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6

Zed

You're either clever, or you're dead.

  • Origin Changelings
  • Class Mage
  • Kit Geometer
  • Culture Valeborn
  • Faction Alronya
  • Ethos Radical
6

Mighty +2

+2

Deft +4

+4

Smart +6

+6

Hit Points

3 / 3

Armor Points

6 / 6

Magic Points

18 / 18

Fate Points

3 / 3

Abilities

Shapeshift

Talent

Icon

You may change your physical appearance and body shape to another humanoid form at will. You can’t mimic the appearance of a specific person. You have disadvantage on Mighty.

Arcane Adept

Technique

Icon

As a reaction, you may make a spell check using Smart to dispel the magic of your enemies if you have not already acted in the round. 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.

Geometer

kit

Icon

Your metamagical studies have taught you how to rewrite spells as you cast them, altering the very foundations of magic. For 1 extra MP when casting a spell, you may alter a single instance of a word in the text of any spell (excepting numbers or countable values). The resulting text has to make grammatical sense for the spell to function. Metamagic spell checks explode on a 5 or 6.

Equipment

Weapons

Weapon Icon
4

Longbow +4

Missile

Weapon Icon
3

Poignard (Thrusting Knife) +4

Small

Weapon Icon
M/2

Bare Fists or Feet +2

Hand-to-Hand

Armor

Icon

Armored Coat

Piecemeal

6
2

Shield

You have no shield equipped.

  • Defense +6
  • Initiative +2
  • Soak 0

Wounds

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Psychic

Bewilders the mind.

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

Spells

  • Spell Icon

    Control (Gravity)

    Dimension +2

    You can manipulate gravity fields in the area of effect, affecting targets as if they had far greater or lesser density or mass. (You do not actually change their density or mass, but gravity behaves as if you had.) If gravity manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.

  • Spell Icon

    Dimensional Blade

    Dimension +2

    You charge an object of your choosing with psychical energy, flattening it into two dimensions—the object has height and length, but no width. For the duration of the spell, attacks made with that weapon ignore armor and deal damage to HP. Every successful attack you make with the weapon consumes 1 MP. If you release the object, the spell ends.

  • Spell Icon

    Ectoplasmic Form

    Astral +2

    You transform yourself or your target in an ectoplasmic ether, making it possible for you to slip through thin openings, such as a crack in a window or the space between a door and the floor. You can't fly and you are not immune to physical damage.

  • Spell Icon

    Heal

    Curative +4

    You heal 1 HP per MP spent, split among as many targets in the area of effect as desired. Any status effects caused by minor perils on the target(s) are cured. This spell does not heal wounds or targets on death's door. (If an Undead creature is affected by this spell, they are entitled to a spell check and receive 1 HP damage per MP spent, bypassing soak.)

  • Spell Icon

    Magic Step

    Dimension +2

    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

    Phantom Steed

    Illusion +6

    You summon into existence an illusory steed that abides by your command. It is immune to physical damage and needs no rest or sustenance. This spell lasts for 2 hours per MP spent.

  • Spell Icon

    Revive

    Curative +4

    You grab hold of a target's silver cord, anchoring their soul to the world of the living (the target must be on death's door). The target is immediately stabilized and heals 1 wound and 1 HP, while regaining consciousness. Any status effects caused by minor perils on the target are cured.

  • Spell Icon

    Secret Passage

    Dimension +4

    By touch, you cause a mundane, inanimate surface equal to the area of effect to become immaterial, allowing anyone to pass through for the duration of the spell.

  • Spell Icon

    Sleep

    Charm +6

    You weave your maleficence into a charm that induces magical sleep in a single victim.

Maleficence

Maleficence Icon

Psychic

Bewilders the mind.

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

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 (3/12)
250

Item Icon
Armored Coat
Armor
Item Icon
Longbow
Weapon
Item Icon
Poignard (Thrusting Knife)
Weapon
Item Icon
Rifle
Weapon
3

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Longbow
Attr
+4
Skill
DMG
4
Tactics
Icon
Poignard (Thrusting Knife)
Attr
+4
Skill
DMG
3
Tactics
Icon
Rifle
Attr
+6
Skill
+2 Firearms
DMG
d6
Tactics
SwiftBleedingPiercing

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 Deft
  • 3
    +3 Magic Points
  • 4
    +1 Mighty
  • 5
    +3 Magic Points
  • 6
    Swift (Firearms)
  • 7
    Choose Perk
  • 8
    Choose Perk
  • 9
    Choose Perk
  • 10
    Choose Perk

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