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Channel Mage
 LevelBase
Attack Bonus
Fort
Save
Ref
Save
Will
Save
SpecialMax School LevelCasting PointsComprehensive Spells
1st+0+0+0+2Improved Eschew Materials14
2nd+1+0+0+3Bonus Feat24
3rd+1+1+1+324
4th+2+1+1+4360
5th+2+1+1+4370
6th+3+2+2+5490
7th+3+2+2+5Bonus Feat4100
8th+4+2+2+65120
9th+4+3+3+65131
10th+5+3+3+76151
11th+5+3+3+76161
12th+6/+1+4+4+8Bonus Feat7181
13th+6/+1+4+4+87182
14th+7/+2+4+4+97182
15th+7/+2+5+5+98182
16th+8/+3+5+5+108182
17th+8/+3+5+5+10Bonus Feat8183
18th+9/+4+6+6+118(9)103
19th+9/+4+6+6+118(9)103
20th+10/+5+6+6+128(9)103

Alignment: Any
Hit Die: 1d4

Class Skills:
?Bluff (Cha) , ?Concentration (Con) , ?Diplomacy (Cha) , ?Gather Information (Cha) , ?Intimidate (Cha) , ?Knowledge (Int) , ?Profession (Wis) , ?Sense Motive (Wis) , and ?Spellcraft (Int) .
  Skill Points at 1st Level: (4 + Int modifier) × 4.
  Skill Points at Each Additional Level: 4 + Int modifier.

By: SweetRein
Magic runs through the world, entwined with much of everything we do each and every day. Each element and each creature thuroughly a part of magic in each their own way, and each focus being a whim of a god or the feeble representation of the true seeds of magic. It is known also that some creatures are more in touch with their magical basis, able to weave it much at will through force of personality and grandeur. It also known that many races take it upon themselves to further study the essence and properties of magic, to replicate and duplicate that which others find to be natural, to create power through destruction and alteration of much of the common ways of things. However, there is yet another type of wielder of the arcane. One who understands and realizes the magical potential in all creatures and most importantly themselves. Taking it upon themselves to study the intricacies and common workings of magic, utlizing their concentration in each form and essence and most importantly realizing where to most quickly touch the magic that is woven through all of us, by channeling their own magical essence, their own self.
These channel mages bend the magic of their own body in such a way to conduit an seamingly unlimited supply of energy, studying the delicate structure and notion similar to how their wizard brethren would while moving through the actual internal process and development much the way a sorcerer would, yet in their own art exceeding both. However, this blend of self-realization is difficult to come to, and for that, channel mages are rare sights in the world. Further, channel mages are quite specific in their nature, having the fuels of an unlimited repetoire of arcane knowledge would indeed be too much for any mortal, and many immortal, being and for this they are limited to understanding the intricacies of only certain schools of the magical arts for which they partake.

Adventures: Adventures are rich sources of study for the channel mage. Each new area brings more opportunity for them to study the delicate magical practices common to the local and further their own advancement of their self-understanding of magic. Their openness towards the world, and magic at large, makes them much more social and forward than many of their arcane brethren, whether for good or evil.

Alignment: Channel mages are open to any alignment. Their background allows them to emphasize magic for much of any purpose. A good channel mage may be a seaker of the awakening, furthering the knowledge of the arcane for the benefit of society, a diplomatic speaker and forward middle grounds or teacher to the way of the arcane art, seeing and holding out their hands much of the way of a good aligned cleric, forever emphasizing their art as a means to a peaceful ends. Or perhaps the good channel mage just wishes to wield the power of the arcane in order to pursue the defense of their home nation, a right of justice or perhaps a right of freedom.
A neutral channel mage may be attracted to the innate essence of which magic flows, how it weaves through all, good or evil. A neutral channel mage may understand, and even enforce, the equality of which magic represents, never prejudice against ideas or notions and accepting that of most any creature. Or the channel mage may come to enjoy the balance of which magic provides into nature, harvesting many creatures, assisting some, or even being wielded by many. Perhaps the channel mage wishes only to pursue the freedom which the innate arcane provides her, forever bending to her every need as she strives to survive.
Even evil channel mages are not any more rare than the other types. The boundless power of that which is obtained through the personal understanding of magic is indeed a desireable goal. Only limited by the strands of their own weakness and forever pursuing to overcome the next object, or creature, to stand in their way. Forever seeking to force those around them to bow before their might, never wishing to be caught with their guard down, and 'never without a memorized spell', the offerings of a channel mage are indeed great ones that could easily drive the desires of many an evil one.

