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Wishsinger - Spiritual Powers - Tier 1

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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.


Granted PowersMathematicians can detect Stillpoints and resist illusions

Granted Powers


Wishisngers are (by definition) musically inclined. Their granted powers reflect their ability to manipulate the world through sound, vibration, and song.


Table: Wishsinger Granted Powers

Level

Resist Sonic Blast *

Detect Specific Sound †

Pattern Recognition **

1

4%

2%

1%

2

8%

4%

2%

3

12%

6%

3%

4

16%

8%

4%

5

20%

10%

5%

6

24%

12%

6%

7

28%

14%

7%

8

32%

16%

8%

9

36%

18%

9%

10

40%

20%

10%

11

44%

22%

11%

12

48%

24%

12%

13

52%

26%

13%

14

56%

28%

14%

15

60%

30%

15%

16

64%

32%

16%

17

68%

34%

17%

18

72%

36%

18%

19

76%

38%

19%

20

80%

40%

20%

* Add Endurance | † Add Perception | ** Add Knowledge


Resist Sonic Blast: This power protects the Wishsinger from being harmed by attacks that involve vibration, loud noise, or sudden compression. For example, the Wishsinger could avoid being deafened by a sudden explosion. Likewise, the Wishsinger may take damage from the shrapnel portion of a grenade but not from the compression part of the damage (the GM would likely treat this as half damage). Finally, this power (obviously) permits resistance to spells cast by other Wishsingers.


Detect Specific Sound: This power works like a Thief's "hear noise" capability. This power allows the Wishsinger to pick out specific sounds from a cacophony of other noise. For example, the Wishinger could follow a conversation at a table ten feet away in a crowded, noisy room, or pick out the sound of a specific violin in a symphony.


Pattern Recognition: Because music and mathematics are inextricably linked, Wishsingers have the ability to recognize patterns that others miss. A Wishsinger might notice that an ordinary letter actually contains a coded message. Or a Wishsinger might notice that certain stones in a wall might open a secret door if pushed in the correct order. 


Combined EffortsMany voices together can increase the power effect.

Combining Efforts


Musicians tend to congregate in choirs, bands, and orchestras. The musical experience from a choir is usually deeper than that of a soloist. Likewise, the instrumentation in a band (guitar, drum, and keyboard) can't all be handled by just one person. Therefore, the Wishsinger profession has the ability to combine their individual efforts in ways that practitioners of other magical arts cannot.


For any combined effort, one Wishsinger is designated as the primary caster. This is the person who initiates the particular song of power and pays the BMS cost for the spell. The other Wishsingers in the endeavor are support casters. They pay only 0.25 BMS, regardless of the cost of the primary caster's spell. They must still complete a power activation roll. However, if a secondary caster fails the roll, it only means that the boost effect fails. It's entirely possible that the primary caster's spell still succeeds.


A secondary caster can add one bonus from the following list:

  • Increase casting range (if applicable) and area of effect by one increment.
  • Increase spell duration by one increment.
  • Increase the primary caster's effective casting level by +1 (i.e., a 7th level Wishsinger would cast a spell as if she were 8th level).
  • Impose a +1 bonus (or penalty) to relevant saves associated with the spell.
  • Add a +1 bonus to the primary caster's power activation roll.
  • Bridge a spell at the end of the duration. In other words, if the primary caster wants to continue a spell effect past the duration, he/she can simply pay the maintenance cost again without having to do a power activation roll.

It should be noted that secondary casters do not all have to focus on offering the same bonus. It is perfectly acceptable to mix-and-match buffs. However, there can be no more than three support casters on any single type of buff.

The stacking limit is based on the primary caster's level. For instance, a 1st Level Wishsinger could receive aid from one other Wishsinger. A 9th Level Wishsinger could receive aid from up to none other Wishsingers. Word to the wise: beware of travelling adventurer choirs!



