Vokarius
Hello, goodbye.
- Origin Daemon
- Class Mage
- Kit Wizard
- Culture Arcadian
- Faction Teyat
- Ethos Arbitrator
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.
You had a taste of the knowledge growing up, but the power gained thereby merely whet your appetite. You seek greater and greater secrets, at greater and greater peril.
You sleep like the dead. You can slumber through short wars and long assassinations.
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
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.
kit
You are a living font of knowledge: before you rest, you may spend 1 MP to replace any spell you've learned with a different spell of your choosing. You know the new spells until you choose to replace them the next time you rest. When you adopt this kit, choose a school of magic. You may spend a consumable supply to scribe a scroll that contains a spell from the chosen school of magic. It takes an hour to scribe a scroll, and anyone who reads your scrolls can cast the spell contained therein. You may choose to make a scroll indecipherable except to those with an Arcana skill you know. The reader of the scroll must expend MP to cast the spell at the time the scroll is read, and the scroll is consumed after the spell is cast. Spells cast from your chosen school explode on a 5 or 6.
Long Sword +2
Edged
Dagger +3
Small
Bare Fists or Feet +2
Hand-to-Hand
Spidersilk Suit
Padded
You have no shield equipped.
Heroic deeds of valor are not your forte.
Vampiric
Sorcery +7
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.
Heal
Curative +3
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.)
Shapeshift
Enchantment +7
You physically shapeshift into a form of your choosing, adopting the physical capabilities of that form. For 1 MP, the form may be humanoid and of the same approximate mass and size as your natural form. For every additional 2 MP spent, the form may be other than humanoid (including inanimate objects), and twice as large or as small. You must have prior, firsthand knowledge of the form you attempt to shapeshift into, and you may not replicate any specific person. While shapeshifted, you adopt the physical qualities of the form you've been shapeshifted into. The GM has discretion to alter your freedom of movement or attributes and abilities to suit the fiction.
Summoning
Conjuration +7
You summon an otherworldly entity to your aid imbued of your maleficence. The entity abides by your command and its HP are equal to 1d6, +1 per MP spent. Generally the creature has 3 in all attributes, and always enough MP to use its maleficence. Alternatively, the GM may choose a corresponding creature to determine its attributes, but all its attacks will have the peril of your maleficence. Your summon acts independently of you. It is returned to its plane of existence when the spell ends.
Time Stop
Time +7
You step out of the flow of time for the duration of the spell. For you, everything in the area of effect is frozen in time. Anything and anyone you interact with enters your time stream for the duration of the spell. (An attack against an opponent is immediately canceled, but they enter your timestream the moment of the interaction.) From the perspective of those outside the area of effect, it appears you have acted faster than can be perceived.
Vampiric
Sorcery +7
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.
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.
Once per session, you may conduct an hour-long consultation with the Queen about matters of state. You both recover 1d6 MP.
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