Alt. Magic System - Vitality Channelling

itsmactimenow

First Post
I present for your perusal my (relatively) untested Channelling system. Theoretically it should work, in practice i've only tested the basic VP mechanics, not over-channeling or energy conservation. Although designed for the Forgotten Realms it should be able to work whereever there are spellcasters of the PHB sort:

Channelers
Latent Channeler [General]
You have unrealised Netherese or Elven magical ability in your blood.
Prerequisites: None
Benefit: You can take the Channeler template to awaken your characters inherent ability to channel magical energy.

A rare occurrence among Arcane spellcasters these days is people gifted with a certain spark for magic usually gained from an Elven or Netherese bloodline. Like their normal magic using brethren Channelers manipulate magical energy using the weave to transform that energy into "spells" however the way in which they draw upon their power is very different. Like Arcanists of Netherese lore a Channeler is not limited to preparing specific spell formulas ahead of time, choosing instead to compose them on the fly, however unlike Arcanists who drew power from the Weave, a Channeler's body holds an infinitesimally small part of the Weave itself.

When a Channeler casts spells she drains her own vitality to do so powering the spell from the very energy that sustains her consciousness and sometimes her life. This energy store affords her increased flexibility over a contemporary spellcaster but in turn it makes her much more vulnerable in situations both in and out of combat. An informed and knowledgeable enemy could quickly take a Channeler out of action once she has cast a few decent spells.

Vitality conservation is even more important for a Channeler than conversing energy is for a Spellfire wielder. A Channeler can choose to make her spells more economical for less efficiency or vice versa making them versatile at both storing and deploying their vitality as an effective medium for spellcasting. By conserving her vitality a Channeler can sometimes last longer than a regular spellcaster in a battle of magical attrition even though they usually tire much quicker. Conversely a Channeler in a dangerous situation can afford to lash out with her most potent magic time and time again compared with an equivalent arcane spellcaster at the expense of being unable to cast a good variety of spells from the middle and lower spell levels.

ECL: Channelers have an ECL of +2
Restrictions: The character must be able to use Arcane Spells. Divine spellcasters may not be Channelers.

Characters must have the Latent Channeler feat to use Channelling as a means of harnessing their personal energy store.

Channelers in the Realms: Channelers are very rare among Bards and Wizards and only slightly less so among Sorcerers. At most Toril has a number of Channelers equal to the original estimates of the rare possessors of Spellfire. With Spellfire now revealed to be a much more common gift than first thought the ratio of Channelers to Spellfire wielders has dropped considerably.

There are now perhaps two or three known Channelers in the realms and another two dozen who are unknown. Once organisations like the Zhentarim or Red Wizards get wind of this ancient genetic trait, the chances of the character not being noticed are very slim indeed. Channelers, like Spellfire Wielders, have learnt the true value of their gift while on the run from the ploys of such groups.

Channelling: A Channelers Vitality (henceforth known as Vitality Points or VP) is quite literally his "life-line" not merely because it keeps him alive (or conscious in this case) but because it also powers his spells.

Sorcerers and Bards Channel to a very limited degree as well. However with these professions the character has two energy stores, one representing his health and the other a separate pool for spellcasting. Once the spellcasting pool is drained the character has run out of the ability to shape and harness magical energy but is still fully able to move around and perform various physical tasks.

To a Channeler there is no difference between her Vitality and her ability to channel magical energy. The two weaves, the "body weave" and the Weave itself are inexplicably intertwined allowing the character to directly transfer some part of his or her life force into the Weave to power his or her spellcasting efforts. Spellcasting drains a Channeler of this combined energy-pool until she is incapable of sustaining her own consciousness and if she pushes her energy to its limits sometimes even her life.

Channelers become better able to endure this exertion as they become more experienced and a high Constitution score benefits Channelers a lot. A Channeler has a safe limit on how much she may Channel before endangering her life. This limit is represented by her Mana supply. Her Mana is equal to the spells level * the number of slots (cantrips give 1/2 a point). This number is then halved (round down) and finally bonus Mana is allocated for Constitution scores above 11 in the same way that Wizards receive bonus spells for high Intelligence scores. For example a character with three 2nd level, 4 first level slots and a Constitution modifier of +0 would have 5 = [6 (3*2) + 4 (4*1)] /2 as her maximum safe Mana.

Characters with the Spellcasting Prodigy feat from the FRCS may also have the feat apply to channelling (ie Constitution). Once the character finds out he or she is a Channeler they are forced to pick one and stick with it.

