Tome of Channe l i ng Ro b e r tv a nd e rMe e r
TOME OF CHANNELING
TOME OF CHANNELING Author: Robert van der Meer Editor: Robert van der Meer Proofreading: Sérgio Teixeira da Silva Design / Layout: Jeremy Smith Interior Illustrations: Jason Walton, Mark Huffman, Rick Hershey, V. Shane Cover Illustration: John C. Walborn Special Thanks: Sérgio Teixeira da Silva, Brandon Glore, Jake Rudd, Josh Sjothun, Arnaud Sider. Ross Davis Requires use of the Dungeons & Dragons® Third Edition Core Books and the Expanded Psionics Handbook, published by Wizards of the Coast, Inc. This book utilizes updated material from the v. 3.5 revision. “d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at . This edition of Tome of Channeling is produced under version 1.0a, 5.0, and/or draft versions of the Open Game License, the d20 System Trademark Logo Guide, and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license, guide, and document. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such as all Dreamscarred Press product and product line names including but not limited to Tome of Channeling, Untapped Potential: New Horizons in Psionics, any specific characters, monsters, creatures and places; proper names and names of places, artifacts, characters, countries, specific creatures, geographic locations, gods, historic events, organizations, and abilities; any and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the d20 System Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content. Open Game Content: The entirety of this work with the exception of the above-mentioned Product Identity is designated as Open Game Content. Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “Tome of Channeling” ©2007 Robert van der Meer. This material is protected under the copyright laws of the United States of America. Any reproduction, re-transmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from this book’s authors, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only. This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Some images copyright 2006 by Reality Deviant Publications Some images copyright V. Shane, LPJ Designs, Inc and are used with permission.
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MENTALIS DESIGN Channeler: A character with one or more levels in the nexus character class is known as a channeler. Incantation: An incantation is a specific, oneshot effect that a channeler channels. In this way, an incantation is functionally similar to a spell. However, a channeler doesn’t use up or expend spells during the course of a day of adventuring the way a spellcaster does. He can channel his incantations any time he wants to. When a channeler channels an incantation, he must make a channeling check in order to successfully channel the incantation. The Difficulty Class of this check depends on the incantation in question. Aura: Some incantations are known as auras. These incantations are identical to normal incantations, with the exception that their duration is indefinite. However, a channeler must expend a swift action during each round to maintain the incantation, or else the incantation fails as if he had failed the channeling check. Sphere: A sphere is a collection of incantations that share a common origin. Three spheres are described in this book, although there may be more or less in your campaign. Each sphere consists of thirty to forty incantations. The three spheres described in this book are the elements, the mind and nature. Most channelers don’t have access to each sphere. Incantations Known: The collection of incantations that a channeler has learned. You can think of this as the channeler’s spellbook or spell list. A channeler’s class and level determine the number and Difficulty Class of incantations he knows. Channel: A channeler uses an incantation by channeling it. So instead of casting a spell or manifesting a power, a channeler channels an incantation. Channeler Level: Some incantations have effects that vary with the level of the channeler using them. In addition, the highest Difficulty Class of an incantation that a channeler can channel is partially dependent of his channeler level. Channeler level is functionally equivalent to caster level or manifester level—it’s simply the relevant class level of the channeler who channels the incantation.
The world of the world’s most popular roleplaying game is filled with characters who pursue magic. These characters usually use magic through the casting of spells. A spell comes forth from supernatural energy, usually either arcane or divine of origin. Arcane spells use mystical energies that permeate the entire world, whereas divine spells use divine energies, which are drawn from deities or the spellcaster’s devotion to a principle. Regardless of the origins of a spell’s energy, this energy is manipulated by the spellcaster in order to cast the spell. Channeling magic is an alternative approach to the use of magic. It draws from an infinity wellspring of mystical energies, much like arcane spells do, but instead of manipulating these energies, a character who channels magic draws specific energies from his wellspring, often called a sphere. This means that channeling magic enables a character to draw magic from his sphere without having to manipulate it, meaning that the magic retains far more of its essence, making them transcend usual spells. Like spellcasters, characters who channel magic master a number of arcane effects to defeat their foes. But, while a spellcaster’s spells represent the various ways in which they can manipulate the energies that comprise their magic, the incantations of a channeler represent the specific mystical energies that he can draw from to create amazing effects that can surpass spells—if the channeler can successfully channel these energies. What You Need to Play You need the three core rulebooks—the Player’s Handbook, the DMG, and the MM—to make the best use of the Tome of Channeling. New material referenced in this book has a * to denote it. All other references are to the core rules.
QUICK PRIMER TO CHANNELING MAGIC
The Tome of Channeling describes a system of special “spells” known as incantations. Here are some of the salient terms and facts you will need to be familiar with as you peruse this book.
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TOME OF CHANNELING
CHAPTER 1: NEW CLASS NEXUS
nexus can also benefit a lot from a high Constitution score. Some incantations involve attacking the foe “My body, and my soul, they are suffused with the from a distance, so a nexus who channels those magic that will devastate yours.” incantations needs a good Dexterity score. Given - Kerran, human nexus the choice between Strength and Intelligence, the nexus will usually choose the latter, because it helps The nexus has an inherent connection to his sphere. him to understand his sphere, which can grant him Regardless of whether he uses his will or his several benefits. personality to channel this connection, the nexus Races: The affinity for chanis a potent channeler of magic. To a nexus, magic neling magic can is almost literally a part of him—to the point of manifest itself in feeling pain if his incantations cannot be any of the races, alchanneled. Because of this, a nexus sees though some spheres magic as something that is essential manifest themselves to him. However, mundane objects of more clearly in some his sphere are meaningful to him as races, and some races well, and because of the ambience have a better affinity for of most of the spheres, there are magic overall. Most of few moments where a nexus will the psionic races, for exbe completely isolated from his ample, boast at least sevsphere. In addition, because eral nexuses of the mind nexuses can almost always sphere, whereas elves prove channel their incantations, to be adept in the channeling they often see their magic of magic of the nature sphere. as the solution to their Alignment: A nexus can be problems. This makes of any alignment, although the nexuses resourceful with instinctive method of wielding magic the use of their magic, often make nexuses chaotic over channeling incantations in lawful. However, there are nexuses ways that others usually who have a pact that relates to their don’t think of. magic—these nexuses are often lawful. Good nexuses are cunning MAKING A NEXUS mages who defend the weak with A nexus is a mage, much their infinite magic; evil nexuses like a sorcerer or a wizard. are elitist channelers who seek to He uses his incantations to spread the sway of their spheres A nexus uses incantations to their highest potential to defeat through any means necessary. channel magic his foes with amazing displays Starting Gold: 3d4x10 (75 gp). of magic. Starting Age: Simple (as sorcerer). Abilities: At character creation, a nexus chooses whether he uses his Charisma or Wisdom score to CLASS FEATURES determine his channeling modifier and the highest Your ability to channel incantations is essential to Difficulty Class of incantations that he can channel. you, when fighting and when you aren’t. In fact, Regardless of which ability he chooses, this ability is it is so essential to you, that you are sensitive to essential to him. Because he is relatively delicate, a
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MENTALIS DESIGN magic. While this sensitivity might be a weakness sometimes, it can also prove to be your greatest asset. Depending on your sphere, you can wield the stars, elements, nature, or even the minds of your foes. Overall, your incantations are your signature, and they define you. Weapon and Armor Proficiency: You are proficient with simple weapons, but not with armor or shields. Incantations: You begin your career with two incantations known. All of the spheres are available to you, although you may only know incantations from one sphere, which you must choose upon becoming a nexus. This choice does not affect your list of class skills. Once you know an incantation, you may channel it. An incantation usable by nexuses is considered a supernatural ability. Your incantations are not affected by spell resistance, but you provoke attacks
of opportunity when you channel one. You learn additional incantations at higher levels, as shown on Table 1-1. You must be able to channel incantations of its Difficulty Class in order to learn it. Your channeling modifier is equal to your nexus level + your Charisma or Wisdom modifier (hereafter referred to as your channeling ability modifier). You must choose which ability score affects your channeling modifier at character creation, and you cannot change it once it has been determined. The highest Difficulty Class of incantations that you may channel equals your channeling ability modifier + 1.5 x your nexus level. Magic Sensitivity (Su): Your soul is suffused with the magic of your sphere. This makes you unusually aware of that sphere, to the point of being sensitive to it. When you cannot hold your
TABLE 1-1: THE NEXUS Level
Base Attack Bonus
HD: d4 Fort Save
Ref Save
Will Save
Special
Incantations Known
1st
+0
+0
+0
+2
Magic sensitivity, soul opening
2
2nd
+1
+0
+0
+3
--
3
3rd
+1
+1
+1
+3
Sphere resistance +1
4
4th
+2
+1
+1
+4
Magic touch
4
5th
+2
+1
+1
+4
--
5
6th
+3
+2
+2
+5
Sphere resistance +2
5
7th
+3
+2
+2
+5
--
6
8th
+4
+2
+2
+6
--
6
9th
+4
+3
+3
+6
Sphere resistance +3
7
10th
+5
+3
+3
+7
Sphere defense
7
11th
+5
+3
+3
+7
--
8
12th
+6/+1
+4
+4
+8
Sphere resistance +4
8
13th
+6/+1
+4
+4
+8
--
9
14th
+7/+2
+4
+4
+9
--
9
15th
+7/+2
+5
+5
+9
Sphere resistance +5
10
16th
+8/+3
+5
+5
+10
--
10
17th
+8/+3
+5
+5
+10
--
11
18th
+9/+4
+6
+6
+11
Sphere resistance +6
11
19th
+9/+4
+6
+6
+11
--
12
20th
+10/+5
+6
+6
+12
Soul rift
12
Class Skills (4 + Int modifier per level, x4 at 1st level): Concentration, Craft, Knowledge (arcana), Knowledge (nature), Knowledge (psionics), Knowledge (the planes), Listen, Profession, Psicraft, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Use Magic Device, Use Psionic Device.
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TOME OF CHANNELING of incantations that you may channel equals your channeling ability modifier + 2 x your channeler level, which may exceed 40 (unlike normal channeling DCs; see Chapter 3 for more details). Tapping into the magic of your soul is straining, however. Immediately after your soul opening ends, you become fatigued. Additionally, you must make a Will save (DC 10 + 2 x the number of rounds you used this ability). If you fail this save, you take 1 point of ability burn for every point by which you failed the saving throw. This ability burn affects your channeling ability score. For example, if you used your soul opening for three rounds, you must make a DC 16 Will save. If you fail the saving throw by 7, you take 7 points of ability burn to your channeling ability score. Sphere Resistance (Ex): As you channel the magic of your sphere longer, you gain more resistance to the damaging effects of your sphere. At 3rd level, you gain a +1 insight bonus to saving throws against incantations, spells, powers, and other effects with certain descriptors, depending on your sphere (see Table 1-2: Spheres and Sphere Resistance for more details). This bonus increases by 1 for every three nexus levels you have. Magic Touch (Su): Even though the magic that you wield is unlike that of spellcasters and manifesters, you can use your affinity for your sphere to use some items made by them. At 4th level, you gain a bonus equal to one-half your nexus level on Use Magic Device and Use Psionic Device checks. However, you may only gain this bonus when using items that have a spell with one of the descriptors that you would apply your sphere resistance to as a requirement. In addition, you may take 10 when making a Use Magic Device or Use Psionic Device to activate such a magic or psionic item. However, you still may not take 10 when distracted or threatened. If your channeling ability score is Wisdom, you may apply your Wisdom modifier instead of your Charisma modifier to these checks. Sphere Defense (Ex): Beginning at 10th level, you have become so used to the magic of your sphere that you can shrug off magical attacks of it with relative ease. If you succeed on a saving throw against an incantation, spell, power, or other effect with a descriptor that you apply your sphere resistance to (see above) that would normally
BEHIND THE CURTAIN: ALTERNATIVE FLAVOR FOR SOUL OPENING The soul opening class feature of the nexus is its defining class feature. However, its flavor can be easily adapted to create an entirely different feel to the nexus. Heroes with the ability to wield magic gain their tremendous power through a plethora of different ways. For one character, it might be a possessor that lends the character his might, and for another, it might be an inherent ability. Regardless of how the character acquires this ability, it can be represented by the nexus’ soul opening ability. Because of this, you could change the flavor of the soul opening class feature to create an interesting character (even if your character has an ability that can be seen throughout the fantasy genre).
magic, your soul aches. However, this sensitivity allows you to use magic other than your own with more ease. When you are in a wild magic zone, you must make a DC 15 Will save each round or be confused for that round, as the spell. Furthermore, when you are in a dead magic zone, you must make a DC 20 Will save or become fatigued. If you fail the save by more than 5, you become exhausted instead. This effect lasts for as long as you are in the dead magic zone and for 1 hour thereafter. Soul Opening (Su): When you channel magic, you use relatively little of your soul’s potential to successfully invoke the incantation that you want to use. This is because you subconsciously limit yourself to keep your soul from straining too much. However, you can release your subconscious inhibitions to channel incantations with tremendous power. A number of times per day equal to your channeling ability modifier, you can open your soul to channel incantations with more power. When you do so, your channeling modifier becomes 1.5 x (your nexus level + your channeling ability modifier). In addition, the highest Difficulty Class TABLE 1-2: SPHERES AND SPHERE RESISTANCE Sphere
Descriptors
Astrology
Light, darkness, teleportation
Elements
Air, earth, fire, water
Mind
Fear, mind-affecting
Nature
Animal, electricity, plant, weather
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MENTALIS DESIGN As a nexus, you adventure to strengthen your link with your sphere, becoming able to channel better incantations as your link improves. However, there may be other motives for you to take to the path of the adventurer, depending on your sphere. If you are of the nature sphere, for example, you might travel for the same reasons as a druid, or if you are of the mind sphere, you might travel for the same reasons as a psion, or more commonly, as a wilder. Religion: Depending on your relationship with your sphere, you may or may not revere a deity. If you revere a deity, it will most often be one who has at least some relevance to your sphere. Other channelers revere their sphere in one way or the other. Those who come from a primitive culture might see their sphere in the spirits around them, which is especially appropriate for the elemental and nature spheres. Revering a sphere as a deity in and of its own isn’t an uncommon religion among the nexuses. Other Classes: Because your magic came to you naturally, you get along well with other classes who have gained their powers in that way, such as sorcerers and wilders. However, you also get along well with those who wield magic similar to your own, regardless of how they gained their ability. In that aspect, it is rare for you to dislike people, because the spheres are near-universal in their nature. However, a nexus specialized in incantations of a certain element might be prejudiced when dealing with people who specialize in their opposite element. Because you are rather frail, you also get along well with frontline combatants, who can protect you, while you affect their opponents with your incantations. Combat: Your role in combat depends partly on your sphere and the incantations that you know. However, all nexuses have several things in common when it comes to their fighting style. As a channeler, you are as frail as any wielder of magic, so you are not likely to be an effective front line fighter. Instead, you should stay back, pelting your opponents with offensive incantations, while some of your incantations may be able bolster your allies. Because you can’t continuously channel incantations, you should channel your incantations somewhat sparingly, so that you’ll always have an incantation ready when the situation demands it. The way in which you use your incantations
produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of sphere defense when you are unconscious or sleeping. Soul Rift (Su): At 20th level, your connection to your sphere is so complete that you can unleash the full fury of your sphere. Your unbridled force allows you to channel incantations that you normally could never use, but it is taxing on your body as well. Once per day, you can unleash a soul rift while you are using the soul opening ability. While you are in a soul rift, you may channel incantations of any DC. As usual during a soul opening, the DC may exceed 40. This ability is dependent on the soul opening ability; if you the soul opening ends, the soul rift immediately ends as well. The soul rift lasts for a number of rounds equal to your channeling ability modifier. When it ends, you immediately become exhausted. This doesn’t end your soul opening, however.
PLAYING A NEXUS
Your link to your sphere makes you who you are. Like fighters rely on their weapons and armor while they fight, and spellcasters rely on their spells, so do you rely on your link to your sphere. However, to a fair number of nexuses, that link goes deeper than their means of defeating their opponents. To you, it may be something to hold your faith in, knowing that your sphere will always be there to provide you with the strength when you need it most. Friends may be there for you, but they are far less reliable than your sphere, upon whom you can always call. Some nexuses see their sphere as an additional parent, especially those who gained their power to channel incantations when they were young. Others see their sphere as a guide. Still others are relatively normal about their sphere, treating it as a tool of sorts, comparing it to the tool of an artisan or the sword of a fighter. Because your talent is either powered by your intuition or your personality, and never your intellect, you tend to have a strong personality. For most nexuses, there is really one thing that they need to know, and that is that they can always call upon their incantations—the rest is secondary, unnecessary knowledge.
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TOME OF CHANNELING will depend mostly on your sphere. Nexuses of the elements sphere are usually the artillery of the party, using their mastery of the elements to pelt their opponents with air, earth, fire, and water, although they can know a few useful utility incantations as well. The mind sphere offers a nexus many ways in which to incapacitate their opponents. Some of the incantations of the mind sphere can debilitate a spellcaster or manifester when used in the right way at the right moment, while other incantations are dangerous, regardless of the opponents’ class. Incantations of the nature sphere use the environment, debilitating the opponent and bolstering your allies. In addition, you can call animals and even the plants to your aid. As you become more experienced, you gain more abilities to defend yourself against your sphere, meaning that there is a relatively small chance of your incantations backfiring. Advancement: Nexuses can come from any walk of life and from any race. It might have been that you were a youth in a tribe who suddenly discovered that he could handle nature with magic, or you could have been the son of a long line of psychic adepts who manifested his talent not in the form of psionic powers, but through incantations of the mind sphere. There are relatively few nexuses who have mastered their magic with the help of someone else, and they may not even want aid; they may prefer to find out how they can channel incantations on their own. Nonetheless, a few nexuses have chosen to take on apprentices who show that they have talent, whether it was on purpose or accidentally. Schools for nexuses, however, are rare, if there are any such schools at all. As you learn how to channel incantations better and your bond with your sphere improves, the most essential decisions in your career are choosing the incantations that you want to learn. Try to keep yourself versatile, so that you always have a backup that you can rely on when one of your incantations fails to have the effect that you wanted it to have.
ft., 4 lb., piercing). Skill Selection: Pick a number of skills equal to 2 + Int modifier. Armor Check Skill Ranks Ability Penalty Concentration 4 Con -Craft 4 Int -Know (arcana) 4 Int -Know (nature) 4 Int -Know (psionic) 4 Int -Know (planes) 4 Int -Listen 4 Wis -Profession 4 Wis -Psicraft 4 Int -Speak Language 4 N/A -Spellcraft 4 Int -Spot 4 Wis -Feat: Channeling Prodigy. Sphere: Elements. Incantations: Conjure flame (DC 3), wind push (DC 3). Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Ten candles, map case. Case with 10 crossbow bolts. Gold: 4d6 gp.
NEXUSES IN THE WORLD
“We had our axes raised, ready to chop down the trees, when suddenly the forest came alive! Some of our workers were grasped by vines, others were attacked by wild animals. The last thing I saw before I got the hell away from there was the satisfied smile of a woman, doubtlessly some sort of mage.” --Rendan Axehand, woodcutter Nexuses live with the bond with their sphere, which largely shapes their life, but their incantations aren’t the only way in which they can contribute to their party. With their firsthand knowledge of their sphere and the universal nature of their sphere, they have a lot to contribute when something is even remotely related to their sphere. Depending on their sphere, they can also brave the elements, literally pick someone’s mind even without their
Human Nexus Starting Package Armor: None (speed 30 ft.). Weapons: Quarterstaff (1d6/1d6, crit x2, 4 lb., two-handed bludgeoning). Light crossbow (1d8, crit 19-20/x2, range inc. 80
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MENTALIS DESIGN incantations, and navigate in the wilderness. Daily Life: A nexus spends most of his time on his sphere, whether it is through practicing their incantations or otherwise. Nexuses of the elements sphere sometimes philosophize about the occurrence of the elements in everything around them. Mind nexuses study the mind in all its forms, and tend to have an interest in the study of psionics as well. Nexuses who channel incantations of the nature sphere can often be found in the wilderness, conversing with nature in their own way. Notables: Of the few nexuses there can be found throughout history, even fewer have been notable. Wilders and channelers of the mind sphere alike speak with awe of Terjal, Intuition Incarnate. This nexus had a nearly infallible intuition, and was rarely wrong. He used his incantations to find out what his opponents thought before they could even act, allowing him to strike at the speed of thought, or so they said. In modern days, the nature nexus Lasne is well-known as the benevolent patron of the forest, wandering from one forest to another to defend nature with nature itself. She doesn’t take on students, but she is willing to take the time to teach a talented channeler how to handle his incantations. Organizations: Nexuses rarely found organizations. A nexus may live an entire life without ever seeing another nexus, so the chance of more than two nexuses being together is small. Some, however, join organizations themselves that relate to their sphere. A nexus of the nature sphere may join a druids’ circle, for example. NPC Reactions: Depending on how much channeling is accepted, you may be welcomed like a friend or chased away by superstitious, frightened mobs. Your prowess may make you seem like some sort of shaman in the eyes of primitive people, while cultured people tend to mistake you for a spellcaster or a manifester. Those who cast spells or manifest powers themselves, though, know better, and they may welcome you as a wielder of magic or psionics, or they may distrust you because your magic is different. Races:Because the bond with a sphere and the talent to channel incantations can manifest itself in anyone, nexuses can come from any race. However, some races tend to have more nexuses of one sphere. The nexuses of psionic races in particular
are dominated by nexuses of the mind sphere. Other Classes: Because your talent is inborn, you get along well with sorcerers and wilders, though you may feel the urge to prove to them that your magic is better than theirs because of how much you rely on your incantations. Regardless, allies who wield magic that is similar to yours are among your friends. You get along well with front line combatants who defend you when foes attack you in melee, because you can rely upon them—not as much as you can rely your sphere, but they are still there for you when you need them the most.
NEXUS LORE
Characters with ranks in Gather Information or Knowledge (arcana) can research nexuses and learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs. Because channeling, and consequentially nexuses, may be rare in your campaign, you may want to adjust the DC to represent the appropriate rarity of nexuses. DC 10: A nexus is just another spellcaster who thinks that his magic is universal. DC 15: Unlike spellcasters, channelers can channel incantations, which resemble spells, and they can do this as often as they want. They have this ability because they are bonded with a font of magic. DC 20: Nexuses improve their bond with their sphere as they become more experienced, and can call upon the magic of their sphere in other ways than their incantations.
NEXUSES IN THE GAME
Nexuses are similar to sorcerers in several ways, and they can play similar roles in your campaign. However, their bond with a sphere means that they can learn a lot about their sphere, becoming sages who have learned everything there is to know about their sphere. Whenever there’s something to be known about a sphere, these people will be sought after. However, because nexuses are often born with the ability to channel magic, those who are born in superstitious communities can be pursued or exiled by those who are frightened by their incantations, especially if they haven’t developed and trained their magic yet. Such young nexuses may seek help
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TOME OF CHANNELING Weakness magic sensitivity +20 Fort +3, Ref +4, Will +8; sphere defense +2
with the PCs, intuitively thinking that one of the characters may be able to help him. A nexus expects that his incantations can help the party in the way that he wants. Regardless of how you play nexuses in your campaign setting, you should remember that any attention spent to a nexus’ sphere will definitely arouse his interest. Adaptation: If you dislike the inborn affinity for channeling that is common among the nexuses, you could remove all of the flavor that relates to their ability being inborn, and replace it with the nexus’ magic coming from a pact that either he or his forefathers has made with powerful creatures of his sphere, similar to the warlock (see Complete Arcane). For example, a nexus with the elements sphere may have made a pact with a greater or elder elemental. (Elder elementals can be found in the Epic Level Handbook.) Sample Encounter: Nexuses are often found in areas where their sphere is prominent. Any time the PCs are involved with something that relates to a sphere, a nexus might appear. EL 6: Nandra of the Grey Woods is a nexus of the nature sphere. She is the self-appointed warden of the Grey Woods, and she considers the forest as her own domain. She will jealously protect the forest from anyone who nears the forest with the intent of destroying or taking over the Grey Woods, whether it is with good intent or not. She hates all humanoids with a passion, and it is unlikely that she will back down from anyone. If the PCs enter the forest, Nandra will attempt to ambush them, channeling her incantations to the highest effect. Because she is physically weak, she will always try to keep a distance, letting the animals and plants of the forest fight for her.
Speed 30 ft. (6 squares) Melee mwk quarterstaff +3 (1d6-1) Ranged sling +5 (1d4-1) Base Atk +3; Grp +2 Special Actions magic touch +3, soul opening Combat Gear potion of owl’s wisdom Incantations Known (CL 6th, +9 channeling bonus, maximum DC 12): Call animal (DC 7), entangling plants (DC 5), leaf growth (DC 7), lightning (DC 5), rejuvenation (DC 7) Abilities Str 8, Dex 14, Con 12, Int 10, Wis 16, Cha 13 Feats Animal Affinity, Dodge, Enhanced Channeling*, Improved Initiative Skills Handle Animal +6, Knowledge (nature) +9, Listen +11, Ride +6, Spot +12, Survival +12 Possessions combat gear plus amulet of natural armor +1, masterwork quarterstaff, sling, pouch with 10 sling bullets Magic Sensitivity (Su): In a wild magic zone, Nandra must make a DC 15 Will save or become confused. In a dead magic zone, she must make a DC 20 Will save or become fatigued. Magic Touch (Su): Nandra gains a +3 bonus on Use Magic Device and Use Psionic Device checks to activate magic items that have a spell with the animal, electricity, plant, or weather descriptor as a prerequisite to craft. In addition, she can take 10 on such checks with such items. Soul Opening (Su): Three times per day, Nandra can use a soul opening. While she is in a soul opening, her channeling bonus becomes +13 and her maximum DC becomes 15. When the soul opening ends, Nandra becomes fatigued and must make a Will save (DC 10 + twice the number of rounds she used soul opening) or take Wisdom damage equal to the number by which she failed the check. Sphere Resistance (Ex): Nandra gains a +2 bonus on saves against effects with the animal, electricity, plant, or weather descriptor.
Nandra of the Grey Woods EL 6 Female human nexus 6 LE Medium humanoid Init +6; Senses Spot +12, Listen +11 Languages Common AC 13, touch 12, flat-footed 11; Dodge (+2 Dexterity, +1 natural armor) hp 29 (6 HD)
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MENTALIS DESIGN
CHAPTER 2: FEATS be changed thereafter). Anything that affects a channeling check also affects a character or creature who uses an incantation feat.
Like all characters, channelers of magic rely on feats to improve their incantations, expand their abilities, and unlock hidden potential. However, not only channelers can expand their abilities and unlock hidden potentials; those who already wield the magic of a sphere in other ways can learn how to channel incantations of their sphere without actually learning incantations. Following are descriptions of dozens of channeling-related feats. The following section introduces two new types of feats. Incantation feats grant characters and creatures, even those who normally can’t channel incantations, the ability to channel new incantations. Metachanneling feats let channelers improve their incantations in ways other than their individual enhancements or improve the way in which they channel their incantations. Both feat types are described in greater detail below.
METACHANNELING FEATS
As a channeler’s knowledge of and bond to his sphere grow, he learns how to channel incantations in slightly different ways than they can normally be channeled and enhanced. For example, a channeler may be able to channel an incantation that affects a larger area than normal, or is improved in some other way. Of course, using a metachanneling feat increases the difficulty of channeling the enhanced incantation. Channeling Time: Incantations channeled using metachanneling feats take the same time as channeling the incantations normally unless the metachanneling feat specifically says otherwise, such as the Rapid Incantation feat. Difficulty Class: To use a metachanneling feat, a channeler must increase the DC of an incantation by a certain amount, depending on the metachanneling feat used, as given in the feat description. Limits on Use: As with all incantations, you cannot enhance an incantation so that its DC becomes higher than your maximum DC. Metachanneling feats merely let you enhance incantations in ways other than those described in the incantation’s description. Effect of Metachanneling Feats on an Incantation: In all ways, a metachanneling incantation operates at its enhanced DC. The modifications made by a metachanneling feat apply to everything that is resolved when channeling an incantation. A channeler can’t use a metachanneling feat to alter an incantation that he doesn’t channel on his own, such as those granted by a magic item. Some metachanneling feats apply only to incantations that fulfill a certain requirement, as described in each specific feat entry.
INCANTATION FEATS
Incantation feats grant characters and creatures with at least some link to magic. Sometimes, the character or creature needs to have a bond to a specific kind of magic, because the incantation feat is related to a sphere. Because incantation feats are supernatural abilities—a departure from the general rule that feats do not grant supernatural abilities—they are treated just like incantations for most purposes, except those noted here. Supernatural abilities are not subject to spell or incantation resistance and cannot be dispelled; however, they do not function in areas where magic or psionics are suppressed, such as a null psionics field. (Because the link to magic or a specific sphere is based in both the latent magic of a character or creature and the mind, effects that nullify magic or psionics render incantation feats equally useless.) Leaving such areas immediately allows incantation feats to be used. Many incantation feats require you to make a channeling check. Unless noted otherwise, you add only your Wisdom or Charisma modifier (chosen when you take your first incantation feat; it cannot
FEAT DESCRIPTIONS
These feat descriptions follow the standard format.
