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5

Nynaeve al'Meara

The Queen Lives!

  • Origin High People
  • Class Mage
  • Kit Illusionist
  • Culture Muraian
  • Faction Yevna
  • Ethos Judicator
5

Mighty +1

+1

Deft +4

+4

Smart +7

+7

Hit Points

2 / 2

Armor Points

1 / 4

Magic Points

14 / 16

Fate Points

1 / 3

Abilities

Arcane Affinity

Talent

Icon

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

Arcane Adept

Technique

Icon

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

Illusionist

kit

Icon

You have been entrusted with ancient secrets from a secret order of master magicians. Casting spells is not a risky action for you and does not compromise your stealth status. When you are casting spells, it is not apparent to the untrained eye. You may spend MP to cast the spell Phantasm, even if you are not a spellcaster. Illusion spell checks explode on a 5 or a 6.

Equipment

Weapons

Weapon Icon
4

Short Bow +4

Missile

Weapon Icon
3

Dagger +4

Small

Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

Armor

Icon

Diamond Cotton

Padded

4
1

Shield

You have no shield equipped.

  • Defense +6
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Lightning

Sorcery +9

Conducts through metal and water.

You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned until after their next action.

Spells

  • Spell Icon

    Breath Weapon

    Elemental +9

    You breathe your maleficence into the area of effect. Everyone within the area of effect is subject to its peril (except you).

  • Spell Icon

    Command

    Charm +9

    You command a single target to perform a single action. 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.

  • Spell Icon

    Control (Energy)

    Elemental +9

    You can manipulate the flow, direction, and intensity of a single source of energy, such as a burning fire, arc of electricity, light, or sound wave. If the source is used to cause harm to a target, apply the peril of the corresponding maleficence.

  • Spell Icon

    Ensorcell

    Charm +9

    You shape your maleficence into a mesmerizing pattern: glittering dust, hypnotic colors, or stunning pyrotechnics. Each target in the area of effect who can see the pattern must make a spell check or be stunned as long as they behold it. If a subject is harmed or otherwise would have their concentration broken, the spell loses its hold over them. You must concentrate on the working of the spell, or else your targets are immediately released from its hypnotic effect.

  • Spell Icon

    Fear

    Illusion +9

    Your maleficence manifests as an illusion that induces fear and panic in your targets. Each round the spell is in effect, your targets must make a spell check or else become frightened and flee from you in terror. While frightened of you, you receive advantage in all actions against them. If they are unable to flee, they may be compelled to speak the truth or do your bidding. You must concentrate on the working of the spell, or else your targets will no longer fear you.

  • Spell Icon

    Haste & Slow

    Time +9

    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

    Magic Monitor

    Conjuration +9

    You conjure into existence a flying magical monitor no larger than a small bird and no smaller than a large insect, with like maneuverability and speed. The monitor has 1 HP and uses your defense and attributes against attacks, and you can control where it goes within the area of effect with your thoughts. You are able to see and hear through the monitor.

  • Spell Icon

    Mirrorshield

    Abjuration +9

    You charge a shield or other protective surface with your maleficence. If you are dealt physical damage, you may spend MP equal to the damage of the attack roll to reflect the damage back at its source, and you receive no damage. The victim is entitled to a spell check to avoid the reflected damage. This spell may be cast as a reaction if you have not already acted in the round.

  • Spell Icon

    Phantasm

    Illusion +9

    You weave an illusion that is perfectly real to all who behold it. For 1 MP, the illusion is insubstantial and visual; for 2 MP the illusion also has sound; for 3 MP the illusion has physical substance. Harm caused by illusions can kill but is undone when the illusion ends or is disbelieved. Those suspicious of the illusion may make an opposed spell check to disbelieve. You must concentrate on the phantasm for the duration of the spell, or else it ceases to exist.

  • Spell Icon

    Sleep

    Charm +9

    You weave your maleficence into a charm that induces magical sleep in a single victim.

Maleficence

Maleficence Icon

Lightning

Sorcery +9

Conducts through metal and water.

