World of Gaianar - Third Edition
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Barbarian - Spiritual Powers

Barbarians are primarily fighters and therefore their spiritual powers chiefly concern enhancing their combat prowess. Barbarians also get access to Chosen Weapon (starting at 8th level). Barbarians also are granted an assortment of spell-like abilities based on their character class.

Granted PowersInherent spell-like abilities based on high Faith

A Barbarian's spiritual powers are keyed to Faith (as opposed to Body-Mind-Spirit) and invoking a spiritual power consumes spiritual points (as opposed to BMS). That said, Barbarians with a high Faith attribute also gain access to a few spell-like powers (which don't consume SP or BMS). All of the bonuses are cumulative. Thus, if a Barbarian has a Faith of 16, he/she gets all of the bonuses for 16, 15, and 14.


This table is slightly modified from the printed (book) version: Bonuses are now cumulative, the table goes to 25, and the healing invocations are all now multiples of 1d4.


Faith Score Granted Power
14
Barbarian can heal self for 1d4 points, once per day.
15Barbarian can heal self for 2d4 points, once per day.
16+1 bonus to Perception (continuous).
17+1 to Save versus Spiritual Powers (continuous).
18Barbarian can heal self for 3d4 points, once per day.
19+2 bonus to Perception (continuous).
20Barbarian can heal self for 4d4 points, once per day.
21Barbarian is entered into tribal folklore; remains as such for 4d10 generations. +2 to Save versus Spiritual Powers (continuous).
22Barbarian can heal self for 5d4 points, once per day.
23Barbarian becomes a permanent edition to tribal folklore. Life is extended by 4d20 years, and the Barbarian can command hit points to return to full once per day in an emergency.
24+3 to Save Spiritual Powers and +3 to Perception (continuous).
25If slain in battle, the character can rise up in ten rounds at half hit points and half spirit points (the rest heal normally over time). This power works only once per year. This power is only triggered by being killed in combat.

Chosen WeaponCreating the Barbarian's Signature Weapon

Create Chosen Weapon


Certain character classes (Barbarian included) gain the ability to craft a personalized weapon of talismanic power. Such a weapon becomes automatically immune to rust and will not accumulate ordinary (cosmetic) damage. A Detect Magic (or similar spell) will indicate that a Chosen Weapon is a powerfully-charged item.


The ritual for creating a Chosen Weapon takes three hours. The weapon itself must be of excellent craftsmanship and have been constructed from the best available materials. These factors generally increase the base cost of the weapon by three-fold. The ritual also costs 45 Spirit Points. If the Barbarian does not have 45 Spirit Points (ie. his maximum daily reserve is 44 or less), a Shaman can assist in the ritual and add any shortage from his/her own reserve. In the latter event, the Barbarian will complete the ritual with zero Spirit Points remaining (and also be exhausted for one day). If the Barbarian fails in the Faith check, he/she must wait one week before another attempt can be made. However, the weapon is not destroyed by the spell's failure and can still be used as a mundane weapon until the ritual can be attempted again.


If a Chosen Weapon is somehow destroyed, the Barbarian must wait one year before making a new Chosen Weapon. Additionally, losing/breaking a Chosen Weapon is shaming to the Barbarian.


Changes from the 2nd Edition version: Shamans can fill in the Spirit Point deficit; the wait time for making a replacement weapon is now only one year; invoking "Call Upon Chosen Weapon" no longer has the possibility of destroying the weapon (Item Saves are no longer required); players can develop a "signature effect" in addition to the powers listed below.


Call Upon Chosen Weapon

Prayer: 1 round

Cost: 30 SP

Range: Touch (ie. the Barbarian's Chosen Weapon)

Duration: See table below

It should be noted that the powers listed below are "common" uses of Call Upon Chosen Weapon. Players are encouraged to develop a "signature effect" unique to their character's style. the Game Master can then approve or modify the effect as needed for game balance.