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TOME OF CHANNELING TABLE 2-1: FEATS General Feats
Prerequisites
Benefit
Channeling Prodigy
Channeling ability score 13
Treat channeling ability score as 2 higher for determining channeling modifier and maximum incantations per minute
Concentrated Recovery
--
Make DC 15 Concentration check to recover channeling
Enhanced Channeling
--
Channel incantations with DCs of 2 higher
Improved Channeling
--
Gain a +2 bonus on channeling checks
Improved Sphere Defense
Sphere defense class feature, nexus level 15th
Improve sphere defense class feature
Improved Sphere Resistance
Sphere resistance class feature
Improve sphere resistance class feature
Incantation Feats
Prerequisites
Benefit
Arcane Bolt
Knowledge (arcana) 4 ranks, ability to cast 1st-level spells
Channel arcane bolt that deals 1d6 damage
Arcane Ward
Knowledge (arcana) 4 ranks, ability to cast 1st-level spells
Channel arcane ward that grants armor bonus
Channeled Focus
Concentration 4 ranks, Knowledge (psionics) 4 ranks
Make DC 20 channeling check to prevent losing psionic focus
Channeled Wild Shape
Knowledge (nature) 4 ranks, wild shape class feature
Make DC 20 channeling check to assume wild shape
Channeling Affinity
Wisdom or Charisma 13
Gain the use of one incantation
Divine Channeling
Knowledge (religion) 4 ranks, ability to turn or rebuke undead
Make DC 20 channeling check to turn or rebuke undead
Psionic Channeling
Knowledge (psionics) 4 ranks, Overchannel
Make channeling check to negate Overchannel damage
Wild Empathic Channeling
Knowledge (nature) 4 ranks, wild empathy class feature
Make channeling check to gain bonus to wild empathy
Item Creation Feat
Prerequisites
Benefit
Charge Essence Shard
Channeler level 1st
Create essence shards
Metachanneling Feats
Prerequisites
Benefit
Chain Incantation
--
Choose additional targets with incantation
Delay Enhancement
--
Enhance incantation at a later time
Empower Incantation
--
Increase incantation’s variable, number effects by 50%
Enlarge Incantation
--
Double incantation’s range
Extend Incantation
--
Double incantation’s duration
Maximize Incantation
--
Maximize incantation’s variable, number effects
Opportunity Incantation
--
Make attacks of opportunity with incantations
Rapid Incantation
--
Channel incantations as move or swift action
Surging Incantation
Channeler level 10th
Channel incantations that exceed maximum DC
Twin Incantation
--
Channel power twice
Widen Incantation
--
Double incantation’s area
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MENTALIS DESIGN ARCANE BOLT [INCANTATION]
allowed by the incantation. You choose secondary targets as you like, but each target must be within one-half the incantation’s range of the target before it, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example). Using this feat if the incantation affects one additional target increases the incantation point cost of the incantation by 2 (if the incantation strikes one additional target) or 6 (if the incantation strikes a number of targets up to one-half your channeler
Your bond with magic itself allows you to channel bolts of arcane energy. Prerequisite: Knowledge (arcana) 4 ranks, ability to cast 1st-level arcane spells. Benefit: You can channel bolts of arcane energy. You must make a DC 5 channeling check. If the channeling check succeeds, you may attack one opponent within 30 feet with a ranged touch attack that deals 1d6 points of damage. Special: For every 3 points by which you increase the DC, the arcane bolt deals an additional 1d6 points of damage.
ARCANE WARD [INCANTATION]
Your bond with magic itself allows you to channel a protective ward around yourself. Prerequisite: Knowledge (arcana) 4 ranks, ability to cast 1st-level arcane spells. Benefit: You can channel a protective ward around yourself. You must make a DC 7 channeling check. If the channeling check succeeds, you gain a +2 armor bonus to AC. This incantation feat is treated as an incantation with a duration of 1 minute and is a force effect. Special: For every 3 points by which you increase the DC, the armor bonus increases by 1. For every point by which you increase the DC, the duration increases by 1 minute.
CHAIN INCANTATION [METACHANNELING]
You can channel incantations that arc to hit other targets in addition to the primary target. Benefit: You can chain any incantation that affects a single target and that deals hit point damage. After the primary target is struck, the incantation can arc to a secondary target. The secondary arc strikes one target and deal half as much damage as the primary one did (round down). However, you must make a successful attack roll against the target or the target must fail a saving throw against the incantation, as appropriate for the incantation. However, you may also affect additional targets. The incantation may also strike a number of additional targets equal to one-half your channeler level (maximum ten). Each strike deals one target and deals half as much damage as the strike before it did (rounded down). Each target gets to make a saving throw, if one is
Arcane Ward protects a character from harm
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TOME OF CHANNELING channeling DC is equal to the usual maximum divided by two. For all purposes related to this feat, your channeler level is one-half your character level or, if you actually have channeler levels, your channeler level (whichever is higher).
level). The incantation’s total cost cannot exceed your channeler level.
CHANNELED FOCUS [INCANTATION, PSIONIC]
You can channel a link to the collective unconscious of the mind sphere, and use it to keep your psionic focus when you would lose or expend it. Prerequisites: Concentration 4 ranks, Knowledge (psionics) 4 ranks. Benefit: Whenever you would lose or expend your psionic focus (such as when you use a psionic feat that requires you to expend your psionic focus), you may instead make a DC 20 channeling check to keep your psionic focus. (This feat isn’t limited by the character’s maximum channeling DC, and is an exception to the general rule that incantation feats cannot exceed the character’s maximum DC.) Using this feat doesn’t take an action, it is made as a reaction to a condition that would make you lose your psionic focus. You may use this feat once per round.
CHANNELING PRODIGY
You have an exceptional gift for channeling. Prerequisite: Channeling ability score 13. Benefit: For the purpose of determining your channeling modifier and how many incantations you may channel per minute, treat your channeling ability score as 2 points higher than its actual value. Special: You may only take this feat as a 1stlevel character. You can take this feat even if you don’t have any channeling classes yet.
CHARGE ESSENCE SHARD [ITEM CREATION]
You know how to charge an essence shard—a stable piece of energy of a sphere. A channeler who uses an essence shard can use its essence to channel an incantation with more incantation. Prerequisite: Channeler level 1st. Benefit: You can charge an essence shard with the energy of a sphere from which you can channel incantations (see Chapter 6: Magic Items for more information). The market price of a temporary essence shard is the bonus granted to channeling checks squared x 500; the market price of a stable essence shard is the bonus granted to channeling checks squared x 5,000. You must spend 1/25 of the market price in XP and use materials costing 1/2 the market price. Charging an essence shard takes 1 day for each 1,000 gp of its market price. Like a potion or a scroll, a temporary essence shard can be used only once, while a stable essence shard can be recharged, somewhat like a cognizance crystal.
CHANNELED WILD SHAPE [INCANTATION, WILD]
Your bond with nature allows you to channel it to assume the shape of a wild beast. Prerequisites: Knowledge (nature) 4 ranks, wild shape class feature. Benefit: You may make a DC 20 channeling check to gain an immediate use of wild shape. You must assume a wild shape within one round or the energy fades away. (This feat isn’t limited by the character’s maximum channeling DC, and is an exception to the general rule that incantation feats cannot exceed the character’s maximum DC.) If the channeling check succeeds, this channeling check is made as part of assuming the wild shape; if it fails, this channeling check is a standard action.
CHANNELING AFFINITY [INCANTATION]
You have an extraordinary familiarity with magic, which you have honed to the point of being able of channeling an incantation. Prerequisite: Wisdom or Charisma 13. Benefit: When you gain this feat, you learn an incantation. You must be able to channel the incantation when you take this feat. You add onehalf your channeler level + the ability modifier of the ability that you used to meet the prerequisite of this feat to your channeling check. Your maximum
CONCENTRATED RECOVERY
You can concentrate for a moment to recover your ability to channel incantations. Prerequisite: Concentration 4 ranks. Benefit: You may make a DC 15 Concentration check as a full-round action to regain the ability to channel incantations if you have channeled a number of incantations equal to your channeling ability modifier. If you successfully make the
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MENTALIS DESIGN damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented incantations can also be empowered (multiply 1.5 times the damage total of the augmented incantation). Saving throws and opposed checks are not affected, nor are incantations without random variables. Using this feat increases the channeling DC of the incantation by 2. The incantation’s DC cannot exceed your maximum DC.
check, you are treated as if you haven’t channeled an incantation for the last 10 rounds. You may make a DC 25 Concentration check as a standard action instead.
DELAY ENHANCEMENT [METACHANNELING]
You can delay the enhancement of an incantation to after you have successfully channeled an incantation. Benefit: If you successfully channel an incantation with a duration of aura or a duration measured in rounds, you may enhance the incantation at a later time. To do so, you must make a channeling check equal to the enhanced DC – 5. This is an exception to the rule that incantations can’t be enhanced after they are channeled.
ENHANCED CHANNELING
You can channel incantations that are too difficult to channel for others. Benefit: You can channel incantations with DCs that are 2 points higher than your normal limit. Special: You may take this feat multiple times. Its effect stack. Normal: You may not channel incantations with DCs higher than your channeling ability modifier + 1.5 x your channeler level (to a minimum of 5 and a maximum of 40).
DIVINE CHANNELING [DIVINE, INCANTATION]
Your deity has manifested itself as a pseudo-sphere to you, allowing you to channel your faith as you would cast your spells. Prerequisites: Knowledge (religion) 4 ranks, ability to turn or rebuke undead. Benefit: You may make a DC 20 channeling check to gain two immediate turn or rebuke undead attempts. You must use this attempt within one minute or the energy fades away. (This feat isn’t limited by the character’s maximum channeling DC, and is an exception to the general rule that incantation feats cannot exceed the character’s maximum DC.) If the channeling check succeeds, this channeling check is made as part of the first turn or rebuke undead attempt (if it is used in the round in which this feat was used); if it fails, this channeling check is a standard action. If you use these turn or rebuke undead attempts in a round after you used this feat, the channeling check is a standard action, regardless of whether the check was successful. Special: You may not have more than two turn or rebuke undead attempts granted through this feat at any given time.
ENLARGE INCANTATION [METACHANNELING]
You can channel incantations farther than normal. Benefit: You can alter an incantation with a range measured in feet to double its range. An incantation with a range of 30 feet, for example, has its range increased to 60 feet. Incantations whose ranges are not defined by distance. Using this feat increases the channeling DC of the incantation by 2. The incantation’s DC cannot exceed your maximum DC.
EXTEND INCANTATION [METACHANNELING]
You can channel incantations that last longer than normal. Benefit: You can channel an extended incantation. An extended incantation lasts twice as long as normal. An incantation with a duration of aura, instantaneous, or permanent is not affected by this feat. Using this feat increases the channeling DC of the incantation by 2. The incantation’s DC cannot exceed your maximum DC.
EMPOWER INCANTATION [METACHANNELING]
You can channel incantations to greater effect. Benefit: You can empower an incantation. All variable, numeric effects of an empowered incantation are increased by one-half. An empowered incantation deals half again as much
IMPROVED CHANNELING
You can channel incantations more easily than
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TOME OF CHANNELING most others can. Benefit: You gain a +2 bonus to your channeling checks. Special: You may take this feat multiple times. Its effects stack.
result plus one-half the normally rolled result. Using this feat increases the channeling DC of the incantation by 4. The incantation’s DC cannot exceed your maximum DC.
OPPORTUNITY INCANTATION [METACHANNELING]
IMPROVED SPHERE DEFENSE
You can shrug off magic of your sphere exceptionally well, even where others fail. Prerequisites: Sphere defense class feature, nexus level 15th. Benefit: You still are unaffected on a successful saving throw against an effect with a descriptor of your sphere, henceforth you only treat the saving throw as if you made it, even if you failed it. You do not gain the benefit of this feat when you are unconscious or sleeping. Normal: You take the full effect against an effect if you fail the saving throw.
You can make incantation-enhanced attacks of opportunity. Benefit: When you make an attack of opportunity, you can use any incantation you know with a range of touch, if you have at least one hand free. Channeling this incantation is an immediate action. You cannot use this feat with a touch incantation whose channeling time is longer than 1 full-round action. Using this feat increases the channeling DC of the incantation by 6. The incantation’s DC cannot exceed your maximum DC. Normal: Attacks of opportunity can be made only with melee weapons.
IMPROVED SPHERE RESISTANCE
You can resist the magic of your sphere exceptionally well. Prerequisite: Sphere resistance class feature. Benefit: The bonus to saving throw granted by your sphere resistance improves to become onehalf your nexus level. This applies to all nexus levels, including ones that you already have and future levels. Normal: The bonus to saving throws granted by your sphere resistance improves by 1 for every three nexus levels you have.
PSIONIC CHANNELING [INCANTATION, PSIONIC]
You can channel the mind sphere to put less strain on your body when you burn your life force to strengthen your powers. Prerequisites: Knowledge (psionics) 4 ranks, Overchannel. Benefit: When you use the Overchannel feat, you may make a channeling check (DC 10 x the number by which your manifester level improves) to negate the damage dealt by the Overchannel feat.
MAXIMIZE INCANTATION [METACHANNELING]
RAPID INCANTATION [METACHANNELING]
You can channel incantations to maximum effect. Benefit: You can maximize an incantation. All variable, numeric effects of an incantation modified by this feat are maximized. A maximized incantation deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so on, as appropriate. Saving throws and opposed checks are not affected, nor are incantations without random variables. Augmented incantations can be maximized; a maximized augmented incantation deals the maximum damage (or cures the maximum hit points, and so on) of the augmented incantation. An empowered and maximized incantation gains the separate benefits of each feat: the maximum
You can channel an incantation faster. Benefit: You can channel an incantation faster. You can channel an incantation as a move action or a swift action (but see below). You can perform another action, even channel another incantation, in the same round that you channel a quickened incantation. You can channel only one quickened incantation per round. Using this feat increases the channeling DC of the incantation by 3 (if channeled as a move action) or 6 (if channeled as a swift action). The incantation’s DC cannot exceed your maximum DC. Channeling a rapid incantation as a swift action does not provoke attacks of opportunity.
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MENTALIS DESIGN SURGING INCANTATION [METACHANNELING]
number of targets, and so on) are the same for both of the resulting incantations. The target experiences all the effects of both incantations individually and receives a saving throw (if applicable) for each. Using this feat increases the channeling DC of the incantation by 8. The incantation’s DC cannot exceed your maximum DC.
You can channel an incantations that normally would be too difficult to cast, but at a greater risk of failing. Prerequisite: Channeler level 10th. Benefit: You can channel a surging incantation. An incantation channeled by this feat does not have a maximum DC (but see below), meaning that you can enhance it and apply metachanneling feats, regardless of your maximum DC. This feat does not, however, allow you to learn incantations that exceed your normal maximum DC. Using this feat increases the DC by 2 for every point by which the DC exceeds your maximum DC. For example, if you channel a surging incantation that causes the DC to exceed your maximum channeling DC by 4, the DC increases by 8 instead for the purpose of channeling the incantation. This increase only affects your channeling check; any other factors that depend on the channeling DC are unaffected.
WIDEN INCANTATION [METACHANNELING]
You can increase the area of your incantations. Benefit: You can alter a burst, emanation, line, or spread-shaped incantation to increase its area. (Incantations that do not have an area of one of these four sorts are not affected by this feat.) Any numeric measurements of the incantation’s area double. Using this feat increases the channeling DC of the incantation by 4. The incantation’s DC cannot exceed your maximum DC.
WILD EMPATHIC CHANNELING [INCANTATION]
Your bond with nature strengthens your empathy with wild beasts. Prerequisites: Knowledge (nature) 4 ranks, wild empathy class feature. Benefit: You may make a channeling check to gain an insight bonus on wild empathy checks (DC 3 + twice the insight bonus gained). This incantation feat is treated as an incantation of the nature sphere with a duration of aura.
TWIN INCANTATION [METACHANNELING]
You can channel an incantation simultaneously with another incantation just like it. Benefit: You can twin an incantation. Channeling an incantation altered by this feat causes the incantation to take effect twice on the area or target, as if you were simultaneously channeling the same incantation two times on the same location or target. Any variables in the incantation (such as duration,
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TOME OF CHANNELING
CHAPTER 3: INCANTATIONS OVERVIEW The uncanny power to channel magic springs from either devotion, discipline, or ancestral affinity, and the magic from the sphere from which the channeler draws his incantations. These incantations are somewhat like spells, in that they are a one-time magical effect, and that they draw from mystical energies, but that’s where the similarities end. Put shortly, channelers draw their mystical energy directly from their spheres, whereas spellcasters mold this energy to cast their spells. Despite this fundamental difference, incantations can rival spells with their wholesome mystical energies. The typical spellcaster might be able to draw amazing amounts of mystical energy into a spell, but a channeler believes that mastering the mystical energy of their sphere requires self-discipline and devotion, in addition to being able to channeling the correct energies. This chapter covers all the basic guidelines and rules for using the incantation system described in this book. Think of this material as analogous to that in Chapter 10 of the Player’s Handbook. It covers the basics of incantations and presents information on how the incantation system interacts with other game elements, such as spell resistance.
many incantations you can channel per minute.
READYING INCANTATIONS
You do not need to ready your incantations ahead of time. Every incantation you know is always available to you. However, you need to be mentally and physically prepared to be able to channel your incantations. This preparation can be done in the form of prayer, practice, or simply drawing subtle amounts of magic from your sphere to open up the flow of magic. Therefore, you must ready yourself to channel magic. To ready yourself to channel magic, you need a brief period of practice, exercise, meditation, or prayer. The exact nature of this preparation differs from channeler to channeler, but each characters needs 5 minutes of preparation time. You do not need to be well rested to ready yourself to channel magic, but you do need to be able to move and speak without restraint. As long as you are not physically disturbed during your exercise or meditation, you successfully prepare yourself to channel magic, and you can channel incantations during that day.
CHANNELING INCANTATIONS
To channel an incantation, you must have at least one hand free and you must be able to speak. Because of the intricate gestures needed to channel an incantation, you incur a failure chance when you wear armor as if you were casting an arcane spell (see the Player’s Handbook). An incantation might require an immediate, swift, move, standard, or fullround action to channel. The process of channeling an incantation is similar to that of casting a spell or manifesting a power, although there are some key differences (see below). You can always channel an incantation, provided that you haven’t reached your limit of incantations you can channel each minute. Channeling Limit: A channeler has a limit to how many incantations he can channel per minute. He may not channel more incantations than his base
INCANTATIONS
An incantation is a one-time supernatural effect that can be used indefinitely and is always available to you. You can channel magic as many times as you like in a single day, but each time you channel an incantation, you lose a little of your mental focus, you exhaust a small portion of your personal power or energy, or you simply come closer to ‘overloading’ your pool of magic without letting the energy seep away first. In other words, there is a limit to how often you can channel magic in a given period of time without needing to rest or perform a specific action that allows you to immediately recover your ability to channel magic. As a result, you must wait for a while if you have reached your limit to how
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MENTALIS DESIGN conditions. However, instead of using spell or power level, an incantation uses one-half its DC to determine its Concentration DC. (See the Player’s Handbook or the Expanded Psionics Handbook for more details.) If you fail the Concentration check to channel an incantation while distracted or endangered, you lose the incantation as if you had failed the channeling check. You are considered to have used its channeling time for the purpose of determining what actions remain available to you on your turn.
channeling ability modifier during each minute. (Your base channeling ability modifier meaning the modifier of that ability before you add temporary bonuses, such as that from a magic item.) Channeling Check:Every incantation must be channeled with a successful channeling check. This means that you roll a d20, add your channeler level and your channeling ability modifier. If the result equals or exceeds the Difficulty Class of the incantation, you successfully channel the incantation. If you fail the check by 4 or less, the incantation fails. If you fail the check by more than 5, you take ability burn to your channeling ability score equal to the number by which you failed the check – 5. If a description says that a channeler is treated as if he failed his channeling check under certain circumstances, this means that the channeler essentially fails the channeling check by 1, unless noted otherwise. For example, if you don’t spend a swift action to concentrate on an incantation with a duration of aura and a DC of 10, you are effectively treated as if you had a 9 as your channeling check result. This does not affect previous rounds in which that incantation was active.
CHANNELER LEVEL
Some incantations have variable effects (such as duration) that depend on channeler level. Your channeling modifier and maximum channeling DC are affected by your channeler level, although few other effects depend on channeler level and your channeling ability score. This difference in effect is a balance and game play issue. Since you can use incantations repeatedly, they tend to scale poorly. As you attain higher levels, you tend to channel
CONCENTRATION
Like with spells or powers, you need to concentrate to channel an incantation; therefore, channeling an incantation provokes attacks of opportunity. If something interrupts your concentration while you’re channeling an incantation, you must make a Concentration check or fail the channeling check. The more distracting the interruption and the higher the Difficulty Class of the incantation you are trying to channel, the higher the Concentration DC is. (More powerful incantations require more mental effort.) If you fail the check, you fail to channel the incantation just as if you had failed the channeling check. The Concentration DC for channeling an incantation while distracted or endangered is similar to that for casting a spell or manifesting a spell under those
Channeling an incantation requires talent and concentration
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TOME OF CHANNELING These incantations bestow the channeler with a continuous effect, but he must expend a swift action each round to concentrate on the aura. Once a channeler doesn’t spend a swift action to maintain the aura, it immediately ends at the end of his turn.
incantations with higher DCs. Many incantations however, remain useful even if they aren’t enhanced and therefore have a lower Difficulty Class. How much you can enhance an incantation, however, depends on your channeler level and your channeling ability score (see Enhance, below). Your channeler level equals your total levels in the classes that provide access to incantations. If you lack any channeler levels, you cannot channel incantations. Selecting Incantations: Unlike spells, incantations are not organized by level. Instead, they are organized by Difficulty Class. Incantations with higher Difficulty Classes are more powerful than those with a lower Difficulty Class, and therefore more difficult to channel. As you gain levels, you have the option to select more powerful incantations. Your channeler level determines the maximum Difficulty Class of an incantation that you can select. You cannot select an incantation with a Difficulty Class that exceeds your channeling ability modifier + 1.5 x your channeler level, to a minimum of 5 and a maximum of 40.
INCANTATIONS AND MAGIC
In general, incantations are transparent to magic and psionics. Because channeling magic is different than manipulating the mystical energies that make magic, it is nearly impossible to affect one with the other. However, there are a few cases where incantations interact with spells or powers. Supernatural Abilities: Incantations are never spells or spell-like abilities (although their effects might resemble certain spells or spell-like abilities). An incantation is always a supernatural ability. Thus, incantations fail to work in an antimagic field or a dead magic zone. An incantation can’t be dispelled or counterspelled, but channeling an incantation does provoke attacks of opportunity. Detecting Incantations: Most incantations don’t create persistent or long-lasting magical effects (although they might create mundane material, which isn’t magical on its own), and the results are obvious to any observer. However, identifying a specific incantation requires the Spellcraft skill. Multiple Effects: Incantations usually work as described in Chapter 4, no matter how many other powers, spells, or magical effects happen to be operating in the same area or on the same object. Whenever an incantation has a specific effect on other incantations, powers, or spells, its description explains the effect. Stacking Effects: Incantations that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes do not stack. Regardless, a bonus gained by an incantation never stacks with itself, even if it is an unnamed or dodge bonus.
RESOLVING AN INCANTATION
Once you have chosen an incantation to channel, you must resolve its effects. Attacks: Many incantations include an attack of some kind. All offensive combat actions, even those that don’t damage opponents, are considered attacks. All incantations that opponents can resist with saving throws, that deal damage, or otherwise hamper subjects are considered attacks. As a rule of thumb, an incantation that directly and negatively affects an unwilling subject is an attack. Bonus Types: Some incantations grant bonuses to ability scores or Armor Class, on attacks or damage, on saves, or on a number of other variables. Each bonus has a type that indicates why or how it is granted. With the exception of dodge bonuses, two bonuses of the same type generally don’t stack. If an incantation does not identify the type of bonus conferred, its effects stack with all other effects modifying the same characteristic or attribute. Untyped bonuses always stack. Actions during an Incantation: The Channeling Time line of an incantation provides the action required to channel that incantation. Some incantations have a duration of ‘Aura’.
INCANTATION DESCRIPTIONS
The description of each incantation follows a standard format, which is described below.
NAME
This entry is the name by which the incantation is
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MENTALIS DESIGN Wielding the wellspring of life that is nature, a nature channeler holds his sway over the creatures of the wilderness, the weather, and the terrain itself. These channelers can summon and empathize with animals, cause the weather to bend to their will, and shape their surroundings as they please, among channeling other magic.
generally known. However, it’s fairly common for a channeler to name his own incantations differently. For example, the walk on water incantation might be known as the Aquan step technique by one channeler, while another calls it the water elemental’s feet talent.
SPHERE
[DESCRIPTOR]
Each incantation belongs to a sphere. The incantations in a sphere are linked by a common source. The second line of an incantation description provides the name of the relevant sphere. The spheres include the following, but are not limited to:
Some incantations have descriptors that further define them. These descriptors appear on the same line as the sphere of the incantation. Incantations drawn from the elements, for example, always have either the air, earth, fire, or water descriptors, because these incantations draw their magic from these four primal elements (with the exception of the elemental aptitude incantation). The descriptors that apply to incantations in this book are air, animal, cold, darkness, earth, electricity, fire, light, mind-affecting, plant, water, and weather. (The animal, plant, and weather descriptors are new; see Behind the Curtains: New Descriptors, below, for more information. Most of these descriptors have no game effect by themselves, but they govern how an incantation
ASTROLOGY Some people look up to the skies for their answers, and channelers of the astrology sphere are one of the few whose calls are answered. Astral channelers wield the magic of the heavens, calling down comets, shining with the light of the sun, or even travel to the Astral Plane itself. ELEMENTS Sages say that the world consists of the four primal elements: air, earth, fire, and water. Those who channel the elements, however, don’t just say that; they prove it with their magic. Drawing from the infinite elemental planes, these channelers can channel elemental magic that most people have never seen. Summoning creatures composed of the elements they channel and manipulating the elements; this is but some of the magic that an elemental channeler can wield.
BEHIND THE CURTAINS: NEW DESCRIPTORS The Tome of Channeling introduces three new descriptors; the animal, plant, and weather descriptors. These descriptors are applied to incantations of the nature sphere, and are used to classify these incantations more easily. While other books do not use the aforementioned descriptors, you can apply them to existing spells, powers, and other effects. For example, the control weather spell would be an ideal candidate for the weather descriptor. The Appendix shows you which spells and powers in the Player’s Handbook and Expanded Psionics Handbook are eligible for the animal, plant, and weather descriptors. The use of these descriptors also make it easier to create feats and other custom content that are based around effects with these descriptors. For example, you could create a prestige class that is based on spells with the plant descriptor, without having to explicitly name every spell that is related to that prestige class.
MIND The conscious mind is a wellspring of powerful energy. Those who are able to tap into this mental energy use a kind of magic called ‘psionics’. Mental channelers, however, do not channel their own mental energy; they channel the near-infinite collective energy of every mind in existence. Using this mental energy, channelers of the mind can manifest powerful emotions in the mind, among other displays of channeling magic. NATURE While some think that nature cannot hold magic, those who channel nature magic know better.
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TOME OF CHANNELING at any time—even if it’s not your turn. Using an immediate action on your turn is the same as using a swift action, and counts as your swift action for the turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You cannot use an immediate action if you are currently flat-footed.
interacts with other incantations, powers, spells, or other abilities.
DIFFICULTY CLASS
This entry gives the channeling DC to successfully use this incantation, which defines how difficult it is to channel the magic required to use this incantation. Some incantations allow you to enhance its effect by increasing the DC (see below). DC Limit: A channeler cannot use incantations with a DC that exceeds his channeling ability modifier + 1.5 x his channeler level (to a minimum of 5 and a maximum of 40), nor can he enhance an incantation in such a way that the DC exceeds this Difficulty Class.
RANGE
An incantation’s range indicates how far from you it can reach. Some incantations are treated as Personal-range effects, because you channel the incantation to give yourself a special bonus or capability. Standard ranges include (but are not limited to) the following: Personal: The incantation affects only you (but might give you an unusual power or ability to affect others). Touch: You must touch a creature or object to affect it. A touch incantation that deals damage can score a critical hit just as a weapon can, and you multiply the extra damage from an incantation on a successful critical hit as usual. Range Expressed in Feet: Some incantations have no standard range category, just a range expressed in feet.
CHANNELING TIME
This entry describes the type of action you must expend to activate an incantation. In some cases, you initiate an incantation, and its effect lasts for the rest of your turn (or beyond). In other cases, incantations last only as long as the action required to channel them (1 swift action, 1 immediate action, 1 move action, 1 standard action, or 1 full-round action). Swift Action: A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. However, you can only perform only a single swift action per turn, regardless of what other actions you would take. You can take a swift action any time you would normally be allowed to take a free action. Casting a quickened spell or manifesting a quickened power is a swift action, so you can’t channel an incantation with a channeling time of 1 swift action in the same round that you cast a quickened spell or use a quickened power. Using a swift action doesn’t provoke attacks of opportunity. Immediate Action: Much like a swift action, an immediate action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. However, unlike a swift action, an immediate action can be performed
TARGETING AN INCANTATION
You might have to make some choice about whom your incantation is to effect or where it will originate. This entry describes the incantation’s target or targets, its effect, or its area, as appropriate. Target or Targets: Some incantations affect a specific creature or object (or more than one creature or object) that you designate as your target or targets. You must be able to see or touch the target, and you must specifically choose that target. Some incantations can be channeled only on willing targets. You can declare yourself a willing target at any time (even if you’re flat-footed or it isn’t your turn). Unconscious characters are always considered willing, but a character who is conscious
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MENTALIS DESIGN DURATION
but immobilized or helpless is not automatically willing. Some incantations target you (but they might confer an unusual ability to affect other creatures). If the target of an incantation is “You,” you do not receive a saving throw—you receive the benefit of the incantation automatically as long as you meet any other requirements for channeling it successfully. Other incantations affect a creature or creatures that you successfully hit with a melee or ranged touch attack. Area: Some incantations affect an area. You might be able to choose the point where the incantation’s effect originates, but otherwise you don’t control which creatures or objects an area incantation affects. Burst: A burst affects whatever it catches in its area, including creatures you can’t see. It can’t affect creatures that have total cover from its point of origin. The default shape for a burst is a sphere. Emanation: An emanation functions like a burst, except that the effect continues to radiate from the point of origin (often you) for the duration of the incantation. Spread: A spread spreads out like a burst, but can turn corners. You select the point of origin, and the effect spreads out a given distance in all directions. Effect: Some incantations create something rather than affecting things that are already present. You must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear. Line of Effect: Incantations that affect a target other than you require line of effect. A line of effect is a straight, unblocked path that indicates what an effect can affect. A solid barrier cancels a line of effect, but line of effect is not blocked by fog, darkness, and other factors that limit normal sight. You must have a clear line of effect to any target that you channel an incantation against, or to any space in which you wish to create an effect at range (if your incantation allows that). A burst or emanation affects only an area, creature, or objects to which it has line of effect from its origin. An otherwise solid barrier with a hole of at least 1 square foot through it does not block an incantation’s line of effect.
