World of Gaianar - Third Edition
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Third Edition
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Cavalier - Spiritual Powers

Cavaliers are primarily fighters and therefore their spiritual powers chiefly concern enhancing their combat prowess as well as their horsemanship. Cavaliers also get access to Chosen Weapon (starting at 8th level). Cavaliers also are granted an assortment of spell-like abilities based on their character class. Although not generally their first choice in combat, Cavaliers do also possess a limited ability to affect Undead by act of faith.

Granted Powers (by Faith)Inherent spell-like abilities based on high Faith

A Cavalier'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, Cavaliers 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 Cavalier 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 bonuses start at Faith 14 instead of Faith 13 (in order to be consistent with other character classes). The Cavalier no longer gets bonuses to Save versus Death Magic but instead receives a greater ability to generate a Sphere of Bravery.


Faith Score Granted Power
14
+1 to Save versus System Shock (continuous)
+1 to Save versus Sleep/Charm (continuous).
15The Cavalier projects a Sphere of Bravery with 5' diameter. This is active so long as the Cavalier concentrates (i.e. the Cavalier can fight but not cast other spells while concentrating on this spell). The effect grants +2 to morale checks and +2 against any fear-causing effect for any ally in range.
16+1 to all rolls when attempting to affect Undead.
17Sphere of Bravery is extended to a 10' radius (otherwise, same effects as the Faith 15 version). Cavalier can double his mount's speed for one round per level, once per day.
18The Cavalier can affect one additional creature when rebuking Undead. the Cavalier gains a +2 to System Shock (continuous). Cavalier can cast Summon Mount once per day in such a way that the mount has pathfinding problem-solving capability equal to that of the Cavalier.
19The Cavalier can heal his/her mount to full once per day. The Cavalier can also heal himself/herself for 1d4 hit points per level of experience (once per day).
20The Cavalier can heal himself/herself to full once per day.
21The Cavalier's Sphere of Bravery is extended to 30' radius. The Cavalier gains an additional attempt to rebuke Undead each day.
22The Cavalier can purge fear in a 30' radius once per day. This effectively works as a specific-purpose Dispel Magic and (if successful) will cancel all fear effects within the 30' radius.
23The Cavalier becomes a figure of legend and is remembered for 4d10 generations. The Cavalier's life is extended by 4d20 years.
24+3 to Save Sleep/Charm (continuous). Cavalier can teleport his mount to the current location once per day.
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.

Granted Powers (by Class)Cavaliers inherently resist fear

Class Related Granted Powers

The Cavalier gains the ability to resist fear-causing spells cast directly at him, as well as area-effect type fear powers. Against spells that create fear in an area of effect, the Cavalier gets a "+" to the appropriate Saving Throw (usually either Save versus Area of Effect or Save versus Sleep/Charm). Against single-target fear-causing spells (ie. spells that are specifically aimed at the Cavalier and no one else), the Cavalier gets a percentile resistance to the fear effect. Should that resistance fail, the Cavalier will still be entitled to whatever ordinary saving throw is associated with the spell in question (usually either Save versus Sleep/Charm or Save versus Spiritual Powers). Additionally, the Cavalier gains an empathic resistance of 2% per level, and this percentile is cumulative with any resistance the Cavalier already has. Empathic resistance bonuses are cumulative with any other empathic resistance that the character might have.


Table: Cavalier’s Resist Fear & Empathy

Cavalier's Level

Resist Area of Effect Fear

Resist Single-Target Fear

Resist Empathic Manipulation

1

+1

4%

2%

2

+2

8%

4%

3

+3

12%

6%

4

+4

16%

8%

5

+5

20%

10%

6

+6

24%

12%

7

+7

28%

14%

8

+8

32%

16%

9

+9

36%

18%

10

+10

40%

20%

11

+11

48%

22%

12

+12

48%

24%

13

+13

52%

26%

14

+14

56%

28%

15

+15

60%

30%

16

+16

64%

32%

17

+17

68%

34%

18

+18

72%

36%

19

+19

76%

38%

20

+20*

80%*

40%*

* Maximum resistance
Chosen WeaponCreating the Cavalier's Signature Weapon

Create Chosen Weapon


Certain character classes (Cavalier 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 Cavalier does not have 45 Spirit Points (ie. his/her maximum daily reserve is 44 or less), a Priest can assist in the ritual and add any shortage from his/her own reserve. In the latter event, the Cavalier will complete the ritual with zero Spirit Points remaining (and also be exhausted for one day). If the Cavalier 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 Cavalier must wait one year before making a new Chosen Weapon. Additionally, losing/breaking a Chosen Weapon is shaming to the Cavalier.

