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2

Kamisella

We're a long way from home.

  • Origin Humans
  • Class Mage
  • Kit Alienist
  • Culture Arcadian
  • Faction Prince Regent
  • Ethos Benefactor
2

Mighty +4

+4

Deft +2

+2

Smart +5

+5

Hit Points

0 / 5

Armor Points

0 / 8

Magic Points

0 / 10

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

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

Alienist

kit

Icon

Your obsession with the occult has taught you how to commune with the unknown; you've steeled your mind against the strange. You are immune to mind control and spells or effects that would render you feebleminded or confused. Choose two spells from the Mind school: you may cast these spells even if you’re not a spellcaster. Mind spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
5

Estoc (Tuck Sword) +4

Edged

Weapon Icon
M/2

Bare Fists or Feet +4

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +2
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Cold

Psionics +7

Freezes liquids.

The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.

Spells

  • Spell Icon

    Disbelief

    Mind +6

    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

    Malison

    Enchantment +2

    You call upon the aid of a magical patron to bestow a curse upon your target. They are not entitled to a spell check. The target gains disadvantage on the next roll of your choosing (initiative, a specific weapon attack roll, a specific skill, but not attributes in general). This effect is not ongoing, and ends after the roll is made. You may cast this spell as a reaction once during the round, in addition to any other action you take.

  • Spell Icon

    Mass Manipulation

    Mind +6

    You create a belief in your targets that an object in the area of effect is significantly heavier than it actually is. For each MP spent, the object seems 200 pounds heavier. Mechanically, the object is heavier for the person subject to your spell, but for all other observers it weighs the amount that it weighed before the spell was cast. (Victims can withstand 100 pounds per point of Mighty, otherwise they become encumbered.)

  • Spell Icon

    Memory Sieve

    Mind +6

    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

    Share Senses

    Mind +6

    You or your target create a psychic bond with a target, allowing you to share one of your five senses with the target, and vice versa. You may switch senses once per round. For example, if you choose sight, you can see what they see, or they can see what you see. The spellcaster controls what senses are shared and when.

  • Spell Icon

    Subjectivity

    Mind +6

    For the duration of the spell, you may make an opposed check against any target aware of your existence in the area of effect. If you succeed, they lose awareness of your existence and you are considered stealthed with your spell check serving as the stealth score. You are still very real, however; any direct interaction with the target will immediately reveal you.

  • Spell Icon

    Telepathy

    Mind +6

    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

Cold

Psionics +7

Freezes liquids.

The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.

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

  • Stance Icon

    Steal Spell

    Active

    Whether by accident or practice, you bear a sacred aura, the demon's mark, or the crystalline eye and it makes your body a conduit for magic. As long as the opposing spellcaster is visible to you and you have not already acted in the round, you may absorb their spell before its targets are affected by the magic as a reaction. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell and succeed in a contested spell check against them. You may then cast this spell as if it were known by you until you rest.

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 (4/14)
250

Item Icon
Estoc (Tuck Sword)
Weapon
Item Icon
Leather
Armor
Item Icon
Surujin (Chain Dart)
Weapon
3
Item Icon
The Red Tear
Luxury
1

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Estoc (Tuck Sword)
Attr
+4
Skill
DMG
5
Tactics
Icon
Surujin (Chain Dart)
Attr
+4
Skill
DMG
4
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Leather
AP
+8
Soak
Mighty
3
MP

Shields

You have no shields in your inventory.

Supply

Session Zero Icon

The Magician

Bond

I am apprenticed to someone powerful seeking truth in the Church of Illumn.

Session Zero Icon

The Star-Crossed

Bond

Malv was occupying a village where my sister lived. He fell in love with her and we spent time getting to know each other. Malv's troop turned on the village and murdered my sister. He freaked out and murdered them all. To help him escape I turned into his and deflected the soldiers. I let his know about the secret rebellion the Prince Regent is mounting.

Session Zero Icon

A Golden Ring

Thing

Ring with a crest that glows/heats up when I have visions. From my mentor, who was a spellcaster and disappeared when the Long Night started. Only people with magical powers can see it glow.

Session Zero Icon

Forgotten Village

Place

My childhood village, which I now see flashes of in my visions, but don’t remember directly. My mentor took me away as a small child after my family was murdered.

Session Zero Icon

My Sister

Person

My “sister” who Malv fell in love with. She told Malv and me about the Red Tear, which legitimized both of our belief in its existence. She was my rock and was able to balance my madness and bring me peace.

Notes

Quest Log

This hero has not logged any notes.

The Monstrous

Living Effigy

If you stare into the abyss, the abyss stares back at you. Take 1 stress: When you look into a mirror, you may adopt the face and mien of anyone you have personally met. This transformation lasts 1 hour. While stressed, you are immune to any effects, mundane or magical, that would transform your body or change your appearance against your will.

Heroic deeds of valor are not your forte.

Experience

  • 2
    +1 Bonus Spell
  • 3
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  • 5
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  • 6
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  • 10
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