Hermetic & Spiritual Channelers
- DangerDwarf
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Hermetic & Spiritual Channelers
I converted this for my upcoming Midnight campaign but thought it could be used in any lower magic campaign in place of a wizard.
Hermetic Channeler
Prime Attribute: Intelligence
Alignment: Any (Usually Lawful)
Hit Dice: d6
Weapons: Club, Dagger, Dart, Light Mace, Heavy Mace, Spear, Staff
Armor: None
BtH Progression: Same as Cleric
XP Progression: Same as Wizard
ABILITIES
Spell Energy: A Hermetic Channeler begins with an additional number of spell energy points equal to his Intelligence modifier. His spell energy points increase by one point for every level he gains.
Spells: A Hermetic Channeler begins play knowing Prestidigitation, three other 0th level, and a single 1st level spell of his choice. He may cast a number of 0th level spells per day equal to 3 + Intelligence modifier.
Upon reaching level two, a channeler may choose one school of magic from which he can learn spells. He can choose an additional school of magic at levels 5, 8, 11, 14, 17, and 20. A channeler cannot learn a greater school of magic unless he has already learned the lesser school.
Beginning at 2nd level, and every level thereafter, a channeler can choose to learn two new spells from a school in which he is proficient. The maximum spell level he can learn is equal to his level +1 divided by 2 (round down). So, a level 3 channeler could learn 2nd level spells [(3+1) / 2] = 2.
A channeler is not required to memorize his spells. He is able to cast any spell he knows by expending a number of spell energy points equal to the level of the spell. If a channeler runs out of spell energy points, he can still cast spells but it is dangerous to do. Any time a spell energy cost cannot be met, he will suffer 1 point of constitution damage per spell energy point he is short of casting the spell. This constitution damage cannot be avoided by any means and the ONLY way to recover the constitution points is through eight hours of rest. After he has rested for a full eight hours the channeler will recover all constitution damaged suffered.
Literate: A Hermetic Channeler is automatically literate in one language in which they are proficient. Every three levels thereafter they gain literacy in additional language they know.
Lore Book (Intelligence): Every day a Hermetic Channeler copies everything that he has learned that day into his Lore Book. Various observations, bits of conversations and a host of other things get copied into his book.
When he reaches 3rd level, his lore book has acquired so much information ranging from the esoteric to the essential that he can use it as a study tool to jog his memory and gain insight into nearly any subject.
When a Hermetic Channeler consults his lore book it functions like the Bards Legend Lore ability but uses Intelligence for the roll as opposed to Charisma.
Spell Mastery: Upon reaching the 7th level, a Hermetic Channeler has gained such an insight into the nature and working of magic that others find his spells harder to resist. His opponents must resist his spells as if the channeler were one level higher than he is.
Hermetic Channeler
Prime Attribute: Intelligence
Alignment: Any (Usually Lawful)
Hit Dice: d6
Weapons: Club, Dagger, Dart, Light Mace, Heavy Mace, Spear, Staff
Armor: None
BtH Progression: Same as Cleric
XP Progression: Same as Wizard
ABILITIES
Spell Energy: A Hermetic Channeler begins with an additional number of spell energy points equal to his Intelligence modifier. His spell energy points increase by one point for every level he gains.
Spells: A Hermetic Channeler begins play knowing Prestidigitation, three other 0th level, and a single 1st level spell of his choice. He may cast a number of 0th level spells per day equal to 3 + Intelligence modifier.
Upon reaching level two, a channeler may choose one school of magic from which he can learn spells. He can choose an additional school of magic at levels 5, 8, 11, 14, 17, and 20. A channeler cannot learn a greater school of magic unless he has already learned the lesser school.
Beginning at 2nd level, and every level thereafter, a channeler can choose to learn two new spells from a school in which he is proficient. The maximum spell level he can learn is equal to his level +1 divided by 2 (round down). So, a level 3 channeler could learn 2nd level spells [(3+1) / 2] = 2.
A channeler is not required to memorize his spells. He is able to cast any spell he knows by expending a number of spell energy points equal to the level of the spell. If a channeler runs out of spell energy points, he can still cast spells but it is dangerous to do. Any time a spell energy cost cannot be met, he will suffer 1 point of constitution damage per spell energy point he is short of casting the spell. This constitution damage cannot be avoided by any means and the ONLY way to recover the constitution points is through eight hours of rest. After he has rested for a full eight hours the channeler will recover all constitution damaged suffered.
