to re-enter the world and intervene in any situation before the duration ends.
For example: The caster steps out of the time-stream. To everyone else it seems like he simply disappeared into thin air. The caster observes the Fighting Man clashing with the Orc Spear-leader. He sees that the Orc will roll an 18 and hit the Fighting Man, so he enters the world right "before" the Orc hits the Fighter. The caster may then act as if he went before the Orc.
Meteor Swarm
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R: 200' T: [dice] creatures or objects D: one action
The caster manipulates space and summons [dice] meteoroids from Deep Heaven and calls them down to earth to strike up to [dice] targets of his choice. Each meteorite, upon impact, causes an explosion that does [sum] bludgeoning damage, save for half, and [sum] fire damage, save for half to any creature within [dice]*10' of where it strikes. These explosions also damage structures and ignite flammable objects in the area.
Spatial Slice
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R: 30' T: creature or object D: one action
The caster teleports a certain amount of an object or creature's mass away, leaving a hole or gap where it once was. Creatures get a save to resist this- on a failed save, some of their substance is teleported away. On a successful save, they take [dice] damage.
If cast with 1 [dice], it teleports away a hand's worth of substance. With 2 [dice], it teleports away an arm's worth. With 3 [dice], it teleports away half a human torso's worth. With 4 [dice], it teleports half a human body's worth away.
Telepenetration
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R: 50' T: one creature or object D: one action
One creature within range must save. If the creature has more HD than [dice], it adds the difference to its save. If it has 3x more HD than [dice], it automatically passes. A creature may also choose to fail its save, if it wishes to.
On a failed save, the target creature is teleported up to [dice]*10' and reappears partially inside of another creature or object. The targeted creature takes [sum] damage, save for half. If teleported inside of another creature, that creature may also save to take half damage. Objects take full damage automatically.
Teleport: This one deserves it's own article, so stay tuned instead.
Zeno's Paradox
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R: special T: [dice] attacks or projectiles D: one action or reaction
The caster may cast this spell as a reaction. The caster divides the amount of space between themselves and an incoming attack or threat by [dice]. For each [dice] used, this reduces the damage an attack would do by 2[dice] damage. If not cast as a reaction, this spell affects the next [dice] attacks against the caster. If reduced to 0 damage, an attack simply never reaches the caster.

Legendary Spells:
Gate
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R: 10' T: door or substitute D: 2[dice] rounds
A door or appropriate substitute (such as a large mirror, clear pool of water or gate-frame) within range becomes a portal to another Plane of existence or universe. If the caster has no intended destination in mind, it instead opens a portal to a random other Plane or universe. In that case, the Referee should have the caster roll on the table below.
Random Gate Destination table:
1d6
1- Hell or one of the Lower Planes.
2- Heaven or one of the Upper Planes.
3- A parallel world to the one the caster is from. Things are similar here, but slightly different.
4- A mirror world to the one the caster is from. Here everything is topsy-turvy. Everyone good is evil and everyone evil is good, the opposite faction won the civil war, etc.
5- One of the Referee's other settings.
6- A fictional universe of the Referee's choice. Examples include Marvel Comics, The Forgotten Realms, Westeros from A Song of Ice and Fire, Roshar from the Stormlight Archive, etc.
Time Stop
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R: self T: the universe D: [dice] rounds
Time stops for all beings besides the caster for [dice] rounds. The caster may take [dice] actions while time is stopped, after which, Time resumes.
Note: All physical creatures are frozen in place, unaware of what is happening to them or anyone else. However, some creatures have the ability to move or perceive even events in stopped time. Additionally, purely spiritual creatures, such as Ghosts or Outsiders may not be affected (Referee's Discretion applies). Additionally, anything that has been stopped by Time Stop is indestructible and unchangeable until time resumes, with the exception of objects touched or manipulated by a creature in stopped time.
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.
1d20
1- Meteor shower! The Wizard and everyone within 100' must save or be hit by falling rocks that do 2d6 damage.
2- For the next 1d6 days, the skies are colored by vivid auroras at night. All creatures sleeping outside or in rooms with windows must save to sleep.
3- The Wizard is exposed to the freezing darkness between the Stars. This causes him to take 1d6 cold damage and receive a -2 penalty to all ability checks, Attack and Defense rolls and any other roll based on coordination and focus until he has a chance to warm up.
