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Wishsinger - Spiritual Powers - Tier 3

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Wishsingers are members of a "scholarly" class. This means that they rely on magic more than force-of-arms, and that their magic comes from intense study and practice, rather than by intense prayer and meditation. These talented musicians are able to manipulate reality through song and music. Wishsingers are particularly useful in battle due to the fact that most of their spells are area-of-effect in nature rather than targeting a single individual or object. Wishsingers are vibrant, flamboyant, and not at all stealthy. Please note that all of the spells have been rewritten from scratch when compared to the Version 2 of World of Gaianar.


Blasting1.25 BMS | This is a sonic equivalent to dynamite. Instant.

Blasting

Tier: 3
Preamble: 2 segments

Area of Effect: One object

Range: 6// line of sight

Duration: Instantaneous
Instrument Bonus: Extra die of damage, extra 3// range, extra 1// blast radius
B-M-S Cost: 1.25
Classification: Elemental

Wishsingers are sometimes called in for demolition work. For instance, an abandoned mine might need to be sealed, but flammable outgassing vapors preclude the use of conventional explosives. Likewise, a Wishsinger might be called upon to (destructively) open a safe or a vault in such a way that doesn't catch the building on fire. Finally, the Blasting spell makes short work of bringing down structurally deficient buildings that are no longer safe for human habitation. Of course, this spell has combat uses as well. In many ways, the Blasting spell replicates a concussive grenade (in other words, it causes damage from the shockwave, not from shrapnel).

In either use (demolition or combat), the Wishsinger must target a physical, inanimate object (such as a loadbearing column, vehicle tire, or an enemy's gun). Targeting success is a Ranged Touch Attack (i.e. treat the target as AC(10).)  At base level, the targeted object takes 8d6 damage while the concussive damage is 4d6 in a 3// radius. Those caught in the blast radius can attempt a save vs area effect for half damage.

Constructs and Undead are not considered inanimate objects. However, they are also not considered to be biologically-living beings (they are a kind of life, but not biological life). Therefore, Constructs and Undead can be targeted with this spell. However, the Wishsinger must make a successful ranged attack against the individual's real armor class (and not AC(10)).

The area of effect for this spell increases as the Wishsinger ascends in level.

  • Levels 1 to 4:  The blast has an 8d6 primary damage and a 4d6 peripheral damage. The blast radius is 3//.
  • Levels 5 to 9:  The blast has an 8d8 primary damage and a 4d8 peripheral damage. The blast radius is 4//.
  • Levels 10 to 14: The blast has an 8d10 primary damage and a 4d10 peripheral damage. The blast radius is 5//.
  • Levels 15 to 19:  The blast has an 8d12 primary damage and a 4d12 peripheral damage. The blast radius is 6//. Ordinary glass/ceramic objects (specifically not Mathematician tablets) are automatically pulverized.
  • Levels 20 and higher:  The blast has an 8d20 primary damage and a 4d20 peripheral damage. The blast radius is 7//. Ordinary glass/ceramic objects (specifically not Mathematician tablets) are automatically pulverized.
Broken Metal1.5 BMS | Harmonic vibrations shatter metal. Instantaneous

Broken Metal

Tier: 3
Preamble: 2 segments (standard use), 1 segment (interrupt use)

Area of Effect: One object

Range: 6// line of sight

Duration: Instantaneous
Instrument Bonus: Extra 1// range, -1 penalty to target item save
B-M-S Cost: 1.5
Classification: Utility, Combat

This spell causes significant (possibly destructive) harmonic vibrations to build up inside a metallic object. The spell can be cast two ways: for standard object damage and as an interrupt.

If cast as an interrupt, the object does not take damage, but it does vibrate uncontrollably. This is useful in the special case of getting an individual to drop something clutched in their hand (typically a gun or a knife). If the individual fails a Save vs Magical Weapon, he/she will drop the object in question. Even if the saving throw succeeds, all actions using the targeted device will pe penalized by -4 for that round and the following round.

