OSR: Metamancer
- seeroftheabyss
- Oct 5
- 11 min read

Wizards are extremely useful in warfare and geopolitics. A Kingdom without Wizards generally loses to the country with one, so most Kingdoms cultivate relationships with the more sensible Wizarding Orders, granting them legal privileges and protection in exchange for magical services, such as assistance in warfare.
This has led to the state of affairs where all nations encourage their War-Wizards to study the nature of magic, in the hopes of producing spells that could neutralize the enemy casters. It was this process that inevitably led to the Metamancer.
Reputation:
In nations where they dwell, Metamancers are valued by the aristocracy and trusted by few others. They are always Chartered Wizards. Wizards don't like them, either because they fear them or because they regard Metamancy as not a true school of magic, but a mere series of tricks.
Commoners, on the other hand, don't really like them Metamancers for several reasons. Firstly, as they tend to be used to police other Wizards, wherever they go they often bring chaos and violence. The second and less serious reason is because they tend to run around half-naked, smeared in glowing paint which is useful, in some way.
Culture:
Metamancers tend to be rather smug, as they regard themselves as the cutting edge of all magical studies. All others manipulate mere dead matter, while they command Power and Magic itself. They are a rather new order, without a rich history or long-established traditions so they tend to disparage such things.
Instead they do whatever they can to contrast with the Wizards near them, from not wearing robes to training with weapons instead of just practicing spell-casting.
They like to pretend to be rebels and upstarts, fighting "The Power" and braving a new frontier. The fact that they are often directly sponsored by the government or the King is a fact they often neglect to mention.

Power: You can tell if something is magical by looking at it. You can also tell if someone can cast spells by touching them.
Drawback: You lose 1 MD if you are not covered in the traditional body-paint of the Metamancer and exposing at least 80% of your skin. (Traditional metamancer glow paint glows in the dark.)
Spell List:
Common Spells:
1d12
1- Dispel Magic
2- Force Cage
3- Inversion
4- Knock
5- Lock
6- Mage Armor
7- Magic Missile
8- Ounce of Prevention
9- Shield
10- Spell Collapse
11- Spell Deflection
12- Wall of Force
Rare Spells:
1d8
1- Anti-Magic Aura
2- Aura Shroud
3- Ensnare
4- Permanency
5- Protection from Energy
6- Resist Power
7- Seeing Double
8- Spirit Shackle
Legendary Spells:
Absolute Silence
Banish Parasite

Common Spells:
Dispel Magic
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R: 30' T: magical effect or spell D: one action
You target one spell or magical effect within range. The targeted effect stops if 'Dispel Magic' was cast with more [dice] than the targeted spell. If the targeted effect and this spell were cast using the same amount of [dice], the caster must succeed on a COG check of DC 10+[dice].
If the caster passes the check, the targeted effect ends. If the caster fails the check, the targeted effect remains. If the targeted effect was cast with more [dice], then this spell has no effect.
Force Cage
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R: 50' T: 10*[dice]' area D: [dice] minutes
Creates a structure of clear force around the area you have designated. The structure can be any shape you wish, as long as it is a closed structure or ends at the ground. The cage has [sum] HP and has resistance to damage from non-magical weapons. It is immune to damage from sources that deal poison, psychic or necrotic damage. Radiant damage heals it.
For each [dice] beyond the first, select one of the following:
- Spells cast within the cage cannot affect anyone outside of it and vice versa.
- The cage gains resistance to one type of elemental damage. This option may be selected multiple times.
- It is impossible to teleport or open a portal inside the cage.
- The cage is sound-proof. You may still hear what those trapped inside it are saying, if you choose.
Inversion
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R: 50' T: a spell D: one action
You can cast this as a reaction, whenever someone else casts a spell. You invert the effects of their spell.
Knock
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R: 50' T: object D: one action
Object is opened. Doors are flung wide, locks are broken, shackles are bent open, belts come undone. Treat this as a Strength check made with a Strength of 10 + ([dice] * 4). Worn armor falls off if the wearer fails a save. Creatures must save or vomit (a free action).
Lock
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R: 50' T: object D: 10 minutes
Non-living object closes and becomes locked. If the object is a door, chest, or similar object, it will slam shut, dealing [sum] damage to any creature passing through it and then trapping them. This spell works on things that aren't technically portals (for example, a sword could be locked in its scabbard). When resisting being opened, the object has an effective Strength of 10 + ([dice] * 4).
Alternatively, this spell can be cast on a creature's orifice, or paired orifices; the creature gets a save to resist, and another save at the end of each of its turns. (This works on eyes, mouths, nameless sphincters, etc.)
