Tsain
It was the Queen's misplaced affection for humanity that led to our downfall. I will not make the same mistake.
- Origin High People
- Class Mage
- Kit Illusionist
- Culture Muraian
- Faction Yevna
- Ethos Mastermind
Sword & Sorcery
A Quest of Queens
Can you restore balance to the World of Ruin?
The Dune Sea
Defy destiny in this pulp action-adventure.
Great White North
Find your fortune in the outlands of Farlas.
Magic University
Face the fantastic at the Magic University.
Perhaps you are a thrall to a powerful entity, or perhaps a lowly diplomat to a wealthy liege. You seek power through service to them, or by their downfall.
Your unquestioning devotion to a particular belief, person, or thing is not only irrational, but potentially dangerous for you and those in your stead.
Talent
You have advantage on Smart, but you have disadvantage on Mighty.
Technique
As a reaction, you may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic) if you have not already acted in the round. Additionally, you may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. As long as you have MP (and at the GM's discretion), you can create minor, illusory cantrips related to your maleficence. Such cantrips are instantaneous and harmless, and cannot duplicate the effects of any other spells.
kit
You have been entrusted with ancient secrets from a secret order of master magicians. Casting spells is not a risky action for you and does not compromise your stealth status. When you are casting spells, it is not apparent to the untrained eye. You may spend MP to cast the spell Phantasm, even if you are not a spellcaster. Illusion spell checks explode on a 5 or a 6.
Bare Fists or Feet +1
Hand-to-Hand
You have no weapons equipped.
Reinforced Vestments
Padded
You have no shield equipped.
Heroic deeds of valor are not your forte.
Lightning
Sorcery +10
You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.
Charm (Person)
Charm +10
Your enchantment makes a single humanoid target friendly towards you and assuages their suspicions. When you are casting this spell, it is not apparent to the untrained eye. This spell immediately fails if anyone in the area of effect is engaged in hostile action with the victim or its allies, or if you or your allies take hostile action thereafter. When engaged in social combat with a charmed person, you receive advantage on all rolls. A charmed person maintains their disposition toward you even after the spell ends, unless there is reason to question the friendship or the enchantment is revealed.
Command
Charm +10
You command a single target to perform a single action. No form of magic can be used to command the target to perform suicidal actions or actions that would knowingly endanger them, including alterations to this spell.
Contingency
Metamagic +10
You couple one or more spells to cast simultaneously at a later time. For each spell you couple in this way, this spell adds a cumulative cost in MP to cast: coupling two spells costs 2 MP plus the cost of the spells involved; coupling 3 spells costs an additional 5 MP; coupling four costs an additional 9 MP. The spells cast in contingency have duration, targets, and area of effect equal to MP cost at which they were coupled. This spell cannot be coupled in this way.
Divinely Inspire
Divination +5
You call upon your magic patron to grant a target other than yourself supernatural aid. Make a prayer to your patron. The GM chooses a spell appropriate for your situation, and you bestow this spell upon your target. You must expend 1 MP to cast this spell and 1 MP to bestow the spell upon your target. The target may cast the spell at a later time, whether or not they are a spellcaster, but the magical charge transferred thereby will only last 24 hours.
Dweomercraft
Metamagic +10
You may transplant enchantments from target to target or object to object by touch. This includes magic effects bestowed by spells, but does not affect permanent dweomers, such as those generated by magic items.
Fly
Force +10
You may fly at your normal movement rate for the duration of the spell. Your ability to carry others is limited by your strength.
Forcefield
Force +1
You shape your maleficence into a force field that can be oriented into the shape of any two- or three-dimensional object of your design, up to the surface area of the area of effect (such as a flat plane or a hollow sphere). When a physical effect or incorporeal being comes into contact with the field, you may expend 1 MP to prevent it from penetrating. The forcefield also affects you, but as your action in the round as this spell is in effect, you may opt to allow yourself or others to pass through. While you do not have to concentrate on the casting of the spell to keep it in effect, you cannot move the forcefield after it has been cast.
Invisibility
Illusion +10
You or your targets and the gear on their person become invisible for the duration of the spell. If you take risky action or are successfully attacked while the spell is in effect, the spell immediately ends.
Magic Armor
Abjuration +10
You shape your maleficence into a weightless suit of armor. Its armor class is equal to 1 per 2 MP you spend, and it confers no magic penalty, regardless of its class. This armor protects you or your target as would any ordinary armor, and is destroyed when the spell ends. (This spell is incompatible with targets already equipped with armor, magical or mundane.)
Mirror Image
Illusion +10
Through the working of this spell, you conjure a number of illusory duplicates of yourself equal to the MP you spend. These insubstantial clones imitate your actions, making it difficult for opponents to determine which among them is the real you. When you are targeted by an attack or spell, there is a 1 in X chance of actually targeting you, where X is the number of duplicates you generate. If a duplicate is touched or otherwise physically or magically interacted with, it blinks out of existence.
Phantasm
Illusion +10
You weave an illusion that is perfectly real to all who behold it. For 1 MP, the illusion is insubstantial and visual; for 2 MP the illusion also has sound; for 3 MP the illusion has physical substance. Harm caused by illusions can kill but is undone when the illusion ends or is disbelieved. Those suspicious of the illusion may make an opposed spell check to disbelieve. You must concentrate on the phantasm for the duration of the spell, or else it ceases to exist.
Shapeshift
Enchantment +10
You physically shapeshift into a form of your choosing, adopting the physical capabilities of that form. For 1 MP, the form may be humanoid and of the same approximate mass and size as your natural form. For every additional 2 MP spent, the form may be other than humanoid (including inanimate objects), and twice as large or as small. You must have prior, firsthand knowledge of the form you attempt to shapeshift into, and you may not replicate any specific person. While shapeshifted, you adopt the physical qualities of the form you've been shapeshifted into. The GM has discretion to alter your freedom of movement or attributes and abilities to suit the fiction.
Spell Turning
Abjuration +10
You use your maleficence to reflect a spell to its source. You must spend MP equal to the MP spent by the opposed caster and succeed against them in an opposed spell check in order for the spell to be reflected. This spell may be cast as a reaction if you have not already acted in the round.
Transmutation
Alchemy +10
You can transmute mundane, non-living, raw material between the five states of matter (liquid, solid, gas, plasma, and condensate), at a rate of one transmutation per round. The volume of the material you may affect is equal to the area of effect. If targets in the area of effect would be subjected to a state of matter that could cause harm on the same round the spell is cast, they are entitled to a spell check to resist the harm. Harm caused by the spell effects the peril of an appropriate maleficence.
Lightning
Sorcery +10
You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.
Focus Slot
Empty
You have not learned any stances.
Focus Slot
Empty
You have no weapons in your inventory.
You have no shields in your inventory.
This hero has not logged any notes.
Heroic deeds of valor are not your forte.
Advanced Old School Revival (OSR+) is rules-light tabletop RPG that combines old school play with modern storygaming, designed for new and veteran players alike.
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