4- Wizard receives knowledge from the future depicting an event that will occur. This event has a 50% of being a negative outcome and an equal chance of having a positive outcome (according to the Wizard's perspective). This warning from the future is actually 1d4 [1= False, it will not occur, not that the Wizard knows this; 2= True, but only if the Wizard takes action to make it happen (the Wizard doesn't know this; 3= As "2", but the opposite. This event will not occur unless the Wizard acts, or if negative, will happen unless the Wizard intervenes; 4= True, the event will happen unless averted.]
5- The Wizard sees a strange planet in the sky. It dominates the heavens, so much so that the Wizard is not sure how he didn't notice it earlier. Secretly, the more people the Wizard tells about the planet, the more people will notice it and the closer it will come. If enough people know about it, the strange creatures that live on it might decide to check out their strange new neighbor.
6- The Wizard is unable to speak ill or attack Kings, as they are appointed by heaven. He can take no hostile action against a King, unless that King has done something evil that would violate his responsibility to protect his subjects or has somehow lost the mandate of Heaven. The Wizard may also defend himself against a King, but only if the King attacks first.
7- The Wizard makes a strange substance fall from the sky for 1d6 minutes. This substance is actually food served in Deep Heaven. It 1d4 [1= Grants +1 to a random ability score if eaten; 2= Expels all poisons and toxins from the body, grants +1d6 temporary HP that lasts for 1d6 hours or until consumed; 3= Grants +20% Magic Resistance for 1 day; 4= Tastes delicious!]
8- The Wizard attracts the attention of Outsiders. In his dreams, the Wizard will be visited by a 1d3 [1= Angel; 2= Demon; 3= Spirit] who wants him to do something. The Outsider will use whatever tactics it thinks will work to get the Wizard to help it- threats, bribery, pleading, etc.
9- The Wizard becomes comically lucky for 1d6 days. 1/Day, whenever something would come down to chance, the Wizard experiences the best possible outcome. The Wizard can also use this ability to instantly pass any save or cause any attack to miss.
10- The Wizard becomes tragically unlucky for 1d6 days. For the duration, it seems like the Wizard has been singled out by the Heavens, who do their best to make sure he is miserable, frightened and in danger.
11- You hear the whispers of the stars. You must succeed on a DC 10 check to sleep at night, and attack at -2 at night, unless you are underground or in a building with no way to see you. Magical wards against divination or Outsiders can also muffle or silence these mutterings.
12- The Wizard has a random chance of 1/Day losing time as they skip forward 1d4 [1= 1d3 rounds; 2= 1d4 minutes; 3= 1d6 hours; 4= 1d8 days.] When this happens, the Wizard seems to disappear and reappears in the same place after the time has passed. The Wizard does not experience this time-skip.
13- The Wizard becomes convinced a particular person is important in the future. This future is a good one, so the Wizard must make sure it comes true. This premonition of the Wizard's is 1d4 [1= False; 2= Half-True, it is the actions the person takes as a result of the Wizard's meddling that is important; 3= True, but in an unexpected way. Ex: Sarah Connor is important because she gives birth to John Connor, not because she herself is anyway special; 4= True, the Wizard is correct.]
14- As above, except this person will help to bring about a bad future. This premonition of the future is 1d4 [1= False; 2= Half-True, it is the actions the person takes as a result of the Wizard's meddling that is important; 3= True, but in an unexpected way. Ex: Sarah Connor is important because she gives birth to John Connor, not because she herself is anyway special; 4= True, the Wizard is correct.]
15- The Wizard receives a message from their future self. The message is to 1d4 [1= Seemingly sensible advice; 2= Bizarre, nonsensical advice; 3= Deranged ramblings; 4= Cryptic nonsense that raises more questions than answers.] This message is 1d4 [1= From your future self, it is legitimate; 2= From an enemy (in the future); 3= A malicious prank by Demons or Faeries; 4= Sent by your future self, but only as part of a stable-time loop. If you do not send this same message to your past self soon, it will create a Paradox which will make certain people very, very unhappy.]
16- The Wizard creates a portal to Deep Space by accident. This portal lasts for 1d6 rounds- all creatures and loose objects that weigh less than a wagon are sucked towards it. Creatures can make a save to resist this. Anything that is sucked through is hurled into the Darkness Between the Stars, a miserable and awful place full of cosmic monsters, though you won't likely have to worry about that, as you'll freeze or suffocate long before that.
