OSR: Cthonomancer
- seeroftheabyss
- 12 hours ago
- 17 min read

Cthonomancers are spell-casters who use magic to manipulate stone, metal and gravity, which is actually a power of the Earth, created to fight Water. They are also sometimes referred to as Wizard-Smiths, Wizard-Mason, Stone Mages or Amber Wizards, though this latter name is only really common among peasants who don't know that amber isn't a rock.
Reputation:
Cthonomancers come from ancient Orders of extremely well-established Chartered Wizards. Their pedigrees are immaculate and their legitimacy is unquestionable. In some places, a Cthonomancer has the same rights as a member of the aristocracy, so valued are these Magi.
These Magi are prized by Kings and Emperors, for their powers are extremely useful in war and peace-time. A Cthonomancer can help sculpt an elaborate palace of stone or turn the enemy's bows to lead. Almost all states welcome them, for the one who does not will usually lose to the one who does not.
Culture:
Cthonomancers are not known to flaunt their wealth or status, they consider such things beneath them. They are important and don't feel the need to prove it. They favor somber robes and tasteful metal jewelry. The one place they don't restrain themselves is in their monasteries, which are towering edifices magically sculpted of stone and enchanted metal.
Cthonomancers often study mathematics and architecture as well as magic and use this to construct elaborate buildings and structures to glorify their homes and Order. All Cthonomancers wish to be remembered forever through their creations, so any kingdom that welcomes them will have an abundance of strange, artistic buildings and towering mega-structures.

Power: Cthonomancers can sense vibrations. By touching a hard surface, a Cthonomancer can send vibrations through it, allowing him to sense what is on the other side. By paying close attention to the stones around someone, they can sometimes tell when someone is lying (by sensing their elevated heart-rate).
Drawback: Cthonomancers must be touching the Earth in order to manipulate it with magic. They must be touching a piece of metal to manipulate it with magic. They must be affected by an active gravitational field to affect gravity.
Spell List:
1d20
1- Anti-Gravity
2- Burden
3- Burrow
4- Dust Storm
5- Feather
6- Iron Intangibility
7- Hands of Stone
8- Liquefy
9- Meld with Stone
10- Mold Metal
11- Morbid Metal
12- Mud Tsunami
13- Pulverize Stone
14- Quicksand
15- Repel Stone
16- Sense Metal
17- Shape Stone
18- Sharpen Steel
19- Stone to Flesh
20- Wall of Stone
Rare Spells:
1d8
1- Alter Gravity
2- Break Metallic Fraternity
3- Conjure Rust
4- Disintegrate Metal
5- Flesh to Stone
6- Fly
7- Grounding
8- Transmute Metal
Legendary Spells:
Law of Metal
Singularity

Spell List:
Anti-gravity
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R: 50' T: 10 x 10 square feet D: [dice] minutes
Target [dice]*10' x [dice]*10' x [dice]*10' cube loses all gravity for [dice] minutes.
Burden
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R: 50' T: [dice] creatures D: 3[dice] rounds
[dice] target creatures become much heavier. Such creatures receive a 2[dice] penalty to any rolls made to Attack, Defend or move quickly. These creatures gain a +[dice] bonus to damage and any check based on Strength or on not moving. Creatures that have been made heavier through this spell always go after creatures lighter than they.
Burrow
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R: touch T: creature D: [dice] minutes
Target creature gains a burrowing speed equal to 10*[dice]' a round. The creature can tear through the earth at that speed and carve a tunnel through the earth at that rate. If cast with 3 or more [dice], the creature can also carve through unworked stone, but at half the rate of earth. Worked stone will stop the creature, it cannot burrow through that.
Dust Cloud
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R: [dice]*100' T: Everything within range D: varies
The caster commands the dust around him to rise up into a cloud and fill the air. Any creatures caught in this cloud has visibility reduced to within 30-(5*[dice])'. Non-magical ranged attacks within this cloud suffer from a -[sum] penalty and all rolls based on exerting oneself physically are made at a -[dice] penalty in the cloud. For rolls based on perception, the penalty is -[dice] within visibility (see above) or -[sum] beyond it.