An incantation’s duration tells you how long its effect lasts. Instantaneous: The effect of the incantation comes and goes the instant the incantation is channeled, though the consequences might be long-lasting. For example, an incantation that deals damage might take only a standard action to channel, but the damage stays until it is healed. Aura: This duration indicates that the ability is an aura, and therefore only ends until you will it to end, when you become helpless, when you fulfill a specific condition described in the incantation’s description, or when you cease concentrating on it. Timed Durations: Many incantations last some number of rounds or minutes. When the time is up, the energy sustaining the effect fades, and the incantation’s effect ends.
SAVING THROW
Sometimes an incantation with a special effect that targets an enemy allows the creature or object to make a saving throw to avoid some or all of the effect. The saving throw line in an incantation description defines which type of saving throw an incantation allows. Unless noted otherwise, the Difficulty Class for a saving throw against an incantation is 10 + one-half your channeler level + your channeling ability modifier. Negates: The incantation has no effect on a subject that makes a successful saving throw. Partial: The incantation causes an effect on its subject, such as death. A successful saving throw means that some lesser effect occurs (such as being dealt damage rather than being killed). Half: The incantation deals damage, and a successful saving throw halves the damage taken (round down). None: In a case where no saving throw is allowed, the saving throw line is omitted.
SPELL RESISTANCE
Unlike spell descriptions or power descriptions, incantations don’t have a spell resistance or power resistance entry. Since incantations are supernatural abilities, not spells or spell-like abilities, spell resistance does not affect an incantation.
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TOME OF CHANNELING DESCRIPTIVE TEXT
to every character. Incantations Gained at a New Level: Channelers gain insight into their spheres, meditate, and practice between adventures and while resting. When a channeler learns a new incantation because he gained a level, you can assume that this knowledge represents the effects of practice and study over the course of days, weeks, or even months. Independent Study: A channeler can attempt to devise a new incantation independently, adding to an existing sphere. A DM decides if it’s possible for a character to develop a new incantation. If a DM permits the creation of a new incantation, observe the following guidelines. First, the channeler needs to be in a safe place that is linked to his sphere (a nature channeler would have to be in a natural setting, for example) to meditate. This effort will take a number of days equal to 4 x the incantation’s Difficulty Class, so if the channeler is devising an incantation with a Difficulty Class of 5, the research will require 20 days. The channeler pays 50 XP per day of study, which represents an intense regimen of meditation, experimental channeling, and fasting designed to focus the mind and spirit on the task at hand. A channeler can’t create a new incantation with a Difficulty Class higher than the channeler is capable of channeling. At the end of the requisite time for study and practice, the channeler attempts a Spellcraft check (DC 20 + (2 x the incantation’s Difficulty Class). If the check succeeds, the character learns the incantation the next time he has an opportunity to learn a new incantation through level advancement. If the check fails, the incantation is not yet perfected, and he must go through the study and practice again if he wants to keep trying (although he regains the XP he has spent thus far). A DM should work with the player before the attempt to develop a new incantation begins, and give him guidance on the parameters under which a new incantation or sphere might be acceptable (see Creating New Spells in the DMG).
This portion of the incantation descriptions explains what the incantation does and how it works. It begins with a sentence or two of italicized “readaloud” text that gives players an image of how the incantation does what it does. If one of the previous lines in the incantation included “see text,” this section is where you find the explanation. Enhance: Many incantations have variable effects based on the height of the DC when you channel them. The higher the DC, the more powerful the incantation. How this extra expenditure affects an incantation is specific to the incantation. Some enhancements allow you to increase the number of damage dice, while others extend an incantation’s duration or modify an incantation in unique ways. Each incantation that can be enhanced includes an entry giving the number by which the DC can be increased and the effects of doing so. However, you can only channel an incantation with a DC equal to your channeling ability modifier + 1.5 x your channeler level (to a minimum of 5 and a maximum of 40). Enhancing an incantation takes place as part of another action (channeling an incantation). Unless otherwise noted in the Enhance section of an individual incantation description, you can enhance an incantation only at the time you channel it.
LEARNING INCANTATIONS
Channelers channel incantations. These incantations draw their magic from infinite wellsprings of energy. They also need an incredible discipline or affinity for the source of the magic; by channeling an incantation with perfect discipline or affinity, a channeler can create amazing displays of magic. Channelers do not have “spellbooks,” but they do have a number of incantations that they can channel at any time. Unlike characters who prepare spells, channelers can always use their magic, regardless of how often they channeled the magic for that incantation. Channelers do not have to ready their incantations; all incantations are available at all times.
SPECIAL ABILITIES Some creatures, especially those that are linked to a sphere through origin (like an elemental), are naturally gifted in channeling and can channel incantations without having levels in a channeling
ADDING INCANTATIONS
Channelers usually learn new incantations when they attain a new level. Not every sphere is available
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MENTALIS DESIGN class. These inborn abilities function much like spell-like abilities or psi-like abilities. Channeling an incantation through an innate ability, or by using a magic item, works just like channeling an incantation normally does. You provoke attacks of opportunity, and your incantations are not subject to spell resistance.
you have to assign it a Difficulty Class. Given below is a rough guideline on the conversion of level to DC, although you may want to adjust the DC of a specific incantation. TABLE 3-1: CONVERTING LEVEL TO DC Level
CONVERTING SPELLS AND POWERS TO INCANTATIONS Some spells and powers are thematically and mechanically tied to the theme of the three spheres (elements, mind, and nature), and can be converted to incantations. However, due to the differences between spells, powers, and incantations, you need to make some adjustments to the spells and powers in question, some of which are ad hoc. First, you need to see whether the spell or power follows the theme of the sphere. Incantations of the elements sphere have the air, earth, fire, or water descriptor. Incantations of the mind sphere can come from the telepathy discipline and the enchantment school, although some powers of the clairsentience discipline and the illusion school are appropriate as well. Incantations of the nature sphere usually deal with animals, plants, or the weather. (Spells or powers that fit with the nature sphere can be considered giving the animal, plant, or weather descriptor, see the sidebar above for more information.) While most of the mechanics of a spell or power stay the same when you convert it to an incantation,
DC
1st
5
2nd
7
3rd
9
4th
13
5th
17
6th
21
7th
27
8th
33
9th
39
Powers also have another way of effectively raising their ‘level’, by increasing the number of power points spent to increase the power’s effect, which is called augmenting. This is similar to enhancing an incantation, and can easily be converted to an enhancement. To convert an augment to an enhancement, increase the DC by the number of power points you have to spend to use that augment. Again, you may want to adjust the number by which you increase the DC when converting an augment to an enhancement.
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TOME OF CHANNELING
CHAPTER 4: INCANTATION DESCRIPTIONS Each of the spheres is composed of a number of specific incantations. Much like a sorcerer’s spells, each incantation is a specific ability that a character might know. But while a sorcerer’s spells manipulate mystical energies in a way that can only be done a certain number of times per day, a channeler draws his magic directly from its sphere, giving him the ability to draw that magic an indefinite number of times per day as long as he doesn’t overload his pool of magic or tire his soul before it gets a chance to rest and recover. The table below provides a summary of the incantations that are described in this chapter and are organized into a list. This list is organized by sphere in alphabetical order, and each sphere lists its respective incantations ordered alphabetically. The DC listing in the table refers to the incantation’s unenhanced DC.
Timelessness
Astrology --
7
Ball of Fire
Elements
Fire
9
Boulder Throw
Elements
Earth
9
Breathe Water
Elements
Water
9
Cone of Fire
Elements
Fire
9
Conjure Flame
Elements
Fire
3
Downdraft
Elements
Air
5
Drown
Elements
Water
9
Earth Grapple
Elements
Earth
7
Elemental Aptitude
Elements
--
5
Elemental Shape
Elements
See text
7
Fire Resistance
Elements
Fire
5
Flaming Weapon
Elements
Fire
7
Flight
Elements
Air
7
Immolation
Elements
Fire
9
Line of Fire
Elements
Fire
9
Mist
Elements
Water
7
Quake
Elements
Earth
5
DC
Stalagmite
Elements
Earth
7
TABLE 4-1: INCANTATIONS Name
Sphere
Descriptor
Astral Aptitude
Astrology --
5
Stone Body
Elements
Earth
10
Astral Gate
Astrology --
10
Stone Throw
Elements
Earth
5
Elements
Earth
5
Astral Travel
Astrology --
5
Stone Wall
Comet Call
Astrology Cold
15
Summon Elemental
Elements
See text
7
Constellation
Astrology --
9
Updraft
Elements
Air
5
Control Light
Astrology Light
3
Walk on Water
Elements
Water
5
Darkness
Astrology Darkness
7
Water Blast
Elements
Water
7
Elements
Water
5
Ectoplasm
Astrology --
5
Water Grasp
Gravity Float
Astrology --
9
Wind Blast
Elements
Air
7
Gravity Pull
Astrology --
7
Wind Push
Elements
Air
3
Invisibility
Astrology --
5
Wind Shield
Elements
Air
7
Meteor Call
Astrology Fire
15
Confuse
Mind
Mind-affecting
5
Lunar Flash
Astrology Light
7
Conscious Assault
Mind
Mind-affecting
9
Mind
Mind-affecting
9
Moonlight
Astrology Light
7
Conscious Inspiration
Silver Cord
Astrology --
17
Detestation
Mind
Mind-affecting
7
Solar Flash
Astrology Light
7
Ego Assault
Mind
Mind-affecting
9
Stardust
Astrology Light
5
Ego Inspiration
Mind
Mind-affecting
9
Sunlight
Astrology Light
7
Incite Fear
Mind
Mind-affecting
5
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MENTALIS DESIGN Intellect Assault
Mind
Mind-affecting
9
Intellect Inspiration
Mind
Mind-affecting
9
Mental Aptitude
Mind
--
5
Mental Link
Mind
Mind-affecting
5
Mind Purge
Mind
Mind-affecting
9
Mind Separation
Mind
Mind-affecting
9
Mind Shield
Mind
Mind-affecting
5
Power Leech
Mind
Mind-affecting
9
Sense Emotions
Mind
--
5
Sense Identity
Mind
Mind-affecting
5
Sense Thoughts
Mind
--
7
Skill Leech
Mind
Mind-affecting
5
Temptation
Mind
Mind-affecting
7
Thought Disruption
Mind
Mind-affecting
9
Animal Friendship
Nature
Animal, mindaffecting
5
Animal Shape
Nature
Animal
10
Animal Speech
Nature
Animal
5
Animate Tree
Nature
Plant
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Astrology
Incantations of the astrology sphere draw their magic from the sun, the moon, and the stars. These incantations use that magic to channel a number of effects that imitate the heavenly bodies with an accuracy that other magic usually cannot achieve. Astral Aptitude Astrology Difficulty Class: 5 Channeling Time: 1 standard action Range: Personal Target: You Duration: Aura You think of the stars, concentrating for a moment to craft a perfect map of the heavenly bodies in your mind. Then, the secrets that they hold become clearer to you. When you are in this incantation, you gain an insight bonus equal to
Call Animal
Nature
Animal, mindaffecting
7
Cold Snap
Nature
Weather
9
Entangling Plants
Nature
Plant
5
Feral Shape
Nature
Animal
7
Fog
Nature
Weather
7
Growth Aura
Nature
Plant
7
Heat Wave
Nature
Weather
7
Leaf Growth
Nature
Plant
7
Lightning
Nature
Electricity, weather
5
Natural Aptitude
Nature
--
5
Purification
Nature
--
10
Rain
Nature
Weather
7
Rejuvenation
Nature
--
7
Tree Growth
Nature
Plant
9
Thorn Growth
Nature
Plant
11
Undergrowth
Nature
Plant
5
Windstorm
Nature
Weather
11
your channeler level to Knowledge (arcana), Knowledge (the planes), and Use Magic Device checks related to the heavenly bodies. You only gain this bonus on Use Magic Device checks if the magic item has a spell from the Moon or Sun domains or with the darkness or light descriptor as one of its requirements. Astral Gate Astrology Difficulty Class: 10 Channeling Time: 1 standard action Range: 10 ft. Effect: One gate Duration: 1 round You concentrate your bond to the Astral Plane, holding the endless silver expanse in your thoughts. You then draw a circle in the air, which forms a circular, silver gate.
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You channel a gate from the Astral Plane, similar to a color pool, except that it can only teleport you to another place on the plane you’re currently in. The gate is large enough to allow passage for one Medium creature at a time, and leads to an area within range that you designate. You always arrive at the exact spot desired—whether by simply visualizing the area or by stating direction, such as “30 feet forward” for “60 feet downward”. Each creature that passes through the gate can bring along objects as long as their weight doesn’t exceed your maximum load. If you designate an area that is already occupied by a solid body, this incantation simply fails. Enhance: For every 2 points by which you increase the DC, the gate lasts for 1 additional round. The number of rounds may not exceed your channeling ability modifier, however.
TOME OF CHANNELING For every 2 points by which you increase the DC, the gate’s size increases by 1 size category. For every 5 points by which you increase the DC, the range is multiplied by 10. If you increase the DC by 10, you can designate a place in the Astral Plane as the destination. Astral Travel Astrology Difficulty Class: 5 Channeling Time: 1 standard action Range: 10 ft. Target: You Duration: Instantaneous You shortly shift to the Astral Plane, almost too fast to sense. When you return from the Astral Plane, you find yourself in another spot. You instantly teleport yourself to an area within the range of this incantation. You always arrive at the exact spot desired—whether by simply visualizing the area or by stating direction, such as “30 feet forward” for “60 feet downward”. You can bring along objects as long as their weight doesn’t exceed your maximum load. If you arrive in a place that is already occupied by a solid body, you take 1d6 points of damage and are shunted to an open space that is nearest to the designated area. If there are multiple open areas equally close to the occupied area, randomly determine to which area you are shunted. Enhance: For every 2 points by which you increase the DC, you may bring along one additional Medium or smaller creature. For
the purpose of this incantation, a Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. For every 5 points by which you increase the DC, the range is multiplied by 10. If you increase the DC by 10, you may designate an area in the Astral Plane as your destination. Comet Call Astrology [Cold] Difficulty Class: 15 Channeling Time: 1 standard action Range: 60 ft. Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial (see text) You point to the skies, and the clouds are torn apart by a falling sphere of ice. The comet traces your hand’s gestures, before crashing down straight into an opponent. You summon a comet from the skies that crashes down into your foes. The comet deals 5d6 points of damage. One-half of this damage is bludgeoning damage; the other half is cold damage. Additionally, the target must make a Fortitude save or be knocked prone by the comet. After the comet has crashed down, the area in which it crashed is considered to be covered with dense rubble. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by 2.
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You can only channel this incantation if you are outdoors. Enhance: For every 2 points by which you increase the DC, this incantation deals an additional 1d6 points of damage. If you increase the DC by 4 points, this incantation affects all creatures in an area of a 5-ft. radius burst, rather than a target of one creature. If you increase the DC by 4, you may channel this incantation indoors. Constellation Astrology Difficulty Class: 9 Channeling Time: 1 standard action Range: 60 ft. Targets: Creatures or objects in a 15-ft. radius spread Duration: Aura Saving Throw: Will negates (see text) You point your finger to each creature or object in the area. As you do so, wispy trails of light trace between the targets, linking them in a constellationlike figure. You link the creatures or objects in the area in a constellation, forcing them all to move each time one of them moves. When you channel this incantation, you must choose whether to affect creatures or objects with this incantation (you may not affect both creatures and objects with this incantation). Each time one of the creatures or objects affected moves 5 feet or more, each other creature or object must make a Will save or move the same distance in the
MENTALIS DESIGN same direction. If a creature makes the saving throw, it is no longer affected by this incantation. If a creature or object can’t move like it’s supposed to (such as when a space is occupied by a stone wall or equally impassable obstacle), it is immediately no longer affected by this incantation. You may affect a number of creatures or objects equal to your channeling ability modifier with this incantation. If that number is lower than the number of creatures or objects in the area, you must choose which creatures or objects to affect. Enhance: If you increase the DC by 4, each creature may only make a Will save once per round. If you increase the DC by 4, a creature that successfully saves against this incantation needn’t move on that occasion, but is still affected by this incantation for other movements. Control Light Astrology [Light] Difficulty Class: 3 Channeling Time: 1 standard action Range: 60 ft. Target: One source of light Duration: Aura Saving Throw: None You focus on the light, and imagine the heavenly bodies to control its light; a thought of a star makes the light dim, while a thought of the sun makes it brighter than it could shine on its own. You can control the illumination of a source of light. You can increase or decrease its bright and shadowy illumination by 10 feet each for every point of channeling
ability modifier you have. You can only control mundane lights with this incantation. Enhance: For every point by which you increase the DC, you may control an additional source of light. If you increase the DC by 4, you can affect magical lights with this incantation if you make an opposed check with the creature that made the effect. It uses its caster level or manifester level, and you use your channeler level. If the light is an innate quality of the creature, you may not attempt to control its light. Darkness Astrology Difficulty Class: 7 Channeling Time: 1 standard action Range: 30 ft. Area: 10-ft. radius spread Duration: Aura You close your eyes and take the area to mind, slowly darkening it in your thoughts. When you open your eyes, the area has become darkened in reality as well. For as long as you concentrate on this incantation, the area radiates a shadowy illumination. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision and low-light vision) have the miss chance in an area shrouded by this incantation. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area. Magical lights may brighten the area if the creature who created the effect makes on opposed check
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with you. It uses its caster level or manifester level (as appropriate), and you use your channeler level for this check. Enhance: For every 3 points by which you increase the DC, the miss chance increases by 10% (up to a maximum of 50%). For every 2 points by which you increase the DC, the area’s radius increases by 5 feet. Ectoplasm Astrology Difficulty Class: 5 Channeling Time: 1 standard action Range: 0 ft. Effect: Ectoplasm (see text) Duration: Aura You reach into the Astral Plane, and grasp some of its essence, shaping it into malleable, but stable ectoplasm. You take some ectoplasm out of the Astral Plane, so that you can shape it. You can make the ectoplasm cover your whole body as a move action, granting you a +2 armor bonus to AC. This armor bonus does not confer a spell failure chance, nor does it incur an armor check penalty. As long as you gain this armor bonus, you gain a +5 bonus to Disguise checks to disguise yourself as an astral construct, and you do not gain any penalties for disguising yourself as another type of creature. You may take the ectoplasm off your body as a move action. You can also attempt to shape the ectoplasm into a single object. To do so, you must make a channeling check against the Craft DC to make such an object
TOME OF CHANNELING as a standard action. If successful, you shape the ectoplasm into the desired object. You may not shape the ectoplasm into a weapon, as it is too malleable to be used as a weapon. You may reshape the ectoplasm as a standard action. Enhance: For every 2 points by which you increase the DC, the armor bonus increases by 1. The armor bonus may not exceed your channeling ability modifier, however. Gravity Float Astrology Difficulty Class: 9 Channeling Time: 1 standard action Range: 30 ft. Target: One Medium or smaller creature Duration: Aura Saving Throw: Fortitude negates You clench your fist in the direction of your target. Then, you gently raise your fist and observe your foe’s expression as he begins to float a few feet off the ground. You hold the target suspended in the air, although it can move inside some restrictions (see below). The target floats in the air up to a height of a number of feet equal to your channeling ability modifier. The creature does not, however, gain a bonus on attack rolls for being on higher ground if it floats higher than 5 feet. A floating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty that is equal to your channeling ability modifier. A full round spent
stabilizing allows the creature to begin again at -1. Enhance: For every 2 points by which you increase the DC, you may target a creature of one size category larger than Medium. For every 4 points by which you increase the DC, you may affect one additional target with this incantation. Gravity Pull Astrology Difficulty Class: 7 Channeling Time: 1 standard action Range: 30 ft. Target: One Medium or smaller creature Duration: Aura Saving Throw: Fortitude negates You clench your fist in the direction of your target. Then, you gently lower it and observe your foe’s expression as he attempts to take to the sky, but can’t. You hold the target firmly on the ground, although it may attempt to leave the ground. The target must make a Fortitude save each round it attempts to fly or is flying to remain airborne. If it fails its save, it immediately falls 30 feet. If it hits the ground because of this drop, it takes falling damage accordingly. If the target attempts to make a Jump check, it must also make a Fortitude save to be able to make the check. If it fails the check by more than 5, it falls prone. Enhance: For every 2 points by which you increase the DC, you may target a creature of one size category larger than Medium. For every 4 points by which you increase the DC, you may
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affect one additional target with this incantation. Invisibility Astrology Difficulty Class: 5 Channeling Time: 1 standard action Range: Personal Target: You Duration: Aura Like the sun vanishes when it is blocked by the moon, so do you suddenly disappear from sight, as if you were never there. You become invisible, vanishing from sight, even from darkvision. If you are carrying gear, that vanishes, too. Items dropped or put down by you become visible; items picked up disappear if tucked into the clothing or pouches worn by you. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that you carry but that extends more than 10 feet from you becomes visible. Of course, you are not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The incantation ends if you attack any creature. For purposes of this incantation, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on your perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. If you attack directly, however, you immediately
MENTALIS DESIGN become visible along with all of your gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Enhance: If you increase the DC by 2, you may affect another creature with this incantation. The range changes to touch, and the target changes to creature touched. For every additional 3 points by which you increase the DC, you may affect one additional creature. If you increase the DC by 6, you may remain invisible even if you attack.
which you increase the DC, the area’s radius increases by 5 feet. If you increase the DC by 6, each creature in the area must make a Fortitude save or be blinded for a number of rounds equal to your channeler level.
Lunar Flash Astrology [Light] Difficulty Class: 7 Channeling Time: 1 standard action Range: 30 ft. A: 10-ft. radius spread Duration: Instantaneous Saving Throw: Fortitude negates
You point to the skies, and the clouds are torn apart by a falling sphere of fire. The meteor traces your hand’s gestures, before crashing down straight into an opponent.
For a moment, your hand glows with a pale silver light. Then, you point your open hand to the area you want to affect, and the area erupts in a blinding flash of moonlight. You cause a blinding flash of moonlight in the area. Each creature in the area must make a Fortitude save or be dazzled for a number of rounds equal to your channeler level. While the flash is too short for lycanthropes to change their shape as if they were under a full moon, it does disorient them. If they fail the Fortitude save, they are confused for 1 round as well. Enhance: For every 2 points by
Meteor Call Astrology [Fire] Difficulty Class: 15 Channeling Time: 1 standard action Range: 60 ft. Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial (see text)
You summon a meteor from the skies that crashes down into your foes. The comet deals 5d6 points of damage. One-half of this damage is bludgeoning damage; the other half is fire damage. Additionally, the target must make a Fortitude save or be knocked prone by the comet. After the meteor has crashed down, the area in which it crashed is considered to be covered with dense rubble. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by 2. You can only channel this incantation if you are outdoors. Enhance: For every 2 points by which you increase the DC, this
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incantation deals an additional 1d6 points of damage. If you increase the DC by 4 points, this incantation affects all creatures in an area of a 5-ft. radius burst, rather than a target of one creature. If you increase the DC by 4, you may channel this incantation indoors. Moonlight Astrology [Light] Difficulty Class: 7 Channeling Time: 1 standard action Range: 30 ft. Area: 10-ft. spread Duration: Aura Saving Throw: None You remember the moon, and raise your hand as if you were pointing at the moon. Then, the area becomes illuminated by a silver glow, reminiscent of the moon. The area radiates bright illumination, and radiates dim illumination for an additional distance that is equal to the radius of the actual area. Enhance: For every 2 points by which you increase the DC, the area’s radius increases by 5 feet. If you increase the DC by 4, the light is treated as if it were actual moonlight, and affects lycanthropes as if they were under a full moon. Other creatures that are affected by the moon are also affected as if they were under the moon. Silver Cord Astrology Difficulty Class: 17 Channeling Time: 1 standard
TOME OF CHANNELING action Range: 30 ft. Target: One creature Duration: Aura Saving Throw: Will negates; Fortitude negates (see text) You reach into the Astral Plane and grasp your foe’s silver cord; that which ties its soul to its body. You then attach it to its corporeal body, where it is vulnerable. You take the target’s silver cord and attach it to his corporeal body, so that it can be attacked by anyone on the plane that you are on. The silver cord has an AC of 10 + the creature’s HD and that number of hit points. If the silver cord is severed by successfully attacking it, the creature must make a Fortitude save or die. Creatures whose body and soul form one unit, such as outsiders and elementals, are not affected by this incantation. Solar Flash Astrology [Light] Difficulty Class: 7 Channeling Time: 1 standard action Range: 30 ft. A: 10-ft. radius spread Duration: Instantaneous Saving Throw: Fortitude negates For a moment, your hand glows with a pale golden light. Then, you point your open hand to the area you want to affect, and the area erupts in a blinding flash of sunlight. You cause a blinding flash of sunlight in the area. Each creature in the area must make a Fortitude save or be dazzled for a number
of rounds equal to your channeler level. While the flash is too short to cause creatures with vulnerability to sunlight any extra harm, they do suffer a -4 penalty to their Fortitude save. Enhance: For every 2 points by which you increase the DC, the area’s radius increases by 5 feet. If you increase the DC by 6, each creature in the area must make a Fortitude save or be blinded for a number of rounds equal to your channeler level. Stardust Astrology [Light] Difficulty Class: 5 Channeling Time: 1 standard action Range: 60 ft. Area: Creatures and objects within a 10-ft. spread Duration: 1 round/level Saving Throw: Fortitude partial (see Enhance) Small motes, each as bright as a star in its own right, spring into appearance in the area, and cover everything in the area. Motes of light cover everything in the area, visibly outlining invisible creatures and objects for the duration of the incantation. All within the area are covered by the motes, which cannot be removed and continue to shine until it fades. However, if a creature or object becomes invisible after you channel this incantation, this effect is negated. Any creature covered by the motes takes a -40 penalty to Hide checks. Enhance: If you increase the DC by 2, the motes become so
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bright that creatures covered by the motes must make a Fortitude save to avoid being dazzled. The creature remains dazzled for the duration of the incantation. If you increase the DC by 6, the motes become unbearably bright. Creatures covered by the motes must make a Fortitude save to avoid being blinded. The creature remains blinded for the duration of the incantation. If you increase the DC by 4, this incantation remains functioning on a creature or object regardless of whether it turns invisible. Sunlight Astrology [Light] Difficulty Class: 7 Channeling Time: 1 standard action Range: 30 ft. Area: 10-ft. spread Duration: Aura Saving Throw: None You remember the sun, and raise your hand as if you were pointing at the sun. Then, the area becomes illuminated by a golden glow, reminiscent of the sun. The area radiates bright illumination, and radiates dim illumination for an additional distance that is equal to the radius of the actual area. Enhance: For every 2 points by which you increase the DC, the area’s radius increases by 5 feet. If you increase the DC by 4, the light is treated as if it were actual sunlight, and affects creatures that are vulnerable to sunlight, such as creatures with light sensitivity, as such.
MENTALIS DESIGN Timelessness Astrology Difficulty Class: 7 Channeling Time: 1 standard action Range: Personal Target: You Duration: 1 day A thin, silvery film covers your body for a short while, before fusing with your own skin. Strangely, your body feels as if you were on the Astral Plane. You cover your body with the essence of the Astral Plane, something that is somewhat similar to ectoplasm and quintessence. While you are affected by this incantation, you are treated as if you were on the Astral Plane. Age, hunger, thirst, and natural healing don’t function while you are affected by this incantation, though they resume when this incantation ends. When this incantation ends, you may not be affected by this incantation again for 24 hours. Enhance: For every 4 points by which you increase the DC, you may affect an additional target. If you enhance this incantation in this way, the range changes to touch and the target changes to creatures touched. If you increase the DC by 4, natural healing functions as usual while you are affected by this incantation. If you increase the DC by 6, poison and disease don’t function while you are affected by this incantation.
Elements
Incantations of the elemental sphere handle the four primal
elements – air, earth, fire, and wind – to create amazing displays of magic. Every incantation of the elemental sphere has a descriptor of the element that it handles, with the exception of the elemental aptitude incantation. Ball of Fire Elements [Fire] Difficulty Class: 9 Channeling Time: 1 standard action Range: 60 ft. Area: 10-ft. radius spread Duration: Instantaneous Saving Throw: Reflex half You point your hand to an area. The area immediately erupts in a raging inferno, burning everything in its wake. As part of this incantation, each creature in the area takes 3d6 points of fire damage. A successful Reflex save halves the damage. Enhance: For every 2 points by which you increase the DC, this incantation’s damage increases by one die (d6). If you increase the DC by 4, the area becomes a 20-ft. radius spread.
As part of this incantation, you must make a ranged touch attack as if you were throwing a splash weapon (see the Player’s Handbook). The boulder has an effective range increment of 10 feet. If the attack succeeds, each creature in the area takes 1d6 points of bludgeoning, piercing, and slashing damage. Enhance: You can enhance this incantation in one or both of the following ways. For every 2 points by which you increase the DC, this incantation’s damage increases by one die (d6). If you increase the DC by 4, the area becomes a 20-ft. spread. Breathe Water Elements [Water] Difficulty Class: 9 Channeling Time: 1 standard action Range: Personal Target: You Duration: Aura You become closer to the water, as your lungs breathe water rather than air.
Boulder Throw Elements [Earth] Difficulty Class: 9 Channeling Time: 1 standard action Range: 100 ft. Area: 10-ft. burst Duration: Instantaneous
When you are in this incantation, you can breathe water. This incantation does not inhibit your ability to breathe air, nor does it improve your ability to move in water. Enhance: If you increase the DC by 2, you can use this incantation with a range of touch and a target of one creature.
You conjure a huge stone, reminiscent of a giant’s, and hurl it at your foes, crushing some of them with a devastating impact.
Cone of Fire Elements [Fire] Difficulty Class: 9 Channeling Time: 1 standard
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TOME OF CHANNELING action Range: 15 ft. Area: 30-ft. cone Duration: Instantaneous Saving Throw: Reflex half
area becomes a 60-ft. cone.
You breathe in, feeling the magic of the element of fire in your lungs. As you exhale, you spew forth a searing cone of fire, reminiscent of a dragon’s. As part of this incantation, each creature in the area takes 3d6 points of fire damage. A successful Reflex save halves the damage. Enhance: You can enhance this incantation in one or both of the following ways. For every 2 points by which you increase the DC, this incantation’s damage increases by one die (d6). If you increase the DC by 4, the
Conjure Flame Elements [Fire] Difficulty Class: 3 Channeling Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: Reflex half With a few simple gestures and a chant spoken in the Ignan language, you conjure a flame into your open hand. The ability to conjure a flame is one of the simplest incantations in the elemental sphere, and most channelers learn this incantation before they move on to the more difficult incantations of the fire elemental sphere. As part of this incantation, your
target takes 1d6 points of fire damage, although it may attempt a Reflex save to half the damage taken. Enhance: You can enhance this incantation in one or both of the following ways. For every 2 points by which you increase the DC, this incantation’s damage increases by one die (d6). If you increase the DC by 4, the target must make an additional Reflex save or catch on fire for 1d4 rounds, taking 1d6 points of fire damage each round. A burning creature can take a move action to put out the flame. Downdraft Elements [Air] Difficulty Class: 5 Channeling Time: 1 standard action Range: 60 ft.