Vitality: When she is channelling safely the Channeler consumes subdual hit points as represented by her Vitality Points (VP). However once her VP is equal to, or greater than, her Mana store, she is forced to over-channel. Over-channeling in this way drains her physical hit points instead making it much easier for her to become unconscious at this point.
Spellcasting: When she wishes to cast a spell a Channeler expends VP where a single point equals one spell level (cantrips cost 1/2 a VP) she wishes to cast although she can only cast spells of a level she knows from her base class. For example a 15th level Wizard has just received an 8th level spell slot so the highest Vitality she can spend is 8. If she wishes to cast a spell for a more economical VP cost then she must over-channel to do so.

Channelers and Concentration: Due to their inherent power Channelers are immune to the normal rules regarding drawing Attacks of Opportunity when they cast a spell upon themselves. Spells cast in this fashion must benefit the character directly like a bulls strength; a Channeler could not for example cast a fireball centred on herself in her attempts to avoid an Attack of Opportunity since the energy still flows from inside her body to somewhere outside. As a general guideline spells with the target listed as "You" or the range as "Personal" may benefit from this.

If a Channeler has a familiar the creature is treated as being the Channeler providing it's within touching distance. If a Channeler casts a spell that has Concentration listed under the spell's duration the Channeler must still concentrate to maintain the spell as normal.

Curative Magic: Channelers receive hit points as normal from healing spells but their vitality rises only a single point per curative spell. For example a character who has used 7 VP that received a cure light wounds spell might heal for 6 points of normal damage but only a single point of Vitality damage would be healed. Thankfully a Channelers mastery of energy gifts them with more efficient recuperation of non-vital bodily energy (see below).

Forced Over-Channeling: A Channeler if forced to overchannel if her Vitality equals or exceeds her Mana supply. A Channeler who is this drained may still cast spells however the Vitality cost (normally subdual) gets transferred as physical damage instead and they must pass a normal over-channel check to successfully cast the spell; normally failing the over channel check simply means the spells VP cost doesn’t change. Regardless of whether she succeeds at casting the spell the Channeler still incurs the spells VP cost and must pass the usual Fort save.

Over-Channelling: By concentrating hard enough and as a free action a Channeler can attempt to decrease her spells VP cost by over-reaching her Vitality through the Weave piece inside her, although doing so is very dangerous and is only viable for experienced channelers. The character must make a Concentration check (DC 15 + Vitality expended +1 for every previous attempt within the last hour), counting any one rolled as -10 instead. If she fails she must take an immediate Fort save (10 + Vitality expended +1 for every previous save within the last hour). All effects supersede the ones before:

Save Missed By Result
1 to 5 Stunned
6 to 9 Pained
10 to 14 Fatigued
15 to 19 Exhausted
20 to 25 Burn Out

Stunned: Channeler is stunned for 1 round.

Pained: This condition increases VP costs by 1 for a number of rounds equal to how much the save was failed by (eg 6-9 rounds). Any curative magic removes a characters pained condition.

Fatigued: This induces fatigue upon the Channeler (see the DMG). As stated in the DMG a character that becomes fatigued twice becomes exhausted. Magic can be used as per the PHB to remove the fatigued condition from the Channeler.

In addition VP costs increase by 2.

Exhausted: This induces exhaustion upon the Channeler as per the DMG. A character that becomes exhausted twice automatically suffers a burnout. Magic can be used as per the PHB to remove the exhausted condition from the Channeler.

In addition VP costs increase by 3.

Burn Out: This occurs when the Channeler tries to over-channel for so long, or so suddenly that they temporarily damage their Channelling ability. By burning out in this way the character is saved but while her body heals she is unable to Channel.

The character loses her ability to Channel for 2d10 (two Faerunian weeks) - her Constitution modifier in days. During this time she may revert to normal spellcasting as her class but she must pass a Concentration check (DC 15 + spell level) to cast any spell at all. Failing this check ruins the spell the same way that failing a Concentration check while under attack or being distracted would.

Only a heal spell, restoration spell or equivalent magic can cure the Channeler of burnout.

If she succeeds in the Concentration (over channel) check then use the following table:

Check Exceeded By, Result *
0-9 Spell costs 1 less VP than normal
10 to 19 Spell costs 2 less VP than normal
20 or more Spell costs 3 less VP than normal

* Minimum cost is 1.

Channelers may not take 10 or 20 on any over-channel check. Over-Channelling does not increase a spells effective level, but rather decreases its VP cost.

Unconsciousness: As per the optional DMG rule a Channeler whose subdual damage total (Vitality) equals her hit points is clobbered. If her Vitality ever exceeds her hit points she becomes unconscious and is considered helpless as normal.

