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TOME OF CHANNELING

TOME OF CHANNELING
Author: Robert van der Meer
Editor: Robert van der Meer
Proofreading: Srgio Teixeira da Silva
Design / Layout: Jeremy Smith
Interior Illustrations: Jason Walton, Mark Huffman, Rick Hershey, V. Shane
Cover Illustration: John C. Walborn
Special Thanks: Srgio Teixeira da Silva, Brandon Glore, Jake Rudd, Josh Sjothun, Arnaud Sider. Ross Davis
Requires use of the Dungeons & Dragons Third Edition Core Books and the Expanded Psionics Handbook,
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ii

MENTALIS DESIGN
Channeler: A character with one or more
levels in the nexus character class is known as a
channeler.
Incantation: An incantation is a specic, oneshot effect that a channeler channels. In this way,
an incantation is functionally similar to a spell.
However, a channeler doesnt use up or expend
spells during the course of a day of adventuring
the way a spellcaster does. He can channel
his incantations any time he wants to. When a
channeler channels an incantation, he must make a
channeling check in order to successfully channel
the incantation. The Difculty Class of this check
depends on the incantation in question.
Aura: Some incantations are known as auras.
These incantations are identical to normal
incantations, with the exception that their duration
is indenite. However, a channeler must expend
a swift action during each round to maintain the
incantation, or else the incantation fails as if he had
failed the channeling check.
Sphere: A sphere is a collection of incantations
that share a common origin. Three spheres are
described in this book, although there may be more
or less in your campaign. Each sphere consists
of thirty to forty incantations. The three spheres
described in this book are the elements, the mind
and nature. Most channelers dont have access to
each sphere.
Incantations Known: The collection of
incantations that a channeler has learned. You can
think of this as the channelers spellbook or spell
list. A channelers class and level determine the
number and Difculty Class of incantations he
knows.
Channel: A channeler uses an incantation by
channeling it. So instead of casting a spell or
manifesting a power, a channeler channels an
incantation.
Channeler Level: Some incantations have effects
that vary with the level of the channeler using
them. In addition, the highest Difculty Class of an
incantation that a channeler can channel is partially
dependent of his channeler level. Channeler level is
functionally equivalent to caster level or manifester
levelits simply the relevant class level of the
channeler who channels the incantation.

The world of the worlds most popular roleplaying


game is lled with characters who pursue magic.
These characters usually use magic through
the casting of spells. A spell comes forth from
supernatural energy, usually either arcane or divine
of origin. Arcane spells use mystical energies
that permeate the entire world, whereas divine
spells use divine energies, which are drawn from
deities or the spellcasters devotion to a principle.
Regardless of the origins of a spells energy, this
energy is manipulated by the spellcaster in order to
cast the spell.
Channeling magic is an alternative approach to the
use of magic. It draws from an innity wellspring of
mystical energies, much like arcane spells do, but
instead of manipulating these energies, a character
who channels magic draws specic energies from
his wellspring, often called a sphere. This means
that channeling magic enables a character to draw
magic from his sphere without having to manipulate
it, meaning that the magic retains far more of its
essence, making them transcend usual spells.
Like spellcasters, characters who channel magic
master a number of arcane effects to defeat their
foes. But, while a spellcasters spells represent the
various ways in which they can manipulate the
energies that comprise their magic, the incantations
of a channeler represent the specic mystical
energies that he can draw from to create amazing
effects that can surpass spellsif the channeler can
successfully channel these energies.
What You Need to Play
You need the three core rulebooksthe Players
Handbook, the DMG, and the MMto make the
best use of the Tome of Channeling.
New material referenced in this book has a *
to denote it. All other references are to the core
rules.

QUICK PRIMER TO CHANNELING


MAGIC

The Tome of Channeling describes a system of


special spells known as incantations. Here are
some of the salient terms and facts you will need to
be familiar with as you peruse this book.

TOME OF CHANNELING

CHAPTER 1: NEW CLASS


NEXUS

nexus can also benet a lot from a high Constitution


score. Some incantations involve attacking the foe
My body, and my soul, they are suffused with the
from a distance, so a nexus who channels those
magic that will devastate yours.
incantations needs a good Dexterity score. Given
- Kerran, human nexus
the choice between Strength and Intelligence, the
nexus will usually choose the latter, because it helps
The nexus has an inherent connection to his sphere.
him to understand his sphere, which can grant him
Regardless of whether he uses his will or his
several benets.
personality to channel this connection, the nexus
Races: The afnity for chanis a potent channeler of magic. To a nexus, magic
neling magic can
is almost literally a part of himto the point of
manifest itself in
feeling pain if his incantations cannot be
any
of the races, alchanneled. Because of this, a nexus sees
though some spheres
magic as something that is essential
manifest
themselves
to him. However, mundane objects of
more
clearly
in some
his sphere are meaningful to him as
races, and some races
well, and because of the ambience
have
a better afnity for
of most of the spheres, there are
magic
overall. Most of
few moments where a nexus will
the psionic races, for exbe completely isolated from his
ample,
boast at least sevsphere. In addition, because
eral
nexuses
of the mind
nexuses can almost always
sphere,
whereas
elves prove
channel their incantations,
to be adept in the channeling
they often see their magic
of
magic of the nature sphere.
as the solution to their
Alignment:
A nexus can be
problems.
This
makes
of any alignment, although the
nexuses resourceful with
instinctive
method of wielding magic
the use of their magic,
often
make
nexuses chaotic over
channeling incantations in
lawful. However, there are nexuses
ways that others usually
who have a pact that relates to their
dont think of.
magicthese nexuses are often
lawful. Good nexuses are cunning
MAKING A NEXUS
mages who defend the weak with
A nexus is a mage, much
their innite magic; evil nexuses
like a sorcerer or a wizard.
are elitist channelers who seek to
He uses his incantations to
spread the sway of their spheres
A nexus uses incantations to
their highest potential to defeat
through any means necessary.
channel magic
his foes with amazing displays
Starting Gold: 3d4x10 (75 gp).
of magic.
Starting Age: Simple (as sorcerer).
Abilities: At character creation, a nexus chooses
whether he uses his Charisma or Wisdom score to
CLASS FEATURES
determine his channeling modier and the highest
Your ability to channel incantations is essential to
Difculty Class of incantations that he can channel.
you, when ghting and when you arent. In fact,
Regardless of which ability he chooses, this ability is
it is so essential to you, that you are sensitive to
essential to him. Because he is relatively delicate, a

MENTALIS DESIGN
magic. While this sensitivity might be a weakness
sometimes, it can also prove to be your greatest
asset. Depending on your sphere, you can wield the
stars, elements, nature, or even the minds of your
foes. Overall, your incantations are your signature,
and they dene you.
Weapon and Armor Prociency: You are
procient with simple weapons, but not with armor
or shields.
Incantations: You begin your career with two
incantations known. All of the spheres are available
to you, although you may only know incantations
from one sphere, which you must choose upon
becoming a nexus. This choice does not affect your
list of class skills.
Once you know an incantation, you may channel
it. An incantation usable by nexuses is considered
a supernatural ability. Your incantations are not
affected by spell resistance, but you provoke attacks

of opportunity when you channel one.


You learn additional incantations at higher levels,
as shown on Table 1-1. You must be able to channel
incantations of its Difculty Class in order to learn
it.
Your channeling modier is equal to your
nexus level + your Charisma or Wisdom modier
(hereafter referred to as your channeling ability
modier). You must choose which ability score
affects your channeling modier at character
creation, and you cannot change it once it has been
determined.
The highest Difculty Class of incantations that
you may channel equals your channeling ability
modier + 1.5 x your nexus level.
Magic Sensitivity (Su): Your soul is suffused
with the magic of your sphere. This makes you
unusually aware of that sphere, to the point of
being sensitive to it. When you cannot hold your

TABLE 1-1: THE NEXUS


Level

Base
Attack Bonus

HD: d4
Fort
Save

Ref
Save

Will
Save

Special

Incantations
Known

1st

+0

+0

+0

+2

Magic sensitivity, soul opening

2nd

+1

+0

+0

+3

--

3rd

+1

+1

+1

+3

Sphere resistance +1

4th

+2

+1

+1

+4

Magic touch

5th

+2

+1

+1

+4

--

6th

+3

+2

+2

+5

Sphere resistance +2

7th

+3

+2

+2

+5

--

8th

+4

+2

+2

+6

--

9th

+4

+3

+3

+6

Sphere resistance +3

10th

+5

+3

+3

+7

Sphere defense

11th

+5

+3

+3

+7

--

12th

+6/+1

+4

+4

+8

Sphere resistance +4

13th

+6/+1

+4

+4

+8

--

14th

+7/+2

+4

+4

+9

--

15th

+7/+2

+5

+5

+9

Sphere resistance +5

10

16th

+8/+3

+5

+5

+10

--

10

17th

+8/+3

+5

+5

+10

--

11

18th

+9/+4

+6

+6

+11

Sphere resistance +6

11

19th

+9/+4

+6

+6

+11

--

12

20th

+10/+5

+6

+6

+12

Soul rift

12

Class Skills (4 + Int modier per level, x4 at 1st level): Concentration, Craft, Knowledge (arcana), Knowledge (nature),
Knowledge (psionics), Knowledge (the planes), Listen, Profession, Psicraft, Sense Motive, Speak Language, Spellcraft, Spot,
Survival, Use Magic Device, Use Psionic Device.

TOME OF CHANNELING
of incantations that you may channel equals your
channeling ability modier + 2 x your channeler
level, which may exceed 40 (unlike normal
channeling DCs; see Chapter 3 for more details).
Tapping into the magic of your soul is straining,
however. Immediately after your soul opening ends,
you become fatigued. Additionally, you must make
a Will save (DC 10 + 2 x the number of rounds you
used this ability). If you fail this save, you take 1
point of ability burn for every point by which you
failed the saving throw. This ability burn affects
your channeling ability score. For example, if you
used your soul opening for three rounds, you must
make a DC 16 Will save. If you fail the saving
throw by 7, you take 7 points of ability burn to your
channeling ability score.
Sphere Resistance (Ex): As you channel the
magic of your sphere longer, you gain more
resistance to the damaging effects of your sphere.
At 3rd level, you gain a +1 insight bonus to saving
throws against incantations, spells, powers, and
other effects with certain descriptors, depending
on your sphere (see Table 1-2: Spheres and Sphere
Resistance for more details). This bonus increases
by 1 for every three nexus levels you have.
Magic Touch (Su): Even though the magic
that you wield is unlike that of spellcasters and
manifesters, you can use your afnity for your
sphere to use some items made by them. At 4th
level, you gain a bonus equal to one-half your
nexus level on Use Magic Device and Use Psionic
Device checks. However, you may only gain this
bonus when using items that have a spell with one
of the descriptors that you would apply your sphere
resistance to as a requirement. In addition, you may
take 10 when making a Use Magic Device or Use
Psionic Device to activate such a magic or psionic
item. However, you still may not take 10 when
distracted or threatened. If your channeling ability
score is Wisdom, you may apply your Wisdom
modier instead of your Charisma modier to
these checks.
Sphere Defense (Ex): Beginning at 10th level,
you have become so used to the magic of your
sphere that you can shrug off magical attacks of
it with relative ease. If you succeed on a saving
throw against an incantation, spell, power, or other
effect with a descriptor that you apply your sphere
resistance to (see above) that would normally

BEHIND THE CURTAIN: ALTERNATIVE FLAVOR FOR SOUL


OPENING
The soul opening class feature of the nexus is its
dening class feature. However, its avor can be
easily adapted to create an entirely different feel to
the nexus.
Heroes with the ability to wield magic gain their
tremendous power through a plethora of different
ways. For one character, it might be a possessor
that lends the character his might, and for another, it
might be an inherent ability. Regardless of how the
character acquires this ability, it can be represented
by the nexus soul opening ability. Because of this,
you could change the avor of the soul opening class
feature to create an interesting character (even if your
character has an ability that can be seen throughout
the fantasy genre).

magic, your soul aches. However, this sensitivity


allows you to use magic other than your own with
more ease.
When you are in a wild magic zone, you must
make a DC 15 Will save each round or be confused
for that round, as the spell. Furthermore, when you
are in a dead magic zone, you must make a DC 20
Will save or become fatigued. If you fail the save
by more than 5, you become exhausted instead.
This effect lasts for as long as you are in the dead
magic zone and for 1 hour thereafter.
Soul Opening (Su): When you channel magic,
you use relatively little of your souls potential
to successfully invoke the incantation that you
want to use. This is because you subconsciously
limit yourself to keep your soul from straining too
much. However, you can release your subconscious
inhibitions to channel incantations with tremendous
power.
A number of times per day equal to your
channeling ability modier, you can open your soul
to channel incantations with more power. When
you do so, your channeling modier becomes
1.5 x (your nexus level + your channeling ability
modier). In addition, the highest Difculty Class
TABLE 1-2: SPHERES AND SPHERE RESISTANCE
Sphere

Descriptors

Astrology

Light, darkness, teleportation

Elements

Air, earth, re, water

Mind

Fear, mind-affecting

Nature

Animal, electricity, plant, weather

MENTALIS DESIGN
As a nexus, you adventure to strengthen your link
with your sphere, becoming able to channel better
incantations as your link improves. However, there
may be other motives for you to take to the path of
the adventurer, depending on your sphere. If you
are of the nature sphere, for example, you might
travel for the same reasons as a druid, or if you are
of the mind sphere, you might travel for the same
reasons as a psion, or more commonly, as a wilder.
Religion: Depending on your relationship with
your sphere, you may or may not revere a deity. If
you revere a deity, it will most often be one who
has at least some relevance to your sphere. Other
channelers revere their sphere in one way or the
other. Those who come from a primitive culture
might see their sphere in the spirits around them,
which is especially appropriate for the elemental
and nature spheres. Revering a sphere as a deity in
and of its own isnt an uncommon religion among
the nexuses.
Other Classes: Because your magic came to
you naturally, you get along well with other classes
who have gained their powers in that way, such as
sorcerers and wilders. However, you also get along
well with those who wield magic similar to your
own, regardless of how they gained their ability.
In that aspect, it is rare for you to dislike people,
because the spheres are near-universal in their
nature. However, a nexus specialized in incantations
of a certain element might be prejudiced when
dealing with people who specialize in their opposite
element. Because you are rather frail, you also get
along well with frontline combatants, who can
protect you, while you affect their opponents with
your incantations.
Combat: Your role in combat depends partly
on your sphere and the incantations that you
know. However, all nexuses have several things in
common when it comes to their ghting style.
As a channeler, you are as frail as any wielder of
magic, so you are not likely to be an effective front
line ghter. Instead, you should stay back, pelting
your opponents with offensive incantations, while
some of your incantations may be able bolster your
allies. Because you cant continuously channel
incantations, you should channel your incantations
somewhat sparingly, so that youll always have an
incantation ready when the situation demands it.
The way in which you use your incantations

produce a lesser effect on a successful save (such


as a spell with a saving throw entry of Will half
or Fortitude partial), you instead negate the effect.
You do not gain the benet of sphere defense when
you are unconscious or sleeping.
Soul Rift (Su): At 20th level, your connection to
your sphere is so complete that you can unleash the
full fury of your sphere. Your unbridled force allows
you to channel incantations that you normally could
never use, but it is taxing on your body as well.
Once per day, you can unleash a soul rift while
you are using the soul opening ability. While you
are in a soul rift, you may channel incantations of
any DC. As usual during a soul opening, the DC
may exceed 40.
This ability is dependent on the soul opening
ability; if you the soul opening ends, the soul rift
immediately ends as well. The soul rift lasts for a
number of rounds equal to your channeling ability
modier. When it ends, you immediately become
exhausted. This doesnt end your soul opening,
however.

PLAYING A NEXUS

Your link to your sphere makes you who you are.


Like ghters rely on their weapons and armor while
they ght, and spellcasters rely on their spells, so
do you rely on your link to your sphere. However,
to a fair number of nexuses, that link goes deeper
than their means of defeating their opponents. To
you, it may be something to hold your faith in,
knowing that your sphere will always be there to
provide you with the strength when you need it
most. Friends may be there for you, but they are
far less reliable than your sphere, upon whom you
can always call. Some nexuses see their sphere as
an additional parent, especially those who gained
their power to channel incantations when they
were young. Others see their sphere as a guide.
Still others are relatively normal about their sphere,
treating it as a tool of sorts, comparing it to the tool
of an artisan or the sword of a ghter.
Because your talent is either powered by your
intuition or your personality, and never your
intellect, you tend to have a strong personality.
For most nexuses, there is really one thing that
they need to know, and that is that they can always
call upon their incantationsthe rest is secondary,
unnecessary knowledge.