Tier AccessLevels at which the Mathematician access higher Tiers

Table: Wishsinger Tier Access

Tier

Level for Access

BMS Score*

16 or less

17-18

19-20

21+

First

Level 1

Level 1

Level 1

Level 1

Second

Level 3

Level 3

Level 3

Level 3

Third

Level 6

Level 5

Level 5

Level 5

Fourth

Level 11

Level 10

Level 8

Level 7

Fifth

Level 14

Level 13

Level 11

Level 9

SixthLevel 17Level 16Level 14Level 12
SeventhLevel 20Level 19Level 17Level 15

* This is based on the character's maximum BMS, not depleted BMS.


Notes on Power Activation Checks

While invoking song-related magic involves the imposition of personal will (like nearly every sort of magic), Wishsingers can gain certain bonuses from music-related proficiencies. Having the Artistic Ability proficiency will grant the character a +1 bonus for successfully activating a power. Likewise, if the Wishsinger has Singing or Musical Instrument, the character can choose to either extend the duration of the song by one increment or extend the range by one increment. If the Wishsinger has both types of skills (Singing and Musical Instrument), the Wishsinger automatically gets the both time and range bonuses.

"Preamble": This is the casting time of the spell. During this time, the Wishsinger is belting out a tune.

"Instrument Bonus": Many Wishsinger spells offer a bonus if the caster is playing a musical instrument at the same time as singing. Stringed instruments are favorites, but a Wishsinger could also use drums or other instruments. If the Wishsinger chooses to use a wind instrument (such as a flute or a trombone), the instrument takes the place of the Wishsinger's voice but does not offer the "instrument" bonus.

A note on hard vacuum
As sound propagates through a medium (air, water, metal, etc.) a Wishsinger's powers are blocked by a hard vacuum. For instance, a Wishsinger could not cast "Reproach" while doing a space walk in a pressurized environmental suit. For situations where there is a very thin atmosphere, a good rule of thumb is that the Game Master will likely assign either casting penalties or attenuate the spell's power in environments in which an atmosphere is present but also requires an environmental pressure suit for survival.







Awakening0.25 BMS | Instantly arouses others from slumber

Awakening

Tier: 1
Preamble: 2 segments
Area of Effect: Allies within 6//
Range: Centered on the Wishsinger
Duration: Instantaneous
Instrument Bonus: Yes, +1 bonus to allies' saves
B-M-S Cost: 0.25
Classification: Sleep/Charm

One of the many reasons why Wishsingers make an ideal night sentry for an adventuring party is their ability to raise an alarm and awaken the group. When this song is cast, all allies within the area of effect will immediately awaken from an ordinary sleep and be able to take action the last segment in the current round. If any of the allies are asleep as the result of a spell, this power grants the ally an instant Save vs Sleep/Charm to wake up.

From a medical standpoint, this spell can be used to temporarily rouse a comatose patient. However, the effects are fleeting (one round per level of the Wishsinger), unless the patient's underlying medical problems are not corrected. It can also be used to rouse someone who has been drugged (again, with the benefit lasting for one round per level unless the drug/toxin is neutralized). In situations such as these, the Wishsinger does have the ability to restrict the area of effect to a single individual.

There is an additional lasting effect of Awakening. Because the sound caused by this spell is so shrill and jarring, allies gain a +1 to their Save vs Sleep/Charm that lasts for one turn per level of the Wishsinger. 

This spell does become more potent as the Wishsinger ascends in level.
    • Levels 1 to 4:  The area of effect is 6//. The residual Save vs Sleep/Charm is +1.
    • Levels 5 to 9:  The area of effect is 9//. The residual Save vs Sleep/Charm is +2.
    • Levels 10 to 14:  The area of effect is 12//. The residual Save vs Sleep/Charm is +3.
    • Levels 15 to 19:  The area of effect is 15//. The residual Save vs Sleep/Charm is +4.
    • Levels 20 and higher:  The area of effect is 18//. The residual Save vs Sleep/Charm is +5.



Brave Combat0.25 BMS | This spell grants protection from fear.

