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Reinboom
2007-05-19, 11:12 PM
Channel Mage
Magic runs through the world, entwined with much of everything we do each and every day. Each element and each creature thuroughly a part of magic in each their own way, and each focus being a whim of a god or the feeble representation of the true seeds of magic. It is known also that some creatures are more in touch with their magical basis, able to weave it much at will through force of personality and grandeur. It also known that many races take it upon themselves to further study the essence and properties of magic, to replicate and duplicate that which others find to be natural, to create power through destruction and alteration of much of the common ways of things. However, there is yet another type of wielder of the arcane. One who understands and realizes the magical potential in all creatures and most importantly themselves. Taking it upon themselves to study the intricacies and common workings of magic, utlizing their concentration in each form and essence and most importantly realizing where to most quickly touch the magic that is woven through all of us, by channeling their own magical essence, their own self.
These channel mages bend the magic of their own body in such a way to conduit an seamingly unlimited supply of energy, studying the delicate structure and notion similar to how their wizard brethren would while moving through the actual internal process and development much the way a sorcerer would, yet in their own art exceeding both. However, this blend of self-realization is difficult to come to, and for that, channel mages are rare sights in the world. Further, channel mages are quite specific in their nature, having the fuels of an unlimited repetoire of arcane knowledge would indeed be too much for any mortal, and many immortal, being and for this they are limited to understanding the intricacies of only certain schools of the magical arts for which they partake.

Adventures: Adventures are rich sources of study for the channel mage. Each new area brings more opportunity for them to study the delicate magical practices common to the local and further their own advancement of their self-understanding of magic. Their openness towards the world, and magic at large, makes them much more social and forward than many of their arcane brethren, whether for good or evil.

Alignment: Channel mages are open to any alignment. Their background allows them to emphasize magic for much of any purpose. A good channel mage may be a seaker of the awakening, furthering the knowledge of the arcane for the benefit of society, a diplomatic speaker and forward middle grounds or teacher to the way of the arcane art, seeing and holding out their hands much of the way of a good aligned cleric, forever emphasizing their art as a means to a peaceful ends. Or perhaps the good channel mage just wishes to wield the power of the arcane in order to pursue the defense of their home nation, a right of justice or perhaps a right of freedom.
A neutral channel mage may be attracted to the innate essence of which magic flows, how it weaves through all, good or evil. A neutral channel mage may understand, and even enforce, the equality of which magic represents, never prejudice against ideas or notions and accepting that of most any creature. Or the channel mage may come to enjoy the balance of which magic provides into nature, harvesting many creatures, assisting some, or even being wielded by many. Perhaps the channel mage wishes only to pursue the freedom which the innate arcane provides her, forever bending to her every need as she strives to survive.
Even evil channel mages are not any more rare than the other types. The boundless power of that which is obtained through the personal understanding of magic is indeed a desireable goal. Only limited by the strands of their own weakness and forever pursuing to overcome the next object, or creature, to stand in their way. Forever seeking to force those around them to bow before their might, never wishing to be caught with their guard down, and 'never without a memorized spell', the offerings of a channel mage are indeed great ones that could easily drive the desires of many an evil one.

Races: Channel mages stem from almost any race, for it is, afterall, their understanding of which that of every race unknowningly perhaps, borrows from. Any race that favors a sorcerer or wizard has a high chance of accepting in a channel mage, easily mistakeable for either.

Abilities: Channel mages develop their magic through an innate sense and build upon this knowledge further, blending charisma and intelligence together to fuel their spellcasting abilities. The need to derive their power from their own selves, however, damages the channel mage and for this purpose, the channel mage is more wisely taken upon those with a higher constitution.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|
Max School Level|
Casting Points|
Comprehensive Spells

