World of Gaianar - Third Edition
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Mathematician - Spiritual Powers - Tier 4

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Mathematicians are a scholarly character class. They have poor combat skills and low hit point accumulation. However, they have five Tiers of spells as well as a large number of spells within each Tier. By solving complex formulas, a Mathematician can create geometric structures from nothing, grant animating to inanimate objects, create protective barriers, and summon weapons of exquisite sharpness. Most formulas can be cast from a distance and thus allowing the Mathematician a better chance of surviving combat.  


Fractal Shredder2.0 | Launches a sphere of whirling blades. 1 round.

Fractal ShredderFractal Shredder

Tier: 4
Computation: 6 segments
Area of Effect: 1 orb, 10' diameter
Range: 10// line of sight
Glass Required: Yes
Duration: One round
B-M-S Cost: 2.0
Classification: Fabrication (and Combat)

This formula is an enhanced version of Fractal Orb. However, rather than relying on mass to run people over, the Shredder forms a scintillating fractal-pattern of razor-sharp blades in order to inflict damage. However, in most other respects, if behaves like a Fractal Orb. The Fractal Shredder can be launched in a single direction and travels at 60// for one round (which means it travels for 600'). Anything struck by the Fractal Shredder takes 4d6 damage (Constructs actually take 6d6 damage).

The Shredder follows the contour of the terrain; thus, it will roll through dips in the ground and scale walls. This formula is particularly handy on large-scale battlefields where it might be possible to target a dozen or so soldiers at once. Note: Once unleashed, the Mathematician cannot change the Fractal Shredder's direction. However, the Shredder will inflict damage on anything that gets in its way along the 600' linear feet until which it travels.

Changes from printed (book) version: This spell has been written from scratch and replaces "Monofilament Prison" (which has been discarded). The discarded formula was a "murder" spell.

Geometric Staircase2.0 BMS | Creates a temporary staircase for 1 turn per level

Geometric StaircaseGeometric Staircase

Tier: 4
Computation: 5 segments
Area of Effect: One 10' diagonal span per level
Range: 1// per level
Glass Required: Yes
Duration: 1 turn per level
B-M-S Cost: 2.0
Classification: Fabrication


This formula allows the Mathematician to create a temporary staircase out of pure geometry. The size of the steps is at the discretion of the Mathematician. However, this spell can create a flight of stairs that is 10' long per level of the Mathematician. A segment of a Geometric Staircase has all of the same properties of other Geometric objects: Each summoned segment has a single structural point, has AC(5) with a bonus of +1 to AC per three levels starting at 3rd level, are transparent, and can be dismissed early if desired.


Changes from the printed (book) version: This spell now creates a 10' chunk per level, in keeping with other Geometric utility spells.

Imaginary ConduitScaled BMS | Fast travel via the Imaginary Realm. Special Duration

Imaginary ConduitImaginary Conduit

Tier: 4
Computation: 1 round
Area of Effect: The Mathematician + 1 person/level
Range: Touch
Glass Required: Yes
Duration: Scaled/Special: 1 turn per hundred miles
B-M-S Cost: Scaled/Special: 1 point per person affected
Classification: Travel


This formula allows the Mathematician to quickly sidestep a long journey by way of faster travel through the Imaginary Realm. The Mathematician can bring allies with him/her if they are in physical contact when the formula is completed. Thereafter, they must remain within 20' (or the Imaginary equivalent of 20') of the Mathematician to avoid being prematurely dropped into the material reality.


For each turn spent in the Imaginary Realm, the Mathematician must make an encounter check to determine if he/she encounters hostile entities. As usual, a d12=1 indicates a minor encounter whereas a d12=12 means that the Mathematician has attracted the notice of a powerful and hostile being. As with "Imaginary Monster" any damage incurred during combat with native beings is symbolic and does not represent actual damage to one's body. However, injuries cannot be disbelieved while translated to this plane of existence. Moreover, anyone brought to zero hit points or less is automatically ejected from the Imaginary Realm and remains comatose for one turn per hit point below zero. If the Mathematician is thus defeated, the whole party gets ejected from the Imaginary Realm.


It should be noted that premature ejection will not result in the characters' deaths, merely inconvenience. For example, an ejected character will not rematerialize inside solid rock, or inside a furnace, or a thousand feet up in the air. An ejected character could possibly get drenched by materializing on the surface of a lake or sea. The point of rematerialization will always be in line with the desired direction of travel.


If the formula is completely successful, the Mathematician (and his/her allies) rematerialize on solid ground at a random location that is within 500' of the actual desired location (in keeping with the game creator's prohibition against "murder" spells.)


Changes from the printed (book) version: There is no longer a 25% chance of the party being marooned in the Imaginary Realm. This spell can no longer be used to commit murder (i.e., to materialize in someone's bedroom and stab them as they sleep.)


