The White Wastes of Aultha
Game Rule Information (for D&D 3.5, D20, or Pathfinder)
Intelligence and Constitution are the Channeler’s main Abilities. Intelligence determines if they can cast a spell, like it does for a Wizard (10 + spell level). It also determines their bonus spells as per the charts given in the Player’s Handbooks. And finally it determines their spell save DC, as per Wizard (10 + spell level + Int Modifier). Constitution is used when casting spells to determine success or failure – due to the nature of drawing the power from the Mana Stones into their body and then transforming it.
Channelers use a d4 for Hit Die like Wizards and Sorcerers.
Channelers have the same class skills, and receive the same number of skill points as Wizards and Sorcerers.
Weapons and Armor
Channelers have the same weapon and armor proficiencies as Wizards and Sorcerers.
The Channeler is unlike other casters in that they do not have a limited number of spells per day that they can cast. Instead they are limited by the mechanics of channeling (see below). They progress in the level of spells and number of spells known as per the sorcerer. See the chart below titled “Channeler Spells Known”.
When casting a known spell Channelers must make a roll to see if their attempt to draw power from the Mana Stone and then transform it into their desired effect succeeds. This CHANNELING ROLL is determined by rolling 1d20 and adding their Constitution Bonus plus the modifier from the Mana Stone they are weilding (more powerful Mana Stones have higher bonuses). The Difficulty Class or DC is 10 plus the level of the spell they are trying to cast.
Success means the spell is cast. Failure means that the power of the Mana Stone was unleashed on them. They take damage equal to 1d4-1/level of the spell (example: 4th level spell failure would be 4d4-4 damage). Also, If the spell they failed to cast was of the highest level they know they must make a Fort Save DC 15 plus the level of the spell. Failure means that they are unable to cast any spells for 1d4 rounds.
Note: Cantrips (0 level spells) are the exception to the above process. All Channelers have mastered these simple spells and there is no required check and no possibility for taking damage.
When a Channeler fails in casting and takes damage that brings their current hit points below zero they suffer from Mana Shock. This means that after they are revived they are unable to cast spells until they get a night’s rest. If a Channeler dies from this damage (NOT from bleeding to death when they are in negative hit points, but actually taken to negative Con score) they suffer from Mana Burn. They cannot be ressurected or raised. Nothing short of a Wish spell will bring them back.
|CHANNELER SPELLS KNOWN|
I based this class on elements from the D&D 2nd Edition book Spells and Magic, and used elements from 3rd Edition Wizards and Sorcers. I tried to even out their unbelievable power (their limitless number of spells per day) in different ways that I will explain, but ultimately they are a powerful class. Because there are no wizards or sorcerers allowed in this campaign I didn’t have to worry about Channelers being even with them or making Wizards and Sorcerers obsolete. They are the ruling class of a city-state that rules an empire, so I wanted the class to reflect that.
I tried to even them out by making them 100% reliant on Mana Stones. Without them they cannot cast, unlike a wizard who loses his book and can continue to cast the spells he has memorized until the end of the day. I also made them reliant on two Ability Scores, Int and Con, whereas Wizards and Sorcers are only reliant on one, Int and Char respectively. Also the fact that they have to make checks to even cast successful spells evens the playing field somewhat, as well as the knowledge that they will be taking damage for failed spells (as well as the posibility of not being able to cast for a duration after the failure).