In the standard casting, the object vibrated uncontrollably for two rounds. At the end of the second round, the object must make an Item Save vs Harmonics or take 4d6 damage. If a metallic Construct is targeted, the entity instead makes a Save vs Magical Weapon in order to avoid taking damage.

The Game Master may impose additional penalties or bonuses. For example, a cheaply made firearm may have a -1 or -2 penalty to item saves. A metal sword that is enhanced with a Mathematical overlay (or any other type of permanent magical augmentation) may have saving throw bonuses in the +1 to +4 range. When targeting items that are specifically listed as "indestructible", the spell can still at least render the object unusable for the full two rounds due to excessive vibration.

The damage potential increases as the Wishsinger ascends in level.

  • Levels 1 to 4: The spell inflicts 4d6 damage and the range is 6//.
  • Levels 5 to 9: The spell inflicts 4d8 damage and the range is 9//. Applicable saves incur a -1 penalty.
  • Levels 10 to 14: The spell inflicts 4d10 damage and the range is 12//. Applicable saves incur a -2 penalty.
  • Levels 15 to 19: The spell inflicts 4d12 damage and the range is 15//. Applicable saves incur a -3 penalty.
  • Levels 20 and higher: The spell inflicts 4d20 damage and the range is 18//. Applicable saves incur a -4 penalty.




Chaotic Noise1.25 BMS | The Wishsinger summons a distracting ruckus. 1 round/level.

Chaotic Noise

Tier: 3
Preamble: 4 segments

Area of Effect: 6// radius

Range: 12// line of sight

Duration: 1 round per level
Instrument Bonus: Extra 3// range. Extra 2 rounds of duration.
Classification: Combat

Whether one's spells are powered by Spiritual Points or Body-Mind-Spirit, the thing that all spell use has in common is that the caster needs to be able to focus his/her will on the task at hand. Wishsingers, however, can sometimes short-circuit this process by summoning a distracting cacophony of discordant sound that makes concentration significantly more difficult.


At base level, the spell imposes a -1 penalty to all affected foes who attempt to invoke a spiritual power or innate ability that replicates the effect of a spell. For instance, a Changeling would incur a -1 penalty when attempting to initiate flight and a Fey would incur a -1 penalty when attempting to hurl an air vortex. As usual, failed spell activation rolls do not consume SP or BMS. Failed rolls do, however, count as that individual's action for the combat round. It's worth noting that a "critical success" always indicates success, even in the face of significant penalties.


Of course, this spell has non-combat capabilities as well. For example, law enforcement might deploy Chaotic Noise to drive away angry protestors. The racket generated by this spell is truly ear-splitting, obnoxious, and unpleasant. Nobody in their right minds would want to willingly endure this effect. For non-combat use, the spell imposes a -1 penalty to any morale check (which scales with the Wishsinger's level). Each round, the crowd must make a collective morale check. Failure indicates that half the crowd disperses. Once three failures are logged, the crowd will be considered to be fully dispersed (even if there might be two or three stragglers remaining).


  • Levels 1 to 4: The activation penalty is -1. Area of effect is 6//.
  • Levels 5 to 9: The activation penalty is -3. Area of effect is 7//.
  • Levels 10 to 14: The activation penalty is -5. Area of effect is 8//
  • Levels 15 to 19: The activation penalty is -7. Area of effect is 9//
  • Levels 20 and higher: The activation penalty is -9. Area of effect is 10//

  • Detect Tremors0.75 | The Wishsinger can detect ground vibrations. 1 turn/level.

    Detect Tremors

    Tier: 3
    Preamble: 3 segments

    Area of Effect: 6// radius

    Range: Centered on Wishsinger

    Duration: 1 turn per level
    Instrument Bonus: +3// radius
    Classification: Informational

    This spell allows the Wishsinger to detect minute vibrations in the floor or ground. While the area of effect is 6//, the source of the vibrations can be much further away so long as some semblance of vibration extends to the area of effect. For example, the Wishsinger may be able to detect the approach of an oncoming train or motor vehicle before it becomes visible. Likewise, the Wishsinger might be able to sense the vibrations caused by heavy footfalls in an adjacent room. Should the Wishsinger physically touch a wall or ceiling, he would also be able to detect the faintest vibrations through those surfaces as well.

