Dame Joyce
- Origin High People
- Class Mage
- Kit Geometer
- Culture Muraian
- Faction Almacantar
- Ethos Guardian
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.
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They said you are the Chosen One, prophesied to save them. The burden of their salvation weighs on your soul. You must confront your destiny, whatever it may be.
Your first impression always leaves a bad taste in people's mouths. You are arrogant, bad-tempered, competitive, boorish, perverted, crass, or foppish.
Talent
You have advantage on Smart, but you have disadvantage on Mighty.
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
Your metamagical studies have taught you how to rewrite spells as you cast them, altering the very foundations of magic. For 1 extra MP when casting a spell, you may alter a single instance of a word in the text of any spell (excepting numbers or countable values). The resulting text has to make grammatical sense for the spell to function. Metamagic spell checks explode on a 5 or 6.
Dueling Pistol +8
Firearms
Bare Fists or Feet +1
Hand-to-Hand
You have no armor equipped.
You have no shield equipped.
Heroic deeds of valor are not your forte.
Fire
Sorcery +8
The victim is burning. If the victim does not spend their next turn putting themselves out after being subject to the source of flame, they suffer 3 damage on the second round, 6 on the third, 9 on the fourth, and so on. The damage is applied at the start of their turn.
Animate Object
Artifice +8
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.
Command
Charm +8
You command a single target to perform a single action, as if they were charmed by you. 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. A victim so charmed attempts to carry out the action for as long as the spell's duration, or until it is accomplished or made impossible.
Grease
Alchemy +8
Your magic coats the area of effect with a powerful grease that makes all who pass through it fumble, unable to stand. Victims must make a Deft check vs your spell check in any round they are subject to the grease, or else they lose their action in the round as they fumble on the ground. The grease is highly flammable.
Shapeshift Other
Enchantment +8
You physically shapeshift a single target other than yourself into a form of your choosing, and they adopt the physical capabilities of that form. For 1 MP, the form may be humanoid and of the same approximate mass and size as their 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 your target into, and you may not replicate any specific person. While shapeshifted, your target adopts the physical qualities of the form they've been shapeshifted into. The GM has discretion to alter their freedom of movement or attributes and abilities to suit the fiction.
Fire
Sorcery +8
The victim is burning. If the victim does not spend their next turn putting themselves out after being subject to the source of flame, they suffer 3 damage on the second round, 6 on the third, 9 on the fourth, and so on. The damage is applied at the start of their turn.
Focus Slot
Empty
You have not learned any stances.
Focus Slot
Empty
You have no armors in your inventory.
You have no shields in your inventory.
This hero has not logged any notes.
Advanced Old School Revival (OSR+) is rules-light tabletop RPG that combines old school play with modern storygaming, designed for new and veteran players alike.
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