World of Gaianar - Third Edition
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Wishsinger - Spiritual Powers - Tier 2

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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.


Echolocation1.0 BMS | Bat-like perception

Echolocation

Tier: 2
Preamble: 2 segments

Area of Effect: 6// around Wishsinger

Range: Centered on the Wishsinger

Duration: One turn per level
Instrument Bonus: +3// area of effect
B-M-S Cost: 1.0
Classification: Utility

The days in which the cities were connected by brightly lit, properly maintained highways are long gone. These days, the automated paver bots do maintain some semblance of roads (usually just two lanes), but the streetlights outside the municipalities have been offline for centuries. So, it's become quite useful for Wishsingers to develop means of "seeing" without light.

With echolocation, the Wishsinger can navigate in the same way that a bat or a dolphin does -- through sound. Regular humans will not perceive this noise (although the Wishsinger won't make any friends with dogs via this spell). Humanoids in the area of effect will experience a barely perceptible, rhythmic "tap tap tap" sensation on exposed skin. As the spell converts acoustic frequencies into visual stimuli in the Wishsinger's brain, he/she will perceive surfaces, objects, and physical textures but not color, hue, or monochromatic gradients. A Wishsinger cannot read with this spell unless the surface has physical indentations (such as a plaque, grave marker, or an embossed sign).

Aside from being about to avoid running off the road on darkened highways at night, this spell is also useful in getting around pitch-black caves, abandoned mines, and any office building that has experienced a power failure. Likewise, it also reveals invisible creatures or objects if the type of invisibility is "bent light" rather than mind-based illusion.

Echolocation removes most (but not all) of the low-light penalties for combat. A Wishsinger only suffers a -1 penalty to combat actions due to insufficient lighting. The usual modifiers range between -2 and -8, depending on circumstance (the Game Master usually calculates the penalty). The spell also can detect supernatural pockets of silence (as acoustic information is not returned from such voids).

Technically, this spell can be used underwater (assuming that the Wishsinger has either a spell, power, or device that allows her to not drown). The range is doubled underwater. However, the refresh rate of the spell is halved (the Game Master will decide how this affects the character's actions -- if at all). Of course, a lot of unfriendly creatures also use echolocation, so the Wishsinger could attract a lot of unwanted attention with this spell.

At higher levels of experience, the area of effect also increases.

  • Levels 1 to 4:  6// range.
  • Levels 5 to 9:  12// range.
  • Levels 10 to 14:  18// range.
  • Levels 15 to 19:  24// range.
  • Levels 20 and higher: 30// range.



Harmonic Weapon1.0 BMS | Enchants weapons to penetrate armor

Harmonic Weapon

Tier: 2
Preamble: 5 segments
Area of Effect: Allies within 6//
Range: Centered on the Wishsinger
Duration: One round per level
Instrument Bonus: Extra two rounds of duration
B-M-S Cost: 1.0
Classification: Combat

One of the more subtle ways to achieve victory in combat is to reduce the efficiency of the enemy's armor. When a Wishsinger invokes Harmonic Weapon, her allies' weapons vibrate in such a way as to allow some of the outgoing damage to ignore armor. Mechanically, if the ally is able to physically make contact (i.e., hits AC10), then at least one point of damage breaches the target's armor. This effect bypasses both physical armor and spell-like effects (such as force fields). Of course, bypassed damage cannot exceed the weapon damage. For example, a dagger inflicts 1d4 points of damage. Therefore, a 20th level Wishsinger cannot cause a dagger to bypass armor for 5 points of damage.

This spell does become more potent as the Wishsinger ascends in level.
    • Levels 1 to 4:  The area of effect is 6//. Hits ignore armor for one point.
    • Levels 5 to 9:  The area of effect is 9//. Hits ignore armor for two points.
    • Levels 10 to 14:  The area of effect is 12//. Hits ignore armor for three points.
    • Levels 15 to 19:  The area of effect is 15//. Hits ignore armor for four points.
    • Levels 20 and higher:  The area of effect is 18//. Hits ignore armor for five points.



