Skip to Primary Menu Skip to About OSR+ Menu Skip to OSR+ Support Menu Skip to Main Content
10

Emperor Gazreth Estrise

Kneel! KNEEL! KNEEL BEFORE ME!

By OSR+
  • Origin Humans
  • Class Mage
  • Kit Battle Mage
  • Culture Arcadian
  • Faction Avestar
  • Ethos Megalomaniac
10

Mighty +5

+5

Deft +4

+4

Smart +7

+7

Hit Points

0 / 6

Armor Points

0 / 6

Magic Points

0 / 11

Fate Points

0 / 3

Abilities

Adaptable

Talent

Icon

You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.

Arcane Adept

Technique

Icon

You may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic). Additionally, as a reaction, you may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you (per the spell Counterspell) and you have not already acted in the round. 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.

Battle Mage

kit

Icon

You've trained to cast spells under great duress and in the battlefield. Your concentration when casting spells in combat cannot be broken, and you may reduce the magic penalty conferred by armor or shields by 2. Once per turn, you may make an attack as a bonus action with disadvantage on the same turn that you cast a spell.

Equipment

Weapons

Weapon Icon
6

Zweihänder (Parade Sword) +7

Heavy

Knockdown
Two-Handed
Weapon Icon
M/2

Bare Fists or Feet +5

Hand-to-Hand

Armor

Icon

Armored Coat

Piecemeal

6
2

Shield

You have no shield equipped.

  • Defense +4
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Fire

Sorcery +9

Sets flammable objects aflame.

The victim is burning. If the victim does not spend a turn putting themselves out in the round after being subject to the source of flame, they suffer cumulative 3 damage per round. (3 damage on the second round, 6 on the third, 9 on the fourth, and so on.)

Spells

  • Spell Icon

    Antimagic Whip

    Metamagic +9

    You convert your maleficence into a magic-draining whip that saps MP from your target. The whip remains in existence for the duration of the spell. A successful spell check vs. the target's defense drains 1d6 MP from your victim and restores the amount drained to you; you cannot regain more MP than your pool's maximum.

  • Spell Icon

    Chain Maleficence

    Metamagic +9

    This spell may be cast simultaneously with the use of a maleficence. You rally the power of your maleficence into a chain of magical energy that strikes 1 target per MP spent. You may divide the damage your maleficence causes among any of these targets as you wish, and the peril and secondary effect of your maleficence affect all those subject to the spell.

  • Spell Icon

    Command

    Charm +9

    You command a single target to perform a single action, as if they were charmed by you. 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. A victim so charmed attempts to carry out the action for as long as the spell's duration, or until it is accomplished or made impossible.

  • Spell Icon

    Enchant Weapon

    Enchantment +9

    You may bestow an enchantment on any number of weapons you touch. Decide how much MP you wish to invest across the weapons you touch. Each weapon gets a +1 to damage and to hit, per MP spent (up to a maximum of +2 per weapon).

  • Spell Icon

    Fear

    Illusion +9

    Your maleficence manifests as an illusion that induces fear and panic in your targets. Each round the spell is in effect, your targets must make a spell check or else become frightened and flee from you in terror. While frightened of you, you receive advantage in all actions against them. If they are unable to flee, they may be compelled to speak the truth or do your bidding. You must concentrate on the working of the spell, or else your targets will no longer fear you.

  • Spell Icon

    Magic Monitor

    Conjuration +9

    You conjure into existence a flying magical monitor no larger than a small bird and no smaller than a large insect, with like maneuverability and speed. The monitor has 1 HP and uses your defense and attributes against attacks, and you can control where it goes within the area of effect with your thoughts. You are able to see and hear through the monitor.

  • Spell Icon

    Mirrorshield

    Abjuration +9

    You charge a shield or other protective surface with your maleficence. If you are dealt physical damage, you may spend MP equal to the damage of the attack roll to reflect the damage back at its source, and you receive no damage. The victim is entitled to a spell check to avoid the reflected damage. This spell may be cast as a reaction if you have not already acted in the round.

  • Spell Icon

    Spell Turning

    Abjuration +9

    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.

  • Spell Icon

    Summoning

    Conjuration +9

    You summon an otherworldly entity to your aid imbued of your maleficence. The entity abides by your command and its HP are equal to 1d6, +1 per MP spent. Generally the creature has 3 in all attributes, and always enough MP to use its maleficence. Alternatively, the GM may choose a corresponding creature to determine its attributes, but all its attacks will have the peril of your maleficence. Your summon acts independently of you. It is returned to its plane of existence when the spell ends.

  • Spell Icon

    Thought Shield

    Abjuration +9

    You close your mind or your target's mind to outside influence, preventing spells or other perils that influence the mind from having effect. This includes charm-like effects, madness-inducing spells, as well as any form of psychic contact that affects thought (such as telepathy or ESP, but not all psionic spells in general). You must concentrate on closing your mind for the duration of the spell (or concentrate on protecting your targets, if they are the subject), or else the minds you seek to protect become vulnerable to psychic contact.

  • Spell Icon

    Transmutation

    Alchemy +9

    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.

  • Spell Icon

    Word of Undoing

    Force +9

    You utter a magic word at your targets, which unleashes a destructive resonance within them. Your targets can be of any size in the area of effect, up to a weight of 100 pounds per MP spent. Brittle and fragile objects immediately explode; rock, metal, and other similarly tough materials may require you to make a spell check vs. a TN of the GM's choosing. This spell does not work against living flesh or magical objects.

Maleficence

Maleficence Icon

Fire

Sorcery +9

Sets flammable objects aflame.

The victim is burning. If the victim does not spend a turn putting themselves out in the round after being subject to the source of flame, they suffer cumulative 3 damage per round. (3 damage on the second round, 6 on the third, 9 on the fourth, and so on.)

Stances

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Known Stances

You have not learned any stances.

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Inventory (0/15)
250

Item Icon
Armored Coat
Armor
—
Item Icon
Zweihänder (Parade Sword)
Weapon
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Zweihänder (Parade Sword)
Attr
+5
Skill
+2 Heavy
DMG
6
Tactics
KnockdownTwo-Handed

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Armored Coat
AP
+6
Soak
—
Mighty
2
MP
—

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    +1 Smart
  • 3
    +1 Skill
  • 4
    +1 Smart
  • 5
    +1 Skill
  • 6
    +1 Smart
  • 7
    +1 Skill
  • 8
    +1 Mighty
  • 9
    Influence
  • 10
    +1 Mighty

Are you sure?