Imaginary Monsters4.0 BMS | Summons monsters from the Imaginary Realm. 1 round/level

Imaginary MonstersImaginary Monsters

Tier: 4
Computation: 1 round
Area of Effect: One creature per level
Range: 1// per level, line of sight
Glass Required: Yes
Duration: 1 round per level
B-M-S Cost: 4.0
Classification: Summoning

This powerful formula allows the Mathematician to open a portal to the Imaginary Realm, through which several monstrous creatures from that plane of existence boldly emerge. Because the monsters are imaginary, they take the form of the type of creature most likely to stoke fear in its target. For example, character might be afraid of rats, so the Imaginary Monster might take the form of a horse-sized rat, complete with festering sores and razor-sharp teeth. Or a character might be afraid of zombies, so the Imaginary Horror would manifest as a sickly, shambling corpse that moans about needing to eat the flesh of the living (and how hungry it is... ever so hungry!) Basically, the Imaginary Horror takes a superlative and exaggerated form of some creature that the target might find scary.


The Imaginary horror has the same Hit Points, BAtCh, checks, saves, damage (keyed to the best weapon the Mathematician has on his/her person) and modifiers as the Mathematician (since the formula is driven by the Mathematician's will). If the Mathematician is killed or knocked unconscious, the spell immediately ends.


The creatures inflict damage that seem to be real. However, the hit points lost are in fact imaginary. The blows feel real enough and the collateral damage is visibly apparent (ie. the bite mark from an Imaginary Horror masquerading as a zombie will immediately start to turn necrotic and the target will feel fever chills immediately). However, lost hit points are instantly returned once the spell ends. Of course, characters with detect/resist illusion might figure this out sooner than later. However, this formula is a great tool for making one's enemy waste ammunition and spells fighting creatures that only seem dangerous but in reality, are not.


Should the target of Imaginary Monster be "killed", he/she is so convinced of their death that they become comatose for one turn per hit point below zero. Thus, if a foe is felled by an Imaginary Monster and has a virtual health score of -6 hit points, he/she will be comatose for an hour. Healing spells cannot treat this problem because the subject isn't actually injured. However, spells that specifically heal the mind (such as a Changeling's empathy or a Gunslinger's Memory Trance) would allow the character to awaken sooner (per Game Master's discretion as to how much sooner).


As with other spells that derive power from the Imaginary Realm, this formula has no effect on Undead or ordinary Constructs. Such beings lack the required imagination to be successfully targeted.


Changes from the printed (book) version: This spell has been renamed "Imaginary Monster" from "Fractal Horror". This is because the monsters come from the Imaginary Realm and are not geometric constructions. The spell's effect now causes illusory damage with the possibility to incapacitate for several turns. the monsters are keyed to the Mathematician's stats instead of being an arbitrary value.

Impose Sine Wave2.5 BMS | Gets stuck objects moving again for 1 turn per level

Impose Sine Wave

Impose Sine Wave

Tier: 4
Computation: 1 round
Area of Effect: One 10'x10' surface per level
Range: 1// per level, line of sight
Glass Required: Yes
Duration: One turn per level
B-M-S Cost: 2.5
Classification: Utility (or possibly Combat)

This useful formula allows the Mathematician to impose a rhythmic oscillation into any relatively flat surface. The primary application pertains to getting stuck objects moving again. For example, Impose Sine Wave cast upon the water surrounding a becalmed sailing ship would begin to undulate and thus begin pushing the ship at 1// per round (not particularly fast, but it is better than stalled). The affected surface area remains fixed relative to the Mathematician. Thus, if a Mathematician is on the ship that is getting pushed by this formula, the sine wave will remain in the same place relative to the Mathematician. Other uses include getting wagons freed from muck or snow; churning the soil in preparation for planting crops; breaking the adhesive of two objects that are stuck together; pushing a hot air balloon in a desired direction.

Of course, this formula has combat uses as well. Foes attempting to cross land that is affected by Impose Sine Wave must make a successful Save versus Area Effect or fall down (and thus lose their action for that round). Likewise, this formula can be used to attack bridges and fortifications. If Impose Sine Wave is focused on a structure such as a bridge or a castle wall, that structure must make an Item Save versus Harmonics for each turn that it is exposed. A failed save indicates that the structure is weakened by one Structural Point.

Changes from the printed (book) version: The list of possible applications has been increased. the spell now lasts for turns per level instead of rounds per level.

 
Infinite Improbability1.0 BMS | suppresses critical success & fumbles. 1 round/level

Infinite ImprobabilityInfinite Improbability

Tier: 4
Computation: 5 segments
Area of Effect: 100'x100' region
Range: Internal to the Mathematician
Glass Required: No
Duration: 1 round per level
B-M-S Cost: 1.0
Classification: Combat

For times where the Mathematician wants to play it safe, this formula has the power to suppress the extreme ends of the possibilities. In game terms, while the formula is in effect, die rolls are modified as follows:
    • D20 - Re-roll values of "1" and "20"
    • D12 - Re-roll values of "1" and "12"
    • Percentiles - Re-roll values of 01-05 and 96-00.