Mage Armor
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R: touch T: creature D: [dice] hours
One creature you touch is suddenly covered in armor that provides 1d6+[dice] points of FS. The armor lasts for the duration, until the creature puts on another piece of armor or until destroyed.
Magic Missile
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R: 200' T: creature D: one action
Target takes [sum] + [dice] damage, no Save.
Ounce of Prevention
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R: 30' T: [dice] creatures D: [dice] rounds
Target creature reduce all damage taken by [dice] for the duration.
Shield
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R: touch T: creature D: [dice] rounds
One target creature is covered in a magical aura that grants them +[sum] FS for the duration or until destroyed.
Spell Collapse
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R: 50' T: caster within range D: one action
This spell can be cast as a reaction. The targeted caster must make a Save. On a failure, roll on the table below. The target gets -[dice] to his save.
1d6
1 Normal spell effect inflicted on caster
2 Half spell effect inflicted on caster
3-4 Spell works in unexpected way (use your imagination)
5 Half spell effect inflicted on random target
6 Half spell effect inflicted on target
Note: This spell does not work on itself. If someone uses Spell Collapse on your spell, you cannot use it on their 'Spell Collapse'.
Spell Deflection
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R: self T: a spell D: one action
This spell can be cast as a reaction. A spell that is targeting you is instead reflected against a random target. If cast with 4 or more [dice], then you can redirect it to a target of choice.
Wall of Force
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R: 50' T: A line up to 10*[dice]' long D: [dice] rounds
The caster creates a wall of force 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 or a vertical surface.
The wall of force has [sum]+[dice] HP and takes half damage from all elemental sources, and no damage from non-magical sharp or blunt. The wall persists until destroyed or until the duration ends.
Rare Spells:
Anti-Magic Aura
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R: 10*[dice]' T: creature or object D: [dice] minutes
One creature or object within range begins producing an anti-magic field. Within this field, all magical objects lose their magical properties for as long as the field remains, spells cannot be cast, and any other magic is suppressed for the duration (Referee's discretion).
Aura Shroud
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R: touch T: object D: [dice] hours
You cover an object with an illusion. This illusion either makes the object appear to be magical when it actually is not or not magical when it actually is. You can also alter the appearance of a magical aura, so that an evil object appears benevolent, for example.
Ensnare
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R: 50' T: spell cast within range D: one action
This spell can be cast as a reaction. Target one spell or spell effect. The caster must save. If the [dice] for your spell is greater than the [dice] initially used to cast the spell, the caster making the save subtracts -[dice] from his save.
On a successful save, the caster loses [dice] MD and takes [dice] psychic damage. On a failed save, you gain control of the spell they cast. It does not return to the original caster.
You can then choose to direct the spell to affect a new target or place it directly into a spellbook or other spell-storage device.
Permanency
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R: 10' T: one spell D: one action
this must be cast on a spell that is currently active, but not one that has an instant duration. This spell now becomes permanent. If the spell was already permanent, then it instead expires at the next sunrise.
Protection from Energy
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R: touch T: [dice] creatures D: [dice] minutes
[dice] creatures you touch gains a resistance (reroll damage taken, take the lower result) from one type of elemental damage, such as fire, ice/cold, electrical/lightning or acid for the duration.
Alternatively, you may grant a creature immunity to one type of elemental damage for the duration if you count that one creature as 2 for purposes of targeting [dice] creatures.
For example, if you wanted to give Alice the Fighter immunity to Fire Damage, you would need to cast the spell with at least 2 [dice].
Resist Power
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R: 10' T: creature D: [dice] minutes
One creature gains Magic Resistance equal to 2[dice]-in-10. If targeted by a spell or magical ability, the creature with Magic Resistance should roll a 1d10. If the creature rolls under or equal to 2[dice], the spell or ability affects the nearest adjacent creature instead. If the ability affects an area, the Outsider has advantage on any save against it.
Note that the Referee's Discretion applies on what counts as a 'Magical Ability'.
Seeing Double
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R: 50' T: spellcaster D: [dice] minutes
One spellcaster within range must save. On a failed save, you learn every spell the spellcaster has prepared and may select one. For the duration, 'Seeing Double' instead transforms into a copy of the selected spell. You may cast this spell as per normal for the duration. Once the duration ends, 'Seeing Double' transforms back into it's normal form.
On a successful save, the spellcaster takes 2[dice] psychic damage. The spellcaster may choose to fail his save.
Spirit Shackle
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R: 10' T: creature with spellcasting abilities D: permanent until removed
Target creature must save. Creatures with HD equal than or equal to 3x [dice] are immune and automatically pass. Those with HD greater than [dice] receive a bonus to their save, while those with less take a penalty.
