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10

Una Lavendera

I don't know about you, but I take comfort in knowing the Veil abides, taking her easy for all of us sinners out here.

  • Origin Humans
  • Class Mage
  • Kit Geometer
  • Culture Telrainian
  • Faction Alaudine
  • Ethos Guardian
10

Mighty +1

+1

Deft +7

+7

Smart +8

+8

Hit Points

2 / 2

Armor Points

4 / 4

Magic Points

20 / 20

Fate Points

2 / 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

Icon

As a reaction, you may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic) if you have not already acted in the round. Additionally, 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). 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.

Geometer

kit

Icon

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.

Equipment

Weapons

Weapon Icon
4

Hand Crossbow +7

Missile

Weapon Icon
3

Rapier +7

Light

Weapon Icon
M/2

Bare Fists or Feet +1

Hand-to-Hand

Armor

Icon

Roc Down

Padded

4
1

Shield

You have no shield equipped.

  • Defense +9
  • Initiative +2
  • Soak 0

Wounds

Skills

Deeds

Heroic deeds of valor are not your forte.

Languages

Supply

Magic

Maleficence

Maleficence Icon

Divine

Sorcery +10

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

    Animate Object

    Artifice +10

    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.

  • Spell Icon

    Aunty's Ablution

    Alchemy +10

    You transform a volume of liquid equal to the area of effect into a soapy bath of potable water. Spectral hands restrain and wash all those within the area of effect.

  • Spell Icon

    Chain Maleficence

    Metamagic +10

    This spell may be cast simultaneously with the use of a maleficence. You rally the power of your maleficence into a chain of magical energy that strikes 1 target per MP spent. You may divide the damage your maleficence causes among any of these targets as you wish, and the peril and secondary effect of your maleficence affect all those subject to the spell.

  • Spell Icon

    Control (Gravity)

    Dimension +1

    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

    Dimension Door

    Dimension +10

    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

    Haste & Slow

    Time +10

    You shape your maleficence into a temporal whiplash that affects a number of targets equal to the MP you spend in the area of effect. If slowed, victims always act last, move at 1/2 their movement rate (a personal space rather than a melee space), and make Deft checks at disadvantage. If hasted, targets act before those who are not hasted, move at twice their movement rate (an encounter space rather than a melee space), and make Deft checks at advantage.

  • Spell Icon

    Magic Message

    Astral +10

    You whisper a message across great distances to your target. You must know your target and have had prior physical contact with them. The area of effect is 1 mile per MP spent. The message can only be heard by the recipient, as if it were transmitted telepathically.

  • Spell Icon

    Magic Step

    Dimension +1

    You teleport yourself to any location within your line of sight. For each additional MP spend, you may also teleport any others you touch. (The distance you can teleport is limited by the spell's area of effect, even if you can see farther away; at 1 MP, the spell's area of effect is a melee space.) In lieu of taking an action to cast this spell, you may cast this spell as your movement. This spell can be cast as a reaction if you have not already acted in the round.

  • Spell Icon

    Mirrorshield

    Abjuration +10

    You charge a shield or other protective surface with your maleficence. If you are dealt physical damage, you may spend MP equal to the damage of the attack roll to reflect the damage back at its source, and you receive no damage. The victim is entitled to a spell check to avoid the reflected damage. This spell may be cast as a reaction if you have not already acted in the round.

  • Spell Icon

    Shapeshift

    Enchantment +10

    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

    Sleep

    Charm +10

    You weave your maleficence into a charm that induces magical sleep in a single victim.

  • Spell Icon

    Spell Turning

    Abjuration +10

    You use your maleficence to reflect a spell to its source. You must spend MP equal to the MP spent by the opposed caster and succeed against them in an opposed spell check in order for the spell to be reflected. This spell may be cast as a reaction if you have not already acted in the round.

  • Spell Icon

    Transmutation

    Alchemy +10

    You can transmute mundane, non-living, raw material between the five states of matter (liquid, solid, gas, plasma, and condensate), at a rate of one transmutation per round. The volume of the material you may affect is equal to the area of effect. If targets in the area of effect would be subjected to a state of matter that could cause harm on the same round the spell is cast, they are entitled to a spell check to resist the harm. Harm caused by the spell effects the peril of an appropriate maleficence.

Maleficence

Maleficence Icon

Divine

Sorcery +10

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

Polymath

Skills

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.

Known Stances

  • Stance Icon

    Arcane Versatility

    Passive

    You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.

  • Stance Icon

    Focused Research

    Active

    You're a practiced academic with a voracity for knowledge. When you consult the relevant texts (such as might be found in a library, psychic codex, or other font of knowledge), you may create a research tag that you may later invoke to create narrative advantage; consult with the GM regarding how long it takes to complete your research.

