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4

Simir the Wise

  • Origin High People
  • Class Mage
  • Kit White Mage
  • Culture
  • Faction
  • Ethos Benefactor
4

Mighty +2

+2

Deft +2

+2

Smart +8

+8

Hit Points

3 / 3

Armor Points

6 / 6

Magic Points

16 / 17

Fate Points

3 / 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.

White Mage

kit

Icon

Your loyalty to the faith makes you a resourceful healer. You may use your action to cast Curative spells as a reaction. For 1 MP, you may substitute a spell you know with any Curative spell of your choosing. You must spend a round praying to your divine patron prior to being able to cast it. You may cast the substituted spell until you rest, after which time your old spell replaces it. Curative spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
4

Blowgun +2

Missile

Weapon Icon
d6

Staff of the Waters +8

Firearms

Weapon Icon
M/2

Bare Fists or Feet +2

Hand-to-Hand

Armor

Icon

Armored Coat

Piecemeal

6
2

Shield

You have no shield equipped.

  • Defense +2
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Divine

Sorcery +10

Generates radiance and dispels negative energy.

This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.

Spells

  • Spell Icon

    Blessing

    Curative +2

    You call upon the aid of a magical patron to bestow a blessing upon targets other than yourself. The target gains advantage on the next roll of your choosing (initiative, a specific weapon attack roll, a specific skill, but not attributes in general). This effect is not ongoing, and ends after the roll is made. You may cast this spell as a reaction once during the round, in addition to any other action you take.

  • Spell Icon

    Clear Mind

    Curative +2

    You channel the power of your magic patron to cleanse a number of minds equal to the MP you spend. This spell removes status effects caused by any minor or major perils of the mind, magical or non-magical, such fear, mind-control, charm, or madness. You can cast this spell on yourself, even if you are subject to any of these status effects.

  • Spell Icon

    Enchant Weapon

    Enchantment +10

    You may bestow an enchantment on any number of weapons you touch. Decide how much MP you wish to invest across the weapons you touch. Each weapon gets a +1 to damage and to hit, per MP spent (up to a maximum of +2 per weapon).

  • Spell Icon

    Haste & Slow

    Time +10

    You shape your maleficence into a temporal whiplash that affects a number of targets equal to the MP you spend in the area of effect. If slowed, victims always act last, move at 1/2 their movement rate (a personal space rather than a melee space), and make Deft checks at disadvantage. If hasted, targets act before those who are not hasted, move at twice their movement rate (an encounter space rather than a melee space), and make Deft checks at advantage.

  • Spell Icon

    Heal

    Curative +2

    You heal 1 HP per MP spent, split among as many targets in the area of effect as desired. Any status effects caused by minor perils on the target(s) are cured. This spell does not heal wounds or targets on death's door. (If an Undead creature is affected by this spell, they are entitled to a spell check and receive 1 HP damage per MP spent, bypassing soak.)

  • Spell Icon

    Magic Shield

    Abjuration +10

    You shape your maleficence into a protective shield. In any given round, you may shield yourself or any single target you choose, conferring a defense bonus equal to the MP expended to cast the spell, up to +3. The shield may also be used to absorb a point of damage for each point of defense it grants against a single target, but is dispelled when the MP invested into it is depleted in this way. This spell can be cast as a reaction if you have not already acted in the round.

  • Spell Icon

    Spell Turning

    Abjuration +10

    You use your maleficence to reflect a spell to its source. You must spend MP equal to the MP spent by the opposed caster and succeed against them in an opposed spell check in order for the spell to be reflected. This spell may be cast as a reaction if you have not already acted in the round.

Maleficence

Maleficence Icon

Divine

Sorcery +10

Generates radiance and dispels negative energy.

This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.

Stances

Focus

Focus Icon

Arcane Versatility

Arcane

You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.

Known Stances

  • Stance Icon

    Arcane Versatility

    Passive

    You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.

  • Stance Icon

    Elemental Resistance

    Active

    You resist certain peril by sheer force of will or the grace of your patron. As a reaction, you may negate mundane damage of one type from all sources until the end of your next turn.

  • Stance Icon

    Monster Lore

    Active

    Your extensive knowledge of monstrous bestiaries grants you special insight into their strengths and weaknesses. If you spend a round consulting your texts, you may use this stance to yield a GM advantage that reveals the monster's mechanical weaknesses (such as vulnerability to fire, natural cowardice, poisoned flesh, etc). If such a weakness is a legendarily guarded secret or known to no one, you must study the monster directly to reveal its weaknesses, and the GM may require a relevant check.

Focus

Focus Icon

Arcane Versatility

Arcane

You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.

Inventory (3/12)
15

Item Icon
Armored Coat
Armor
—
Item Icon
Artificer Oil
Treasure
0
Item Icon
Astral Cloak
Treasure
—
Item Icon
Blowgun
Weapon
—
Item Icon
Bolas
Weapon
3
Item Icon
Oil of Elemental Resistance
Treasure
0
Item Icon
Pixie Dust
Treasure
—
Item Icon
Staff of the Waters
Treasure
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Blowgun
Attr
+2
Skill
—
DMG
4
Tactics
—
Icon
Staff of the Waters
Attr
+8
Skill
—
DMG
d6
Tactics
—
Icon
Bolas
Attr
+2
Skill
—
DMG
3
Tactics
—

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Armored Coat
AP
+6
Soak
—
Mighty
2
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 Smart
  • 3
    +3 Magic Points
  • 4
    +1 Smart
  • 5
    Choose Perk
  • 6
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  • 7
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  • 8
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  • 9
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  • 10
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