Note: At the Game Master's discretion, the Chosen Weapon's power may fail to invoke for a suitable period of time if the Cavalier has previously used its power in a way contrary to the Cavalier's ethos. For example, if a Cavalier uses Chosen Weapon against an unarmed opponent or trivially uses it to bully a weaker opponent, the GM could make the Chosen Weapon inaccessible for a period of time commensurate with the transgression of the Cavalier's ethos. Likewise, the Game Master could make the weapon's power unavailable if the Cavalier starts over-using it as a crutch. 


Changes from the printed (book) version: Priests 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 Cavalier'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 (the Cavalier can double effectiveness of some other spell that the Cavalier 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
Battle Heal: The Cavalier recovers 1d4 hit points per level of experience.Instantaneous
Mass Initiative: All allies of the Cavalier (including the Cavalier) get +1 to initiative. This spell has a 60' radius area of effect.10 rounds
Bravery Enhancement: All allies of the Cavalier (including the Cavalier) get a +2 save to all Fear-based checks. This spell stacks with Sphere of Bravery. This spell has a 60' radius area of effect.10 rounds
Disarm Opponent. When fighting hand-to-hand (melee range) against an armed opponent, the Cavalier can match his/her Skill against that of the opponent (via Universal Matrix). If the opponent fails on the Universal Matrix, the opponent's weapon flies out of hand and lands at least ten feet away. 5 rounds
Ward Against Undead: The Cavalier's weapon glows with silver light. Undead of fewer Hit Dice than the Cavalier cannot approach closer than 10'. Those of same HD or higher must made a Save versus Area of Effect to approach.10 rounds
Draw Aggression: Enemies within 20' of the Cavalier that happen to be targeting weaker allies must make a Save vs Sleep/Charm or attack the Cavalier for the duration of the spell. The Cavalier gains 1d4 hit points per level of experience as "temporary" hit points. Damage inflicted from affected foes are subtracted from the temporary hit points first. 10 rounds

Affect UndeadA Cavalier can rebuke Undead

Affect Undead


While Cavaliers prefer to chop their enemies into bloody bits in honest, honorable hand-to-hand combat, some foes are not dispatched so easily. Fortunately, Cavaliers also have a limited ability to rebuke the shambling dead. While Cavaliers are far less powerful than a Priest in this regard, the ability to send the Undead packing can make the difference between life and death.


CavalierHit Dice of Opposing Undead Creature
Level1234567891011121314151617181920
1141924293439444954596469747984899499104109
2121722273237424752576267727782879297102107
3101520253035404550556065707580859095100105
48131823283338434853586368737883889398103
56111621263136414651566166717681869196101
649141924293439444954596469747984899499
727121722273237424752576267727782879297
805101520253035404550556065707580859095
9-2381318232833384348535863687378838893
10-4161116212631364146515661667176818691
11-6-14914192429343944495459646974798489
12-8-32712172227323742475257626772778287
13-10-5-21471013161922252831343740434649
14-12-7-238131823283338434853586368737883
15-14-9-416111621263136414651566166717681
16-16-11-6-1491419242934394449545964697479
17-18-13-8-3271217222732374247525762677277
18-20-15-10-5051015202530354045505560657075
19-22-17-12-7-23813182328333843485358636873
20-24-19-14-9-41611162126313641465156616671


Turning Attempts: 1 per 3 levels

Creatures Affected: 1 per 3 levels

Duration of Turning Effect: 1 round per two levels

Combined Faith Bonus: +1


Special Rules if the Cavalier is Undead

As Undead characters cannot channel energy from the Plane of Radiance, they instead draw from the Plane of Shadow. This has a profound effect on their ability to affect other Undead. Rather than turning such creatures away, an Undead Cavalier can bolster Undead.


