Sela
You bear the Knife, Zed. Or I should say, the Knife bears you?
- Origin Changelings
- Class Psychic
- Kit Wild Mage
- Culture Valeborn
- Faction Alronya
- Ethos Judicator
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.
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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.
The old country's legends hold a grain of truth for you and you take heed.
Talent
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.
Technique
As a reaction, you can convert attribute points into MP, which are restored when you rest. While you gain MP from converted attribute points immediately upon conversion, reduce your attributes at the end of the round. If all your attribute points are reduced to 0 HP this way, you are immediately placed on death's door. As long as you have MP, you can detect the presence of sentience within a melee space by concentrating for 1 round.
kit
You have learned that this is not The Way. Your resistance to the teachings passed down to you by those in charge allow you to overcome your people's shortcomings. When making attribute checks that involve magical skill, you may negate any disadvantage conferred by your origin. The GM gets the final say as to whether the check qualifies. You start with 3 extra MP.
Tessen (War Fan) +6
Edged
Bare Fists or Feet +6
Hand-to-Hand
Bone
Light
You have no shield equipped.
Heroic deeds of valor are not your forte.
Psychic
Psionics +6
The victim is confused until after their next action.
Clairaudience
Divination +8
You or your target eavesdrop on a known location anywhere in the material realm. The subject of this spell is able to hear all that transpires in this location within a volume equal to the area of effect using their normal auditory senses for the duration of the spell. The scrying leaves a psychic imprint on the location that, if detected, will reveal the subject's location.
Clairvoyance
Divination +8
You or your target may visualize a known location anywhere in the material realm. The subject of this spell is able to see all that transpires in this location within a volume equal to the area of effect using their normal visual senses for the duration of the spell. The scrying leaves a psychic imprint on the location that, if detected, will reveal the subject's true location.
Clear Mind
Curative +3
You channel the power of your magic patron to cleanse a number of minds equal to the MP you spend. This spell removes status effects caused by any minor or major perils of the mind, magical or non-magical, such fear, mind-control, charm, or madness. You can cast this spell on yourself, even if you are subject to any of these status effects.
Disbelief
Mind +8
Through sheer force of will, you disbelieve the existence of a real, mundane object, rendering it incapable of affecting you. For each object in the area of effect you choose to disbelieve, its wielder (if any) must make an opposed spell check against you to affect you. If you fail, the object affects you normally. This check must be made each time the disbelieved object interacts with you.
Dream Travel
Astral +8
You and your targets enter an induced coma and become psychically linked. While unconscious, you may travel to any real location your targets dream of. Your existence in dreamed-to locations has real effects (for you and for others), unless all those observing you in a given context successfully disbelieve in your existence (in which case, you awaken). You are returned to your body when your targets awaken. Death in the dream kills you; if your targets die, so do you.
Intuition
Astral +8
You glimpse into the spirit realm for an inkling of intuition about the future. The GM will respond to any question with a number of words equal to the MP you spend, with each word making the answer more specific. The inquiry must concern your present circumstances, lest the advice given be too far in the future to be trustworthy.
Memory Sieve
Mind +8
You sift through the mind of your target for specific memories, dreams, or thoughts, and permanently extract them as psychical objects. Such objects can be stored in a vessel of your choosing for later examination and playback. To cast this spell, you must successfully touch your victim, and then they are entitled to a spell check to resist.
Mind Reading
Mind +8
You scan your target's mind to read their thoughts. For 1 MP and in the first round of contact, you can read your target's emotions; for 2 MP in the second round, you can glean surface thoughts and intentions; for 3 MP in the third round, you know exactly what the target is thinking. While you may target multiple minds with this spell, you can only focus on one at a time.
Modify Memory
Mind +8
You surgically alter a single target's short term memory, reconfiguring the memory to resemble a falsehood of your design. For each MP spent, the memory you choose may be 1 round old. Memories that cannot be rationalized by the victim are subject to be disbelieved, at the GM's discretion.
Object Reading
Divination +8
You or your target scan the psychic impressions of a target object or location (depending on the size of the area of effect) to learn fuzzy details about any minds who have recently interacted with it, such as their race, appearance, profession, and so on. For 1 MP, you can see minutes into the past; for 2 MP, hours; for 3 MP, days; for 4 MP months, and for 5 MP, years. The farther back into the past you look, the more frenzied and obscure the reading.
Sixth Sense
Mind +8
This spell may be cast retroactively: you expend MP to gain the benefits of this spell after a triggering effect is declared, such as the need to roll initiative or when you are surprised. In those situations, if you expend MP to cast the spell, you may act during a surprise round and gain advantage on initiative.
Telepathy
Mind +8
You telepathically communicate with your targets. The communication is two-way and you can understand each other even if you do not speak the same language. Communication is possible only with intelligent beings that have language.
Psychic
Psionics +6
The victim is confused until after their next action.
Focus Slot
Empty
You have not learned any stances.
Focus Slot
Empty
You have no shields in your inventory.
This hero has not logged any notes.
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