Levitation1.5 BMS | Instant upward mobility

Levitation

Tier: 2
Preamble: 1 segment (interrupt)
Area of Effect: 3' radius disc
Range: 10// line of sight (or can be placed under the Wissinger's feet)
Duration: 1 turn per level
Instrument Bonus: Extra 50 pounds of weight allowance
B-M-S Cost: 1.5
Classification: Sleep/Charm

By relying on the harmonic resonance created by sound vibration, the Wishsinger can raise himself from the ground or keep himself from falling to certain doom. Gaianar is a world with a lot of neglected infrastructure (what with the collapse of the prior civilization and all that entails). So, a Wishsinger might find it quite useful to be able to levitate past a collapsed bridge, a broken staircase, or across a road with a 5' deep pothole. Likewise, the flooring in abandoned structures tend to give way at the most inconvenient times. Since this spell can be cast as an interrupt, the Wishsinger can usually avoid a broken leg (or worse) when floors give way or when one accidently activates a trap door.

At base level, the Levitation spell is usually sufficient to carry the Wishsinger's weight and a modest amount of equipment (250 pounds maximum). The instrumentation bonus can add 50 pounds to the limit. Like most levitation spells, movement is a lot slower than true flight. The Wishsinger can ascend/descend at 6// and can travel along an X or Y axis at 3//. The spell produces a low, rumbling hum for the duration of its power.

If the Wishsinger wants to levitate more than just himself (assuming excess capacity), the other individuals need only be in physical contact to benefit from this spell. If the Wishsinger is overburdened, the spell will still function, but the Wishsinger will sink. However, the Game Master will likely decide that the injuries from falling would at least be mitigated (perhaps 25% or 50% less).

For races for which flight is innate (Changeling, Fey, etc.), this spell is additive to their inborn capabilities. However, levitation only increases speed along a single axis, so the speed enhancement is always lateral or vertical but never diagonal.

The potency of this spell increases with the Wishsinger's level. The weight limit is 250 pounds (and +50 with instrument).

  • Levels 1 to 4:  The weight limit is 250 pounds (and +50 with instrument).
  • Levels 5 to 9:  The weight limit is 400 pounds (and +75 with instrument).
  • Levels 10 to 14:  The weight limit is 550 pounds (and +100 with instrument).
  • Levels 15 to 19:  The weight limit is 700 pounds (and +125 with instrument).
  • Levels 20 and higher:  The weight limit is 850 pounds (and +150 with instrument).
Sea Chanti1.25 BMS | Reduces Endurance consumption

Sea Chanti

Tier: 2
Preamble: 1 round
Area of Effect: Allies within 6//
Range: Centered on the Wishsinger
Duration: 1 turn per level
Instrument Bonus: Extra turn, extra 1// area of effect
B-M-S Cost: 1.25
Classification: Utility, Enhancement

Music often makes laborious, boring tasks more acceptable. While the power of Sea Chanti was originally developed to help keep rowers and oarsmen in synchronization, a side effect is that it permitted those effected to row faster and tire more slowly. Of course, this power is also useful in motivating troops to march longer and faster. It can also be used in a factory setting where timing and endurance are both critical.

While the song is in effect, recipients burn Endurance at half the normal rate. One an individual's Endurance has reached zero, however, no further enhancement is possible with this song. Likewise, at the base level, recipients gain +2// in speed (or whatever the most appropriate increment may be for the situation). Finally, allies enhanced by this song are more likely to stay in synchrony with each other. They receive a +1 bonus to any roll required for either staying synch or avoiding falling out of synch.

The Game Master may rule that certain bonuses may not apply to Construct or Undead characters. For instance, a Construct may not be able to mechanically move any faster than is designed to move. An Undead character may not necessarily have an Endurance limit because post-biological lifeforms don't really get "tired".

Like many other spells, this power becomes more effective as the Wishsinger ascends in level.

  • Levels 1 to 4:  +2// speed increment. +1 synch bonus.
  • Levels 5 to 9:  +3// speed increment. +2 synch bonus. +1 to a morale check.
  • Levels 10 to 14:  +4// speed increment. +3 synch bonus. +2 to a morale check. +1 point bonus Endurance.
  • Levels 15 to 19: +5// speed increment. +4 synch bonus. +3 to a morale check. +2 points bonus Endurance.
  • Levels 20 and higher:  +6// speed increment. +5 synch bonus. +4 to a morale check. +3 points bonus Endurance.
Slothfulness0.75 BMS | Makes foes lazy

Slothfulness

Tier: 2
Preamble: 8 segments
Area of Effect: Foes within 3// of epicenter
Range: 9// line of sight
Duration: One turn
Instrument Bonus: Extra 1// to range, -1 penalties to enemy saves
B-M-S Cost: 0.75
Classification: Sleep/Charm

While music can inspire, invigorate, and excite, it also has the power to calm, relax, and to lull into complacency. The song of Slothfulness causes the targets to fall into a warm, sleepy state of mind in which they do not actually fall asleep but are also reluctant to take immediate action unless attacked or externally alarmed. This is often useful when trying to bypass security guards or sentries. For instance, a lulled door guard might not check for identification if the Wishsinger says "You don't need my ID, right?" Likewise, a customs official might not search the Wishsinger's suitcase if she suggests, "You don't really need to go through my luggage, right?"