You may divide the damage caused by your maleficence among any number of targets in a melee space. When used in conjunction with another peril, the peril of this maleficence is applied to all targets in a melee space. Finally, if this maleficence would deal zero damage, the victim is stunned 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 (4/11)
999

Item Icon
Artificer's Tablet
Luxury
0
Item Icon
Atunement Crystal
Luxury
1
Item Icon
Both End Ipecac
Cheap
0
Item Icon
Dagger
Weapon
Item Icon
Diamond Cotton
Armor
Item Icon
Faunlin Lodestone
Luxury
0
Item Icon
Harpy Scream
Consumable
0
Item Icon
Irongrey Castle Map
Cheap
0
Item Icon
Jafar's Blue Lens
Luxury
0
Item Icon
Short Bow
Weapon
Item Icon
Spell of Alcyne
Luxury
0
Item Icon
Staff of the Serpent
Treasure
3

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Short Bow
Attr
+4
Skill
DMG
4
Tactics
Icon
Dagger
Attr
+4
Skill
DMG
3
Tactics
Icon
Staff of the Serpent
Attr
+1
Skill
DMG
5
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Diamond Cotton
AP
+4
Soak
Mighty
1
MP

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

The big weapon that Felix and Edwin are going to find.

  • How are the Artificers tablets integral to the function? The tablets are a key to powering the weapon. 
  • What truth about the world does it reveal that was previously unknown? We learn that The Foundation Stone is the bringer of balance to the midworld.
  • What danger does it pose by using it? It’s unknown – it may reconfigure the world. 
  • What power does it contain? It reconfigures the continents of the world and causes a cataclysmic event. It is a physical manifestation of the change of the world.

The Foundation Stone (the big stone all leaders of the world signed agreeing to not fight each other) is cracked . 

Roll up a level 3 Psychic character who is Barb’s apprentice.  Create Josef with a lisp – he’s a human.

Luther knows who broke the Great Crystal.  Says the Effendi will follow whoever is the rightful queen. Elektra has the Magespawn in her power, which are immensely powerful. They are a magical construct created prior to the Daemon (from Yeven blood) – they aren’t inherently evil. The original Magespawn were designed by Tazira, who has been struck from the lore. She was a High Person Supremacist, and was banished.  Luther has collected the memories of the high people that he’s encountered over the years and knows the whole history of the high people.

If Nyn wants to win, she has to find a way to master the Magespawn. This may be something Barb can do. Tazira is alive, trapped in the astral veil. Barb needs to go into the astral veil and find her, and she will try to make Barb a vessel. Barb can steal a memory from her on how to master the Magespawn.

Prince Inan – one of the princes of the Caliphate from Mamara, who fell in love with Josef. He tells us about the political state of affairs in Mamara. He agrees with our vision of the future and hopes Nyn will succeed. In Mamara – things have been tumultuous. the Caliphate once ruled, but were cast out by the Sultana. She thinks she has the rightful ownership of this land. She is extraordinarily powerful. The Caliphate surrendered and rule subordinate to her. The Shyer, her holy men, liaise with the world and give her judgements. Lord Donovon is a Shyer.  She despises the human empire and wants to defeat them. 

We propose an alliance with the Sultanate of Mamara. The Sultanate doesn’t have a lineage. It seemed to come into existence a few hundred years ago. She came out of nowhere and crushed the Caliphate, and she is super powerful. She is a Raza. She has a tiger’s head and her body is half human.

We’re coming at the Sultana with strongarm diplomacy. We go to meet with Lord Donovan who is our way to the Sultana.  Kris negotiates with the Sultanae and leaves with her believing his sincerity, and that she wants to meet with Nyn.

——–

Luther offers to train Barb. We’re gonna try to steal the information from him via torture /coercion rather than allowing him to hurt Barb again.

There’s a potential deserter in The Inquisitor’s Ranks in Arcadia, showing a potential for a schism in the world of the Emporer. He needs to be rescued, and Nyn asks Fodel to come up with a way to get this guy back.

—–

Luther says there’s an army of men like him, slumbering in the water where he came from – the Affendi. They are loyal to the Crown of the High People, which Nyn has. He also says that Nyn has to destroy the changelings completely or else the war will never end.

Turns out we don’t actually have Luther in custody. Seems like we actually have his little servant who has a Sending Stone, which allows you to communicate psychically. Luther says he’s not the enemy and he has the same goal as we do.

—————

Fodel & I go and meet with Mesamphur. She wants to know if I’ll allow the Raza to exist in my world, and offers me a blood bond that will link our fates. I refused, and we eventually agree that she will allow us to move through her country, but we are not allied. We’ll have to fight eventually.

At skeleton face rock place, we have a giant orb we can see anywhere.

Archetype

None Selected

Experience

  • 2
    +1 Deft
  • 3
    +3 Magic Points
  • 4
    +1 Smart
  • 5
    +1 Skill
  • 6
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  • 7
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  • 8
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  • 10
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