Fast Recuperation (Su): Channelers are inherently hardy individuals and they tend to recuperate faster than a normal person does. Channelers heal 2 VP per level every hour and also heal a number of bonus hit points per hour equal to the usual recuperation (if any) plus their Constitution modifier.

Spell Components: Channelling a spell is exactly the same as normal casting however the caster only requires somatic and verbal components to focus her spell energy if she is directing it elsewhere; to target herself she merely has to expend the VP cost. In this way a Channeler who is affected by silence 15 ft radius or a similar spell is still fully capable of using a spell with verbal components providing she is the spells target. When she channels a spell:

>If the target is herself all spells count as automatically eschewed, stilled and silent (treat them as a spell-like abilities).
>If she isn't the target all spells count as automatically eschewed only.

Even though Channelling duplicates various Meta-magic feats when casting Channelled spells do not require more VP since this is an intrinsic part of Channelling. All eschewed spells cast by a Channeler do not require material components of any kind regardless of the spell.

Every time her base spellcasting class would increase in power a Channelers Mana store also increases.

Meta-Magic: Channelers who wish to cast meta-magic enhanced spells must still possess the necessary feats but otherwise simply pay the VP cost to do so and all meta-magic enchanted spells take a standard action to cast even for a Sorcerer or Bard. So for instance a Maximised Enervation costs 8 VP meaning a character must be a 15th level Wizard or 17th level Sorcerer to cast it. If the Channeler were to over-channel the same spell the spell would take anywhere from 5 to 7 VP instead (assuming the check was successful).

Channelers can manipulate this energy both ways. Based on the meta-magic feats applied she can positively or negatively affect the spells VP cost and therefore weaken or strength the spells power.

Every meta-magic feat from the PHB can be applied while Channelling. To use them the way they are meant to you simply increase the VP cost of a spell. To apply a feat in the reverse lowers both the effectiveness and VP cost of a spell. This is a general rule however a Channeler can only use a reverse heightened spell when a spell allows a saving throw.

For example a reverse heightened polymorph other, downgraded to a 2nd level spell would only cost 2 VP but it's save DC would be lowered by 2. Alternatively a reverse enlarged spell would cost 1 less VP but would have half the range of a normal spell, or a reverse empowered spell would cost 2 less VP but the variables of said spell would only be one half normal and so on.

There is no absolute maximum limit to the VP cost of a spell and Channelling supports high level (10+) magic. The absolute minimum VP cost of a spell is 1. Once a spell reaches this cost you cannot apply any more reverse meta-magic to it. Doing so would cause the spell to fail. Also a spell cannot be reverse engineered in this way unless it would qualify for the normal version of that feat, eg you cannot make a spell verbal to lower its VP cost if the spell doesn't have any verbal component to begin with.

Incantrix Channelers with Improved Meta-magic may count all spells as 1 VP lower only if the spell has meta-magic effects placed upon it.

Subdual Items and Spells: The natural flow of a Channelers bodily energy overrides that of external powers granted by items or spells that convert or lessen the rate at which Vitality damage is incurred. If a Channeler tries to use an item of this sort of be the recipient of a spell that would fall in this category the Channeler is automatically forced to over-channel (see Forced Over-Channelling above) whenever she tries to cast a spell. This penalty lasts until the item is removed, or the spell is dispelled. If a Channeler wishes to safely use an item of this sort she must purchase a special, though rare item, of channelling.

Channelling Items: Items of channelling increase a character's channelling tolerance. By effectively granting Vitality Resistance (VR) that counts as subdual only Damage Reduction, the cost of any Channelled spell is lowered while wielding or otherwise using the Channelling item.

For example a +1-channelling item effectively lowers the VP cost by 1 of any spells cast by a Channeler. Items with the channelling quality also grant an increase to over-channelling checks equal to their bonus but only for determining success, not the different grades of success. This makes them only useful in this way when a character is forced to over channel and they still don't provide any protection against the obligatory Fort save. These items work only for Channelers and the quality itself counts toward an item's maximum bonus if the item type (weapon or armour for example) has one.

Channelling items are available in strengths from +1 (uncommon) to +5 (rare) and cost a number of gold pieces equal to the item's bonus squared * 30000 (+1 counts as 60000). For instance a +5 item of channelling would be a rare item to find or buy and, if purchased, would set a character back a cool 750000gp. DM's should feel free to modify costs based on availability, for example in any city other than Waterdeep, Sigil or similarly resourceful places, a reasonable price hike would be anywhere from x1.1 to x1.5 of the items base market price.


Having said all that i'm still not happy with energy conservation, the ECL (is +2 too high considering they are only half as powerful as a regular caster?) and Fast Recuperation. Any ideas? All criticism accepted providing it's constructive :D
 

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