Literate: A Hermetic Channeler is automatically literate in one language in which they are proficient. Every three levels thereafter they gain literacy in additional language they know.
Lore Book (Intelligence): Every day a Hermetic Channeler copies everything that he has learned that day into his Lore Book. Various observations, bits of conversations and a host of other things get copied into his book.
When he reaches 3rd level, his lore book has acquired so much information ranging from the esoteric to the essential that he can use it as a study tool to jog his memory and gain insight into nearly any subject.
When a Hermetic Channeler consults his lore book it functions like the Bards Legend Lore ability but uses Intelligence for the roll as opposed to Charisma.
Spell Mastery: Upon reaching the 7th level, a Hermetic Channeler has gained such an insight into the nature and working of magic that others find his spells harder to resist. His opponents must resist his spells as if the channeler were one level higher than he is.
- DangerDwarf
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Spiritual Channeler
Prime Attribute: Wisdom
Alignment: Any
Hit Dice: d6
Weapons: Club, Dagger, Dart, Light Mace, Heavy Mace, Spear, Staff
Armor: None
BtH Progression: Same as Cleric
XP Progression: Same as Wizard
ABILITIES
Spell Energy: A Spritual Channeler begins with an additional number of spell energy points equal to his Wisdom modifier. His spell energy points increase by one point for every level he gains.
Spells: A Spiritual Channeler begins play knowing Prestidigitation, three other 0th level, and a single 1st level spell of his choice. He may cast a number of 0th level spells per day equal to 3 + Intelligence modifier.
Upon reaching level two, a channeler may choose one school of magic from which he can learn spells. He can choose an additional school of magic at levels 5, 8, 11, 14, 17, and 20. A channeler cannot learn a greater school of magic unless he has already learned the lesser school.
Beginning at 2nd level, and every level thereafter, a channeler can choose to learn two new spells from a school in which he is proficient. The maximum spell level he can learn is equal to his level +1 divided by 2 (round down). So, a level 3 channeler could learn 2nd level spells [(3+1) / 2] = 2.
A channeler is not required to memorize his spells. He is able to cast any spell he knows by expending a number of spell energy points equal to the level of the spell. If a channeler runs out of spell energy points, he can still cast spells but it is dangerous to do. Any time a spell energy cost cannot be met, he will suffer 1 point of constitution damage per spell energy point he is short of casting the spell. This constitution damage cannot be avoided by any means and the ONLY way to recover the constitution points is through eight hours of rest. After he has rested for a full eight hours the channeler will recover all constitution damaged suffered.
Mastery of Nature (Wisdom): Upon reaching the 3rd level a Spiritual Channeler can turn or command animals and plants. This ability works the same as the clerical ability Turn Undead except that it only functions against animals and plants.
Mastery of Spirits (Wisdom): Upon reaching the 7th level a Spiritual Channeler can exorcize a possessing entity from any living, corpeal creature. This ability functions like the Clerical ability Turn Undead except it only functions on creatures using a spell, spell-like ability, or supernatural ability to posses another creature. A creature who has benefited from a channelers exorcism cannot be possessed by the same entity for 24 hours. If the channeler is 5 levels higher than the HD of the possessing creature then the possessed creature cannot be possessed by the same being for one year.
Prime Attribute: Wisdom
Alignment: Any
Hit Dice: d6
Weapons: Club, Dagger, Dart, Light Mace, Heavy Mace, Spear, Staff
Armor: None
BtH Progression: Same as Cleric
XP Progression: Same as Wizard
ABILITIES
Spell Energy: A Spritual Channeler begins with an additional number of spell energy points equal to his Wisdom modifier. His spell energy points increase by one point for every level he gains.
Spells: A Spiritual Channeler begins play knowing Prestidigitation, three other 0th level, and a single 1st level spell of his choice. He may cast a number of 0th level spells per day equal to 3 + Intelligence modifier.