1st|
+0|
+0|
+0|
+2|Improved Eschew Materials|
1|
4|


2nd|
+1|
+0|
+0|
+3|Bonus Feat|
2|
4|


3rd|
+1|
+1|
+1|
+3||
2|
4|


4th|
+2|
+1|
+1|
+4||
3|
6|
0

5th|
+2|
+1|
+1|
+4||
3|
7|
0

6th|
+3|
+2|
+2|
+5||
4|
9|
0

7th|
+3|
+2|
+2|
+5|Bonus Feat|
4|
10|
0

8th|
+4|
+2|
+2|
+6||
5|
12|
0

9th|
+4|
+3|
+3|
+6||
5|
13|
1

10th|
+5|
+3|
+3|
+7||
6|
15|
1

11th|
+5|
+3|
+3|
+7||
6|
16|
1

12th|
+6/+1|
+4|
+4|
+8|Bonus Feat|
7|
18|
1

13th|
+6/+1|
+4|
+4|
+8||
7|
18|
2

14th|
+7/+2|
+4|
+4|
+9||
7|
18|
2

15th|
+7/+2|
+5|
+5|
+9||
8|
18|
2

16th|
+8/+3|
+5|
+5|
+10||
8|
18|
2

17th|
+8/+3|
+5|
+5|
+10|Bonus Feat|
8|
18|
3

18th|
+9/+4|
+6|
+6|
+11||
8(9)|
10|
3

19th|
+9/+4|
+6|
+6|
+11||
8(9)|
10|
3

20th|
+10/+5|
+6|
+6|
+12||
8(9)|
10|
3

[/table]

Alignment: Any
Hit Die: 1d4
Class Skills:
Bluff (Cha) ,Concentration (Con) ,Diplomacy (Cha) ,Gather Information (Cha) ,Intimidate (Cha) ,Knowledge (Int) ,Profession (Wis) ,Sense Motive (Wis) , and Spellcraft (Int) .
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.

By: SweetRein
Weapon and Armor Proficiency: Channel mages are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a channel mage’s gestures, which can cause her spells with somatic components to fail.

Spells: A channel mage spontaneously casts arcane spells which are drawn from the sorcerer/wizard spell list. Channel mages must be proficient in school levels in order to cast spells, and then only up to their proficient level in each school. Channel mages may cast an unlimited number of spells from these schools each day, however.

Whenever a channel mage casts a spell she takes an amount damage, called Spell Damage, based on the spell level after the spell is cast, whether successful or not. The table below covers the amount of spell damage for each spell level. This damage overcomes all Damage Reduction and can only be reduced otherwise by channel feats.

At each level the channel mage gains a certain number of Casting Points that they may spend in order to become proficient in different schools of magic. The channel mage may reserve up to 10 Casting Points each level for the following level instead.

Each level of proficiency, except 0 level spells, costs twice the spell level and must be spent seperately for each school. 0 Level spell proficiency costs 1 casting point. In order to gain proficiency in a level of a school, the channel mage must have the previous level. Channel mages also may not level their school levels beyond the max for their level, displayed in the channel mage table. The channel mage does not have access to 9th level spells, and the (9)th level slots are there only for determining max spell level the channel mage can cast, such as, for qualifying for epic spellcasting. The channel mage cannot spend casting points into these (9)th school levels.
Table of Casting Points cost per level of each school and Spell Damage. {table=head]School Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th


Casting Points|1|2|4|6|8|10|12|14|16


Spell Damage|0|0|1|2|3|4|5|6|7

[/table]
The Difficulty Class for a saving throw against a channel mage’s spell is 7 + the spell level + the channel mage’s combined Charisma and Intelligence modifiers.

Comprehensive Spells: Comprehensive spells cover all spell schools. For the purpose of determining which spells the channel mage may cast, treat all spells of equal or less than the channel mage’s comprehensive spells level as proficient. The channel mage still needs to spend the minimum casting points, however, to make these schools proficient for the purposes of raising their proficiency higher.

Universal Spells: You may cast all universal spells of equal to or less than your max school level. This may be higher than your highest school proficiency.

Prestige Class Rules: If a class would increase the spell progression of a channel mage, it increases the channel mage’s Max School Level and Casting Points in its place, with a 2 Casting Point penalty with each level. This does not increase levels for determining comprehensive spells.

