World of Gaianar - Third Edition
The World of Gaianar
Third Edition
Menu
  • External link opens in new tab or window
  • External link opens in new tab or window
  • External link opens in new tab or window
  • External link opens in new tab or window

Gunslinger - Spiritual Powers - Tier 2

Quick Links: Tier 1 | Tier 2


Gunslingers are the law enforcers of Gaianarian civilization. While the cities have (mostly) become places of relative safety, the spans in-between are infested with cut-throats, highwaymen, mutant monsters, and the walking dead. And so the Gunslingers stand for law, defending friend and stranger alike from the lawless. While Gunslingers do not have the "Chosen Weapon" power that give an edge to Cavaliers, Barbarians, Paladins, and Protectors, Gunslingers instead have two Tiers of supernatural powers instead of only one. For access to Tier 2, a Gunslinger must be 6th level or higher.


Call Upon Honor5 SP | Boosts chance of success for one action. Instantaneous.
Call Upon Honor

Call Upon Honor

Concentration: 1 segment (special)
Tier: 2
Spirit Cost: 5 points
Range: Internal to the Gunslinger
Area of Effect: The Gunslinger
Duration: One action
Classification: Benedictions, Utility

The Gunslinger is able to call upon the memory of his teachers, the discipline of his training, and the might of his/her honor in order to focus upon the task at hand. Unlike most spells, this power can be called upon in the same round as the Gunslinger's normal action. To that end, the Gunslinger receives a bonus to his next action as follows:
  • Levels 1 to 4: The bonus is +2 or 10%.
  • Levels 5 to 9: The bonus is +3 or +15%.
  • Levels 10-14: The bonus is +4 or +20%.
  • Levels 15-19: The bonus is +5 or +25%.
  • Levels 20 or higher: The bonus is +6 or +30%.


Changes from the printed (book) version: This power scales with the Gunslinger's increases. This Discipline has been renamed "Call Upon Honor" from "Way of Honor".


Expel45 SP | Drives away 1 foe for 1 hour/level

ExpelExpel

Concentration: 2 segments
Tier: 2
Spirit Cost: 45 points
Range: 5// line of sight
Area of Effect: 1 person or creature
Duration: One hour per level
Classification: Sleep/Charm

Sometimes, merely removing or humiliating a foe is a better answer than simply unleashing a hail of bullets. To that end, the Gunslinger calls upon the forces of law in order to compel a selected foe to retreat from the Gunslinger at best possible speed. If the foe fails a Save versus Sleep/Charm, the person (or creature) will feel psychologically compelled to travel away from the Gunslinger by any means at hand (running, horseback, sailboat, etc.) The affected creature will still avoid obvious hazards like quicksand, open flame, and deep water. However, the target's compulsion to retreat must be obeyed.  A successful Dispel Magic or similar spell will cancel the Gunslinger's directive.

 The target's saving throw modifier depends on what kind of creature it is.

    • Levels 1 to 4: One target is affected.
    • Levels 5 to 9: Two targets are affected. They must be standing within 10' of each other.
    • Levels 10 to 14: Three targets are affected. They must be standing within 15' of each other.
    • Levels 15 to 19: Four targets are affected. They must be standing within 20' of each other.
    • Levels 20 and higher: Five targets are affected. They must be standing within 25' of each other.




Creature Type Target's Saving Throw Modifier
Humanoid (Elf, Human, Dwarf, etc.) of Saintly, Lawful, or Despotic+4
Humanoid - Benevolent, Apathetic, or Malevolent+0
Humanoid - Heroic, Chaotic, or Satanic
-2
Constructs - OrdinaryImmune
Construct - Living
+6
Undead, Sentient - Saintly, Lawful, or Despotic
+2
Undead, Sentient - all other alignments
-4
Undead, non-sentient, any alignment
-6
Animal
-2
Plant (presumably one capable of moving)-4
Spirit or Elemental - Saintly, Lawful, or Despotic
+4
Spirit or Elemental - all other alignments
+0


Changes from the printed (book) version: The saving throw modifiers based on target creature type are now listed.  Affected enemies now make a reasonable, informed retreat at best speed instead of mindlessly wandering away.


