Joshua Randall
Legend
I was updating an NPC villain to the 3.5 version of the Spellsword PrC, which is found in Complete Warrior. The new version of Channel Spell is freakin' amazing! Here it is:
Gone are the days when Spellswords needed to scrounge around for single-target spells to channel, because they can now channel any spell they can cast. That's huge! Now we can channel fireball or lightning bolt if we want to (although there are better spells to channel; see below).
Also, if I am reading this correctly, using the channel spell ability does not require casting the spell at all -- merely a move action plus the cost of a spell slot. It still does provoke an AOO (because channel spell is a spell-like ability (SLA); see PH p. 142), but you can use it on the defensive at Concentration DC 15 + spell level. Also, per the rules for SLAs as clarified by this Rules of the Game article, a SLA is not subject to spell failure. Read that again, folks: it means that the spellsword doesn't even need his Ignore Spell Failure class feature to use channel spell. He can strap on full plate and still channel spells to his heart's content.
On the downside, SLAs are not subject to metamagic. So no, your spellsword can't channel an empowered scorching ray into his weapon.
But back to the upside: because channel spell is a move action, it gets around the 3.5 haste nerf and lets you "cast" up to three spells in a round: free action (quickened spell) + standard action (normal spell) + move action (channel spell). Of course you have to wait until the next round to whack someone with the channeled spell, but you're still one spell ahead of your non-spellsword friends -- or foes.
As for which spells you should channel: ray spells, touch spells, and spells that don't allow a save. Ray/touch spells are nice channel spell options because most of them don't allow a save anyway -- this is normally balanced by the (ranged) touch attack requirement. In the hands of a spellsword, however, you get to use your fully enhanced melee attack bonus to "aim" the ray. And if you miss with your weapon, you can try again next round until you hit. Nice.
Other spells that don't allow a save and might be nicely channeled:
I've highlighted the good stuff.Channel Spell (Sp): At 4th level, a spellsword can channel any spell he can cast into his melee weapon. Using this ability requires a move action, and the spellsword uses up the prepared spell or spell slot just as if he had cast the spell. The channeled spell affects the next target that the spellsword successfully attacks with his weapon (saving throws and spell resistance still apply). Even if the spell normally affect an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold another spell. A spellsword can channel his spells into only one weapon at a time. Spells channeled into a weapon are lost if not used in 8 hours.
Gone are the days when Spellswords needed to scrounge around for single-target spells to channel, because they can now channel any spell they can cast. That's huge! Now we can channel fireball or lightning bolt if we want to (although there are better spells to channel; see below).
Also, if I am reading this correctly, using the channel spell ability does not require casting the spell at all -- merely a move action plus the cost of a spell slot. It still does provoke an AOO (because channel spell is a spell-like ability (SLA); see PH p. 142), but you can use it on the defensive at Concentration DC 15 + spell level. Also, per the rules for SLAs as clarified by this Rules of the Game article, a SLA is not subject to spell failure. Read that again, folks: it means that the spellsword doesn't even need his Ignore Spell Failure class feature to use channel spell. He can strap on full plate and still channel spells to his heart's content.
On the downside, SLAs are not subject to metamagic. So no, your spellsword can't channel an empowered scorching ray into his weapon.
But back to the upside: because channel spell is a move action, it gets around the 3.5 haste nerf and lets you "cast" up to three spells in a round: free action (quickened spell) + standard action (normal spell) + move action (channel spell). Of course you have to wait until the next round to whack someone with the channeled spell, but you're still one spell ahead of your non-spellsword friends -- or foes.
As for which spells you should channel: ray spells, touch spells, and spells that don't allow a save. Ray/touch spells are nice channel spell options because most of them don't allow a save anyway -- this is normally balanced by the (ranged) touch attack requirement. In the hands of a spellsword, however, you get to use your fully enhanced melee attack bonus to "aim" the ray. And if you miss with your weapon, you can try again next round until you hit. Nice.
Other spells that don't allow a save and might be nicely channeled:
- shocking grasp - up to 5d6 electricity damage
- sleet storm - much maligned as a normal spell, but when channeled, it affects only the target... who now needs a DC 10 Balance check to move (very difficult for heavily armored foes)
- Evard's black tentacles - err, can you really channel this?! if so, it's amazing: the target (only) gets pummeled by tentacles for [caster level] rounds
- ice storm - still kind of crappy, but cold damage might be needed
- solid fog - more wacky channeling: target's movement is reduced to 5 ft. (and can't 5-ft. step!), -2 attack, -2 damage; theoretically, this affects only the target (unless the spellsword somehow ends up in the target's square?)
- wall of fire - now it's getting insane! can you really channel this? would the target be "passing through" the wall and take damage for that? every round?!
- waves of fatigue - like channeling ray of exhaustion, but nastier