Metamagic: The channel mage may apply metamagic freely as long as the combined spell level is equal to the channel mage’s proficiency in that school. This does not increase the casting time of spells. Nonchannel feats that would reduce spell level adjustment for metamagic do not apply to the channel mage’s spells.

Dual School Spells: The channel mage requires both school proficiencies for spells that encompass two schools.

Spell Slot Loss Class Features: Any class feature that would cost a permanent spell slot loss, such as an archmage’s high arcana, instead costs a channel mage’s casting points. The cost in casting points is equal to half of the spell slot level being given up, rounded up. For example, a caster mage/archmage would have to spend an extra 4 casting points in order to take Master of Elements. The channel mage may not replace spell slots in this way that would normally be higher level than her max school level.

Specific Spell Restrictions: For the purposes of balance, the channel mage may not cast the following spells:
Forcecage, Celerity, Greater Celerity, or Synostodweomer.

Improved Eschew Materials: The channel mage may cast any spell with a material component costing 100 gp or less without needing that component. If the spell requires a material component that costs more than 100 gp, you must have the material component at hand to cast the spell, just as normal.
The channel mage is also treated as having the feat Eschew Materials for all other purposes such as qualifying for certain prestige classes.

Bonus Feats: At 2nd, 7th, 12th, and 17th levels a channel mage gains a bonus feat. At each such opportunity, she can choose a Channel feat or one of the following: Still Spell, Silent Spell, Extend Spell, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Improved Counterspell, or Combat Casting.

--
[Feats]
Power Casting [Channel]
Prerequisites: 4th level channel mage
Benefit: Gain 10 Casting Points that may be used immediately.
Special: This feat may be taken multiple times.

Controlled Casting [Channel]
Prerequisites: Character level 12th
Benefit: Controlled casting reduces the amount of spell damage taken for each spell cast by a channel mage by 1.

Metamagic Proficiency [Channel]
Prerequisites: 7th level channel mage
Benefit: When casting spells of a school in which the channel mage has a proficiency of 5 levels or greater in, the channel mage may apply any one metamagic feat that would increase the spell level adjustment by 1 without any spell adjustment. You cannot apply a variable level adjustment metamagic in this way, such as heighten spell.

Greater Metamagic Proficiency [Channel]
Prerequisites: Metamagic Proficiency.
Benefit: When casting spells of a school in which the channel mage has a proficiency of 5 levels or greater in, the channel mage may apply up to three metamagic feats that would increase the spell level adjustment by 1 each without any spell adjustment. You cannot apply a variable level adjustment metamagic in this way, such as heighten spell.

Comprehensive Metamagic Proficiency [Channel]
Prerequisites: Metamagic Proficiency.
Benefit: The benefits of Metamagic Proficiency and Greater Metamagic Proficiency applies to schools of which the channel mage has a proficiency of 1 level or greater in. This applies to comprehensive spells.

--
Further (not rules text):
This class was designed as a way of playing a boundless, yet still entertaining, spellcaster. The intention was to cover as many parts as I could of the prefered aspects of many spellcaster classes while trying to develop something new and stay closer to balance.
First, an leading description of how this class works:
Whenever a character gains a level in this class, they gain the Casting Points to spend (which they must spend to at least down to 10).
For example, at 1st level, the character gains 4 casting points of which they may spend into schools.
The character must spend into all of the minimum levels first, so, in order to cast level 1 spells of say, the evocation school, she must first spend 1 Casting point when they gain the level on level 0 spells in the evocation school, then 2 more points in order to gain level 1 spells of the evocation school. They can now nigh' infinitely cast all level 1 and level 0 evocations. The leftover 1 casting point may then be reserved either for next level or may be spent to get a different school proficiency at level 0.
The only other limitation to casting spells is the spell damage, most of this damage will be ignored for low level spells by int, and really only comes into play at higher levels - as to not overcripple the class.
Mind, however, anything less than 14 int (or 12 int and controlled casting) at level 1 may be difficult to play due to the constant damage. The 14 int will allow you to ignore the level 0 and 1 damage at least, and reduce the level 2 spell damage down to 2.