The Game Master may also rule that some of the flashier aspects of spells that cause randomly-generated effects  are suppressed. Likewise, if this formula is cast in range of a poker game, the participants might find that their cards are of mundane configurations (no busted flushes and no full houses).

The Immortal Being known as The Dealer is specifically immune to this formula (his power is to always beat the odds). Likewise, the Immortal Being known as The Croupier is also immune (his is the power to make other people lose at gambling.


Changes from the printed (book) version: The area of effect is a square instead of a circle, in keeping with the theme of Mathematician spells.



Monofilament Rapier1.75 BMS | Summons a monofilament sword for one round/level

Monofilament RapierMonofilament Rapier

Tier: 4
Computation: 4 segments
Area of Effect: The synthesized item
Range: Same as a standard rapier
Glass Required: No
Duration: 1 round per level
B-M-S Cost: 1.75
Classification: Combat

Like the Monofilament Throwing Star formula, this spell creates a temporary weapon out of pure geometry. By all appearances, the conjured rapier appears to be made of shimmering, high-quality glass that is somehow highly resistant to shattering as well.  It is, in fact, made of the same virtual substance as a Geometric Shield (and related formulas). Targeting with the Monofilament Rapier operates on the principle of the Ranged Touch Attack. This type of attack is calculated using the Mathematician's melee BAtCh against armor class 10 (think of "touch" football where a tackle is just a slap on the back).

Like all Monofilament weapons, the damage inflicted varies greatly depending on what is being struck.
    • Ordinary non-living matter: 1d8
    •  Living matter (and people): 2d8
    • Energy-based shields not created by pure geometry: 3d8
    • Constructs and geometric contrivances: 4d8

Changes from the printed (book) version: "Ranged touch attack" is explained; the damage is scaled more logically.

Personal Forcefield1.5 BMS | Creates a personal shield that lasts 1 turn/level

Personal Force FieldPersonal Force Field

Tier: 4
Computation: 6 segments
Area of Effect: The Mathematician
Range: Internal to the Mathematician
Glass Required: No
Duration: One turn per level
B-M-S Cost: 1.5
Classification: Defense

This formula grants the Mathematician a key defense possessed by most Constructs. While the power is in effect, the Mathematician is protected by cube-shaped force field that has AC(5) and a single Structural Point. The shield is gas permeable (thus the Mathematician will not asphyxiate) but liquids and solids are repelled. The force field lasts up to one turn per level or until destroyed (whichever comes first).

Changes from the printed (book) version: This spell replaces Shard Shield. The new version is simpler and offers more straightforward protection. Previous version provided randomized protection.


Projected Image1.5 BMS | Allows the Mathematician to tele-conference. 1 turn/level

Projected ImageProjected Image

Tier: 4
Computation: 1 round
Area of Effect: The Mathematician
Range: 10 miles per level
Glass Required: Yes
Duration: 1 turn per level
B-M-S Cost: 1.5
Classification: Utility

This formula allows the Mathematician to communicate with others across vast distances. When the formula is in effect, the Mathematician can project his image to a desired physical location and also view (and listen to) the immediate surroundings. The Mathematician appears at the remote location as a relatively small, flickering, ghostly image (sort of like Princess Leah's projected message in "Star Wars"). Of course, conversations with people at the other end are two-way.

The spell was likely developed to allow scholars to conduct distance-learning. However, there are some less-scholarly applications of this formula as well. For example, a Mathematician could send his/her projected image into a burning building in order to determine if there are any survivors in need of rescue. A Mathematician/Thief could case a mansion in preparation of a later burglary. And, of course, there are countless espionage opportunities with this spell. Of course, warding spells (such as Dark Matter Barricade) that would block extra-planar, out-of-phase creatures would also serve to bock this formula.

Changes from the printed (book): This spell has been repurposed as a teleconferencing spell.

Spatial Translation2.0 BMS | Moves an inanimate object 1 mile/level. Instantaneous.

Spatial TranslationSpatial Translation

Tier: 4
Computation: 5 segments
Area of Effect: One object (10 pounds per level or 2 gallons per level)
Range: 1// per level, line of sight
Glass Required: Yes
Duration: Instantaneous
B-M-S Cost: 2.0
Classification: Translation

This formula allows the Mathematician to move a certain amount of non-living matter up to one mile away. The destination must be an open (outdoor) location and thus will not easily function as a murder spell. However, it would certainly function well for delivering medical supplies to the front line of battle as well as moving dangerous objects away from other people. For example, a terrorist's bomb could be teleported to an uninhabited region outside the city limits. Constructs can be spatially translated but Living Constructs cannot.