A nexus utilizes conjure flames to harm an enemy
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MENTALIS DESIGN Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates As you invoke the element of air, you throw your foe straight out of the sky, forcing it to crash into the ground. The target falls 10 feet, taking falling damage as usual. You can only use this incantation on a flying target. If there isn’t enough distance for the target to fall, it takes 1d6 points of additional damage for every 10 feet of distance it failed to reach. Enhance: For every 2 points by which you increase the DC, the target falls an additional 10 feet. Drown Elements [Water] Difficulty Class: 9 Channeling Time: 1 standard action Range: 30 ft. Target: One creature Duration: 3 rounds; see text Saving Throw: Fortitude negates Your foe’s face becomes an expression of fear as his lungs suddenly fill up with water, ensuring him a watery demise. Your target must make a Fortitude save or begin to drown. In the first round, it falls unconscious. In the following round, it falls to -1 hp and is dying. In the third round, it drowns. The target may make a Fortitude save during each round to negate this incantation. Enhance: For every 2 points by which you increase the DC, the Fortitude save increases by 1.
Earth Grapple Elements [Earth] Difficulty Class: 7 Channeling Time: 1 standard action Range: 30 ft. Target: One creature Duration: Aura Saving Throw: None You clench your fist, and the stone rises from the ground to grasp your foe, slowly crushing it. When you are in this incantation, your target is grappled by the earth itself. The earth has a grapple modifier equal to your channeler level + your channeling ability modifier. Treat the grapple as usual, except that the earth deals 1d6 points of lethal damage on a successful grapple check. Enhance: For every 1 point by which you increase the DC, the earth’s grapple modifier increases by 1. Elemental Aptitude Elements Difficulty Class: 5 Channeling Time: 1 standard action Range: Personal Target: You Duration: Aura You concentrate your thoughts on the elements, and you become more adept in the magic of the elements. When you are in this incantation, you gain an insight bonus equal to your channeler level to Knowledge (the planes), Spellcraft, and Use Magic Device checks related to the elements and
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the elemental planes. You only gain this bonus on Use Magic Device checks if the magic item has a spell with the air, earth, fire, or water descriptor as one of its requirements. Elemental Shape Elements [See text] Difficulty Class: 7 Channeling Time: 1 standard action Range: Personal Target: You Duration: Aura You feel that your with the elements immensely, as your takes the shape of elements.
connection strengthens entire body one of the
The elementals are the embodiments of their respective elements. Because of this, the ability to take the shape of an elemental is one of the most salient abilities of the elemental sphere. When you are in this incantation, you assume the form of a Small air, earth, fire, or water elemental (see the MM). This incantations functions just like the alternate form special ability. You can’t channel incantations while you are in animal form. This incantation has the descriptor of the element of the elemental that you take the shape of. For example, if you use this incantation to take the shape of an earth elemental, this incantation has the earth descriptor. Enhance: You can enhance this incantation in one or both of the following ways. For every 4 points by which you increase the DC, you become
TOME OF CHANNELING one size category larger, using the statistics for an elemental of the appropriate size. You can become a greater or elder elemental with this incantation. If you increase the DC by 4, you can channel incantations with the descriptor of the elemental form you assumed. For example, if you assumed the form of an air elemental, you may channel incantations with the air descriptor. Fire Resistance Elements [Fire] Difficulty Class: 5 Channeling Time: 1 standard action Range: Personal Target: You Duration: Aura As you channel the magic of this incantation, the air feels as if it was warm, but you feel used to it. When you are in this incantation, you gain fire resistance 5. Enhance: For every point by which you increase the DC, your fire resistance increases by 1 point. Flaming Weapon Elements [Fire] Difficulty Class: 7 Channeling Time: 1 standard action Range: 0 ft. Target: One weapon Duration: Aura The weapon you hold suddenly erupts in flame. When you are in this incantation, choose one weapon that you hold in your hand. That weapon deals
an additional 1d6 points of fire damage on a successful hit. If the weapon leaves your hand, this incantation immediately ends. Enhance: You can enhance this incantation in one or both of the following ways. For every 5 points by which you increase the DC, the additional damage increases by one die (d6). If you increase the DC by 2, the incantation does not end if the weapon leaves your hand. Flight Elements [Air] Difficulty Class: 7 Channeling Time: 1 standard action Range: Personal Target: You Duration: Aura Borne aloft by the wind, you fly with an uncanny grace, exceeding that of even most birds. When you are in this incantation, you gain a fly speed of 30 feet with a maneuverability of perfect. You can charge but not run, and you cannot carry aloft more weight than a light load. You cannot fly higher than 10 feet above the ground. You gain a bonus for being on higher ground (see the Player’s Handbook), but you can still be attacked if you fly 10 feet above the ground. Should you end the incantation voluntarily, you float downward, taking no damage from the fall. If you end the incantation involuntarily (by falling unconscious or being in an area of dead magic), you take falling damage as usual. Enhance: You can enhance this
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incantation in one or both of the following ways. For every 7 points by which you increase the DC, your fly speed increases by 30 ft. If you increase the DC by 4, you can fly higher than 10 feet above the ground. Immolation Elements [Fire] Difficulty Class: 9 Channeling Time: 1 standard action Range: Personal Target: You Duration: Aura Saving Throw: Reflex negates Your entire body immolates, as you emanate a searing heat, although you only feel slightly warmer than usual. When an enemy strikes you, these flames leap onto his arm to burn him. When you are in this incantation, opponents hitting you with natural weapons, unarmed attacks, or melee weapons without reach must make a Reflex save or catch on fire for 1d4 rounds, taking 1d6 points of fire damage each round. A burning creature can take a move action to put out the flame. Enhance: You can enhance this incantation in one or both of the following ways. For every 4 points by which you increase the DC, this incantation’s damage increases by one die (d6). If you increase the DC by 4, creatures that are adjacent to you must make a Reflex save or be affected as if they hit you. Line of Fire Elements [Fire]
MENTALIS DESIGN Difficulty Class: 9 Channeling Time: 1 standard action Range: 60 ft. Area: 60-ft. line Duration: Instantaneous Saving Throw: Reflex half You hold your hand, from which a searing line of flame suddenly emerges. As part of this incantation, each creature in the area takes 3d6 points of fire damage. A successful Reflex save halves the damage. Enhance: You can enhance this incantation in one or both of the following ways. For every 2 points by which you increase the DC, this incantation’s damage increases by one die (d6). If you increase the DC by 4, the area becomes a 120-ft. line. Mist Elements [Water] Difficulty Class: 7 Channeling Time: 1 standard action Range: 30 ft. Area: 30-ft. spread Duration: Aura Saving Throw: None You call upon the element of water, but rather coming together, it spreads out in a fine, concealing mist. When you are in this incantation, each creature in the area has concealment (20% miss chance). Enhance: For every 5 points by which you increase the DC, the miss chance increases by 10% (to a maximum of 50%).
Quake Elements [Earth] Difficulty Class: 5 Channeling Time: 1 standard action Range: 30 ft. Area: 30-ft. spread Duration: 1 round Saving Throw: None The ground around you trembles, knocking down anything in its path. Each creature in the area must make a DC 15 Balance check or be knocked prone. If you are underground, each creature takes 1d6 points of nonlethal damage from falling debris, regardless of whether they make the Balance check. Enhance: You can enhance this incantation in one or both of the following ways. For every 1 point by which you increase the DC, the Balance DC increases by 1 point. If you increase the DC by 4 points, you can channel this incantation as an aura, forcing each creature in the area to make a Balance check at the beginning of each round. Stalagmite Elements [Earth] Difficulty Class: 7 Channeling Time: 1 standard action Range: 60 feet Effect: One stone pillar Duration: Instantaneous Saving Throw: Reflex partial As you raise your hand into the air, a stalagmite suddenly erupts from the ground nearby, throwing your foe into the air.
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You cause a stone pillar to erupt from the ground. The pillar occupies one square and is 5 or 10 feet tall (your choice). You can call forth a stone pillar only from natural, unworked earth or stone. A creature standing in the square must succeed on a Reflex save or fall 10 feet and be knocked prone. A successful save means that the creature is knocked prone. The creature always falls 10 feet regardless of the height of the pillar. Enhance: For every 2 points by which you increase the DC, this incantations deals one die (d6) of bludgeoning, piercing, and slashing damage as the pillar erupts. Stone Body Elements [Earth] Difficulty Class: 10 Channeling Time: 1 standard action Range: Personal Target: You Duration: Aura Channeling the element of earth, your body becomes thicker, until your skin looks like stone, and is just as hard. When you are in this stance, you gain damage reduction 5/ adamantine. (You ignore the first 5 points of damage each time you take damage from a weapon, though an adamantine weapon bypasses the damage reduction.) This damage reduction doesn’t stack with any other damage reduction. Enhance: You can enhance this incantation in one or more of the following ways. For every 5 points by which you
TOME OF CHANNELING increase the DC, your damage reduction improves by 5 points. If you increase the DC by 4, adamantine weapons no longer bypass the damage reduction. If you increase the DC by 2, you may use this incantation on others, with a range of touch. Stone Throw Elements [Earth] Difficulty Class: 5 Channeling Time: 1 standard action Range: 60 ft. Target: One creature Duration: Instantaneous Calling upon the element of earth, you conjure a massive boulder, and aim it at your foe. As part of this incantation, you must make a ranged touch attack. If the attack succeeds, the target takes 1d6 points of bludgeoning, piercing, and slashing damage. Enhance: For every 2 points by which you increase the DC, this incantation’s damage increases by one die (d6). Stone Wall Elements [Earth] Difficulty Class: 5 Channeling Time: 1 standard action Range: 60 ft. Effect: Stone wall Duration: Instantaneous As you raise your hand, the stone around you shapes itself to your will, forming a line of solid stone. This incantation shapes the stone in the area into a wall. You can shape one 5-foot square with
this incantation. The stone is 5 inches thick. If the stone occupies the same space as a creature or object, it is pushed to one side of the wall (50% chance for both sides). You can only use this incantation in an area of natural, unworked stone. You can only shape a vertical wall with this incantation. Enhance: For every 2 points by which you increase the DC, you can shape an additional 5foot square of stone with this incantation. Summon Elemental Elemental [See text] Difficulty Class: 10 Channeling Time: 1 round Range: 30 ft. Effect: One summoned elemental Duration: Aura As you call to the elements in the elemental language, a humanoid shape appears before you, composed of one of the elements. This incantation summons a Small air, earth, fire, or water elemental. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the elemental, you can direct it not to attack, to attack particular enemies, or to perform other actions. You must be within 30 ft. of the summoned elemental at all times. If you or the elemental moves further than that, this incantation immediately ends, as if you stopped concentrating on it, and the elemental immediately goes back to whence it came from.
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This incantation has the descriptor of the element of the elemental that summon. For example, if you use this incantation to summon an earth elemental, this incantation has the earth descriptor. Enhance: For every 4 points by which you enhance the DC, you increase the summoned elemental’s size category by one. You can summon a greater or elder elemental with this incantation. For every 7 points by which you increase the DC, you may summon an additional elemental of the same kind. Updraft Elements [Air] Difficulty Class: 5 Channeling Time: 1 standard action Range: 60 ft. Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates With a flick of your hand, you conjure a rushing wind that throws your foe into the sky. The target is thrown 10 feet upwards, and falls that distance, taking falling damage as usual. If there isn’t enough distance to throw the target upwards because of an obstacle, it takes 1d6 points of damage for every 10 feet of distance it failed to reach. For example, if you throw the target 50 feet upwards in a building with a 30-foot ceiling, it takes 2d6 points of damage because it failed to reach 50 feet of distance by 20 feet, and then falls 30 feet, taking 3d6 points of falling damage as usual. Enhance: For every 2 points by
MENTALIS DESIGN which you increase the DC, the target is thrown an additional 10 feet upwards. Walk on Water Elements [Water] Difficulty Class: 5 Channeling Time: 1 standard action Range: Personal Target: You Duration: Aura Instead of falling in the water, you gracefully step on the water. The water feels as solid as ground to you.
The target must make a Fortitude save or take 1d6 points of bludgeoning damage and be knocked prone. Enhance: For every 2 points by which you increase the DC, this incantation’s damage increases by one die (d6). Water Grasp Elements [Water] Difficulty Class: 5 Channeling Time: 1 standard action Range: 30 ft.
When you are in this incantation, you can move up to your base land speed on water. If you try to move more than that distance, this incantation immediately ends. Enhance: You can enhance this incantation in one or both of the following ways. If you increase the DC by 2, you can move up to twice your speed while walking on water. If you increase the DC by 4, you can run while using this incantation.
Target: One creature Duration: Aura Saving Throw: Will negates Your foe takes a face of terror as it finds itself unable to rise to the surface of the water. When you are in this incantation, the target may not come out of the water, which might drown it. You can only use this incantation on a creature that is in the water and under the surface. Wind Blast Elements [Air] Difficulty Class: 7 Channeling Time: 1 standard action Range: 60 ft. Target: One creature Duration: 1 round Saving Throw: Fortitude negates You conjure forth a rushing gust of wind. The target is affected by a severe blast of air (see the DMG for more information). You must have line of effect to the target to use this incantation. Enhance: For every 4 points by which you increase the DC, the wind force increases by one category (see the DMG).
Water Blast Elements [Water] Difficulty Class: 7 Channeling Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates You channel the element of water, creating a tremendous rush of water, knocking your foe to the ground.
Wind Push Elements [Air] Difficulty Class: 3 Channeling Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: None Summon elemental brings an ally into existence
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As you invoke the element of
TOME OF CHANNELING air, a gust of wind rushes from you, knocking your foe back. As part of this incantation, make a ranged bull rush attempt, using your channeler level + your channeling ability modifier. You gain a +2 bonus on the ranged bull rush check if the target is within one-half of the range. Resolve the bull rush attempt as usual, except that you provoke no attacks of opportunity from the target. Enhance: You can enhance this incantation in one or both of the following ways. For every point by which you increase the DC, you gain a +1 bonus on the ranged bull rush check. If you increase the DC by 2, you also knock the target prone if you succeed on the ranged bull rush check. Wind Shield Elements [Air] Difficulty Class: 7 Channeling Time: 1 standard action Range: Personal Target: You Duration: Aura As you begin the channeling, a faint wind rushes around you, which develops into a raging wind, protecting you from ranged attacks. When you are in this incantation, all ranged attacks made against you take a -2 penalty. Siege weapons, such as ballistae, catapult shots, and boulders tossed by giants do not suffer this penalty. If you are in an area with fine, loose debris (such as sand or leaves), you gain concealment
(20% miss chance) as well. Enhance: If you increase the DC by 4, all ranged attacks made against you take a -4 penalty. If you increase the DC by 8, it is impossible to make ranged attacks against you. Siege weapons, such as ballistae, catapult shots, and boulders tossed by giants suffer a -4 penalty instead. If you increase the DC by 14, it is impossible to make ranged attacks against you. Siege weapons, such as ballistae, catapult shots, and boulders tossed by giants suffer a -8 penalty instead. If you increase the DC by 20, it is impossible to make ranged attacks against you, including ranged attacks made with siege weapons, such as ballistae, catapult shots, and boulders tossed by giants.
Mind
Incantations from the mind sphere draw upon both the channeler’s mind and the collective conscious of every sentient being. These incantations always affect the mind, whether it is that of the channeler, his allies, or his enemies. Confuse Mind [Mind-Affecting] Difficulty Class: 5 Channeling Time: 1 standard action Range: 30 ft. Target: One creature Duration: 1 round Saving Throw: Will negates You attack the thoughts and unconscious thoughts of your victim with your own, rendering him disoriented and uncertain of what to do.
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You confuse your opponent, as the spell (see the Player’s Handbook for more information). Enhance: You can enhance this incantation in one or both of the following ways. If you increase the DC by 2, the duration changes to aura, and you must spend a standard action (instead of a swift action) each round to continue the effect of this incantation. For every 2 points by which you increase the DC, you may target an additional creature. Conscious Assault Mind [Mind-Affecting] Difficulty Class: 9 Channeling Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: Will half You attack the senses and intuition of your opponent, leaving him less aware of the world around him as he used to be. You attack the target’s conscious. This incantation deals 4 points of Wisdom damage to the target. A successful Will saving throw halves the ability damage. This incantation cannot be used against creatures with a Wisdom score lower than 3. Enhance: You can enhance this incantation in one or more of the following ways. For every 8 points by which you increase the DC, this incantation deals 4 additional points of Wisdom damage. If you increase the DC by 8, this incantation deals ability burn instead. This is a special form
MENTALIS DESIGN of ability damage that cannot be healed magically or psionically. It only returns through natural healing. If you increase the DC by 4, this incantation deals ability drain instead. The creature can only regain these ability points through magical or psionic means. Unlike normal ability drain, however, you do not gain temporary hit points when you channel this incantation. Conscious Inspiration Mind [Mind-Affecting] Difficulty Class: 9 Channeling Time: 1 standard action Range: 30 ft. Target: One creature Duration: Aura Saving Throw: Will half (harmless) You enhance the senses and intuition of your ally, leaving him with a higher awareness of the world around him. You inspire the target’s conscious. This incantation grants the subject a +4 enhancement bonus to his Wisdom score. Enhance: For every 8 points by which you increase the DC, the target gains an additional +2 enhancement bonus to his Wisdom score. Detestation Mind [Mind-Affecting] Difficulty Class: 7 Channeling Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: Will negates
You burrow deep into your enemy’s subconscious, and give him an aversion for an idea that you put in his thoughts. You implant an aversion in the mind of the subject. If the object of the implanted detestation is an individual or a physical object, it will prefer not to approach within 30 feet. If it is a word, it will try not to utter it; if it is an action, it will not willingly attempt to perform it; and if it is an event, it will not willingly attend it. The subject will take reasonable steps to avoid the subject of its detestation, but will not put itself in jeopardy by doing so. If the target is strongly confronted with its detestation, it may make an additional Will saving throw. However, if it fails its saving throw, it must move at least 30 feet away from the subject of its detestation. For example, a target who has a detestation for holy symbols to whom a holy symbol is strongly presented, may make a Will saving throw to negate this incantation. Ego Assault Mind [Mind-Affecting] Difficulty Class: 9 Channeling Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: Will half
Charisma damage to the target. A successful Will saving throw halves the ability damage. This incantation cannot be used against creatures with a Charisma score lower than 3. Enhance: You can enhance this incantation in one or more of the following ways. For every 8 points by which you increase the DC, this incantation deals 4 additional points of Charisma damage. If you increase the DC by 8, this incantation deals ability burn instead. This is a special form of ability damage that cannot be healed magically or psionically. It only returns through natural healing. If you increase the DC by 4, this incantation deals ability drain instead. The creature can only regain these ability points through magical or psionic means. Unlike normal ability drain, however, you do not gain temporary hit points when you channel this incantation. Ego Inspiration Mind [Mind-Affecting] Difficulty Class: 9 Channeling Time: 1 standard action Range: 30 ft. Target: One creature Duration: Aura Saving Throw: Will half (harmless)
You attack the self-awareness and confidence of your opponent, leaving him less certain of himself and visibly less imposing.
You enhance the self-awareness and confidence of your ally, making him emanate almost an aura of charisma, showing his confidence.
You attack the target’s charisma. This incantation deals 4 points of
You inspire the target’s conscious. This incantation grants
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TOME OF CHANNELING the subject a +4 enhancement bonus to his Charisma score. Enhance: For every 8 points by which you increase the DC, the target gains an additional +2 enhancement bonus to his Charisma score. Incite Fear Mind [Mind-Affecting] Difficulty Class: 5 Channeling Time: 1 standard action Range: 30 ft. Target: One creature Duration: 1 round/level Saving Throw: Will negates You conjure forth an image of terror in your victim’s mind, filling his mind with sheer terror. An expression of fear is visible in your victim’s eyes. You frighten your target. The target must make a Will saving throw or become shaken. Creatures who are shaken take a -2 penalty on attack rolls, saving throws, and ability checks. Enhance: You can enhance this incantation in one or more of the following ways. For every 2 points by which you increase the DC, you may choose an additional target for this incantation. If you increase the DC by 2, the target becomes frightened instead. If you increase the DC by 6, the target becomes panicked instead. Intellect Assault Mind [Mind-Affecting] Difficulty Class: 9 Channeling Time: 1 standard action Range: 30 ft.
Target: One creature Duration: Instantaneous Saving Throw: Will half You attack the intelligence of your opponent, leaving him stupefied. You attack the target’s intellect. This incantation deals 4 points of Intelligence damage to the target. A successful Will saving throw halves the ability damage. This incantation cannot be used on creatures with an Intelligence score lower than 3. Enhance: You can enhance this incantation in one or more of the following ways. For every 8 points by which you increase the DC, this incantation deals 4 additional points of Intelligence damage. If you increase the DC by 8, this incantation deals ability burn instead. This is a special form of ability damage that cannot be healed magically or psionically. It only returns through natural healing. If you increase the DC by 4, this incantation deals ability drain instead. The creature can only regain these ability points through magical or psionic means. Unlike normal ability drain, however, you do not gain temporary hit points when you channel this incantation. Intellect Inspiration Mind [Mind-Affecting] Difficulty Class: 9 Channeling Time: 1 standard action Range: 30 ft. Target: One creature Duration: Aura Saving Throw: Will half (harmless)
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You enhance the intelligence of your ally, granting him an understanding like he has never seen before. You inspire the target’s intelligence. This incantation grants the subject a +4 enhancement bonus to his Intelligence score. Enhance: For every 8 points by which you increase the DC, the target gains an additional +2 enhancement bonus to his Intelligence score. Mental Aptitude Mind Difficulty Class: 5 Channeling Time: 1 standard action Range: Personal Target: You Duration: Aura You concentrate your thoughts on the mind, and you sense the collective consciousness guiding your thoughts. When you are in this incantation, you gain an insight bonus equal to your channeler level to Autohypnosis, Knowledge (psionics), and Use Psionic Device checks. You only gain this bonus on Use Magic Device checks if the magic item has a spell that is from the telepathy discipline or enchantment discipline. Mental Link Mind [Mind-Affecting] Difficulty Class: 5 Channeling Time: 1 standard action Range: 60 ft. Target: One willing creature Duration: Aura
MENTALIS DESIGN You look into the mind of your target, seeking his senses. When you find them, you sense through one of your target’s senses. You perceive what the subject creature perceives using its sight, hearing, taste, or smell. Only one sense is linked, and you cannot switch between senses. You make any skill checks involving senses, such as Spot or Listen, as the subject, and only within the subject’s field of view. You lose your Dexterity bonus to AC while directly sensing what the subject senses. Once this incantation is channeled, the link persists even if the subject moves out of the range of the original manifestation (but the link does not work across planes). You do not control the subject, nor can you communicate with it by means of this power. The strength of the subject’s linked sense could be enhanced by other powers or items, allowing you the same enhanced sense. You are subject to any gaze attack affecting the subject creature (if you linked vision). If you are blinded or deafened, or suffer some other sensory deprivation, the linked creature functions as an independent sensory organ, and provides you the benefit of the linked sense from its perspective while this power’s duration lasts. Enhance: You can enhance this incantation in one or more of the following ways. For every 4 points by which you increase the DC, you can link to an additional sense of the subject. If you increase the DC by 2, the target may perceive one of your senses instead of the other way
around. If you increase the DC by 2, the target needn’t be willing. The target may make a Will saving throw to negate this incantation. If you increase the DC by 4, the link persists across planar boundaries.
Mind Separation Mind Difficulty Class: 9 Channeling Time: 1 standard action Range: 60 ft. Target: You Duration: Aura
Mind Purge Mind [Mind-Affecting] Difficulty Class: 9 Channeling Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless)
You close your eyes and fall into a meditative state. With a mental thrust, you separate your mind from your body. You can see your body as you move onwards.
With a short meditation, you attempt to cure your ally’s mind of harmful magic. You can remove harmful effects that affect the target’s mind. You can remove the following effects: charmed, confused, cowering, dazed, frightened, panicked, shaken. If the condition allowed a saving throw, the target may make an additional saving throw. If the condition didn’t allow a saving throw, you may remove it. Enhance: You can enhance this incantation in one or both of the following ways. For every point by which you increase the DC, the target gains a +2 circumstance bonus on his saving throw. If you increase the DC by 4, you may remove the conditions listed above, regardless of whether the condition allowed a saving throw or not.
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You separate your mind from your body. For as long as you are in this incantation, your body is rendered helpless. Your mind effectively becomes an incorporeal creature of your size category. It has a fly speed of 30 ft. and perfect maneuverability. You can perceive its surroundings just as well as you can with your normal senses, and you can take purely mental actions (such as channeling an incantation). You are invisible, although a true seeing spell reveals a glowing mist in the general shape of your physical body. However, you cannot move further than 30 ft. from your body. You can return to your body as a swift action. If your mind takes an amount of damage equal to your channeler level, you immediately return to your body, and you are dazed for 1 round. Enhance: For every 2 points by which you increase the DC, the range increases by 30 ft. Mind Shield Mind [Mind-Affecting] Difficulty Class: 5 Channeling Time: 1 standard action
TOME OF CHANNELING Range: Personal Target: You Duration: Aura You concentrate your mind against those who dare to attack your strength; your mind. You know that there are others who can attack the mind as proficiently as you can, and you have learned how to shield your own mind from them. You shield your mind from harmful effects. As long as you are in this incantation, you gain a +4 insight bonus on saving throws against effects with the mind-affecting descriptor. Enhance: You can enhance this incantation in one or both of the following ways. For every 2 points by which you increase the DC, you gain an additional +1 bonus on saving throws against effects with the mind-affecting descriptor. If you increase the DC by 2, you can target one creature with this incantation. The range becomes touch. Power Leech Mind [Mind-Affecting] Difficulty Class: 9 Channeling Time: 1 standard action Range: Touch Target: One creature Duration: 24 hours Saving Throw: Will negates You reach into your psionic opponent’s mind, and wrest his psychic energy from him, taking it as your own. You can drain power points. You may make a melee touch attack
against the target. If successful, you immediately are familiar with the target’s number of power points, and you may drain 5 power points. While this incantation lasts, you are treated as if you had additional power points equal to the number of power points drained. During the same period, the target effectively loses those power points. When you end this incantation, you immediately lose the power points, while the target regains them. Enhance: For every point by which you increase the DC, you may drain an additional power point. Sense Emotions Mind Difficulty Class: 5 Channeling Time: 1 standard action Range: 60 ft. Area: 60 ft. emanation Duration: Aura; see text Saving Throw: None You meditate for a while upon your own emotions, and then reach out with your understanding of emotions, sensing the area for the emotions of others. You can sense the emotions of those around you. You can sense strong emotions such as joy and fear, although you must make a DC 10 Wisdom check to notice subtle emotions. If you sense the emotions of a wilder during a wild surge, you are dazed for 1 round unless you make a channeler check opposed by the wilder’s manifester level check. You can sense a creature’s rough location through its emotions, but
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you cannot pinpoint a creature’s location through this incantation alone. You can also learn whether the emotions of a creature in the area are affected by a special effect, such as a frightening presence. You can learn this information from one creature per round. Unlike other incantations with a duration of aura, you need to spend a move action to concentrate on this aura. You may spend a swift action to concentrate on this aura, but you will not sense emotions on that round. Enhance: If you increase the DC by 4, you may spend a swift action to sense emotions, as usual when concentrating on an incantation with a duration of aura. Sense Identity Mind [Mind-Affecting] Difficulty Class: 5 Channeling Time: 1 standard action Range: 60 ft. Target: One creature Duration: Aura; see text Saving Throw: Will negates You burrow in your victim’s mind, looking for who and what he is. As you look deeper into his mind, so does your understanding of your victim increase. You learn the identity of your opponent, and you learn more of his identity as you concentrate longer upon this incantation. In the first round, you learn the target’s name, creature type and subtype, and character class (if it has any). In following rounds, you may choose what you want to learn of the target. You
MENTALIS DESIGN may choose to learn one of the following pieces of information in consecutive rounds. Location: You may learn the location of the target’s home, if it has any, and the areas that the target has visited. You may only learn of areas that the target has visited for a number of hours equal to your channeler level. If you spend an additional round concentrating on this information, you learn of areas that the target has visited for a number of days equal to your channeler level. Magic: You learn whether the target can use spells, and the highest spell level that the target can cast. If you spend additional rounds concentrating on this information, you learn a number of spells that the target knows or has prepared equal to your channeler level, beginning with the target’s highest-level spells. You may also learn whether the target can use powers, maneuvers, or similar effects in a similar fashion, but not at the same time. Unlike other incantations with a duration of aura, you need to spend a move action each round to concentrate on this incantation. You may spend a swift action to concentrate on this incantation, but you will not learn more of the target’s identity during that round. Enhance: You can enhance this incantation in one or both of the following ways. If you increase the DC by 4, you may switch to another creature within range as a swift action. If you increase the DC by 4, you may spend a swift action to sense your target’s identity, as usual for an incantation with a duration of aura.
