Skip to Primary Menu Skip to About OSR+ Menu Skip to OSR+ Support Menu Skip to Main Content
8

Older Morgan le Fay

There is another way to do this.

By gluax
  • Origin Humans
  • Class Mage
  • Kit Dweomerist
  • Culture
  • Faction
  • Ethos Benefactor
8

Mighty +1

+1

Deft +6

+6

Smart +8

+8

Defense

+6

Armor Points

No soak

Hit Points

2 / 2

Wounds

Initiative

+2

Mana Points

17 / 17

Fate Points

Story Points

0 / 8

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

You may cast the spells Dispel Magic and Counterspell. 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.

Dweomerist

kit

Icon

Your extensive experimentation with dweomers has taught you how to map out and manipulate magic auras as a form of arcane field theory. For 1 MP you may enchant an inanimate, mundane object with any spell from the Enchantment school, even if you are not a spellcaster. Invest any number of MP into the item as desired. The spell may be discharged at a later time, up to a number of hours equal to your level, by a word or gesture of command. While enchanted, the item is conspicuously magical to all those who behold it. Enchantment spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
3

Obsidian Blade +8

Small

Piercing
Weapon Icon
3

Staff of the Hermit +8

Small

Piercing
Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

Armor

Icon

Roc Down

Padded

1
1

Shield

You have no shield equipped.

Deeds

Heroic deeds of valor are not your forte.

Skills

Languages

Supply

Magic

Maleficence

Maleficence Icon

Venom

Sorcery +10

Poisons living beings.

The victim is poisoned and receives an additional 1 HP damage on the next round at the start of their turn, and each round thereafter, for a number of rounds equal to the damage dealt.

Spells

  • Spell Icon

    Basilisk Gaze

    Enchantment +10

    Your gaze transmits a maleficence that transmogrifies a single target into magic stone. The transmogrified is petrified for the duration of the spell, but they remain conscious. This spell can only affect a victim if they meet your gaze. Magic stone cannot be destroyed by physical means, and is unharmed by magic.

  • Spell Icon

    Bestow Curse

    Enchantment +6

    You bestow upon a single victim a curse of your choosing: blindness, deafness, or muteness.

  • Spell Icon

    Charm (Person)

    Charm +10

    Your enchantment makes a single humanoid target 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 a charmed person, you receive advantage on all rolls. A charmed person maintains their disposition toward you even after the spell ends, unless there is reason to question the friendship or the enchantment is revealed.

  • Spell Icon

    Dimension Door

    Dimension +10

    You create a pair of spacetime portals that serve as doorways to each other. The portals can be any size, up to that of a personal space. You may place either portal anywhere in the area of effect. (If they are placed too close together or subject to destructive force, the portals immediately blink out of existence.)

  • Spell Icon

    Forget

    Charm +10

    You suppress the most recent short term memory of your target. For each MP you spend, you suppress one round of recent memory. The effects of your charm are permanent, but a victim whose memory is suppressed by this spell can recall the suppressed memory if your charm is dispelled at a later time. Victims are not entitled to a spell check to resist this spell unless they are aware that this spell will tamper with their memory.

  • Spell Icon

    Magic Mark

    Artifice +10

    You mark a number of targets equal to the MP you spend with an invisible symbol that burns with your maleficence. You may reveal the mark to anyone of your choosing. When revealed, the mark reveals its victim, even if they are magically hidden or stealthed. Those who see the mark gain advantage in actions that target its victim. This spell lasts for 1 day per MP spent.

  • Spell Icon

    Magic Shield

    Abjuration +10

    You shape your maleficence into a protective shield. In any given round, you may shield yourself or any single target you choose, conferring a defense bonus equal to the MP expended to cast the spell, up to +3. The shield may also be used to absorb a point of damage for each point of defense it grants against a single target, but is dispelled when the MP invested into it is depleted in this way. This spell can be cast as a reaction if you have not already acted in the round.

  • Spell Icon

    Rune Sigil

    Artifice +10

    You encode a secret message into a magic rune by touching an inanimate object of your choosing. The message is permanently embedded in the symbol, and may be read by any spellcaster or anyone with an Arcana skill. Alternatively, you may spend MP to encode a spell of your choosing or a maleficence into a magic symbol. Anyone who attempts to read the symbol is subject to the spell, which is cast with the reader as its target.