Brave Combat

Tier: 1
Preamble: 4 segments
Area of Effect: Allies within 6//
Range: Centered on the Wishsinger
Duration: 1 turn
Instrument Bonus: Yes, +1 bonus to allies' saves
B-M-S Cost: 0.25
Classification: Sleep/Charm


Whereas Cavaliers inspire others through bold words, Wishsingers can inspire by way of uplifting song. Moreover, this power is stackable with that of a Cavalier's fear-mitigating powers. After all, what's more inspiring than a brave speech with a bold musical score in the background? Of course, fear can be caused by both natural and supernatural phenomenon. For example, Brave Combat could be used to shore up morale before a battle commander orders the troops across a rickety wooden bridge that spans a deep crevasse. Alternatively, it could be used as a defense against active fear effects (such as from empaths or by certain spells). In any event, the Wishsinger's allies gain a +1 to any saving throw or morale check that is called for in response to a fear-causing effect, spell, or situation. The allies do, however, have to remain within the area of effect (which is centered on the Wishsinger.)


This spell increases in potency as the Wishsinger ascends in level.


  • Levels 1 to 4:  The area of effect is 6//. The duration is one turn.
  • Levels 5 to 9:  The area of effect is 9//. The duration is two turns.
  • Levels 10 to 14:  The area of effect is 12//. The duration is three turns.
  • Levels 15 to 19:  The area of effect is 15//. The duration is four turns.
  • Levels 20 and higher:  The area of effect is 18//. The duration is five turns.





Broken Glass1.0 BMS | This spell shatters glass and ceramic items.

Broken Glass

Tier: 1
Preamble: 8 segments

Area of Effect: Glass or ceramic items in a 90° cone, 4// long

Range: Centered on the Wishsinger

Duration: Instantaneous
Instrument Bonus: No. Voice is required.
B-M-S Cost: 1.0
Classification: Combat

Because a Wishsinger is trained in fine control of pitch and volume when singing, it is sometimes possible to cause an acoustic resonance that can shatter items made from glass or ceramic. This power often comes in handy when attempting to escape a building with plate glass windows. Likewise, this spell would make short work of obsidian daggers. Finally, causing all of the drinking glasses at a bar to shatter at once could certainly prove to be a useful distraction.

It is worth noting that the glass tablets employed my Mathematicians are made of sterner stuff. While tablets of that kind are colloquially referred to as being made from "glass", they are, in fact, made from pure geometry (essentially, they aren't made of anything). Therefore, most tablets are neigh unto indestructible.

With that said, this spell can certainly ruin objects that rely on lenses (such as spyglasses, eyewear, and telescopes). It can break up ceramic (if the Wishsinger had a grudge against hexstone pavers, this is the spell to use).

Mundane items (such as a martini glass or an ordinary glass window) are instantly effected. Glass items that are large enough to have Structural Points are entitled to an Item Save vs Harmonics. Failure indicates the loss of a Structural Point. Success indicates that the item is undamaged but may vibrate and hum for a few rounds.

Of course, the cone of resonance gets larger as the Wishsinger grows more powerful.

  • Levels 1 to 4:  The area of effect is a 90° cone, 4// in length.
  • Levels 5 to 9:  The area of effect is a 90° cone, 6// in length. Items save at -1.
  • Levels 10 to 14:  The area of effect is a 90° cone, 8// in length. Items save at -2.
  • Levels 15 to 19:  The area of effect is a 90° cone, 10// in length. Items save at -3.
  • Levels 20 and higher:  The area of effect is a 90° cone, 12// in length. Items save at -4.


Insect Warding1.0 BMS | The Wishsinger can keep buggy pests away

Insect Warding

Tier: 1
Preamble: 1 round

Area of Effect: A 6// radius sphere

Range: Centered on the Wishsinger

Duration: 1 turn per level (insect monsters); 1 hour per level (regular insects)
Instrument Bonus: Removes external parasites from allies
B-M-S Cost: 1.0
Classification: Animal

The thing about the Great Outdoors is that, unlike a quaint B&B, bugs have a tendency to make a direct path to the adventurers. Aside from ordinary pests (like flies and gnats), the world is also populated with "monster" type insects that can inflict real damage and can even kill. Examples include scorpions, black recluse spiders, and the like. Additionally, any insect or arachnid that is so large as to have a full hit die (1d4, 1d6, etc.) rather than just one hit point or a fraction of a single hit point also qualifies as a "monster" insect.