If cast with 1 [dice], the cloud can fill a room or cover up to 50 cubic feet. If cast with 2 [dice], the cloud can fill a moderately sized building (no Gothic cathedrals), one floor of a dungeon or 100 cubic feet. If cast with 3 [dice], it can fill all the rooms in any building or blanket a small town. If cast with 4 or more [dice], it can fill up to [dice] buildings or blanket an entire city.
Feather
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R: 30' T: object D: 3[dice] rounds
Reduces an object's weight by 99%. You can quickly cast this as a free action. Feathered Creatures take only 1% fall damage.
Iron Intangibility
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R: touch T: creature D: [dice] minutes
Creature cannot touch or affect metal 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.
Hands of Stone
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R: 30' T: [dice] creatures D: one action
The caster commands the Earth to reach up and seize hold of [dice] creatures. These creatures must save. On a failed save, these creatures are restrained by shackles and chains of rock. These restraints have [sum] HP and are immune sharp damage, taking half damage from bludgeoning. Fire spells of greater [dice] can melt them, but this will turn the restraints into lava. The restraints are vulnerable to acid and cold damage.
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, that creature gets a save to resist the spell. Creatures that fail have their corporeal form liquified, though they will not die from this, but will be only able to take actions that a puddle of viscous fluid would be able to take.
Meld into Stone
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R: touch T: stone D: [dice] hours
One target creature can move inside a solid stone structure or natural formation and remain inside for the duration. While inside the creature does not need food, water or sleep and any conditions affecting his body such as poison, drugs or disease are suspended while he is inside the rock. He may emerge from the rock as a full action. If the duration ends while he is still in the rock, he is ejected into the nearest open space.
Mold Metal
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R: self T: self D: [dice] rounds
As long as this spell is active, the caster can divide and shape metal with his bare hands.
Morbid Metal
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R: 30' D: [dice] pieces of forged metal D: [dice] minutes
The caster imbues [dice] pieces of worked metal with the energy to take revenge on those who forced them into this shape- any humans (or humanoids) nearby.
For each [dice] used to cast this spell, select one of the following:
- Weapons do 1d6+[dice] damage to their wielders whenever they are used to make an attack
- Shields do [dice] damage to their wielders whenever they are used to deflect damage
- Armor constricts it's user, imposing a -[dice] penalty on all Attack or Defense rolls
- Metal objects carried by a creature do [dice] damage per round to the creature carrying them
Mud Tsunami
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R: self T: all creatures within range D: one action
The caster causes a wave of mud or earth to blast out from his location, striking all creatures and objects within 10*[dice]'. Creatures struck by this must save, on a failed save creatures are buried in [dice] feet of loose earth or mud. Creatures in the air or at a higher elevation make this save with advantage.
Pulverize Stone
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R: 10' T: stone D: one action
The caster causes a piece of stone to turn to dust. If cast with 1 [dice], the spell can destroy a piece of stone the size of a bucket. If cast with 2 [dice], the spell can destroy a piece of stone the size of a man. If cast with 3 [dice], the spell can destroy a piece of stone the size of a horse. If cast with 4 [dice], the spell can destroy a piece of stone the size of a carriage.
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 STR check 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, he falls through the stone leaving a body-shaped tunnel.
Sense Metal
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R: touch T: creature D: [dice] hours
One creature the caster touches can sense the presence of metal within 10*[dice]'. Such a creature cannot be surprised by creatures carrying or wearing metal objects. If cast with 3 or more [dice], then the creature can also sense the minute traces of metal within living creature's bodies, meaning that no creature with a physical body (Referee's Discretion applies) can surprise or sneak up on the creature affected by this spell.
Stone Shape
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R: self T: self D: [dice] hours
Caster gains the ability to shape and mold stone with his bare hands as if it was wet clay for the duration.
Sharpen Steel
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R: 30' T: [dice] weapons D: [dice] rounds
[dice] weapons do +[dice] damage for the duration on a hit. If cast with 3 or more [dice], they also count as magical for the purposes of bypassing damage vulnerabilities.
Stone to Flesh
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R: 30' T: stone D: one action
A targeted piece of section of stone transforms into flesh (usually cow flesh). If cast with 1 [dice], the spell can transmute a piece of stone the size of a bucket. If cast with 2 [dice], the spell can transmute a piece of stone the size of a man. If cast with 3 [dice], the spell can transmute a piece of stone the size of a horse. If cast with 4 [dice], the spell can transmute a piece of stone the size of a carriage.