TOME OF CHANNELING
will depend mostly on your sphere. Nexuses of the
elements sphere are usually the artillery of the party,
using their mastery of the elements to pelt their
opponents with air, earth, re, and water, although
they can know a few useful utility incantations
as well. The mind sphere offers a nexus many
ways in which to incapacitate their opponents.
Some of the incantations of the mind sphere can
debilitate a spellcaster or manifester when used
in the right way at the right moment, while other
incantations are dangerous, regardless of the
opponents class. Incantations of the nature sphere
use the environment, debilitating the opponent and
bolstering your allies. In addition, you can call
animals and even the plants to your aid.
As you become more experienced, you gain more
abilities to defend yourself against your sphere,
meaning that there is a relatively small chance of
your incantations backring.
Advancement: Nexuses can come from any
walk of life and from any race. It might have been
that you were a youth in a tribe who suddenly
discovered that he could handle nature with magic,
or you could have been the son of a long line of
psychic adepts who manifested his talent not in the
form of psionic powers, but through incantations of
the mind sphere.
There are relatively few nexuses who have
mastered their magic with the help of someone else,
and they may not even want aid; they may prefer to
nd out how they can channel incantations on their
own. Nonetheless, a few nexuses have chosen to
take on apprentices who show that they have talent,
whether it was on purpose or accidentally. Schools
for nexuses, however, are rare, if there are any such
schools at all.
As you learn how to channel incantations better
and your bond with your sphere improves, the most
essential decisions in your career are choosing the
incantations that you want to learn. Try to keep
yourself versatile, so that you always have a backup
that you can rely on when one of your incantations
fails to have the effect that you wanted it to have.

ft., 4 lb., piercing).


Skill Selection: Pick a number of skills equal to 2
+ Int modier.
Armor
Check
Skill
Ranks Ability Penalty
Concentration
4
Con
-Craft
4
Int
-Know (arcana)
4
Int
-Know (nature)
4
Int
-Know (psionic)
4
Int
-Know (planes)
4
Int
-Listen
4
Wis
-Profession
4
Wis
-Psicraft
4
Int
-Speak Language
4
N/A
-Spellcraft
4
Int
-Spot
4
Wis
-Feat: Channeling Prodigy.
Sphere: Elements.
Incantations: Conjure ame (DC 3), wind push
(DC 3).
Gear: Backpack with waterskin, one days trail
rations, bedroll, sack, and int and steel. Ten
candles, map case. Case with 10 crossbow bolts.
Gold: 4d6 gp.

NEXUSES IN THE WORLD

We had our axes raised, ready to chop down the


trees, when suddenly the forest came alive! Some
of our workers were grasped by vines, others
were attacked by wild animals. The last thing I
saw before I got the hell away from there was the
satised smile of a woman, doubtlessly some sort
of mage.
--Rendan Axehand, woodcutter
Nexuses live with the bond with their sphere, which
largely shapes their life, but their incantations
arent the only way in which they can contribute to
their party. With their rsthand knowledge of their
sphere and the universal nature of their sphere,
they have a lot to contribute when something is
even remotely related to their sphere. Depending
on their sphere, they can also brave the elements,
literally pick someones mind even without their

Human Nexus Starting Package


Armor: None (speed 30 ft.).
Weapons: Quarterstaff (1d6/1d6, crit x2, 4 lb.,
two-handed bludgeoning).
Light crossbow (1d8, crit 19-20/x2, range inc. 80

MENTALIS DESIGN
incantations, and navigate in the wilderness.
Daily Life: A nexus spends most of his time
on his sphere, whether it is through practicing
their incantations or otherwise. Nexuses of the
elements sphere sometimes philosophize about the
occurrence of the elements in everything around
them. Mind nexuses study the mind in all its forms,
and tend to have an interest in the study of psionics
as well. Nexuses who channel incantations of the
nature sphere can often be found in the wilderness,
conversing with nature in their own way.
Notables: Of the few nexuses there can be found
throughout history, even fewer have been notable.
Wilders and channelers of the mind sphere alike
speak with awe of Terjal, Intuition Incarnate. This
nexus had a nearly infallible intuition, and was
rarely wrong. He used his incantations to nd out
what his opponents thought before they could even
act, allowing him to strike at the speed of thought,
or so they said. In modern days, the nature nexus
Lasne is well-known as the benevolent patron of
the forest, wandering from one forest to another
to defend nature with nature itself. She doesnt
take on students, but she is willing to take the time
to teach a talented channeler how to handle his
incantations.
Organizations: Nexuses rarely found organizations. A nexus may live an entire life without ever
seeing another nexus, so the chance of more than
two nexuses being together is small. Some, however, join organizations themselves that relate to
their sphere. A nexus of the nature sphere may join
a druids circle, for example.
NPC Reactions: Depending on how much
channeling is accepted, you may be welcomed like
a friend or chased away by superstitious, frightened
mobs. Your prowess may make you seem like some
sort of shaman in the eyes of primitive people,
while cultured people tend to mistake you for a
spellcaster or a manifester. Those who cast spells or
manifest powers themselves, though, know better,
and they may welcome you as a wielder of magic
or psionics, or they may distrust you because your
magic is different.
Races:Because the bond with a sphere and the
talent to channel incantations can manifest itself in
anyone, nexuses can come from any race. However,
some races tend to have more nexuses of one
sphere. The nexuses of psionic races in particular

are dominated by nexuses of the mind sphere.


Other Classes: Because your talent is inborn, you
get along well with sorcerers and wilders, though
you may feel the urge to prove to them that your
magic is better than theirs because of how much
you rely on your incantations. Regardless, allies
who wield magic that is similar to yours are among
your friends. You get along well with front line
combatants who defend you when foes attack you
in melee, because you can rely upon themnot as
much as you can rely your sphere, but they are still
there for you when you need them the most.

NEXUS LORE

Characters with ranks in Gather Information or


Knowledge (arcana) can research nexuses and
learn more about them. When a character makes
a skill check, read or paraphrase the following,
including the information from lower DCs. Because
channeling, and consequentially nexuses, may be
rare in your campaign, you may want to adjust the
DC to represent the appropriate rarity of nexuses.
DC 10: A nexus is just another spellcaster who
thinks that his magic is universal.
DC 15: Unlike spellcasters, channelers can
channel incantations, which resemble spells, and
they can do this as often as they want. They have
this ability because they are bonded with a font of
magic.
DC 20: Nexuses improve their bond with their
sphere as they become more experienced, and can
call upon the magic of their sphere in other ways
than their incantations.

NEXUSES IN THE GAME

Nexuses are similar to sorcerers in several ways,


and they can play similar roles in your campaign.
However, their bond with a sphere means that they
can learn a lot about their sphere, becoming sages
who have learned everything there is to know about
their sphere. Whenever theres something to be
known about a sphere, these people will be sought
after. However, because nexuses are often born with
the ability to channel magic, those who are born in
superstitious communities can be pursued or exiled
by those who are frightened by their incantations,
especially if they havent developed and trained
their magic yet. Such young nexuses may seek help

TOME OF CHANNELING
Weakness magic sensitivity +20
Fort +3, Ref +4, Will +8; sphere defense +2

with the PCs, intuitively thinking that one of the


characters may be able to help him.
A nexus expects that his incantations can help the
party in the way that he wants.
Regardless of how you play nexuses in your
campaign setting, you should remember that any
attention spent to a nexus sphere will denitely
arouse his interest.
Adaptation: If you dislike the inborn afnity
for channeling that is common among the nexuses,
you could remove all of the avor that relates to
their ability being inborn, and replace it with the
nexus magic coming from a pact that either he or
his forefathers has made with powerful creatures
of his sphere, similar to the warlock (see Complete
Arcane). For example, a nexus with the elements
sphere may have made a pact with a greater or
elder elemental. (Elder elementals can be found in
the Epic Level Handbook.)
Sample Encounter: Nexuses are often found in
areas where their sphere is prominent. Any time the
PCs are involved with something that relates to a
sphere, a nexus might appear.
EL 6: Nandra of the Grey Woods is a nexus of
the nature sphere. She is the self-appointed warden
of the Grey Woods, and she considers the forest
as her own domain. She will jealously protect the
forest from anyone who nears the forest with the
intent of destroying or taking over the Grey Woods,
whether it is with good intent or not. She hates all
humanoids with a passion, and it is unlikely that
she will back down from anyone. If the PCs enter
the forest, Nandra will attempt to ambush them,
channeling her incantations to the highest effect.
Because she is physically weak, she will always try
to keep a distance, letting the animals and plants of
the forest ght for her.

Speed 30 ft. (6 squares)


Melee mwk quarterstaff +3 (1d6-1)
Ranged sling +5 (1d4-1)
Base Atk +3; Grp +2
Special Actions magic touch +3, soul opening
Combat Gear potion of owls wisdom
Incantations Known (CL 6th, +9 channeling
bonus, maximum DC 12):
Call animal (DC 7), entangling plants (DC 5), leaf
growth (DC 7), lightning (DC 5), rejuvenation (DC
7)
Abilities Str 8, Dex 14, Con 12, Int 10, Wis 16, Cha 13
Feats Animal Afnity, Dodge, Enhanced
Channeling*, Improved Initiative
Skills Handle Animal +6, Knowledge (nature) +9,
Listen +11, Ride +6, Spot +12, Survival +12
Possessions combat gear plus amulet of natural
armor +1, masterwork quarterstaff, sling, pouch
with 10 sling bullets
Magic Sensitivity (Su): In a wild magic zone,
Nandra must make a DC 15 Will save or become
confused. In a dead magic zone, she must make a
DC 20 Will save or become fatigued.
Magic Touch (Su): Nandra gains a +3 bonus on
Use Magic Device and Use Psionic Device checks
to activate magic items that have a spell with the
animal, electricity, plant, or weather descriptor as a
prerequisite to craft. In addition, she can take 10 on
such checks with such items.
Soul Opening (Su): Three times per day,
Nandra can use a soul opening. While she is in a
soul opening, her channeling bonus becomes +13
and her maximum DC becomes 15. When the soul
opening ends, Nandra becomes fatigued and must
make a Will save (DC 10 + twice the number of
rounds she used soul opening) or take Wisdom
damage equal to the number by which she failed
the check.
Sphere Resistance (Ex): Nandra gains a +2
bonus on saves against effects with the animal,
electricity, plant, or weather descriptor.

Nandra of the Grey Woods EL 6


Female human nexus 6
LE Medium humanoid
Init +6; Senses Spot +12, Listen +11
Languages Common
AC 13, touch 12, at-footed 11; Dodge
(+2 Dexterity, +1 natural armor)
hp 29 (6 HD)

MENTALIS DESIGN

CHAPTER 2: FEATS
be changed thereafter). Anything that affects a
channeling check also affects a character or creature
who uses an incantation feat.

Like all characters, channelers of magic rely on


feats to improve their incantations, expand their
abilities, and unlock hidden potential. However,
not only channelers can expand their abilities and
unlock hidden potentials; those who already wield
the magic of a sphere in other ways can learn how
to channel incantations of their sphere without
actually learning incantations. Following are
descriptions of dozens of channeling-related feats.
The following section introduces two new
types of feats. Incantation feats grant characters
and creatures, even those who normally cant
channel incantations, the ability to channel new
incantations. Metachanneling feats let channelers
improve their incantations in ways other than their
individual enhancements or improve the way in
which they channel their incantations. Both feat
types are described in greater detail below.

METACHANNELING FEATS

As a channelers knowledge of and bond to his


sphere grow, he learns how to channel incantations
in slightly different ways than they can normally be
channeled and enhanced. For example, a channeler
may be able to channel an incantation that affects
a larger area than normal, or is improved in some
other way. Of course, using a metachanneling feat
increases the difculty of channeling the enhanced
incantation.
Channeling Time: Incantations channeled
using metachanneling feats take the same time as
channeling the incantations normally unless the
metachanneling feat specically says otherwise,
such as the Rapid Incantation feat.
Difculty Class: To use a metachanneling feat, a
channeler must increase the DC of an incantation by
a certain amount, depending on the metachanneling
feat used, as given in the feat description.
Limits on Use: As with all incantations,
you cannot enhance an incantation so that its
DC becomes higher than your maximum DC.
Metachanneling feats merely let you enhance
incantations in ways other than those described in
the incantations description.
Effect of Metachanneling Feats on an
Incantation: In all ways, a metachanneling
incantation operates at its enhanced DC. The
modications made by a metachanneling feat apply
to everything that is resolved when channeling an
incantation. A channeler cant use a metachanneling
feat to alter an incantation that he doesnt channel
on his own, such as those granted by a magic item.
Some metachanneling feats apply only to
incantations that fulll a certain requirement, as
described in each specic feat entry.

INCANTATION FEATS

Incantation feats grant characters and creatures


with at least some link to magic. Sometimes, the
character or creature needs to have a bond to a
specic kind of magic, because the incantation feat
is related to a sphere.
Because incantation feats are supernatural
abilitiesa departure from the general rule that
feats do not grant supernatural abilitiesthey are
treated just like incantations for most purposes,
except those noted here. Supernatural abilities are
not subject to spell or incantation resistance and
cannot be dispelled; however, they do not function
in areas where magic or psionics are suppressed,
such as a null psionics eld. (Because the link to
magic or a specic sphere is based in both the
latent magic of a character or creature and the
mind, effects that nullify magic or psionics render
incantation feats equally useless.) Leaving such
areas immediately allows incantation feats to be
used.
Many incantation feats require you to make a
channeling check. Unless noted otherwise, you add
only your Wisdom or Charisma modier (chosen
when you take your rst incantation feat; it cannot

FEAT DESCRIPTIONS

These feat descriptions follow the standard


format.

TOME OF CHANNELING
TABLE 2-1: FEATS
General Feats

Prerequisites

Benet

Channeling Prodigy

Channeling ability score 13

Treat channeling ability score as 2 higher for determining


channeling modier and maximum incantations per minute

Concentrated Recovery

--

Make DC 15 Concentration check to recover channeling

Enhanced Channeling

--

Channel incantations with DCs of 2 higher

Improved Channeling

--

Gain a +2 bonus on channeling checks

Improved Sphere Defense

Sphere defense class feature,


nexus level 15th

Improve sphere defense class feature

Improved Sphere Resistance

Sphere resistance class feature

Improve sphere resistance class feature

Incantation Feats

Prerequisites

Benet

Arcane Bolt

Knowledge (arcana) 4 ranks,


ability to cast 1st-level spells

Channel arcane bolt that deals 1d6 damage

Arcane Ward

Knowledge (arcana) 4 ranks,


ability to cast 1st-level spells

Channel arcane ward that grants armor bonus

Channeled Focus

Concentration 4 ranks,
Knowledge (psionics) 4 ranks

Make DC 20 channeling check to prevent losing psionic


focus

Channeled Wild Shape

Knowledge (nature) 4 ranks,


wild shape class feature

Make DC 20 channeling check to assume wild shape

Channeling Afnity

Wisdom or Charisma 13

Gain the use of one incantation

Divine Channeling

Knowledge (religion) 4 ranks,


ability to turn or rebuke undead

Make DC 20 channeling check to turn or rebuke undead

Psionic Channeling

Knowledge (psionics) 4 ranks,


Overchannel

Make channeling check to negate Overchannel damage

Wild Empathic Channeling

Knowledge (nature) 4 ranks,


wild empathy class feature

Make channeling check to gain bonus to wild empathy

Item Creation Feat

Prerequisites

Benet

Charge Essence Shard

Channeler level 1st

Create essence shards

Metachanneling Feats

Prerequisites

Benet

Chain Incantation

--

Choose additional targets with incantation

Delay Enhancement

--

Enhance incantation at a later time

Empower Incantation

--

Increase incantations variable, number effects by 50%

Enlarge Incantation

--

Double incantations range

Extend Incantation

--

Double incantations duration

Maximize Incantation

--

Maximize incantations variable, number effects

Opportunity Incantation

--

Make attacks of opportunity with incantations

Rapid Incantation

--

Channel incantations as move or swift action

Surging Incantation

Channeler level 10th

Channel incantations that exceed maximum DC

Twin Incantation

--

Channel power twice

Widen Incantation

--

Double incantations area

10

MENTALIS DESIGN
ARCANE BOLT [INCANTATION]

allowed by the incantation. You choose secondary


targets as you like, but each target must be within
one-half the incantations range of the target before
it, and no target can be struck more than once.
You can choose to affect fewer secondary targets
than the maximum (to avoid allies in the area, for
example).
Using this feat if the incantation affects one
additional target increases the incantation point cost
of the incantation by 2 (if the incantation strikes
one additional target) or 6 (if the incantation strikes
a number of targets up to one-half your channeler

Your bond with magic itself allows you to channel


bolts of arcane energy.
Prerequisite: Knowledge (arcana) 4 ranks,
ability to cast 1st-level arcane spells.
Benefit: You can channel bolts of arcane energy.
You must make a DC 5 channeling check. If the
channeling check succeeds, you may attack one
opponent within 30 feet with a ranged touch attack
that deals 1d6 points of damage.
Special: For every 3 points by which you
increase the DC, the arcane bolt deals an additional
1d6 points of damage.

ARCANE WARD [INCANTATION]

Your bond with magic itself allows you to channel


a protective ward around yourself.
Prerequisite: Knowledge (arcana) 4 ranks,
ability to cast 1st-level arcane spells.
Benet: You can channel a protective ward
around yourself. You must make a DC 7 channeling
check. If the channeling check succeeds, you gain
a +2 armor bonus to AC. This incantation feat is
treated as an incantation with a duration of 1 minute
and is a force effect.
Special: For every 3 points by which you increase
the DC, the armor bonus increases by 1.
For every point by which you increase the DC,
the duration increases by 1 minute.

CHAIN INCANTATION [METACHANNELING]

You can channel incantations that arc to hit other


targets in addition to the primary target.
Benefit: You can chain any incantation that affects
a single target and that deals hit point damage. After
the primary target is struck, the incantation can arc
to a secondary target. The secondary arc strikes one
target and deal half as much damage as the primary
one did (round down). However, you must make a
successful attack roll against the target or the target
must fail a saving throw against the incantation, as
appropriate for the incantation.
However, you may also affect additional targets.
The incantation may also strike a number of
additional targets equal to one-half your channeler
level (maximum ten). Each strike deals one target
and deals half as much damage as the strike before
it did (rounded down).
Each target gets to make a saving throw, if one is

Arcane Ward protects a character from harm

11

TOME OF CHANNELING
channeling DC is equal to the usual maximum
divided by two. For all purposes related to this feat,
your channeler level is one-half your character
level or, if you actually have channeler levels, your
channeler level (whichever is higher).

level). The incantations total cost cannot exceed


your channeler level.