17- For 1 hour, the sunlight that falls across the land within 1d6 miles of the Wizard changes. It becomes 1d3 [1= Red- all spells are cast at half strength for the duration, creatures vulnerable to sunlight take half damage; 2= Dim Red- it casts no light. Darkness falls across the Earth, the Sun is only a dim red disk in the sky; 3= Bright Blue, the temperature rises dramatically, all spells have their effects doubled for the duration.]
18- For 1d6 hours, any moonlight within 1d6 miles of the Wizard causes 1d4 [1= Anyone who looks at it to go insane- people who see it start doing ridiculous, unexplainable things. They aren't dangerous unless attacked, but could very easily endanger themselves or others through their actions; 2= Anyone who looks at it to be driven wild with lust, all creatures who see it must save or copulate with the nearest available creature; 3= Causes people to think they are werewolves, they go on a violent rampage and attack anyone who is not a "werewolf"; 4= Makes people who look at think they are animals if they fail a save. Farmers will climb into empty stalls and shut themselves in, while farmwives will go and eat out of the trough with the pigs
19- The stars change shape for 1d6 hours. This stars take the shape of 1d6 [1= The Wizard's name; 2= The name of someone he knows; 3= The name of an enemy of the Wizard; 4= A cryptic warning; 4= A single word, such as "War" or "Music"; 5= A face that is smiling, crying or frowning; 6= A pictogram depicting something, such as someone handing a crown to a kneeling man.]
20- The Wizard is teleported 1d100' in a random direction. That direction is 1d6 [1= Left of their current position; 2= Right of their current position; 3= Forward from their current position; 4= Backwards from their current position; 5= Upwards from their current position; 6= Downward from their current position, the Wizard appears inside of a dungeon or cave system beneath their feet.]

Corruption:
Occurs when you roll Triples. When a Roll triggers Corruption, roll on the Chaos Table. If you roll Corruption, the Spell fails.
Additionally, when you roll on the Corruption Table, you get 1d4 Doom Points.
1d20
1- The Wizard and everyone within 30' sees a shooting star! If anyone makes a wish, have that creature make a save. On a failed save, the wish is horribly twisted into a mocking parody of the wisher's intent. If multiple people make a wish, the one who rolls worst has their wish granted.
2- A 1d8+2 HD Outsider from Deep Heaven appears in front of the Wizard. This Outsider is a(n) 1d3 [1= Angel; 2= Demon; 3= Spirit.] The Outsider can only remain in our world for 1d6 rounds, after which it must return to where it came from, unless it can find a vessel to hold it here. It will attempt to convince anyone it can to become it's vessel or if all refuse, it might attempt to possess someone.
3- The Wizard is abducted and taken into the sky. He is sent back 1d6 hours later, but 1d4 [1= Is completely naked, having lost everything he carried on his body; 2= Has been drained of blood, down to 1d4 HP; 3= Has no memory of the last 1d20 hours; 4= Has actually been replaced by a vat-grown clone who has a secret mission to carry out- can mimic the Wizard, but not exactly.]
4- The Wizard and everyone within 50' teleports to the nearest 1d6 [1= Large body of water; 2= Mountain; 3= Dungeon; 4= Castle; 5= Volcano; 6= Swamp.]
5- The Wizard tears open a portal to a random plane of existence (See the 'Random Gate Destination table' above).
6- The Wizard cannot stand sunlight. If it touches his exposed skin, he burns, taking 1 damage per round.
7- The Wizard cannot stand moonlight. If it touches his exposed skin, he goes insane and starts acting like a feral animal- like a Werewolf, except he doesn't become evil or transform, only that he believes he is an animal. He keeps his personality, but loses all intelligence. He returns to normal when not exposed to direct moonlight.
8- The Wizard is locked in time for 1d4 [1= 1d6 rounds; 2= 1d4 minutes; 3= 1d3 hours; 4= 1 day.] The Wizard is indestructible and unaware of time passing for the duration. The Wizard simply blinks and then time has passed.
9- The Wizard turns to light and is taken into the Heavens. He returns 1d6 minutes later, with 1d4 [1= +1 to a random ability score; 2= A mutation- stellar or space-themed; 3= His body restored to normal and any lost appendages regrown; 4= An insanity- relating to his visit to realms unseen or undreamt of by man.]
10- An NPC learns that this Wizard can predict the future and starts following them around, asking them near-constant questions about the future. This NPC will do whatever it can to ensure the Wizard's continuous help and will never, ever stop trying, unless the Wizard proves to be dramatically and repeatedly wrong about "the will of Heaven".