On a failed save, a creature's spellcasting abilities are magically sealed. That creature cannot cast spells until this spell is removed.
Legendary Spells:
Absolute Silence
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R: 10' T: spellcaster D: one action
One spellcasting 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, that creature takes [dice] psychic damage and loses the ability to cast spells forever. On a successful save, the creature takes 2[dice] psychic damage.
Banish Parasite
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R: 100' T: spell or type of spell D: [dice] hours
Select up to [dice] specific spells or one category of spells, such as healing, teleportation or Fire spells. For the duration, spells that fit that category or were specifically named cannot be cast within range.
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- The next spell you cast fails.
2- The next spell cast targets you.
3- Your shoes catch fire.
4- Your clothes turn to 1d4 [1= Wood; 2= Glass; 3= Steel; 4= Blood.]
5- You glow in the dark for the next 1d10 minutes.
6- For the next 1d10 hours, all Wizards must successfully save to be around you. On a failed save, they will find any reason to avoid you.
7- The next spell cast within 50' of you has it's normal effect doubled.
8- The next spell cast within 50' of you has it's normal effect halved.
9- The next combat spell you cast does no damage.
10- The last spell you cast temporarily becomes a copy of a random spell the nearest caster knows.
11- The last spell you cast does not immediately return to you, instead delaying it by 1d10 hours. Until it returns, you cannot cast it again.
12- The next spell you cast will take effect in 1d3 rounds.
13- Your next spell is inverted- a healing spell harms, a fire spell produces ice, etc.
14- The next time you cast a combat spell, it targets a random creature.
15- The next spell you cast targets you.
16- The next spell you cast consumes all of your remaining MD.
17- The next spell you cast is automatically cast at 1 MD.
18- The next combat spell you cast is divided among all possible enemies. Any damage done is divided equally among all possible targets.
19- The spell you just cast- it is the only spell you can cast for 1d10 minutes.
20- The spell you just cast- you cannot cast it for 1d10 minutes.
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- For 1d10 minutes, your spells cannot last for more than 1 minute in sunlight. Any lingering effect ends after 1 minute.
2- Your spell fails. You will later find a letter that tearfully apologizes for the mix-up, and says your spell will arrive within the next 3-5 (1d3+2) business days. Your spell arrives at the worst possible time against a random target.
3- The spell you just attempted to cast abandons you and seeks refuge with a random spellcaster within 100'. If there are no other spellcasters, it has a 50% of returning to your spellbook and an equal chance of disappearing back into the Astral Sea.
4- The spell you just tried to cast becomes sentient. Now in order to cast it, you must secure it's cooperation. It's personality will be highly dependent on what kind of spell it was.
5- The spell you just failed to cast instead targets you, or if it was going to target you, targets a random creature within 100'.
6- The spell you tried to cast instead affects all valid targets within 100'.
7- You lose 1d6 MD. You regain these at a rate of 1 MD per day.
8- The last creature you tried to affect with your magic becomes impervious to your magic for the rest of the day. Nothing you do with your magic can affect that creature.
9- You become impervious to your magic. You cannot affect yourself with your magic for the rest of the day.
10- The spell you last tried to cast leaves your mind and engraves itself onto the nearest rock. This rock can be used like a scroll.
11- The spell affects a random creature within range as if cast with 10 MD.
12- The spell affects a random creature within range as if cast with 1 MD.
13- All spellcasters within 100' gain a copy of the spell you just tried to cast.
14- Your spells attempt to leave your mind- roll 1d10. That is how many of your spells try to leave your mind. There is a 50% they will return to your spellbook and a 50% they return to the Astral Sea.
15- The next spell you cast actually creates a realistic illusion of what would happen if you cast that spell. No one knows this, though they might be able to see through the illusion.
16- The next time you cast a spell, you have a 2-in-6 chance of trigger Corruption.
17- For the next 1d10 rounds, you must cast a spell on your turn or take 1d4 psychic damage per spell you have prepared. You know this.
18- For the next 1d10 rounds, if you cast a spell, you take 1d10 psychic damage. You know this.
19- For the next 1d10 rounds, one random creature within 100' has the effect of any spell you cast replicated on them.
20- You cast every single spell you have at 1 MD. All spells select valid random targets within range.
Doom of the Metamancer:
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 lose all spellcasting abilities for 2d6 hours.
Doom of Kings- As above, except for 2d6 days.
Ultimate Doom- As above, except permanently.
You can avoid this Doom by injecting yourself with liquid Occultum (very dangerous) or by traveling unprotected through the Astral Sea (even more dangerous, if you can believe it).










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