Upon reaching level two, a channeler may choose one school of magic from which he can learn spells. He can choose an additional school of magic at levels 5, 8, 11, 14, 17, and 20. A channeler cannot learn a greater school of magic unless he has already learned the lesser school.
Beginning at 2nd level, and every level thereafter, a channeler can choose to learn two new spells from a school in which he is proficient. The maximum spell level he can learn is equal to his level +1 divided by 2 (round down). So, a level 3 channeler could learn 2nd level spells [(3+1) / 2] = 2.
A channeler is not required to memorize his spells. He is able to cast any spell he knows by expending a number of spell energy points equal to the level of the spell. If a channeler runs out of spell energy points, he can still cast spells but it is dangerous to do. Any time a spell energy cost cannot be met, he will suffer 1 point of constitution damage per spell energy point he is short of casting the spell. This constitution damage cannot be avoided by any means and the ONLY way to recover the constitution points is through eight hours of rest. After he has rested for a full eight hours the channeler will recover all constitution damaged suffered.
Mastery of Nature (Wisdom): Upon reaching the 3rd level a Spiritual Channeler can turn or command animals and plants. This ability works the same as the clerical ability Turn Undead except that it only functions against animals and plants.
Mastery of Spirits (Wisdom): Upon reaching the 7th level a Spiritual Channeler can exorcize a possessing entity from any living, corpeal creature. This ability functions like the Clerical ability Turn Undead except it only functions on creatures using a spell, spell-like ability, or supernatural ability to posses another creature. A creature who has benefited from a channelers exorcism cannot be possessed by the same entity for 24 hours. If the channeler is 5 levels higher than the HD of the possessing creature then the possessed creature cannot be possessed by the same being for one year.
- DangerDwarf
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- DangerDwarf
- Maukling
- Posts: 5284
- Joined: Sat May 27, 2006 7:00 am
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Oh, and I almost forgot
Ritual Magic
A channeler can learn ritual versions of spells and act as a ritual leader. When learning a new spell he must designate whether it is its standard form or ritual form.
To cast a ritual spell, a number of ritual participants can assist, up to the ability bonus of the ritual leader (Intelligence for Hermetics, Wisdom for Spiritualists). To assist in a ritual, a participant has to be able to cast spells from the ritual spells school and they must be of sufficient level to cast the spell though they need not know the spell themselves. For each ritual assistant who participates, the spell energy cost for the ritual is reduced by one (a ritual can allow a spell to be cast for zero spell energy).
Not only can a ritual reduce a spells energy cost but it can also allow a spell to be modified in several ways. For each modification from the list below it increases the spell energy cost of the ritual by one.
Double original duration
Affect one additional target
Double original radius or area of effect
The same modification can be chosen more then once, each time increasing the energy cost by one.
Casting a ritual requires 10 minutes of casting time per spell energy point, with a minimum of 10 minutes.
Ritual castings are exhausting for the participants. If a ritual spell casting has a spell energy cost higher then 0, then all participants pay that cost in constitution damage NOT spell energy points.
Ritual Magic
A channeler can learn ritual versions of spells and act as a ritual leader. When learning a new spell he must designate whether it is its standard form or ritual form.
To cast a ritual spell, a number of ritual participants can assist, up to the ability bonus of the ritual leader (Intelligence for Hermetics, Wisdom for Spiritualists). To assist in a ritual, a participant has to be able to cast spells from the ritual spells school and they must be of sufficient level to cast the spell though they need not know the spell themselves. For each ritual assistant who participates, the spell energy cost for the ritual is reduced by one (a ritual can allow a spell to be cast for zero spell energy).
Not only can a ritual reduce a spells energy cost but it can also allow a spell to be modified in several ways. For each modification from the list below it increases the spell energy cost of the ritual by one.
Double original duration
Affect one additional target
Double original radius or area of effect
The same modification can be chosen more then once, each time increasing the energy cost by one.
Casting a ritual requires 10 minutes of casting time per spell energy point, with a minimum of 10 minutes.
Ritual castings are exhausting for the participants. If a ritual spell casting has a spell energy cost higher then 0, then all participants pay that cost in constitution damage NOT spell energy points.
- DangerDwarf
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Some interesting points in this system of magic is that there is no distinction between divine and arcane spells, they are all channeled spells. Therefore you can have Hermetics casting healing spells and spiritualists flinging fireballs.
