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10

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
10

Mighty +6

+6

Deft +3

+3

Smart +4

+4

Hit Points

7 / 7

Armor Points

8 / 8

Magic Points

16 / 16

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.

Mind Over Body

Technique

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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.

Wild Mage

kit

Icon

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.

Equipment

Weapons

Weapon Icon
5

Tessen (War Fan) +6

Edged

Weapon Icon
M/2

Bare Fists or Feet +6

Hand-to-Hand

Armor

Icon

Bone

Light

8
3

Shield

You have no shield equipped.

  • Defense +5
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Psychic

Psionics +6

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

    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.

  • Spell Icon

    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.

  • Spell Icon

    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.

  • Spell Icon

    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.

  • Spell Icon

    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.

  • Spell Icon

    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.

  • Spell Icon

    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.

  • Spell Icon

    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.

  • Spell Icon

    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.

  • Spell Icon

    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.

  • Spell Icon

    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.

  • Spell Icon

    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.

Maleficence

Maleficence Icon

Psychic

Psionics +6

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 (0/16)
250

Item Icon
Bone
Armor
—
Item Icon
Tessen (War Fan)
Weapon
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Tessen (War Fan)
Attr
+6
Skill
—
DMG
5
Tactics
—

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Bone
AP
+8
Soak
—
Mighty
3
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
    +1 Skill
  • 4
    +1 Smart
  • 5
    +1 Skill
  • 6
    +1 Mighty
  • 7
    +1 Skill
  • 8
    Perception
  • 9
    Shadowvale History
  • 10
    +3 Magic Points

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