Black Gus
I'll eats that if you ain't gonna
- Origin Daemon
- Class Psychic
- Kit Blue Mage
- Culture
- Faction
- Ethos Megalomaniac
Sword & Sorcery
A Quest of Queens
Can you restore balance to the World of Ruin?
The Dune Sea
Defy destiny in this pulp action-adventure.
Great White North
Find your fortune in the outlands of Farlas.
Magic University
Face the fantastic at the Magic University.
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You are wanted by the authorities for a crime you may or may not have committed. You will only rest when you clear your name.
Your beliefs, too often put on display, are distasteful to society. You are classist, racist, sexist, a snob, a sadist, or cruel.
Talent
You take an additional +2 damage from magical sources and have disadvantage on any check to resist magic. You have advantage on Mighty. In lieu of moving on your turn, you can glide or leap the same distance with your wings.
Technique
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.
kit
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.
Whip +7
Flexible
Bare Fists or Feet +5
Hand-to-Hand
Chitin
Light
You have no shield equipped.
Heroic deeds of valor are not your forte.
Acid
Psionics +5
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.
Breath Weapon
Elemental +3
You breathe your maleficence into the area of effect. Everyone within the area of effect is subject to its peril (except you), but your maleficence deals zero damage.
Grease
Alchemy +3
Your magic coats the area of effect with a powerful grease that makes all who pass through it fumble, unable to stand. Victims must make a Deft check vs your spell check in any round they are subject to the grease, or else they lose their action in the round as they fumble on the ground. The grease is highly flammable.
Zone of Secrets
Abjuration +7
By sheer force of will, you shield yourself and all those in the area of effect from all forms of scrying and psychic intrusion. Anyone scrying upon the area effect will notice nothing out of the ordinary, nor detect the magic concealing you unless the magic is dispelled or disrupted. This spell lasts 1 hour per MP spent.
Acid
Psionics +5
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.
Focus Slot
Empty
You have not learned any stances.
Focus Slot
Empty
You have no shields in your inventory.
This hero has not logged any notes.
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