Channeler Spells [Archive] - Wizards Community

Post/Author/DateTimePost
bitnine

08-18-04, 01:58 AM
The following are spells for a base class located in another thread, the Channeler (http://64.223.12.43/showthread.php?s=&postid=4181658#post4181658). I'll probably be giving these a look over and changing or perhaps replacing a few of them, but I wanted to get them down in one go. The Channeler is a class with spell progression up to 6th level, and a somewhat narrow focus on support-type spells, with a touch of impairment mixed in.

Comments are welcome. (Keep in mind that the levels for these spells are for a reduced spell progression and wouldn't translate directly over to, for example, cleric 1-9 spells. I haven't listed where the spells would be for other classes, but some of the spells would be 1-2 levels higher {much like a bard gets mass charm monster at 6th level instead of 8th, or greater dispel magic at 5th instead of 6th or break enchantment at 4th instead of 5th}.)

Clear Mind
Abjuration
Level: Channeler 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You attempt to restore the mind of a single creature to its normal state. The target may immediately make a new saving throw against any fear effect as well as effects causing the target to be paralysized, nauseated, or sickened. The creature receives a resistance bonus to this saving throw equal to one-third the caster's level, to a maximum of +4 at 12th level.

Disrupt Creature
Necromancy
Level: Channeler 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous; 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

You disrupt the basic essence of a creature, dealing 1d4 damage/level (maximum 5d4), as well as sickening the creature for one round per level. A successful fortitude save halves the damage and negates the sickened effect.

Divine Protection
Abjuration
Level: Channeler 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You strengthen the essence of a creature with a basic ward of divine energy. The creature receives a +2 sacred bonus to AC, and +1 sacred bonus to saving throws, as well as a +4 sacred bonus to saving throws against mind-affecting effects. If the caster is evil, the bonuses are profane instead of sacred.

Essence Reduction, Lesser
Necromancy
Level: Channeler 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You attempt to dimish the essence of a creature, producing a variety of ill effects. Creatures suffer ailments for the duration of the spell, determined by your caster level and their hit dice:HD Effect
Greater than caster level Sickened
Equal to caster level Sickened, Deafened
Up to caster level - 4 Sickened, Deafened, BlindedAbility Boost
Transmutation
Level: Channeler 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You grant the touched creature a +2 sacred bonus to an ability score, selected at the time of casting.

Essence Reduction
Necromancy
Level: Channeler 2
Target: One creature plus one creature/three levels, no two of which can be more than 30 feet apart.

This spell functions as per lesser essence reduction, except that it affects multiple creatures.

Restore Essence
Abjuration
Level: Channeler 2
Components: V, S, XP
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You remove all of the following conditions from the touched creature: dazzled, dazed, shaken, sickened, and stunned. Additionally, the creature suffering from blindness, deafness, exhaustion, or fatigue may reduce the duration of such effects by one minute.

XP Cost: 20 XP

Divine Circle
Abjuration
Level: Channeler 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 10-ft.-radius emanation from touched creature
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

All creatures within the spell's area of effect receive the benefits of a divine protection spell.

Essence Reduction, Greater
Necromancy
Level: Channeler 3
Saving Throw: Will Partial (see text)

This spell functions as per essence reduction, except for that a successful saving throw allows a creature to increase its effective hit dice by 5 for the purposes of determining the condition inflicted. A creature who successfully saves and would normally only be sickened negates the effect instead.

Refresh Essence
Abjuration
Level: Channeler 3
Components: V, S, XP
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

You refresh a touched creature. The spell's target recovers as if it had rested for one day under bed rest, using its natural healing. This includes regaining hit points, recovering from ability damage, and restoring exhaustion and fatigue.

Bleed Essence
Necromancy
Level: Channeler 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes

You tear at the essence of a creature, causing it to unravel. The spell's target is sickened and receives 1 point of constitution damage each round. The target receives a new saving throw on their turn each round (after receiving the consitution damage).

Empower Creature
Transmutation
Level: Channeler 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You empower the basic essence of a creature with pure divine energy. The creature glows with an unearthly radiance that sheds light as if a torch, as well as gaining a number of benefits. The creature gains 2d8 temporary hit points, a +1 insight bonus to attack rolls, and the ability to make an additional move action each round.

Improved Channeling
Conjuration (healing)
Level: Channeler 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)

During the duration of this spell, you benefit from a greatly improved ability to restore the essences of creatures. When using your healing class ability, you may affect a creature within 30 feet instead of having to touch them. You may also heal as a free action; when doing so, treat the spell sacrificed as two levels lower. This takes the place of a quickened spell for the round.

Amplify Boon
Universal
Level: Channeler 5
Components: V, S
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round/level (D)

During the duration of this spell, you may choose to have any spell of 3rd level or less that targets a single creature affect yourself as well. If you do so, you must pay any associated costs of the spell twice, such as material or experience components.

Ability Boost, Mass
Transmutation
Level: Channeler 6
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart

This spell functions as per ability boost, except that it affects multiple creatures, and grants a +4 bonus. The selected ability must be the same for all creatures.

Anathema
Evocation
Level: Channeler 6
Components: V, S, M
Range: Medium (100 ft. + 10 ft./level)
Effect: 20-ft.-radius burst
Duration: 1 round/level (D)
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

You channel a field of powerful divine energy, attuned to be the direct antithesis of a particular creature's essence. This takes the form of a burst of rippling energy, which does not hamper vision or movement. When casting the spell, select one creature. If the selected creature is within the area of effect at the end of your turn, he is ravaged by the divine energies and must make a fortitude save. Failure means that the creature is drained of 1d4 points of charisma and receives one negative level. Success means that the creature instead takes 1d4 points of charisma damage. If the burst simply moves over the creature or the creature moves into its area, the creature takes 1 point of charisma damage.

On your turn, you can use a move action to either direct the burst or change the creature to which it is attuned. When directing the burst, you may move it up to 50 feet in a straight line within the spell's area of effect. Changing the creature to which the burst is attuned simply means selecting a new creature.

Tear Essence
Necromancy
Level: Channeler 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

You tear the essence of a creature, causing terrible damage. The creature takes 1d8 damage/2 levels (maximum 10d8) and is permanently blinded and deafened. A successful will save halves the damage, negates the blindness, and only leaves the creature deafened for 2d4 rounds.
[GSV] Kirstar

08-18-04, 03:48 AM
disrupt creature does too much damage.

d4 per 2 levels or even per 3 levels would be better



essense reductions is too powerful
bitnine

08-19-04, 12:37 AM
Originally posted by [GSV] Kirstar
disrupt creature does too much damage.

d4 per 2 levels or even per 3 levels would be betterSo you'd suggest a magic missile-like d4 at 1st level and additional d4s at 3rd/5th/7th/9th, save for half?essense reductions is too powerfulHm, I took a look towards a more focused color spray that scales for that particular spell - do you mean the whole line, or one in particular?
[GSV] Kirstar

08-19-04, 09:59 AM
yeah, a magic missile like progression in damage.

ive re read the essesence reduction and it seems ok now
bitnine

12-09-04, 07:26 AM
Kirstar']yeah, a magic missile like progression in damage.I'm still trying to decide on this one. Right now its has flame burst's damage progression, but it only affects one target and can instead sicken that creature for a little while.