Jafar Faht
My friend, it should not concern you that the value of trust can be measured in gold ounces. Gold is dependable; it gets around.
- Origin Humans
- Class Bard
- Kit Merchant
- Culture Doglander
- Faction Tehuti
- Ethos Arbitrator
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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You stand accused of betraying the faith, whether wrongfully or not, and have been excommunicated as a heretic. You must have absolution, or death.
The circumstances of your life have transformed you into the ultimate rebel. You take a stand against The Man at every opportunity, even if it would endanger your life and the lives of those around you.
Talent
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
Technique
Choose an art: singing, dancing, or playing. You may choose to make the duration of any spell you cast indefinite, as long as you are performing your art (the duration of your spell is 0 as opposed to a number of rounds equal to your level plus the MP you spend). You may concentrate on a number of spells in this way equal to your level, but you may not attack while performing your art. Your art must make noise audible to all in the encounter to work. You may use Performance in lieu of any Arcana skill with your maleficence or spell checks.
kit
As a savvy business mogul, you start with 500 gold instead of 250 at character creation. When you successfully negotiate any deal or transaction, you automatically improve the monetary benefit to you by 50%. As long as you have MP, you are considered skilled in any checks involving business affairs.
Palm Pistol +10
Firearms
Bare Fists or Feet +1
Hand-to-Hand
Wild Serape
Padded
You have no shield equipped.
Heroic deeds of valor are not your forte.
Sound
Thaumaturgy +10
The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)
Call Hivemind
Conjuration +5
You summon to your command a hivemind of your choosing. The volume of hiveminded creatures is equal to the spell's area of effect and the type of hivemind depends on where the spell is cast (an urban setting might summon rats, whereas a woodland setting might summon birds or insects). If the hivemind is used to cause harm, choose a maleficence of equivalent peril to deal damage to all those in the area of effect, once upon its summoning. The hivemind cannot be dispersed by mundane means and has no HP.
Charm (Monster)
Charm +5
Your enchantment makes a single living monster or non-monstrous creature friendly towards you and assuages their suspicions. When you are casting this spell, it is not apparent to the untrained eye. This spell immediately fails if anyone in the area of effect is engaged in hostile action with the victim or its allies, or if you or your allies take hostile action thereafter. When engaged in social combat with the target, you receive advantage on all rolls. A charmed creature will maintain its disposition toward you after the spell ends, unless it is intelligent and there is reason to question the friendship or the enchantment is revealed.
Control (Weather)
Elemental +5
You can manipulate the flow, direction, and intensity of a weather pattern in the area effect of the spell, invoking torrential rain, strikes of lightning, or torrents of wind. If the weather is used to cause harm to a target, apply the peril of a corresponding maleficence.
Divinely Inspire
Divination +5
You call upon your magic patron to grant a target other than yourself supernatural aid. Make a prayer to your patron. The GM chooses a spell appropriate for your situation, and you bestow this spell upon your target. You must expend 1 MP to cast this spell and 1 MP to bestow the spell upon your target. The target may cast the spell at a later time, whether or not they are a spellcaster, but the magical charge transferred thereby will only last 24 hours.
Neverlost
Divination +5
Your magic patron gifts you with supernatural insight to bestow upon an object. Choose a mundane object and a location (known or unknown). The object becomes enchanted and will permanently indicate the cardinal direction of the location you name.
See Spirit Realm
Divination +5
This spell affects one encounter space per MP spent. You read the area for spiritual impressions, such as ghostly ectoplasms or the negative energy of undead. Your senses reveal hidden or magically concealed entities of this kind as well as their type, origin, ethos, and general disposition. In surveying the area, you also receive visual and auditory impressions of the circumstances of their demise.
True Sight
Divination +5
With magical insight, you or your target enhance your vision to see through illusions and other non-magical falsehoods in the spell's area of effect. For 1 MP, that which is hidden is revealed. For 2 MP, you see through disguises. For 3 MP, lies sound false to you and written untruths glow magically.
Zone of Truth
Abjuration +5
Your magic expunges lies in the area of effect. Although they are not forced to tell the truth, anyone within the area of effect is unable to tell a lie.
Sound
Thaumaturgy +10
The victim is deafened until after their next action. (Deaf victims cannot hear sound and receive disadvantage on defense checks.)
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.
Advanced Old School Revival (OSR+) is rules-light tabletop RPG that combines old school play with modern storygaming, designed for new and veteran players alike.
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