CHANNELED FOCUS [INCANTATION, PSIONIC]

You can channel a link to the collective unconscious


of the mind sphere, and use it to keep your psionic
focus when you would lose or expend it.
Prerequisites: Concentration 4 ranks, Knowledge
(psionics) 4 ranks.
Benefit: Whenever you would lose or expend
your psionic focus (such as when you use a psionic
feat that requires you to expend your psionic focus),
you may instead make a DC 20 channeling check
to keep your psionic focus. (This feat isnt limited
by the characters maximum channeling DC, and
is an exception to the general rule that incantation
feats cannot exceed the characters maximum DC.)
Using this feat doesnt take an action, it is made as
a reaction to a condition that would make you lose
your psionic focus. You may use this feat once per
round.

CHANNELING PRODIGY

You have an exceptional gift for channeling.


Prerequisite: Channeling ability score 13.
Benefit: For the purpose of determining your
channeling modifier and how many incantations
you may channel per minute, treat your channeling
ability score as 2 points higher than its actual
value.
Special: You may only take this feat as a 1stlevel character. You can take this feat even if you
dont have any channeling classes yet.

CHARGE ESSENCE SHARD [ITEM CREATION]

You know how to charge an essence sharda stable


piece of energy of a sphere. A channeler who uses
an essence shard can use its essence to channel an
incantation with more incantation.
Prerequisite: Channeler level 1st.
Benefit: You can charge an essence shard with
the energy of a sphere from which you can channel
incantations (see Chapter 6: Magic Items for more
information). The market price of a temporary
essence shard is the bonus granted to channeling
checks squared x 500; the market price of a stable
essence shard is the bonus granted to channeling
checks squared x 5,000. You must spend 1/25 of
the market price in XP and use materials costing
1/2 the market price. Charging an essence shard
takes 1 day for each 1,000 gp of its market price.
Like a potion or a scroll, a temporary essence
shard can be used only once, while a stable essence
shard can be recharged, somewhat like a cognizance
crystal.

CHANNELED WILD SHAPE [INCANTATION, WILD]

Your bond with nature allows you to channel it to


assume the shape of a wild beast.
Prerequisites: Knowledge (nature) 4 ranks, wild
shape class feature.
Benefit: You may make a DC 20 channeling
check to gain an immediate use of wild shape. You
must assume a wild shape within one round or the
energy fades away. (This feat isnt limited by the
characters maximum channeling DC, and is an
exception to the general rule that incantation feats
cannot exceed the characters maximum DC.) If the
channeling check succeeds, this channeling check
is made as part of assuming the wild shape; if it
fails, this channeling check is a standard action.

CHANNELING AFFINITY [INCANTATION]

You have an extraordinary familiarity with magic,


which you have honed to the point of being able of
channeling an incantation.
Prerequisite: Wisdom or Charisma 13.
Benefit: When you gain this feat, you learn
an incantation. You must be able to channel the
incantation when you take this feat. You add onehalf your channeler level + the ability modifier of
the ability that you used to meet the prerequisite of
this feat to your channeling check. Your maximum

CONCENTRATED RECOVERY

You can concentrate for a moment to recover your


ability to channel incantations.
Prerequisite: Concentration 4 ranks.
Benefit: You may make a DC 15 Concentration
check as a full-round action to regain the ability
to channel incantations if you have channeled a
number of incantations equal to your channeling
ability modifier. If you successfully make the

12

MENTALIS DESIGN
damage as normal, cures half again as many hit
points, affects half again as many targets, and so
forth, as appropriate. Augmented incantations can
also be empowered (multiply 1.5 times the damage
total of the augmented incantation). Saving throws
and opposed checks are not affected, nor are
incantations without random variables.
Using this feat increases the channeling DC of
the incantation by 2. The incantations DC cannot
exceed your maximum DC.

check, you are treated as if you havent channeled


an incantation for the last 10 rounds.
You may make a DC 25 Concentration check as
a standard action instead.

DELAY ENHANCEMENT [METACHANNELING]

You can delay the enhancement of an incantation


to after you have successfully channeled an
incantation.
Benefit: If you successfully channel an incantation with a duration of aura or a duration measured
in rounds, you may enhance the incantation at a
later time. To do so, you must make a channeling check equal to the enhanced DC 5. This is
an exception to the rule that incantations cant be
enhanced after they are channeled.

ENHANCED CHANNELING

You can channel incantations that are too difcult


to channel for others.
Benefit: You can channel incantations with DCs
that are 2 points higher than your normal limit.
Special: You may take this feat multiple times.
Its effect stack.
Normal: You may not channel incantations with
DCs higher than your channeling ability modifier +
1.5 x your channeler level (to a minimum of 5 and
a maximum of 40).

DIVINE CHANNELING [DIVINE, INCANTATION]

Your deity has manifested itself as a pseudo-sphere


to you, allowing you to channel your faith as you
would cast your spells.
Prerequisites: Knowledge (religion) 4 ranks,
ability to turn or rebuke undead.
Benefit: You may make a DC 20 channeling
check to gain two immediate turn or rebuke undead
attempts. You must use this attempt within one
minute or the energy fades away. (This feat isnt
limited by the characters maximum channeling
DC, and is an exception to the general rule that
incantation feats cannot exceed the characters
maximum DC.) If the channeling check succeeds,
this channeling check is made as part of the first
turn or rebuke undead attempt (if it is used in the
round in which this feat was used); if it fails, this
channeling check is a standard action. If you use
these turn or rebuke undead attempts in a round
after you used this feat, the channeling check is a
standard action, regardless of whether the check
was successful.
Special: You may not have more than two turn or
rebuke undead attempts granted through this feat at
any given time.

ENLARGE INCANTATION [METACHANNELING]

You can channel incantations farther than normal.


Benefit: You can alter an incantation with a range
measured in feet to double its range. An incantation
with a range of 30 feet, for example, has its range
increased to 60 feet.
Incantations whose ranges are not defined by
distance.
Using this feat increases the channeling DC of
the incantation by 2. The incantations DC cannot
exceed your maximum DC.

EXTEND INCANTATION [METACHANNELING]

You can channel incantations that last longer than


normal.
Benefit: You can channel an extended incantation.
An extended incantation lasts twice as long as
normal. An incantation with a duration of aura,
instantaneous, or permanent is not affected by this
feat.
Using this feat increases the channeling DC of
the incantation by 2. The incantations DC cannot
exceed your maximum DC.

EMPOWER INCANTATION [METACHANNELING]

You can channel incantations to greater effect.


Benefit: You can empower an incantation.
All variable, numeric effects of an empowered
incantation are increased by one-half. An
empowered incantation deals half again as much

IMPROVED CHANNELING

You can channel incantations more easily than

13

TOME OF CHANNELING
most others can.
Benefit: You gain a +2 bonus to your channeling
checks.
Special: You may take this feat multiple times.
Its effects stack.

result plus one-half the normally rolled result.


Using this feat increases the channeling DC of
the incantation by 4. The incantations DC cannot
exceed your maximum DC.

OPPORTUNITY INCANTATION
[METACHANNELING]

IMPROVED SPHERE DEFENSE

You can shrug off magic of your sphere exceptionally


well, even where others fail.
Prerequisites: Sphere defense class feature,
nexus level 15th.
Benefit: You still are unaffected on a successful
saving throw against an effect with a descriptor of
your sphere, henceforth you only treat the saving
throw as if you made it, even if you failed it. You
do not gain the benefit of this feat when you are
unconscious or sleeping.
Normal: You take the full effect against an effect
if you fail the saving throw.

You can make incantation-enhanced attacks of


opportunity.
Benefit: When you make an attack of opportunity,
you can use any incantation you know with a range
of touch, if you have at least one hand free.
Channeling this incantation is an immediate
action.
You cannot use this feat with a touch incantation
whose channeling time is longer than 1 full-round
action.
Using this feat increases the channeling DC of
the incantation by 6. The incantations DC cannot
exceed your maximum DC.
Normal: Attacks of opportunity can be made
only with melee weapons.

IMPROVED SPHERE RESISTANCE

You can resist the magic of your sphere exceptionally


well.
Prerequisite: Sphere resistance class feature.
Benefit: The bonus to saving throw granted by
your sphere resistance improves to become onehalf your nexus level. This applies to all nexus
levels, including ones that you already have and
future levels.
Normal: The bonus to saving throws granted
by your sphere resistance improves by 1 for every
three nexus levels you have.

PSIONIC CHANNELING [INCANTATION, PSIONIC]

You can channel the mind sphere to put less strain


on your body when you burn your life force to
strengthen your powers.
Prerequisites: Knowledge (psionics) 4 ranks,
Overchannel.
Benefit: When you use the Overchannel feat, you
may make a channeling check (DC 10 x the number
by which your manifester level improves) to negate
the damage dealt by the Overchannel feat.

MAXIMIZE INCANTATION [METACHANNELING]

RAPID INCANTATION [METACHANNELING]

You can channel incantations to maximum effect.


Benefit: You can maximize an incantation. All
variable, numeric effects of an incantation modified
by this feat are maximized. A maximized incantation
deals maximum damage, cures the maximum
number of hit points, affects the maximum number
of targets, and so on, as appropriate. Saving throws
and opposed checks are not affected, nor are
incantations without random variables.
Augmented incantations can be maximized;
a maximized augmented incantation deals the
maximum damage (or cures the maximum hit
points, and so on) of the augmented incantation.
An empowered and maximized incantation gains
the separate benefits of each feat: the maximum

You can channel an incantation faster.


Benefit: You can channel an incantation faster.
You can channel an incantation as a move action
or a swift action (but see below). You can perform
another action, even channel another incantation,
in the same round that you channel a quickened
incantation. You can channel only one quickened
incantation per round.
Using this feat increases the channeling DC of the
incantation by 3 (if channeled as a move action) or
6 (if channeled as a swift action). The incantations
DC cannot exceed your maximum DC.
Channeling a rapid incantation as a swift action
does not provoke attacks of opportunity.

14

MENTALIS DESIGN
SURGING INCANTATION [METACHANNELING]

number of targets, and so on) are the same for both


of the resulting incantations. The target experiences
all the effects of both incantations individually and
receives a saving throw (if applicable) for each.
Using this feat increases the channeling DC of
the incantation by 8. The incantations DC cannot
exceed your maximum DC.

You can channel an incantations that normally


would be too difcult to cast, but at a greater risk
of failing.
Prerequisite: Channeler level 10th.
Benefit: You can channel a surging incantation.
An incantation channeled by this feat does not have
a maximum DC (but see below), meaning that you
can enhance it and apply metachanneling feats,
regardless of your maximum DC. This feat does
not, however, allow you to learn incantations that
exceed your normal maximum DC.
Using this feat increases the DC by 2 for every
point by which the DC exceeds your maximum DC.
For example, if you channel a surging incantation
that causes the DC to exceed your maximum
channeling DC by 4, the DC increases by 8 instead
for the purpose of channeling the incantation. This
increase only affects your channeling check; any
other factors that depend on the channeling DC are
unaffected.

WIDEN INCANTATION [METACHANNELING]

You can increase the area of your incantations.


Benefit: You can alter a burst, emanation, line,
or spread-shaped incantation to increase its area.
(Incantations that do not have an area of one of
these four sorts are not affected by this feat.) Any
numeric measurements of the incantations area
double.
Using this feat increases the channeling DC of
the incantation by 4. The incantations DC cannot
exceed your maximum DC.

WILD EMPATHIC CHANNELING [INCANTATION]

Your bond with nature strengthens your empathy


with wild beasts.
Prerequisites: Knowledge (nature) 4 ranks, wild
empathy class feature.
Benefit: You may make a channeling check to
gain an insight bonus on wild empathy checks (DC
3 + twice the insight bonus gained). This incantation
feat is treated as an incantation of the nature sphere
with a duration of aura.

TWIN INCANTATION [METACHANNELING]

You can channel an incantation simultaneously


with another incantation just like it.
Benefit: You can twin an incantation. Channeling
an incantation altered by this feat causes the
incantation to take effect twice on the area or target,
as if you were simultaneously channeling the same
incantation two times on the same location or target.
Any variables in the incantation (such as duration,

15

TOME OF CHANNELING

CHAPTER 3: INCANTATIONS OVERVIEW


The uncanny power to channel magic springs from
either devotion, discipline, or ancestral afnity, and
the magic from the sphere from which the channeler
draws his incantations. These incantations are
somewhat like spells, in that they are a one-time
magical effect, and that they draw from mystical
energies, but thats where the similarities end. Put
shortly, channelers draw their mystical energy
directly from their spheres, whereas spellcasters
mold this energy to cast their spells. Despite this
fundamental difference, incantations can rival
spells with their wholesome mystical energies. The
typical spellcaster might be able to draw amazing
amounts of mystical energy into a spell, but a
channeler believes that mastering the mystical
energy of their sphere requires self-discipline and
devotion, in addition to being able to channeling
the correct energies.
This chapter covers all the basic guidelines and
rules for using the incantation system described in
this book. Think of this material as analogous to that
in Chapter 10 of the Players Handbook. It covers
the basics of incantations and presents information
on how the incantation system interacts with other
game elements, such as spell resistance.

many incantations you can channel per minute.

READYING INCANTATIONS

You do not need to ready your incantations ahead


of time. Every incantation you know is always
available to you. However, you need to be mentally
and physically prepared to be able to channel your
incantations. This preparation can be done in the
form of prayer, practice, or simply drawing subtle
amounts of magic from your sphere to open up the
ow of magic. Therefore, you must ready yourself
to channel magic.
To ready yourself to channel magic, you need
a brief period of practice, exercise, meditation, or
prayer. The exact nature of this preparation differs
from channeler to channeler, but each characters
needs 5 minutes of preparation time. You do not
need to be well rested to ready yourself to channel
magic, but you do need to be able to move and speak
without restraint. As long as you are not physically
disturbed during your exercise or meditation, you
successfully prepare yourself to channel magic,
and you can channel incantations during that day.

CHANNELING INCANTATIONS

To channel an incantation, you must have at least


one hand free and you must be able to speak.
Because of the intricate gestures needed to channel
an incantation, you incur a failure chance when you
wear armor as if you were casting an arcane spell
(see the Players Handbook). An incantation might
require an immediate, swift, move, standard, or fullround action to channel. The process of channeling
an incantation is similar to that of casting a spell or
manifesting a power, although there are some key
differences (see below). You can always channel
an incantation, provided that you havent reached
your limit of incantations you can channel each
minute.
Channeling Limit: A channeler has a limit to
how many incantations he can channel per minute.
He may not channel more incantations than his base

INCANTATIONS

An incantation is a one-time supernatural effect that


can be used indenitely and is always available to
you.
You can channel magic as many times as you
like in a single day, but each time you channel an
incantation, you lose a little of your mental focus,
you exhaust a small portion of your personal power
or energy, or you simply come closer to overloading
your pool of magic without letting the energy seep
away rst. In other words, there is a limit to how
often you can channel magic in a given period of
time without needing to rest or perform a specic
action that allows you to immediately recover your
ability to channel magic. As a result, you must wait
for a while if you have reached your limit to how

16

MENTALIS DESIGN
conditions. However, instead of using spell or
power level, an incantation uses one-half its DC to
determine its Concentration DC. (See the Players
Handbook or the Expanded Psionics Handbook for
more details.)
If you fail the Concentration check to channel
an incantation while distracted or endangered,
you lose the incantation as if you had failed the
channeling check. You are considered to have used
its channeling time for the purpose of determining
what actions remain available to you on your turn.

channeling ability modier during each minute.


(Your base channeling ability modier meaning the
modier of that ability before you add temporary
bonuses, such as that from a magic item.)
Channeling Check:Every incantation must be
channeled with a successful channeling check.
This means that you roll a d20, add your channeler
level and your channeling ability modier. If the
result equals or exceeds the Difculty Class of
the incantation, you successfully channel the
incantation. If you fail the check by 4 or less, the
incantation fails. If you fail the check by more than
5, you take ability burn to your channeling ability
score equal to the number by which you failed the
check 5.
If a description says that a channeler is treated
as if he failed his channeling check under certain
circumstances, this means that the channeler
essentially fails the channeling check by 1, unless
noted otherwise. For example, if you dont spend a
swift action to concentrate on an incantation with a
duration of aura and a DC of 10, you are effectively
treated as if you had a 9 as your channeling check
result. This does not affect previous
rounds in which that incantation was
active.