Call Upon Chosen Weapon - Desired Effect Duration of Effect
Boost Other Power (Barbarian can double effectiveness of some other spell that the Barbarian might invoke the next round)
The boosted power lasts twice as long as normal, has twice the range (or twice the area of effect), and inflicts twice as much damage (or heals twice as many hit points, as the case may be).
+10 damage1 round
+7 damage3 rounds
+4 damage5 rounds
+2 damage10 rounds
Attack four times in one round1 round
+5 initiative5 rounds
+2 initiative10 rounds
Attempt to shatter enemy's weapon: All damage in the next attack transfers to the enemy's weapon and does not transfer to the enemy. If the weapon is overloaded, it must make an Item Save versus Crushing Blow or be destroyed.1 round
Ward Against Undead: The Barbarian's weapon glows with silver light. Undead of fewer Hit Dice than the Barbarian cannot approach closer than 10'. Those of same HD or higher must made a Save versus Area of Effect to approach.10 rounds
Boost Barbarian's Endurance by 4 points.10 rounds

Sigil of Faith18 SP | Damage resistance for 3 rounds per 2 levels

Sigil of FaithSigil of Faith

Prayer: 8 segments
Spirit Cost: 18 points
Token Used: Wild goose feather
Range: Internal to the Barbarian
Duration: 1 turn per level
Area of Effect: The Barbarian
Classification: Protection

To invoke this power, the Barbarian must wear the wild goose feather token around his upper arm and trace the Sigil of Faith across his left palm. While the Sigil of Faith is in effect, any physical damage from evil entities (demons, Undead, possessed individuals, evil Priests, creatures from the Planes of Shadow or Conflagration, etc.) has the possibility of being nullified. At 1st level, the power grants a damage resistance of 1. This means that a blow that deals 6 hit point worth of damage would transfer only 5 hit points to the Barbarian. Likewise, an attack that damages spirit points would also reduce spirit point depletion by 1. Furthermore, trivial attacks (1 HP or SP damage) would actually be reduced to zero. Against Death Magic attacks, the damage resistance value also equates to a bonus to Save versus Death Magic. The spell increases in potency as the Barbarian ascends in level.

    • Levels 1 to 4: Damage resistance is 1 point (HP/SP); +1 to Save versus Death Magic.
    • Levels 5 to 9: Damage resistance 2 points (HP/SP);  +2 to Save versus Death Magic.
    • Levels 10 to 14: Damage resistance is 3 points (HP/SP); +2 to Save versus Death Magic.
    • Levels 15 to 19:  Damage resistance is 4 points (HP/SP); +2 to Save versus Death Magic.
    • Levels 20 and higher: Damage resistance is 5 points (HP/SP); +3 to Save versus Death Magic.


Changes from the 2nd Edition version: Damage resistance is now much easier to calculate; the power scales to the Barbarian's level.





Sigil of Freedom21 SP | Escape from bondage; lasts 1 round/level

Sigil of FreedomSigil of Freedom

Prayer: One round
Spirit Cost: 21 points
Token Used: None
Range: Internal to the Barbarian
Duration: One round per level
Area of Effect: The Barbarian
Classification: Defense

This is one of the few Sigils used by the Barbarian/Shaman classes that is not drawn. To use this power, the appropriate Sigil need only be imagined. Success for proper mental imaging can be determined by making both a successful Willpower and Knowledge check. What the Sigil of Freedom does is allow the Barbarian a chance to break free from captivity. For instance, this Sigil can be used if the Barbarian is tied up by ropes or chains, shackled, or imprisoned in a cell. Each round the Sigil is in force, the Barbarian may make a successfulExternal link opens in new tab or window bend bar / force door roll (whichever is more applicable) to free himself. Should the roll fail, the Barbarian may attempt to escape the following round, adding +4 percentiles (per level of experience) to his base bend bar / force door rolls. Should the Barbarian gain his freedom through the use of this Sigil, he must make a successful endurance check or function at half strength for 1d10 rounds.

Changes from the 2nd Edition version: No token is required for this spell.

Sigil of Health10 SP | Heals 2d4+2 HP; Instantaneous

Sigil of HealthSigil of Health

Prayer: 8 segments
Spirit Cost: 10 points
Token Used: Pinecone
Range: Touch
Duration: Instantaneous
Area of Effect: One Person
Classification: Healing

While the Barbarian is not a powerhouse when it comes to healing, this is a Shaman-related profession and therefore Barbarians are trained with basic healing magic. By drawing the Sigil of Healing on himself (if wounded) or another individual, the recipient of the spell is healed for some small amount of physical injury. Therefore, this spell is quite suitable for ordinary cuts and bruises but will not neutralize poison or remove radiation.

The power of this spell scales to the Barbarian's level.
Levels 1 to 4: 1d4 healing
Levels 5 to 9: 2d4 healing
Levels 10 to 14: 3d4 healing
Levels 15 to 19: 4d4 healing
Levels 20 and higher: 5d4 healing

Changes from the 2nd Edition version: The healing potential scales upward; the Barbarian no longer needs a material component (three pinecones).


