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6

Lord Donovan

The men in my company need to be as strong witted as their arms.

  • Origin Humans
  • Class Mage
  • Kit Illusionist
  • Culture Al Tufaili
  • Faction The Sha'ir
  • Ethos Esurient
6

Mighty +1

+1

Deft +6

+6

Smart +7

+7

Hit Points

2 / 2

Armor Points

4 / 4

Magic Points

13 / 13

Fate Points

3 / 3

My Story

Why Ms. Averlin, perfect knowledge of transmutation would make all treasures redundant, now wouldn’t it? Wealth itself would have no meaning, if everything can be gold. Such power could redesign economies. Topple empires. The sort of change Al Tufail, some might say, is in dire need of.

Lord Donovan, on the Book of Azarbod

This wiry sorcerer is a wealthy servant of the Sultana Meseampur, who rules over Al Tufail in the Dune Sea of Mamara. He's both a shrewd businessman and a charismatic host, with a penchant for gambling and a list of useful contacts longer than many libraries on that side of the world.

Donovan is well-known in merchant circles, especially among the treasure hunting company known as the Retainers. He is usually seen accompanied by an elderly Nim named Magda, who is his closest advisor and confidant.

Adventure Hook

Lord Donovan understands how dangerous it is to be a servant of the Sultana, given her penchant for literally tearing apart those who displease her. He's become an expert at saying the right things to get the right results, and he's got his fingers in a lot of pots. Donovan can be a constant source of missions for the party, but the reality is that Donovan will always make sure that A) his share is the largest and B) he protects himself from incrimination whenever he involves the party in circumstances that go against the interests of his (murderous) employers.

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.

Illusionist

kit

Icon

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.

Equipment

Weapons

Weapon Icon
3

Jambiya (Curved Dagger) +8

Small

Piercing
Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

Armor

Icon

Reinforced Vestments

Padded

4
1

Shield

You have no shield equipped.

  • Defense +6
  • 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 your maleficence, they suffer cumulative 1 damage per round.

Spells

  • Spell Icon

    Charm (Person)

    Charm +9

    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.

  • Spell Icon

    Control (Energy)

    Elemental +9

    You can manipulate the flow, direction, and intensity of a single source of energy, such as a burning fire, arc of electricity, light, or sound wave. If the source is used to cause harm to a target, apply the peril of the corresponding maleficence.

  • Spell Icon

    Elemental Form

    Elemental +6

    You shape your maleficence into a cloak that surrounds you or your target in magical energy. Choose a type: cold, fire, sound, lightning, force, or light/shadow. For the duration of the spell, magical sources of harm from the chosen element are reduced by 50%, rounded down in your favor. You may cast this spell multiple times to improve the protection (down to 1 point of damage) and choose different elements each time. If you are attacked (whether successfully or not), your maleficence inflicts a peril matching the element chosen.

  • Spell Icon

    Invisibility

    Illusion +9

    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.

  • Spell Icon

    Magic Step

    Dimension +1

    You teleport yourself to any location within your line of sight. For each additional MP spend, you may also teleport any others you touch. (The distance you can teleport is limited by the spell's area of effect, even if you can see farther away; at 1 MP, the spell's area of effect is a melee space.) In lieu of taking an action to cast this spell, you may cast this spell as your movement. This spell can be cast as a reaction if you have not already acted in the round.

  • Spell Icon

    Phantasm

    Illusion +9

    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.

  • 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

    Zone of Entanglement

    Illusion +6

    You fill the area of effect with shadowy tendrils that seek to entangle your opponents. You may spend 1 MP to entangle any target that enters the area of effect for the duration of the spell. Those entangled are subject to the peril of your maleficence.

  • Spell Icon

    Zone of Secrets

    Abjuration +1

    By sheer force of will, you shield yourself and all those in the area of effect from all forms of scrying and psychic intrusion. Anyone scrying upon the area effect will notice nothing out of the ordinary, nor detect the magic concealing you unless the magic is dispelled or disrupted. This spell lasts 1 hour per MP spent.

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 your maleficence, they suffer cumulative 1 damage per round.

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 (0/11)
250

Item Icon
Brazier of Mysteries
Treasure
—
Item Icon
Brooch of the Closed Mind
Treasure
—
Item Icon
Jambiya (Curved Dagger)
Weapon
—
Item Icon
Reinforced Vestments
Armor
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Jambiya (Curved Dagger)
Attr
+6
Skill
+2 Small
DMG
3
Tactics
Piercing

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Reinforced Vestments
AP
+4
Soak
—
Mighty
1
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 Deft
  • 5
    +1 Skill
  • 6
    +1 Deft
  • 7
    Choose Perk
  • 8
    Choose Perk
  • 9
    Choose Perk
  • 10
    Choose Perk

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