Races: Channel mages stem from almost any race, for it is, afterall, their understanding of which that of every race unknowningly perhaps, borrows from. Any race that favors a sorcerer or wizard has a high chance of accepting in a channel mage, easily mistakeable for either.

Abilities: Channel mages develop their magic through an innate sense and build upon this knowledge further, blending charisma and intelligence together to fuel their spellcasting abilities. The need to derive their power from their own selves, however, damages the channel mage and for this purpose, the channel mage is more wisely taken upon those with a higher constitution.

Weapon and Armor Proficiency: Channel mages are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a channel mage’s gestures, which can cause her spells with somatic components to fail.

Spells: A channel mage spontaneously casts arcane spells which are drawn from the sorcerer/wizard spell list. Channel mages must be proficient in school levels in order to cast spells, and then only up to their proficient level in each school. Channel mages may cast an unlimited number of spells from these schools each day, however.

Whenever a channel mage casts a spell she takes an amount damage, called Spell Damage, based on the spell level after the spell is cast, whether successful or not. The table below covers the amount of spell damage for each spell level.
Spell damage is channeled directly from the essence of the channel mage, and for this, is not reduced by standard damage reduction or other ways to prevent damage, and can not be healed by effects that would normally only repair just the outer frame of the channel mage. For this, channel mages cannot be healed by spells or effects that normally only repair construct damage. The only way to reduce spell damage is through channel feats.

At each level the channel mage gains a certain number of Casting Points that they may spend in order to become proficient in different schools of magic. The channel mage may reserve up to 10 Casting Points each level for the following level instead.

Each level of proficiency, except 0 level spells, costs twice the spell level and must be spent seperately for each school. 0 Level spell proficiency costs 1 casting point. In order to gain proficiency in a level of a school, the channel mage must have the previous level. Channel mages also may not level their school levels beyond the max for their level, displayed in the channel mage table. The channel mage does not have access to 9th level spells, and the (9)th level slots are there only for determining max spell level the channel mage can cast, such as, for qualifying for epic spellcasting. The channel mage cannot spend casting points into these (9)th school levels.

Table of Casting Points cost per level of each school and Spell Damage.
School Level0lvl1st2nd3rd4th5th6th7th8th
Casting Points1246810121416
Spell Damage001234567

The Difficulty Class for a saving throw against a channel mage’s spell is 7 + the spell level + the channel mage’s combined Charisma and Intelligence modifiers.

Comprehensive Spells: Comprehensive spells cover all spell schools. For the purpose of determining which spells the channel mage may cast, treat all spells of equal or less than the channel mage’s comprehensive spells level as proficient. The channel mage still needs to spend the minimum casting points, however, to make these schools proficient for the purposes of raising their proficiency higher.

Universal Spells: You may cast all universal spells of equal to or less than your max school level. This may be higher than your highest school proficiency.

Prestige Class Rules: If a class would increase the spell progression of a channel mage, it increases the channel mage’s Max School Level and Casting Points in its place, with a 2 Casting Point penalty with each level. This does not increase levels for determining comprehensive spells.

Metamagic: The channel mage may apply metamagic freely as long as the combined spell level is equal to the channel mage’s proficiency in that school. This does not increase the casting time of spells. Nonchannel feats that would reduce spell level adjustment for metamagic do not apply to the channel mage’s spells.

Dual School Spells: The channel mage requires both school proficiencies for spells that encompass two schools.

Spell Slot Loss Class Features: Any class feature that would cost a permanent spell slot loss, such as an archmage’s high arcana, instead costs a channel mage’s casting points. The cost in casting points is equal to half of the spell slot level being given up, rounded up. For example, a caster mage/archmage would have to spend an extra 4 casting points in order to take Master of Elements. The channel mage may not replace spell slots in this way that would normally be higher level than her max school level.