Sigil of Heightened Endurance12 SP | Endurance bonus + special. 1 hour/level

Sigil of Heightened EnduranceSigil of Heightened Endurance

Prayer: 6 segments
Spirit Cost: 12 points
Token Used: A beetle (living or dead)
Range: Internal to the Barbarian
Duration: 1 hour per level
Area of Effect: The Barbarian
Classification: Utility

By drawing the Sigil of Heightened into the ground with one hand and grasping the beetle token in the other, the Barbarian is given extra physical endurance by which he/she can (at high level) run without tiring, carry more weight, and abide with substantially less sleep. Additionally, the Barbarian gains a bonus to all Endurance checks while the spell is in effect. The power of this spell increases as the Barbarian advances in level.

    • Levels 1 to 4:  Barbarian can sprint (2x base move) for 2 rounds per point of Endurance rating; 1.5X maximum carrying amount; can feel refreshed with 3/4 the normal amount of sleep; +1 on all Endurance checks.
    • Levels 5 to 9:  Barbarian can sprint (2x base move) for 2 turns per point of Endurance rating; 1.75X maximum carrying amount; can feel refreshed with 3/4 the normal amount of sleep; +2 on all Endurance checks.
    • Levels 10 to 14:  Barbarian can sprint (2x base move) for the entire duration of the spell; 2X maximum carrying amount; can feel refreshed with 1/2 normal of sleep. +3 on all Endurance checks.
    • Levels 15 to 19:  Barbarian can sprint (2x base move) for the entire duration of the spell; 2.25X maximum carrying amount; can feel refreshed with 1/3 normal of sleep. +4 on all Endurance checks.
    • Levels 20 and higher: Barbarian can sprint (2x base move) for the entire duration of the spell; 2.5x maximum carrying amount; can feel refreshed with 1/4 normal of sleep. +5 on all Endurance checks.


Changes from the 2nd Edition version: The spell has been completely rewritten and replaces Sigil of Battle.

Sigil of Insight18 SP | Boosts Perception for 1 turn/level

Sigil of InsightSigil of Insight

Prayer: Three rounds
Spirit Cost: 18
Token Used: Handful of acorns
Range: Touch
Duration: One turn per level
Area of Effect: The person touched
Classification: Mind or Utility

The purpose of this Sigil is to temporarily increase the Intelligence or Wisdom of the recipient. At 1st level, the Barbarian can grant a +3 boost to Perception in either himself/herself or another person. Likewise, the Sigil can be used to boost Willpower by +1. A fortified Willpower is handy when engaging in spirit combat (a likely occurrence given the nature of the Barbarian's profession). To use the Sigil of Insight, the Barbarian must rattle the acorns around the recipient's head, then touch one of them to the recipients' ears, eyelids, lips and hands. The Sigil must be drawn over both eyebrows.

The power of this spell increases as the Barbarian advances in level.
    • Levels 1 to 4: The recipient gains +3 to Perception or +1 to Willpower. The spell affects one person
    • Levels 4 to 9: The recipient gains +4 to Perception or +2 to Willpower. The spell affects one person.
    • Levels 10 to 14: The recipient gains +5 to Perception or +2 to Willpower. The spell affects two people.
    • Levels 15 to 19:  The recipient gains +6 to Perception or +2 to Willpower. The spell affects three people.
    • Levels 20 and higher: The recipient gains +6 to Perception or +3 to Willpower. The spell affects four people.

Changes from the 2nd Edition version: The spell now boost secondary attributes (much more useful) instead of primary attributes. The spell lasts turns per level. The power scales to the Barbarian's level.

Sigil of Life40 SP | Incident-driven healing; Triggered

Sigil of Life

Prayer: One turn
Spirit Cost: 40
Token Used: Butterfly
Range: Touch
Duration: Until Discharged
Area of Effect: The person touched
Classification: Healing

This healing spell remains dormant until triggered. Once drawn on the Barbarian's skin (or the recipient's skin), the mark does not wash off or fade. It only vanishes once the Sigil triggers. In the case of Sigil of Life, the triggering even is the recipient's Hit Points falling below zero for any reason. Once triggered, the following effects invoke several different effects at once, with potency depending on the Barbarian's level.

