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

Alizaar

When you plan something well, there's no need to rush.

  • Origin High People
  • Class Psychic
  • Kit Wild Mage
  • Culture Muraian
  • Faction
  • Ethos Radical
8

Mighty +5

+5

Deft +5

+5

Smart +4

+4

Hit Points

6 / 6

Armor Points

5 / 8

Magic Points

12 / 12

Fate Points

3 / 3

Abilities

Arcane Affinity

Talent

Icon

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

Mind Over Body

Technique

Icon

As a reaction, you can convert attribute points into MP, which are restored when you rest. While you gain MP from converted attribute points immediately upon conversion, reduce your attributes at the end of the round. If all your attribute points are reduced to 0 HP this way, you are immediately placed on death's door. As long as you have MP, you can detect the presence of sentience within a melee space by concentrating for 1 round.

Wild Mage

kit

Icon

You have learned that this is not The Way. Your resistance to the teachings passed down to you by those in charge allow you to overcome your people's shortcomings. When making attribute checks that involve magical skill, you may negate any disadvantage conferred by your origin. The GM gets the final say as to whether the check qualifies. You start with 3 extra MP.

Equipment

Weapons

Weapon Icon
3+1

Maleficent Steel +7

Light

Disarm
First Strike
Two-Handed
Weapon Icon
M/2

Bare Fists or Feet +5

Hand-to-Hand

Armor

Icon

Bone

Light

8
3

Shield

You have no shield equipped.

  • Defense +7
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Shadow

Psionics +6

Snuffs out light sources.

The victim is blinded until after their next action.

Spells

  • Spell Icon

    Absorb Harm

    Necromancy +7

    For the duration of the spell, you gain the ability to absorb mundane harm caused to living targets by touch. This includes physical or magical damage, disease, or poison and like major or minor perils, but not curses. When you absorb the harm, the subject is healed or otherwise restored, and you receive the harm as if it were dealt to you instead. You may absorb 1 HP of damage per MP spent, or one major or minor peril per MP spent in this way.

  • Spell Icon

    Dimensional Blade

    Dimension +7

    You charge an object of your choosing with psychical energy, flattening it into two dimensions—the object has height and length, but no width. For the duration of the spell, attacks made with that weapon ignore armor and deal damage to HP. Every successful attack you make with the weapon consumes 1 MP. If you release the object, the spell ends.

  • Spell Icon

    False Sensory Input

    Mind +7

    You hijack your target's senses so as to supply false sensory input to them. You may switch between the five senses round to round. Each round you may falsify one aspect of the victim's perception at a time: make salt taste like sugar; a thief appear as a priest; a scream sound like a whisper; or a burning sensation feel like cool water (as examples).

  • Spell Icon

    Fate Link

    Astral +7

    You psychically entwine yours and your target's fate. The binding can only ever be between two targets, and it lasts for the duration of the spell. While your fates are bound, anything done to you is also experienced by your target, and vice versa, including all forms of harm up to unconsciousness and death.

  • Spell Icon

    Kinetic Shield

    Force +7

    You steel your mind to become a trap for physical harm. When you cast this spell, make a spell check. For each MP you invest in this spell, you absorb 1 point of physical damage from each source of harm, which you may release at a later time as a bonus to your maleficence. The stored energy remains charged for the duration of the spell; each round, you must roll lower than your initial spell check to contain the energy; if you fail to unleash it before the spell ends, or you fail your check, divide the damage equally among every eligible target in the area of effect, including yourself. You may cast this spell as a reaction once during the round, in addition to any other action you take.

  • Spell Icon

    Magic Step

    Dimension +7

    You teleport yourself to any location within your line of sight. For each additional MP spend, you may also teleport any others you touch. (The distance you can teleport is limited by the spell's area of effect, even if you can see farther away; at 1 MP, the spell's area of effect is a melee space.) In lieu of taking an action to cast this spell, you may cast this spell as your movement. This spell can be cast as a reaction if you have not already acted in the round.

  • Spell Icon

    Regeneration

    Necromancy +7

    Through force of will, you regenerate at a rate of 1 HP per round for the duration of the spell. You may also cause targets touched to regenerate in the same fashion. (This spell will always absorb 1 MP per round, even if its effects can be sustained without expending MP by other abilities.) You cannot regenerate wounds.

  • Spell Icon

    Subjectivity

    Mind +7

    For the duration of the spell, you may make an opposed check against any target aware of your existence in the area of effect. If you succeed, they lose awareness of your existence and you are considered stealthed with your spell check serving as the stealth score. You are still very real, however; any direct interaction with the target will immediately reveal you.

  • Spell Icon

    Ultravision

    Dimension +7

    You or your targets are able to see the full spectrum of light and are immune to blindness for the duration of the spell. This includes the ability to perceive radio waves, microwaves, infrared, ultraviolet, x-rays, and gamma rays.

  • Spell Icon

    Vivify

    Curative +5

    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

Shadow

Psionics +6

Snuffs out light sources.

The victim is blinded 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 (1/15)
250

Item Icon
Bone
Armor
—
Item Icon
Maleficent Steel
Treasure
—
Item Icon
Ring of Free Action
Treasure
—
Item Icon
Scroll of Vivify
Consumable
1

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Maleficent Steel
Attr
+5
Skill
+2 Light
DMG
3+1
Tactics
First StrikeTwo-HandedDisarm

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Bone
AP
+8
Soak
—
Mighty
3
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
    +1 Mighty
  • 3
    Two-Handed (Light)
  • 4
    +1 Mighty
  • 5
    Psionics
  • 6
    +1 Deft
  • 7
    First Strike (Light)
  • 8
    +1 Deft
  • 9
    Choose Perk
  • 10
    Choose Perk

Are you sure?