Mark of Law30 SP | Cursed a lawbreaker Special duration.

Mark of LawMark of Law

Concentration: 10 rounds
Tier: 2
Spirit Cost: 30 points
Range: Touch
Area of Effect: One creature
Duration: Special
Classification: Benedictions

As all Gunslingers know, there are times when a criminal cannot be rehabilitated and must be forced to act in an orderly and lawful manner for the good of society. This power offers a solution to stop even the most troublesome people
.
When invoking this power, the Gunslinger draws a series of runes upon the lawbreaker’s forehead and wrists. Because it takes 10 minutes to complete the runes (using black ink) it is usually only used in non-combat situations on those who are unable to resist (such as a criminal in shackles.)

Once the runes are completed, the Gunslinger states the illegal behavior that would trigger the power of the Mark. When activated, the Mark activates and the victim is struck with a curse of the Gunslinger’s choice – the GM has the final decision on the acceptability of all suggested curses. But certainly, a criminal could be struck blind, deaf, or mute; a criminal could lose 1d6 points in a primary attribute. A Gunslinger could also be creative in the curse, so long as the GM agrees.

The triggering behavior must be both lawful and just. For example, a criminal convicted of stealing would have his Mark triggered if he committed robbery, but it would not trigger if the criminal became so impoverished that he had to steal food to survive. A murderer’s Mark would trigger if she killed in cold blood, but if she were conscripted in wartime and killed on the battlefield, the Mark would not trigger.

The Mark of Law or its resulting curse can only be removed by the following conditions:
    • Any Gunslinger of a level higher than the one who bestowed the Mark upon the target,
    • Any Priest or Shaman using a spell such as Dispel Magic or Remove Curse (provided the target has reformed his ways and is truly repentant.)
    • The original Gunslinger can always remove the Mark.

This Discipline is also reversible as a means of undoing a Ranger's "Foe Mark" or a Necromancer's "Spiritual Marker". If used for this purpose, the Gunslinger functions at -1 and -2 respectively. The Discipline costs 30 spiritual points to cast, whether imposing or removing a Mark (or Mark-like curse). This Discipline could theoretically be used to remove other kinds of curses as well. The modifier for success is determined by the Game Master.

Finally, there must be a way for the criminal to become redeemed if the Mark is triggered. Redemption should never be easy or trivial, but instead should involve some difficult task or feat that causes the character to develop a better moral/ethical outlook.

This spell does scale with the Gunslinger's level. However, it is up to the Game Master to determine exactly how that manifests. For certain, a 20th level Gunslinger could impose a more powerful Mark than a 7th level Gunslinger.

Changes from the printed (book) version: This Discipline could theoretically be used in combat (although it is unlikely). This Discipline has the possibility of removing curses imposed by other character classes.

Mentored Disciple5 SP | Grants a low-level Gunslinger Tier-2 Access. Special.

Mentored DiscipleMentored Disciple

Concentration: 7 segments
Tier: 2
Spirit Cost: 5 points + selected spell cost
Range: Touch
Area of Effect: Recipient Gunslinger
Duration: Until discharged
Classification: Benedictions, Utility

This spell allows a higher-level Gunslinger to grant a single Tier-2 spell to a lower-level Gunslinger. The mechanics of this power work the same way as similar spells in the Priest, Ranger, and Shaman callings. The full cost of the spell is paid by the mentor, not the recipient. However, the effects of the spell are keyed to the recipient's level. Thus, if a 14th level Gunslinger grants "Expel" to a 3rd level Gunslinger, that spell will discharge at level 3 potency, not level 14 potency.

The spell remains available until used. A mentor can offer any number of such blessings to subordinates. However, a recipient can only carry one bestowed spell at any particular time. Spells that have a "magic sight" function will reveal that the recipient is carrying this blessing.
Survive Fasting5 SP | Survive without food and water Special duration.