Level Healing Antitoxin Cure Disease Death Magic Radiation
1 to 4 15 int(1) One Converts 20
5 to 9 30 int(2) One Converts 40
10 to 14 45 int(3) Two Converts 60
15 to 19 60 int(4) Two Converts 80
20 + 75 int (5) Three Converts 100
           
Converts = Death magic is reduced to ordinary damage    
Disease priority = Inflicted disease cured first, pre-existing diseases cured second

It should be noted that anyone using a Detect Magic or similar spell (such as See into Spirit Plane) will know that an enchantment is active on the character. No more than one Sigil of Life can be deployed on any particular person at once.

Changes from the 2nd Edition version: healing is increased; cure disease is added; radiation negation added. The Sigil is now visible to the naked eye.


Sigil of Luring5 SP | Draws Aggro for 1 round/level

Sigil of LuringSigil of Luring

Prayer: 5 segments
Spirit Cost: 5 points
Token used: Any bright, shiny object
Range: Line of Sight
Duration: 1 round per level
Area of Effect: 1 creature (initially)
Classification: Combat

This Sigil allows the Barbarian to draw a foe to himself/herself and away from other people. This is a handy Sigil when an enemy is attacking a weaker party member or a vulnerable passer-by. Once invoked, the foe must make a successful Save versus Sleep/Charm or feel compelled to attack the Barbarian instead of the original target. At higher levels, the Barbarian can draw aggression from more than one target. However, he/she can always choose to command the attention of fewer targets than maximum if so desired.

Levels 1 to 4: The spell draws the aggression of one target.
Levels 5 to 9: The spell draws the aggression of two targets.
Levels 10 to 14: The spell draws the aggression of three targets.
Levels 15 to 19: The spell draws the aggression of four targets.
Levels 20 and higher: The spell draws the aggression of five targets.

Changes from the 2nd Edition version: This spell has been completely rewritten.

Sigil of Passion16 points | Protection from mental manipulation. 1 day.

Sigil of PassionSigil of Passion

Prayer: 7 segments

Spirit Cost: 16 points

Token Used: A mix of crushed flower petals and ashes

Range: Touch

Duration: One hour per level

Area of Effect: One person or creature

Classification: Mind

 

The purpose of this sigil is to call upon the Barbarian’s passion for life and use it to stir the fires within others – while life can be painful, it can also be beautiful. To invoke this power, the Barbarian must rub the dusty mix of flower petals and ashes across his chest while touching the intended target. When the Sigil is activated, the target is instilled with renewed passion for life, freedom, and accomplishment.


In terms of game mechanics, this spell grants a +1 to proficiency checks that are creative or restorative in nature. For instance, a blacksmith might gain a +1 in checks involving the fabrication of weapons and tools. An Apothecary might gain a +1 to Healing and Herbalism checks. A sculptor might get a +1 to Artistic ability.


This spell has a few interesting side effects. A person in the grip of suicidal depression might feel depressed, but the compulsion to actually kill one's self is held in abeyance (this effect may las longer if the Barbarian also has the Counseling skill).  Moreover, this spell can be used to revitalize Constructs that are in danger of becoming ossified or Undead that are in danger of fading. The GM would decide how long and to what extent that benefit lasts.


Levels 1 to 4: The target gains a +1 to restorative/creative proficiencies.

Levels 1 to 4: The target gains a +2 to restorative/creative proficiencies.

Levels 1 to 4: The target gains a +3 to restorative/creative proficiencies.

Levels 1 to 4: The target gains a +4 to restorative/creative proficiencies.

Levels 1 to 4: The target gains a +5 to restorative/creative proficiencies.



Changes from the 2nd Edition version: this is a new spell.

Sigil of Rage8 SP | Grants a combat bonus. Special duration.

Sigil of RageSigil of Rage

Prayer: 4 segments
Spirit Cost: 8 points
Token Used: Snake fang
Range: Internal to the Barbarian
Duration: 1 round per point of Endurance spent
Area of Effect: The Barbarian
Classification: Combat

To invoke this power, the Barbarian must wear the snake fang token around his neck while tracing the Sigil of Rage on both wrists. While this power is in effect, the Barbarian's face and skin will turn bright red from rage and is able to fight at +2 to initiative and +2 to damage. So fierce does the Barbarian appear that all foes within 2// function at -2 to morale if a successful save versus sleep/charm is not made because the Barbarian seems unstoppable. Due to the heightened metabolic strain, this spell burns one point of Endurance for each round that the spell is active.

The Barbarian can end this spell at any time by simply not paying the Endurance maintenance cost at the beginning of the new combat round. The Barbarian passes out if he runs his Endurance down to zero.

