Wishsinger - Spiritual Powers - Tier 3
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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.
Blasting
Area of Effect: One object
Range: 6// line of sight
- Levels 1 to 4: The blast has an 8d6 primary damage and a 4d6 peripheral damage. The blast radius is 3//.
- Levels 5 to 9: The blast has an 8d8 primary damage and a 4d8 peripheral damage. The blast radius is 4//.
- Levels 10 to 14: The blast has an 8d10 primary damage and a 4d10 peripheral damage. The blast radius is 5//.
- Levels 15 to 19: The blast has an 8d12 primary damage and a 4d12 peripheral damage. The blast radius is 6//. Ordinary glass/ceramic objects (specifically not Mathematician tablets) are automatically pulverized.
- Levels 20 and higher: The blast has an 8d20 primary damage and a 4d20 peripheral damage. The blast radius is 7//. Ordinary glass/ceramic objects (specifically not Mathematician tablets) are automatically pulverized.
Broken Metal
Area of Effect: One object
Range: 6// line of sight
- Levels 1 to 4: The spell inflicts 4d6 damage and the range is 6//.
- Levels 5 to 9: The spell inflicts 4d8 damage and the range is 9//. Applicable saves incur a -1 penalty.
- Levels 10 to 14: The spell inflicts 4d10 damage and the range is 12//. Applicable saves incur a -2 penalty.
- Levels 15 to 19: The spell inflicts 4d12 damage and the range is 15//. Applicable saves incur a -3 penalty.
- Levels 20 and higher: The spell inflicts 4d20 damage and the range is 18//. Applicable saves incur a -4 penalty.
Chaotic Noise
Area of Effect: 6// radius
Range: 12// line of sight
Whether one's spells are powered by Spiritual Points or Body-Mind-Spirit, the thing that all spell use has in common is that the caster needs to be able to focus his/her will on the task at hand. Wishsingers, however, can sometimes short-circuit this process by summoning a distracting cacophony of discordant sound that makes concentration significantly more difficult.
At base level, the spell imposes a -1 penalty to all affected foes who attempt to invoke a spiritual power or innate ability that replicates the effect of a spell. For instance, a Changeling would incur a -1 penalty when attempting to initiate flight and a Fey would incur a -1 penalty when attempting to hurl an air vortex. As usual, failed spell activation rolls do not consume SP or BMS. Failed rolls do, however, count as that individual's action for the combat round. It's worth noting that a "critical success" always indicates success, even in the face of significant penalties.
Of course, this spell has non-combat capabilities as well. For example, law enforcement might deploy Chaotic Noise to drive away angry protestors. The racket generated by this spell is truly ear-splitting, obnoxious, and unpleasant. Nobody in their right minds would want to willingly endure this effect. For non-combat use, the spell imposes a -1 penalty to any morale check (which scales with the Wishsinger's level). Each round, the crowd must make a collective morale check. Failure indicates that half the crowd disperses. Once three failures are logged, the crowd will be considered to be fully dispersed (even if there might be two or three stragglers remaining).
Detect Tremors
Area of Effect: 6// radius
Range: Centered on Wishsinger
- Levels 1 to 4: The area of effect is 6//.
- Levels 5 to 9: The area of effect is 9//.
- Levels 10 to 14: The area of effect is 12//.
- Levels 15 to 19: The area of effect is 15//.
- Levels 20 or higher: The area of effect is 18//.
False Sounds
Area of Effect: 6// radius
Range: 12// unconditional (doesn't have to be line of sight)
- Levels 1 to 4: Range is 12//, Area of effect is 6//.
- Levels 5 to 9: Range is 15//, Area of effect is 7//.
- Levels 10 to 14: Range is 18//, Area of effect is 8//.
- Levels 15 to 19: Range is 21//, Area of effect is 9//.
- Levels 20 and higher: Range is 24//, Area of effect is 10//.
Inspired Initiative
Area of Effect: 6// radius
Range: Centered on Wishsinger
- Levels 1 to 4: The initiative bonus is +1. Area of effect is 6//.
- Levels 5 to 9: The initiative bonus is +3. Area of effect is 7//.
- Levels 10 to 14: The initiative bonus is +5. Area of effect is 8//.
- Levels 15 to 19: The initiative bonus is +7. Area of effect is 9//.
- Levels 20 and higher: The initiative bonus is +9. Area of effect is 10//.
Area of Effect: 3// radius
Range: 6// line of sight
- Levels 1 to 4: The AOE is 3// and the range is 6//.
- Levels 5 to 9: The AOE is 4// and the range is 8//. Secondary saves are at -1.
- Levels 10 to 14: The AOE is 5// and the range is 10//. Secondary saves are at -2.
- Levels 15 to 19: The AOE is 6// and the range is 12//. Secondary saves are at -3.
- Levels 20 and higher: The AOE is 7// and the range is 14//. Secondary saves are at -4.
Sonic Sanctuary
- Levels 1 to 4: The deflection yields a bonus +4 to AC against missiles. Small insects are repelled.
- Levels 5 to 9: The deflection yields a bonus +6 to AC against missiles. Larger vermin such as spiders and scorpions are repelled.
- Levels 10 to 14: The deflection yields a bonus +8 to AC against missiles. Huge insects (up to 1HD) are repelled.
- Levels 15 to 19: The deflection yields a bonus +10 to AC against missiles. Huge insects (up to 2HD) and rodents are repelled.
- Levels 20 and higher: The deflection yields a bonus +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.
Sound Missile
Area of Effect: One object or person
Range: 6// line of sight
An audible rumbling humming sound emits from the Wishsinger's dominant hand while the power is in effect (as the missiles are cast from that hand). The kinetic spheres make a sound similar to that of a whip cracking when they impact.
- Levels 1 to 4: The missiles inflict 2d6 damage or 2d6 rounds of stunning. 6// range.
- Levels 5 to 9: The missiles inflict 2d6+2 damage or 2d6+2 rounds of stunning. 9// range.
- Levels 10 to 14: The missiles inflict 2d6+4 damage or 2d6+4 rounds of stunning. 12// range.
- Levels 15 to 19: The missiles inflict 2d6+6 damage or 2d6+6 rounds of stunning. 15// range.
- Levels 20 and higher: The missiles inflict 2d6+8 damage or 2d6+8 rounds of stunning. 18// range.
Things to Consider
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