For the duration of the "turning" effect, bolstered Undead will view the Cavalier favorably (although they will not automatically obey the Cavalier). Additionally, bolstered Undead gain a +2 to hit, +2 to damage, +2// to movement speed, and +2 to AC.

Armor Shine4 SP | Cleans armor & makes light. Lasts 1 turn/level

Armor ShineArmor Shine

Concentration: 1 round
Spirit Cost: 4 points
Range: Touch
Duration: 1 turn per level (ordinary light); 1 round per level (transcendent beacon)
Area of Effect: The armor touched
Classification: Light

This act has the effect of cleaning the Cavalier's armor and making is shiny and highly polished. Subsequently, the armor glows softly as if evening sunlight were striking it. This glow gives the Cavalier a usable field of light in a 2// radius. This light is suitable for combat, reading/mapping, and other vision-related tasks. The Cavalier can choose to illuminate just a piece of his/her armor (i.e. just a shield, or just a helmet.) If the partial illumination is used, the lighting effect is still the same. Like the Glowing Weapon spell, the illuminated armor has a 4% chance per level of the Cavalier of revealing invisible creatures (which manifest as shadowy outlines that can be targeted normally).

An additional use of Armor Shine is act as a beacon for one’s allies. To use this ability, the Cavalier must expend the remaining duration on this power, and it cannot be activated again for 10 rounds afterwards. When used in this way, the glow of the Cavalier’s armor transcends the physical plane. Any known ally within 1 mile of the Cavalier immediately knows the direction and distance to him and has a brief mental image of his physical condition. This effect does not require the ally to be able to see, hear, or even be awake – a sleeping ally will receive this information as an extremely vivid dream. For each additional mile past the first, this effect has a 20% less likely chance to work, and once expended, the armor returns to its mundane appearance.

While at base level, Armor Shine casts light in a 2// radius. At higher levels, the radius is larger.
  • Levels 1 to 4: The spell illuminates a 2// radius.
  • Levels 5 to 9: The spell illuminates a 4// radius.
  • Levels 10 to 14: The spell illuminates a 6// radius.
  • Levels 15 to 19: The spell illuminates an 8// radius.
  • Levels 20 and higher: The spell illuminates a 10// radius.


Attune Mount10 SP | Diagnoses a mount's health. Lasts 1 round.

Attune MountAttune Mount

Concentration: 1 round
Spirit Cost: 10 points
Range: 3// line of sight
Duration: 1 round
Area of Effect: 1 riding animal
Classification: Plant/Animal

This power allows the Cavalier to accurately evaluate the health of his riding animal. Moreover, this power allows the Cavalier to evaluate the beast's health, intelligence, speed, and disposition prior to purchase. Additionally, this power allows the Cavalier to know the surface thoughts/needs of his attuned animal. For example, the Attune Mount spell may reveal to the Cavalier that his/her horse is hungry or fatigued. It might reveal that the horse's hoof is sore or that a joint is tender. The animal's overall emotional state is also revealed using this spell.


Changes from the 2nd Edition version: The Attune Mount spell's scope of power includes more factors for determining an animal's health and well-being.




Battle Healing6 SP | Basic healing of injuries. Instantaneous

Battle HealingBattle Healing

Concentration: 6 segments
Spirit Cost: 6 points
Range: Touch
Duration: Instantaneous
Area of Effect: The person touched (or the Cavalier's mount)
Classification: Healing, Animal

This spell grants the Cavalier the power to heal himself/herself or another person for 1d4 hit points depending on level.   Note that this spell targets physical injuries and not poison or disease. The Cavalier can also heal his/her mount with this spell.

  • Levels 1 to 4: 1d4 healing (person); 1d6 (mount)
  • Levels 5 to 9: 2d4 healing (person); 2d6 (mount)
  • Levels 10 to 14: 3d4 healing (person); 3d6 (mount)
  • Levels 15 to 19: 4d4 healing (person); 4d6 (mount)
  • Levels 20 and higher: 5d4 healing (person); 5d6 (mount)

Changes from the 2nd Edition version: This spell cures 1d4/2d4/3d4 hit points instead of 1d4+1.  Cavaliers have greater healing capability with their mount. This spell is no longer reversible as an "inflict" spell by evil Cavaliers (since evil Cavaliers still live by a code of honorable combat, and an "inflict" spell would be seen as cowardly compared to an honest, straight-forward sword blow).