CHANNELER LEVEL

Some incantations have variable effects (such as


duration) that depend on channeler level. Your
channeling modier and maximum channeling DC
are affected by your channeler level, although few
other effects depend on channeler level and your
channeling ability score. This difference in effect is
a balance and game play issue. Since you can use
incantations repeatedly, they tend to scale poorly.
As you attain higher levels, you tend to channel

CONCENTRATION

Like with spells or powers, you


need to concentrate to channel an
incantation; therefore, channeling
an incantation provokes attacks of
opportunity. If something interrupts
your concentration while youre
channeling an incantation, you must
make a Concentration check or fail the
channeling check. The more distracting
the interruption and the higher the
Difculty Class of the incantation you
are trying to channel, the higher the
Concentration DC is. (More powerful
incantations require more mental
effort.) If you fail the check, you fail
to channel the incantation just as if you
had failed the channeling check.
The Concentration DC for channeling
an incantation while distracted or
endangered is similar to that for casting
a spell or manifesting a spell under those

Channeling an incantation requires talent and concentration

17

TOME OF CHANNELING
These incantations bestow the channeler with
a continuous effect, but he must expend a swift
action each round to concentrate on the aura.
Once a channeler doesnt spend a swift action to
maintain the aura, it immediately ends at the end
of his turn.

incantations with higher DCs. Many incantations


however, remain useful even if they arent
enhanced and therefore have a lower Difculty
Class. How much you can enhance an incantation,
however, depends on your channeler level and your
channeling ability score (see Enhance, below).
Your channeler level equals your total levels in
the classes that provide access to incantations. If
you lack any channeler levels, you cannot channel
incantations.
Selecting Incantations: Unlike spells, incantations are not organized by level. Instead, they are
organized by Difculty Class. Incantations with
higher Difculty Classes are more powerful than
those with a lower Difculty Class, and therefore
more difcult to channel. As you gain levels, you
have the option to select more powerful incantations. Your channeler level determines the maximum Difculty Class of an incantation that you
can select. You cannot select an incantation with a
Difculty Class that exceeds your channeling ability modier + 1.5 x your channeler level, to a minimum of 5 and a maximum of 40.

INCANTATIONS AND MAGIC

In general, incantations are transparent to magic


and psionics. Because channeling magic is different
than manipulating the mystical energies that make
magic, it is nearly impossible to affect one with
the other. However, there are a few cases where
incantations interact with spells or powers.
Supernatural Abilities: Incantations are never
spells or spell-like abilities (although their effects
might resemble certain spells or spell-like abilities).
An incantation is always a supernatural ability.
Thus, incantations fail to work in an antimagic
eld or a dead magic zone. An incantation cant
be dispelled or counterspelled, but channeling an
incantation does provoke attacks of opportunity.
Detecting Incantations: Most incantations dont
create persistent or long-lasting magical effects
(although they might create mundane material,
which isnt magical on its own), and the results are
obvious to any observer. However, identifying a
specic incantation requires the Spellcraft skill.
Multiple Effects: Incantations usually work as
described in Chapter 4, no matter how many other
powers, spells, or magical effects happen to be
operating in the same area or on the same object.
Whenever an incantation has a specic effect on
other incantations, powers, or spells, its description
explains the effect.
Stacking Effects: Incantations that provide
bonuses or penalties on attack rolls, damage rolls,
saving throws, and other attributes do not stack.
Regardless, a bonus gained by an incantation never
stacks with itself, even if it is an unnamed or dodge
bonus.

RESOLVING AN INCANTATION

Once you have chosen an incantation to channel,


you must resolve its effects.
Attacks: Many incantations include an attack
of some kind. All offensive combat actions, even
those that dont damage opponents, are considered
attacks. All incantations that opponents can resist
with saving throws, that deal damage, or otherwise
hamper subjects are considered attacks. As a rule of
thumb, an incantation that directly and negatively
affects an unwilling subject is an attack.
Bonus Types: Some incantations grant bonuses to
ability scores or Armor Class, on attacks or damage,
on saves, or on a number of other variables. Each
bonus has a type that indicates why or how it is
granted. With the exception of dodge bonuses, two
bonuses of the same type generally dont stack.
If an incantation does not identify the type of
bonus conferred, its effects stack with all other
effects modifying the same characteristic or
attribute. Untyped bonuses always stack.
Actions during an Incantation: The Channeling
Time line of an incantation provides the action
required to channel that incantation.
Some incantations have a duration of Aura.

INCANTATION DESCRIPTIONS

The description of each incantation follows a


standard format, which is described below.

NAME

This entry is the name by which the incantation is

18

MENTALIS DESIGN
Wielding the wellspring of life that is nature, a
nature channeler holds his sway over the creatures
of the wilderness, the weather, and the terrain itself.
These channelers can summon and empathize with
animals, cause the weather to bend to their will,
and shape their surroundings as they please, among
channeling other magic.

generally known. However, its fairly common for a


channeler to name his own incantations differently.
For example, the walk on water incantation
might be known as the Aquan step technique by
one channeler, while another calls it the water
elementals feet talent.

SPHERE

[DESCRIPTOR]

Each incantation belongs to a sphere. The


incantations in a sphere are linked by a common
source. The second line of an incantation description
provides the name of the relevant sphere.
The spheres include the following, but are not
limited to:

Some incantations have descriptors that further


dene them. These descriptors appear on the same
line as the sphere of the incantation. Incantations
drawn from the elements, for example, always
have either the air, earth, re, or water descriptors,
because these incantations draw their magic from
these four primal elements (with the exception of
the elemental aptitude incantation).
The descriptors that apply to incantations in
this book are air, animal, cold, darkness, earth,
electricity, re, light, mind-affecting, plant, water,
and weather. (The animal, plant, and weather
descriptors are new; see Behind the Curtains:
New Descriptors, below, for more information.
Most of these descriptors have no game effect by
themselves, but they govern how an incantation

ASTROLOGY
Some people look up to the skies for their answers,
and channelers of the astrology sphere are one of
the few whose calls are answered. Astral channelers
wield the magic of the heavens, calling down
comets, shining with the light of the sun, or even
travel to the Astral Plane itself.
ELEMENTS
Sages say that the world consists of the four primal
elements: air, earth, re, and water. Those who
channel the elements, however, dont just say that;
they prove it with their magic. Drawing from the
innite elemental planes, these channelers can
channel elemental magic that most people have
never seen. Summoning creatures composed of
the elements they channel and manipulating the
elements; this is but some of the magic that an
elemental channeler can wield.

BEHIND THE CURTAINS: NEW DESCRIPTORS


The Tome of Channeling introduces three new
descriptors; the animal, plant, and weather
descriptors. These descriptors are applied to
incantations of the nature sphere, and are used to
classify these incantations more easily.
While other books do not use the
aforementioned descriptors, you can apply them
to existing spells, powers, and other effects. For
example, the control weather spell would be an
ideal candidate for the weather descriptor. The
Appendix shows you which spells and powers in
the Players Handbook and Expanded Psionics
Handbook are eligible for the animal, plant, and
weather descriptors.
The use of these descriptors also make it easier
to create feats and other custom content that are
based around effects with these descriptors. For
example, you could create a prestige class that is
based on spells with the plant descriptor, without
having to explicitly name every spell that is
related to that prestige class.

MIND
The conscious mind is a wellspring of powerful
energy. Those who are able to tap into this mental
energy use a kind of magic called psionics.
Mental channelers, however, do not channel their
own mental energy; they channel the near-innite
collective energy of every mind in existence. Using
this mental energy, channelers of the mind can
manifest powerful emotions in the mind, among
other displays of channeling magic.
NATURE
While some think that nature cannot hold magic,
those who channel nature magic know better.

19

TOME OF CHANNELING
at any timeeven if its not your turn. Using an
immediate action on your turn is the same as using a
swift action, and counts as your swift action for the
turn. You cannot use another immediate action or
a swift action until after your next turn if you have
used an immediate action when it is not currently
your turn (effectively, using an immediate action
before your turn is equivalent to using your swift
action for the coming turn).
You cannot use an immediate action if you are
currently at-footed.

interacts with other incantations, powers, spells, or


other abilities.

DIFFICULTY CLASS

This entry gives the channeling DC to successfully


use this incantation, which denes how difcult it is
to channel the magic required to use this incantation.
Some incantations allow you to enhance its effect
by increasing the DC (see below).
DC Limit: A channeler cannot use incantations
with a DC that exceeds his channeling ability
modier + 1.5 x his channeler level (to a minimum
of 5 and a maximum of 40), nor can he enhance an
incantation in such a way that the DC exceeds this
Difculty Class.

RANGE

An incantations range indicates how far from


you it can reach. Some incantations are treated
as Personal-range effects, because you channel
the incantation to give yourself a special bonus or
capability.
Standard ranges include (but are not limited to)
the following:
Personal: The incantation affects only you (but
might give you an unusual power or ability to affect
others).
Touch: You must touch a creature or object to
affect it. A touch incantation that deals damage can
score a critical hit just as a weapon can, and you
multiply the extra damage from an incantation on a
successful critical hit as usual.
Range Expressed in Feet: Some incantations
have no standard range category, just a range
expressed in feet.

CHANNELING TIME

This entry describes the type of action you must


expend to activate an incantation. In some cases,
you initiate an incantation, and its effect lasts for
the rest of your turn (or beyond). In other cases,
incantations last only as long as the action required
to channel them (1 swift action, 1 immediate action,
1 move action, 1 standard action, or 1 full-round
action).
Swift Action: A swift action consumes a very
small amount of time, but represents a larger
expenditure of effort and energy than a free action.
You can perform one swift action per turn without
affecting your ability to perform other actions.
In that regard, a swift action is like a free action.
However, you can only perform only a single swift
action per turn, regardless of what other actions
you would take. You can take a swift action any
time you would normally be allowed to take a free
action.
Casting a quickened spell or manifesting a
quickened power is a swift action, so you cant
channel an incantation with a channeling time
of 1 swift action in the same round that you cast
a quickened spell or use a quickened power.
Using a swift action doesnt provoke attacks of
opportunity.
Immediate Action: Much like a swift action, an
immediate action consumes a very small amount
of time, but represents a larger expenditure of
effort than a free action. However, unlike a swift
action, an immediate action can be performed

TARGETING AN INCANTATION

You might have to make some choice about whom


your incantation is to effect or where it will originate. This entry describes the incantations target or
targets, its effect, or its area, as appropriate.
Target or Targets: Some incantations affect
a specic creature or object (or more than one
creature or object) that you designate as your
target or targets. You must be able to see or touch
the target, and you must specically choose that
target.
Some incantations can be channeled only on
willing targets. You can declare yourself a willing
target at any time (even if youre at-footed or it
isnt your turn). Unconscious characters are always
considered willing, but a character who is conscious

20

MENTALIS DESIGN
DURATION

but immobilized or helpless is not automatically


willing.
Some incantations target you (but they might
confer an unusual ability to affect other creatures).
If the target of an incantation is You, you do not
receive a saving throwyou receive the benet
of the incantation automatically as long as you
meet any other requirements for channeling it
successfully.
Other incantations affect a creature or creatures
that you successfully hit with a melee or ranged
touch attack.
Area: Some incantations affect an area. You
might be able to choose the point where the
incantations effect originates, but otherwise you
dont control which creatures or objects an area
incantation affects.
Burst: A burst affects whatever it catches in its
area, including creatures you cant see. It cant
affect creatures that have total cover from its point
of origin. The default shape for a burst is a sphere.
Emanation: An emanation functions like a burst,
except that the effect continues to radiate from the
point of origin (often you) for the duration of the
incantation.
Spread: A spread spreads out like a burst, but
can turn corners. You select the point of origin,
and the effect spreads out a given distance in all
directions.
Effect: Some incantations create something rather
than affecting things that are already present. You
must designate the location where these things are
to appear, either by seeing it or dening it. Range
determines how far away an effect can appear.
Line of Effect: Incantations that affect a target
other than you require line of effect. A line of effect
is a straight, unblocked path that indicates what
an effect can affect. A solid barrier cancels a line
of effect, but line of effect is not blocked by fog,
darkness, and other factors that limit normal sight.
You must have a clear line of effect to any target
that you channel an incantation against, or to any
space in which you wish to create an effect at
range (if your incantation allows that). A burst or
emanation affects only an area, creature, or objects
to which it has line of effect from its origin.
An otherwise solid barrier with a hole of at
least 1 square foot through it does not block an
incantations line of effect.

An incantations duration tells you how long its


effect lasts.
Instantaneous: The effect of the incantation
comes and goes the instant the incantation is
channeled, though the consequences might be
long-lasting. For example, an incantation that
deals damage might take only a standard action to
channel, but the damage stays until it is healed.
Aura: This duration indicates that the ability is
an aura, and therefore only ends until you will it to
end, when you become helpless, when you fulll
a specic condition described in the incantations
description, or when you cease concentrating on
it.
Timed Durations: Many incantations last some
number of rounds or minutes. When the time is
up, the energy sustaining the effect fades, and the
incantations effect ends.

SAVING THROW

Sometimes an incantation with a special effect that


targets an enemy allows the creature or object to
make a saving throw to avoid some or all of the
effect. The saving throw line in an incantation
description denes which type of saving throw
an incantation allows. Unless noted otherwise,
the Difculty Class for a saving throw against an
incantation is 10 + one-half your channeler level +
your channeling ability modier.
Negates: The incantation has no effect on a
subject that makes a successful saving throw.
Partial: The incantation causes an effect on its
subject, such as death. A successful saving throw
means that some lesser effect occurs (such as being
dealt damage rather than being killed).
Half: The incantation deals damage, and a
successful saving throw halves the damage taken
(round down).
None: In a case where no saving throw is allowed,
the saving throw line is omitted.

SPELL RESISTANCE

Unlike spell descriptions or power descriptions,


incantations dont have a spell resistance or power
resistance entry. Since incantations are supernatural
abilities, not spells or spell-like abilities, spell
resistance does not affect an incantation.

21

TOME OF CHANNELING
DESCRIPTIVE TEXT

to every character.
Incantations Gained at a New Level: Channelers
gain insight into their spheres, meditate, and practice
between adventures and while resting. When a
channeler learns a new incantation because he
gained a level, you can assume that this knowledge
represents the effects of practice and study over the
course of days, weeks, or even months.
Independent Study: A channeler can attempt to
devise a new incantation independently, adding to
an existing sphere. A DM decides if its possible for
a character to develop a new incantation.
If a DM permits the creation of a new incantation,
observe the following guidelines.
First, the channeler needs to be in a safe place
that is linked to his sphere (a nature channeler
would have to be in a natural setting, for example)
to meditate. This effort will take a number of days
equal to 4 x the incantations Difficulty Class, so
if the channeler is devising an incantation with a
Difficulty Class of 5, the research will require 20
days. The channeler pays 50 XP per day of study,
which represents an intense regimen of meditation,
experimental channeling, and fasting designed to
focus the mind and spirit on the task at hand.
A channeler cant create a new incantation with
a Difficulty Class higher than the channeler is
capable of channeling.
At the end of the requisite time for study and
practice, the channeler attempts a Spellcraft check
(DC 20 + (2 x the incantations Difficulty Class).
If the check succeeds, the character learns the
incantation the next time he has an opportunity to
learn a new incantation through level advancement.
If the check fails, the incantation is not yet perfected,
and he must go through the study and practice again
if he wants to keep trying (although he regains the
XP he has spent thus far).
A DM should work with the player before the
attempt to develop a new incantation begins, and
give him guidance on the parameters under which a
new incantation or sphere might be acceptable (see
Creating New Spells in the DMG).

This portion of the incantation descriptions explains


what the incantation does and how it works. It
begins with a sentence or two of italicized readaloud text that gives players an image of how the
incantation does what it does. If one of the previous
lines in the incantation included see text, this
section is where you nd the explanation.
Enhance: Many incantations have variable
effects based on the height of the DC when you
channel them. The higher the DC, the more powerful
the incantation. How this extra expenditure affects
an incantation is specic to the incantation. Some
enhancements allow you to increase the number of
damage dice, while others extend an incantations
duration or modify an incantation in unique ways.
Each incantation that can be enhanced includes an
entry giving the number by which the DC can be
increased and the effects of doing so. However,
you can only channel an incantation with a DC
equal to your channeling ability modier + 1.5
x your channeler level (to a minimum of 5 and a
maximum of 40).
Enhancing an incantation takes place as part of
another action (channeling an incantation). Unless
otherwise noted in the Enhance section of an
individual incantation description, you can enhance
an incantation only at the time you channel it.

LEARNING INCANTATIONS

Channelers channel incantations. These incantations


draw their magic from innite wellsprings of
energy. They also need an incredible discipline or
afnity for the source of the magic; by channeling
an incantation with perfect discipline or afnity, a
channeler can create amazing displays of magic.
Channelers do not have spellbooks, but they do
have a number of incantations that they can channel
at any time. Unlike characters who prepare spells,
channelers can always use their magic, regardless
of how often they channeled the magic for that
incantation. Channelers do not have to ready their
incantations; all incantations are available at all
times.