A clever Mathematician could also use this spell to disarm an opponent. For example, a bank robber's gun could be translated away and thus avert the necessity of a shootout between the criminal and law enforcement. A Cavalier's armor plating could be moved to another place (leaving the fighter in his underwear but otherwise unharmed). In cases like this, the owner of a targeted object would be entitled to a Save versus Magical Weapon for negation.

Changes from the printed (book) version: Spatial Translation no longer permits living beings to be teleported. To move living creatures, the Mathematician should use Imaginary Conduit.

Suspend Construct3.5 BMS | Deactivates a Construct for a period of time

Suspend ConstructSuspend Construct

Tier: 4
Computation: 1 round
Area of Effect: One Construct
Range: 10// line of sight
Glass Required: Yes
Duration: Varies with Construct type
B-M-S Cost: 4.0
Classification: Combat

This formula is an enhanced version of Stun Construct. Depending on the type of Construct targeted, the effect could last for turns, hours, or days. However, the target does get an Item Save versus Harmonic or a Save versus System Shock (whichever is more appropriate) for negation.

    • Ordinary Constructs: The target is stunned for 1 day per level
    • Awakened Constructs: The target is stunned for 1 hour per level. The Construct can still passively record while suspended for later review.
    • Living Constructs: The target is stunned for 1 turn per level. The Construct is still aware and can think but is otherwise utterly paralyzed.

Note: The Game Master may decide that cyborgs (living beings that are augmented with a significant amount of cybernetic enhancement) may be treated as a Living Construct.

Changes from the printed (book) version: The duration now varies depending on the type of Construct targeted.

Temporal Stasis5.0 BMS | Freezes a target in time for 1 day/level

Ttemporal StasisTemporal Stasis

Tier: 4
Computation: 3 segments
Area of Effect: 1 person or object (up to 50 pounds per level)
Range: 10// line of sight
Glass Required: No
Duration: One day per level (living) or one week per level (inanimate)
B-M-S Cost: 5.0
Classification: Combat (or Utility)

This powerful formula grants the Mathematician the power to suspend a person or object in time. For example, a terrorist weapon could be time-locked and safely dumped into the ocean. A powerful enemy could be frozen and thus allow the Mathematician and his/her friends to escape from an unwinnable battle. A mortally wounded companion could have his/her life-functions suspended until the injured ally could be brought to a proper healer.

In an extreme situation, the Mathematician could theoretically cast the formula on himself. For instance, he could survive a flood or a poison gas catastrophe by waiting out the hazard in suspended time. It should also be noted an intentional attack against the target of Temporal Stasis will prematurely end the effect of the spell.


Changes from the printed (book) version: The formula is no longer permanent and cannot function as a "murder" spell.

Thread of Rationality1.0 BMS | An anchor to normal space. Persistent Duration

Thread of RationalityThread of Rationality

Tier: 4
Computation: 1 round
Area of Effect: The Mathematician
Range: Internal to the Mathematician
Glass Required: no
Duration: Until dismissed
B-M-S Cost: 1.0 per day until dismissed
Classification: Utility

In a world with strange portals, Stillpoints, and distortions of both time and space, the Mathematician is best prepared to face the challenges that would drive the ordinary mind insane. The Thread of Rationality gives the Mathematician the possibility of backing out of a Stillpoint. It also allows the Mathematician to free himself from confusion-causing spells, maze-creating spells, or any kind of effect that imprisons the mind. To use the recall function of the Thread of Rationality, the Mathematician must make a successful Willpower check. Depending on the circumstance, the Game master may assign positive or negative modifiers. If the check is successful, the Mathematician rematerializes in the last safe spot before encountering the Stillpoint/rift/etc. In the event of a mind-controlling spell, the Mathematician's senses are returned to normal if the Willpower check is successful.

The Mathematician has the potential to extricate his allies from from a Stillppint or other rift as well. The allies must be in physical contact with the Mathematician when the recall function is invoked. The Game Master may assign a modest penalty to Willpower when extricating a group of people at once. A Willpower failure could mean that nobody is moved, the Mathematician alone is moved, or only some allies are moved. The result is proportional to the degree of failure.

Changes from the printed (book) version: The scope of power has been increased. The BMS overhead is now fixed instead of increasing progressively.


 Things to Consider

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

  • Unlike many character classes, Mathematicians have no set alignment or wealth restrictions.

  • Mathematicians are the only character class whose powers access the Imaginary Realm.

  • The Mathematician is the only character class whose granted power is the detection of Stillpoints (time/space rifts, interdimensional portals, etc.)

  • Like the Gunslinger, a Mathematician has some ability to resist illusions. A Mathematician/Gunslinger hybrid would stack this ability.

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