The specific spell restrictions are there to highlight spells that, although normally powerful on their own, shine a bit too much with unlimited casting. Synostodweamor, for example, is a swift action spell that would allow the caster to constantly heal up to 8d8 every turn due in part to the unlimited spellcasting of this class.
Each bonus feat level, except the 1st, is strategically placed after an optimized break off point. Levels 5 or 6 are common ending progressions of spellcasters, notably, due to level 7 providing no BAB or save increase.
Many other aspects of this class are adjustments just to make certain 'brokenly powerful' situations not occur, intending for balance.
--
This class may be found as a quick table on:
http://pifro.com/dnd/index.php?Class=channel%20mage&Site=Normal&FClass=Custom
--

Ivius
2007-05-19, 11:29 PM
Seems a bit complex, but once you figure out how it works, it looks like a pretty balanced and fun class. This should prevent a lot of Batman cheese, as there's no way to get high enough spells in enough schools for a big combo.

Koretsu
2007-05-20, 12:24 AM
Wow. I like this class. It's like a mix between Warlock, Shadow Caster, and Sorcerer. I will definately try and use this class some day. :D

The only thing I can really think of that you might want to consider is that you might want to bar the Repair Damage spells in the Ebberon campaign setting from this class, so a warforged couldn't blatently abuse the spell damage effects.


...Also, I'd like to request a class-write-up for background info. :)

DracoDei
2007-05-20, 12:39 AM
MIGHT consider changing the damage to non-lethal (but say that it goes to lethal if the caster is immune to lethal for some reason... but perhaps gets halved in the process). Being able to spam off Protection From Evil and Shield on every party member could get nasty... And at higher level the same goes for the stat buff spells once you pump your INT high enough or the cleric dedicates a wand of Cure Light. And continuous Expeditious Retreat could let the party not need horses for most purposes. Don't know how these balance with the weaknesses of the class... just throwing some stuff out there.

Reinboom
2007-05-20, 01:30 AM
Expeditious Retreat can only target yourself.
The healing from an outside source doesn't bother me. A round spent healing the mage, is a round spent that would've otherwise been used elsewhere.
The Lethality of the damage, also, isn't an issue. I want the mage to preconsider casting spells, to give a moments thought before going out, much like a fighter just doesn't charge into battle.

I'm unsure how to handle the warforged issue though shorter than just banning any spells that would heal oneself.

I'm still toying with the restrictions, I really wish this class to stay 3 stat dependent (Con, Int, and Cha).

An alternative that I have been debating:

Spell damage is equal to spell level -1, so
0 for level 0, 0 for level 1, 1 for level 2, 2 for level 3, etc. Unreduceable (not even by int).
Change the spell saving throws into 5 + Charisma Modifier + Intelligence Modifier.

===
Background info is still being decided (as is it's final name, unless everyone actually likes channel mage :smalltongue: ). I wish to get all the crunchy meaty stuff out of the way first mostly.

DracoDei
2007-05-20, 01:48 AM
5+Int mod+Cha mod is going to lower the DC noticably at lower levels and only PERHAPS raise it at higher levels... Nerfed in otherwords. Try more like 7+Int Mod+Cha Mod maybe...

Reinboom
2007-05-20, 02:05 AM
Hmmn, well, letsee.
Since the change is only -5 then + stat, the concentration only has to be that stat, I'll say, Charisma.
You would spend all your level boosts in the other stat.

So, 16 cha, +3. The penalty at level 1 a total DC decrease of -2.
With a eagle's splendor (or cloak of charisma +4), this is changed to 0. Circlet of persuasion, the DC is 1 higher than normal, and then off and on 1 to 2. Then there's the tweaking ways to get more (magic-touched, devil's ego, etc.) Eventually that cloak will be a +6 (so, 2 to 3 extra) as well.
Higher level high DCs aren't an issue I believe.
That and by standard, D&D doesn't usually like odd numbers greater than 6.
Perhaps, 6 + Int + Cha?
Or even, perhaps this would work to emphasize this caster's spells even more so, making them a "these will work!" style? So, 8 + Int + Cha?