The harmonic resonance of this song is such that insects/arachnids find the sound annoying and will not cross the threshold. Moreover, pests already within the area of effect will flee at best speed. If the Wishsinger uses the optional instrumental accompaniment, the sound will also free the Wishsinger and allies of external parasites such as ticks, head lice, or any other opportunistic critter that attaches to one's skin or scalp. It will not remove internal parasites such as tapeworms or liver flukes.

Truly monstrous insects (ones with multiple hit die and/or intelligence) can attempt to cross into the protected area by making a successful Save vs Area Effect. Even if successful, the resonance is sufficiently distracting that the insects suffer a -1 penalty to all actions.

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

  • Levels 1 to 4:  The area of effect is 6//.
  • Levels 5 to 9:  Insects save at -1 and the area of effect is 9//.
  • Levels 10 to 14:  Insects save at -2 and the area of effect is 12//.
  • Levels 15 to 19:  Insects save at -3 and the area of effect is 15//.
  • Levels 20 and higher:  Insects save at -4 and the area of effect is 18//.
Kindling0.5 BMS | The Wishsinger can start small fires

Kindling

Tier: 1
Preamble: 1 round

Area of Effect: Up to a pound of flammable material (wood, cloth, paper, etc.)

Range: 6// line of sight

Duration: 1 round per level (see below)
Instrument Bonus: Twice as much material can be ignited
B-M-S Cost: 0.5
Classification: Elemental

Unlike in the fiction pulps, traveling overland is often grubby, cold, and dangerous. Fortunately, the Wishsinger is able to start a campfire even if the kindling is wet. Of course, Wishsingers of a pyromaniacal nature can intentionally start fires where none are desired. Likewise, a Wishsinger may choose to ply their skills in the "insurance fire" trade. After all, investigators would not find traces of accelerants in this type of blaze.

Regardless of the reason or desired outcome, a Wishsinger using the Kindling spell can ignite a pound of flammable materials. Typical substances include (but are not limited to) kindling, wood, paper, charcoal, cloth, fuse cord, dynamite, alcohol, oil, and gun powder. The spell does not generate enough heat to affect most metals, glass, or ceramic. Likewise, biological life forms cannot be targeted (although their clothes or other belongings could be targeted).

In the event that the target is a Construct made from some kind of flammable material (such as a wooden Construct), the machine is entitled to a Save vs Magical Weapon in order to avoid taking a point of structural damage.

During the active part of the spell, the fire cannot be quenched by water. Instead, the flames can only be extinguished by depriving the fire of oxygen. Once the active portion of the spell expires, the fire will still continue in normal fashion until either the materials are consumed or put out by water (or other means). The Wishsinger can voluntarily curtail the active portion of the spell.

The Wishsinger can, of course, start larger fires once he/she has attained a higher level of experience.

  • Levels 1 to 4:  The area of effect is one pound of materials at a 6// range. 1 StP max damage.
  • Levels 5 to 9:  The area of effect is five pounds of materials at a 9// range. 2 StP max damage.
  • Levels 10 to 14:  The area of effect is ten pounds of materials at a 12// range. 3 StP max damage.
  • Levels 15 to 19:  The area of effect is twenty pounds of materials at a 15// range. 4 StP max damage.
  • Levels 20 and higher:  The area of effect is forty pounds of materials at a 20// range. 5 StP max damage.



Noise Cancelation1.25 BMS | A Wishsinger's version of Dispel Magic

Noise Cancelation

Tier: 1
Preamble: 4 segments

Area of Effect: One active spell on a person, object, or area

Range: 6// line of sight

Duration: Instantaneous
Instrument Bonus: +1 to chance of dispelling
B-M-S Cost: 1.25
Classification: Utility

Most spell casting classes have the ability to neutralize the magical effects caused by others. Noise Cancelation disrupts the residual harmonic vibration that active Wishsinger songs create. Of course, this spell can be used against the magic of other character classes as well, although penalties accrue based on the degree of difference between a Wishsinger and the other class. For instance, a Mathematician's power has more in common with a Wishsinger's song, when compared to a Priest's prayer. In order to determine if Noise Cancelation is successful, the Wishsinger matches her Level + Willpower against the Level + Willpower of the other caster (using the Universal Matrix. Modifiers for success are noted below:

