Wishsinger - Spiritual Powers - Tier 1
Quick Links:
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 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.
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.
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 |
Sixth | Level 17 | Level 16 | Level 14 | Level 12 |
Seventh | Level 20 | Level 19 | Level 17 | Level 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.Awakening
- 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 Combat
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 Glass
Area of Effect: Glass or ceramic items in a 90° cone, 4// long
Range: Centered on the Wishsinger
- 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 Warding
Area of Effect: A 6// radius sphere
Range: Centered on the Wishsinger
- 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//.
Kindling
Area of Effect: Up to a pound of flammable material (wood, cloth, paper, etc.)
Range: 6// line of sight
- 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 Cancelation
Area of Effect: One active spell on a person, object, or area
Range: 6// line of sight
Table: Penalties for Dispelling non-Wishsinger Spells | ||||
Character Class | Penalty | Character Class | Penalty | |
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 | Wishsinger | None | |
Priest | -5 | Other/Unknown/Innate | -5 |
- 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 Sleep
Area of Effect: One person or creature
Range: 6// line of sight
- 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.
Reproach
Area of Effect: One target within a 6// line of sight
Range: Centered on the Wishsinger
- 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 Fighting
Area of Effect: Allies within a 6//
Range: Centered on the Wishsinger
- 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//.
Ventriloquism
Area of Effect: One person or object
Range: 6//
- 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 Wind
Area of Effect: Allies within 6//
Range: Centered on the Wishsinger
- 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
|