Survive FastingSurvive Fasting

Concentration: 1 hour

Tier: 2
Spirit Cost: 5 SP initially, then 2 SP/day overhead
Range: Internal to the Gunslinger
Area of Effect: The Gunslinger (or "touch" at higher levels)
Duration: Special
Classification: Defense

In times of dire need, the Gunslinger is able to ward off the effects of starvation and dehydration by calling upon this discipline. Initially, this ability costs 5 spiritual points to invoke and will work continuously until the Gunslinger is once again able to obtain proper sustenance.  Each day that "Survive Fasting" is operative, the Gunslinger incurs a 5 spirit point overhead for keeping the power active, plus an additional 2 spirit points (cumulative) each successive day the power is active. Thus, day one would cost 5 SP, day two would cost 7 SP, and day three would cost 9 SP. If the Gunslinger is without nutrition so long that the spirit point overhead exceeds her spirit point potential, then the power ends and the Gunslinger begins starving like anyone else would without food.

When power ends, the Gunslinger may not call upon it until she has been well fed for twice as many days as she had fasted.

While there is nothing stopping an Undead Gunslinger from using this power, they usually don't need to use it. After all, Undead don't typically need to eat or drink. She could still use this power on her allies (if her level is sufficient)

A higher-level Gunslinger could extend this power to her biologically-living companions. If additional individuals are protected by this spell, the Gunslinger must pay the daily spell maintenance for those allies as well.

    • Levels 1 to 4: Only the Gunslinger is affected.
    • Levels 5 to 9:  One additional companion is affected.
    • Levels 10 to 14:  Two additional companions are affected.
    • Levels 15 to 19:  Three additional companions are affected.
    • Levels 20 and higher:  Four additional companions are affected.


Telepathic Contact15 SP | Can commune telepathically for 1 round/level

Telepathic Contact

Concentration: 2 segments
Tier: 2
Spirit Cost: 15 points
Range: 10//
Area of Effect: 1 other person
Duration: 1 round per level
Classification: Sleep/Charm

This Discipline allows the Gunslinger to communicate telepathically with an ally (or allies). For this power to work, the recipient of the communication must have first granted permission in advance for that type of contact. Permission need only be given once (although the recipient can revoke permission at any time). This Discipline does not give the Gunslinger the ability to read minds. It also does not give the Gunslinger the ability to understand languages that he/she does not already know. It does, however, allow the Gunslinger to communicate across a certain distance without having to actually speak out loud. The Gunslinger and recipient hear each other psychically in the equivalent of the spoken word. This power can span open air, water, wood, stone, and lighter metals. It is blocked by iron, lead, and black basalt.

This spell becomes more potent as the Gunslinger increases in level.

Levels 1 to 4: Communication can be established with one individual and has a 10// range.
Levels 5 to 10: Communication can be established with two individuals and has a 20// range.Levels 11 to 14: Communication can be established with three individuals and has a 30// range.Levels 15 to 19: Communication can be established with four individuals and has a 40// range.Levels 20 and higher: Communication can be established with five individuals and has a 50// range.



Changes from the printed (book) version: Alignment/Range multipliers; Prior permission is now required prior to telepathic contact.

Vanquish All Shadows40 SP | Creates a safe environment for 1 turn per level

Vanquish All Shadows

Vanquish All Shadows

Concentration: 1 round
Tier: 2
Spirit Cost: 40 points
Range: Internal to the Gunslinger
Area of Effect: 6// spherical region
Duration: One turn per level (primary), 1 hour per level (residual)
Classification: Protection

This is a more extreme (and shorter duration) version of Law's Shelter. It features all of the effects of that spell (dry ground, comfortable temperature, a wind break, etc.). However, during the primary phase, Vanquish All Shadows can stabilize the Gunslinger's immediate environment when it has otherwise been distorted by magic or strange physics.

For example, if the Gunslinger encounters magical darkness (the type that makes ordinary light sources cease illumination), Vanquish All Shadows will allow light to shine normally within the area of effect. Moreover, if time/space distortion causes the immediate environment to be bent out of shape or if it causes time to function incorrectly, this spell will create a bubble in which geometry and time are both stabilized. The spell makes illusions much less effective. While an illusion can be cast against the Gunslinger and his/her allies, they receive a new Save vs Sleep/Charm every single round during the active phase of this spell.  This spell also normalizes gravity and atmospheric pressure. It will hold gaseous toxins at bay. Additionally, it will deflect 10 REM per round. Finally, this spell stabilize universal constants. For example, Stillpoints often modify certain constants like pi and e. Changes to universal constants could prove lethal if the change is too extreme. A Gunslinger can at least create a temporary bubble of safety.