Your Hermetics represent the astrological, complex formula type casters and the Spiritualists of course are your animistic shamans, nature worshiper, ancestral worshiper types.
Spells known will be down a more narrow alley as they are limited to what schools they know, growing wider as they advance.
It is also interesting to note that the ONLY spell in any of the schools that can restore a character from death is Reincarnate.
I think both classes would make good replacements for the traditional spell casters if running a S&S campaign.
Your Hermetics represent the astrological, complex formula type casters and the Spiritualists of course are your animistic shamans, nature worshiper, ancestral worshiper types.
Spells known will be down a more narrow alley as they are limited to what schools they know, growing wider as they advance.
It is also interesting to note that the ONLY spell in any of the schools that can restore a character from death is Reincarnate.
I think both classes would make good replacements for the traditional spell casters if running a S&S campaign.
- Omote
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It's nice to see DD getting so into the conversion process for Midnight. Nice work BTW.
I would suggest collecting all of this great info into a single MIDNIGHT CONVERSION thread. It's nice to give ideas for alternatives to the base C&C game, but for the few MIDNIGHT fans that lurk around these boards this critical information might be missed.
DD, very nice work. So when are you ready for playtest? 8)
...............................................Omote
FPQ
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
I would suggest collecting all of this great info into a single MIDNIGHT CONVERSION thread. It's nice to give ideas for alternatives to the base C&C game, but for the few MIDNIGHT fans that lurk around these boards this critical information might be missed.
DD, very nice work. So when are you ready for playtest? 8)
...............................................Omote
FPQ
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
- DangerDwarf
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rabindranath72
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- Omote
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Ooooh, .pdf = niiiice. 8)
.............................................Omote
FPQ
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
.............................................Omote
FPQ
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
Hermetic Channelers are good, but perhaps a little too weak as it is, compared to the other classes, I would probably add this to their list, taken from the Wizard prestige class (yes, a PrC to become something like it)
Wizardcraft: At 11th level, the hermetic channeller learns to prepare spells ahead of time to be cast later in the day. While this restricts their choice of spells compared to the normal method of casting, casting such spells is much easier: a prepared spell costs only half the spell energy (rounded up) normally required to cast a spell of that level. This reduction does not stack with the reduced cost provided by spell talismans. It can never cost less than one point of spell energy to prepare a spell, and a wizard can prepare 3 spells for every 4 levels he has.
A wizard must rest 8 hours and spend one hour studying in order to prepare spells each day. Any spells he wishes to prepare must be studied at the beginning of the day, and the spell energy required for the spells is expended when they are prepared. This spell energy cannot be regained until the wizard gets another full night's rest. When the wizard rests and recovers this spell energy, any uncast prepared spells are lost.
When a hermetic channeller reaches 12th level, he compiles a spellbook containing all of the spells that he knows. The bonus spells he gains with each level are also added to his spellbook automatically. The hermetic channeller's spellbook otherwise follows all the rules for wizards' spellbooks presented in the core rules, including the process used to add new spells to the spellbook.
The Spiritual Channeller looks good, though it should also get a little boost, I would give them the following ability from the druid PrC of the Mdinight book:
Druidcraft: At 13th level, the spiritual channeler learns to unlock the secrets of nature magic. The spell energy cost for casting druid spells is reduced by 1. Druid spells include all spells normally available to druids in the core rules or supplements. The minimum cost is 1.
And how about the charismatic channeller, will you be making them as well or not? I would use your base channeller idea and add the following abilities from the bard class in the core rules: exalt, fascinate, exhort greatness. I don't think it needs any other ability or changes though.
Any file regarding this conversion you can send to me and I will host it on AtS, I can also help you assemble the pdf file when you are done with your work (just send the thing to me as well) and I will also be making the file available on Ats with links to the threads here.
And also, that spell list you used as a base is not the latest one, and lacks a few additional thoughts on magic and Midnight, specially reincarnate, check the latest here. The stuff in Secrets over at FFG is newer than the same stuff found esewhere in the site.
My e-mail is RCANANEIAGMAILCOM. After you get this I will delete the mail though.