SPECIAL ABILITIES
Some creatures, especially those that are linked
to a sphere through origin (like an elemental), are
naturally gifted in channeling and can channel
incantations without having levels in a channeling

ADDING INCANTATIONS

Channelers usually learn new incantations when


they attain a new level. Not every sphere is available

22

MENTALIS DESIGN
class. These inborn abilities function much like
spell-like abilities or psi-like abilities.
Channeling an incantation through an innate
ability, or by using a magic item, works just
like channeling an incantation normally does.
You provoke attacks of opportunity, and your
incantations are not subject to spell resistance.

you have to assign it a Difculty Class. Given


below is a rough guideline on the conversion of
level to DC, although you may want to adjust the
DC of a specic incantation.
TABLE 3-1: CONVERTING LEVEL TO DC
Level

CONVERTING SPELLS AND POWERS TO INCANTATIONS


Some spells and powers are thematically and
mechanically tied to the theme of the three spheres
(elements, mind, and nature), and can be converted
to incantations. However, due to the differences
between spells, powers, and incantations, you need
to make some adjustments to the spells and powers
in question, some of which are ad hoc.
First, you need to see whether the spell or power
follows the theme of the sphere. Incantations of
the elements sphere have the air, earth, re, or
water descriptor. Incantations of the mind sphere
can come from the telepathy discipline and the
enchantment school, although some powers of the
clairsentience discipline and the illusion school
are appropriate as well. Incantations of the nature
sphere usually deal with animals, plants, or the
weather. (Spells or powers that t with the nature
sphere can be considered giving the animal, plant,
or weather descriptor, see the sidebar above for
more information.)
While most of the mechanics of a spell or power
stay the same when you convert it to an incantation,

DC

1st

2nd

3rd

4th

13

5th

17

6th

21

7th

27

8th

33

9th

39

Powers also have another way of effectively


raising their level, by increasing the number
of power points spent to increase the powers
effect, which is called augmenting. This is similar
to enhancing an incantation, and can easily be
converted to an enhancement. To convert an
augment to an enhancement, increase the DC by
the number of power points you have to spend to
use that augment. Again, you may want to adjust
the number by which you increase the DC when
converting an augment to an enhancement.

23

TOME OF CHANNELING

CHAPTER 4: INCANTATION DESCRIPTIONS


Each of the spheres is composed of a number of
specic incantations. Much like a sorcerers spells,
each incantation is a specic ability that a character
might know. But while a sorcerers spells manipulate
mystical energies in a way that can only be done a
certain number of times per day, a channeler draws
his magic directly from its sphere, giving him the
ability to draw that magic an indenite number of
times per day as long as he doesnt overload his
pool of magic or tire his soul before it gets a chance
to rest and recover.
The table below provides a summary of the
incantations that are described in this chapter and
are organized into a list. This list is organized by
sphere in alphabetical order, and each sphere lists
its respective incantations ordered alphabetically.
The DC listing in the table refers to the incantations
unenhanced DC.

Timelessness

Astrology --

Ball of Fire

Elements

Fire

Boulder Throw

Elements

Earth

Breathe Water

Elements

Water

Cone of Fire

Elements

Fire

Conjure Flame

Elements

Fire

Downdraft

Elements

Air

Drown

Elements

Water

Earth Grapple

Elements

Earth

Elemental Aptitude

Elements

--

Elemental Shape

Elements

See text

Fire Resistance

Elements

Fire

Flaming Weapon

Elements

Fire

Flight

Elements

Air

Immolation

Elements

Fire

Line of Fire

Elements

Fire

Mist

Elements

Water

Quake

Elements

Earth

DC

Stalagmite

Elements

Earth

TABLE 4-1: INCANTATIONS


Name

Sphere

Descriptor

Astral Aptitude

Astrology --

Stone Body

Elements

Earth

10

Astral Gate

Astrology --

10

Stone Throw

Elements

Earth

Elements

Earth

Astral Travel

Astrology --

Stone Wall

Comet Call

Astrology Cold

15

Summon Elemental

Elements

See text

Constellation

Astrology --

Updraft

Elements

Air

Control Light

Astrology Light

Walk on Water

Elements

Water

Darkness

Astrology Darkness

Water Blast

Elements

Water

Elements

Water

Ectoplasm

Astrology --

Water Grasp

Gravity Float

Astrology --

Wind Blast

Elements

Air

Gravity Pull

Astrology --

Wind Push

Elements

Air

Invisibility

Astrology --

Wind Shield

Elements

Air

Meteor Call

Astrology Fire

15

Confuse

Mind

Mind-affecting

Lunar Flash

Astrology Light

Conscious Assault

Mind

Mind-affecting

Mind

Mind-affecting

Moonlight

Astrology Light

Conscious Inspiration

Silver Cord

Astrology --

17

Detestation

Mind

Mind-affecting

Solar Flash

Astrology Light

Ego Assault

Mind

Mind-affecting

Stardust

Astrology Light

Ego Inspiration

Mind

Mind-affecting

Sunlight

Astrology Light

Incite Fear

Mind

Mind-affecting

24

MENTALIS DESIGN
Intellect Assault

Mind

Mind-affecting

Intellect Inspiration

Mind

Mind-affecting

Mental Aptitude

Mind

--

Mental Link

Mind

Mind-affecting

Mind Purge

Mind

Mind-affecting

Mind Separation

Mind

Mind-affecting

Mind Shield

Mind

Mind-affecting

Power Leech

Mind

Mind-affecting

Sense Emotions

Mind

--

Sense Identity

Mind

Mind-affecting

Sense Thoughts

Mind

--

Skill Leech

Mind

Mind-affecting

Temptation

Mind

Mind-affecting

Thought Disruption

Mind

Mind-affecting

Animal Friendship

Nature

Animal, mindaffecting

Animal Shape

Nature

Animal

10

Animal Speech

Nature

Animal

Animate Tree

Nature

Plant

19

Astrology

Incantations of the astrology


sphere draw their magic from
the sun, the moon, and the stars.
These incantations use that magic
to channel a number of effects
that imitate the heavenly bodies
with an accuracy that other magic
usually cannot achieve.
Astral Aptitude
Astrology
Difculty Class: 5
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
You think of the stars, concentrating
for a moment to craft a perfect
map of the heavenly bodies in
your mind. Then, the secrets that
they hold become clearer to you.
When you are in this incantation,
you gain an insight bonus equal to

Call Animal

Nature

Animal, mindaffecting

Cold Snap

Nature

Weather

Entangling Plants

Nature

Plant

Feral Shape

Nature

Animal

Fog

Nature

Weather

Growth Aura

Nature

Plant

Heat Wave

Nature

Weather

Leaf Growth

Nature

Plant

Lightning

Nature

Electricity,
weather

Natural Aptitude

Nature

--

Purication

Nature

--

10

Rain

Nature

Weather

Rejuvenation

Nature

--

Tree Growth

Nature

Plant

Thorn Growth

Nature

Plant

11

Undergrowth

Nature

Plant

Windstorm

Nature

Weather

11

your channeler level to Knowledge


(arcana), Knowledge (the planes),
and Use Magic Device checks
related to the heavenly bodies.
You only gain this bonus on Use
Magic Device checks if the magic
item has a spell from the Moon or
Sun domains or with the darkness
or light descriptor as one of its
requirements.
Astral Gate
Astrology
Difculty Class: 10
Channeling Time: 1 standard
action
Range: 10 ft.
Effect: One gate
Duration: 1 round
You concentrate your bond to the
Astral Plane, holding the endless
silver expanse in your thoughts.
You then draw a circle in the air,
which forms a circular, silver
gate.

25

You channel a gate from the


Astral Plane, similar to a color
pool, except that it can only
teleport you to another place on
the plane youre currently in.
The gate is large enough to allow
passage for one Medium creature
at a time, and leads to an area
within range that you designate.
You always arrive at the exact
spot desiredwhether by simply
visualizing the area or by stating
direction, such as 30 feet
forward for 60 feet downward.
Each creature that passes through
the gate can bring along objects
as long as their weight doesnt
exceed your maximum load.
If you designate an area that is
already occupied by a solid body,
this incantation simply fails.
Enhance: For every 2 points by
which you increase the DC, the
gate lasts for 1 additional round.
The number of rounds may not
exceed your channeling ability
modifier, however.

TOME OF CHANNELING
For every 2 points by which
you increase the DC, the gates
size increases by 1 size category.
For every 5 points by which
you increase the DC, the range is
multiplied by 10.
If you increase the DC by 10,
you can designate a place in the
Astral Plane as the destination.
Astral Travel
Astrology
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 10 ft.
Target: You
Duration: Instantaneous
You shortly shift to the Astral
Plane, almost too fast to sense.
When you return from the Astral
Plane, you nd yourself in another
spot.
You instantly teleport yourself
to an area within the range of this
incantation. You always arrive at
the exact spot desiredwhether
by simply visualizing the area
or by stating direction, such as
30 feet forward for 60 feet
downward. You can bring along
objects as long as their weight
doesnt exceed your maximum
load.
If you arrive in a place that is
already occupied by a solid body,
you take 1d6 points of damage and
are shunted to an open space that
is nearest to the designated area.
If there are multiple open areas
equally close to the occupied area,
randomly determine to which area
you are shunted.
Enhance: For every 2 points by
which you increase the DC, you
may bring along one additional
Medium or smaller creature. For

the purpose of this incantation,


a Large creature counts as two
Medium creatures, a Huge
creature counts as two Large
creatures, and so forth.
For every 5 points by which
you increase the DC, the range is
multiplied by 10.
If you increase the DC by 10,
you may designate an area in the
Astral Plane as your destination.
Comet Call
Astrology [Cold]
Difculty Class: 15
Channeling Time: 1 standard
action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
(see text)
You point to the skies, and the
clouds are torn apart by a falling
sphere of ice. The comet traces
your hands gestures, before
crashing down straight into an
opponent.
You summon a comet from the
skies that crashes down into your
foes. The comet deals 5d6 points
of damage. One-half of this
damage is bludgeoning damage;
the other half is cold damage.
Additionally, the target must
make a Fortitude save or be
knocked prone by the comet.
After the comet has crashed
down, the area in which it crashed
is considered to be covered with
dense rubble. It costs 2 squares
of movement to enter a square
with dense rubble. The DC of
Balance and Tumble checks on
dense rubble increases by 5, and
the DC of Move Silently checks
increases by 2.

26

You can only channel this


incantation if you are outdoors.
Enhance: For every 2 points by
which you increase the DC, this
incantation deals an additional
1d6 points of damage.
If you increase the DC by 4
points, this incantation affects
all creatures in an area of a 5-ft.
radius burst, rather than a target
of one creature.
If you increase the DC by 4,
you may channel this incantation
indoors.
Constellation
Astrology
Difculty Class: 9
Channeling Time: 1 standard
action
Range: 60 ft.
Targets: Creatures or objects in a
15-ft. radius spread
Duration: Aura
Saving Throw: Will negates (see
text)
You point your nger to each
creature or object in the area.
As you do so, wispy trails of
light trace between the targets,
linking them in a constellationlike gure.
You link the creatures or objects
in the area in a constellation,
forcing them all to move each
time one of them moves. When
you channel this incantation, you
must choose whether to affect
creatures or objects with this
incantation (you may not affect
both creatures and objects with
this incantation).
Each time one of the creatures
or objects affected moves 5 feet
or more, each other creature or
object must make a Will save or
move the same distance in the

MENTALIS DESIGN
same direction. If a creature makes
the saving throw, it is no longer
affected by this incantation. If a
creature or object cant move like
its supposed to (such as when a
space is occupied by a stone wall
or equally impassable obstacle), it
is immediately no longer affected
by this incantation.
You may affect a number of
creatures or objects equal to your
channeling ability modifier with
this incantation. If that number
is lower than the number of
creatures or objects in the area,
you must choose which creatures
or objects to affect.
Enhance: If you increase the
DC by 4, each creature may only
make a Will save once per round.
If you increase the DC by 4, a
creature that successfully saves
against this incantation neednt
move on that occasion, but is still
affected by this incantation for
other movements.
Control Light
Astrology [Light]
Difculty Class: 3
Channeling Time: 1 standard
action
Range: 60 ft.
Target: One source of light
Duration: Aura
Saving Throw: None
You focus on the light, and imagine
the heavenly bodies to control its
light; a thought of a star makes
the light dim, while a thought of
the sun makes it brighter than it
could shine on its own.
You can control the illumination
of a source of light. You can
increase or decrease its bright and
shadowy illumination by 10 feet
each for every point of channeling

ability modifier you have. You


can only control mundane lights
with this incantation.
Enhance: For every point by
which you increase the DC, you
may control an additional source
of light.
If you increase the DC by 4,
you can affect magical lights with
this incantation if you make an
opposed check with the creature
that made the effect. It uses its
caster level or manifester level,
and you use your channeler level.
If the light is an innate quality of
the creature, you may not attempt
to control its light.
Darkness
Astrology
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Area: 10-ft. radius spread
Duration: Aura
You close your eyes and take the
area to mind, slowly darkening it
in your thoughts. When you open
your eyes, the area has become
darkened in reality as well.
For as long as you concentrate
on this incantation, the area
radiates a shadowy illumination.
All creatures in the area gain
concealment (20% miss chance).
Even creatures that can normally
see in such conditions (such as
with darkvision and low-light
vision) have the miss chance in an
area shrouded by this incantation.
Normal lights (torches, candles,
lanterns, and so forth) are
incapable of brightening the area.
Magical lights may brighten the
area if the creature who created
the effect makes on opposed check

27

with you. It uses its caster level or


manifester level (as appropriate),
and you use your channeler level
for this check.
Enhance: For every 3 points
by which you increase the DC,
the miss chance increases by 10%
(up to a maximum of 50%).
For every 2 points by which you
increase the DC, the areas radius
increases by 5 feet.
Ectoplasm
Astrology
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 0 ft.
Effect: Ectoplasm (see text)
Duration: Aura
You reach into the Astral Plane,
and grasp some of its essence,
shaping it into malleable, but
stable ectoplasm.
You take some ectoplasm out
of the Astral Plane, so that you
can shape it. You can make the
ectoplasm cover your whole body
as a move action, granting you
a +2 armor bonus to AC. This
armor bonus does not confer a
spell failure chance, nor does it
incur an armor check penalty.
As long as you gain this armor
bonus, you gain a +5 bonus to
Disguise checks to disguise
yourself as an astral construct,
and you do not gain any penalties
for disguising yourself as another
type of creature. You may take
the ectoplasm off your body as a
move action.
You can also attempt to shape
the ectoplasm into a single
object. To do so, you must make
a channeling check against the
Craft DC to make such an object

TOME OF CHANNELING
as a standard action. If successful,
you shape the ectoplasm into the
desired object. You may not shape
the ectoplasm into a weapon, as
it is too malleable to be used as
a weapon. You may reshape the
ectoplasm as a standard action.
Enhance: For every 2 points
by which you increase the DC,
the armor bonus increases by 1.
The armor bonus may not exceed
your channeling ability modifier,
however.
Gravity Float
Astrology
Difculty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One Medium or smaller
creature
Duration: Aura
Saving Throw: Fortitude negates
You clench your st in the direction
of your target. Then, you gently
raise your st and observe your
foes expression as he begins to
oat a few feet off the ground.
You hold the target suspended
in the air, although it can move
inside some restrictions (see
below). The target floats in the air
up to a height of a number of feet
equal to your channeling ability
modifier. The creature does not,
however, gain a bonus on attack
rolls for being on higher ground if
it floats higher than 5 feet.
A floating creature that attacks
with a melee or ranged weapon
finds itself increasingly unstable;
the first attack has a -1 penalty on
attack rolls, the second -2, and so
on, to a maximum penalty that is
equal to your channeling ability
modifier. A full round spent

stabilizing allows the creature to


begin again at -1.
Enhance: For every 2 points by
which you increase the DC, you
may target a creature of one size
category larger than Medium.
For every 4 points by which
you increase the DC, you may
affect one additional target with
this incantation.
Gravity Pull
Astrology
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One Medium or smaller
creature
Duration: Aura
Saving Throw: Fortitude negates
You clench your st in the direction
of your target. Then, you gently
lower it and observe your foes
expression as he attempts to take
to the sky, but cant.
You hold the target firmly on the
ground, although it may attempt
to leave the ground. The target
must make a Fortitude save each
round it attempts to fly or is flying
to remain airborne. If it fails its
save, it immediately falls 30 feet.
If it hits the ground because of
this drop, it takes falling damage
accordingly. If the target attempts
to make a Jump check, it must
also make a Fortitude save to be
able to make the check. If it fails
the check by more than 5, it falls
prone.
Enhance: For every 2 points by
which you increase the DC, you
may target a creature of one size
category larger than Medium.
For every 4 points by which
you increase the DC, you may

28

affect one additional target with


this incantation.
Invisibility
Astrology
Difculty Class: 5
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
Like the sun vanishes when it is
blocked by the moon, so do you
suddenly disappear from sight, as
if you were never there.
You become invisible, vanishing
from sight, even from darkvision.
If you are carrying gear, that
vanishes, too.
Items dropped or put down
by you become visible; items
picked up disappear if tucked
into the clothing or pouches worn
by you. Light, however, never
becomes invisible, although a
source of light can become so
(thus, the effect is that of a light
with no visible source). Any part
of an item that you carry but that
extends more than 10 feet from
you becomes visible.
Of course, you are not magically
silenced, and certain other
conditions can render the recipient
detectable (such as stepping in
a puddle). The incantation ends
if you attack any creature. For
purposes of this incantation, an
attack includes any spell targeting
a foe or whose area or effect
includes a foe. (Exactly who is a
foe depends on your perceptions.)
Actions directed at unattended
objects do not break the spell.
Causing harm indirectly is not
an attack. If you attack directly,
however,
you
immediately

MENTALIS DESIGN
become visible along with all of
your gear. Spells such as bless
that specifically affect allies but
not foes are not attacks for this
purpose, even when they include
foes in their area.
Enhance: If you increase the
DC by 2, you may affect another
creature with this incantation.
The range changes to touch, and
the target changes to creature
touched. For every additional 3
points by which you increase the
DC, you may affect one additional
creature.
If you increase the DC by 6,
you may remain invisible even if
you attack.

which you increase the DC, the


areas radius increases by 5 feet.
If you increase the DC by 6, each
creature in the area must make a
Fortitude save or be blinded for a
number of rounds equal to your
channeler level.