Blazing Weapon6 SP | Adds +1d6 fire damage for 1 round/level

Blazing WeaponBlazing Weapon

Concentration: 7 segments
Spirit Cost: 6 points
Range: Touch
Duration: 1 round per level (weapon); 1 turn per level (tool)
Area of Effect: The weapon touched
Classification: Combat

This spell causes the Cavalier's sword (or primary weapon) to emanate bright flame from its blade that illuminates a 1// radius. The fire is white hot but does not damage the Cavalier in any way. While Blazing Weapon is active, the Cavalier's weapon inflicts an additional 1d6 damage against any attacking creature. At higher levels, the flames cause extra damage against Undead (1d10 instead of 1d6). At very high levels, the Cavalier may even be able to strike at spiritual/insubstantial/out-of-phase creatures (1d10 HP or SP, depending on which stat is relevant).

Of course, the Cavalier can also use this spell as a tool instead of a weapon. As a tool, the sword does not inflict extra damage. Instead, it can provide substantial warmth in a 1// radius. It can be used to ignite a campfire. Or, it can be used as a heat source for cooking food or heating water.

    • Levels 1 to 4: The blazing weapon inflicts 1d6 extra "fire" damage.
    • Levels 5 to 9: The blazing weapon inflicts 1d6+1 extra "fire" damage.
    • Levels 10 to 14: The blazing weapon inflicts 1d6+1 extra "fire" damage; 1d10 damage against undead (silver fire).
    • Levels 15 to 19: The blazing weapon inflicts 1d8 extra "fire" damage; 1d10+1 damage against undead (silver fire); 1d10 damage against spiritual/incorporeal/out-of-phase (cobalt fire).
    • Levels 20 and higher: The blazing weapon inflicts 1d8+1 extra "fire" damage; 1d10+2 damage against undead (silver fire); 1d10+1 damage against spiritual/incorporeal/out-of-phase (cobalt fire).

Changes from the 2nd Edition version: This spell now scales to the Cavalier's level.

Brave Fighting10 SP | Adds fear save bonuses for 1 round/level

Brave FightingBrave Fighting

Concentration: 1 round
Spirit Cost: 10 points
Range: Internal to the Cavalier
Duration: 1 round per level
Area of Effect: 4// radius. around Cavalier
Classification: Protection

This spell protects the Cavalier and his/her allies from the effects of fear-causing or demoralizing spells. Those protected receive a temporary bonus of 4% to empathic resistance (per level of the Cavalier). Additionally, against any fear/demoralizing effect that requires a saving throw (usually Save versus Sleep/Charm or Save versus Area of Effect) those protected will receive a bonus based on the Cavalier's level as follows:

    • Levels 1 to 4: Cavalier and allies gain a +1 to fear/demoralizing effects
    • Levels 5 to 9: Cavalier and allies gain a +2 to fear/demoralizing effects
    • Levels 10 to 14: Cavalier and allies gain a +3 to fear/demoralizing effects
    • Levels 15 to 19: Cavalier and allies gain a +4 to fear/demoralizing effects
    • Levels 20 and higher: Cavalier and allies gain a +5 to fear/demoralizing effects

This power stacks with Sphere of Bravery.

Changes from the printed (book) version: This spell scales to the Cavalier's level.


Detect Good & Evil2 SP | Reveals sources of good/evil. Instantaneous

Detect Good and EvilDetect Evil/Good

Concentration: 1 segment
Spirit Cost: 2 points
Range: Internal to the Cavalier
Duration: 1 segment
Area of Effect: 6// radius
Classification: Divination

This spell allows the Cavalier to gain an insight as to the whereabouts of powerful emanations of good and evil. Unlike the more powerful Priest spell of the same name, the Cavalier version only lasts but one segment instead of several rounds. Still, this brief moment of insight will alert the Cavalier as to the direction and distance of nearby sources of good and evil. For example, a Cavalier might sense that one Paladin (good) with a Chosen Weapon (good artifact) is 50' north whilst an Illuthielite (evil) with a bound-spirit blade (evil artifact) lies in wait 30' to the east and is accompanied by four skeletal servants (evil unliving).

