Sebastian Crowe
My name is Sebastian Crowe and I'm here to...
- Origin High People
- Class Mage
- Kit Sorcerer
- Culture
- Faction
- Ethos Benefactor
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.
The stars aligned on your birth; the dark wizard failed to kill you; you bear the magic mark. Your secret is a gift and a curse. You seek to understand what you really are.
You're all thumbs, as they say. The problem is that it could get you killed as an adventurer.
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
The source of your magic is weird, dangerous, or untamed... and anything but academic. Choose a second maleficence different than your first. You may make a maleficence attack as a bonus action in the round with either of your maleficences, at disadvantage. Elemental spell checks explode on a 5 or a 6.
Dagger +4
Small
Bare Fists or Feet +1
Hand-to-Hand
Linen Armor
Padded
You have no shield equipped.
Heroic deeds of valor are not your forte.
Shadow
Sorcery +7
The victim is blinded until after their next action.
Fire
Sorcery +7
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.
Ectoplasmic Web
Astral +1
You unleash a web of ectoplasm through your maleficence, coating the area of effect with magic webs. The web is vulnerable to fire and slashing. All those who attempt to move through the webs are stuck in the ectoplasm and must spend their action cutting their way out; they are only entitled to a spell check if the web does not pre-exist and is cast upon them. The web is permanent until destroyed.
Ensorcell
Charm +7
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.
Magic Monitor
Conjuration +7
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.
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.
Shadow
Sorcery +7
The victim is blinded until after their next action.
Fire
Sorcery +7
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 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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