High Priestess Crystallia
A god divided is a god diminished.
- Origin Humans
- Class Cleric
- Kit White Mage
- Culture Arcadian
- Faction Abraxis
- 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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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
You have the power to ward off evils opposed to your faith, be they undead hordes or the powers of other unholy creatures. For each such opponent, you may spend 1 MP to force them to make an opposed spell check using Deft in order to attack or cast spells against you. You cannot cast concentration spells or attack while warding off evil in this way. Moreover, you may make an opposed spell check using Deft to expend MP and dispel the magic of such opponents (per the spell Dispel Magic). To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell.
kit
Your loyalty to the faith makes you a resourceful healer. You may use your action to cast Curative spells as a reaction. For 1 MP, you may substitute a spell you know with any Curative spell of your choosing. You must spend a round praying to your divine patron prior to being able to cast it. You may cast the substituted spell until you rest, after which time your old spell replaces it. Curative spell checks explode on a 5 or a 6.
Bare Fists or Feet +1
Hand-to-Hand
You have no weapons equipped.
Robe of the Archmagi
Padded
You have no shield equipped.
Heroic deeds of valor are not your forte.
Divine
Thaumaturgy +8
This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Charm (Monster)
Charm +10
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.
Circle of Binding
Abjuration +10
You shape your maleficence into a circle of power, imprisoning all those within its boundaries. Victims within the circle cannot physically leave it, but they may make ranged attacks or cast spells that cross the boundary. You must concentrate on the working of the spell against your opponents for its duration, otherwise your targets may freely exit the circle. A Circle of Binding's area of effect may not exceed a melee space.
Circle of Protection
Abjuration +10
You bend your maleficence into a protective circle of magic. All those hostile to you or your target must make an opposed spell check to physically enter the circle; its benefits extend to all who remain within its boundaries. The circle does not protect you from ranged attacks or other magic cast from outside it. You must concentrate on working the circle against your opponents for the spell's duration, or else they may pass inside unhindered. A Circle of Protection's area of effect may not exceed a melee space.
Control (Weather)
Elemental +10
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.
Courage
Enchantment +10
You call upon your magic patron to inspire courage in targets other than yourself. The targets become fearless and gain an additional 1 HP per MP spent, up to the target's maximum HP. The HP are temporary and do not recover after they are lost, but persist beyond the spell's duration.
Divinely Inspire
Divination +10
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.
Luminiferous
Conjuration +10
You generate a source of light per inanimate object touched. The illumination fills a single encounter space. The light cannot be extinguished unless the object is destroyed. This effect lasts 1 hour per MP spent.
Ritual
Metamagic +10
Choose another spell you know to cast as the ritual spell. You pool your MP together with other spellcasters to cast it at a power beyond your means. You may involve as many spellcasters in the ritual as you expend MP; they need not know this spell, but must be willing. The spell takes 1 round to cast per MP pooled in this way.
See Spirit Realm
Divination +10
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.
Supplication
Divination +10
You beseech a magical patron who is favorable to you for supernatural aid. For 1 MP, the patron will answer a single question truthfully. For 2 MP, the patron will bestow upon you a vision related to your inquiry, which may require further interpretation on your part to understand. For 3 MP, the patron will provide specific insight in answer to your inquiry, such as the exact location of what you seek or the true name of your enemy.
True Sight
Divination +10
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.
Word of Warding
Abjuration +10
You utter a magic word at your targets. If they can hear it, they are unable to physically enter the area of effect, but they may take action that crosses the boundary. You must concentrate on working your spell (by continuously speaking) or else your targets may enter the area of effect freely. Victims forced into the area of effect are wracked with pain (they are effectively stunned) and their movement rate becomes 0.
Divine
Thaumaturgy +8
This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Sacred Virtue
Support
You've devoted your life to embodying the sacred virtues. Whenever you commit an act of sacrifice in order to honor one of your virtues (courage, justice, mercy, generosity, faith, nobility, hope—choose three), you may create a story tag that represents your sacrifice.
Astral Awareness
Passive
The powers of your lineage awaken within you as you adventure farther into your quest. You have advantage when searching for secret doors or passages.
Aura of Power
Active
Your unshakeable faith in the gods protects you against great peril. As a reaction, you may make an opposed check to cancel a single source of lethal damage (matching the attribute of the check that precipitated the damage), with advantage.
Exaltation
Active
Your heartfelt praise inspires awe in all those who hear it. When you monologue about one or more of your allies, everyone in the scene within earshot stops what they're doing to hear what you have to say. The TN of any check you choose related to your monologue is reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of the check is improved one tier (Good becomes Exceptional).
Fear Resistance
Active
Hardened by war or mental discipline, you know when to stand strong with indomitable will. As a reaction, you may shake off the effects of fear (magical or mundane) or any other similar effect that would compel you to act out of cowardice.
Legendary Lore
Active
Your taste for great stories have transformed you into a gourmand of legends. When you use this stance, you may create a GM advantage concerning one of the following legendary subjects: magic, the dead, history, beastiaries, the astral veil, heroes, or the gods.
Life Drain Resistance
Passive
You steel your soul against otherworldly peril, whether by the grace of your patron or sheer force of will. If you are subject to a source of attribute damage, you may make an opposed check as a reaction (matching the attribute of the check that precipitated the damage) to a cancel the damage, with advantage. In lieu of protecting yourself, you may confer the benefits of this stance to a target by touch.
Ritual of Prophecy
Active
You stare into the flames, cast lots, conduct a tarot reading, consult a spiritual totem, or imbibe the sacred waters to commune with a patron. You may ask the GM a single yes or no question about a target, and the GM will answer truthfully. The ritual is an action that takes at least 10 minutes to perform and requires a material possession or physical substance from the target. The inquiry must concern your present circumstances, lest the advice given be too far in the future to be trustworthy.
Sacred Virtue
Passive
You've devoted your life to embodying the sacred virtues. Whenever you commit an act of sacrifice in order to honor one of your virtues (courage, justice, mercy, generosity, faith, nobility, hope—choose three), you may create a story tag that represents your sacrifice.
Zenlike Trance
Active
Clear thinking is a serene lake in the vista of your mind; take a swim. As an action, you enter a meditative trance that cures spell-like or mundane effects that cause madness, rage, sleep, or feeblemindedness. (You may enter this trance even if you are subject to any of these status effects.) When you use this stance, you must close your eyes to meditate for 1 round, and you may take no other action while meditating. If conscious, you may join hands with others to guide them through the meditation for 1 MP per mind you wish to clear, but they too must enter the trance.
Sacred Virtue
Support
You've devoted your life to embodying the sacred virtues. Whenever you commit an act of sacrifice in order to honor one of your virtues (courage, justice, mercy, generosity, faith, nobility, hope—choose three), you may create a story tag that represents your sacrifice.
You have no weapons in your inventory.
You have no shields in your inventory.
This hero has not logged any notes.
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