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3

Haryk Aetris

  • Origin High People
  • Class Mage
  • Kit Wild Mage
  • Culture Muraian
  • Faction Asag
  • Ethos Mastermind
3

Mighty +3

+3

Deft +3

+3

Smart +5

+5

Hit Points

4 / 4

Armor Points

8 / 8

Magic Points

13 / 13

Fate Points

3 / 3

Abilities

Arcane Affinity

Talent

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

Arcane Adept

Technique

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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.

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
4

Hand Crossbow +3

Missile

Weapon Icon
M/2

Bare Fists or Feet +3

Hand-to-Hand

Armor

Icon

Leather

Light

8
3

Shield

You have no shield equipped.

  • Defense +3
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Vampiric

Sorcery +7

Enervates and feeds on lifeforce.

You must touch a living victim to deal HP damage with this maleficence. For each point of damage the maleficence deals, you recover 1 HP. If this maleficence would deal zero damage, the victim is fatigued until after their next action.

Spells

  • Spell Icon

    Animate Object

    Artifice +7

    Your maleficence becomes an invisible tether, animating a number of mundane, inanimate objects equal to the MP spent. You may move the object as if it were a marionette. Sentient objects, such as golems, may also be commanded, but they are entitled to a spell check to resist each command.

  • Spell Icon

    Counterspell

    Abjuration +7

    You use your maleficence to dispel the magic of your target's spell. As long as the opposing spellcaster is visible to you, you may absorb their spell before its targets are affected by the magic. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell and succeed in a contested spell check against them. This spell may be cast as a reaction if you have not already acted in the round.

  • Spell Icon

    Enchant Weapon

    Enchantment +7

    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

    Fly

    Force +7

    You may fly at your normal movement rate for the duration of the spell. Your ability to carry others is limited by your strength.

  • Spell Icon

    Mirror Image

    Illusion +7

    Through the working of this spell, you conjure a number of illusory duplicates of yourself equal to the MP you spend. These insubstantial clones imitate your actions, making it difficult for opponents to determine which among them is the real you. When you are targeted by an attack or spell, there is a 1 in X chance of actually targeting you, where X is the number of duplicates you generate. If a duplicate is touched or otherwise physically or magically interacted with, it blinks out of existence.

  • Spell Icon

    Simulacrum

    Alchemy +7

    You divide yourself into two halves, each simulacrum half as powerful as your original whole in every respect (half HP, half attributes, half MP, rounded down). Your two halves are both you, so each half may take actions and cast spells independently. In the same vein, both halves represent a single body, so if either half is destroyed, so is the whole. A simulacrum cannot act in the first turn it is created.

Maleficence

Maleficence Icon

Vampiric

Sorcery +7

Enervates and feeds on lifeforce.

You must touch a living victim to deal HP damage with this maleficence. For each point of damage the maleficence deals, you recover 1 HP. If this maleficence would deal zero damage, the victim is fatigued until after their next action.

Stances

Focus

Focus Icon

Bonus Cantrips

Arcane

You're either a failed mage exiled by the academy, or a learned arcanist with a sprinkle of magical rigor. When you learn this stance, choose three maleficences. As an action, you may cast a cantrip related to one of these maleficences per the Mage technique Arcane Adept.

Known Stances

  • Stance Icon

    Bonus Cantrips

    Passive

    You're either a failed mage exiled by the academy, or a learned arcanist with a sprinkle of magical rigor. When you learn this stance, choose three maleficences. As an action, you may cast a cantrip related to one of these maleficences per the Mage technique Arcane Adept.

  • Stance Icon

    Pass without Trace

    Active

    You expertly cover your tracks to disguise your scent, footprints, and signs of your passage though an encounter space. As an action, you may use this stance to create a narrative advantage regarding a misdirection you leave behind.

Focus

Focus Icon

Bonus Cantrips

Arcane

You're either a failed mage exiled by the academy, or a learned arcanist with a sprinkle of magical rigor. When you learn this stance, choose three maleficences. As an action, you may cast a cantrip related to one of these maleficences per the Mage technique Arcane Adept.

Inventory (0/13)
0

Item Icon
Hand Crossbow
Weapon
—
Item Icon
Leather
Armor
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Hand Crossbow
Attr
+3
Skill
—
DMG
4
Tactics
—

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Leather
AP
+8
Soak
—
Mighty
3
MP
—

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

A place: Coins clattering into blood, site of death and evil
** How did Nyn’s house force me to disagree with her

A thing, religious sect, throne of shadow
** How did Nyn’s house force me to agree with her

The Calling:
A familiar, loss of innocence – the familiar is a physical manifestation of the loss of innocense that one needs to accept to move into the Calling

Archetype

None Selected

Experience

  • 2
    +1 Mighty
  • 3
    Sorcery
  • 4
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  • 5
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  • 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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