Essentially, the people charmed by this spell will take the laziest possible option in any given circumstance. If something directly raises undue suspicion (for example, the guard sees that the Wishsinger has a concealed pistol) then the target can make a Save vs Sleep/Charm to take more aggressive action. Likewise, the spell ends immediately if the Wishsinger directly attacks the target in such a way that causes physical injury. Since this spell has a reasonably long range and a duration of a turn, a Wishsinger has the option to cast the spell in advance of conversing with the target.

  • Levels 1 to 4:  9// range
  • Levels 5 to 9:  12// range, -1 penalty to enemy saves
  • Levels 10 to 14:  15// range, -2 penalty to enemy saves
  • Levels 15 to 19:  18// range, -3 penalty to enemy saves
  • Levels 20 and higher:  21// range, -4 penalty to enemy saves.

 

Sonic Blade1.5 BMS | Summons a temporary weapon

Sonic Blade

Tier: 2
Preamble: 4 segments

Area of Effect: One handle of any kind

Range: Touch

Duration: 1 round per level (combat); 1 turn per level (utility)
Instrument Bonus: +1 damage (combat), +1 turn (utility)
B-M-S Cost: 1.5
Classification: Combat, Utility

Whereas the Reproach spell is great for general purpose blasting of enemies, Sonic Blade is a more precise and subtle spell. Depending on the need, Sonic Blade can be used as either a weapon or as a utility knife. To use this spell, the Wishsinger needs only have access to an object of any kind that can serve as a handle. Potential handles include sticks, butter knives, pencils, a dowel, a chopstick. Really, it can be anything that is small, thin, and can fit in the palm of one's hand. Once the Wishsinger casts the spell and touches the item, a faintly visible, translucent, vibrating blade appears on the handle.

While a Sonic Blade does not qualify as a "monofilament" weapon (only Mathematicians can summon those), it is certainly wickedly sharp, thin, and precise. A Sonic Blade is equivalent to a surgical scalpel and can be used as such for medical procedures or any kind of work that requires fine, careful cutting. It's also sharp enough to shave with. While it will not cut through chains of steel, it can certainly carve wood. The blade never breaks or gets dull.  Since the blade is virtual, it also does no conduct electricity, react with any chemicals, and cannot contaminate a surgical wound.

As a weapon, the Sonic Blade makes for a very effective dagger. The blade can't be broken and ignores armor made from leather or cloth. The base damage is 1d4+1. Moreover, the Wishsinger can throw the dagger up to 3// and the blade will boomerang back to the caster at the end of the combat round. Targeting is based on the Wishsinger's melee BAtCh (hand-to-hand) or missile BAtCh (if thrown). While it doesn't autotarget, the blade will circle back to the caster without error.

Like most Wishisnger spells, Sonic Blade is not the best choice for stealth operations. The dagger emits a buzzing sound, similar to that of an electric razor. The dagger does become more potent as the Wishsinger ascends in level.

  • Levels 1 to 4:  1d4+1 damage with a 3// boomerang range.
  • Levels 5 to 9:  2d4+2 damage with a 6// boomerang range.
  • Levels 10 to 14:  3d4+3 damage with a 9// boomerang range.
  • Levels 15 to 19:  4d4+4 damage with a 12// boomerang range.
  • Levels 20 and higher:  5d4+5 damage with a 15// boomerang range.


Sound Shield1 BMS | A vibrating bubble that deflects missiles

Sound Shield

Tier: 2
Preamble: 1 segment (Interrupt)
Area of Effect: The Wishsinger
Range: Centered on the Wishsinger
Duration: 1 turn per level
Instrument Bonus: +1 bonus to all effects
B-M-S Cost: 1.0
Classification: Defense

The World of Gaianar is an extraordinarily dangerous place, especially in the open spaces between cities. Various character classes have developed different means of protecting themselves and others from harm at the hands of monsters and highwaymen alike. For example, a Mathematician can manifest a physical, tangible shield. Priests can erect barriers against the Undead. A Shaman can ward against outsiders (such as elementals). A Mentalist can ward against psychic attacks. A Wishsinger, by contrast, can erect a bubble of protection using sound vibrations.