    This spell certainly has search-and-rescue applications, wherein the Wishsinger could detect the direction of individuals trapped in collapsed buildings or mines. Likewise, a Wishsinger with Engineering skills might be able to interpret anomalous vibrations in a dam, bridge, or skyscraper and perhaps predict if the structure in question is facing immanent collapse. Of course, this spell most certainly detects the use of other nearby Wishsinger magic.

    The area of effect of this spell increases as the Wishsinger ascends in level.

      • Levels 1 to 4: The area of effect is 6//.
      • Levels 5 to 9: The area of effect is 9//.
      • Levels 10 to 14: The area of effect is 12//.
      • Levels 15 to 19: The area of effect is 15//.
      • Levels 20 or higher: The area of effect is 18//.


    False Sounds0.75 BMS | The Wishsinger can create false ambient noise. 1 turn/level

    False Sounds

    Tier: 3
    Preamble: 7 segments

    Area of Effect: 6// radius

    Range: 12// unconditional (doesn't have to be line of sight)

    Duration: 1 turn per level
    Instrument Bonus: Extra turn of duration
    Classification: Charm

    When you're used to hearing a lot of racket, sudden silence is quite noticeable. Therefore, the Wishsinger might find it strategically useful to create false ambient noise. For instance, the Wishsinger can replicate the sounds of a machine that the adventuring party just deactivated. She can create the sounds of random footsteps to throw pursuers off the track. She can create fake banter to mimic a crowded room that is now empty. In the latter case, the banter is always of a fact-free banal variety ("What do you think about the weather?" "Dunno, cold, right?" "Did you see the game?" "Yeah, that new player really knows his stuff!" "Think that raise is gonna come through?" "Who knows? Maybe.") Inane banter is always going to be in some language that the Wishsinger knows.

    The sounds are anchored to a point of the Wishsinger's choosing. Unlike most spells, this power does not require a line-of-sight observance. The Wishsinger must have heard the type of sound to be falsified at least once.

    The applicable distances for this spell increase as the Wishsinger ascends in level.

    • Levels 1 to 4: Range is 12//, Area of effect is 6//.
    • Levels 5 to 9: Range is 15//, Area of effect is 7//.
    • Levels 10 to 14: Range is 18//, Area of effect is 8//.
    • Levels 15 to 19: Range is 21//, Area of effect is 9//.
    • Levels 20 and higher: Range is 24//, Area of effect is 10//.





    Inspired Initiative1.0 BMS | Quickens party initiative. 1 round/level

    Inspired Initiative

    Tier: 3
    Preamble: 2 segments

    Area of Effect: 6// radius

    Range: Centered on Wishsinger

    Duration: 1 round per level
    Instrument Bonus: +1 to checks against fear or bad morale; extra 3 rounds duration.
    B-M-S Cost: 1.0
    Classification: Combat

    Wishsingers are well-known for crafting celebratory, fun, and upbeat music. Of course, the uncertainty and danger of overland travel are the primary reasons why Wishsingers have adapted this skill for combat enhancement. The Inspired Initiative spell quickens the pace of allied combat, often allowing the Wishsinger's friends to strike first in combat.

    At the base level of power, all allied individuals within the area of effect gain a +1 bonus to initiative. This spell does not permit time travel, so the earliest possible initiative is "1". It is also a handy spell for offsetting negative initiative modifiers. For instance, if the party had a -3 penalty due to fighting in a muddy swamp, the spell's power would reduce the penalty to -2.

    If the Wishsinger's foe also has a Wishsinger who casts this spell, both effects can run concurrently. The Game Master would simply have to adjudicate tie scores in initiative. This spell stacks with other powers that accelerate initiative. However, the base initiative can never be less than "1".