11- For 1d6 days, the Wizard warps luck and probability. Whenever people roll a "20", the best possible thing happens. When they roll a "1", the worst possible thing happens.
12- The Wizard teleports away and is replaced by a counterpart from a parallel world. This counterpart is [1= The Wizard's counterpart is of another class; 2= The Wizard's counterpart has inverted stats; 3= The Wizard's counterpart is of the opposite sex; 4-6- Nothing special, except for a minor change of appearance.] Tell the Wizard this, but not the rest of the party.
The Wizard has a 50% of being sent back each hour he is there, this chance increasing by 10% for each hour he spends there.
13- The Wizard teleports to the same location he is now in a parallel world. Take the Wizard out of the room and tell the other players to roll on the following table: 1d6 [1= The player-character is of another class; 2= The player-character has inverted stats; 3= The player-character is of the opposite sex; 4-6- Nothing special, except for a minor change of appearance.] Perhaps the Fighting Man has a luxurious handlebar mustache now. Tell the player-character this, but not the Wizard. Also, as the Referee, make a small change to recent events that either did or did not happen in this world. Maybe instead of stealing the cursed idol from the Ape Temple, the party opted to not instead. The Wizard has a 50% of being sent back each hour he is there, this chance increasing by 10% for each hour he spends there.
14- The Wizard is teleported to the same location he is now in the mirror universe. The mirror universe is the universe where everything is opposite- most notably, all good creatures are evil and all evil creatures are good. Take the Wizard out of the room and tell the other players that they should play their evil doppelgangers. The Wizard has a 50% of being sent back each hour he is there, this chance increasing by 10% for each hour he spends there.
15- At the point where the Wizard's spell was targeted, a tiny black hole appears. Anything that gets within 20' of it starts to feel an attractive pull- creatures must make a STR saveto resist. Anything that gets within 3' of the black hole is sucked into it and destroyed. The black hole exists for 1d6 turns and if nothing is fed to it, it disappears and fades back into nothingness. If it consumes at least a human body's worth of material it starts growing and won't stop until it consumes this entire world, or is stopped.
16- The atmosphere parts and some of the Sun's excess radiation blasts an area for 100' centered on the intended target of the spell. This excess radiation is 1d6 [1= Elemental Thought-Waves, all creatures must save or have their minds filled with the chatter of Fire Elementals, this grants -4 to all rolls as it is extremely hard to focus; 2= Infrared- everything within range takes 3d6 fire damage, save for half; 3= Visible light- all creatures must save or be temporarily blinded; 4= Superviolet- all spells currently active have their effects increased by +1d6; 5= Chi light- all creatures within range must save. They take no damage but on a failed save, they develop cancers; 6= Death Rays- all creatures in the affected area take 2d6 CON damage. If this reduces you to 0 CON you die over a period of 1d6 days, your skin falling off as you die in agony.]
17- A constellation of Stars decides that the Wizard is annoying to them and their plans on Earth, so they decide to harass the Wizard by 1d4 [1= Sending him false visions; 2= Ruining his luck; 3= Informing his enemies on what he is doing when they can see him (outside or under the open skies); 4= Meddling with his spells to increase their chance of failure.] This continues until the Wizard bribes them to stop, helps them or convinces them he is too dangerous to mess with.
18- The Wizard experiences time dilation and so do all creatures within 100'. For the next 1d6 rounds, rounds (5 seconds) become 1d4 [1= Minutes; 2= Hours; 3= Days; 4= Weeks.]
19- The Wizard is targeted by a meteor. In 1d6 rounds, a screaming space rock will descend from the Heavens and attempt to hit the Wizard, doing 4d6 damage to them. The Wizard sees it coming and can take actions to try and prevent this terrible fate.
20- The Wizard is cursed to die on the next major holiday. This curse can be broken by changing what would normally happen on that day (such as getting the Pope to reschedule it), or by changing it yourself (burning down the cathedral so no one can celebrate Christmas Eve Mass).
Doom of the Cosmomancer:
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- 1d3+1 Moon Beasts (3 HD) immediately appear via gateway and attempt to drag you back to the moon with them.
Doom of Kings- As above, except 1d4+2 Moon Beasts of (5 HD).
Ultimate Doom- As above, except 1d20+20 tentacles (5 HD) of the Moon Lord himself emerge from the walls and ceilings within 300' to drag you back to the moon.
This Doom can be escaped by defeating an Avatar of the Moon Lord in combat or by marrying a creature of the Sun such as a Dragon, Fire Elemental or other being bearing pure flame.
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