The sound bubble has a couple of different effects. First, it produces a barely audible whine that most insets find annoying. Therefore, the shield serves as a ward against annoying creatures such as flies, mosquitoes, ants, roaches, and the like. The second (and more important) effect is that the sound bubble causes missile weapons to deflect. Unlike a Mathematician shield (which absorbs attacks), a Wishsinger shield changes the trajectory of the missile. So, the Wishsinger has a reasonable chance to avoid damage. However, the Game Master may decide that there is the possibility of collateral mischief. In other words, that deflected arrow or bullet still goes somewhere -- but where? Laser weapons may cause even more havoc, since the deflected beam may cause random fires.

At base level, the Sound Shield grants the Wishsinger an effective +4 bonus to AC against missile attacks. This benefit increases as the Wishsinger ascends in level.

  • Levels 1 to 4:  The bonus is +4 to AC against missiles. Small insects are repelled.
  • Levels 5 to 9:  The bonus is +6 to AC against missiles. Larger vermin such as spiders and scorpions are repelled.
  • Levels 10 to 14:  The bonus is +8 to AC against missiles. Huge insects (up to 1HD) are repelled.
  • Levels 15 to 19:  The bonus is +10 to AC against missiles. Huge insects (up to 2HD) and rodents are repelled.
  • Levels 20 and higher:  The bonus is +12 to AC against missiles. Insects, scorpions, spiders (and similar vermin) of any size are repelled. Rodents of any size are repelled. Dogs and wolves are repelled.

Of course, somewhat different rules apply to sentient insects, rodents, and canines. If the creature is a fully-sentient organism, it can breach the shield if it makes a successful Save vs Area Effect.


Trap Trigger0.75 BMS | Purposefully trigger a boobytrap

Trap Trigger

Tier: 2
Preamble: 5 segments

Area of Effect: 90-degree, 6// cone

Range: Centered on the Wishsinger

Duration: Instantaneous
Instrument Bonus: Traps will make a pinging sound for one round prior to detonation
B-M-S Cost: 0.75
Classification: Utility

While it's usually better to have a dedicated Thief, Investigator, or Jack of All Trades around for disarming traps, sometimes the next best alternative is to simply trigger the traps on purpose on one's own terms. A Wishsinger can create a rumbling, harmonic vibration that causes all manner of mechanical traps to discharge. As such traps typically have to be manually reset by their owners, this spell is a great way to clear out unseen hazards from murky catacombs and ancient fortresses. If the Wishsinger uses the optional instrumental accompaniment, the traps will emit a pinging sound for a full round prior to detonation. This allows the Wishsinger and any companions to retreat further away from any activated traps.

 While only mechanical traps are directly affected by this spell, the Wishsinger can at least be made aware of purely magical or electronic traps at higher levels of experience.


  • Levels 1 to 4:  The area of effect is a 6// cone.
  • Levels 5 to 9:  The area of effect is a 9// cone.
  • Levels 10 to 14:  The area of effect is a 12// cone. Magic or electronic traps are highlighted (they glow and make noise) for one round.
  • Levels 15 to 19:  The area of effect is a 15// cone. Magic or electronic traps are highlighted (they glow and make noise) for five rounds.
  • Levels 20 and higher:  The area of effect is an18//. Magic or electronic traps are highlighted (they glow and make noise) for one turn.


UnderstudySpecial | A mentoring spell

Understudy

Tier: 2
Preamble: 1 round
Area of Effect: 1 other Wishsinger
Range: 6// line of sight
Duration: Until discharged
Instrument Bonus: +1 bonus to casting roll
B-M-S Cost: 1.0 + cost of mentored spell
Classification: Utility

As with certain other classes (such as Priest and Shaman), a Wishsinger can grant one spell to another Wishsinger for later use. The "understudy" Wishsinger is usually one of lower level, and the granted spell is typically a higher-level spell. Because spells scale to the caster's level, a 15th level Wishsinger granting a Tier 5 spell to a level 3 Wishsinger would result in the lower-level Wishsinger being able to cast the Tier 5 one time albeit at a level 3 casting potency.

A recipient Wishsinger can only hold one imparted spell at any particular time. Once called upon, there is no BMS cost (since this is pre-paid), but the Wishsinger still needs to make a power activation roll.




 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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