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<blockquote data-quote="d20Dwarf" data-source="post: 733466" data-attributes="member: 314"><p>The system works with standard spells. I'm attaching Greg's recent analysis from the Midnight listserver for clarity, since he always explains things better than I do. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p><em></em></p><p><em>Note that channelers get a pool of spell energy they can use before </em></p><p><em>they even dip into their Con. Channelers get spell energy equal to </em></p><p><em>their spellcasting ability modifier plus their channeler level. They </em></p><p><em>can use this spell energy to cast spells without suffering Con </em></p><p><em>damage.</em></p><p><em></em></p><p><em>So, for example, a 1st-level channeler with a 16 in his spellcasting </em></p><p><em>ability modifier will be able to cast 4 1st-level spells each day </em></p><p><em>without suffering any Con damage. In a pinch, he can cast a hell of </em></p><p><em>a lot *more* spells per day than a low-level spellcaster in the core </em></p><p><em>rules, but he'll pay for it. And yeah, he can kill himself if he </em></p><p><em>reduces his Con to 0.</em></p><p><em></em></p><p><em>There are other ways you can increase your pool of spell energy </em></p><p><em>(heroic paths, races) and ways you can decrease the spell energy </em></p><p><em>cost of certain spells. Spell talismans are items that do this </em></p><p><em>either for specific spells or spells from a specific school. Wizards </em></p><p><em>get big discounts on prepared spells; druids get discounts on spells </em></p><p><em>from the druid list (both are prestige classes).</em></p><p><em></em></p><p><em>You recover all Con damage from spellcasting with a full night's </em></p><p><em>rest. It's a limit on how many spells you can cast each day, but it </em></p><p><em>doesn't have any lingering effects.</em></p><p><em></em></p><p><em>As a general comparison with the spellcasters in the core rules, </em></p><p><em>channelers have a *lot* more flexibility. They're spontaneous </em></p><p><em>casters, don't require material components unless they're costly, </em></p><p><em>and have no hard limits on the number of spells they can learn. They </em></p><p><em>can use metamagic simply by paying the increased cost in spell </em></p><p><em>energy with no penalty on actions like spontaneous casters in the </em></p><p><em>core rules (this rocks!). Their caster level and spells per day </em></p><p><em>aren't directly tied to their class level, so it's much easier for </em></p><p><em>them to multiclass. In terms of spellcasting ability specifically, </em></p><p><em>they're generally more capable at low levels and less capable at </em></p><p><em>high levels (i.e., more balanced across the board, in my opinion).</em></p><p><em></em></p></blockquote><p></p>
[QUOTE="d20Dwarf, post: 733466, member: 314"] The system works with standard spells. I'm attaching Greg's recent analysis from the Midnight listserver for clarity, since he always explains things better than I do. :D [I] Note that channelers get a pool of spell energy they can use before they even dip into their Con. Channelers get spell energy equal to their spellcasting ability modifier plus their channeler level. They can use this spell energy to cast spells without suffering Con damage. So, for example, a 1st-level channeler with a 16 in his spellcasting ability modifier will be able to cast 4 1st-level spells each day without suffering any Con damage. In a pinch, he can cast a hell of a lot *more* spells per day than a low-level spellcaster in the core rules, but he'll pay for it. And yeah, he can kill himself if he reduces his Con to 0. There are other ways you can increase your pool of spell energy (heroic paths, races) and ways you can decrease the spell energy cost of certain spells. Spell talismans are items that do this either for specific spells or spells from a specific school. Wizards get big discounts on prepared spells; druids get discounts on spells from the druid list (both are prestige classes). You recover all Con damage from spellcasting with a full night's rest. It's a limit on how many spells you can cast each day, but it doesn't have any lingering effects. As a general comparison with the spellcasters in the core rules, channelers have a *lot* more flexibility. They're spontaneous casters, don't require material components unless they're costly, and have no hard limits on the number of spells they can learn. They can use metamagic simply by paying the increased cost in spell energy with no penalty on actions like spontaneous casters in the core rules (this rocks!). Their caster level and spells per day aren't directly tied to their class level, so it's much easier for them to multiclass. In terms of spellcasting ability specifically, they're generally more capable at low levels and less capable at high levels (i.e., more balanced across the board, in my opinion). [/I] [/QUOTE]
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