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10

Miriam

no more magience magic cience

  • Origin Humans
  • Class Mage
  • Kit Battle Mage
  • Culture Idanian
  • Faction Horologos
  • Ethos Esurient
10

Mighty +4

+4

Deft +6

+6

Smart +6

+6
12
12
12
12
12
12
12
12
12
12

Hit Points

7 / 7

Armor Points

0 / 0

Magic Points

19 / 19

Fate Points

3 / 3

Abilities

Adaptable

Talent

Icon

You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.

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.

Battle Mage

kit

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You've trained to cast spells under great duress and in the battlefield. Your concentration when casting spells in combat cannot be broken, and you may reduce the magic penalty conferred by armor or shields by 2. Once per turn, you may make an attack as a bonus action with disadvantage on the same turn that you cast a spell.

Equipment

Weapons

Weapon Icon
M/2

Bare Fists or Feet +4

Hand-to-Hand

You have no weapons equipped.

Armor

You have no armor equipped.

Shield

You have no shield equipped.

  • Defense +6
  • Initiative +0
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Divine

Sorcery +8

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

    Control (Energy)

    Elemental +8

    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

    Control (Gravity)

    Dimension +4

    You can manipulate gravity fields in the area of effect, causing everything within to have far greater or lesser density or mass. (You do not actually change their density or mass, but gravity behaves as if you had.) If gravity manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.

  • Spell Icon

    Control (Magnetism)

    Elemental +4

    You can manipulate magnetic fields in the area of effect as if you were a powerful magnet. You can control your magnetic influence as attraction or repulsion. If magnetism manipulated in this way is used to cause harm to a target, apply the peril of the force maleficence.

  • Spell Icon

    Control (Plants)

    Elemental +6

    You can command all vegetation in the spell's area of effect to do your bidding, as if each plant were a marionette. If the plant life is intelligent, it is entitled to a spell check to resist.

  • Spell Icon

    Control (Water)

    Elemental +8

    You can manipulate the flow, direction, and form of any volume of water equal to the area effect of the spell. For example, you may part bodies of water, create walls of water, stir up crashing waves, or direct forceful torrents. If the water is used to cause harm to a target, apply the peril of the corresponding maleficence.

  • Spell Icon

    Control (Weather)

    Elemental +6

    You can manipulate the flow, direction, and intensity of a weather pattern in the area effect of the spell, invoking torrential rain, strikes of lightning, or torrents of wind. If the weather is used to cause harm to a target, apply the peril of a corresponding maleficence.

  • Spell Icon

    Counterspell

    Abjuration +8

    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

    Courage

    Enchantment +6

    You call upon your magic patron to inspire courage in targets other than yourself. The targets become fearless and gain an additional 1 HP per MP spent, up to the target's maximum HP. The HP are temporary and do not recover after they are lost, but persist beyond the spell's duration.

  • Spell Icon

    Demonic Succor

    Conjuration +6

    You draw a circle of power equal to the area of effect to summon a demonic spirit within its confines. The demonic spirit possesses 1d6 spells chosen at random, which the spellcaster may command the demon to cast as a bonus action. The demon has the same attributes as you, 1d6 HP, an Arcana skill of your choosing, and 3 MP per MP spent to cast the spell. Its maleficence is random. At the end of each round, make an escalating spell check (TN 7) or else the demon breaks free and turns against you.

  • Spell Icon

    Dimension Door

    Dimension +8

    You create a pair of spacetime portals that serve as doorways to each other. The portals can be any size, up to that of a personal space. You may place either portal anywhere in the area of effect. (If they are placed too close together or subject to destructive force, the portals immediately blink out of existence.)

  • Spell Icon

    Dimension Walk

    Dimension +4

    You magically shift yourself and your targets into a higher physical dimension, using the additional dimension to traverse great distances. Anything on your person accompanies you, and man-sized objects may be substituted for targets. For every round traveled through this higher dimension, you travel 1 kilometer in ordinary space. Impassable, mundane objects like mountains or oceans are traversable with this spell, however magic objects that are impassable in ordinary space are also impassible in this higher dimension.

  • Spell Icon

    Dimensional Blade

    Dimension +4

    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.