Specific Spell Restrictions: For the purposes of balance, the channel mage may not cast the following spells:
Forcecage, Celerity, Greater Celerity, or Synostodweomer.

Improved Eschew Materials: The channel mage may cast any spell with a material component costing 100 gp or less without needing that component. If the spell requires a material component that costs more than 100 gp, you must have the material component at hand to cast the spell, just as normal.
The channel mage is also treated as having the feat Eschew Materials for all other purposes such as qualifying for certain prestige classes.

Bonus Feats: At 2nd, 7th, 12th, and 17th levels a channel mage gains a bonus feat. At each such opportunity, she can choose a Channel feat or one of the following: Still Spell, Silent Spell, Extend Spell, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Improved Counterspell, or Combat Casting.

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[Feats]
Power Casting [Channel]
Prerequisites: 4th level channel mage
Benefit: Gain 10 Casting Points that may be used immediately.
Special: This feat may be taken multiple times.

Controlled Casting [Channel]
Prerequisites: Character level 12th
Benefit: Controlled casting reduces the amount of spell damage taken for each spell cast by a channel mage by 1.

Metamagic Proficiency [Channel]
Prerequisites: 7th level channel mage
Benefit: When casting spells of a school in which the channel mage has a proficiency of 5 levels or greater in, the channel mage may apply any one metamagic feat that would increase the spell level adjustment by 1 without any spell adjustment. You cannot apply a variable level adjustment metamagic in this way, such as heighten spell.

Greater Metamagic Proficiency [Channel]
Prerequisites: Metamagic Proficiency.
Benefit: When casting spells of a school in which the channel mage has a proficiency of 5 levels or greater in, the channel mage may apply up to three metamagic feats that would increase the spell level adjustment by 1 each without any spell adjustment. You cannot apply a variable level adjustment metamagic in this way, such as heighten spell.

Comprehensive Metamagic Proficiency [Channel]
Prerequisites: Metamagic Proficiency.
Benefit: The benefits of Metamagic Proficiency and Greater Metamagic Proficiency applies to schools of which the channel mage has a proficiency of 1 level or greater in. This applies to comprehensive spells.

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Further (not rules text):
This class was designed as a way of playing a boundless, yet still entertaining, spellcaster. The intention was to cover as many parts as I could of the prefered aspects of many spellcaster classes while trying to develop something new and stay closer to balance.
First, an leading description of how this class works:
Whenever a character gains a level in this class, they gain the Casting Points to spend (which they must spend to at least down to 10).
For example, at 1st level, the character gains 4 casting points of which they may spend into schools.
The character must spend into all of the minimum levels first, so, in order to cast level 1 spells of say, the evocation school, she must first spend 1 Casting point when they gain the level on level 0 spells in the evocation school, then 2 more points in order to gain level 1 spells of the evocation school. They can now nigh' infinitely cast all level 1 and level 0 evocations. The leftover 1 casting point may then be reserved either for next level or may be spent to get a different school proficiency at level 0.
The only other limitation to casting spells is the spell damage, most of this damage will be ignored for low level spells by int, and really only comes into play at higher levels - as to not overcripple the class.
Mind, however, anything less than 14 int (or 12 int and controlled casting) at level 1 may be difficult to play due to the constant damage. The 14 int will allow you to ignore the level 0 and 1 damage at least, and reduce the level 2 spell damage down to 2.

The specific spell restrictions are there to highlight spells that, although normally powerful on their own, shine a bit too much with unlimited casting. Synostodweamor, for example, is a swift action spell that would allow the caster to constantly heal up to 8d8 every turn due in part to the unlimited spellcasting of this class.
Each bonus feat level, except the 1st, is strategically placed after an optimized break off point. Levels 5 or 6 are common ending progressions of spellcasters, notably, due to level 7 providing no BAB or save increase.
Many other aspects of this class are adjustments just to make certain 'brokenly powerful' situations not occur, intending for balance.