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5

Lyran the Many

By kelses
  • Origin Changelings
  • Class Mage
  • Kit Channeler
  • Culture Valeborn
  • Faction Xanthreel
  • Ethos Radical
5

Mighty +1

+1

Deft +4

+4

Smart +7

+7

Hit Points

2 / 2

Armor Points

0 / 4

Magic Points

16 / 16

Fate Points

0 / 3

Abilities

Shapeshift

Talent

Icon

You may change your physical appearance and body shape to another humanoid form at will. You can’t mimic the appearance of a specific person. 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 (per the spell Dispel Magic) if you have not already acted in the round. Additionally, 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.

Channeler

kit

Icon

Your studies in wizarding school have taught you how to use arcane implements to intensify your magic. You cast your spells through a focus object, such as a wand, staff, or crystal ball. Whenever you spend MP to cast a spell, you may add 1 MP to your magic pool to cast the spell as long as you have your focus object in your possession. Artifice spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
4

Longbow +6

Missile

Precise
Weapon Icon
d6

Blunderbus +7

Firearms

Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

Armor

Icon

Reinforced Vestments

Padded

4
1

Shield

You have no shield equipped.

  • Defense +6
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Acid

Sorcery +9

Corrodes armor and metal.

Damage caused by this maleficence ignores soak conferred by armor. If a weapon, shield, or other mundane object is the target of the maleficence, the victim must make a spell check vs. your attack roll, or else the item is destroyed.

Spells

  • Spell Icon

    Antimagic Shell

    Abjuration +9

    You convert your maleficence into a magic-absorbing shell, the size and placement of which may be as large or as small as desired within the area of effect. Any spells passing through the shell are converted into MP that restore your MP. You regain MP equal to the MP spent to cast the captured spell, but you cannot regain more MP than your pool's maximum. While the shell is active, you cannot move and must concentrate on working the spell, or else the spell ends.

  • Spell Icon

    Basilisk Gaze

    Enchantment +9

    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 +4

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

  • Spell Icon

    Breath Weapon

    Elemental +9

    You breathe your maleficence into the area of effect. Everyone within the area of effect is subject to its peril (except you).

  • Spell Icon

    Command

    Charm +9

    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

    Fear

    Illusion +9

    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

    Tipple

    Force +9

    You telekinetically move a volume of liquid equal to the area of effect to the lips of your target within the area of effect for the duration of the spell. If the target is unwilling to drink, they are entitled to a spell check, and if they fail, they must spend their action resisting the flow of liquid to avoid drowning for the duration of the spell (they are considered entangled). If you subject a victim to forced imbibing in this way, you must concentrate on the spell or else the spell ends.

  • Spell Icon

    Word of Undoing

    Force +9

    You utter a magic word at your targets, which unleashes a destructive resonance within them. Your targets can be of any size in the area of effect, up to a weight of 100 pounds per MP spent. Brittle and fragile objects immediately explode; rock, metal, and other similarly tough materials may require you to make a spell check vs. a TN of the GM's choosing. This spell does not work against living flesh or magical objects.

Maleficence

Maleficence Icon

Acid

Sorcery +9

Corrodes armor and metal.

Damage caused by this maleficence ignores soak conferred by armor. If a weapon, shield, or other mundane object is the target of the maleficence, the victim must make a spell check vs. your attack roll, or else the item is destroyed.

Stances

Focus

Focus Icon

Familiar Terrain

Survival

You've always been more comfortable in the outlands than polite society. You are immune to the adverse weather conditions of untamed lands, and ignore the deleterious effects of difficult terrain. Even in the worst of circumstances, you can rest comfortably.

Known Stances

  • Stance Icon

    Expert Gastronomy

    Active

    You've developed a uncanny ability to analyze the sensory makeup of food and drink. When you sniff or taste a meal as an action, you can determine its exact composition, and whether it's been corrupted in some way. (The quantity you taste does not harm you.) For each round you concentrate on the flavor, you may determine one mechanical reality. In the case of a poison, examples of mechanical realities include the type of poison, the harm it inflicts, or its onset and duration.

  • Stance Icon

    Familiar Terrain

    Passive

    You've always been more comfortable in the outlands than polite society. You are immune to the adverse weather conditions of untamed lands, and ignore the deleterious effects of difficult terrain. Even in the worst of circumstances, you can rest comfortably.

  • Stance Icon

    Meditative Trance

    Passive

    You've learn the secrets of the ancient masters, that the mind-body connection is a powerful thing. During any downtime scene, you can meditate by finding a comfortable place to sit, closing your eyes, and concentrating on your well-being to recover 2 MP and 2 HP. You cannot make use of this stance when your surroundings are not tranquil.

  • 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

Familiar Terrain

Survival

You've always been more comfortable in the outlands than polite society. You are immune to the adverse weather conditions of untamed lands, and ignore the deleterious effects of difficult terrain. Even in the worst of circumstances, you can rest comfortably.

Inventory (3/11)
250

Item Icon
Blunderbus
Weapon
Item Icon
Longbow
Weapon
Item Icon
Ration
Consumable
0
Item Icon
Rations
Consumable
0
Item Icon
Reinforced Vestments
Armor
Item Icon
Staff of the Hermit
Treasure
3
Item Icon
mirror
Cheap
Item Icon
torch
Consumable

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Longbow
Attr
+4
Skill
+2 Missile
DMG
4
Tactics
Precise
Icon
Blunderbus
Attr
+7
Skill
DMG
d6
Tactics
Icon
Staff of the Hermit
Attr
+1
Skill
DMG
4
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Reinforced Vestments
AP
+4
Soak
Mighty
1
MP

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

Deity – Xanthreel
Hatred for Clockwork – tied to her shunning

Archetype

None Selected

Experience

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

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