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1

Lalandra

By Kelses
  • Origin High People
  • Class Mage
  • Kit Pyrokineticist
  • Culture Mordavian
  • Faction Beatrix
  • Ethos Esurient
1

Mighty +2

+2

Deft +2

+2

Smart +6

+6

Hit Points

3 / 3

Armor Points

4 / 4

Magic Points

7 / 12

Fate Points

0 / 3

Abilities

Arcane Affinity

Talent

Icon

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

Arcane Adept

Technique

Icon

You may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic). Additionally, as a reaction, you may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you (per the spell Counterspell) and you have not already acted in the round. 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.

Pyrokineticist

kit

Icon

Your rage boils just beneath the surface, but the only thing stronger is your control. You can manipulate the flow, direction, and intensity of any existing fire source. If the source is used to cause harm, apply the peril of the fire maleficence. As long as you have MP, you are immune to mundane fire.

Equipment

Weapons

Weapon Icon
4

Chakram (War Quoit) +2

Missile

Weapon Icon
M/2

Bare Fists or Feet +2

Hand-to-Hand

Armor

Icon

Buff Coat

Padded

4
1

Shield

You have no shield equipped.

  • Defense +4
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Fire

Sorcery +8

Sets flammable objects aflame.

The victim is burning. If the victim does not spend the next turn putting themselves out in the round after being subject to your maleficence, they suffer cumulative 1 damage per round.

Spells

  • Spell Icon

    Antimagic Whip

    Metamagic +8

    You convert your maleficence into a magic-draining whip that saps MP from your target. The whip remains in existence for the duration of the spell. A successful spell check vs. the target's defense drains 1d6 MP from your victim and restores the amount drained to you; you cannot regain more MP than your pool's maximum.

  • Spell Icon

    Command

    Charm +8

    You command a single target to perform a single action, as if they were charmed by you. 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. A victim so charmed attempts to carry out the action for as long as the spell's duration, or until it is accomplished or made impossible.

  • Spell Icon

    Sleep

    Charm +8

    You weave your maleficence into a charm that induces magical spell in a single victim. The victim is considered unconscious, and the spell is broken if the victim's sleep is disrupted in any way that would ordinarily wake them.

  • Spell Icon

    Tipple

    Force +8

    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 are considered entangled as the flow of liquid drowns them for the duration of the spell. (A victim who is drowning for more rounds than they have Mighty is automatically placed on death’s door.) If you subject a victim to forced imbibing in this way, you must concentrate on the spell or else the spell ends.

Maleficence

Maleficence Icon

Fire

Sorcery +8

Sets flammable objects aflame.

The victim is burning. If the victim does not spend the next turn putting themselves out in the round after being subject to your maleficence, they suffer cumulative 1 damage per round.

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 (0/12)
195

Item Icon
Buff Coat
Armor
—
Item Icon
Chakram (War Quoit)
Weapon
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Chakram (War Quoit)
Attr
+2
Skill
—
DMG
4
Tactics
—

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Buff Coat
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

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