Lunar Flash
Astrology [Light]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
A: 10-ft. radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates

You point to the skies, and the


clouds are torn apart by a falling
sphere of re. The meteor traces
your hands gestures, before
crashing down straight into an
opponent.

For a moment, your hand glows


with a pale silver light. Then,
you point your open hand to the
area you want to affect, and the
area erupts in a blinding ash of
moonlight.
You cause a blinding flash
of moonlight in the area. Each
creature in the area must make a
Fortitude save or be dazzled for
a number of rounds equal to your
channeler level.
While the flash is too short
for lycanthropes to change their
shape as if they were under a full
moon, it does disorient them. If
they fail the Fortitude save, they
are confused for 1 round as well.
Enhance: For every 2 points by

Meteor Call
Astrology [Fire]
Difculty Class: 15
Channeling Time: 1 standard
action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
(see text)

You summon a meteor from


the skies that crashes down into
your foes. The comet deals 5d6
points of damage. One-half of this
damage is bludgeoning damage;
the other half is fire damage.
Additionally, the target must
make a Fortitude save or be
knocked prone by the comet.
After the meteor has crashed
down, the area in which it crashed
is considered to be covered with
dense rubble. It costs 2 squares
of movement to enter a square
with dense rubble. The DC of
Balance and Tumble checks on
dense rubble increases by 5, and
the DC of Move Silently checks
increases by 2.
You can only channel this
incantation if you are outdoors.
Enhance: For every 2 points by
which you increase the DC, this

29

incantation deals an additional


1d6 points of damage.
If you increase the DC by 4
points, this incantation affects
all creatures in an area of a 5-ft.
radius burst, rather than a target
of one creature.
If you increase the DC by 4,
you may channel this incantation
indoors.
Moonlight
Astrology [Light]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Area: 10-ft. spread
Duration: Aura
Saving Throw: None
You remember the moon, and
raise your hand as if you were
pointing at the moon. Then, the
area becomes illuminated by a
silver glow, reminiscent of the
moon.
The area radiates bright
illumination, and radiates dim
illumination for an additional
distance that is equal to the radius
of the actual area.
Enhance: For every 2 points by
which you increase the DC, the
areas radius increases by 5 feet.
If you increase the DC by 4,
the light is treated as if it were
actual moonlight, and affects
lycanthropes as if they were under
a full moon. Other creatures that
are affected by the moon are also
affected as if they were under the
moon.
Silver Cord
Astrology
Difculty Class: 17
Channeling Time: 1 standard

TOME OF CHANNELING
action
Range: 30 ft.
Target: One creature
Duration: Aura
Saving Throw: Will negates;
Fortitude negates (see text)
You reach into the Astral Plane
and grasp your foes silver cord;
that which ties its soul to its body.
You then attach it to its corporeal
body, where it is vulnerable.
You take the targets silver
cord and attach it to his corporeal
body, so that it can be attacked by
anyone on the plane that you are
on. The silver cord has an AC of
10 + the creatures HD and that
number of hit points. If the silver
cord is severed by successfully
attacking it, the creature must
make a Fortitude save or die.
Creatures whose body and soul
form one unit, such as outsiders
and elementals, are not affected
by this incantation.
Solar Flash
Astrology [Light]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
A: 10-ft. radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates
For a moment, your hand glows
with a pale golden light. Then,
you point your open hand to the
area you want to affect, and the
area erupts in a blinding ash of
sunlight.
You cause a blinding flash of
sunlight in the area. Each creature
in the area must make a Fortitude
save or be dazzled for a number

of rounds equal to your channeler


level.
While the flash is too short to
cause creatures with vulnerability
to sunlight any extra harm, they
do suffer a -4 penalty to their
Fortitude save.
Enhance: For every 2 points by
which you increase the DC, the
areas radius increases by 5 feet.
If you increase the DC by 6, each
creature in the area must make a
Fortitude save or be blinded for a
number of rounds equal to your
channeler level.
Stardust
Astrology [Light]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 60 ft.
Area: Creatures and objects
within a 10-ft. spread
Duration: 1 round/level
Saving Throw: Fortitude partial
(see Enhance)
Small motes, each as bright as a
star in its own right, spring into
appearance in the area, and cover
everything in the area.
Motes of light cover everything
in the area, visibly outlining
invisible creatures and objects for
the duration of the incantation. All
within the area are covered by the
motes, which cannot be removed
and continue to shine until it
fades. However, if a creature or
object becomes invisible after
you channel this incantation, this
effect is negated.
Any creature covered by the
motes takes a -40 penalty to Hide
checks.
Enhance: If you increase the
DC by 2, the motes become so

30

bright that creatures covered by


the motes must make a Fortitude
save to avoid being dazzled. The
creature remains dazzled for the
duration of the incantation.
If you increase the DC by 6, the
motes become unbearably bright.
Creatures covered by the motes
must make a Fortitude save to
avoid being blinded. The creature
remains blinded for the duration
of the incantation.
If you increase the DC by 4, this
incantation remains functioning
on a creature or object regardless
of whether it turns invisible.
Sunlight
Astrology [Light]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Area: 10-ft. spread
Duration: Aura
Saving Throw: None
You remember the sun, and raise
your hand as if you were pointing
at the sun. Then, the area becomes
illuminated by a golden glow,
reminiscent of the sun.
The area radiates bright
illumination, and radiates dim
illumination for an additional
distance that is equal to the radius
of the actual area.
Enhance: For every 2 points by
which you increase the DC, the
areas radius increases by 5 feet.
If you increase the DC by 4, the
light is treated as if it were actual
sunlight, and affects creatures that
are vulnerable to sunlight, such as
creatures with light sensitivity, as
such.

MENTALIS DESIGN
Timelessness
Astrology
Difculty Class: 7
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 day
A thin, silvery lm covers your
body for a short while, before
fusing with your own skin.
Strangely, your body feels as if
you were on the Astral Plane.
You cover your body with
the essence of the Astral Plane,
something that is somewhat
similar to ectoplasm and
quintessence. While you are
affected by this incantation, you
are treated as if you were on the
Astral Plane. Age, hunger, thirst,
and natural healing dont function
while you are affected by this
incantation, though they resume
when this incantation ends. When
this incantation ends, you may
not be affected by this incantation
again for 24 hours.
Enhance: For every 4 points by
which you increase the DC, you
may affect an additional target.
If you enhance this incantation
in this way, the range changes to
touch and the target changes to
creatures touched.
If you increase the DC by 4,
natural healing functions as usual
while you are affected by this
incantation.
If you increase the DC by 6,
poison and disease dont function
while you are affected by this
incantation.

Elements

Incantations of the elemental


sphere handle the four primal

elements air, earth, re, and


wind to create amazing displays
of magic. Every incantation of the
elemental sphere has a descriptor
of the element that it handles, with
the exception of the elemental
aptitude incantation.
Ball of Fire
Elements [Fire]
Difculty Class: 9
Channeling Time: 1 standard
action
Range: 60 ft.
Area: 10-ft. radius spread
Duration: Instantaneous
Saving Throw: Reex half
You point your hand to an area.
The area immediately erupts
in a raging inferno, burning
everything in its wake.
As part of this incantation,
each creature in the area takes
3d6 points of fire damage. A
successful Reflex save halves the
damage.
Enhance: For every 2 points by
which you increase the DC, this
incantations damage increases
by one die (d6).
If you increase the DC by 4,
the area becomes a 20-ft. radius
spread.

As part of this incantation,


you must make a ranged touch
attack as if you were throwing a
splash weapon (see the Players
Handbook). The boulder has an
effective range increment of 10
feet. If the attack succeeds, each
creature in the area takes 1d6
points of bludgeoning, piercing,
and slashing damage.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which you
increase the DC, this incantations
damage increases by one die
(d6).
If you increase the DC by 4, the
area becomes a 20-ft. spread.
Breathe Water
Elements [Water]
Difculty Class: 9
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
You become closer to the water, as
your lungs breathe water rather
than air.

Boulder Throw
Elements [Earth]
Difculty Class: 9
Channeling Time: 1 standard
action
Range: 100 ft.
Area: 10-ft. burst
Duration: Instantaneous

When you are in this incantation,


you can breathe water. This
incantation does not inhibit your
ability to breathe air, nor does it
improve your ability to move in
water.
Enhance: If you increase
the DC by 2, you can use this
incantation with a range of touch
and a target of one creature.

You conjure a huge stone,


reminiscent of a giants, and hurl
it at your foes, crushing some of
them with a devastating impact.

Cone of Fire
Elements [Fire]
Difculty Class: 9
Channeling Time: 1 standard

31

TOME OF CHANNELING
action
Range: 15 ft.
Area: 30-ft. cone
Duration: Instantaneous
Saving Throw: Reex half

area becomes a 60-ft. cone.

You breathe in, feeling the magic


of the element of re in your lungs.
As you exhale, you spew forth a
searing cone of re, reminiscent
of a dragons.
As part of this incantation,
each creature in the area takes
3d6 points of fire damage. A
successful Reflex save halves the
damage.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which you
increase the DC, this incantations
damage increases by one die
(d6).
If you increase the DC by 4, the

Conjure Flame
Elements [Fire]
Difculty Class: 3
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Reex half
With a few simple gestures and
a chant spoken in the Ignan
language, you conjure a ame
into your open hand.
The ability to conjure a flame
is one of the simplest incantations
in the elemental sphere, and most
channelers learn this incantation
before they move on to the more
difficult incantations of the fire
elemental sphere.
As part of this incantation, your

target takes 1d6 points of fire


damage, although it may attempt
a Reflex save to half the damage
taken.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which you
increase the DC, this incantations
damage increases by one die
(d6).
If you increase the DC by 4, the
target must make an additional
Reflex save or catch on fire for
1d4 rounds, taking 1d6 points of
fire damage each round. A burning
creature can take a move action to
put out the flame.
Downdraft
Elements [Air]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 60 ft.

A nexus utilizes conjure ames to harm an enemy

32

MENTALIS DESIGN
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
As you invoke the element of air,
you throw your foe straight out of
the sky, forcing it to crash into the
ground.
The target falls 10 feet, taking
falling damage as usual. You can
only use this incantation on a
flying target.
If there isnt enough distance
for the target to fall, it takes 1d6
points of additional damage for
every 10 feet of distance it failed
to reach.
Enhance: For every 2 points by
which you increase the DC, the
target falls an additional 10 feet.
Drown
Elements [Water]
Difculty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: 3 rounds; see text
Saving Throw: Fortitude negates
Your foes face becomes an
expression of fear as his lungs
suddenly ll up with water,
ensuring him a watery demise.
Your target must make a
Fortitude save or begin to
drown. In the first round, it falls
unconscious. In the following
round, it falls to -1 hp and is dying.
In the third round, it drowns. The
target may make a Fortitude save
during each round to negate this
incantation.
Enhance: For every 2 points by
which you increase the DC, the
Fortitude save increases by 1.

Earth Grapple
Elements [Earth]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Aura
Saving Throw: None
You clench your st, and the stone
rises from the ground to grasp
your foe, slowly crushing it.
When you are in this incantation,
your target is grappled by the earth
itself. The earth has a grapple
modifier equal to your channeler
level + your channeling ability
modifier. Treat the grapple as
usual, except that the earth deals
1d6 points of lethal damage on a
successful grapple check.
Enhance: For every 1 point by
which you increase the DC, the
earths grapple modifier increases
by 1.
Elemental Aptitude
Elements
Difculty Class: 5
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
You concentrate your thoughts
on the elements, and you become
more adept in the magic of the
elements.
When you are in this
incantation, you gain an insight
bonus equal to your channeler
level to Knowledge (the planes),
Spellcraft, and Use Magic Device
checks related to the elements and

33

the elemental planes. You only


gain this bonus on Use Magic
Device checks if the magic item
has a spell with the air, earth, fire,
or water descriptor as one of its
requirements.
Elemental Shape
Elements [See text]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
You feel that your
with the elements
immensely, as your
takes the shape of
elements.

connection
strengthens
entire body
one of the

The elementals are the


embodiments of their respective
elements. Because of this, the
ability to take the shape of an
elemental is one of the most
salient abilities of the elemental
sphere.
When you are in this incantation,
you assume the form of a Small
air, earth, fire, or water elemental
(see the MM). This incantations
functions just like the alternate
form special ability.
You cant channel incantations
while you are in animal form.
This incantation has the
descriptor of the element of the
elemental that you take the shape
of. For example, if you use this
incantation to take the shape of an
earth elemental, this incantation
has the earth descriptor.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 4 points by which
you increase the DC, you become

TOME OF CHANNELING
one size category larger, using the
statistics for an elemental of the
appropriate size. You can become
a greater or elder elemental with
this incantation.
If you increase the DC by 4,
you can channel incantations
with the descriptor of the
elemental form you assumed.
For example, if you assumed the
form of an air elemental, you may
channel incantations with the air
descriptor.
Fire Resistance
Elements [Fire]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
As you channel the magic of this
incantation, the air feels as if it
was warm, but you feel used to it.
When you are in this incantation,
you gain fire resistance 5.
Enhance: For every point by
which you increase the DC, your
fire resistance increases by 1
point.
Flaming Weapon
Elements [Fire]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 0 ft.
Target: One weapon
Duration: Aura
The weapon you hold suddenly
erupts in ame.
When you are in this incantation,
choose one weapon that you hold
in your hand. That weapon deals

an additional 1d6 points of fire


damage on a successful hit. If the
weapon leaves your hand, this
incantation immediately ends.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 5 points by which you
increase the DC, the additional
damage increases by one die
(d6).
If you increase the DC by 2,
the incantation does not end if the
weapon leaves your hand.
Flight
Elements [Air]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
Borne aloft by the wind, you y
with an uncanny grace, exceeding
that of even most birds.
When you are in this incantation,
you gain a fly speed of 30 feet with
a maneuverability of perfect. You
can charge but not run, and you
cannot carry aloft more weight
than a light load. You cannot fly
higher than 10 feet above the
ground. You gain a bonus for
being on higher ground (see the
Players Handbook), but you can
still be attacked if you fly 10 feet
above the ground.
Should you end the incantation
voluntarily, you float downward,
taking no damage from the
fall. If you end the incantation
involuntarily
(by
falling
unconscious or being in an area
of dead magic), you take falling
damage as usual.
Enhance: You can enhance this

34

incantation in one or both of the


following ways.
For every 7 points by which you
increase the DC, your fly speed
increases by 30 ft.
If you increase the DC by 4, you
can fly higher than 10 feet above
the ground.
Immolation
Elements [Fire]
Difculty Class: 9
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
Saving Throw: Reex negates
Your entire body immolates, as you
emanate a searing heat, although
you only feel slightly warmer than
usual. When an enemy strikes you,
these ames leap onto his arm to
burn him.
When you are in this incantation,
opponents hitting you with natural
weapons, unarmed attacks, or
melee weapons without reach
must make a Reflex save or catch
on fire for 1d4 rounds, taking 1d6
points of fire damage each round.
A burning creature can take a
move action to put out the flame.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 4 points by which you
increase the DC, this incantations
damage increases by one die
(d6).
If you increase the DC by 4,
creatures that are adjacent to you
must make a Reflex save or be
affected as if they hit you.
Line of Fire
Elements [Fire]

MENTALIS DESIGN
Difculty Class: 9
Channeling Time: 1 standard
action
Range: 60 ft.
Area: 60-ft. line
Duration: Instantaneous
Saving Throw: Reex half
You hold your hand, from which
a searing line of ame suddenly
emerges.
As part of this incantation,
each creature in the area takes
3d6 points of fire damage. A
successful Reflex save halves the
damage.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which you
increase the DC, this incantations
damage increases by one die
(d6).
If you increase the DC by 4, the
area becomes a 120-ft. line.
Mist
Elements [Water]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Area: 30-ft. spread
Duration: Aura
Saving Throw: None
You call upon the element of
water, but rather coming together,
it spreads out in a ne, concealing
mist.
When you are in this incantation,
each creature in the area has
concealment (20% miss chance).
Enhance: For every 5 points by
which you increase the DC, the
miss chance increases by 10% (to
a maximum of 50%).

Quake
Elements [Earth]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 30 ft.
Area: 30-ft. spread
Duration: 1 round
Saving Throw: None
The ground around you trembles,
knocking down anything in its
path.
Each creature in the area must
make a DC 15 Balance check or
be knocked prone.
If you are underground, each
creature takes 1d6 points of
nonlethal damage from falling
debris, regardless of whether they
make the Balance check.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 1 point by which you
increase the DC, the Balance DC
increases by 1 point.
If you increase the DC by 4
points, you can channel this
incantation as an aura, forcing
each creature in the area to make
a Balance check at the beginning
of each round.
Stalagmite
Elements [Earth]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 60 feet
Effect: One stone pillar
Duration: Instantaneous
Saving Throw: Reex partial
As you raise your hand into the
air, a stalagmite suddenly erupts
from the ground nearby, throwing
your foe into the air.