This spell increases in potency as the Barbarian ascends in level.
Levels 1 to 4: Combat bonuses include: +2 initiative, +2 damage; -2 foe morale

Levels 5 to 9: Combat bonuses include: +2 initiative, +3 damage; -3 foe morale

Levels 10 to 14: Combat bonuses include: +3 initiative, +4 damage; -3 foe morale

Levels 15 to 19: Combat bonuses include: +3 initiative, +5 damage; -4 foe morale

Levels 20 and higher: Combat bonuses include: +4 initiative, +6 damage; -4 foe morale

Changes from the 2nd Edition version: The spell expends Endurance as well as Spiritual Points. However, the SP cost has been reduced.
Sigil of Sure Footing18 SP | Increases climb walls / tightrope for 1 turn per level

Sigil of Sure Footing

Prayer: 8 segments
Spirit Cost: 18 points
Token Used: Raven's feather
Range: Touch
Duration: One turn per level
Area of Effect: One person per level
Classification: Defense

Barbarians are known for being able to trek through the wilderness and jungles as easily as a city slicker walks downtown on a sidewalk. Part of this reputation is derived from the Barbarians' judicious use of Sigil of Sure Footing.

Whereas the untrained person might get bogged down in a dense jungle, vine-choked forest, or murky swamp, the Barbarian is able to traverse these impediments at normal speed while the spell is in effect. With respect to game mechanics, the Barbarian (and those selected by the Barbarian) can ignore all ground speed modifiers due to terrain impediments.

As a side effect, the Barbarian (and selected allies) are able to unknowingly avoid traps. As the spell allows for the targets to instinctively know where best to place their feet, they tend to avoid snares, traps, and triggers. This spell does not allow the targets to detect traps. They will not know that they avoided certain doom (although the Game Master certainly will).

The ability to avoid traps does increase as the Barbarian ascends in level.
  • Levels 1 to 4: Trap avoidance is 20%.
  • Levels 5 to 9: Trap avoidance is 35%.
  • Levels 10 to 14: Trap avoidance is 40%.
  • Levels 15 to 19: Trap avoidance is 65%.
  • Levels 20 and higher: Trap avoidance is 80%.

Changes from the printed (2nd Edition) version: This spell now scales to the Barbarian's level and confers trap avoidance.
Sigil of Wind8 SP | Doubles attack routines. Special duration.
Sigil of Wind

Sigil of Wind

Prayer: 9 segments
Spirit Cost: 8 points
Token Used: Talon
Range: Internal to the Barbarian
Duration: One round per point of Endurance spent
Area of Effect: The Barbarian
Classification: Combat

Barbarians are known for relentless ferocity in hand-to-hand combat. It is from Barbarians that the legend of "berserkers" originates. Under the power of Sigil of Wind, the Barbarian gets an extra attack routine for melee combat only. This bonus does not apply to missile weapons (it's hard to berserk using a crossbow). Due to the high metabolic demands of Sigil of Wind, the Barbarian must expend one point of Endurance per round.
 

The Barbarian can end this spell at any time by simply not paying the Endurance maintenance cost at the beginning of the new combat round. The Barbarian passes out if he runs his Endurance down to zero.


While this spell initially confers one extra attack routine at base level, the spell improves in potency as the Barbarian ascends in level.

Levels 1 to 4: One extra attack routine per round.

Levels 5 to 9: One extra attack routine per round. +1 AC (due to swiftness).

Levels 10 to 14: One extra attack routine per round; +2 AC; +2 Panic (due to single-minded combat fury)

Levels 15 to 19: One extra attack routine per round; +2 AC; +2 Panic; +2 System Shock (Barbarian is too focused to suffer the effects of shock).

Levels 20 and higher: One extra attack routine per round; +2 AC; +2 Panic; +2 System Shock; +10% empathic resistance (Barbarian is too focused on slaying to get mentally manipulated).

 

Changes from the 2nd Edition version: The spell expends Endurance as well as Spiritual Points. However, the SP cost has been reduced. The spell scales to the Barbarian's level.

 Things to Consider


  • Barbarian spiritual powers require a Faith check and sufficient Spiritual Points.

  • High Faith also unlocks the Barbarian's Granted Powers.

  • Barbarians do not have the ability to turn away Undead by act of Faith (unlike Priests, Paladins, etc.).

  • Barbarians can create a Chosen Weapon, which can unleash astounding damage when called upon. This power usually works once per day.

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