:Edit:
After much deliberation, the 8 + int + cha is the most appealing, it gives this class an edge that is notably different than other spellcasters without making this class the love child of batman, green lantern, and flash.

Koretsu
2007-05-20, 03:27 AM
Hmmn, well, letsee.
Since the change is only -5 then + stat, the concentration only has to be that stat, I'll say, Charisma.
You would spend all your level boosts in the other stat.

So, 16 cha, +3. The penalty at level 1 a total DC decrease of -2.
With a eagle's splendor (or cloak of charisma +4), this is changed to 0. Circlet of persuasion, the DC is 1 higher than normal, and then off and on 1 to 2. Then there's the tweaking ways to get more (magic-touched, devil's ego, etc.) Eventually that cloak will be a +6 (so, 2 to 3 extra) as well.
Higher level high DCs aren't an issue I believe.
That and by standard, D&D doesn't usually like odd numbers greater than 6.
Perhaps, 6 + Int + Cha?
Or even, perhaps this would work to emphasize this caster's spells even more so, making them a "these will work!" style? So, 8 + Int + Cha?

:Edit:
After much deliberation, the 8 + int + cha is the most appealing, it gives this class an edge that is notably different than other spellcasters without making this class the love child of batman, green lantern, and flash.

The only issue with an 8+Int+Cha+Spell Level save DC is that in games that don't use a point-buy or the standard roll system (my games use 5d6 drop 2, for example), you're looking at significantly higher save DCs than normal.

Reinboom
2007-05-20, 04:31 AM
Oh, I was already considering 16 cha, 20 int (from racial mods) with that.
Perhaps if you go 2 18s, then it's a DC increase by 1 higher. So it will be 2 - 3 higher, then eventually 3 - 4 higher.
Given how specialized the channel mage eventually gets _ or how spread out it gets (where everything is medium level)_ a higher DC isn't too much of a kill switch. It helps makes sure their spells work more often, which isn't such a bad thing [in moderation].

I did a bit more math to figure out how many schools could be maxed at how fast, and had to adjust the Power Casting feet a little bit.
Also, cut on the spells gained for the last few levels. This will cut down on how fast schools can be maximized.

JoshuaZ
2007-05-20, 11:04 AM
Metamagic Proficiency [Channel]
Prerequisites: 7th level channel mage
Benefit: When casting spells of a school in which the channel mage has a proficiency of 5 levels or greater in, the channel mage may apply any one metamagic feat that would increase the spell level adjustment by 1 without any spell adjustment.

Greater Metamagic Proficiency [Channel]
Prerequisites: Metamagic Proficiency.
Benefit: When casting spells of a school in which the channel mage has a proficiency of 5 levels or greater in, the channel mage may apply any number of metamagic feats that would increase the spell level adjustment by 1 each without any spell adjustment.


These seems abusable if I'm reading things correctly. I haven't come up with a really good abuse yet, but even being able to essentially make all spells Stilled Silent and Heightened in a single area is going to be problematic. If one combines this with feats that decrease the cost of metamagic one could see possibly see everything being quickened for free or something similar.

DracoDei
2007-05-20, 01:53 PM
If one combines this with feats that decrease the cost of metamagic one could see possibly see everything being quickened for free or something similar.
So one is solution is to state explicitly they don't combine with such feats then.

Reinboom
2007-05-20, 07:10 PM
These seems abusable if I'm reading things correctly. I haven't come up with a really good abuse yet, but even being able to essentially make all spells Stilled Silent and Heightened in a single area is going to be problematic. If one combines this with feats that decrease the cost of metamagic one could see possibly see everything being quickened for free or something similar.

Already caught this. Reread the metamagic part.

Metamagic: The channel mage may apply metamagic freely as long as the combined spell level is equal to the channel mage’s proficiency in that school. This does not increase the casting time of spells. Nonchannel feats that would reduce spell level adjustment for metamagic do not apply to the channel mage’s spells.