Table: Penalties for Dispelling non-Wishsinger Spells

Character Class

Penalty Character ClassPenalty
Barbarian-4 Protector-5
Cavalier-5 Ranger-3
Gunslinger-6 Shaman-2
Mathematician-1 Speaker for the Dead-3
Necromancer-4 Warrior-3
Paladin-5 WishsingerNone
Priest-5 Other/Unknown/Innate-5

This spell can also sever empathic manipulation. If used against ancient artifacts, Noise Cancelation only works for a few rounds (as determined by the Game Master).

The casting range improves as the Wishsinger ascends in level.

  • Levels 1 to 4:  The casting range is 6//.
  • Levels 5 to 9:  The casting range is 9//.
  • Levels 10 to 14:  The casting range is 12//.
  • Levels 15 to 19:  The casting range is 15//.
  • Levels 20 and higher:  The casting range is 18//.
Peaceful Sleep0.75 BMS | The Wishsinger can put one person to sleep

Peaceful Sleep

Tier: 1
Preamble: 5 segments

Area of Effect: One person or creature

Range: 6// line of sight

Duration: 1 turn
Instrument Bonus: -2 to target's save (combat), +2 HP (therapeutic)
B-M-S Cost: 0.75
Classification: Sleep/Charm

This spell has both combat and therapeutic uses. In combat, this spell can put one enemy to sleep for a turn. If the target fails a Save vs Sleep/Charm, he/she falls into a deep sleep that lasts for one turn. Of course, this is not a "murder" spell. Therefore, a subsequent attack against the stricken character will result in the spell ending immediately. This spell works on living beings (including animals). Additionally, this spell will work against sentient Undead (but not feral/unthinking Undead) as post-biological lifeforms such as this do engage in a form of sleep called "regenerative slumber". This spell has only limited effect on Constructs. As machines do not sleep, this spell (if successful) triggers a "power-on self-test" reset that takes the Construct out of combat for the remainder of the current round and the subsequent round.

When used for therapy (for instance, treating someone with insomnia or someone who is under the influence of an accelerant), the target does not need to make a saving throw (since, presumably, he/she wants to fall asleep). In this instance, the target falls into a "normal" sleep and not a "deep" sleep. Therefore, the target could be awakened by normal means (shaking, loud noise, etc.) but will otherwise sleep for up to eight hours.  The target recovers a hit point while sleeping.


The range for this spell increases as the Wishsinger ascends in level.

  • Levels 1 to 4:  6// range, +1 hit point recovered in therapy mode.
  • Levels 5 to 9:  9// range, +2 hit point recovered in therapy mode.
  • Levels 10 to 14:  12// range, +3 hit point recovered in therapy mode.
  • Levels 15 to 19:  15// range, +4 hit point recovered in therapy mode.
  • Levels 20 and higher:  18// range, +5 hit point recovered in therapy mode.
Reproach0.5 BMS | A short-ranged sonic attack

Reproach

Tier: 1
Preamble: 2 segments

Area of Effect: One target within a 6// line of sight

Range: Centered on the Wishsinger

Duration: Instantaneous
Instrument Bonus: +1 damage to target
B-M-S Cost: 0.25
Classification: Combat

Reproach allows the Wishsinger to quickly build up a dangerous harmonic resonance and aim it at a single target. The target can be a person, animal, building, object, or anything else that the Wishsinger wants to blast. Targeting is accomplished by way of a ranged touch attack (i.e., the Wishsinger only has to roll against AC(10) or better.) If successful, the target takes 1d6 damage. Of course, the Game Master can certainly rule that a failed ranged touch attack could hit something else. For example, it could smash a window that is right behind the target, or possibly one of the target's allies.

This spell (like many others) grows in potency as the Wishsinger ascends in level.