Sense Thoughts Mind Difficulty Class: 7 Channeling Time: 1 standard action Range: 60 ft. Area: 60 ft. emanation Duration: Aura; see text Saving Throw: Will negates You meditate for a while upon your own thoughts, and then you reach out into the area, sensing for the thoughts of your opponents. You can sense the surface thoughts of those around you. You can sense the thoughts of each creature around you, but you may only learn the thoughts of one creature per round. A creature may attempt a Will save to prevent you from learning its thoughts. If you sense the thoughts of a creature with an Intelligence 10 points higher than your own, you must make an opposed Intelligence check or be dazed for 1 round. You can sense the rough location of a creature through its thoughts, but you cannot pinpoint a creature using this incantation alone. Unlike other incantations with a duration of aura, you need to spend a move action each round to concentrate on this incantation. You may spend a swift action to concentrate on this incantation, but you will not sense any thoughts during that round. Enhance: If you increase the DC by 4, you may spend a swift action to sense thoughts, as usual for an incantation with a duration of aura. Skill Leech Mind [Mind-Affecting] Difficulty Class: 5
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Channeling Time: 1 standard action Range: Touch Target: One creature Duration: Aura Saving Throw: Will negates You reach into your victim’s mind, draining his mental prowess from him. At the same time, you feel your own mental prowess being enhanced. You can use another’s skill points for yourself. You make a melee touch attack against the target. If successful, you immediately are familiar with the target’s skills and the number of skill points, and you may drain a number of skill points equal to your channeler level. You may only drain skill points from skills that have Constitution, Intelligence, Wisdom, or Charisma as its ability score. While you are in this incantation, you are treated as if you had additional ranks in the drained skills, despite the fact that you may have more ranks in a skill than normally allowed. During the same period, the target effectively loses those ranks. When you end this incantation, you immediately lose the skill points, while the target regains them. Enhance: For every point by which you increase the DC, you may drain an additional 2 skill points. Temptation Mind [Mind-Affecting] Difficulty Class: 7 Channeling Time: 1 standard action Range: 30 ft. Target: One creature
TOME OF CHANNELING Duration: Instantaneous Saving Throw: Will negates You burrow deep into your enemy’s subconscious, and give him an attraction to an idea that you put in his thoughts. You implant an attraction in the mind of the subject. The attraction can be toward a particular person or an object. The subject will take reasonable steps to meet, get close to, attend, or find the object of its implanted temptation. For the purpose of this incantation, “reasonable” means that, while attracted, the subject doesn’t suffer from blind obsession. He will act on this attraction only when not engaged in combat. The subject won’t perform obviously suicidal actions. He can still recognize danger but will not flee unless the threat is immediate. If you make the subject feel an attraction to yourself, you can’t command him indiscriminately, although he will be willing to listen to you (even if he disagrees). If the subject is threatened or harmed by the object of its temptation, it may make an additional saving throw. However, if it fails its saving throw, it must move as close to the subject of its temptation as it possibly can. For example, a target who has a temptation for you who is harmed by you may make an additional saving throw. Enhance: For every point by which you increase the DC, this incantation’s DC increases by 1. Thought Disruption Mind [Mind-Affecting] Difficulty Class: 9 Channeling Time: 1 immediate
action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: None You lash out at the victim’s mind with your own thoughts, distracting him whenever he needs to concentrate. With a mental attack, you disrupt his concentration. You disrupt your target’s concentration. You can only channel this incantation whenever the target takes an action that provokes an attack of opportunity. The target must make a DC 15 Concentration check or lose its action. If the target used an action that used a resource, that resource is expended as usual. Enhance: For every point by which you increase the DC, the Concentration DC increases by 1.
Nature
Nature incantations are drawn from the animals, plants, and weather that are inextricable parts of nature. These incantations usually enhance the growth of nature to benefit the channeler, or they allow the channeler to understand the ways of nature more thoroughly. Animal Friendship Nature [Animal, Mind-Affecting] Difficulty Class: 5 Channeling Time: 1 standard action Range: 30 ft. Target: One animal Duration: 1 hour/level Saving Throw: Will negates Your eyes and the animal’s meet,
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and your expression becomes one of affection as you utter soothing words in the language of the wild. As you utter the last words, the animal becomes less hostile, and seems to be less wary of you. The target’s attitude towards you improves by one step (see the Diplomacy skill in the Player’s Handbook). If the target is being threatened or attacked by you or your allies, this incantation immediately ends. You can’t use this incantation on the same target more than once per day. You can use this incantation against magical beasts with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but you take a -4 penalty on the channeling check. Enhance: For every 4 points by which you increase the DC, the target’s attitude towards you improves by one additional step. Animal Shape Nature [Animal] Difficulty Class: 10 Channeling Time: 1 standard action Range: Personal Target: You Duration: Aura You hunch over with the image of an animal clearly set in your mind. Then, your skin begins to feel like that of the animal. Then, your entire shape becomes that of the animal. As part of this incantation, you assume the form of an animal whose HD doesn’t exceed your own, to a maximum of 5 HD. This functions like the alternate form special ability (see the MM), with
MENTALIS DESIGN the following exceptions. If the animal whose shape you take has a racial bonus on Listen or Spot checks or the blindsense, blindsight, scent, or tremorsense special quality, you gain that quality (or those qualities). You can’t channel incantations while you are in animal form. Changing back to your normal form is a standard action, and ends the incantation. Additionally, if you cease concentrating on this incantation, you immediately revert back to your normal form, forcing you to take a standard action. Enhance: You can enhance this incantation in one or both of the following ways. For every point by which you increase the DC, you may assume the form of an animal with one additional HD. You still may not assume the form of an animal whose HD exceeds your own. If you increase the DC by 4, you can channel incantations with the animal descriptor while in animal form. Animal Speech Nature [Animal] Difficulty Class: 5 Channeling Time: 1 standard action Range: Personal Target: You Duration: Aura Your voice takes on a deeper, more guttural tone. As you speak, you notice that animals can comprehend you just as well as a person could, and you seem to understand what the animals say as well. You
can
comprehend
and
communicate with animals. You are able to ask questions and receive answers from animals, although the incantation doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you (as determined by the DM). Animate Tree Nature [Plant] Difficulty Class: 24 Channeling Time: 1 standard action Range: 30 feet Target: One tree Duration: Aura Saving Throw: None As you utter the words of the incantation, the tree begins to move on its own accord. Two of its thickest branches rise upward, as its bark begins to form the shape of an elderly face. The tree uproots itself, and looks at you with an expression of servitude. This incantation turns an otherwise normal tree into the semblance of a treant (see the MM). This incantation must be used on a healthy, Huge, tree. The tree takes 1 full round to uproot itself. The tree gains the statistics of a treant, except that it doesn’t have an Intelligence score, and follows your commands like a golem would. If the treant isn’t directed by you, it does nothing (but it isn’t helpless). If you cease concentrating on this incantation, the treant
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immediately takes root where it stands. Call Animal Nature [Animal, Mind-Affecting] Difficulty Class: 7 Channeling Time: 1 standard action Range: 1 mile Target: One animal; see text Duration: Aura; see text Saving Throw: Will negates You bring the resemblance of the animal you want to call to mind, and bellow forth a call that sounds like the animal that you want to call. Soon enough, you hear an animal approaching, looking straight at you. As part of this incantation, choose a type of animal (such as a bear or a wolf). You attempt to call the nearest creature of that type to you. If there isn’t a creature of that type within range, the incantation fails. If the creature fails its saving throw, it comes to you as fast as it can. If it comes across a dangerous obstacle (such as fire), it may make an additional saving throw. Once the animal comes within 30 feet of you, this incantation ends. The animal has an indifferent attitude toward you (see the Diplomacy skill in the Player’s Handbook). You must spend a swift action during each round until the target is within 30 feet of you. If you don’t spend a swift action during a round, the incantation immediately fails, and the animal may or may not come to you anyway. You can use this incantation to call magical beasts with an
TOME OF CHANNELING Intelligence score of 1 or 2 (such as a basilisk or a girallon), but you take a -4 penalty on the channeling check. Enhance: If you increase the DC by 4, you don’t need to spend a swift action during each round until the target is within 30 feet of you. Cold Snap Nature [Weather] Difficulty Class: 9 Channeling Time: 1 standard action Range: 30 ft. Area: 30-ft. spread, centered on you Duration: Aura Saving Throw: Fortitude negates As you concentrate, the air becomes chilly at first, as though a cold wind blows through the area. Then, the air becomes increasingly colder, until the chill is almost enough to freeze anything not protected. When you are in this incantation, each creature in this incantation’s area except you must make a Fortitude save or take 1d6 points of nonlethal damage. Creatures reduced to unconsciousness begin taking lethal damage (1d6 points per round). Creatures with cold resistance gain a bonus on their saving throw equal to their cold resistance. Creatures with immunity to cold damage are immune to this incantation. A creature that takes any nonlethal damage from this incantation suffers from frostbite and is fatigued. Enhance: You can enhance this incantation in one or both of the
following ways. If you increase the DC by 6, creatures in the area who wear metal armor are treated as if the chill metal spell was cast upon them (see the Player’s Handbook). If you increase the DC by 12, the range and area increase to 1 mile. Entangling Plants Nature [Plant] Difficulty Class: 5 Channeling Time: 1 standard action Range: 30 feet Area: Plants in a 5-foot square Duration: Aura Saving Throw: Reflex partial; see text The plants in the area begin to grow long vines and branches that encroach upon those who stand there, holding them fast. Each creature in the area must make a Reflex save or become entangled. A creature can break free and move half its normal speed by using its full-round action to make a DC 20 Strength check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures in the area. Regardless of whether a creature is entangled in the area, the area is treated as light undergrowth for all purposes. The area must have plants in order to successfully channel this incantation. Enhance: You can enhance this incantation in one or both of the
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following ways. For every 2 points by which you increase the DC, this incantation affects an additional 5-foot square. For every 2 points by which you increase the DC, the Reflex save DC and Strength check DC increase by 1. Feral Shape Nature [Animal] Difficulty Class: 7 Channeling Time: 1 standard action Range: Personal Target: You Duration: Aura You hunch over, letting out a primal, guttural growl as your skin grows scales, fur, or feathers. Primal thoughts dwell through your head as you take the shape of a beast, almost like a werebeast. For the duration of this incantation, you become more animal-like. You gain a natural armor bonus equal to one-half your channeling ability modifier. Additionally, you may choose to gain one of the following natural weapons: • A bite attack (1d6) • Two claw attacks (1d4) • A tail slap attack (1d6) These natural weapons follow the normal rules for natural weapons, and are sized for Medium channelers. (If you are smaller or larger than Medium, change the natural weapon’s damage accordingly.) You add your full Strength modifier to the bite attack and the tail slap attack, and you add one-half your Strength bonus to each claw attack.
MENTALIS DESIGN You may forfeit the natural weapons to become able to breathe water or to gain the scent special ability (see the MM). While you are in feral shape, your altered hands and voice make it difficult to channel incantations. While in feral shape, you take a -4 penalty on channeling checks. Enhance: You can enhance this incantation in one or more of the following ways. If you increase the DC by 2, you gain a natural armor bonus equal to your full channeling ability modifier (instead of one-half that modifier). If you increase the DC by 3, you may treat your natural weapons’ damage as if you were one size category larger. If you increase the DC by 4, you may gain a natural weapon and either the ability to breathe water or the scent special ability (but not both). Fog Nature [Weather] Difficulty Class: 7 Channeling Time: 1 standard action Range: 30 ft. Area: 30-ft. spread Duration: Aura Saving Throw: None You call upon the element of water, but rather coming together, it spreads out in a fine, concealing mist. When you are in this incantation, each creature in the area has concealment (20% miss chance). Enhance: You can enhance this incantation in one or both of the following ways. For every 5 points by which you
increase the DC, the miss chance increases by 10% (to a maximum of 50%). If you increase the DC by 12, the range and area increase to 1 mile.
squares are filled with plants for as long as you keep this aura. Enhance: For every 2 points by which you increase the DC, the range and area of this incantation each increase by 5 feet.
Growth Aura Nature [Plant] Difficulty Class: 7 Channeling Time: 1 standard action Range: 10 ft. Area: 10-ft. emanation Duration: Aura Saving Throw: None
Heat Wave Nature [Weather] Difficulty Class: 7 Channeling Time: 1 standard action Range: 30 ft. Area: 30-ft. spread, centered on you Duration: Aura Saving Throw: Fortitude negates
You concentrate yourself, becoming one with nature. As you channel the magic, the ground around you flourishes with plants, full of life and color. Some incantations of the nature sphere have a dependency of nearby plants to be used. Therefore, channelers who use their magic in wastelands or cities can’t use these incantations. This incantation bypasses that problem, by growing plants around you. As long as you are in this incantation, plants grow in the incantation’s area. These plants can be used for any incantation that needs plants to be channeled. The plants can produce vegetables or fruit, but these wither when taken off of the plants that they came from. If you move, the plants move along with you. If a square that has plants comes out of range, these plants wither at the end of the round in which you moved. However, you may make a separate DC 5 channeling check as a free action to keep two squares filled with plants. These
47
As you concentrate, the air around you shimmers as it becomes increasingly hot. In time, the heat becomes almost unbearable for your foes, but you seem to feel fine despite the heat. When you are in this incantation, each creature in this incantation’s area except you must make a Fortitude save or take 1d4 points of nonlethal damage. Creatures wearing heavy clothing or armor of any sort take a -4 penalty on their saves. Creatures reduced to unconsciousness begin taking lethal damage (1d4 points per round). Creatures with fire resistance gain a bonus on their saving throw equal to their fire resistance. Creatures with immunity to fire damage are immune to this incantation. A creature that takes any nonlethal damage from this incantation suffers from heatstroke and is fatigued. Enhance: You can enhance this incantation in one or both of the following ways.
TOME OF CHANNELING If you increase the DC by 6, creatures who wear metal armor are treated as if the heat metal spell was cast upon them (see the Player’s Handbook). If you increase the DC by 12, the range and area increase to 1 mile. Leaf Growth Nature [Plant] Difficulty Class: 7 Channeling Time: 1 standard action Range: 30 feet Area: 30-foot emanation Duration: Aura; see text Saving Throw: None The trees around you grow thick, great leaves, obscuring the view of those around you. The trees in the area grow leaves that impose a 10% miss chance to ranged attacks which cross through a tree. (For this purpose, a normal tree is treated as having a 20-foot canopy, affecting the area with a range of 20 feet, whereas a massive tree is treated as having a 40-foot canopy.) Additionally, this incantation increases the category of forest by one for the purpose of stealth and detection (see Stealth and Detection in a Forest in the DMG). There must be trees in the area in order to successfully channel this incantation. Enhance: You can enhance this incantation in one or both of the following ways. For every 2 points by which you increase the DC, the range and area extend to an additional 15 feet. For every 2 points by which you
increase the DC, the miss chance increases by 5% (to a maximum of 30%). Lightning Nature [Electricity, Weather] Difficulty Class: 5 Channeling Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: Reflex half As you begin channeling the incantation, you hear a loud rumble overhead. You point your finger at your opponent, and he is struck by a bolt of lightning. The target is struck by lightning, dealing 1d8 points of damage (Reflex half). Enhance: You can enhance this incantation in one or both of the following ways. For every 2 points by which you increase the DC, this incantation deals 1d8 points of additional electricity damage. If you are in a windstorm (either natural or magical in nature), and if you increase the DC by 8, this incantation deals 1d10 eight-sided dice of electricity damage. Natural Aptitude Nature Difficulty Class: 5 Channeling Time: 1 standard action Range: Personal Target: You Duration: Aura You concentrate your thoughts on the wilderness, and you feel yourself becoming more adept in the ways of nature.
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When you are in this incantation, you gain an insight bonus equal to your channeler level to, Knowledge (nature), Survival, and Use Magic Device checks. You only gain this bonus on Use Magic Device checks if the magic item has a spell with the animal, plant, or weather descriptor, or from the druid spell list as one of its requirements. Purification Nature Difficulty Class: 10 Channeling Time: 1 standard action Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates (harmless) You touch your ally, and you see that what affects him, dissipates as your ally’s expression becomes one of relief. As part of this incantation, the target may make an additional saving throw against one poison or disease that affects him, using your channeler level + your channeling ability modifier instead of his Fortitude modifier. You can’t use this incantation against the same poison or disease with the same target more than once per day. Enhance: For every point by which you increase the DC, the target gains a +1 bonus on his saving throw. Rain Nature [Weather] Difficulty Class: 7 Channeling Time: 1 standard action
MENTALIS DESIGN Range: 30 ft. Area: 30-ft. spread Duration: Aura Saving Throw: None The sound of raindrops falling on the ground, closing in, fill the ears of those who are in the area. A moment later, rain begins pouring down in the area, smothering flames. Rain begins to fall down in the area, reducing visibility to onehalf, imposing a -4 penalty on Spot and Search checks. It has the same effect on flames, ranged weapons, and Listen checks as severe wind (see the DMG). Enhance: If you increase the DC by 12, the range and area increase to 1 mile. Rejuvenation Nature Difficulty Class: 7 Channeling Time: 1 standard action Range: Touch Target: One creature Duration: Aura Saving Throw: Fortitude negates (harmless) As you lay your hands on your ally, his wounds seem to slowly fade way, leaving no scars whatsoever. As a matter of fact, his skin seems to look healthier than it was, as if it was younger. Everything in the natural world heals with time. An animal’s wounds heal, the weather always soothingly calms down, and even a decimated forest can flourish again if there is still a tree standing. This incantation enhances the latent healing ability
of a natural creature. As long as you are in this incantation, the target gains fast healing 1. You must touch your target. If you don’t touch your target, the incantation immediately ends. This incantation can’t heal a creature whose current hit points exceed one-half his total hit points. For example, a creature with 42 hit points can benefit from this incantation if his current hit points are less than 21, but once he has 21 hit points, he doesn’t gain the benefit of this incantation anymore. Enhance: You can enhance this incantation in one or both of the following ways. For every 4 points by which you increase the DC, the fast healing granted by this incantation increases by 1. If you increase the DC by 4, this incantation can heal the target to up to its total hit points. Tree Growth Nature [Plant] Difficulty Class: 9 Channeling Time: 1 standard action Range: 30 feet Effect: One tree Duration: Instantaneous Saving Throw: Reflex partial; see text A huge tree begins to grow in the area you chose, reaching to the top of the canopy in a matter of seconds. Those who stand too close find themselves knocked away or caught in the tree’s many branches. This incantation causes a tree to grow in an area that you designate
49
that is within 30 feet. The tree’s trunk takes up a 5-foot square, has a height of 60 feet, and a 40-foot top diameter. If a creature is within 5 feet of the square you designate, it must make a Reflex save or be swept upwards by the rapid growth of the tree. Creatures that make the Reflex save by less than 5 are knocked prone. If a creature stands in the square in which the tree originated, it takes a -4 penalty on its Reflex save, and is pushed into a random adjacent square if it makes its saving throw. The tree can be used as part of another incantation that requires plants, but doing so makes the tree wither immediately after the incantation that used the tree ends. Enhance: You can enhance this incantation in one or both of the following ways. For every point by which you increase the DC, the Reflex save DC increases by 1. If you increase the DC by 4, creatures that fail their Reflex save fall 1d6x10 feet, and take falling damage according to the distance that they fell. Thorn Growth Nature [Plant] Difficulty Class: 11 Channeling Time: 1 standard action Range: 30 ft. Area: One 5-ft. square Duration: 1 minute/level Saving Throw: None You concentrate on a patch of plants. The vines, branches, and even the blades of grass grow thick, sharp thorns. As your enemies walk through the plants,
TOME OF CHANNELING they are cut by the thorns. The plants in the area of this incantation grow thorns. Any creature moving through the area takes 1d4 points of damage. They must also avoid stepping on the thorns. The thorns effectively make a touch attack against any creature that moves through the area with an attack bonus equal to your channeling ability modifier. If the attack succeeds, the creature’s speed decreases by 10 ft. (or one-half, whichever is lesser). This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the incantation’s save DC. The area must have plants in order to successfully channel this incantation. Enhance: You can enhance this incantation in one or both of the following ways. For every 2 points by which you increase the DC, any creature moving through the area takes an additional 1d4 points of damage. If you increase the DC by 4, the area does not have to have plants in order to successfully channel this incantation.
Undergrowth Nature [Plant] Difficulty Class: 5 Channeling Time: 1 standard action Range: 30 feet Area: One 10-foot square Duration: Instantaneous Saving Throw: None The plants in the area that you chose grow rapidly, covering every last bit of the ground in thick vines, bushes, and roots. Moving through the area seems to become a lot more difficult. The area becomes covered with light undergrowth. A space with light undergrowth costs 2 squares of movement to move into, and it provides concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. Enhance: You can enhance this incantation in one or both of the following ways. For every 2 points by which you increase the DC, this incantation affects two additional 5-foot squares. If you increase the DC by 5, the area becomes covered with heavy undergrowth. Heavy undergrowth costs 4 squares of movement to get into, and it provides a 30% miss chance (instead of the usual 20%). It increases the DC of Tumble and Move Silently checks by 5. Heavy
50
undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging in heavy undergrowth are impossible. However, you must increase the DC by 3 to affect two additional 5-foot squares with this incantation (instead of the usual 2). Windstorm Nature [Weather] Difficulty Class: 11 Channeling Time: 1 standard action Range: 30 feet Area: 30-foot spread Duration: Aura Saving Throw: Fortitude negates As the incantation is channeled, a gust of wind blows through the area. It then rushes stronger, almost blowing anything in its path down. Each creature in the area is affected by severe winds (see the DMG for more information). Enhance: You can enhance this incantation in one or both of the following ways. For every 4 points by which you increase the DC, the wind force increases by one category (see the DMG). If you increase the DC by 12, the range and area increase to 1 mile.
MENTALIS DESIGN
CHAPTER 5: PRESTIGE CLASSES a character’s channeling modifier, maximum channeling DC, and incantations known. These simply add to the character’s existing maximum channeling DC, channeling modifier, and incantations known. If you have an incantation from the Channeling Affinity feat, rather than from a class, then things work a little differently. The prestige class grants you incantations as normal. You simply add them to the incantations that you learned through the Channeling Affinity feat. You add your prestige class level to your channeler level and use your full prestige class level to determine the maximum channeling DC that you can attempt. However, your channeler level and maximum channeling DC gained through levels other than those in a prestige class that grants this progression stays the same. You channel and resolve your incantations as you would normally do.
Those who channel incantations, or even study them, will sometimes want to specialize themselves because of the universality of each of the spheres. Those who specialize often learn how to channel their incantations in ways that could otherwise never have been done, unlocking their hidden potential. However, because channeling is relatively rare in comparison to magic and psionics, those who specialize rarely come together, although there are exceptions (but these are exceedingly rare). Almost any channeler could specialize to enter a prestige class, simply because the spheres relate to so many things that it would be impossible to attempt to grasp a whole sphere. In this chapter, you can find several prestige classes which your channeler can enter, each representing a different sphere or a different way of studying incantations. Cerebrate Channeler: Skilled in both channeling and psionics, a cerebrate channeler combines the might of his mind with his bond to the mind sphere to form a wellspring of psionic power within himself. Duel Arcanist: This arcane spellcaster has studied channeling, and uses it as battle magic, even though he has no bond to a sphere except his own arcane magic. Pyromancer: An elemental channeler who has specialized into the element of fire at the cost of channeling incantations of the other elements. Silverwood Warden: A channeler of the forest, a Silverwood warden uses his incantations to fight together with the forest and strengthens his bond to nature to the point of almost being one with nature. Starcaller: A mysterious channeler of the astrology sphere, a starcaller looks to the stars, but also calls them down to the ground with tremendous power.
CHANNELERS If you have levels in the nexus character class, you retain the same method of determining your channeler level and maximum channeling DC. You use the ability score that you chose as your channeling ability score (Wisdom or Charisma) for prestige classes as well. Incantations Known: When you gain additional incantations known, these simply add to your list of incantations known of your nexus levels. You are usually restricted in the incantations that you can choose. Channeler Level: You add your full prestige class level to your nexus level for the purpose of determining your channeler level. Maximum Channeling DC: You use the following formula to calculate your maximum channeling DC: Your channeling ability modifier + 1.5 x (your nexus level + your prestige class level). Channeling Affinity: If you have gained your incantations through the Channeling Affinity feat, you use your other levels and prestige class levels
ADVANCING CHANNELING PROGRESSION
Most of the prestige classes presented in this chapter offer some amount of continuing progression to
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TOME OF CHANNELING the collective subconscious of the mind sphere, and with that knowledge, he can attune his mind to the mind sphere, granting him mastery over his incantations and his powers. An advanced cerebral incarnate is almost one with the collective subconscious.
differently to determine your channeler level and maximum channeling DC. You use the ability score that you used to fulfill the ability score prerequisite of the Channeling Affinity feat as your channeling ability score. Incantations Known: When you gain additional incantations known, these simply add to your list of incantations known through the Channeling Affinity feat, as if you gained that feat additional times. You are usually restricted in the incantations that you can choose. Channeler Level: You add your full prestige class level to your levels in other classes for the purpose of determining your channeler level. Therefore, you add your full prestige class level + one-half your other levels + your channeling ability modifier to your channeling checks. Maximum Channeling DC: You use the following formula to calculate your maximum channeling DC: Your channeling ability modifier + 0,75 x your other class levels + 1.5 x your prestige class level.
BECOMING A CEREBRAL INCARNATE
This prestige class is available only to those who have at least moderately studied both psionics and channeling. A cerebral incarnate is likely to be a psion and a nexus, although wilders and nexuses aren’t uncommon cerebral incarnates either. A rare few psychic warriors enter this prestige class, although they gain considerably less from the incantations of the mind sphere. Some psionic characters do not have levels in the nexus character class; these cerebral incarnates have studied channeling by taking the Channeling Affinity feat four times. ENTRY REQUIREMENTS To qualify to become a cerebral incarnate, a character must fulfill all of the following requirements. Skills: Knowledge (arcana) 8 ranks, Knowledge (psionics) 8 ranks. Incantations: Must know four incantations of the mind sphere. Powers: Must know four powers of the telepathy discipline.
CEREBRAL INCARNATE
“Our thoughts may be different, but our minds are the same.” - Sernduk, cerebral incarnate A cerebral incarnate can channel incantations of the mind sphere and manifest powers of its own mind. However, he knows that its own mind is a part of TABLE 5-1: THE CEREBRAL INCARNATE
HD: d4
Base Attack Bonus
Fort Save
Ref Save
Will Save
Incantations Known
1st
+0
+0
+0
+2
1
+1 level of existing manifesting class
2nd
+1
+0
+0
+3
1
+1 level of existing manifesting class
3rd
+1
+1
+1
+3
1
+1 level of existing manifesting class
4th
+2
+1
+1
+4
1
+1 level of existing manifesting class
5th
+2
+1
+1
+4
2
+1 level of existing manifesting class
6th
+3
+2
+2
+5
2
+1 level of existing manifesting class
7th
+3
+2
+2
+5
2
+1 level of existing manifesting class
8th
+4
+2
+2
+6
2
+1 level of existing manifesting class
9th
+4
+3
+3
+6
3
+1 level of existing manifesting class
10th
+5
+3
+3
+7
3
+1 level of existing manifesting class
Level
Powers Known
Class Skills (4 + Int modifier): Concentration, Knowledge (arcana), Knowledge (psionics), Listen, Psicraft, Spellcraft, Spot, Use Magic Device, Use Psionic Device.
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MENTALIS DESIGN Swords and spells may attack an opponent’s body CLASS FEATURES and kill him with time, but attacking the mind is As a cerebral incarnate, you primarily advance so much more effective. You judge other people your psionics and channeling to the exclusion of not by their appearance, but by their mind, as that most other things. Because of your focused study, is what is most important to you. Because of your you can progress your powers and incantations at mental prowess, you may also be able to look into the same time. the minds of others in a more mundane way. You Weapon and Armor Proficiency: Cerebral may know what someone else may be thinking just incarnates gain no proficiency with any weapon or by looking at him. armor. Combat: As a cerebral incarnate, your place Incantations Known: At every odd-numbered on the battlefield is where you can channel your level, you may learn an additional incantation. incantations and manifest your powers. However, However, these incantations must be of the when you can do so, you are a powerful addition mind sphere. You must be able to to any party. You can attack the minds of your channel the incantation’s DC to opponents with your own mind. You learn it. may, however, have some tricks Powers Known: At every up your sleeve to bring level indicated on Table 5an opponent out 1: The Cerebral Incarnate, of the fight or you gain additional power even to fight points per day and access for you. to new powers as if you had At low levels, also gained a level in whatever your combination of manifesting class you belonged to powers and incantations may before you added the prestige class. feel somewhat unwieldy, especially as You do not, however, gain any other you could master psionics by sacrificing benefit a character of that class would your channeling prowess or the other have gained (bonus feats, metapsionic way around. However, as you progress or item creation feats, psicrystal special as a cerebral incarnate, your combinaabilities, and so on). This essentially tion will pay off as you become adept means that you add the level of at manifesting powers and channeling cerebrate incarnate to the level of incantations alike. whatever manifesting class you have, Advancement: Most cerebral then determines power points per day, incarnates advance on their own, powers known, and manifester level attuning themselves to the collective accordingly. subconscious and their own mind If you had more than one manifesting as they walk along the path of the class before you became a cerebral incarnate, you must decide to which A cerebral incarnate blends cerebral incarnate. Wilders who class you add the new level of incantations and psionic power become cerebral incarnates often follow this path, and so do nexuses cerebrate incarnate for the purpose of who have a deep and innate bond to the mind determining power points per day, powers known, sphere. Psions are less common as self-taught and manifester level. cerebral incarnates, and they form the majority of cerebral incarnates who study tomes of channeling PLAYING A CEREBRAL INCARNATE lore that others have written before them. You have a deep bond to the mind, both the There are also a rare few groups of cerebral mind of every living being in the multiverse and incarnates. These groups, called mind orbs, often your own, thanks to your incantations and powers. gather at psionic locations. There, they come When you are fighting an opponent, you know that together to collectively find ways to better attune attacking his mind is the way to incapacitate him.
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TOME OF CHANNELING mental prowess is great, but it is unlikely that you would recognize another as a cerebral incarnate. Those who are in a mind orb, however, are more organized. However, these cerebral incarnates are still a loose-knit group. They are usually loyal to one another, but have no binding ties or vows to each other. Regardless, the mind orbs are relatively small. Usually, there are no more than 5 to 6 members in a mind orb. A mind orb may look for members to join its ranks, openly allowing everyone with the mental prowess to become a cerebral incarnate to learn in their ranks, while others may jealously guard their knowledge, assaulting the minds of anyone who has the potential to become a cerebral incarnate.
themselves to the collective subconscious by treating the group as a small, but independently functioning part of the mind sphere, attempting to draw their channeling from the mind orb. Because you have sacrificed some specialization to become a cerebral incarnate, you may do well to take feats that enhance your psionic and channeling abilities, such as Enhanced Channeling. Resources: Self-taught cerebral incarnates usually have no more resources to depend on than other characters, and those who study the lore of psionics and channeling alike may find that the libraries in which he studies will aid him when they can. However, those cerebral incarnates who have joined a mind orb can often depend on the fellow members of their mind orb to help them when they need it the most. If you have joined a mind orb, you could call upon the knowledge or skills of the other members, and they may, in turn, call upon you to help them when they need it. Usually, newer cerebral incarnates will depend on the aid of more experienced cerebral incarnates to help them.