_________________
"We cannot live only for ourselves. A thousand fibers connect us with our fellow men; and among those fibers, as sympathetic threads, our actions run as causes, and they come back to us as effects." - Attributed to Herman Melville.
Wizardcraft: At 11th level, the hermetic channeller learns to prepare spells ahead of time to be cast later in the day. While this restricts their choice of spells compared to the normal method of casting, casting such spells is much easier: a prepared spell costs only half the spell energy (rounded up) normally required to cast a spell of that level. This reduction does not stack with the reduced cost provided by spell talismans. It can never cost less than one point of spell energy to prepare a spell, and a wizard can prepare 3 spells for every 4 levels he has.
A wizard must rest 8 hours and spend one hour studying in order to prepare spells each day. Any spells he wishes to prepare must be studied at the beginning of the day, and the spell energy required for the spells is expended when they are prepared. This spell energy cannot be regained until the wizard gets another full night's rest. When the wizard rests and recovers this spell energy, any uncast prepared spells are lost.
When a hermetic channeller reaches 12th level, he compiles a spellbook containing all of the spells that he knows. The bonus spells he gains with each level are also added to his spellbook automatically. The hermetic channeller's spellbook otherwise follows all the rules for wizards' spellbooks presented in the core rules, including the process used to add new spells to the spellbook.
The Spiritual Channeller looks good, though it should also get a little boost, I would give them the following ability from the druid PrC of the Mdinight book:
Druidcraft: At 13th level, the spiritual channeler learns to unlock the secrets of nature magic. The spell energy cost for casting druid spells is reduced by 1. Druid spells include all spells normally available to druids in the core rules or supplements. The minimum cost is 1.
And how about the charismatic channeller, will you be making them as well or not? I would use your base channeller idea and add the following abilities from the bard class in the core rules: exalt, fascinate, exhort greatness. I don't think it needs any other ability or changes though.
Any file regarding this conversion you can send to me and I will host it on AtS, I can also help you assemble the pdf file when you are done with your work (just send the thing to me as well) and I will also be making the file available on Ats with links to the threads here.
And also, that spell list you used as a base is not the latest one, and lacks a few additional thoughts on magic and Midnight, specially reincarnate, check the latest here. The stuff in Secrets over at FFG is newer than the same stuff found esewhere in the site.
My e-mail is RCANANEIAGMAILCOM. After you get this I will delete the mail though.
_________________
"We cannot live only for ourselves. A thousand fibers connect us with our fellow men; and among those fibers, as sympathetic threads, our actions run as causes, and they come back to us as effects." - Attributed to Herman Melville.
- DangerDwarf
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- Joined: Sat May 27, 2006 7:00 am
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Its been my experience that the C&C magic users are more powerful than their D&D counterparts largely due to it being more difficult to resist a number of their spells and the lack of caps on the damage.
In my high level C&C campaign the Wizard was a powerhouse that overshadowed the other classes several times.
Because of that I'm feeling fairly comfortable with the perceived power levels of the channelers at the moment. Once I get some playtest out of them however, I might change my mind.
In my high level C&C campaign the Wizard was a powerhouse that overshadowed the other classes several times.
Because of that I'm feeling fairly comfortable with the perceived power levels of the channelers at the moment. Once I get some playtest out of them however, I might change my mind.
I was thinking on that and thought that was the case, I think having those abilities ready for addition would be good though. I think the great difference in number of spells at higher levels will already be an issue though, there will be so little energy for so many uses...
But having the lower level spells more useful is already a great asset.
_________________
"We cannot live only for ourselves. A thousand fibers connect us with our fellow men; and among those fibers, as sympathetic threads, our actions run as causes, and they come back to us as effects." - Attributed to Herman Melville.
But having the lower level spells more useful is already a great asset.
_________________
"We cannot live only for ourselves. A thousand fibers connect us with our fellow men; and among those fibers, as sympathetic threads, our actions run as causes, and they come back to us as effects." - Attributed to Herman Melville.
DD, this is awsome. I don't have any of the Midnught stuff, but I can see me using these for a low magic type game I've been kicking around my noggin.
And as Omote said ".pdf = nice."
R-
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
And as Omote said ".pdf = nice."
R-
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Castles & Crusades: What 3rd Edition AD&D should have been.
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