Although this spell essentially provides a "snapshot" instead of a continuous read, the radius does get wider as the Cavalier ascends in level.

    • Levels 1 to 4: The spell has a 6// radius.
    • Levels 5 to 9: The spell has an 8// radius.
    • Levels 10 to 14: The spell has a 10// radius.
    • Levels 15 to 19: The spell has a 12// radius.
    • Levels 20 and higher: The spell has a 14// radius.


Changes from the printed (book) version: This spell has been completely rewritten.

Glowing Weapon4 SP | Turns weapon into a flashlight for 1 round/level

Glowing WeaponGlowing Weapon

Concentration: 7 segments
Spirit Cost: 4 points
Range: Touch
Duration: 1 turn per level (light); 1 round per level (signal flare)
Area of Effect: The weapon touched
Classification: Light

This power turns the Cavalier's sword (or primary weapon if not a sword) into a flashlight of sorts. When the power is activated, the sword lights up with lamp-light colored glow that illuminates a cone 10// long and 3// wide.  In "light" mode, it functions in a similar manner as Armor Shine.

The more commonly used function of Glowing Weapon is "signal flare" mode. In this mode, the Glowing Weapon creates a brilliant flare to draw allies to your cause or strike fear in the heart of one’s enemies. Once the spell expires in signal flare mode, it cannot be activated again for 10 rounds afterwards. When used in this way, the Cavalier’s weapon launches a trailing bolt of light into the sky that explodes with a crack of thunder much like a large fireworks rocket. The falling, harmless sparks can easily be seen a mile and  they linger for five rounds before fading. When using this power, the Cavalier can choose to make the signal flare either gold or silver in color; a Cavalier with any skill in Artistic Ability may choose to make the spark cloud in a different shape that one might still expect for firework sparks, such as a hollow ring, a directed cone, etc. Foes of the Cavalier suffer a -2 penalty to morale.

    • Levels 1 to 4: Lamp mode creates a 10// cone of light; Signal flare is visible for 1 mile.
    • Levels 5 to 9: Lamp mode creates a 15// cone of light; Signal flare is visible for 1.5 miles.
    • Levels 10 to 14: Lamp mode creates a 20// cone of light; Signal flare is visible for 2 miles.
    • Levels 15 to 19: Lamp mode creates a 25// cone of light; Signal flare is visible for 2.5 miles.
    • Levels 20 and higher: Lamp mode creates a 30// cone of light; Signal flare is visible for 3 miles.



Changes from the printed (book) version: This spell now scales to the Cavalier's level

 

 

 

 

 

 

 

 


Summon Mount16 SP | Calls the mount to the Cavalier; special duration.

Summon MountSummon Mount

Concentration: 1 segment
Spirit Cost: 16 points
Range: Unlimited
Duration: Special
Area of Effect: The Cavalier's mount
Classification: Sleep/Charm

With this power, the Cavalier can mentally call for his animal to come. Regardless of physical barriers or environmental conditions, the summons can successfully go out. The animal will instantly know the location of the Cavalier and will attempt to get to that location at best possible speed. The path taken is dependent on the intelligence and resourcefulness of the animal. Thus, if the Cavalier is lost in a labyrinth, the chance of the horse finding the master is quite small and the animal will be a long time in coming. The power does grant the animal with the direction, distance, and place of the Cavalier, but not the knowledge of how to get there. The path of travel must be worked out by the animal. The summons lasts until the mount and Cavalier are reunited. Note: The animal will not destroy itself attempting to obey. Thus, it will avoid obvious hazards such as forest fires and quicksand. It will also not drown itself trying to swim across lakes and seas. When needed, the animal will take time to eat, drink, rest, and sleep. It will, however, continue to attempt to work out a safe path no matter how long it takes.

Changes from the printed (book) version: The range is now unlimited. The mount will consider personal safety when choosing a travel path.



 Things to Consider

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

  • Cavaliers resist fear and help others resist fear as well. This is the main factor that makes Cavaliers different from the other fighter types.

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

  • While weak in comparison to the Priest/Protector, a Cavalier does possess a limited ability to rebuke Undead by act of faith.

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

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