NPC Reactions In most campaigns, psionics will be better known than channeling magic, and you may be mistakenly identified as a manifester because of that. However, those who are familiar with psionics may be surprised at how you can ‘manifest your powers’ so often. Most people are indifferent to you, although those who favor or disfavor psionics may judge you as if you were a psionic character yourself. If channeling magic is more common in your campaign, then there is a possibility, although it is still small, that you may be identified as a channeler rather than a psion.
CEREBRAL INCARNATES IN THE WORLD
“Just when I thought he had exhausted his psyche, he somehow manifested another power, and then another… was it even psionics?” - Artram, shaper Cerebral incarnates can fill many roles in your campaign. They may be mind-readers who use their mental prowess to fulfill their needs and goals, or they may be infiltrators of the minds of others, taking what others know and can do and use it for themselves. Those cerebral incarnates who are in a mind orb may be a secretive cabal that seeks to master the magic of the mind and the collective subconscious. Regardless of what role they fulfill, they can only exist where both mind magic and channeling magic can be wielded. Because of this, they also tend to blur the line between psionics and channeling magic.
CEREBRAL INCARNATE LORE
Characters with ranks in Knowledge (psionics) can research cerebral incarnates to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs. DC 10: Cerebral incarnates can wield mind magic as often as they want, and blend two styles of that kind of magic. DC 15: Cerebral incarnates combine channeling magic with psionics, and they usually do this by attuning their own mind to the collective subconscious of the mind sphere. DC 20: Some cerebral incarnates come together in so-called mind orbs, that use the minds of its members as a tiny mind sphere. Characters who want to research cerebral incarnates will usually find the most information when dealing with people who are affiliated to
Organization The majority of cerebral incarnates are either selftaught or have studied the art of channeling independently. Such characters may not even know that there are other channelers like them. If you meet another cerebral incarnate, you may sense that his
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MENTALIS DESIGN a mind sphere or when researching in the same libraries where psion cerebral incarnates usually study.
orb wasn’t aware of their unintended spectator, but have since found out, and want to kill Mehrdad. If the PCs are affiliated to the mind orb, they may want to take on the xeph themselves, but Mehrdad may also call upon the PCs to protect them from the mind orb.
CEREBRAL INCARNATES IN THE GAME
If one of your players decides to be a cerebral incarnate, you will have the ability to use both psionics and channeling magic, because at least one character in the party can handle both. Maybe the character became a cerebral incarnate in a mind orb, or wanted by one because she became one on his or her own. The character may also be a diplomat between those who channel incantations and those who manifest powers, blurring the line between the two worlds by letting them see the similarities between the telepathy discipline and the mind sphere. If a player decides to become a member of a mind orb, you may have some interesting roleplaying hooks to set up in that organization. A mind orb member may call upon the character to aid him, or the mind orb as a whole may be threatened by an outside, or inside, force, for example.
Mehrdad Feroz CR 8 Xeph telepath 6/cerebral incarnate 2 CN Medium humanoid (psionic) Init +2; Senses low-light vision; Spot +2, Listen +2 Languages Common, Draconic, Elven, Sylvan, Xeph AC 12, touch 12, flat-footed 10 hp 29 (8 HD) Fort +3, Ref +4, Will +10 Speed 30 ft. (6 squares); burst Melee shortspear +3 (1d6-1) Ranged light crossbow +6 (1d8/19-20/x2) Base Atk +4; Grp +3 Incantations Known (channeling +7, maximum DC 9, 2/round): Confuse (DC 5), incite fear (DC 5), sense identity (DC 5), skill leech (DC 5), temptation (DC 7) Powers Known (ML 8th, 70 power points): 4th – psionic dominate, schism, telekinetic maneuver, thieving mindlink 3rd – body adjustment, false sensory input, mind trap, psionic blast 2nd – aversion, brain lock, psionic suggestion, read thoughts 1st – empathy, mind thrust, psionic charm, sense link, skate
Adaptation Cerebral incarnates needn’t be psionic channelers. There may be spellcasters who seek to blend the magic of the mind with the mind sphere. Such characters instead need to know four spells of the enchantment school, and gain a caster level and the associated benefits each time they gain an additional cerebral incarnate level. These cerebral incarnates may call themselves cerebral arcanists instead, to differentiate themselves from their psionic kin. Sample Encounter The PCs may encounter a cerebral incarnate wherever the power of the mind is especially strong, such as in psionic locations. Other cerebral incarnates may live in exile, attuning themselves to the collective subconscious while being away from civilization. EL 8: Mehrdad Feroz is a wandering cerebral incarnate. He travels across the lands, like most xephs do, searching for psionic and channeling secrets that he can use to attune himself further to the collective subconscious. Recently, he found a mind orb that he studied from a distance. The mind
Abilities Str 9, Dex 14, Con 12, Int 17, Wis 15, Cha 10 Feats Channeling Affinity (x4) (confuse, incite fear, sense identity, skill leech)*, Extend Power Skills Concentration +12, Gather Information +11, Knowledge (arcana) +14, Knowledge (psionics) +14, Sense Motive +13 Possessions cognizance crystal (5 power points), stable essence shard (+2, charged)
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TOME OF CHANNELING DUEL ARCANIST
ENTRY REQUIREMENTS To qualify to become a duel arcanist, a character must fulfill all of the following requirements. Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks. Feats: Arcane Bolt*, Arcane Ward*. Special: Arcane caster level 5th. Special: Must have studied under a duel arcanist for at least one level.
“Only those who can wield magic when they want can survive in the arena.” - Silverspell, duel arcanist of the Dawn Arena The greatest weakness of arcane magic is that a spellcaster can only cast so many spells in a day before he loses his ability to wield magic. While a cautious arcane spellcaster can minimize the chances of that happening, it can happen at any time. A duel arcanist has studied channeling and knows that the ability to channel incantations whenever he wants is an ideal solution to this problem. However, a duel arcanist doesn’t devote himself to a sphere; instead, he learns how to channel incantations from arcane magic as a pseudo-sphere.
CLASS FEATURES All of the following are class features of the duel arcanist. Weapon and Armor Proficiency: Duel arcanists gain no proficiency with any weapon or armor. Arcane Channeling: As you become more familiar with the intricacies of channeling incantations, you see the similarities between incantations and spells. For every duel arcanist level you have, you may treat one arcane caster level as a full channeler level for the purpose of determining your channeling modifier and your maximum channeling DC. For example, a sorcerer 7/duel arcanist 3 treats 3 of his sorcerer levels as full channeler levels. Therefore, he has a channeling modifier of 8 + his channeling ability modifier, and his maximum channeling DC is 12 + his channeling ability modifier. Improved Arcane Bolt: Upon becoming a duel arcanist, you already delve into battle magic. You may affect an additional target with your Arcane
BECOMING A DUEL ARCANIST
Because any arcane spellcaster can become a duel arcanist, you can find many different spellcasters among the duel arcanists. Wizards are the most common duel arcanists, because the study required to enter this prestige class suits them well, and they can make up for their low number of spells per day with the nearly infinite incantations at their disposal. Sorcerers, however, are the second most common duel arcanists, and bards are relatively rare. However, anyone who wants to become a duel arcanist must also be able to channel arcane bolts and wards, which does require two feats.
TABLE 5-2: THE DUEL ARCANIST
HD: d4
Base Attack Bonus
Fort Save
Ref Save
Will Save
1st
+0
+0
+0
+2
Arcane channeling, improved arcane bolt (2 targets)
2nd
+1
+0
+0
+3
Improved arcane ward
3rd
+1
+1
+1
+3
Improved arcane bolt (3 targets)
4th
+2
+1
+1
+4
Counter incantation
5th
+2
+1
+1
+4
Improved arcane bolt (4 targets)
6th
+3
+2
+2
+5
Spell channeling
7th
+3
+2
+2
+5
Improved arcane bolt (5 targets)
8th
+4
+2
+2
+6
Counter incantation (immediate action 1/encounter)
9th
+4
+3
+3
+6
Improved arcane bolt (6 targets)
10th
+5
+3
+3
+7
Channel resistance
Level
Special
Class Skills (2 + Int modifier): Concentration, Knowledge (arcana), Listen, Spellcraft, Spot, Use Magic Device.
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MENTALIS DESIGN incantations to a certain degree. A channeler’s Bolt feat. This doesn’t increase the DC of the channeling check must exceed your spell resistance Arcane Bolt feat. At every odd-numbered level, to affect you with his incantations. This class feature you may affect one additional target with your Arcane Bolt feat. is treated as an incantation with a duration of aura. Improved Arcane Ward: Beginning at 2nd level, you can change your arcane ward to protect PLAYING A DUEL ARCANIST you from extraordinary and magical attacks, instead A duel arcanist approaches the archetype of the batof mere blows. You may gain a resistance bonus to tle mage; a spellcaster who can attack his opponents your saving throws instead of the armor bonus to and defend himself at will, with a few spells up his AC. You must choose which benefit to gain when or her sleeve. Because you can channel arcane inyou channel the Arcane Ward feat. cantations, you needn’t worry about running out of Counter Incantation (Su): At 4th level, you spells when you need them the most, as you can learn how to counter an incantation, just like always channel an arcane bolt to attack your you can already counter a spell. To use this opponents. You can draw upon arcane magic class feature, you must ready a standard in ways that few others can, but you are all action to use this class feature whenever too eager to show your battle magic to your your target channels an incantation. If opponents, battling them with an arcane he channels an incantation, you may endurance that only warriors can rimake a channeler check opposed val. You might look down upon by his channeler check. If you beat spellcasters who must rely on their your opponent’s channeler check, spells for the day when they fight, the incantation is negated. If your knowing that they will eventually opponent beats your channeler face a situation where their spells check, the incantation is are depleted and the need is dire. resolved as usual. Starting at 8th level, you Combat may use this class feature As a duel arcanist, you are rather as an immediate action frail, so you do best to stay beonce per encounter. hind the defenses of the warriors Spell Channeling (Su): in your party. However, because At 6th level, you learn you can channel an arcane ward how to use the arcane energy to defend yourself against your of your spells to enhance your enemies’ melee attacks, you can incantations. You may sacrifice a also survive in the thick of battle, spell as a free action to gain twice the but you won’t survive long. You spell’s level as a bonus to your next can, however, always blast your opchanneling check. Your maximum ponents with blasts of arcane energy, channeling DC for that incantation and you can do this as often as you A duel arcanist learns to channel want. also increases by that number. Channel Resistance (Su): arcane magic in a way similar to As you become more experienced incantations At 10th level, your insight into in the channeling of arcane magic, spells and incantations has become so great, that you learn how to blend arcane magic and channeling you know how to channel an abjuring ward that magic into an effective combination. You learn to blocks some spells and incantations. You may make see the differences and similarities between the two a DC 20 channeling check as a standard action. If kinds of magic, and because of this, you can use the check succeeds, you gain spell resistance 15. techniques from one type of magic in the other. For every 3 points by which you increase the DC, the spell resistance increases by 2. Advancement However, this spell resistance also affects Most, if not all, duel arcanists, were trained in
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TOME OF CHANNELING ago, when the evoker Theris studied the magic of channeling incantations, and attempted to channel arcane magic. His attempts failed when he wanted to channel magic from one of the traditional spheres, but he had an epiphany when he channeled an incantation through the ambient energy from which arcane magic is drawn. He then enhanced the technique, developing a battle magic that no one before him had ever wielded. The school welcomes all aspiring students, but they must be experienced arcane spellcasters; otherwise, it is simply impossible to channel arcane magic. The masters of the school do not discriminate between races and alignments, and are willing to teach anyone who wants to learn the way of the duel arcanist. There are several Schools of Silver Twilight in different large cities, but they are all affiliated to one another, and each school has its own arena. This means that you can usually find a place to study or practice with relative ease. However, the school requires you to do battle in the arena at least once a month. Failure to adhere to this rule may result in you being expelled from the duel arcanists until you prove yourself to be a worthy battle mage.
the School of Arcane Dueling, also known as the School of Silver Twilight, or a teacher emeritus of the school. Those who weren’t often gained the knowledge in the black market or by those who have betrayed the School of Arcane Dueling. Training to become a duel arcanist is harsh and requires a lot of effort on both the master’s side and the student’s. Usually, duel arcanists stay with the School of Silver Twilight, or return to it, when they want to improve their arcane channeling. Some duel arcanists, however, know enough of arcane channeling to progress in the style on their own. When taking feats, consider those that improve your channeling or spellcasting. Resources You can always rely upon the School of Silver Twilight to aid you when you need help, although the friendly rivalries between most duel arcanists prevent them from calling upon one another in battle. In places where the School of Silver Twilight is well-known, especially in places where there are arenas that support arcane duels, you are welcomed, although most people will expect you to do battle in the arena for their hospitality. In the arena, but outside of combat, you might be asked by younger duel arcanists for help in their training.
NPC Reactions In places where there are arenas of the Silver Twilight where you have fought, you are likely to be recognized by the local populace. If you have fought in an arena and won, most people are friendly and maybe even helpful towards you; if you have lost, however, people tend to be unfriendly against you. Fellow duel arcanists are rarely hostile against you; you may have a rivalry, but you earn one another’s grudging respect just because of the battle magic that you both wield.
DUEL ARCANISTS IN THE WORLD
“You should’ve seen the blasts he lobbed! Worth every copper piece I paid for that seat.” - Spectator about a duel arcanist in the arena Duel arcanists are usually found within the arenas of the Silver Twilight, although the best and worst of people are among their ranks. Regardless of who they are, however, most duel arcanists are highly skilled battle mages, capable of holding their own in the arena against both melee combatant and fellow duel arcanists. Because of their flashy magic style, duel arcanists are usually viewed with a sense of admiration or awe by the crowds that they impress.
DUEL ARCANIST LORE
Characters with the Knowledge (local) or Gather Information skill can research duel arcanists and the School of Silver Twilight to learn more about them. When a character makes a skill check, read or paraphrase the following information, including the information from lower DCs. DC 10: There’s a group of mages called duel arcanists who practice battle magic in arenas. They tend to be flashy; maybe that’s why their school is named Silver Twilight.
Organization The School of Arcane Dueling, also known as the School of Silver Twilight, is the origin of most duel arcanists. The school dates back to a few centuries
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MENTALIS DESIGN DC 15: The reason of the duel arcanists’ success is their ability to cast spells at will in the same way as channelers channel their incantations. DC 20: Duel arcanists can ‘cast spells’ at will because they channel arcane magic; in effect, their arcane magic is a kind of sphere to them. DC 25: Characters who achieve this level of success can learn important details about a specific duel arcanist in your campaign, including his achievements in the arena, which arenas he frequents, and his standing among the duel arcanists.
forward who will fight for them, and even then, he will only grudgingly accept the offer. Silverspell CR 11 Human sorcerer 5/duel arcanist 6 N Medium humanoid Init +6; Senses low-light vision; Spot +1, Listen +1 Languages Common AC 15, touch 12, flat-footed 13; Arcane Ward (+3 armor, +2 Dex) hp 40 (11 HD) Fort +6, Ref +7, Will +12; improved arcane ward
DUEL ARCANISTS IN THE GAME
Anytime when the PCs would do something that relates to an arena of the Silver Twilight, they may encounter a duel arcanist. If an arcane spellcaster enters the arena, the chances are great that he will face a duel arcanist, although some of the more flamboyant duel arcanists are willing to face off with any opponent. For PC duel arcanists, the fame and glory of being a battle mage may be attractive, and the School of Arcane Dueling can play several roles in the campaign. Regardless of the character’s ability, he will always be able to fight if he wants it; it is expected from him, after all.
Speed 30 ft. (6 squares) Melee shortspear +5 (1d6) Ranged light crossbow +7 (1d8/19-20/x2) Base Atk +5; Grp +5 Special Attacks Arcane Bolt, improved arcane bolt Spells Known (CL 5th, DC 15 + spell level): 2nd (5/day) – eagle’s splendor, web 1st (8/day) – charm person, burning hands, endure elements, summon monster I 0 (6/day) – arcane mark, detect magic, ghost sound, mage hand, light, prestidigitation, resistance
Adaptation Duel arcanists fit in easily into a campaign where gladiatorial arenas are common, and campaigns where mages often do battle with each other. Perhaps the duel arcanists are not a school in and of themselves, but belong to a larger school of battle magic instead.
Abilities Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 20 Feats Arcane Bolt*, Arcane Ward*, Eschew Materials, Improved Initiative, Spell Focus (evocation) Skills Concentration +6, Knowledge (arcana) +8, Spellcraft +8, Use Magic Device +10 Possessions bracers of armor +3, cloak of resistance +2
Sample Encounter An encounter with a duel arcanist is as easy as finding an arena of the Silver Twilight, and sometimes even easier when the PCs have proven themselves to be worthy combatants in an arena of the Silver Twilight. EL 11: Silverspell is a fairly renowned duel arcanist in the area, and has a knack for flair and flamboyance that the crowd finds especially attractive. He has learned of the PCs from someone they have aided, and decides to test his prowess against them. It will be fairly difficult to discourage him to not fight with the PCs, unless they put someone else
PYROMANCER
“Grace is the dancing of a flame.” - Ashren Flamehand, pyromancer Four are the elements: air, earth, water, and fire. Each of these elements can be found anywhere, and each has its own traits. Fire is the most destructive of the four elements, and a pyromancer has chosen to specialize himself in this element. A pyromancer knows how to channel the element of fire with such mastery that he can wield fire
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TOME OF CHANNELING CLASS FEATURES The class allows you to continue your pursuit of channeling the elements, but your specialization pays off as you gain additional powers over the element of fire. Weapon and Armor Proficiency: Pyromancers gain no proficiency with any weapon or armor. Incantations Known: At every other oddnumbered level, you may learn an additional incantation. However, these incantations must be of the elements sphere and must have the fire descriptor. You must be able to channel the incantation’s DC to learn it. Endure Heat (Ex): You feel at home where it would be too hot for others. You are immune to nonlethal damage from hot environments. In addition, you gain a +4 bonus on saving throws against other effects with the fire descriptor or that deal fire damage (such as a red dragon’s breath weapon or a fireball spell). Fire Empathy (Ex): You can use body language, vocalization, and demeanor to improve the attitude of fire creatures. This ability functions like wild empathy, except that a pyromancer can only influence elementals and outsiders with the fire subtype (see the druid class feature in the Player’s Handbook). Aura of Heat (Su): Starting at 2nd level, your bond with the element of fire is so close that you radiate an aura of heat. The temperature within your aura of heat exceeds the normal temperature
magic that no one else can control.
BECOMING A PYROMANCER
While anyone can become a pyromancer with enough dedication the channeling the elements, and especially the element of fire, nexuses are the most common pyromancers. However, the nexus also has the most exclusive path to becoming a pyromancer, having to give up more than three quarters of the incantations that he can know. Other characters face less difficulties when they want to become a pyromancer, as there is more choice for them. Learning how to speak Ignan can be achieved by any character, and there are many ways to come in friendly contact with a fire elemental. ENTRY REQUIREMENTS To qualify to become a pyromancer, a character must fulfill all of the following requirements. Skills: Knowledge (arcana) 4 ranks, Knowledge (the planes) 8 ranks. Incantations: Must know three incantations of the elements sphere. Language: Ignan. Special: May not know more spells, powers, incantations or other effect with the air, earth, or water descriptors than you know fire spells, powers, incantations, and other effects. Special: Must have made friendly contact with a fire elemental. TABLE 5-3: THE PYROMANCER
HD: d6
Base Attack Bonus
Fort Save
Ref Save
Will Save
Incantations Known
1st
+0
+0
+0
+2
1
Endure heat, fire empathy
2nd
+1
+0
+0
+3
1
Aura of heat 20
3rd
+1
+1
+1
+3
1
Incinerate 10
4th
+2
+1
+1
+4
1
Flame ward (saving throws)
5th
+2
+1
+1
+4
2
Aura of heat 40
6th
+3
+2
+2
+5
2
Incinerate 20
7th
+3
+2
+2
+5
2
Flame ward (cold resistance)
8th
+4
+2
+2
+6
2
Aura of heat 60
9th
+4
+3
+3
+6
3
Incinerate 30
10th
+5
+3
+3
+7
3
Fire gate, fire subtype
Level
Special
Class Skills (4 + Int modifier): Concentration, Intimidate, Knowledge (arcana), Knowledge (psionics), Knowledge (the planes), Listen, Spot, Use Magic Device, Use Psionic Device.
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MENTALIS DESIGN ally cold resistance 5. For every 3 points by which you increase the DC, this cold resistance increases by 5. This cold resistance lasts for 1 round. Fire Gate (Sp): Beginning at 10th level, you can manifest your bond to the Elemental Plane of Fire as a gate to that plane, as the spell (see the Player’s Handbook). However, the gate may only be used for planar travel, and persists for a number of rounds equal to your pyromancer level or until you dismiss it (whichever comes sooner). You can use this ability at will. Fire Subtype: At 10th level, your bond to the Elemental Plane of Fire has been fulfilled, and you become a creature of fire. You gain the fire subtype.
by up to 20 degrees Fahrenheit. The maximum temperature increases by 20 degrees at every three levels after 2nd (5th and 8th). The area of the aura of heat is a 30-foot emanation centered on you. You control the exact temperature within your aura of heat, but the temperature must exceed the normal temperature by 10 degrees or the aura ceases to function. Creatures within your aura of heat are subject to heat hazards if the temperature is high enough (see Heat Dangers in the DMG). This ability functions while you are conscious, but not if he is unconscious or dead. You can suppress and resume this aura as a free action. You gain a +1 circumstance bonus on Bluff, Diplomacy, and fire empathy checks for every 10 degrees the temperature within your aura of heat exceeds the normal temperature when you use these skills against creatures with the fire subtype. However, you suffer that number as a penalty on Bluff and Diplomacy checks when he uses them against creatures with the water subtype. A creature must be within your aura of heat in order to be affected by this ability. Incinerate (Ex): At 3rd level, you learn how to sear even creatures that are resistant to fire with your flaming attacks. Your incantations ignore the first 10 points of fire resistance. For example, if you deal 16 points of fire damage to a creature with fire resistance 10, you deal 6 points of fire damage to that creature. At 6th level and again at 9th level, this class feature improves. At these levels, your incantations ignore an additional 10 points of fire resistance, for a total of 20 points of fire resistance at 6th level and 30 points of fire damage at 9th level. Flame Ward (Su): Starting at 4th level, you can channel an incantation of flames to protect yourself or an ally against cold or water magic. You may make a DC 9 channeling check as an immediate action. If the check succeeds, you may grant yourself or an ally a +1 bonus to saving throws against effects with the cold or water descriptor. This bonus stacks with your endure heat class feature if you use it on yourself. For every 3 points by which you increase the DC, you may increase the bonus by 1. The bonus lasts for 1 round. At 7th level, you may make a DC 11 channeling check as an immediate action to grant yourself or an
PLAYING A PYROMANCER
Like a flame, you may be unpredictable and filled with wanderlust, but your chaos may have a pattern behind it, just like a fire. Fire always burns the weakest flammable objects before growing strong enough to burn other objects. You could employ a strategy that is similar to that, and if you have areabased fire incantations, you can often execute this strategy with uncanny effectiveness and efficiency. As you bond yourself with the element of fire, you tend to wear objects and clothes that resemble flames. For example, you may wear a gold and red cloak that billows like a burning flame. As a pyromancer, you have chosen to forsake three of the elements that you could wield, which always provokes an opinion from other elemental channelers. Some may harbor a sense of awe for your specialization and amazing fire magic, while others may even pity you because of your lack of versatility. Combat You fight primarily with fire magic, which offers you a few choices in combat. If you are in a flammable area, you may choose to burn your opponents’ surroundings to make it more difficult for them, or you could swipe away several weak creatures with one or two incredible area attacks, or you could choose to bring the fire to them, immolating yourself or sending fire elementals to attack them. Regardless of your tactics, your fights never last long, as you can quickly burn most opponents to ashes.
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TOME OF CHANNELING PYROMANCERS IN THE WORLD
As you become more experienced with channeling the element of fire, you learn how to defend yourself and others from fire, while bonding closer with the flames. Because of this, fire creatures pose no threat to you, and even resistance to fire does not deter you; as you gain more experience, you learn how to burn straight through the defenses of creatures that are resistant to the flames.
“The wrath of a volcano, the unpredictability of a wildfire, the heat of the summer sun; pyromancers are truly the epitome of fire.” - Assentadrixos, young red dragon Wherever there is smoke, there is fire; wherever there is fire, there might be a pyromancer. These fire mages represent one of the purest forms of fire magic a mortal could ever hope to wield. They are specialized channelers who have given up the ability to wield the magic of the other three elements for the pure pursuit of fire magic. Organization: Every great fire is only one, and so it is with pyromancers. The pyromancers do not come together, even if they seek out one another. Usually, pyromancers know that there are others, but rarely know of the specific whereabouts of other pyromancers. NPC Reactions: Usually, people treat you like any other spellcaster, manifester, or channeler, but people may be impressed by your awe-inspiring fire magic. Also, because of your aura of heat, fire elementals are influenced to be friendlier towards you than they usually are.
Advancement Only a rare few pyromancers are taught by a mentor, and eventually, all pyromancers must learn how to bond themselves to the element of fire on their own. Some see it like this because they know that the shifting nature of the flame is interpreted differently by each pyromancer, and therefore, each pyromancer must follow his own path to the Elemental Plane of Fire. When taking feats, consider feats that improve your channeling, especially feats such as Enhanced Channeling or Surging Incantation; the risky nature of channeling the element of fire can be perfectly represented by the ability to channel more difficult incantations at a greater risk.
Resources Because the pyromancers are not an organized group—it would be impossible to organize the unpredictable nature of fire and those who wield its magic—you can rarely call upon the aid of other pyromancers. Other A pyromancer wields fire for people who wield fire magic or specialize in offense and defense PYROMANCER LORE it may recognize you as a powerful fire mage, Characters with the Knowledge however, and aid you if the need is there. Of (arcana) or Knowledge (the planes) can research course, because of your aura of heat, you can usupyromancers to learn more about them. When a ally depend on fire creatures to aid you when the character makes a skill check, read or paraphrase need is there. the following information, including the information from lower DCs.
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MENTALIS DESIGN DC 10: Pyromancers are fire mages who can’t wield magic of other elements. DC 15: Pyromancers can channel incantations of the elemental sphere and attune themselves to the element of fire, gaining more fire magic as they become more experienced. DC 20: Pyromancers learn how to befriend fire elementals and can emanate an unbearable aura of heat. DC 25: Experienced pyromancers can ignore resistance to fire and bestow a ward against fire magic. The best pyromancers can open a gate to the elemental plane of fire and become creatures of fire themselves.
mancer who wanders the world to become more powerful and to spread his flames across the world. If the PCs look powerful, he will attempt to attack them head-on with a powerful fire incantation. Ashren Flamehand CR 9 Human nexus 5/pyromancer 4 NE Medium humanoid Init +1; Senses Spot +12, Listen +11 Languages Common, Ignan AC 11, touch 11, flat-footed 10 (+1 Dex) hp 42 (9 HD) Fort +4, Ref +5, Will +12; endure heat, sphere resistance +1
PYROMANCERS IN THE GAME
Pyromancers are the epitome of the element of fire. If your campaign features lots of elemental magic and elementals, then a pyromancer will fit in easily. Even a setting where the elements are less invoked as magic, the pyromancer may be a specialized fire mage with almost unique capabilities. Regardless, a pyromancer can serve as both a powerful ally and a wrathful foe.
Speed 30 ft. (6 squares) Melee spear +5 (1d8+1/x3) Ranged sling +5 (1d4+1/x2) Base Atk +4; Grp +5 Combat Options flame ward, incinerate 10 Special Actions fire empathy +4, magic touch +2, soul opening
Adaptation You can adapt the pyromancer to suit one of the other three elements; air, earth, and water, which would respectively become aeromancers, terramancers, and aquamancers. To change the pyromancer to suit one of the other elements, simply change the fire-based prerequisites and abilities to the appropriate element. Fire empathy, fire gate, and fire subtype are all relatively easy to adapt, although the other abilities might be a bit more difficult to adapt. For example, aeromancers could gain the ability to treat creatures as one size category smaller for the purpose of their incantations when a pyromancer would gain the incinerate class feature.
Incantations Known (channeling +13, maximum DC 21, 4/round): Ball of fire (DC 9), cone of fire (DC 9), conjure flame (DC 3), fire resistance (DC 5), immolation (DC 9), line of fire (DC 9)
Sample Encounter Pyromancers are usually filled with wanderlust, which means that you can usually find them anywhere. Sometimes, pyromancers settle down for a short while to study an especially powerful manifestation of fire, such as an active volcano or a temporary gate to Elemental Plane of Fire. EL 9: Ashren Flamehand is a foul-tempered pyro-
SILVERWOOD WARDEN
Abilities Str 12, Dex 13, Con 14, Int 10, Wis 19, Cha 11 SQ aura of heat, magic sensitivity Feats Concentrated Recovery, Empower Incantation, Enhanced Channeling (x2), Lightning Reflexes Skills Knowledge (arcana) +6, Knowledge (the planes) +12, Listen +11, Spellcraft +12, Spot +8, Use Magic Device +12
“Tread upon this sylvan land, and perish, aberration!” - Anshella the Immovable, Silverwood warden The forest of Silverwood is one of the largest forests in its surroundings. Many people live in the forest, but some of them defend the forest from outsid-
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TOME OF CHANNELING wardens gain no proficiency with any weapon or armor. Incantations Known: At every other oddnumbered level, you may learn an additional incantation. However, these incantations must be of the nature sphere. You must be able to channel the incantation’s DC to learn it. Wild Empathy (Ex): You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. You roll 1d20 and add your channeler level and your Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, you and the animal must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check. Aura of Nature (Su): Upon becoming a Silverwood warden, you emanate an aura of nature that strengthens the wilderness and marks you as an ally of nature. Animals, fey, and plants have a starting attitude that is one step better than usual towards you. The area of the aura of nature is a 30foot emanation centered on you.
ers or take care of the forest in more subtle ways. There are arcanists and outriders who defend the Silverwood, but there are some who draw upon the ambient energy of the forest to defend it and take care of it by channeling its magic. These people are called the Silverwood wardens.