Wall of Stone
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R: 50' T: A line up to 10*[dice]' long D: one action
The caster creates a wall of wind up to 10*[dice]' long and 10+[dice]' high. The wall can be any shape, as long as it is one continuous path along the ground. Any creatures in the path of the wall as it is created must save. On a failed save, they are launched 10*(the height of the wall) into the air and take fall damage as normal. On a success they take 1d6+[dice] damage as they are merely thrown horizontally.
The wall has 2[sum] HP and takes no damage from sharp damage, half damage from bludgeoning damage and no damage from anything that could harm a large rock. The wall is permanent until destroyed.

Rare Spells:
Alter Gravity
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R: 50' T: [dice]*10' cube D: 3[dice]
In a [dice]*10' cube, the caster alters the direction that gravity pulls objects and creatures. Once a creature or object exits the cube, gravity affects them as normal.
Break Metallic Fraternity
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R: 30' T: [dice] objects made of metal D: [dice] rounds
[dice] objects made of metal within range liquefy. This liquid is room temperature. After the duration, it turns solid again, in whatever shape it has taken while liquid (usually a puddle on the ground). This cannot affect magical objects.
At 1 [dice], can only affect objects the size of a dagger or smaller. At 2 [dice], can affect objects the size of a man's torso. At 3 [dice], can affect objects the size of a horse. At 4 [dice], can affect objects the size of a house.
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 target, creatures 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 takes [sum] damage a round it is in contact with the target object.
Conjure Rust
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R: 30' T: [dice] pieces of metal D: [dice] rounds
[dice] pieces of ferrous metal are infected with rust, causing weapons to deal -[dice] less damage and armor to offer -[dice] less protection. If cast with 3 or more [dice], this spell can affect non-ferrous metals as well.
Disintegrate Metal
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R: 30' T: [dice] pieces of metal D: one action
[dice] pieces of non-enchanted, non-magical metal disintegrate, transforming into dust.
Flesh to Stone
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R: 30' T: creature 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 creature is transformed into a stone statue.
Fly
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R: touch T: [dice] creatures D: [dice] minutes
[dice] creatures you touch gain the ability to fly for the duration.
Grounding
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R: 100' T: [dice]*10' area D: 2[dice] rounds
Within the targeted area, all flight, levitation or hovering within 200' of the caster is cancelled, dispelled, and made impossible. Creatures that fall from the sky cannot reduce fall damage through any means (Referee's Discretion applies).
Transmute Metal
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R: 50' T: 2[dice] pieces of metal D: special
2[dice] pieces of metal are transformed into another type of metal. After the duration, it changes back to what it was before. The duration of this spell depends on [dice]. If cast with 1 [dice], it lasts for [dice] minutes. If cast with 2 [dice], it lasts for 2[dice] hours. If cast with 3 [dice], it lasts for [dice] days. If cast with four [dice], it can be permanently changed into whatever metal the caster transmuted into. If the caster does not wish this, it lasts for up to [dice] years.
Legendary Spells:
Law of Metal
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R: 10' T: piece of metal D: special
The caster imbues a piece of metal with authority, granting it the ability to enforce that metal's Law (see below). A metal can only enforce the Law of the Metal that it belongs too. This Law remains in effect for the duration.
If cast with 1 [dice], the law lasts for [dice] days. If cast with 2 [dice], it lasts for 2[dice] weeks. If cast with 3 [dice], it lasts for [dice] months. If cast with 4 or more [dice], it lasts for [dice] years or is permanent.
The Laws of Metal:
- Gold: A creature carrying a piece of enchanted gold will experience good health and long life, extending his lifespan by +[sum] years and giving him a +[dice] bonus to resist poison and disease.
- Silver: A creature carrying a piece of enchanted silver will be immune to poison and disease. Any existing poisons, diseases or other impurities in his body will be cleansed.
- Iron (or Steel): A creature carrying a piece of enchanted iron gets a +[dice] bonus to HP and Constitution.
- Copper: A creature carrying a piece of enchanted copper receives +[dice] MD added to their normal amount.
