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1

Vokarius

Hello, goodbye.

  • Origin Daemon
  • Class Mage
  • Kit Wizard
  • Culture Arcadian
  • Faction Teyat
  • Ethos Arbitrator
1

Mighty +2

+2

Deft +3

+3

Smart +5

+5

Hit Points

3 / 3

Armor Points

4 / 4

Magic Points

10 / 10

Fate Points

3 / 3

Abilities

Sorcerous Touch

Talent

Icon

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.

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.

Wizard

kit

Icon

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.

Equipment

Weapons

Weapon Icon
5

Long Sword +2

Edged

Weapon Icon
3

Dagger +3

Small

Weapon Icon
M/2

Bare Fists or Feet +2

Hand-to-Hand

Armor

Icon

Spidersilk Suit

Padded

4
1

Shield

You have no shield equipped.

  • Defense +5
  • Initiative +0
  • 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

    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.)

  • Spell Icon

    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.

  • Spell Icon

    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.

  • Spell Icon

    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.

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 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 (0/12)
145

Item Icon
Bracers of Skill
Treasure
—
Item Icon
Dagger
Weapon
—
Item Icon
Long Sword
Weapon
—
Item Icon
Spidersilk Suit
Armor
—

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Long Sword
Attr
+2
Skill
—
DMG
5
Tactics
—
Icon
Dagger
Attr
+3
Skill
—
DMG
3
Tactics
—

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Spidersilk Suit
AP
+4
Soak
—
Mighty
1
MP
—

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

The Counselor

Tête-à-Tête

Once per session, you may conduct an hour-long consultation with the Queen about matters of state. You both recover 1d6 MP.

Experience

  • 2
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  • 3
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  • 4
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  • 5
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  • 6
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  • 10
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