Maleficence

Maleficence Icon

Divine

Sorcery +8

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

Punisher Stance

Combat

Your weapon thirsts for vengeance as if it has a mind of its own. Any time you fell a foe, you may make an additional attack as a bonus action against another foe within a melee space of you.

Known Stances

  • Stance Icon

    Polymath

    Passive

    Your wide-ranging interests are as comprehensive as they are exhaustive; some would call this genius, but you call it simple curiosity. When making a check involving a Domain Knowledge skill, you may substitute the specialty for a related field for 1 MP (with the GM's approval); a polymath proficient in Domain Knowledge (Demonology) could be proficient in Domain Knowledge (Witchcraft), as an example.

  • Stance Icon

    Precise Memory

    Active

    Your mind is a palace and you are its monarch. When you use this stance, you may create narrative advantage to recall the specific details of any known fact or situation you've experienced before.

  • Stance Icon

    Pressure Points

    Active

    You've mapped the body's meridian points and know how to inflict pain through them. When you use this stance to attack, you must forgo all other attacks if you have more than one available to you in the round. A successful unarmed attack deals no damage, but renders your opponent paralyzed and entangled as long as you hold onto them. If released, they are no longer entangled, but the paralysis persists until the end of their next turn.

  • Stance Icon

    Punisher Stance

    Passive

    Your weapon thirsts for vengeance as if it has a mind of its own. Any time you fell a foe, you may make an additional attack as a bonus action against another foe within a melee space of you.

  • Stance Icon

    Read Cipher

    Active

    Your broad knowledge of ciphers allows you to decrypt encoded texts with unfailing accuracy and celerity. When you use this stance, you are able to decrypt a single encoded text (written or spoken, magical or mundane). It may take time to decrypt the cipher depending on the length of the passage; consult with the GM. This stance does not translate decrypted texts written in languages you do not know.

  • Stance Icon

    Read Combat Tactics

    Active

    You maintain a laser sharp focus on the battlefield, looking to exploit your opponent's every weakness. When you are engaged with an opponent in combat, you may glean up to three non-magical, mechanical aspects of their character related to combat (such as current or total HP, MP, or AP; tactics or stances known; or class or kit) as a bonus action. Each aspect is revealed at the start of the round over the next three rounds from when this stance is used.

  • Stance Icon

    Read Languages

    Active

    Your broad knowledge of linguistics reveals the universal grammar of all language. When you use this stance, you are able to understand a text or spoken passage of a language you don't know. It may take time to translate the language depending on the length of the passage; consult with the GM. This stance does not translate encrypted texts, but if such texts are first decrypted, you can understand them.

  • Stance Icon

    Read Magic

    Active

    Your familiarity with the arcane gives you an uncanny inkling about artifacts imbued with magic. When you use this stance, you may read an object's magical aura per a spellcaster's ability to detect magic, or identify a magic item even if you don't have an Arcana skill.

  • Stance Icon

    Reckless Fighter

    Passive

    When trading blows, you're as reckless as you are ruthless. When you suffer lethal damage from a single source, you may inflict as many points of the damage dealt to you onto your opponent as a reaction (or any other opponents adjacent to your personal space, in any amount divided in any way you wish), but you take an additional point of damage for each damage your distribute in this way. Apply your soak when you suffer the initial damage and when you suffer the additional damage using this stance.

Focus

Focus Icon

Punisher Stance

Combat

Your weapon thirsts for vengeance as if it has a mind of its own. Any time you fell a foe, you may make an additional attack as a bonus action against another foe within a melee space of you.

Inventory (0/14)
250

Armament

Weapons

You have no weapons in your inventory.

Armors

You have no armors in your inventory.

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

My back store its my more times.

Saffron Merchant

Eldritch Familiar

You start with a small eldritch monster. You can see through its eyes and telepathically communicate with it. It has 1d6 HP and uses your attributes for checks. It either flies, breathes maleficence, or can grapple man-sized objects. If your monster dies, you may declare a luxury supply to grow another one. Checks you make involving persuasion or deception explode on a 5 or 6.

Experience

  • 2
    +1 Deft
  • 3
    +1 Deft
  • 4
    +1 Deft
  • 5
    +3 Magic Points
  • 6
    +3 Magic Points
  • 7
    +1 Smart
  • 8
    +1 Smart
  • 9
    +3 Magic Points
  • 10
    +2 Hit Points

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