- Tin: A creature carrying a piece of enchanted tin is able to move faster, receiving a +[dice] bonus to all rolls based on movement and agility.
- Lead: A creature carrying a piece of enchanted lead gains Magic Resistance equal to 2[dice]%. Ex: 2[2 dice] = 40% Magic Resistance.
- Mercury: A creature carrying some enchanted mercurty gains the ability to [dice] times per day change their appearance and body-shape, though this does not grant them new ability and must preserve their mass.
Singularity
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R: 50' T: point in space D: [dice] rounds
The caster creates a point of infinite density and gravitation pull within range of themselves. All unsecured creatures and objects within [dice]*10' are drawn towards the singularity. Creatures may make a STR check with a -[dice] penalty to resist being pulled away. Creatures within 3[dice]' of the singularity take [dice] damage per round and have a -2[dice] penalty to any check or save to pull themselves away with raw strength. If a creature gets within [dice]' of the singularity, that creature cannot escape and is sucked into it, where they are torn apart at the atomic level.

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- Your blood becomes full of copper instead of iron. You are being slowly poisoned, taking -1 CON damage a day until you die or fix your blood poisoning. You also are vulnerable to lightning damage.
2- Some of the iron in your blood comes out and forms into a knife or small metal object. You get -2 to all physical exertion, as you find it hard to breathe. This penalty lasts for 1d3 days.
3- Your next spell fails and instead you vomit up a pool of silvery liquid. This does [sum] damage to anyone who drinks or touches it (based on whatever spell you just cast).
4- The next object you touch turns to 1d6 [1= Lead; 2= Iron; 3= Copper; 4= Mercury; 5= Silver; 6= Gold.]
5- You exhale a cloud of pure oxygen. This invigorates those within 30', causing them to regain +1d3 FS. All fires do +2d6 damage for the next 1d6 rounds.
6- You exhale a cloud of hydrogen gas. If there are any fires nearby, this causes a 2d6 fireball, all creatures within 30' can save to take half damage.
7- You are not affected by gravity for 1d6 rounds, as if you were in zero-gravity.
8- Along with your spell, you spray metallic needles from your hand, doing 2d6 damage, save for half, to any creature in front of you within 30'.
9- Your hair turns to iron wires. You are now vulnerable to lightning damage and can catch the disease of rust if you do not maintain your hair. Your hair still grows.
10- Your fingernails turn to sodium. If they touch water, you take 1d3 damage per fingernail that gets wet. If you take 8 or more damage, save or lose a hand.
11- You melt into a puddle of ooze for 1d20 minutes. You cannot speak or cast spells during this time, but can ooze along the ground.
12- A tunnel forms beneath you, dropping you 3d6' into the ground, leaving a tunnel of equal distance behind you.
13- The ground for 1d10*10 feet around you (in a circle) turns to Quicksand.
14- The ground for 1d10*10 feet around you loses all friction for a number of minutes equal to the Doom points you already have.
15- A sphere 1d10*10 feet around you, centered on the caster, becomes an antigravity zone. This lasts for 1d10 minutes.
16- The nearest statue comes to life. It wants to 1d6 [1= Worship you as it's God and creator; 2= Wants to murder you, as existence is pain; 3= Has the mind of an infant. It will run around poking things and tripping over themselves; 4= It can't decide. It will consult whoever happens to be nearby on what it should do; 5= It is terrified of you, and begin running as fast as possible. 6= It doesn't care, and start rampaging around, breaking everything in it's path.]
17- One random creature within 30' gains the ability to fly for 1d6 minutes.
18- The next non-magical metal object you touch disintegrates, turning to dust.
19- 1d6 metal items (the closest to the Wizard) animate and can express their hatred of flesh. They behave as if under the effects of the 'Morbid Metal' spell for 1d6 rounds.
20- For the next 1d6 hours, the Wizard leaves footprints on stone.

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.
1d20
1- One body part is transmuted into 1d6 [1= Iron; 2= Lead; 3= Copper; 4= Mercury; 5= Silver; 6= Gold.] You can still move and manipulate it, but it gains the properties of that metal. You gain vulnerability to lightning damage and if you have a Mercury or Lead armor, take 1 CON damage a day until you fix your arm, cut it off or die.