  • Spell Icon

    Shapeshift

    Enchantment +10

    You physically shapeshift into a form of your choosing, adopting the physical capabilities of that form. For 1 MP, the form may be humanoid and of the same approximate mass and size as your natural form. For every additional 2 MP spent, the form may be other than humanoid (including inanimate objects), and twice as large or as small. You must have prior, firsthand knowledge of the form you attempt to shapeshift into, and you may not replicate any specific person. While shapeshifted, you adopt the physical qualities of the form you've been shapeshifted into. The GM has discretion to alter your freedom of movement or attributes and abilities to suit the fiction.

  • Spell Icon

    Shapeshift Other

    Enchantment +10

    You physically shapeshift a single target other than yourself into a form of your choosing, and they adopt the physical capabilities of that form. For 1 MP, the form may be humanoid and of the same approximate mass and size as their natural form. For every additional 2 MP spent, the form may be other than humanoid (including inanimate objects), and twice as large or as small. You must have prior, firsthand knowledge of the form you attempt to shapeshift your target into, and you may not replicate any specific person. While shapeshifted, your target adopts the physical qualities of the form they've been shapeshifted into. The GM has discretion to alter their freedom of movement or attributes and abilities to suit the fiction.

  • Spell Icon

    Slithering Shadow

    Necromancy +10

    You extend your lifeforce into your shadow, enabling it to grow in length equal to the spell's area of effect. The shadow grows at a walking pace and may slither across any surface in any direction, silently and indetectable to the untrained eye. You may see, hear, and speak through the shadow as if you are standing where it is extended (as well as cast spells), but it is unable to interact with any physical object. If it is attacked (physically or magically), you become the subject of the attack. This spell lasts for the duration of the scene.

Maleficence

Maleficence Icon

Venom

Sorcery +10

Poisons living beings.

The victim is poisoned and receives an additional 1 HP damage on the next round at the start of their turn, and each round thereafter, for a number of rounds equal to the damage dealt.

Stances

Focus

Focus Icon

Arcane Versatility

Arcane

You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.

Known Stances

  • Stance Icon

    Arcane Versatility

    Passive

    You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.

  • Stance Icon

    Fey Resistance

    Passive

    The powers of your lineage awaken within you as you adventure farther into your quest. When you learn this stance, you are 50% immune to magical or mundane sleep and charm.

  • Stance Icon

    Furtive Spell

    Active

    You've sharpened your spellcraft as a thief hones her dagger for the dark. As an action, you may cast a single spell you know surreptitiously. The casting of this spell does not compromise your stealth status, and it is not apparent to the untrained eye.

  • Stance Icon

    Keen Senses: Sight

    Passive

    You've honed your natural sense of sight beyond its natural limits. When you use this stance, any check you make which relies principally on sight (trying to spot an inscription from far away) has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of at least a clean success is improved one tier (Good becomes Exceptional).

  • Stance Icon

    Silver Tongue

    Active

    Your eloquence often gets you out of sticky situations. As a reaction, you may re-roll any check involving social interaction.

  • Stance Icon

    Spell Substitution

    Active

    The years you spent in the libraries of your apprenticeship have left an indelible mark on your memory. As an action, you may substitute a single spell you know for a different one in the same school of magic. You may cast the substituted spell until you rest, after which time your old spell replaces it.

  • 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.

  • Stance Icon

    Wanderer's Lore

    Active

    In your time as an adventurer, you've traveled far and wide. When you explore an unknown place, you may create a GM advantage concerning lore known to you about this place.

Focus

Focus Icon

Arcane Versatility

Arcane

You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.

Inventory (3/11)
970

Item Icon
Cap of Seeming
Treasure
Item Icon
Gauntlet
Shield
3
Item Icon
Obsidian Blade
Weapon
Item Icon
Roc Down
Armor
Item Icon
Staff of the Hermit
Treasure

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Obsidian Blade
Attr
+6
Skill
+2 Small
DMG
3
Tactics
Piercing
Icon
Staff of the Hermit
Attr
+6
Skill
+2 Small
DMG
3
Tactics
Piercing

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Roc Down
AP
+1
Soak
Mighty
1
MP

Shields

Name
Def
MP
Mighty
Tactics
Inventory Icon
Gauntlet (Buckler)
Defense
+1
MP
+1
Mighty
1
Tactics
Disarm

Supply

Notes

Quest Log

Enchantment Magic

Archetype

None Selected

Experience

  • 2
    +1 Smart
  • 3
    Sorcery
  • 4
    +1 Smart
  • 5
    +3 Mana Points
  • 6
    +1 Deft
  • 7
    +1 Skill
  • 8
    +1 Deft
  • 9
    Choose Perk
  • 10
    Choose Perk

Are you sure?