    Of course, there are non-combat uses for this spell as well. For instance, the Wishsinger may desire that a bomb disposal expert get a "head start" in diffusing an explosive. This would be quire handy if the timer were to go off on initiative 8 and the technician's initiative got reduced to segment 2 or 3. 

    Rumors abound that this spell causes accelerated aging. Rest assured, this is an old wife's tale from much earlier generations. Instead, it merely costs the beneficiaries one point of Endurance., which is deducted when the spell expires.

    As with most Wishsinger spells, Inspired Initiative becomes more potent as the Wishsinger ascends in level.

    • Levels 1 to 4: The initiative bonus is +1. Area of effect is 6//.
    • Levels 5 to 9: The initiative bonus is +3. Area of effect is 7//.
    • Levels 10 to 14: The initiative bonus is +5. Area of effect is 8//.
    • Levels 15 to 19: The initiative bonus is +7. Area of effect is 9//.
    • Levels 20 and higher: The initiative bonus is +9. Area of effect is 10//.


    Lullaby1.25 BM | Lulls a group into complacency. 1 round/level

    Lullaby

    Tier: 3
    Preamble: 7 segments

    Area of Effect: 3// radius

    Range: 6// line of sight

    Duration: 1 round per level
    Instrument Bonus: +4 rounds, +1// range, +1// area of effect
    B-M-S Cost: 1.25
    Classification: Charm

    Sometimes stealth just isn't possible. Perhaps there is nowhere to hide. Perhaps the Wishsinger and her associates just stand out like a sore thumb. Fortunately, instilling a sense of complacency in one's foes can sometimes be the next best thing to being undetected.

    With Lullaby, a significant number of individuals can be affected at once. Under the soothing effect of the Wishsinger's music, hostile individuals caught in the area of effect must make a successful Save vs Sleep/Charm or find themselves caught in a sleepy, distracted stupor. Targets do not actually fall asleep. However, the charmed individuals are highly unlikely to react to the Wishsinger's (and allies) presence unless directly attacked. This would theoretically allow the party to enter restricted areas unchallenged, manipulate control panels and machines without permission, and take sensory readings of the immediate surroundings. Stealing trivial items such as food, medicine, and low-level gear (like bullets, flashlights, and the like) will similarly not trigger a reaction from hostile forces.

    Directly attacking a charmed individual will, of course, unconditionally break the spell. Other, more obviously hostile actions have the possibility of breaking the spell (a new Save vs Sleep/Charm is triggered). For example, attempting to steal large sums of money would trigger a new save. Activating a timed explosive that is recognized by others for being such will trigger a new save. Destroying something significantly valuable or attempting to steal something truly valuable will trigger a new save.

    This spell does increase in potency as the Wishsinger ascends in level.

    • Levels 1 to 4: The AOE is 3// and the range is 6//.
    • Levels 5 to 9: The AOE is 4// and the range is 8//. Secondary saves are at -1.
    • Levels 10 to 14: The AOE is 5// and the range is 10//. Secondary saves are at -2.
    • Levels 15 to 19: The AOE is 6// and the range is 12//. Secondary saves are at -3.
    • Levels 20 and higher: The AOE is 7// and the range is 14//. Secondary saves are at -4.

    Sonic Sanctuary2.0 BMS | A larger Sound Shield. 1 toudn/level

    Sonic Sanctuary

    Tier: 3
    Preamble: 1 segment (Interrupt)
    Area of Effect: 3// radius
    Range: Centered on the Wishsinger
    Duration: 1 turn per level
    Instrument Bonus: +1 bonus to all effects
    B-M-S Cost: 2.0
    Classification: Defense

    This spell is essentially a more powerful version of Sound Shield (Tier 2). Whereas the lower-level spell protects only the Wishsinger, this spell creates an area of effect in the form of a 3// bubble of harmonic vibration that wards off missile attacks and certain kinds of vermin.