2- All the iron in your blood is turned into a metal object that appears outside your body. You must get some iron into your bloodstream within 1d6+4 minutes or die.
3- You start secreting magnesium. When you next take fire damage, it cannot be extinguished by water or stomping it out and burns for as many rounds as it has been days since you rolled this. The only way these flames can be extinguished is by a chemical that neutralizes magnesium, magic or a vacuum.
4- Any fluid you touch turns to mercury for 1d6 hours.
5- You choke and gag and then spit up 1d6 gold nuggets, each one worth 1d20+6 gp. However, you think this gold is cursed. If anyone spends it, something bad will happen to them. There is a 70% you are right and the gold is cursed, but a 30% you are wrong.
6- Your skin bubbles, and bubbles of flesh float off. If these bubbles pop, you are seriously wounded. But if you reattach them to yourself, you can repair the damage done. The only way to touch the bubbles without popping them is to coat your hands in the caster's blood.
7- You become buried up to your waist in the ground. Make a STR save. On a success, you can pull yourself free. On your next turn, if you are not pulled out, you will be sucked a number of feet underground equal to your Doom Points (or 2d6+1).
8- The next time you are underground, you will find a map printed on a sheet of metal. This map is to a treasure, buried deep underground. This map is secretly 1d4 [1= The ramblings of a madman, it is nonsense; 2= The ramblings of madman who was correct about the treasure; 3= It is a map to a dungeon, but the "treasure" is actually cursed or otherwise dangerous; 4= A trap, there is something that wants you to go to this dungeon. If you do this, there is a chance you trigger some sort of awful catastrophe.]
9- You develop a distaste for sunlight and fresh air. For each day you do not go underground, you receive a -1 penalty to all rolls based on social interaction and attention. This bonus stacks each day till it maxes out at +4. Going underground immediately resets this penalty.
10- The next metal object you touch develops a hatred of you and will animate and try to kill you for 1d6 hours. This object gains the ability to levitate. It can only be affected by things that could hurt a metal like this.
11- A massive sinkhole opens up beneath you, dropping you 1d6*10' downward. You fall for 1 round, then take fall damage as per normal. The sinkhole is also 1d6*10' wide, so all creatures within range also fall in.
12- The next piece of food you touch turns to 1d3 [1= Iron; 2= Lead; 3= Mercury.]
13- You are trapped in a box of stone, 10 feet by 10 feet, with ten foot walls six inches thick. If there was anyone within 10' of you, that creature is stuck in there too.
14- Your skin is coated in a thin layer of lead. You cannot move until someone breaks you out of this. You also can't really breathe. You will suffocate in 1d4 rounds + however long you can hold your breath.
15- All creatures within 30' must save. On a failed save, 1d6 metal items those creatures are carrying become infected with rust.
16- Gravity increases massively within 1d6*10' around you for 1d6 rounds. All creatures within that range must save or be pressed flat against the ground. Especially fragile creatures take 1d6 damage per round. Fragile or breakable objects (crockery, waterskins, glass objects) are also broken.
17- One random creature within range must save or turn to stone. On a successful save, that creature takes 1d6 damage.
18- All metal objects on your person turn to liquid and dribble off. They return to solid form after 1d6 minutes.
19- All metal items within 100' disintegrate, turning to dust.
20- A tunnel rips itself open in front of you. You believe you must enter this tunnel or you will be cursed. This belief has a 50% of being true. If you follow it, the tunnel leads to 1d6 [1= Something horrible, like a lake of acid; 2= A terrible monster; 3= A tribe of subterreanan cannibals or cave-dwelling savages; 4= A high-level dungeon; 5= A cursed treasure; 6= A treasure! You're rich!]
Doom of the Cthonomancer:
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 hear the heartbeat of the Earth for 1d6 hours. You must get underground as soon as possible through whatever means you can, such as a mineshaft, cave or tunnel. If you don't have one of these, you will dig furiously. Anyone who attempts to stop you will be violently attacked. If you get underground you will want to keep going deeper for the duration.
Doom of Kings- As above, except for 1d6 days.
Ultimate Doom- As above, except permanently. You will continue going deeper until you die.
You can escape this Doom by transforming your body into living metal or by leaving Earth's gravity well.
