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1

Basil Everglow

By kelses
  • Origin High People
  • Class Cleric
  • Kit Blue Mage
  • Culture Muraian
  • Faction Yevna
  • Ethos Benefactor
1

Mighty +1

+1

Deft +5

+5

Smart +4

+4

Hit Points

2 / 2

Armor Points

4 / 4

Magic Points

9 / 9

Fate Points

3 / 3

Abilities

Arcane Affinity

Talent

Icon

You have advantage on Smart, but you have disadvantage on Mighty.

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. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. In order to use this ability in combat, you must not have already acted in the round.

Blue Mage

kit

Icon

In the academy, your masters taught you that the best offense is a good defense. You may use your action to cast any spell you know as a reaction. For 2 MP, you may add +2 to a spell check when you resist, dispel, or counter a spell. Abjuration spells explode on a 5 or 6.

Equipment

Weapons

Weapon Icon
3

Dao (Sword-Knife) +5

Light

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 +5
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Lightning

Sorcery +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

    Antimagic Shell

    Abjuration +6

    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

    Spell Shield

    Abjuration +6

    You transfer any number of your magic points to your target into the form of a reactive bubble. This reactive bubble automatically works to counter magic it comes in contact with. To counter a spell, the MP in the reactive bubble must be equal to or greater than the MP invested by the offending spellcaster; once a spell is countered, the bubble is dispersed.

  • Spell Icon

    Word of Warding

    Abjuration +7

    You utter a magic word at your targets. If they can hear it, they are unable to enter the area of effect, but they may make ranged attacks or cast spells that cross 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 cannot move.

Maleficence

Maleficence Icon

Lightning

Sorcery +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 (0/11)
220

Item Icon
Dao (Sword-Knife)
Weapon
—
Item Icon
Reinforced Vestments
Armor
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Dao (Sword-Knife)
Attr
+5
Skill
—
DMG
3
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

This hero has not logged any notes.

Archetype

None Selected

Experience

  • 2
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  • 3
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  • 4
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  • 5
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  • 9
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