BECOMING A SILVERWOOD WARDEN
To become a Silverwood warden, a character must have studied nature closely, in addition to being able to channel the magic of the nature sphere. Most Silverwood wardens are druids and nexuses and often both. Druids often find the knowledge of nature to come more easily to them. ENTRY REQUIREMENTS To qualify to become a silverwood warden, a character must fulfill all of the following requirements. Skills: Handle Animal 4 ranks, Knowledge (nature) 8 ranks, Survival 4 ranks. Incantations: Must know five incantations of the nature sphere. Incantations: Must know at least one incantation with the animal and plant descriptor. CLASS FEATURES As a Silverwood warden, you learn how to channel the magic of the forest, gaining not only mastery over the nature sphere, but magic drawn from the ambient magic of the forest. Weapon and Armor Proficiency: Silverwood TABLE 5-4: THE SILVERWOOD WARDEN
HD: d6
Base Attack Bonus
Fort Save
Ref Save
Will Save
Incantations Known
1st
+0
+0
+0
+2
1
2nd
+1
+0
+0
+3
1
Animate plants (assassin vine)
3rd
+1
+1
+1
+3
1
Woodland stride
4th
+2
+1
+1
+4
1
Venom immunity
5th
+2
+1
+1
+4
2
Aura of nature +2
6th
+3
+2
+2
+5
2
Animate plants (shambling mound)
7th
+3
+2
+2
+5
2
Aura of nature (creatures do not attack you)
8th
+4
+2
+2
+6
2
Strengthen animal
9th
+4
+3
+3
+6
3
Aura of nature +3
10th
+5
+3
+3
+7
3
Animate plants (treant)
Level
Special Aura of nature +1, wild empathy
Class Skills (4 + Int modifier): Concentration, Handle Animal, Knowledge (geography), Knowledge (nature), Listen, Spot, Survival, Use Magic Device.
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MENTALIS DESIGN check to animate nearby plants into a shambling The aura also strengthens the nature around you, mound. There must be plants in the area to granting animals, fey, and plants a +1 resistance bonus to saving throws. This resistance bonus animate. At 10th level, you may make a DC 24 channeling increases by 1 at 5th level and again at 9th level. check to animate a nearby tree into a treant, as the In addition, the strength of the aura is strong animate tree incantation. There must be a Huge enough to temporarily cause the plants in your square tree in the area to animate. to grow. Your square is considered to be covered All of these channeling checks are treated as with light undergrowth, although you may incantations of the nature sphere with ignore the effects of light undergrowth the plant descriptor and a in your square. If the square is already duration of aura. covered with light undergrowth, The channeling nothing additional happens. A square checks are made as covered with light undergrowth costs 2 squares to move into, and it a standard action. provides concealment. In addition, You may inundergrowth increases the DC crease the channeling DC by 7 to of Tumble and Move Silently animate additional checks by 2 because the leaves plants of the same and branches get in the way. kind. For each 7 At 7th level, your aura of points by which nature becomes so strong you increase the that animals, fey, and plants DC, you may anido not willingly attack mate one additional you unless they make a Will save (DC 10 + your plant. Silverwood warden If you increase the level + your channeling channeling check by 4, ability modifier); if the you don’t need to spend creature is summoned a swift action each round or otherwise called by to maintain the plants; the another creature, the plants are animated for a summoner or caller number of rounds equal Silverwood wardens guard the forest of Silverwood must make an opposed to your channeler level. Charisma check with the However, you still may not animal, plant, or fey to force that creature to attack animate more than one plant with this ability. you. Woodland Stride (Ex): Starting at 3rd level, This ability functions while you are conscious, you may move through any sort of undergrowth but not if he is unconscious or dead. However, you (such as natural thorns, briars, overgrown areas, cannot suppress this ability of you are conscious. and similar terrain), including areas that have Animate Plants (Su): You know that plants are been magically manipulated to impede motion, at your normal speed and without taking damage or living creatures, albeit not sentient. However, you learn how to bring sentience and mobility to plants suffering any other impairment. Venom Immunity (Ex): At 4th level, you as you delve deeper into the secrets of nature, animating them as increasingly more powerful become immune to poisons from animals, vermin, creatures. and plant creatures and poisons that are made from such creatures. You also become immune to At 2nd level, you may make a DC 10 channeling nonmagical diseases. check to animate nearby plants into an assassin Strengthen Nature (Su): At 8th level, you learn vine. There must be vines in the area to animate. how to use your knowledge of nature and your At 6th level, you may make a DC 16 channeling
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TOME OF CHANNELING magic to strengthen an animal or plant physically. You grant the animal or plant a +2 bonus to its Strength, Dexterity, and Constitution scores, or a +4 bonus to one of those scores. You must choose which bonus to confer upon the animal or plant when you use this ability. Strengthening an animal or plant takes 1 minute and lasts for 24 hours. You may strengthen multiple animals or plants, but the total HD of the animals or plants you strengthen may not exceed your channeler level.
careful that you don’t harm nature with your incantations, and usually attempt to restore the balance after the fight has ended.
Advancement
Defend and take care of nature at all costs, and you will be recognized as a true Silverwood warden. Usually, more experienced Silverwood wardens will be willing to teach you the secrets of nature that the wardens have at their disposal, although some may only teach you specific techniques when you have shown to them that you are a worthy Silverwood warden by performing a specific quest. Inside the Silverwood wardens, there are no actual ranks, nor are there superiors or subordinates; every Silverwood warden is equally a defender of nature, regardless of his experience. Some wardens look down upon less experienced Silverwood wardens, but are expected not to discriminate between them. When advancing as a Silverwood warden, try to gain abilities and feats that increase your bond with nature, or allow you to use the terrain to your advantage.
Playing a Silverwood Warden
You are one of the wardens of the forest of Silverwood, and this implies that you are a powerful guardian of nature. Because of this title, you carry a heavy burden upon you, but you know that you are not alone as a guardian of nature, and you would live your life in no other way than the way you do. You believe in letting nature run its course, defending it from those who would disrupt the flow of nature or worse yet, destroy it. Luckily, you and other guardians defend nature in the name of the Silverwood. Occasionally, the Silverwood wardens may contact you in one way or another to ask you to aid them in their defense, or to perform another specific mission. How the wardens call you differ from time to time. Sometimes, an animal is sent with a message, or the stars may hold signs that only Silverwood wardens can decipher. Because of your vows, there are relatively few occasions in which you could neglect these calls for help. However, you are usually glad to defend nature against those who dare to threaten it. When you defend nature, nothing stands between you and your avowed duty. With your incantations, you can bring the whole wrath of nature to bear against those who dare to oppose you and nature itself.
Resources
As a Silverwood warden, you are usually welcomed in any forest where the wardens have at least a minor presence, although most fey and guardians of nature recognize you as a powerful servant of nature. Because of this, you can rely on many sylvan allies to help you when you call upon their help. If you need a specific item that can be crafted by the wardens or their allies or that can be found in the wilderness, then the Silverwood wardens will usually provide it to you if you need it to defend a specific locale.
SILVERWOOD WARDENS IN THE WORLD
“As we are bound to the oak, so are they bound to the forest… they are allies of the best kind.” - Konnosa, dryad
Combat
While you are a defender of nature, you let nature defend itself with your incantations. In natural areas, foes had better beware lest their surroundings turn against them. Because of this, you always observe the battlefield when you can, seeking out potential targets for your nature magic; a vine could hold fast a dangerous opponent, while even a humble squirrel could be an ally. However, you are
If the Silverwood wardens are an organization in your setting, then the wardens may be influential defenders of the wilderness, and they may be wellknown by the fey as well. Because of their deep bond to nature, Silverwood wardens are easy to drop in a campaign where there is a lot of wilderness travel or where nature reigns supreme. If the
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MENTALIS DESIGN cess can learn important details about a specific Silverwood warden in your campaign, including the forests he frequents and his standing in the Silverwood.
PCs haven’t met a Silverwood warden before, it’s just because they haven’t shown themselves to the party. When not on a mission, wardens usually wander around the lands, looking after the forests and occasionally settling in to take care of a sickly forest.
SILVERWOOD WARDENS IN THE GAME
As a Silverwood warden, you belong to a vast organization of those who defend nature through all sorts of means. If your setting already includes Silverwood arcanists or outriders, or better yet, the Silverwood itself, then the wardens can be included in your setting perfectly well. Depending on the PCs attitude against nature, they may encounter Silverwood wardens as powerful allies to help them defend nature or as righteous enemies who intend to stop them from harming nature at all costs. Players who want to become Silverwood wardens will find that they are heartily welcomed by the Silverwood wardens to become a Silverwood warden himself. The prestige class, however, does require an intensive and varied study of nature, so aspiring Silverwood wardens should choose their path early in their career.
Organization
The Silverwood wardens are an organization that dates back many, many moons. They may very well be the oldest channelers in your setting on the Material Plane. The Silverwood itself is the home for all wardens, although most large forests have a small influence of the wardens at all times, while the smaller forests are usually frequented by several wardens once in every few days. Because of this, wardens never need to look far for fellow wardens, and are usually aware of what is happening within the wardens’ large influence.
NPC Reactions
Druids, rangers, and fey recognize the Silverwood wardens as powerful guardians of nature, and are usually friendly or at least indifferent to them. Because of their role as guardians of nature and their unyielding pose against the destruction of nature, those who profit from nature in the way of woodcutters, for example, tend to be unfriendly if they know that the PC is a Silverwood warden.
Adaptation
If your campaign doesn’t include the Silverwood itself or the other prestige classes, then the Silverwood warden may just as well be an independent guardian of nature, without special ties or vows to a specific organization, although a druids’ circle may welcome the warden nonetheless. For something different than the archetypical forest warden, you could change the Silverwood warden to become a warden of a large desert or mountain range, and gaining abilities related to those locales instead.
SILVERWOOD WARDEN LORE
Characters with the Knowledge (nature) skill can research Silverwood wardens and the forest of Silverwood to learn more about them. When a character makes a skill check, read or paraphrase the following information, including the information from lower DCs. DC 10: The Silverwood, a truly massive forest, is protected by a group of druid-like mages who call themselves the Silverwood wardens. DC 15: The Silverwood wardens are channelers of the nature sphere who have vowed to defend the Silverwood, and gain special nature-related abilities in return for them defending the forests. DC 20: Silverwood wardens can animate plants and strengthen animals, and learn how to ignore rough terrain and even the poisons of venomous animals. DC 25: Characters who achieve this level of suc-
Sample Encounter
Whenever the PCs are in a natural area, they may encounter a Silverwood warden. If the PCs are friendly towards nature, a warden will not harass them, but the PCs will feel a warden’s wrath when they harm nature. If the PCs are in the Silverwood, they are bound to encounter or be approached by a Silverwood warden, regardless of their relation with nature. EL 13: Anshella the Immovable was chosen to defend a forest that is far away from the Silverwood against an incursion from another plane fore-
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TOME OF CHANNELING There are innumerable stars in the night sky, and sometimes, even the sky of day reveals a star shining bright. Falling stars are the representations of the stars, almost like avatars are to deities. Those who channel the magic of the stars can learn how to call these falling stars, called meteors and comets, down to earth. A starcaller has mastered the art of pulling the falling stars from the heavens to crush their foes with their tremendous momentum.
seen by a prophet in the service of the wardens. The prophets also said that the first ones to cross the boundaries of the forest were the harbingers of the incursion, and may have been disguised. If Anshella catches the PCs in the forest, she may directly attack them, or if the PCs are visibly related to nature, question their motives, although she will still be cautious. Anshella the Immovable CR 13 Female human nexus 5/Silverwood warden 8 LN Medium humanoid Init +6; Senses Spot +14, Listen +14 Languages Common, Sylvan
BECOMING A STARCALLER
A starcaller has studied the stars intensively before he can even begin to master the art of the falling stars. A character must have studied the arcane to a small degree, while he must have studied the planes, and the Astral Plane in particular especially well, to learn exactly what falling stars are and what is needed to call a falling star down from the skies. Naturally, an aspiring starcaller must be able to call meteors or comets when he begins to master the art.
AC 12, touch 12, flat-footed 10 (+2 Dex) hp 53 (13 HD) Fort +6, Ref +5, Will +15; sphere resistance +1 Speed 30 ft. (6 squares) Melee quarterstaff +6 (1d6/x2) Ranged sling +6 (1d4/x2) Base Atk +6; Grp +6 Special Actions animate plants (assassin vine, shambling mound), strengthen animal, wild empathy +8
ENTRY REQUIREMENTS To qualify to become a starcaller, a character must fulfill all of the following requirements. Skills: Knowledge (arcana) 4 ranks, Knowledge (the planes) 8 ranks. Incantations: Must know the comet call or meteor call incantation. Special: Must have studied the stars at least once per week for a whole level. Special: Must have traveled to the Astral Plane at least once.
Incantations Known (channeling +18, maximum DC 24, 5/round): Call animal (DC 7), entangling plants (DC 5), feral shape (DC 5), leaf growth (DC 7), lightning (DC 5), purification (DC 10), rejuvenation (DC 7) Abilities Str 10, Dex 14, Con 13, Int 12, Wis 20, Cha 11 SQ aura of nature +2, magic sensitivity, venom immunity, woodland stride Feats Enlarge Incantation, Extend Incantation, Great Fortitude, Improved Initiative, Track, Wild Empathic Channeling Skills Handle Animal +8, Knowledge (geography) +17, Knowledge (nature) +17, Listen +14, Spot +14, Survival +21
CLASS FEATURES As you master the art of calling falling stars, you learn how to bring them down with greater effects. You can call down meteors and comets that are deadlier than usual and let them represent the stars with more power. Weapon and Armor Proficiency: Starcallers gain no proficiency with any weapon or armor. Incantations Known: At 3rd level, you may learn an additional incantation. However, this incantation must be of the astrology sphere. You must be able to channel the incantation’s DC to learn it. Stellar Affinity: As you delve deeper into the secrets of calling the falling stars, you find that it becomes easier to channel incantations that summon
STARCALLER
“Have you ever looked to the skies for answers? The skies will answer you today.” - Thelennos, starcaller
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MENTALIS DESIGN TABLE 5-5: THE STARCALLER
HD: d4
Base Attack Bonus
Fort Save
Ref Save
Will Save
Incantations Known
1st
+0
+0
+0
+2
0
Stellar affinity, bright star
2nd
+1
+0
+0
+3
0
Path of the meteor 30 ft.
3rd
+1
+1
+1
+3
1
Comet’s eruption
4th
+2
+1
+1
+4
1
Path of the meteor 60 ft.
5th
+2
+1
+1
+4
1
Blinding star
Level
Special
Class Skills (4 + Int modifier): Concentration, Knowledge (arcana), Knowledge (the planes), Listen, Spot, Survival, Use Magic Device, Use Psionic Device.
Blinding Star (Su): At 5th level, the flash of your falling stars becomes so bright that those who look at it are blinded by its greatness. Creatures within 60 ft. of the area of a comet call or meteor call incantation must make a Fortitude save or become blinded for 1d6 rounds. (The DC is equal to the channeling DC for the incantation.) If a creature makes the save, it becomes dazzled for 1d6 rounds instead. This ability replaces the bright star ability gained at 1st level.
comets and meteors from the skies. The channeling DC for the comet call and meteor call incantations decrease by 1 for every starcaller level. Bright Star (Su): When you call down a falling star, it comes down with a bright flash of light. Creatures within 60 ft. of the area of a comet call or meteor call incantation must make a Fortitude save or become dazzled for 1d6 rounds. (The DC is equal to the channeling DC for the incantation.) Path of the Meteor (Ex): Starting at 2nd level, you can direct your falling stars to fly low to the ground before finally crashing down, possibly taking down several enemies before it even lands. Whenever you channel a comet call or meteor call incantation, you may designate a point that is 30 feet away from the area of the incantation. The comet or meteor flies from that point to the area, dealing damage to each creature whose square it passes through. The damage is equal to one-half the damage that the comet or meteor deals. Creatures so affected may make a Reflex save against the usual DC to avoid the damage. The damage is one-half bludgeoning damage and one-half fire or cold damage for the meteor call and comet call incantations, respectively. At 4th level, you may designate a point that is 60 feet away from the area of the incantation. Comet’s Eruption (Ex): Beginning at 3rd level, your falling stars erupt when they come down to earth, damaging even those who would normally be safe from its devastating impact. The range of your comet call and meteor call incantations are effectively doubled, but those outside the first half of the radius of the area take one-half the damage that the incantation would usually deal, and do not need to make an opposed bull rush check to avoid falling prone.
PLAYING A STARCALLER
The might of the stars is in your hands. With a few gestures, you can call down a falling star from the skies, and you are on the path of mastering the art of calling falling stars down. Because of this mastery, you tend to see your incantations, and especially those that call comets and meteors, as the ideal magic to incapacitate your opponents with. While this may not always be true, your incantations are undoubtedly effective at dishing out tremendous amounts of damage. You also know that the stars are innumerable, and so are their representations, so you can rest assured that you can always call upon the stars to crush your foes. Combat Because you are relatively frail, you would do best not to become entangled in melee combat; let the warriors do that. You and your allies need to stay away from your opponents when you call down a comet or a meteor, as your opponents and everything near them will be crushed. You know when to use your comets and meteors when they are most effective, and if your allies are willing to help you, you may be able to crush all of your opponents paired together with one mighty falling star.
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TOME OF CHANNELING Advancement Those who become starcallers often have a considerable affinity for and familiarity with the magic of the stars already, and you are no different. Summoning falling stars from the heavens comes as naturally as you as arcane magic comes to a sorcerer. Keep looking up to the skies, as that is where the path to mastering the art of summoning falling stars lies. That is easy enough for you, and you study the stars whenever you can. While your art is far too destructive to practice, you learn how to summon falling stars better as you summon them more often. When taking feats and skills, you would do well to consider metachanneling feats to enhance the power of your comets and meteors, such as Enlarge Incantation.
When starcallers do gather, it is usually to study a rare astrological phenomenon, such as an eclipse. Starcallers revel in the secrets that these events hide, and can contemplate such events for months after they occurred. NPC Reactions The astrology sphere is less known than the other spheres, and starcallers are no better known. Astrologers may notice your magic at a glance, but react no differently to you than to other characters. However, they may be impressed by your ability to call falling stars, although they may be either jealous or awestruck by your magic, which results in them being unfriendly or friendly, respectively.
STARCALLER LORE
Characters with the Knowledge (arcana) or Knowledge (the planes) can research starcallers to learn more about them. When a character makes a skill check, read or paraphrase the following information, including the information from lower STARCALLERS IN THE WORLD DCs. “I have long gazed at the stars for the DC 10: Starcallers have special answers of others, but I have never gazed powers that they draw from the at a star on earth ere I met that mage.” heavenly bodies. - Phernas of the Heaven’s Eye, astrologer DC 15: Starcallers channel incantations from the astrology sphere, From sagacious astrologers to the fury of A starcaller has an affinity to and specialize in the summoning astrology the heavenly bodies personified, starcallers of falling stars to the earth. can be many things, but they all look to the DC 20: While normal meteors skies for their answers and their magic. Whenever and comets are destructive, those channeled by a the skies unravel secrets, it can be certain that there starcaller are accompanied by blinding flashes of will be starcallers who investigate it, although light and erupt to cause damage in a great area. starcallers themselves may sometimes cause the STARCALLERS IN THE GAME heavenly bodies to shift when they summon falling Because starcallers are relatively rare and far and stars from the heavens. between, they are easy to adapt into your camResources As you are probably self-taught, there are relatively few resources you can call upon by becoming a starcaller, except of course the comets and meteors that you summon to earth.
paign. If the PCs haven’t heard of or actually seen a starcaller, they simply haven’t encountered one yet. Because NPC starcallers tend to be removed from society to better study the heavenly bodies, they actually may not even encounter a starcaller until they need their expertise, or until a starcaller
Organizations The starcallers are few and between, and they rarely come together, if they even know of one another’s whereabouts. However, starcallers can usually sense or notice whether someone else is a starcaller as well.
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MENTALIS DESIGN Languages Common, Elven
needs the PCs’ help. Players who favor the comet call and meteor call incantations often naturally find their way to becoming a starcaller. While the ability to deal tremendous amounts of damage with an incantation is appealing, some dislike the specialization that comes with becoming a starcaller.
AC 12, touch 12, flat-footed 10 (+2 Dex) hp 24 (9 HD) Immune sleep Fort +4, Ref +4, Will +9; sphere resistance +2; +2 against enchantments
Sample Encounter NPC starcallers can usually be found in areas where the stars are clearly visible or near gates to the Astral Plane. There, they study the stars, looking at them for advice and calling them down to crush those who dare disturb their peaceful study of the heavenly bodies. EL 9: Thelennos is a starcaller with an attraction to the Astral Plane, and has discovered a connection between that plane and ectoplasm, which psions can summon and shape into astral constructs. Because of this, he asks psionic characters to join him in his study. If they decline, he will come back later to attempt to abduct the reluctant manifester. He doesn’t use lethal force, but he does what he must. If the PCs are in the wilderness, they may find that comets and meteors crash dangerously close to them.
Speed 30 ft. (6 squares) Melee rapier +4 (1d6/x3) Ranged longbow +6 (1d8/x3) Base Atk +4; Grp +4 Special Actions magic touch +3 Atk Options bright star, path of the meteor 30 ft. Incantations Known (channeling +14, maximum DC 22, 5/round): Astral travel, comet call, invisibility, meteor call, moonlight Abilities Str 11, Dex 15, Con 10, Int 11, Wis 13, Cha 20 SQ soul opening, stellar affinity -2 Feats Enhanced Channeling (x2), Enlarge Incantation, Great Fortitude Skills Knowledge (arcana) +12, Knowledge (the planes) +12, Listen +3, Search +2, Spellcraft +12, Spot +3, Survival +13
Thelennos CR 9 Male elf nexus 7/starcaller 2 CN Medium humanoid (elf) Init +6; Senses low-light vision; Spot +3, Listen +3
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TOME OF CHANNELING
CHAPTER 6: MAGIC ITEMS Even though channelers can’t craft as many magic items as a spellcaster or a manifester can, they can craft some magic items. However, there are magic items that counter incantations as well.
to use the essence shard, nor to channel incantations—he can only identify it. Prerequisite: While anyone can identify an essence shard, only a character who can channel incantations of the relevant sphere can actually gain a benefit from the essence shard. Nonetheless, a character who can channel incantations can activate an essence shard, but if he can’t channel incantations of the relevant sphere, he won’t be able to gain the bonus that the essence shard confers. Activation: To activate an essence shard, you must concentrate upon it. Activating an essence shard is a standard action that provokes attacks of opportunity. When it is activated, an essence shard glows with an inner light and hums slightly. Use: When you activate an essence shard, you gain a bonus to channeling checks on incantations of one sphere, up to a maximum bonus of +10. This bonus lasts until the next time you channel an incantation or 10 rounds, whichever comes first. A temporary essence shard disintegrates when it is used, and can only be used once. However, there are stable essence shards as well. These essence shards remain whole but useless when they are used, and they can be recharged. Charging Essence Shards: To charge an essence shard, you must have the Charge Essence Shard feat and access to the sphere of incantations to which the essence shard adds its bonus. The market price of a temporary essence shard is the bonus granted to channeling checks squared x 20; the market price of a stable essence shard is the bonus granted to channeling checks squared x 1,000. You must spend 1/25 of the market price in XP and use materials costing 1/2 the market price. Charging an essence shard takes 1 day for each 1,000 gp of its market price. To recharge a stable essence shard, you must concentrate upon charging the essence shard. This takes 1 full-round action for every point of bonus that the essence shard confers, although you needn’t charge the essence shard to its highest bonus. However, you must spend consecutive full-
ESSENCE SHARDS
An essence shard is a stable piece of energy from a sphere. Each essence shard is unique in appearance, although essence shards of the same sphere tend to be thematically similar. Any given essence shard gives a channeler a bonus on his channeling check for one incantation. Once they are activated, some essence shards disintegrate, while others become uncharged and useless until they are recharged. Physical Description: Each essence shard is unique in appearance. Astral essence shards resemble pieces of stable, slightly sparkling ectoplasm, and the stability of the ectoplasm often displays the stability of the essence shard. Elemental essence shards are often solid, stable pieces of pure element or glyphs of one of the elements; mind essence shards are commonly crystals that are similar to those that manifesters use; nature essence shards tend to be leaves or pieces of tanned animal leather. However, essence shards can take any form the channeler desires. All essence shards have an AC of 13, 1 hit point, and a break DC of 8. Identifying Shards: Essence shards are magic items. They radiate magic of the universal school (faint for channeler level 5th or less, moderate for channeler level 6th to 11th, strong for channeler level 12th to 20th, and overpowering for channeler 21st or higher). Anyone who can channel incantations of the relevant sphere can determine what it does, and it can also be identified by any of the standard methods of magic item identification. Furthermore, characters with ranks in Knowledge (arcana) can identify an essence shard without being able to channel incantations (Knowledge [arcana] DC 15 + the channeler level associated with the essence shard). Making this check does not grant that character the ability
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MENTALIS DESIGN Rod of Channeler’s Bane A rod of channeler’s bane is an item that has been crafted to counter the magic of channelers. The rod’s wielder needn’t be a channeler himself, but he needs to be able to cast spells, manifest powers, or channel incantations, depending on who crafted the rod. Description: Three types of rod of channeler’s bane exist: magic, psionic, and channeling. Each has a different design, but they function almost the same. A magic rod looks like an average rod of metal or another, more exotic material, inscribed with glyphs that symbolize wards against magic. A psionic rod is an elongated crystal that glows with a dull inner light whenever a channeler is within 30 feet (although this light doesn’t provide light or shadowy light). A rod of channeler’s bane made by a channeler can take a variety of shapes, often depending on the sphere of the channeler who crafted it. Prerequisite: Anyone can wield a rod of channeler’s bane, but to actually use it, a character must have the ability to cast spells, manifest powers, or channel incantations, depending on the type of rod. Activation: Any person who can wield the magic of the crafter of a rod of channeler’s bane can benefit from its ability, but the higher the level of the wielder, the better he can use the rod’s ability against channelers. Effect: To use a rod of channeler’s bane, a person who wields it must select an opponent as the target of the rod by readying a standard action to use the rod whenever the target channels an incantation. If the target channels an incantation, you must make a check (DC 5 + the DC of the incantation). The type of check depends on the type of rod that the person is wielding; a magic rod requires a caster level check, a psionic rod requires a manifester level check, and a channeling rod requires a channeler level check. You add your channeling, manifesting, or channeling ability modifier to this check (dependant on which type of rod you use). If the check succeeds, the incantation fails as if the channeler failed his channeling check. The incantation still counts against the target’s limit of incantations that he can channel per minute. Aura/Caster Level: Moderate abjuration (mag-
round actions to charge a stable essence shard, so you can’t improve the bonus granted by a stable essence shard by taking additional full-round actions after you charged the essence shard, unless you spend more full-round actions than you spent the last time you charged the essence shard. To charge any essence shard, you must have a channeler level equal to twice the bonus conferred, and you must have access to the sphere to which the essence shard grants its bonus.
NEW WONDROUS ITEMS Aural Solicitor An aural solicitor is an item that has been crafted by a channeler to ‘concentrate’ on an aura so that the channeler can focus on other things when he would have had to concentrate on an aura. Description: An aural solicitor often looks like an essence shard of the sphere of the channeler who crafted it, although it usually looks far more rigid and stable than an essence shard. When it is activated, it becomes even more rigid. When an aural solicitor isn’t activated, it has an AC of 13, 5 hit points, and a break DC of 8; when it is activated, it gains a hardness of 5. Prerequisite: Anyone with the ability to channel incantations can activate an aural solicitor, but the channeler must have an incantation with a duration of aura active when he or she activates the aural solicitor. Activation: Any person who can channel incantations can benefit from its ability. To activate an aural solicitor, the channeler must take a standard action and make a channeling check against the affected incantation’s channeling DC. Effect: When an aural solicitor is activated, it concentrates on an incantation with a duration of aura that you select. You no longer need to spend swift actions to concentrate on that aura, but you still may not have more than one incantation with a duration of aura active, and it still counts against the number of incantations that you may use each minute. Aura/Caster Level: Moderate divination or psychokinesis. CL or ML 10th. Construction: Channeler level 10th, Knowledge (arcana) 13 ranks; 40,000 gp, 3,200 XP, 80 days.
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TOME OF CHANNELING ic), moderate psychokinesis (psionic), moderate abjuration or psychokinesis (channeling). CL 10th (magic), ML 10th (psionic), CL or ML 10th (channeling). Construction (Magic): Craft Wondrous Item, dispel magic; 40,000 gp, 3,200 XP, 80 days. Construction (Psionic): Craft Universal Item, dispel psionics; 40,000 gp, 3,200 XP, 80 days. Construction (Channeling): Channeler level 10th, Knowledge (arcana) 13 ranks; 40,000 gp, 3,200 XP, 80 days.
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MENTALIS DESIGN
CHAPTER 7: CHANNELING MONSTERS ASTRAL METEOR
of its fly speed.
A smooth, silvery sphere hurtles towards you from the expanse of the Astral Plane. As it closes, you see its eyes; two silvery lights that shine intensely with an intent to crash straight into you if you don’t move out of its way.
Impetuous Charge (Ex) An astral meteor gains a +1 bonus on damage rolls for every 30 feet that it moves before its attack. Strategies and Tactics Astral meteors always charge into the fray with their tremendous speed, trying to attack the largest or physically most threatening creature in the area. It usually charges into an attack without planning, although patient astral meteors may hide before they fly into their target. If a swarm of astral meteors fights together, they will usually attack together to take down each opponent, beginning with the largest creature in the area.
An astral meteor is a being formed of the ectoplasm of the Astral Plane that flies through the endless expanse with tremendous speeds unless it encounters an obstacle, through which it crashes mercilessly. It is barely sentient, and moves through the Astral Plane only for the sake of moving and crashing into whatever it desires. Denizens of the Astral Plane consider them pests. Astral Meteor CR 1 Always CN Small outsider Init +5; Senses darkvision 60 ft., Spot +7, Listen +7
Sample Encounter Astral meteors will attack the PCs if they stay in the Astral Plane long enough. Usually, it’s just a matter of time before an astral meteor sees the party as imposing and decides to attack them. However, the chances improve greatly if one of the PCs is Large or larger. Occasionally, several astral meteors come together in a swarm, crashing into others with even greater force.