This spell is not a forcefield, however. Foes can walk in and out of the stabilized region.

Once the primary effect of this spell has expired (at the 1 turn/level mark), the spell reverts to Law's Shelter for the residual duration (1 hour per level). Thus, the Gunslinger would not have to case Law's Shelter separately.

The size of the protected area increases as the Gunslinger ascends in level.
Level 1 to 4: The sphere of protection is 6// in radius.
Level 5 to 9: The sphere of protection is 8// in radius.Level 10 to 14: The sphere of protection is 10// in radius.Level 15 to 19: The sphere of protection is 12// in radius.Level 20 and higher: The sphere of protection is 14// in radius.


Changes from the printed (book) version: This is a new spell.




Word of Law10 SP | Stuns a foe for 1 round/level.

Word of LawWord of Law

Tier: Second
Concentration: 5 segments
Spirit Cost: 10 points
Range: 4// line of sight
Duration: 1 round per level
Area of Effect: 1 target
Classification: Combat

The Gunslinger's words can be used to temporarily stun a chosen target. In law enforcement, this Discipline is often used to capture a fleeing suspect so that he/she can be taken into custody. If the target fails a Save versus Magical Weapon, he/she is paralyzed for one round per level of the Gunslinger. The target does not lose consciousness, but he/she is unable to move, fight, or cast spells. The target does retain the power of speech (but not for spellcasting).

Like many other Gunslinger disciplines, the power yield depends on the alignment and creature type of the target.


Creature Type Power Modifier
Humanoid (Elf, Human, Dwarf, etc.) of Saintly, Lawful, or Despotic+4 to target save. Duration halved.
Humanoid - Benevolent, Apathetic, or MalevolentNo modifiers.
Humanoid - Heroic, Chaotic, or Satanic
-2 to target save. Effect lasts an extra round.
Constructs - OrdinaryImmune.
Construct - Living
+6 to target save. Duration halved.
Undead, Sentient - Saintly, Lawful, or Despotic
+2 to target save. Standard duration.
Undead, Sentient - all other alignments
-4 to target save. Effect lasts an extra round.
Undead, non-sentient, any alignment
-6 to target save. Double duration
Animal
-2 to target save. Duration lasts 1.5x.
Plant (presumably one capable of moving)-4 to target save. Double duration.
Spirit or Elemental - Saintly, Lawful, or Despotic
+4 to target save. Duration halved
Spirit or Elemental - all other alignments
+0 to target save. Standard duration

Special Rules for Undead Gunslingers

If the Gunslinger is Undead, the effects listed in the matrix above for living and Undead targets are swapped.


This power increases as the Gunslinger ascends in level.


    • Levels 1 to 4: The power has a 4// range and affects one targets.
    • Levels 5 to 9: The power has an 8// range and affects two targets.
    • Levels 10 to 14: The power has a 12// range and affects three targets.
    • Levels 15 to 19: The power has a 15// range and affects four targets.
    • Levels 20 and higher: The power has an 18// range and affects five targets.




Changes from the printed (book) version: This Discipline now costs 10 SP. The duration scales with the Gunslinger's level, as does the range. The power yield is modified for alignment and creature type.



 Things to Consider

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

  • Gunslingers have heightened spiritual perception compared to other fighter types, enabling them to detect and resist both spiritual powers and illusions.

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

  • A Gunslinger projects an aura of Order which is similar in concept to a Cavalier's Sphere of Bravery. The Gunslinger's aura, however, grants a Saving Throw bonus to allies of Ordered alignment (Saintly, Lawful, and Despotic).

  • Gunslingers do not have the ability to directly affect Undead by acts of faith. Certain Disciplines do, however have some effect against the walking dead.

Column



Column


ctodd@gaianar.com


  • Home
  • Downloads
  • Rules for Players
  • Spiritual Powers

 

Copyright 1991-2021 World of Gaianar - Version 3.0

Written and Designed by Christopher Todd

Co-Designed by Matthew Hannum


close lightbox