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4

Lady Malorae

By Kelses
  • Origin Humans
  • Class Cleric
  • Kit Battle Mage
  • Culture Arcanese
  • Faction Mascarion
  • Ethos Guardian
4

Mighty +3

+3

Deft +5

+5

Smart +4

+4

Hit Points

4 / 4

Armor Points

8 / 8

Magic Points

9 / 9

Fate Points

3 / 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.

Exorcise

Technique

Icon

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.

Battle Mage

kit

Icon

You've trained to cast spells under great duress and in the battlefield. Your concentration when casting spells in combat cannot be broken, and you may reduce the magic penalty conferred by armor or shields by 2. Once per turn, you may make an attack as a bonus action with disadvantage on the same turn that you cast a spell.

Equipment

Weapons

Weapon Icon
4

Longbow +7

Missile

Precise
Weapon Icon
5

Long Sword +3

Edged

Weapon Icon
M/2

Bare Fists or Feet +3

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

Icon
+2

Parma +2

Body

2
Defender
  • Defense +7
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Lightning

Thaumaturgy +6

Conducts through metal and water.

You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.

Spells

  • Spell Icon

    Blood Ritual

    Necromancy +7

    You draw a circle of power equal in size to the area of effect around your target(s) in a ritual of restoration. You must spend 24 hours conducting the ritual uninterrupted, and your targets must remain in the circle. At the conclusion of the spell, your targets heal 1 wound for each MP invested in the spell, up to a maximum of 3 wounds.

  • Spell Icon

    Heal

    Curative +7

    You heal 1 HP per MP spent, split among as many targets in the area of effect as desired. Any status effects caused by minor perils on the target(s) are cured. This spell does not heal wounds or targets on death's door. (If an Undead creature is affected by this spell, they are entitled to a spell check and receive 1 HP damage per MP spent, bypassing soak.)

  • Spell Icon

    Restore

    Curative +7

    Your magic cures a single disease or site of poison per MP spent. For each MP you spend, your target recovers 1 point of attribute damage. You must touch the target, and the target must be willing.

  • Spell Icon

    Revive

    Curative +7

    You grab hold of a target's silver cord, anchoring their soul to the world of the living (the target must be on death's door). The target is immediately stabilized and heals 1 wound and 1 HP, while regaining consciousness. Any status effects caused by minor perils on the target are cured.

  • Spell Icon

    Sanctuary

    Artifice +7

    You conjure into existence a physical sanctuary of your imagining which occupies the area of effect. This sanctuary functions as a safe space for you and as many companions as can fit inside to seek shelter and recover for 1 hour per MP spent. When you cast this spell, you may choose to increase the spell's duration by 1 hour for each space you decrease its area of effect, down to a personal space. The sanctuary is magically protected from mundane elements (rain, snow, heat, etc) and contains an environment pleasing to the spellcaster. It can have many physically locked portals (such as windows or doors) as MP spent—make a spell check to set a TN for intrusion—but is otherwise as vulnerable to attack as any mundane structure would be.

  • Spell Icon

    Vivify

    Curative +7

    With this orison you or your target is accompanied by a friendly spirit the next time you attempt to rest (though sleep, study, or meditation). Choose one: The spirit accelerates your natural healing process such that you recover in half as much time as you would normally; or you recover twice as many HP or wounds as you would in a single recovery period.

Maleficence

Maleficence Icon

Lightning

Thaumaturgy +6

Conducts through metal and water.

You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.

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 (0/13)
105

Item Icon
Leather
Armor
—
Item Icon
Long Sword
Weapon
—
Item Icon
Longbow
Weapon
—
Item Icon
Parma
Shield
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Longbow
Attr
+5
Skill
+2 Missile
DMG
4
Tactics
Precise
Icon
Long Sword
Attr
+3
Skill
—
DMG
5
Tactics
—

Armors

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

Shields

Name
Def
MP
Mighty
Tactics
Inventory Icon
Parma (Body)
Defense
+2
MP
+2
Mighty
2
Tactics
Defender

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
    +1 Bonus Spell
  • 3
    +1 Smart
  • 4
    Thaumaturgy
  • 5
    Choose Perk
  • 6
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  • 7
    Choose Perk
  • 8
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  • 9
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  • 10
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