    Unlike a Mathematician's shield (which either stops the missile or triggers a ricochet), Sonic Sanctuary has the tendency to make incoming missiles veer off target. Therefore, individuals standing behind the bubble might still be imperiled. However, unlike a Mathematical shield, the Sonic Sanctuary does not have structural points and therefore will not collapse due to accumulation of damage.

    Of course, the degree to which missiles are pushed off trajectory increases as the Wishsinger increases in level.

      • Levels 1 to 4:  The deflection yields a bonus +4 to AC against missiles. Small insects are repelled.
      • Levels 5 to 9:  The deflection yields a bonus +6 to AC against missiles. Larger vermin such as spiders and scorpions are repelled.
      • Levels 10 to 14:  The deflection yields a bonus +8 to AC against missiles. Huge insects (up to 1HD) are repelled.
      • Levels 15 to 19:  The deflection yields a bonus +10 to AC against missiles. Huge insects (up to 2HD) and rodents are repelled.
      • Levels 20 and higher:  The deflection yields a bonus +12 to AC against missiles. Insects, scorpions, spiders (and similar vermin) of any size are repelled. Rodents of any size are repelled. Dogs and wolves are repelled.

    Sound Missile1.0 BMS | A compressed ball of kinetic force. 1 round/level

    Sound Missile

    Tier: 3
    Preamble: 3 segments

    Area of Effect: One object or person

    Range: 6// line of sight

    Duration: 1 round per level
    Instrument Bonus: +1 damage; added swerve capability
    B-M-S Cost: 1.0
    Classification: Combat

    When a Wishsinger calls upon Sound Missile, she is able to contain a very large percussive force inside a fist-sized containment field and hurl it at a target of her choosing. If she successfully hits her foe (ranged touch attack), the containment breaks open and the target is hit with the full percussive force equivalent to being struck by a lumberjack's fist. If maximum damage is indicated, the target must also sav vs system shock to avoid being stunned (and thus lose any remaining offensive actions this round and the next round.) Stunned targets can only parry, retreat, or take purely defensive actions.

    It is up to the Wishsinger to inflict harm on the target or merely stun the target. In "harm" mode, the percussive force inflicts 2d6 damage (with the possibility of stunning if max damage is indicated). However, the Wishsinger could instead choose to inflict 2d6 rounds of stunning on the target (very useful in riots and crowd-control situations). In accordance with the prohibition on murder spells, the stunning effect ends immediately if the victim takes physical damage.

    The Wishsinger can select any target (living, Undead, Construct, or inanimate object). Moreover, the caster can select a different target each round if so desired. If the casting is paired with a musical instrument, the Wishsinger gains the ability to make the missile swerve around objects.

    None of the Wishsinger's powers are stealthy.
    An audible rumbling humming sound emits from the Wishsinger's dominant hand while the power is in effect (as the missiles are cast from that hand). The kinetic spheres make a sound similar to that of a whip cracking when they impact.

    The power of this spell increases as the Wishsinger ascends in level.

    • Levels 1 to 4: The missiles inflict 2d6 damage or 2d6 rounds of stunning. 6// range.
    • Levels 5 to 9: The missiles inflict 2d6+2 damage or 2d6+2 rounds of stunning. 9// range.
    • Levels 10 to 14: The missiles inflict 2d6+4 damage or 2d6+4 rounds of stunning. 12// range.
    • Levels 15 to 19: The missiles inflict 2d6+6 damage or 2d6+6 rounds of stunning. 15// range.
    • Levels 20 and higher: The missiles inflict 2d6+8 damage or 2d6+8 rounds of stunning. 18// range.



     Things to Consider

    • Wishisngers do not rely on Faith or Spiritual Points. They rely on Knowledge and Body-Mind-Spirit.

    • Wishisngers can be of any alignment, but they tend to favor chaotic profiles. After all, how many rock stars remind you of police officers?

    • Wishsingers are the only class in which members can combine efforts for greater effect. 

    • Wishsingers can use any weapon, but they tend to avoid heavy armor. After all, how would one play a guitar while wearing plate mail?

    • Wishisngers also tend to have resistance to sound-based attacks.

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