  • Stance Icon

    Furtive Spell

    Active

    You've sharpened your spellcraft as a thief hones her dagger for the dark. As an action, you may cast a single spell you know surreptitiously. The casting of this spell does not compromise your stealth status, and it is not apparent to the untrained eye.

  • Stance Icon

    Legendary Lore

    Active

    Your taste for great stories have transformed you into a gourmand of legends. When you use this stance, you may create a GM advantage concerning one of the following legendary subjects: magic, the dead, history, beastiaries, the astral veil, heroes, or the gods.

  • Stance Icon

    Lucky

    Active

    Sometimes the stars align in your favor, and you have a knack for knowing when the moment is right. When you use this stance, you may roll 3 dice and take best result per the rules of doubled advantage.

  • 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

    Spell Substitution

    Active

    The years you spent in the libraries of your apprenticeship have left an indelible mark on your memory. As an action, you may substitute a single spell you know for a different one in the same school of magic. You may cast the substituted spell until you rest, after which time your old spell replaces it.

  • Stance Icon

    Zenlike Trance

    Active

    Clear thinking is a serene lake in the vista of your mind; take a swim. As an action, you enter a meditative trance that cures spell-like or mundane effects that cause madness, rage, or feeblemindedness. (You may enter this trance even if you are subject to any of these status effects.) When you use this stance, you must close your eyes to meditate for 1 round, and you may take no other action while meditating. You may join hands with others to guide them through the meditation for 1 MP per mind you wish to clear, but they too must enter the trance.

Focus

Focus Icon

Polymath

Skills

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.

Inventory (11/11)
195

Item Icon
Book of the Veil
Luxury
1
Item Icon
Cosmic Key
Treasure
3
Item Icon
Hand Crossbow
Weapon
Item Icon
List of Prisoners
Cheap
1
Item Icon
Mana Potion +2
Luxury
0
Item Icon
Map of Castle
Cheap
0
Item Icon
Obsidian Blade
Weapon
3
Item Icon
Orvosia Letter
Cheap
0
Item Icon
Orvosia's Invite
Cheap
0
Item Icon
Paddle
Cheap
Item Icon
Pocket Steed
Treasure
Item Icon
Rapier
Weapon
Item Icon
Roc Down
Armor
Item Icon
Shadowvale Shrooms
Consumable
0
Item Icon
Wedding Book
Cheap
3

Armament

Weapons

Name
Attr
Skill
DMG
Tactics
Icon
Hand Crossbow
Attr
+7
Skill
DMG
4
Tactics
Icon
Rapier
Attr
+7
Skill
DMG
3
Tactics
Icon
Obsidian Blade
Attr
+7
Skill
DMG
3
Tactics

Armors

Name
AP
Soak
Mighty
MP
Armor Icon
Roc Down
AP
+4
Soak
Mighty
1
MP

Shields

You have no shields in your inventory.

Supply

Session Zero Icon

Outcasts

Bond

Esoteric ideas regarding the Book got her sidelined by the Astral Academy and sent on a goose chase by herself, but she discovered David and the Book she believed to exist anyway.

Session Zero Icon

Old Book

Thing

Strange spellbook containing a foreign song that trapped David's character in the Veil. Related to the Astral cataclysm.

Session Zero Icon

Escaped With

Group

Helped David escape peril in the Veil when I came across him wandering there.

Session Zero Icon

My Astral School

Place

Based in Nithaven, using the old Imperial tech to keep a permanent portal open to the Astral Veil.

Session Zero Icon

Arcane Versatility

Thing

My Arcane Versatility is of the Dimension school--spending so much time experimenting with the borders between this world and the Veil during my studies is what got me banned!

Session Zero Icon

We Are the World

Bond

Representation of the Material and Astral veils with Jer-Khar

Session Zero Icon

The Real Story (Global Tag)

Thing

Something going on The Beyond with the experiments we found in the Shadowvale castle. These powers involved are beyond my ken.

Session Zero Icon

Void Melody

Tag

Recorded into Cosmic Key.

Session Zero Icon

Assembly Melody

Tag

Location of Maleficence Assembly keyed into Cosmic Key.

Notes

Quest Log

Demorius – Mage to Marry Orvusia

Daughter – Orvosia (Tulum is father)

(Experimenting with Great Beyond: found rift in Astral Veil to it)

Astral monster is not from Astral–may be in the Shadowvale

Astral monsters are a hivemind

The Shadowvale castle has been changing, one room unchanged

Torturous experimentation on creatures

Zosius, the Master

Illustration of Astral Veil: cloak/dark realm sitting above it

Archetype

None Selected

Experience

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

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