AC 14, touch 11, flat-footed 14 (+1 Dex, +3 natural) hp 12 (2 HD) Fort +6, Ref +4, Will +5 Speed fly 60 ft. (12 squares); astral flight Melee slam +4 (1d6+2) Base Atk +2; Grp – Atk Options impetuous charge
Astral Swarm (EL 5): A swarm of six astral meteors have been attacking the astral island of an exiled githzerai. The githzerai is safe within his island in the Astral Plane, but cannot attack the astral meteors on his own. He has attempted this before, and was seriously wounded (he only has 4 hit points left). If the PCs near the astral island, the githzerai tries to contact them to fight the astral meteors for him.
Abilities Str 15, Dex 13, Con 17, Int 2, Wis 14, Cha 8 Feats Improved Initiative Skills Hide +6, Listen +7, Move Silently +6, Spot +7 Advancement 3-4 HD (Small), 5-8 HD (Medium), 9-12 HD (Large)
Ecology: Astral meteors breathe, but do not need to eat or sleep, because they are outsiders. The temporal nature of the Astral Plane negates their need for sustenance, and seldom, if at all, venture outside of their native plane. Denizens of the Astral Plane usually consider them as pests, and try to destroy
Astral Flight (Ex) An astral meteor gains a +10 bonus to its fly speed for every consecutive round that it moves at least twice its speed, to a maximum
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TOME OF CHANNELING them whenever they can. Environment: Astral meteors are spawned and usually die on the Astral Plane, and have an absolute aversion to being drawn away from the plane. They have an instinctive knowledge of color pools and know to avoid them to stay on the Astral Plane. However, if they are brought to another plane where there is gravity, they respond almost as astral constructs, but because they lack appendages, can only roll with a speed of 5 ft. and can’t attack. Typical Physical Characteristics: Astral meteors are effectively spheres of ectoplasm, plain and simple. They are slightly egg-shaped, and the apex of the curve of that shape can be seen as the meteor’s front side. Two brightly shining stars that function as eyes also distinguish the meteor’s front and backside. Society: Astral meteors do not have a society in the strictest meaning, but when astral meteors meet, they avoid each other and sometimes form a swarm, instinctively knowing that their combined strength allows them to crash into those who stand in their way with more power. Peculiarly, they also avoid astral constructs, and effectively treat them as their own, except that constructs cannot move as fast as they can. Alignment: While the Astral Plane itself is not
aligned, astral meteors themselves are always chaotic neutral, due to their wanderlust and disregard of what they crash into. Typical Treasure: Astral meteors do not carry treasure with them, although their bodies of stable ectoplasm may prove to be useful to psionic characters who can handle ectoplasm.
INCARNATE CREATURE
Elementals are creatures that were spawned by the Elemental Planes themselves, and all elementals are inextricably bonded to their element. However, some elementals’ bonds manifest in ways other than their existence. These elementals can channel the magic of their element through incantations. These elementals are known as elemental incarnates. Because a creature already needs to have an inextricable bond to the elements, only an elemental can ever become an incarnate creature. In addition, an elemental can only become an incarnate creature of its own element; it’s impossible for a water elemental to become an earth elemental incarnate.
SAMPLE INCARNATE CREATURE This walking conflagration has a faintly humanoid body and is about as tall as a human, although its flames conceal its distinctive features, if it has any. Where its head should be, you see two bright lights that could be eyes. You also notice that the creature’s flames are far brighter than any mundane flame could ever be.
ASTRAL METEOR LORE
Characters with ranks in Knowledge (the planes) can learn more about astral meteors. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
Fire Elemental Incarnate, Medium CR 5 Usually N Medium elemental (fire) Init +7; Senses darkvision 60 ft., Spot +5, Listen +4 Languages Ignan
Knowledge (the planes) DC Result 11
This creature is an astral meteor, an orb of ectoplasm that wanders through the Astral Plane to crash into others.
16
Astral meteors can fly at exceptional speeds, and when they crash into something at full speed, they can dish out tremendous amounts of damage for their size.
21
Astral meteors are considered a pest by denizens of the Astral Plane.
AC 16, touch 13, flat-footed 13; Dodge (+3 Dex, +3 natural) hp 26 (4 HD) Immune critical hits, flanking, fire, paralysis, poison, sleep, stunning Vulnerable cold Fort +3, Ref +7, Will +2 Speed 50 ft. (10 squares) Melee slam +6 (1d6+1 plus 1d6 fire)
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MENTALIS DESIGN Base Atk +3; Grp +4 Atk Options Weapon Finesse Special Attacks burn
Feats: An incarnate creature can take incantation and metachanneling feats, if it meets the prerequisites for such feats. Challenge Rating: Up to 5 HD, same as base creature +1; 6-10 HD, same as base creature +2; 11+ HD, same as base creature +3. Level Adjustment: Same as base creature +2.
Incantations Known (channeling +5, maximum DC 5, 3/minute): Conjure flame (DC 3) Abilities Str 12, Dex 17, Con 14, Int 4, Wis 13, Cha 15 Feats Channeling Prodigy, Dodge, Improved Initiative, Weapon Finesse Skills Listen +4, Spot +5
Strategies and Tactics Depending on the incantations that an elemental incarnate knows, he may have different strategies and tactics than other elementals, or it may use its incantations to enhance its melee. Depending on its intelligence, it may also develop strategies and tactics based on its own incantations. For example, earth elemental incarnates may use the stone wall incantation to trap its opponents. If an elemental incarnate is especially intelligent, it uses its incantations in conjunction with its allies. Often, an elemental incarnate will have a strategy that is based on its element. A fire elemental, for example, will have a swift strategy based on dealing as much damage as soon as possible.
Burn (Ex) A fire elemental incarnate’s slam attack deals bludgeoning damage plus fire damage from the elemental’s body. Those hit by a fire elemental incarnate’s slam attack must also succeed on a DC 14 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. Creatures hitting a fire elemental incarnate with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a DC 14 Reflex save.
Sample Encounter Elemental incarnates rarely gather, primarily because of their relative rarity on the Elemental Planes. However, in their behavior, they are much like elementals, and can be found together with other elementals, although the chance of finding more than one elemental incarnate in the same place is small. Regardless, elemental incarnates will use their incantations in the most effective way they can. Summoning (EL 7): A large air elemental incarnate has been summoned through a summoning circle that doesn’t send the summoned being back to whence it came. While it is relatively harmless, it uses its incantations to defend itself when threatened. If threatened, it doesn’t hesitate to kill its opponent. The person or creature who summoned it may or may not have had the purpose of unleashing it upon the area, and may be a threat in and of its own.
CREATING AN INCARNATE CREATURE
“Incarnate” is an inherited template that can be added to any nonmindless creature of the elemental type (referred to hereafter as the “base creature”). An incarnate creature uses all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s size and type do not change. Incantations (Su): An incarnate creature knows one incantation for every three HD it has (minimum 1 incantation known). However, it may only know incantations of the elements sphere with the descriptor of its subtype. For example, a water elemental may only know incantations with the water descriptor. An incarnate creature adds one-half its HD + its Charisma score to its channeling checks. The maximum channeling DC an incarnate creature can attempt is equal to its Charisma score + 3/4 its HD. Abilities: Increase from the base creature as follows: Wis +2, Cha +4.
Ecology: Elementals with the incarnate template do not change their creature type; therefore, they do not need to eat, breathe, or sleep. However, elemental incarnates draw more sustenance from the Elemental Planes than other elementals, because
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TOME OF CHANNELING their magic does need to be sustained. This has no in-game effects, however. Environment: Elemental incarnates can be found on the Elemental Planes, as other elementals. However, they are less likely to be found outside the Elemental Planes, because of their greater need of nourishment from their element. If trapped on another plane, elemental incarnates will seek out the largest occurrence of their element and stay there. This gives them some nourishment, albeit less than the Elemental Planes give. Typical Physical Characteristics: Usually, the nature of an elemental incarnate subtly displays itself in the elemental’s appearance. Earth elemental incarnates, for example, tend to have more gems in their body composition than normal earth elementals. This subtle difference can be seen with a DC 15 Spot check, but elementals needn’t make this check; they are immediately aware of the elemental’s abilities. Society: Elemental incarnates follow the same hierarchy as other elementals, although they are
generally treated with the same respect as an elemental who’s at least one category higher than itself. For example, a Medium elemental incarnate will be treated as a Large elemental incarnate by its peers. Alignment: While elemental incarnates are usually neutral, those who aren’t tend to a specific alignment on the ethical axis, depending on its element. Air and fire elemental incarnates are chaotic more often than they are lawful, and earth and water elemental incarnates are lawful more often than they are chaotic. Typical Treasure: Elemental incarnates, like their normal kin, typically do not carry treasures with them, either because it would be damaged by the elemental’s presence, or because it simply has no interest in keeping magic items it finds. Particularly powerful and intelligent elemental incarnates, however, might keep one or two magic items with them if they can prevent the magic item from being damaged. In such cases, they carry magic items that enhance their fighting style.
ELEMENTAL INCARNATE LORE
JURDAAL
Characters with ranks in Knowledge (the planes) can learn more about elemental incarnates. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. However, to identify an elemental as an elemental incarnate, a character must make a DC 15 Knowledge (the planes) check.
An arachnid composed of deep crystals jitters toward you. As it cautiously nears you, you feel the arachnid’s presence in your mind. A jurdaal is a crystalline being that lives off of the thoughts of others. It is composed of deep crystal that has been augmented by a channeler or a manifester, granting it sentience and a semblance of life, much like a psicrystal, except that the jurdaal is less bound to the mind that spawned it. While a jurdaal possesses only a rudimentary intelligence, it has an uncannily acute perception.
Knowledge (the planes) DC Result 15
This elemental is an elemental incarnate, an elemental with a particularly close bond to its element.
20
Elemental incarnates can channel incantations of their respective element.
25
Elemental incarnates are respected even by more powerful elementals because of their channeling magic.
30
Jurdaal CR 3 Usually N Medium construct (psionic) Init +6; Senses darkvision 60 ft., low-light vision; Spot +8, Listen +7 AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural) hp 42 (4 HD); DR 5/magic Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting
A result that is this high reveals the incantations that the elemental incarnate knows, if the character currently has an encounter with an elemental incarnate.
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MENTALIS DESIGN spontaneously spawned in a cave with a massive vein of deep crystal. When the duergar tunneled into this vein, they were attacked by the jurdaal. For some reason, the duergar retreated and left the vein for what it is. The jurdaal will defend the vein of deep crystal with their lives. If the characters can see the deep crystal, they will notice that it is moving; a fourth jurdaal is about to be spontaneously spawned.
spells and abilities, necromancy effects, nonlethal damage, paralysis, poison, sleep, stunning, anything requiring a Fort save unless it works on objects or is harmless Fort +1, Ref +3, Will +5 Speed 40 ft. (8 squares), climb 20 ft. Melee claw +6 (1d4+3) Base Atk +3; Grp +6 Atk Options Combat Reflexes
Ecology While jurdaal are constructs and do not need to eat, breathe, or sleep, they do draw sustenance from the thoughts of other beings. They can also draw sustenance from deep crystal that hasn’t been animated into the form of another jurdaal, but they prefer the thoughts of other beings, especially those of manifesters. This means that they will seek out living beings, although they will attempt to hide if they are noticed. If they aren’t attacked, they will often live near beings in a sort of parasitic relationship, although the jurdaal rarely negatively affects those whom it feeds off. Environment: If a jurdaal can’t find beings that have thoughts, it will usually seek out the nearest vein of deep crystal, necessarily digging itself to the vein. If it can find beings that it can feed off of, however, it will usually live near those beings, although it will never come within 10 feet voluntarily. Typical Physical Characteristics: A jurdaal is entirely composed of deep crystal that has been animated by a channeler or a manifester. Like a charged deep crystal, it slightly glows with an inner glow, although this glow doesn’t provide any illumination. Unless it is damaged, the deep crystal of a jurdaal will look pristine, without any visible imperfections. Society: A jurdaal that was spawned by a channeler or manifester will see the one that spawned it as its parent and master, and willingly subjects itself to the channeler or manifester. If multiple jurdaal were spontaneously spawned, they will see one another as brothers. Regardless of their origin, jurdaal always see one another as equals, and will not attack one another unless ordered by a master. Typical Treasure: Although a jurdaal will never carry treasure, its deep crystal body can be salvaged as deep crystal, although it will probably be dam-
Incantations Known (channeling +6, maximum DC 7, 4/round): Sense thoughts (DC 7) Abilities Str 17, Dex 15, Con –, Int 3, Wis 19, Cha 9 Feats Combat Reflexes, Improved Initiative Skills Climb +11, Listen +7, Spot +8 Advancement 5-8 (Medium), 9-12 (Large) Skills A jurdaal has a +8 racial bonus on Climb checks. It can always choose to take 10 on Climb checks, even if rushed or threatened. Strategies and Tactics A jurdaal normally doesn’t fight, preferring to feed off of the thoughts of those around it. However, when threatened, it will attack its opponents to the best of its abilities. If it is attacked by multiple opponents, it will usually seek out manifesters, as they are attracted to the mental energy that they emanate, but they will not take unnecessary risks to attack manifesters. If it fights along with the channeler or manifester who spawned it, it will often follow its master’s orders, or it will defend its master. Sample Encounter If a jurdaal is spawned by a channeler or manifester, it will usually be found alongside its master, and fight together with its master. If jurdaal are spawned spontaneously, they will often be found in groups, as there will probably be enough latent psychic energy to spawn more than one jurdaal if the concentration of psychic energy is high enough to spawn a jurdaal at all. Usually, a jurdaal will notice the characters faster because it almost continually uses its sense thoughts incantation whenever it can. Cave Spawn (EL 6): Three jurdaal have been
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TOME OF CHANNELING aged by the damage that it took. The deep crystal usually has a total value of 100 gp for each HD the jurdaal had. If an appendage of the jurdaal is used as a weapon, treat it as an improvised deep crystal club. In addition, a jurdaal that was spontaneously spawned may have one or two minor psionic trinkets in the cave in which it was spawned.
spawned.) If a jurdaal is destroyed, the XP that the character sacrificed immediately return, although all other costs are wasted, except the deep crystal, whose value is halved. If the master dies, the bond with the jurdaal is severed. The jurdaal is unaffected, but is independent from now on. If its master is resurrected and the jurdaal consequently dies, the master will no longer gain the XP. To spawn an advanced jurdaal, increase the channeling DC or power point cost by 4 for every HD it possesses. A jurdaal can, however, also spawn spontaneously. If a cave contains enough deep crystal, the psychic energy that lies within the deep crystal can animate itself into the form of a jurdaal. Usually, multiple jurdaal will be spawned spontaneously and simultaneously.
Spawning a Jurdaal Jurdaal can be spawned by augmenting deep crystal with mental energy. To do so, the character must have at least 200 gp for each HD of the jurdaal. To spawn a jurdaal out of the deep crystal, a character must either make a DC 20 channeling check or spend 13 power points and sacrifice 100 XP for each HD of the jurdaal. (Only a character with access to the mind sphere may make this channeling check.) Then, the character must spend 8 hours to spawn the jurdaal. A character may not have more than one jurdaal spawn at any time. A jurdaal will always follow its master unless ordered not to. (A channeler or manifester can telepathically communicate with a jurdaal that it
SYLVANITE In front of you floats a slightly glowing orb. Somehow, its surroundings seem to grow with more vigor, and the animals around it seem to be stronger. As its surroundings grow stronger in its presence, the orb seems to glow brighter as well.
JURDAAL LORE
Characters with ranks in Knowledge (psionics) can learn more about jurdaal. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
Sylvanites are the embodiment of nature. They spawn in huge forests, where the ambient magic is strong enough to spawn a sentient being. Essentially, these beings are sentient incantations of the nature sphere, and animals and plants can feel that magic, growing with that magic. They are also the wardens of the forest that spawned them.
Knowledge (psionics) DC Result 13
This creature is a jurdaal, a creature formed of deep crystal. This result reveals all construct traits.
18
The deep crystal of a jurdaal is augmented by mental energy to animate it. A jurdaal can sense the thoughts of creatures in its surroundings.
23
A jurdaal finds sustenance in the thoughts of other creatures, and will generally not attack a creature unless threatened.
28
A result that is this high reveals how a character can spawn a jurdaal himself, and the circumstances in which a jurdaal is spontaneously spawned.
Sylvanite CR 11 Always N Small fey (incorporeal) Init +7; Senses Spot +15, Listen +15; low-light vision Aura nature Languages Sylvan AC 20, touch 20, flat-footed 17 (+6 deflection, +3 Dex, +1 size) hp 37 (9 HD); DR 10/cold iron Resist SR 15 Fort +5, Ref +9, Will +11 Speed fly 50 ft. (perfect) (10 squares) Base Atk +4; Grp –
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MENTALIS DESIGN Special Actions possess nature
sess that animal, but it is averse to doing so, preferring to let nature run its course as much as it can.
Incantations Known (channeling +14, maximum DC 21, 5/minute): Animal friendship (DC 5), animal speech (DC 5), call animal (DC 7), entangling plants (DC 5), purification (DC 10), rejuvenation (DC 7), thorn growth (DC 11), tree growth (DC 9), undergrowth (DC 5)
Sample Encounter If the characters encounter a sylvanite, they will usually either damage the forest that it is the warden of, or they will be called upon to aid the sylvanite with defending the forest. However, it will only do the latter if the party has a channeler with access to the nature sphere, a druid, or a ranger. Otherwise, the sylvanite will usually bide its time and observe the characters. If a character notices it, the sylvanite will take more distance, and will only leave if someone else actually threatens the forest. Forest Warden (EL 11): A sylvanite has attacked a group of woodcutters in its forest, leaving only a single witness who was lucky enough to escape alive. The survivor pleads to the characters to destroy the ‘forest spirit’. If the characters know that the so-called forest spirit is a sylvanite and refuse to kill it because of its duty as a warden of the forest, they may be confronted by other woodcutters
Abilities Str –, Dex 17, Con 13, Int 9, Wis 21, Cha 11 Feats Enhanced Channeling, Great Fortitude, Improved Initiative, Track Skills Handle Animal +10, Knowledge (geography) +9, Knowledge (nature) +9, Listen +15, Spot +15, Survival +15 Advancement 10-15 HD (Small) Channeling A sylvanite doesn’t need to provide somatic and verbal components when channeling incantations. However, it does display that it is channeling an incantation, similar to how a power manifested has a display. Aura of Nature (Su) A sylvanite constantly emanates an aura of nature. Creatures of the animal and plant types are automatically friendly towards a sylvanite, and such creatures gain temporary hit points equal to the sylvanite’s Hit Die for as long as they are within the aura. The aura extends 30 feet around the sylvanite in all directions. Possess Nature (Su) A sylvanite can possess a creature of the animal or plant type. Treat this as the alternate form special ability, except that the sylvanite must be adjacent to an animal or plant to use this ability, and effectively shares the creature’s square for all purposes. It can only assume the form of a creature it possesses.
SYLVANITE LORE
Characters with ranks in Knowledge (nature) can learn more about sylvanite. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Knowledge (nature) DC Result
Strategies and Tactics Because a sylvanite has no melee attacks at all, or even ranged attacks, it depends entirely upon its incantations. Because most of its incantations depend on the presence of animals or plants, it will always fight together with animals or plant creatures. A sylvanite will position itself so that the animals and plants that fight for it will benefit from its aura of nature as much as it can. If a powerful animal or plant creature fights for the sylvanite, it may pos-
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16
This creature is a sylvanite, a warden of the forest that it inhabits. This result reveals all fey and incorporeal traits.
21
A sylvanite can channel incantations of the nature sphere, but it doesn’t have any physical attacks. It lets nature fight for it.
26
The surroundings of a sylvanite grow especially well, and nature is strong in its presence. A sylvanite can possess an animal or a plant creature if it must.
31
A sylvanite is spawned by large forests through the ambient magic. This result also reveals the incantations that the sylvanite knows.
TOME OF CHANNELING Typical Physical Characteristics: A sylvanite generally is an orb of energy with a leaf green tinge, unless it is using its possess nature ability. Its size is an indicator of its health, which in turn is an indicator of the health of its forest. A few rare sylvanites have a sort of visage, that it uses when it speaks. Society: Because there is never more than one sylvanite in any given forest, there isn’t a sylvanite society. However, the creatures that inhabit a forest see the sylvanite as a warden, and listen to it if they are sentient. Typical Treasure: A sylvanite cannot carry treasure, but the creatures that it has killed may have treasure. However, because the sylvanite leaves these creatures where they lie, the characters will have to look for those corpses to take their treasures.
who threaten to either destroy the sylvanite or go after the party. Ecology Sylvanites, while they are fey, do not need to eat, breathe, or sleep. Instead, they draw nourishment and sustenance from the forest that spawns them, essentially living in a symbiotic relation with its forest. Because of their symbiosis, they always know the general condition of the forest that they inhabit. Environment: Sylvanites always live in the forest that spawned them, and cannot leave their forest. If a sylvanite is away from its forest for more than 24 hours, it immediately dies. However, there are sylvanites that are spawned by deserts or other areas of nature, although these are rare. (Change the incantations known and name of the sylvanite accordingly for sylvanites of other areas.)
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MENTALIS DESIGN
APPENDIX Range: Touch Target: One willing creature Duration: 1 minute or until expended Power Points: 3
This appendix shows you several ways in which magic and psionics can interact with channeling, and how they can emulate channeling. It also shows you how some of the new rules interact with existing spells and powers. While these rules aren’t obligatory to use channeling in your campaigns, they can enhance the impact of channeling on the campaign, and gives spellcasters and manifesters ways in which they can interact with and disrupt incantations.
You touch the target, lending him your psionic might to enhance his connection with his sphere for long enough to let him channel an incantation enhanced with your mind. With this power, you shape the psychic force of your power points into a conduit to the spheres and grant that conduit to a channeler, enhancing his connection to the sphere. The target gains a +1 insight bonus to his next channeling check. If the target doesn’t channel an incantation before 1 minute passes, this power ends. Augment: For every 2 additional power points you spend, the bonus increases by 1.
NEW POWERS Mental Imprint Clairsentience Level: Psion/wilder 4, psychic warrior 4 Display: Auditory and mental (see text) Manifesting Time: 1 immediate action Range: Personal Target: You Duration: 1 minute/level Power Points: 7
NEW SPELLS Disrupt Incantation Abjuration Level: Sorcerer/wizard 3, cleric 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One channeler Duration: 1 minute or until expended Saving Throw: Will negates Spell Resistance: No
As your target channels his incantation, trying to debilitate you, you sense the psychic resonation of the incantation. The sense fills your mind, allowing you to channel that incantation as well. You may only manifest this power when you have been targeted by an incantation of the mind sphere. You can channel that incantation during the duration of this power. You use your manifester level as your channeler level for the purpose of channeling that incantation. The chime of the mental display also rings in the mind of the creature who targeted you with its incantation, at your option.
You sense the bond of your target to a sphere, and you disrupt his bond, making it difficult for him to channel incantations. You disrupt the ability of your target to channel incantations with your magic, similar to how a dispel magic spell disrupts a spellcaster’s ability to cast spells. The next time the target attempts a channeling check, he takes a -10 penalty to his channeling check, but doesn’t affect the target’s ability burn if
Psychic Conduit Psychokinesis Level: Psion/wilder 2, psychic warrior 2 Display: Auditory and visual Manifesting Time: 1 standard action
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TOME OF CHANNELING forth the mental energy he needs? This variant provides psionic characters the ability to do the latter to acquire power points to manifest their powers, so that they can manifest their powers almost as often as they want, similar to how often channelers can use their incantations. To acquire power points, you must meditate. You must be psionically focused to meditate. This meditation takes at least a swift action and provokes attacks of opportunity. (You can be distracted while meditating as if you were manifesting a power, see the Expanded Psionics Handbook.) Whenever you meditate, you acquire a number of power points, depending on the kind of action you take to meditate. If you take a swift action, you acquire a number of power points equal to one-half your manifester level (rounded down). If you take a standard action, you acquire a number of power points equal to your manifester level. If you take a full-round action, you acquire a number of power points equal to twice your manifester level. If you have levels in more than one manifesting class, add the power point acquisition of each class to determine the amount of power points you acquire with each meditation. However, even a psionic character’s mind has a limit to the amount of mental energy it can hold. If you are a psion or a wilder, your number of power points may not exceed twice your manifester level + twice your manifesting ability modifier (Intelligence for psions, and Charisma for wilders) at any time. If you are a psychic warrior, your number of power points may not exceed your manifester level + your Wisdom modifier. (If you have manifester levels in other classes, compare that class to the psion and the psychic warrior. If the class has a similar number of power points to the psion, it uses the psion’s maximum number of power points; if the class has a similar number of power points to the psychic warrior, it uses the psychic warrior’s maximum number of power points.) You automatically lose all of your power points when you fall unconscious. If you manifest a power with a duration that is longer than 1 round, the number of power points you used to manifest that power are subtracted from your maximum number of power points. For example, if you manifest a 5 power point power with a duration of 10 rounds, your maximum number
he fails his channeling check by 5 or more.
POWERS AND SPELLS AND THE ANIMAL, PLANT, AND WEATHER DESCRIPTORS
The Tome of Channeling introduces three new descriptors; animal, plant and weather. However, these descriptors do not apply to incantations only. The following paragraphs list which powers and spells gain these descriptors if you choose to implement them in your campaign. If you use powers and spells from supplements, you should try to assign these descriptors to those powers and spells as well, if they apply and if you choose to implement these descriptors in your campaign. Animal: The following powers gain the animal descriptor: bite of the wolf, claws of the beast. The following spells gain the animal descriptor: animal growth, animal messenger, animal shapes, animal trance, awaken (if used on an animal), calm animals, charm animal, detect animals or plants (if used to detect animals), dominate animal, hide from animals, hold animal, speak with animals. Additionally, any spell that summons an animal also gains the animal descriptor. Plant: There are no powers in the Expanded Psionics Handbook that gain the plant descriptor. The following spells gain the plant descriptor: animate plants, antiplant shell, awaken (if used on a tree), blight, changestaff, command plants, control plants, detect animals or plants (if used to detect plants), diminish plants, entangle, liveoak, plant growth, speak with plants, tree shape. Additionally, any spell that summons a plant also gains the plant descriptor. Weather: The following powers gain the weather descriptor: control wind. The following spells gain the weather descriptor: call lightning, call lightning storm, control weather, control winds, storm of vengeance, whirlwind.
PSIONIC VARIANT: MEDITATION
The Expanded Psionics Handbook gives psionic characters a daily allotment of power points, which they can spend to manifest powers. However, if the mental energy that forms power points wells up from the character’s mind, then why does he have a daily allotment, instead of meditating, to draw
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MENTALIS DESIGN LATENT MEDITATION
of power points is 5 less than its usual maximum. Your maximum number of power points turns back to normal immediately after the power ends. Cognizance crystals work differently in this variant. A cognizance crystal can’t be used to pay more power points than its maximum power point storage in a 24-hour period. However, a manifester can recharge a cognizance crystal as often as he wants. Because some psionic feats were designed with a daily allotment of power points in mind, these feats won’t work with this variant as they are designed. Given below are these feats, and how they work with this variant. Body Fuel: You can increase your maximum number of power points by 1 for 24 hours by taking 1 point of ability burn to your Strength, Dexterity, and Constitution scores. You can increase your maximum number of power points by an additional number for a proportionate cost to Strength, Dexterity, and Constitution. Psionic Talent: Instead of gaining power points, your maximum number of power points increases by one-half the number of power points you would gain. Wild Talent: Instead of gaining 2 power points, you can meditate to gain up to 1 power point. If you already have the ability to meditate for power points, your maximum number of power points increases by 1. You should implement this variant when you take the 1st level of a manifesting character class, and can’t be changed thereafter. However, there may be psionic characters who have a daily allotment of power points and psionic characters who meditate to acquire power points.
Your inner calm allows you to be in a constant state of meditation. Prerequisite: Concentration 8 ranks. Benefit: You may treat your manifester level as though it were four levels higher than it actually is for the purpose of determining the number of power points you acquire when you meditate.
SUDDEN MEDITATION
You can meditate in a moment’s notice, acquiring power points when you need them the most. Benefit: You may acquire power points as a swift action. If you are a psion or a wilder, you acquire a number of power points equal to twice your manifester level; if you are a psychic warrior, you acquire a number of power points equal to your manifester level. To use this feat, you must expend your psionic focus.
PSIONIC VARIANT: MIND ORBS
Some cerebral incarnates come together in groups that are called mind orbs. These groups attempt to form a collective subconscious that consists of merely the members of the mind orb that effectively allows them to manifest powers from their collective mind, not unlike psionic characters linked together in a metaconcert. To form a mind orb, at least two manifesters must meditate together for at least ten minutes. During this period, the manifesters may contemplate the thoughts of others in the mind orb, or meditate in other ways to link themselves in a collective subconscious. As the bond improves, wispy tendrils slither through the air to and from each manifester. At the end of this period, the manifesters become linked together in a mind orb, and an intricate network of tendrils links them as well. Manifesters in a mind orb are linked together by their minds, and effectively become a single entity that exists as a pure being of the mind, only capable of manifesting powers. To manifest a power, a mind orb may roll a check against a DC of 10 + the power level + the number of power points of the power to be manifester. The mind orb gains a +1 bonus for every four manifester levels the manifesters in the mind orb have in total. If the check succeeds, the mind orb successfully manifests the power. For the purpose of determining manifester level,
NEW FEATS IMPROVED MEDITATION
You acquire more power points when you meditate. Benefit: You acquire a number of additional power points equal to your manifesting ability modifier when you meditate, to a maximum of one power point for every four manifester levels you have.
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TOME OF CHANNELING use the highest manifester level in the mind orb as the mind orb’s manifester level. The mind orb nor the manifesters in the mind orb expend any power points upon a successful check. If the check fails, the mind orb does not manifest the power, but one of the manifesters in the mind orb may choose to manifest it with its own power points instead. To stay in a mind orb, a manifester must not move from its current location, nor may it perform any strenuous actions except manifesting a power. If someone is knocked unconscious, that manifester immediately leaves the mind orb.
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6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
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The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Tome of Channeling Copyright 2007, Robert van der Meer
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