35

You cause a stone pillar to


erupt from the ground. The pillar
occupies one square and is 5 or
10 feet tall (your choice). You can
call forth a stone pillar only from
natural, unworked earth or stone.
A creature standing in the square
must succeed on a Reflex save or
fall 10 feet and be knocked prone.
A successful save means that
the creature is knocked prone.
The creature always falls 10 feet
regardless of the height of the
pillar.
Enhance: For every 2 points
by which you increase the DC,
this incantations deals one die
(d6) of bludgeoning, piercing,
and slashing damage as the pillar
erupts.
Stone Body
Elements [Earth]
Difculty Class: 10
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
Channeling the element of earth,
your body becomes thicker, until
your skin looks like stone, and is
just as hard.
When you are in this stance,
you gain damage reduction 5/
adamantine. (You ignore the first
5 points of damage each time
you take damage from a weapon,
though an adamantine weapon
bypasses the damage reduction.)
This damage reduction doesnt
stack with any other damage
reduction.
Enhance: You can enhance this
incantation in one or more of the
following ways.
For every 5 points by which you

TOME OF CHANNELING
increase the DC, your damage
reduction improves by 5 points.
If you increase the DC by 4,
adamantine weapons no longer
bypass the damage reduction.
If you increase the DC by 2,
you may use this incantation on
others, with a range of touch.
Stone Throw
Elements [Earth]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
Calling upon the element of earth,
you conjure a massive boulder,
and aim it at your foe.
As part of this incantation, you
must make a ranged touch attack.
If the attack succeeds, the target
takes 1d6 points of bludgeoning,
piercing, and slashing damage.
Enhance: For every 2 points by
which you increase the DC, this
incantations damage increases
by one die (d6).
Stone Wall
Elements [Earth]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 60 ft.
Effect: Stone wall
Duration: Instantaneous
As you raise your hand, the
stone around you shapes itself to
your will, forming a line of solid
stone.
This incantation shapes the
stone in the area into a wall. You
can shape one 5-foot square with

this incantation. The stone is 5


inches thick. If the stone occupies
the same space as a creature or
object, it is pushed to one side
of the wall (50% chance for both
sides). You can only use this
incantation in an area of natural,
unworked stone. You can only
shape a vertical wall with this
incantation.
Enhance: For every 2 points
by which you increase the DC,
you can shape an additional 5foot square of stone with this
incantation.
Summon Elemental
Elemental [See text]
Difculty Class: 10
Channeling Time: 1 round
Range: 30 ft.
Effect:
One
summoned
elemental
Duration: Aura
As you call to the elements in the
elemental language, a humanoid
shape appears before you,
composed of one of the elements.
This incantation summons a
Small air, earth, fire, or water
elemental. It appears where you
designate and acts immediately,
on your turn. It attacks your
opponents to the best of its ability.
If you can communicate with
the elemental, you can direct it
not to attack, to attack particular
enemies, or to perform other
actions.
You must be within 30 ft. of the
summoned elemental at all times.
If you or the elemental moves
further than that, this incantation
immediately ends, as if you
stopped concentrating on it, and
the elemental immediately goes
back to whence it came from.

36

This incantation has the


descriptor of the element of
the elemental that summon.
For example, if you use this
incantation to summon an earth
elemental, this incantation has the
earth descriptor.
Enhance: For every 4 points
by which you enhance the DC,
you increase the summoned
elementals size category by one.
You can summon a greater or elder
elemental with this incantation.
For every 7 points by which
you increase the DC, you may
summon an additional elemental
of the same kind.
Updraft
Elements [Air]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
With a ick of your hand, you
conjure a rushing wind that
throws your foe into the sky.
The target is thrown 10 feet
upwards, and falls that distance,
taking falling damage as usual.
If there isnt enough distance to
throw the target upwards because
of an obstacle, it takes 1d6 points
of damage for every 10 feet of
distance it failed to reach. For
example, if you throw the target
50 feet upwards in a building
with a 30-foot ceiling, it takes 2d6
points of damage because it failed
to reach 50 feet of distance by 20
feet, and then falls 30 feet, taking
3d6 points of falling damage as
usual.
Enhance: For every 2 points by

MENTALIS DESIGN
which you increase the DC, the
target is thrown an additional 10
feet upwards.
Walk on Water
Elements [Water]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
Instead of falling in the water, you
gracefully step on the water. The
water feels as solid as ground to
you.

The target must make a


Fortitude save or take 1d6 points
of bludgeoning damage and be
knocked prone.
Enhance: For every 2 points by
which you increase the DC, this
incantations damage increases
by one die (d6).
Water Grasp
Elements [Water]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 30 ft.

When you are in this incantation,


you can move up to your base
land speed on water. If you try to
move more than that distance, this
incantation immediately ends.
Enhance: You can enhance
this incantation in one or both
of the following ways.
If you increase the DC by
2, you can move up to twice
your speed while walking on
water.
If you increase the DC by
4, you can run while using this
incantation.

Target: One creature


Duration: Aura
Saving Throw: Will negates
Your foe takes a face of terror as
it nds itself unable to rise to the
surface of the water.
When you are in this incantation,
the target may not come out of the
water, which might drown it. You
can only use this incantation on a
creature that is in the water and
under the surface.
Wind Blast
Elements [Air]
Difculty Class: 7
Channeling Time: 1
standard action
Range: 60 ft.
Target: One creature
Duration: 1 round
Saving Throw: Fortitude negates
You conjure forth a rushing gust
of wind.
The target is affected by a
severe blast of air (see the DMG
for more information). You must
have line of effect to the target to
use this incantation.
Enhance: For every 4 points
by which you increase the DC,
the wind force increases by
one category (see the DMG).

Water Blast
Elements [Water]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving
Throw:
Fortitude
negates
You channel the element of water,
creating a tremendous rush of
water, knocking your foe to the
ground.

Wind Push
Elements [Air]
Difculty Class: 3
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: None
Summon elemental brings an ally into
existence

37

As you invoke the element of

TOME OF CHANNELING
air, a gust of wind rushes from
you, knocking your foe back.
As part of this incantation,
make a ranged bull rush attempt,
using your channeler level + your
channeling ability modifier. You
gain a +2 bonus on the ranged bull
rush check if the target is within
one-half of the range. Resolve the
bull rush attempt as usual, except
that you provoke no attacks of
opportunity from the target.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every point by which you
increase the DC, you gain a +1
bonus on the ranged bull rush
check.
If you increase the DC by 2,
you also knock the target prone
if you succeed on the ranged bull
rush check.
Wind Shield
Elements [Air]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
As you begin the channeling, a
faint wind rushes around you,
which develops into a raging
wind, protecting you from ranged
attacks.
When you are in this incantation,
all ranged attacks made against you
take a -2 penalty. Siege weapons,
such as ballistae, catapult shots,
and boulders tossed by giants do
not suffer this penalty.
If you are in an area with fine,
loose debris (such as sand or
leaves), you gain concealment

(20% miss chance) as well.


Enhance: If you increase the
DC by 4, all ranged attacks made
against you take a -4 penalty.
If you increase the DC by 8, it is
impossible to make ranged attacks
against you. Siege weapons, such
as ballistae, catapult shots, and
boulders tossed by giants suffer a
-4 penalty instead.
If you increase the DC by 14, it is
impossible to make ranged attacks
against you. Siege weapons, such
as ballistae, catapult shots, and
boulders tossed by giants suffer a
-8 penalty instead.
If you increase the DC by 20, it is
impossible to make ranged attacks
against you, including ranged
attacks made with siege weapons,
such as ballistae, catapult shots,
and boulders tossed by giants.

Mind

Incantations from the mind sphere


draw upon both the channelers
mind and the collective conscious
of every sentient being. These
incantations always affect the
mind, whether it is that of the
channeler, his allies, or his
enemies.
Confuse
Mind [Mind-Affecting]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: 1 round
Saving Throw: Will negates
You attack the thoughts and
unconscious thoughts of your
victim with your own, rendering
him disoriented and uncertain of
what to do.

38

You confuse your opponent,


as the spell (see the Players
Handbook for more information).
Enhance: You can enhance this
incantation in one or both of the
following ways.
If you increase the DC by 2,
the duration changes to aura, and
you must spend a standard action
(instead of a swift action) each
round to continue the effect of
this incantation.
For every 2 points by which you
increase the DC, you may target
an additional creature.
Conscious Assault
Mind [Mind-Affecting]
Difculty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
You attack the senses and intuition
of your opponent, leaving him less
aware of the world around him as
he used to be.
You attack the targets
conscious. This incantation deals
4 points of Wisdom damage to the
target. A successful Will saving
throw halves the ability damage.
This incantation cannot be used
against creatures with a Wisdom
score lower than 3.
Enhance: You can enhance this
incantation in one or more of the
following ways.
For every 8 points by which you
increase the DC, this incantation
deals 4 additional points of
Wisdom damage.
If you increase the DC by 8,
this incantation deals ability burn
instead. This is a special form

MENTALIS DESIGN
of ability damage that cannot be
healed magically or psionically.
It only returns through natural
healing.
If you increase the DC by 4,
this incantation deals ability drain
instead. The creature can only
regain these ability points through
magical or psionic means. Unlike
normal ability drain, however,
you do not gain temporary hit
points when you channel this
incantation.
Conscious Inspiration
Mind [Mind-Affecting]
Difculty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Aura
Saving Throw: Will half
(harmless)
You enhance the senses and
intuition of your ally, leaving him
with a higher awareness of the
world around him.
You inspire the targets
conscious. This incantation grants
the subject a +4 enhancement
bonus to his Wisdom score.
Enhance: For every 8 points
by which you increase the DC,
the target gains an additional
+2 enhancement bonus to his
Wisdom score.
Detestation
Mind [Mind-Affecting]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates

You burrow deep into your


enemys subconscious, and give
him an aversion for an idea that
you put in his thoughts.
You implant an aversion in the
mind of the subject. If the object
of the implanted detestation is an
individual or a physical object, it
will prefer not to approach within
30 feet. If it is a word, it will try
not to utter it; if it is an action,
it will not willingly attempt to
perform it; and if it is an event,
it will not willingly attend it.
The subject will take reasonable
steps to avoid the subject of its
detestation, but will not put itself
in jeopardy by doing so.
If the target is strongly
confronted with its detestation,
it may make an additional Will
saving throw. However, if it fails
its saving throw, it must move at
least 30 feet away from the subject
of its detestation. For example, a
target who has a detestation for
holy symbols to whom a holy
symbol is strongly presented,
may make a Will saving throw to
negate this incantation.
Ego Assault
Mind [Mind-Affecting]
Difculty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Will half

Charisma damage to the target.


A successful Will saving throw
halves the ability damage. This
incantation cannot be used against
creatures with a Charisma score
lower than 3.
Enhance: You can enhance this
incantation in one or more of the
following ways.
For every 8 points by which you
increase the DC, this incantation
deals 4 additional points of
Charisma damage.
If you increase the DC by 8,
this incantation deals ability burn
instead. This is a special form
of ability damage that cannot be
healed magically or psionically.
It only returns through natural
healing.
If you increase the DC by 4,
this incantation deals ability drain
instead. The creature can only
regain these ability points through
magical or psionic means. Unlike
normal ability drain, however,
you do not gain temporary hit
points when you channel this
incantation.
Ego Inspiration
Mind [Mind-Affecting]
Difculty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Aura
Saving Throw: Will half
(harmless)

You attack the self-awareness


and condence of your opponent,
leaving him less certain of himself
and visibly less imposing.

You enhance the self-awareness


and condence of your ally,
making him emanate almost an
aura of charisma, showing his
condence.

You attack the targets charisma.


This incantation deals 4 points of

You inspire the targets


conscious. This incantation grants

39

TOME OF CHANNELING
the subject a +4 enhancement
bonus to his Charisma score.
Enhance: For every 8 points
by which you increase the DC,
the target gains an additional
+2 enhancement bonus to his
Charisma score.
Incite Fear
Mind [Mind-Affecting]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
You conjure forth an image of
terror in your victims mind,
lling his mind with sheer terror.
An expression of fear is visible in
your victims eyes.
You frighten your target.
The target must make a Will
saving throw or become shaken.
Creatures who are shaken take a
-2 penalty on attack rolls, saving
throws, and ability checks.
Enhance: You can enhance this
incantation in one or more of the
following ways.
For every 2 points by which
you increase the DC, you may
choose an additional target for
this incantation.
If you increase the DC by 2,
the target becomes frightened
instead.
If you increase the DC by 6, the
target becomes panicked instead.
Intellect Assault
Mind [Mind-Affecting]
Difculty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.

Target: One creature


Duration: Instantaneous
Saving Throw: Will half
You attack the intelligence of your
opponent, leaving him stupeed.
You attack the targets intellect.
This incantation deals 4 points
of Intelligence damage to the
target. A successful Will saving
throw halves the ability damage.
This incantation cannot be used
on creatures with an Intelligence
score lower than 3.
Enhance: You can enhance this
incantation in one or more of the
following ways.
For every 8 points by which you
increase the DC, this incantation
deals 4 additional points of
Intelligence damage.
If you increase the DC by 8,
this incantation deals ability burn
instead. This is a special form
of ability damage that cannot be
healed magically or psionically.
It only returns through natural
healing.
If you increase the DC by 4,
this incantation deals ability drain
instead. The creature can only
regain these ability points through
magical or psionic means. Unlike
normal ability drain, however,
you do not gain temporary hit
points when you channel this
incantation.
Intellect Inspiration
Mind [Mind-Affecting]
Difculty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Aura
Saving Throw: Will half
(harmless)

40

You enhance the intelligence


of your ally, granting him an
understanding like he has never
seen before.
You inspire the targets
intelligence. This incantation
grants the subject a +4 enhancement
bonus to his Intelligence score.
Enhance: For every 8 points
by which you increase the DC,
the target gains an additional
+2 enhancement bonus to his
Intelligence score.
Mental Aptitude
Mind
Difculty Class: 5
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
You concentrate your thoughts
on the mind, and you sense the
collective consciousness guiding
your thoughts.
When you are in this incantation,
you gain an insight bonus
equal to your channeler level
to Autohypnosis,
Knowledge
(psionics), and Use Psionic Device
checks. You only gain this bonus
on Use Magic Device checks if
the magic item has a spell that is
from the telepathy discipline or
enchantment discipline.
Mental Link
Mind [Mind-Affecting]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 60 ft.
Target: One willing creature
Duration: Aura

MENTALIS DESIGN
You look into the mind of your
target, seeking his senses. When
you nd them, you sense through
one of your targets senses.
You perceive what the subject
creature perceives using its sight,
hearing, taste, or smell. Only one
sense is linked, and you cannot
switch between senses.
You make any skill checks
involving senses, such as Spot or
Listen, as the subject, and only
within the subjects field of view.
You lose your Dexterity bonus to
AC while directly sensing what
the subject senses.
Once this incantation is
channeled, the link persists even
if the subject moves out of the
range of the original manifestation
(but the link does not work across
planes). You do not control the
subject, nor can you communicate
with it by means of this power.
The strength of the subjects
linked sense could be enhanced by
other powers or items, allowing
you the same enhanced sense.
You are subject to any gaze attack
affecting the subject creature (if
you linked vision). If you are
blinded or deafened, or suffer
some other sensory deprivation,
the linked creature functions as an
independent sensory organ, and
provides you the benefit of the
linked sense from its perspective
while this powers duration lasts.
Enhance: You can enhance this
incantation in one or more of the
following ways.
For every 4 points by which
you increase the DC, you can
link to an additional sense of the
subject.
If you increase the DC by 2, the
target may perceive one of your
senses instead of the other way

around.
If you increase the DC by 2,
the target neednt be willing. The
target may make a Will saving
throw to negate this incantation.
If you increase the DC by 4,
the link persists across planar
boundaries.

Mind Separation
Mind
Difculty Class: 9
Channeling Time: 1 standard
action
Range: 60 ft.
Target: You
Duration: Aura

Mind Purge
Mind [Mind-Affecting]
Difculty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
(harmless)

You close your eyes and fall into


a meditative state. With a mental
thrust, you separate your mind
from your body. You can see your
body as you move onwards.

With a short meditation, you


attempt to cure your allys mind
of harmful magic.
You can remove harmful effects
that affect the targets mind. You
can remove the following effects:
charmed, confused, cowering,
dazed, frightened, panicked,
shaken. If the condition allowed a
saving throw, the target may make
an additional saving throw. If the
condition didnt allow a saving
throw, you may remove it.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every point by which you
increase the DC, the target gains
a +2 circumstance bonus on his
saving throw.
If you increase the DC by 4, you
may remove the conditions listed
above, regardless of whether the
condition allowed a saving throw
or not.

