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10

Saebin of Kaith

The mysteries of the Great Crystal are mine to behold.

  • Origin High People
  • Class Mage
  • Kit Warlock
  • Culture Muraian
  • Faction Thelxince
  • Ethos Mastermind
10

Mighty +0

+0

Deft +4

+4

Smart +10

+10

Hit Points

1 / 1

Armor Points

0 / 0

Magic Points

19 / 19

Fate Points

3 / 3

Abilities

Arcane Affinity

Talent

Icon

You have advantage on Smart, but 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.

Warlock

kit

Icon

Your pact with a dark patron has enhanced your maleficence with eldritch power. You roll damage caused by your maleficence with advantage. For 2 MP, apply a weapon tactic of your choosing to your maleficence attack.

Equipment

Weapons

Weapon Icon
d6

Dueling Pistol +10

Firearms

Weapon Icon
M/2

Bare Fists or Feet +0

Hand-to-Hand

Armor

You have no armor equipped.

Shield

You have no shield equipped.

  • Defense +6
  • Initiative +2
  • Soak 0

Wounds

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Fire

Sorcery +12

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

    Command

    Charm +12

    You command a single target to perform a single action. No form of magic can be used to command the target to perform suicidal actions or actions that would knowingly endanger them, including alterations to this spell.

  • Spell Icon

    Control (Energy)

    Elemental +12

    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

    Ensorcell

    Charm +12

    You shape your maleficence into a mesmerizing pattern: glittering dust, hypnotic colors, or stunning pyrotechnics. Each target in the area of effect who can see the pattern must make a spell check or be stunned as long as they behold it. You must concentrate on the working of the spell, or else your targets are immediately released from its hypnotic effect.

  • Spell Icon

    Fauxmien

    Illusion +12

    You weave an illusion to disguise your appearance or the appearance of a target you touch. Though your illusion may not replicate any specific person, you may appear thin or fat, short or tall, and any origin or form similar in size and shape to your own. The spell lasts 1 hour per MP spent. The illusion is tactile. Those suspicious of the illusion may make a spell check to disbelieve.

  • Spell Icon

    Fear

    Illusion +12

    Your maleficence manifests as an illusion that induces fear and panic in your targets. Each round the spell is in effect, your targets must make a spell check or else become frightened and flee from you in terror. While frightened of you, you receive advantage in all actions against them. If they are unable to flee, they may be compelled to speak the truth or do your bidding. You must concentrate on the working of the spell, or else your targets will no longer fear you.

  • Spell Icon

    Invisibility

    Illusion +12

    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 Armor

    Abjuration +12

    You shape your maleficence into a weightless suit of armor. Its armor class is equal to 1 per 2 MP you spend, and it confers no magic penalty, regardless of its class. This armor protects you or your target as would any ordinary armor, and is destroyed when the spell ends. (This spell is incompatible with targets already equipped with armor, magical or mundane.)

  • Spell Icon

    Mirror Image

    Illusion +12

    Through the working of this spell, you conjure a number of illusory duplicates of yourself equal to the MP you spend. These insubstantial clones imitate your actions, making it difficult for opponents to determine which among them is the real you. When you are targeted by an attack or spell, there is a 1 in X chance of actually targeting you, where X is the number of duplicates you generate. If a duplicate is touched or otherwise physically or magically interacted with, it blinks out of existence.

  • Spell Icon

    Phantasm

    Illusion +12

    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

    Phantom Steed

    Illusion +12

    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

    Prism Shell

    Metamagic +12

    You weave a collection of spells into a chaotic shell of wild magic, its boundaries forming the edges of the area of effect. Choose as many spells as you wish to invest MP. Each spell becomes a shell within the boundary; anyone who passes through the boundary is subject to the effects of one of the spells at random (which is then discharged from the shell).

  • Spell Icon

    Sleep

    Charm +12

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

  • Spell Icon

    Summoning

    Conjuration +12

    You summon an otherworldly entity to your aid imbued of your maleficence. The entity abides by your command and its HP are equal to 1d6, +1 per MP spent. Generally the creature has 3 in all attributes, and always enough MP to use its maleficence. Alternatively, the GM may choose a corresponding creature to determine its attributes, but all its attacks will have the peril of your maleficence. Your summon acts independently of you. It is returned to its plane of existence when the spell ends.

Maleficence

Maleficence Icon

Fire

Sorcery +12

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 (3/10)
250

Item Icon
Broom
Consumable
3
Item Icon
Dueling Pistol
Weapon

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Dueling Pistol
Attr
+10
Skill
DMG
d6
Tactics

Armors

You have no armors in your inventory.

Shields

You have no shields in your inventory.

Supply

Session Zero Icon

The Great Crystal

Group

Test

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    Occult Sciences
  • 3
    +1 Skill
  • 4
    +1 Smart
  • 5
    Sorcery
  • 6
    +1 Smart
  • 7
    +1 Skill
  • 8
    +1 Smart
  • 9
    +3 Magic Points
  • 10
    +1 Smart

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