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Name
Description
Secondary Effect

Acid

Damage caused by this maleficence ignores soak conferred by armor. If a weapon, shield, or other mundane object is the target of the maleficence, the victim must make a spell check vs. your attack roll, or else the item is destroyed.

Corrodes armor and metal.

Icon of Acid

Peril

Damage caused by this maleficence ignores soak conferred by armor. If a weapon, shield, or other mundane object is the target of the maleficence, the victim must make a spell check vs. your attack roll, or else the item is destroyed.

Chaos

Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)

Creates disorder and maximizes randomness.

Icon of Chaos

Peril

Roll a d12 twice on the maleficence table to determine which two maleficences (excluding Chaos) you may choose from. The maleficence you choose deals zero damage and applies its peril and secondary effects to the target. (You may use a d6 if you wish, by dividing the lists in half excluding Chaos, and rolling on each list separately.)

Cold

The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.

Freezes liquids.

Icon of Cold

Peril

The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.

Divine

This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.

Generates radiance and dispels negative energy.

Icon of Divine

Peril

This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.

Fire

The victim is burning. If the victim does not spend a turn putting themselves out in the round after being subject to your maleficence, they suffer cumulative 1 damage per round.

Sets flammable objects aflame.

Icon of Fire

Peril

The victim is burning. If the victim does not spend a turn putting themselves out in the round after being subject to your maleficence, they suffer cumulative 1 damage per round.

Force

The victim is stunned until after their next action. (They may only act to defend themselves.)

Crushes fragile objects.

Icon of Force

Peril

The victim is stunned until after their next action. (They may only act to defend themselves.)

Lightning

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.

Conducts through metal and water.

Icon of Lightning

Peril

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.

Necrotic

Choose a limb with exposed flesh. The victim cannot use that limb without making a contested spell check (victim uses Mighty) for the rest of the encounter, or until it is healed.

Kills plant life and small animals.

Icon of Necrotic

Peril

Choose a limb with exposed flesh. The victim cannot use that limb without making a contested spell check (victim uses Mighty) for the rest of the encounter, or until it is healed.

Psychic

The victim is confused (they may act with disadvantage) and can't cast spells until after their next action.

Bewilders the mind.

Icon of Psychic

Peril

The victim is confused (they may act with disadvantage) and can't cast spells until after their next action.

Shadow

The victim is blinded until after their next action.

Snuffs out light sources.

Icon of Shadow

Peril

The victim is blinded until after their next action.

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