  • Levels 1 to 4:  1d6 damage with a 6// range.
  • Levels 5 to 9:  2d6 damage with a 12// range.
  • Levels 10 to 14:  3d6 damage with a 18// range.
  • Levels 15 to 19:  4d6 damage with a 24// range.
  • Levels 20 and higher:  5d6 damage with a 30// range.
Rhythmic Fighting1.0 BMS | Combat is better when set to music

Rhythmic Fighting

Tier: 1
Preamble: 1 round

Area of Effect: Allies within a 6//

Range: Centered on the Wishsinger

Duration: 1 turn
Instrument Bonus: Allies also get +1 to movement
B-M-S Cost: 1.0
Classification: Combat

Every hero secretly desires the perfectly choreographed fight sequences as seen in the pulp telecasts. Having a skilled Wishsinger in the party can make that dream come true. The staccato resonance of this song grants the Wishsinger's allies +1 to any Skill check, +1 to Parry, +1 to Hit, and +1 to Initiative. This spell is somewhat fatiguing to the recipients, however. The beneficiaries expend a point of Endurance by accepting the spell's enhancements. Individual allies can also decline the buffs voluntarily (for example, if they are already nearly exhausted from other activities).

The power of Rhythmic Fighting does improve as the Wishsinger ascends in level.

  • Levels 1 to 4:  The bonuses are +1 and the area of effect is 6//.
  • Levels 5 to 9:  The bonuses are +2 and the area of effect is 9//.
  • Levels 10 to 14:  The bonuses are +3 and the area of effect is 12//.
  • Levels 15 to 19:  The bonuses are +4 and the area of effect is 15//.
  • Levels 20 and higher:  The bonuses are +5 and the area of effect is 18//.



Ventriloquism0.25 BMS | The Wishsinger can "throw" her voice

Ventriloquism

Tier: 1
Preamble: 1 segment

Area of Effect: One person or object

Range: 6//

Duration: 1 turn
Instrument Bonus: Extra turn of duration
B-M-S Cost: 0.25
Classification: Utility

While popular in stage presentations, this spell can also be used for distracting enemies. For example, the Wishsinger could project her voice on the other side of a door and thus give a security guard the impression that a perimeter has been breached. Or the Wishsinger can project her voice to her allies when some barrier would ordinarily block the sound. Additionally, the Wishsinger could project other sounds as well as voice. For example, she could project the sounds of snapping her fingers, stomping her feet, or clapping her hands. However, the sound must originate from the Wishsinger's body and not some object or device.

This spell works through physical barriers. There are a few limitations, however. A barrier fashioned from black basalt will block this spell because it is an inherently anti-magical material.

  • Levels 1 to 4:  6// range and can bypass up to 6" of barriers.
  • Levels 5 to 9:  12// range and can bypass up to 12" of barriers.
  • Levels 10 to 14:  18// range and can bypass up to 18" of barriers.
  • Levels 15 to 19:  24// range and can bypass up to 24" of barriers.
  • Levels 20 and higher:  30// range and can bypass up to 30" of barriers.
Whispering Wind0.25 BMS | The Wishsinger can send secret messages

Whispering Wind

Tier: 1
Preamble: 4 segments

Area of Effect: Allies within 6//

Range: Centered on the Wishsinger

Duration: 1 round per level
Instrument Bonus: Extra two rounds of duration
B-M-S Cost: 0.25
Classification: Mind

This spell actually creates two effects. As the title implies, this spell stirs up the wind and therefore makes the kind of "white noise" that a moderate (non-damaging) wind usually makes. Therefore, allies attempting to travel with stealth will enjoy a +2 (or 10%) bonus to any roll that involves not being heard. The other aspect of this spell is that it grants the Wishsinger the ability to send secret messages to allies. This is essentially a form of one-way surface telepathy that is the equivalent of the spoken word. In other words, the Wishsinger and the allies have to know at least one language in common.


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

  • Levels 1 to 4:  6// range for telepathy, 12// range for wind noise.
  • Levels 5 to 9:  9// range for telepathy, 18// range for wind noise.
  • Levels 10 to 14:  12// range for telepathy, 24// range for wind noise.
  • Levels 15 to 19:  15// range for telepathy, 30// range for wind noise.
  • Levels 20 and higher:  18// range for telepathy, 36// range for wind noise.


 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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