I forgot to apply heighten spell in that however, a free +1 DC and higher spell level (to overcome other spells). However, this 'free' boost would only apply to your highest level, since you can't apply the same metamagic feat more than once anyways, so you couldn't repeatadly heighten over an already 1 level heighten. So it should work out.

Reinboom
2007-05-22, 10:13 AM
Ok, DracoDei, you where right the first try. 7 + Cha + Int is more workable in almost all situations.

Added fluff! Added important fluff / actual useful feature to class as well! Adjusted a couple things, other than the warforged issue, I believe this to be pretty balanced now.

Any assistance to break it further much obliged. Please tell me if I am missing anything or opinions, ideas, etc.

Overlord
2007-05-24, 12:07 AM
This is a very nice class! I was just thinking about a making a class like this crunch-wise, but this is close enough to what I was looking for. :smallwink:

A few thoughts:

A few nitpicky things with the skills. You've got more skill points than the sorcerer or the wizard, and not many more class skills. This is a partly intelligence-based class, so characters that take this class are probably going to have plenty of skill points to spend.

I also have a few questions.

One, the casting points on tables, are cumulative, right? It seems obvious, but I just want to make sure.

Second, why do Channel Mages get to potentially cast Second Level spells from an entire school at Level 2? That's your entire points for the level, sure, but still.... Invisibility is worth taking proficiency in Illusion for all by itself.

Third, when a Channel Mage gets comprehensive spells for, say, level one, and he doesn't have proficiency in any levels in a school, if he wants level two proficiency, he has to spend points to get both zero and one proficiency before he can get two, right? I just want to make sure I understand this correctly.

Lastly, I suggest changing the name of Casting Points to Repertoire Points.

Say it with me now: Repertoire Points. It just rolls off the tongue, doesn't it? :smalltongue:

Anyway, great job! This looks like a fun class to play!

Reinboom
2007-05-30, 03:30 PM
This is a very nice class! I was just thinking about a making a class like this crunch-wise, but this is close enough to what I was looking for. :smallwink:


Arr! Sorry for the late reply to this.


One, the casting points on tables, are cumulative, right? It seems obvious, but I just want to make sure.

Yes, perhaps I should write this in more clearly somehow.


Second, why do Channel Mages get to potentially cast Second Level spells from an entire school at Level 2? That's your entire points for the level, sure, but still.... Invisibility is worth taking proficiency in Illusion for all by itself.
For consistency is perhaps the best excuse I have here. Personally, I do not have an issue with giving most mid range spell levels a level more quickly, and as you will notice, this pattern is consistent until the higher level spell slots (increasing over 2 levels each go.) Changing 2nd level to max level of 1 instead would break the pattern. Moving all the levels back 1 would force me to redo all the math I did for trying to figure out spell levels. Is this a large enough issue?


Third, when a Channel Mage gets comprehensive spells for, say, level one, and he doesn't have proficiency in any levels in a school, if he wants level two proficiency, he has to spend points to get both zero and one proficiency before he can get two, right? I just want to make sure I understand this correctly.
"The channel mage still needs to spend the minimum casting points, however, to make these schools proficient for the purposes of raising their proficiency higher."
This is what this line is meaning to convey. Perhaps I need to word it more clearly? Suggestions welcome.


Lastly, I suggest changing the name of Casting Points to Repertoire Points.

Say it with me now: Repertoire Points. It just rolls off the tongue, doesn't it? :smalltongue:
This is more fitting to the tongue, aye. I'm not entirely good with names after all as it is. :smallredface:


Anyway, great job! This looks like a fun class to play!
thank you.

EvilElitest
2007-06-19, 03:15 PM
Tad question about the hit point thing, if a channel mage is wearing two rings of regeneration, an amultet of health +3, and has a cleric backing him up, couldn't he cast spells for about half a day before running out?
from,
EE

Justyn
2007-06-19, 03:33 PM
Considering the class takes damage based of class features, I think that it should have a higher hit die: say, a d6, or even a d8.