41

You separate your mind from


your body. For as long as you
are in this incantation, your
body is rendered helpless. Your
mind effectively becomes an
incorporeal creature of your size
category. It has a fly speed of 30
ft. and perfect maneuverability.
You can perceive its surroundings
just as well as you can with your
normal senses, and you can take
purely mental actions (such as
channeling an incantation). You
are invisible, although a true
seeing spell reveals a glowing
mist in the general shape of your
physical body. However, you
cannot move further than 30 ft.
from your body.
You can return to your body as a
swift action. If your mind takes an
amount of damage equal to your
channeler level, you immediately
return to your body, and you are
dazed for 1 round.
Enhance: For every 2 points by
which you increase the DC, the
range increases by 30 ft.
Mind Shield
Mind [Mind-Affecting]
Difculty Class: 5
Channeling Time: 1 standard
action

TOME OF CHANNELING
Range: Personal
Target: You
Duration: Aura
You concentrate your mind
against those who dare to attack
your strength; your mind.
You know that there are others
who can attack the mind as
proficiently as you can, and you
have learned how to shield your
own mind from them.
You shield your mind from
harmful effects. As long as you
are in this incantation, you gain
a +4 insight bonus on saving
throws against effects with the
mind-affecting descriptor.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which
you increase the DC, you gain
an additional +1 bonus on saving
throws against effects with the
mind-affecting descriptor.
If you increase the DC by 2, you
can target one creature with this
incantation. The range becomes
touch.
Power Leech
Mind [Mind-Affecting]
Difculty Class: 9
Channeling Time: 1 standard
action
Range: Touch
Target: One creature
Duration: 24 hours
Saving Throw: Will negates
You reach into your psionic
opponents mind, and wrest his
psychic energy from him, taking it
as your own.
You can drain power points. You
may make a melee touch attack

against the target. If successful,


you immediately are familiar
with the targets number of power
points, and you may drain 5 power
points.
While this incantation lasts,
you are treated as if you had
additional power points equal
to the number of power points
drained. During the same period,
the target effectively loses those
power points. When you end this
incantation, you immediately lose
the power points, while the target
regains them.
Enhance: For every point by
which you increase the DC, you
may drain an additional power
point.
Sense Emotions
Mind
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 60 ft.
Area: 60 ft. emanation
Duration: Aura; see text
Saving Throw: None
You meditate for a while upon your
own emotions, and then reach
out with your understanding of
emotions, sensing the area for the
emotions of others.
You can sense the emotions of
those around you. You can sense
strong emotions such as joy and
fear, although you must make a
DC 10 Wisdom check to notice
subtle emotions. If you sense
the emotions of a wilder during
a wild surge, you are dazed for
1 round unless you make a
channeler check opposed by the
wilders manifester level check.
You can sense a creatures rough
location through its emotions, but

42

you cannot pinpoint a creatures


location through this incantation
alone.
You can also learn whether the
emotions of a creature in the area
are affected by a special effect,
such as a frightening presence.
You can learn this information
from one creature per round.
Unlike other incantations with a
duration of aura, you need to spend
a move action to concentrate on
this aura. You may spend a swift
action to concentrate on this aura,
but you will not sense emotions
on that round.
Enhance: If you increase
the DC by 4, you may spend a
swift action to sense emotions,
as usual when concentrating on
an incantation with a duration of
aura.
Sense Identity
Mind [Mind-Affecting]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 60 ft.
Target: One creature
Duration: Aura; see text
Saving Throw: Will negates
You burrow in your victims mind,
looking for who and what he is.
As you look deeper into his mind,
so does your understanding of
your victim increase.
You learn the identity of your
opponent, and you learn more of
his identity as you concentrate
longer upon this incantation.
In the first round, you learn the
targets name, creature type and
subtype, and character class (if
it has any). In following rounds,
you may choose what you
want to learn of the target. You

MENTALIS DESIGN
may choose to learn one of the
following pieces of information
in consecutive rounds.
Location: You may learn the
location of the targets home, if
it has any, and the areas that the
target has visited. You may only
learn of areas that the target has
visited for a number of hours
equal to your channeler level. If
you spend an additional round
concentrating on this information,
you learn of areas that the target
has visited for a number of days
equal to your channeler level.
Magic: You learn whether the
target can use spells, and the
highest spell level that the target
can cast. If you spend additional
rounds concentrating on this
information, you learn a number of
spells that the target knows or has
prepared equal to your channeler
level, beginning with the targets
highest-level spells. You may also
learn whether the target can use
powers, maneuvers, or similar
effects in a similar fashion, but
not at the same time.
Unlike other incantations with
a duration of aura, you need to
spend a move action each round
to concentrate on this incantation.
You may spend a swift action to
concentrate on this incantation,
but you will not learn more of
the targets identity during that
round.
Enhance: You can enhance this
incantation in one or both of the
following ways.
If you increase the DC by 4, you
may switch to another creature
within range as a swift action.
If you increase the DC by 4, you
may spend a swift action to sense
your targets identity, as usual for
an incantation with a duration of
aura.

Sense Thoughts
Mind
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 60 ft.
Area: 60 ft. emanation
Duration: Aura; see text
Saving Throw: Will negates
You meditate for a while upon your
own thoughts, and then you reach
out into the area, sensing for the
thoughts of your opponents.
You can sense the surface
thoughts of those around you. You
can sense the thoughts of each
creature around you, but you may
only learn the thoughts of one
creature per round. A creature may
attempt a Will save to prevent you
from learning its thoughts. If you
sense the thoughts of a creature
with an Intelligence 10 points
higher than your own, you must
make an opposed Intelligence
check or be dazed for 1 round.
You can sense the rough location
of a creature through its thoughts,
but you cannot pinpoint a creature
using this incantation alone.
Unlike other incantations with
a duration of aura, you need to
spend a move action each round
to concentrate on this incantation.
You may spend a swift action to
concentrate on this incantation,
but you will not sense any
thoughts during that round.
Enhance: If you increase the
DC by 4, you may spend a swift
action to sense thoughts, as usual
for an incantation with a duration
of aura.
Skill Leech
Mind [Mind-Affecting]
Difculty Class: 5

43

Channeling Time: 1 standard


action
Range: Touch
Target: One creature
Duration: Aura
Saving Throw: Will negates
You reach into your victims mind,
draining his mental prowess from
him. At the same time, you feel
your own mental prowess being
enhanced.
You can use anothers skill
points for yourself. You make
a melee touch attack against
the target. If successful, you
immediately are familiar with the
targets skills and the number of
skill points, and you may drain a
number of skill points equal to your
channeler level. You may only
drain skill points from skills that
have Constitution, Intelligence,
Wisdom, or Charisma as its ability
score.
While you are in this incantation,
you are treated as if you had
additional ranks in the drained
skills, despite the fact that you
may have more ranks in a skill
than normally allowed. During the
same period, the target effectively
loses those ranks. When you end
this incantation, you immediately
lose the skill points, while the
target regains them.
Enhance: For every point by
which you increase the DC, you
may drain an additional 2 skill
points.
Temptation
Mind [Mind-Affecting]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature

TOME OF CHANNELING
Duration: Instantaneous
Saving Throw: Will negates
You burrow deep into your
enemys subconscious, and give
him an attraction to an idea that
you put in his thoughts.
You implant an attraction in the
mind of the subject. The attraction
can be toward a particular person
or an object. The subject will
take reasonable steps to meet, get
close to, attend, or find the object
of its implanted temptation. For
the purpose of this incantation,
reasonable means that, while
attracted, the subject doesnt suffer
from blind obsession. He will act
on this attraction only when not
engaged in combat. The subject
wont perform obviously suicidal
actions. He can still recognize
danger but will not flee unless the
threat is immediate. If you make
the subject feel an attraction to
yourself, you cant command him
indiscriminately, although he will
be willing to listen to you (even if
he disagrees).
If the subject is threatened
or harmed by the object of its
temptation, it may make an
additional saving throw. However,
if it fails its saving throw, it must
move as close to the subject of
its temptation as it possibly can.
For example, a target who has a
temptation for you who is harmed
by you may make an additional
saving throw.
Enhance: For every point by
which you increase the DC, this
incantations DC increases by 1.
Thought Disruption
Mind [Mind-Affecting]
Difculty Class: 9
Channeling Time: 1 immediate

action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: None
You lash out at the victims
mind with your own thoughts,
distracting him whenever he
needs to concentrate. With a
mental attack, you disrupt his
concentration.
You disrupt your targets
concentration. You can only
channel this incantation whenever
the target takes an action that
provokes an attack of opportunity.
The target must make a DC 15
Concentration check or lose its
action. If the target used an action
that used a resource, that resource
is expended as usual.
Enhance: For every point by
which you increase the DC, the
Concentration DC increases by 1.

Nature

Nature incantations are drawn


from the animals, plants, and
weather that are inextricable parts
of nature. These incantations
usually enhance the growth of
nature to benet the channeler,
or they allow the channeler to
understand the ways of nature
more thoroughly.
Animal Friendship
Nature [Animal, Mind-Affecting]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One animal
Duration: 1 hour/level
Saving Throw: Will negates
Your eyes and the animals meet,

44

and your expression becomes one


of affection as you utter soothing
words in the language of the wild.
As you utter the last words, the
animal becomes less hostile, and
seems to be less wary of you.
The targets attitude towards
you improves by one step (see the
Diplomacy skill in the Players
Handbook). If the target is being
threatened or attacked by you
or your allies, this incantation
immediately ends. You cant use
this incantation on the same target
more than once per day.
You can use this incantation
against magical beasts with
an Intelligence score of 1 or 2
(such as a basilisk or a girallon),
but you take a -4 penalty on the
channeling check.
Enhance: For every 4 points
by which you increase the DC,
the targets attitude towards you
improves by one additional step.
Animal Shape
Nature [Animal]
Difculty Class: 10
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
You hunch over with the image
of an animal clearly set in your
mind. Then, your skin begins to
feel like that of the animal. Then,
your entire shape becomes that of
the animal.
As part of this incantation, you
assume the form of an animal
whose HD doesnt exceed your
own, to a maximum of 5 HD. This
functions like the alternate form
special ability (see the MM), with

MENTALIS DESIGN
the following exceptions.
If the animal whose shape you
take has a racial bonus on Listen
or Spot checks or the blindsense,
blindsight, scent, or tremorsense
special quality, you gain that
quality (or those qualities).
You cant channel incantations
while you are in animal form.
Changing back to your normal
form is a standard action, and
ends the incantation. Additionally,
if you cease concentrating on this
incantation, you immediately
revert back to your normal form,
forcing you to take a standard
action.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every point by which you
increase the DC, you may assume
the form of an animal with one
additional HD. You still may not
assume the form of an animal
whose HD exceeds your own.
If you increase the DC by 4, you
can channel incantations with the
animal descriptor while in animal
form.
Animal Speech
Nature [Animal]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
Your voice takes on a deeper,
more guttural tone. As you speak,
you notice that animals can
comprehend you just as well as
a person could, and you seem to
understand what the animals say
as well.
You

can

comprehend

and

communicate with animals. You


are able to ask questions and
receive answers from animals,
although the incantation doesnt
make them any more friendly
or cooperative than normal.
Furthermore, wary and cunning
animals are likely to be terse and
evasive, while the more stupid
ones make inane comments. If an
animal is friendly toward you, it
may do some favor or service for
you (as determined by the DM).
Animate Tree
Nature [Plant]
Difculty Class: 24
Channeling Time: 1 standard
action
Range: 30 feet
Target: One tree
Duration: Aura
Saving Throw: None
As you utter the words of the
incantation, the tree begins to
move on its own accord. Two of
its thickest branches rise upward,
as its bark begins to form the
shape of an elderly face. The tree
uproots itself, and looks at you
with an expression of servitude.
This incantation turns an
otherwise normal tree into the
semblance of a treant (see the
MM). This incantation must be
used on a healthy, Huge, tree. The
tree takes 1 full round to uproot
itself.
The tree gains the statistics of a
treant, except that it doesnt have
an Intelligence score, and follows
your commands like a golem
would. If the treant isnt directed
by you, it does nothing (but it
isnt helpless).
If you cease concentrating
on this incantation, the treant

45

immediately takes root where it


stands.
Call Animal
Nature [Animal, Mind-Affecting]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 1 mile
Target: One animal; see text
Duration: Aura; see text
Saving Throw: Will negates
You bring the resemblance of the
animal you want to call to mind,
and bellow forth a call that sounds
like the animal that you want to
call. Soon enough, you hear an
animal approaching, looking
straight at you.
As part of this incantation,
choose a type of animal (such as a
bear or a wolf). You attempt to call
the nearest creature of that type
to you. If there isnt a creature
of that type within range, the
incantation fails. If the creature
fails its saving throw, it comes to
you as fast as it can. If it comes
across a dangerous obstacle (such
as fire), it may make an additional
saving throw.
Once the animal comes within
30 feet of you, this incantation
ends. The animal has an indifferent
attitude toward you (see the
Diplomacy skill in the Players
Handbook).
You must spend a swift action
during each round until the
target is within 30 feet of you.
If you dont spend a swift action
during a round, the incantation
immediately fails, and the animal
may or may not come to you
anyway.
You can use this incantation
to call magical beasts with an

TOME OF CHANNELING
Intelligence score of 1 or 2 (such
as a basilisk or a girallon), but
you take a -4 penalty on the
channeling check.
Enhance: If you increase the
DC by 4, you dont need to spend
a swift action during each round
until the target is within 30 feet of
you.
Cold Snap
Nature [Weather]
Difculty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Area: 30-ft. spread, centered on
you
Duration: Aura
Saving Throw: Fortitude negates
As you concentrate, the air
becomes chilly at rst, as though
a cold wind blows through the
area. Then, the air becomes
increasingly colder, until the
chill is almost enough to freeze
anything not protected.
When you are in this incantation,
each creature in this incantations
area except you must make a
Fortitude save or take 1d6 points
of nonlethal damage. Creatures
reduced to unconsciousness begin
taking lethal damage (1d6 points
per round).
Creatures with cold resistance
gain a bonus on their saving throw
equal to their cold resistance.
Creatures with immunity to
cold damage are immune to this
incantation.
A creature that takes any
nonlethal damage from this
incantation suffers from frostbite
and is fatigued.
Enhance: You can enhance this
incantation in one or both of the

following ways.
If you increase the DC by 6,
creatures in the area who wear
metal armor are treated as if
the chill metal spell was cast
upon them (see the Players
Handbook).
If you increase the DC by 12,
the range and area increase to 1
mile.
Entangling Plants
Nature [Plant]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 30 feet
Area: Plants in a 5-foot square
Duration: Aura
Saving Throw: Reex partial;
see text
The plants in the area begin to
grow long vines and branches
that encroach upon those who
stand there, holding them fast.
Each creature in the area must
make a Reflex save or become
entangled. A creature can break
free and move half its normal
speed by using its full-round
action to make a DC 20 Strength
check. A creature that succeeds on
a Reflex save is not entangled but
can still move at only half speed
through the area. Each round on
your turn, the plants once again
attempt to entangle all creatures
in the area.
Regardless of whether a creature
is entangled in the area, the area
is treated as light undergrowth for
all purposes.
The area must have plants in
order to successfully channel this
incantation.
Enhance: You can enhance this
incantation in one or both of the

46

following ways.
For every 2 points by which you
increase the DC, this incantation
affects an additional 5-foot
square.
For every 2 points by which
you increase the DC, the Reflex
save DC and Strength check DC
increase by 1.
Feral Shape
Nature [Animal]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
You hunch over, letting out a
primal, guttural growl as your
skin grows scales, fur, or feathers.
Primal thoughts dwell through
your head as you take the shape of
a beast, almost like a werebeast.
For the duration of this
incantation, you become more
animal-like. You gain a natural
armor bonus equal to one-half
your channeling ability modifier.
Additionally, you may choose to
gain one of the following natural
weapons:
A bite attack (1d6)
Two claw attacks (1d4)
A tail slap attack (1d6)
These natural weapons follow
the normal rules for natural
weapons, and are sized for
Medium channelers. (If you are
smaller or larger than Medium,
change the natural weapons
damage accordingly.) You add
your full Strength modifier to
the bite attack and the tail slap
attack, and you add one-half
your Strength bonus to each claw
attack.

MENTALIS DESIGN
You may forfeit the natural
weapons to become able to
breathe water or to gain the scent
special ability (see the MM).
While you are in feral shape,
your altered hands and voice make
it difficult to channel incantations.
While in feral shape, you take a -4
penalty on channeling checks.
Enhance: You can enhance this
incantation in one or more of the
following ways.
If you increase the DC by 2, you
gain a natural armor bonus equal
to your full channeling ability
modifier (instead of one-half that
modifier).
If you increase the DC by 3, you
may treat your natural weapons
damage as if you were one size
category larger.
If you increase the DC by 4,
you may gain a natural weapon
and either the ability to breathe
water or the scent special ability
(but not both).
Fog
Nature [Weather]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Area: 30-ft. spread
Duration: Aura
Saving Throw: None
You call upon the element of
water, but rather coming together,
it spreads out in a ne, concealing
mist.
When you are in this incantation,
each creature in the area has
concealment (20% miss chance).
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 5 points by which you

increase the DC, the miss chance


increases by 10% (to a maximum
of 50%).
If you increase the DC by 12,
the range and area increase to 1
mile.

squares are filled with plants for


as long as you keep this aura.
Enhance: For every 2 points by
which you increase the DC, the
range and area of this incantation
each increase by 5 feet.

Growth Aura
Nature [Plant]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 10 ft.
Area: 10-ft. emanation
Duration: Aura
Saving Throw: None

Heat Wave
Nature [Weather]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Area: 30-ft. spread, centered on
you
Duration: Aura
Saving Throw: Fortitude negates

You
concentrate
yourself,
becoming one with nature. As you
channel the magic, the ground
around you ourishes with plants,
full of life and color.
Some incantations of the
nature sphere have a dependency
of nearby plants to be used.
Therefore, channelers who use
their magic in wastelands or cities
cant use these incantations. This
incantation bypasses that problem,
by growing plants around you.
As long as you are in this
incantation, plants grow in the
incantations area. These plants
can be used for any incantation
that needs plants to be channeled.
The plants can produce vegetables
or fruit, but these wither when
taken off of the plants that they
came from.
If you move, the plants move
along with you. If a square that
has plants comes out of range,
these plants wither at the end of
the round in which you moved.
However, you may make a
separate DC 5 channeling check
as a free action to keep two
squares filled with plants. These

47

As you concentrate, the air around


you shimmers as it becomes
increasingly hot. In time, the heat
becomes almost unbearable for
your foes, but you seem to feel
ne despite the heat.
When you are in this incantation,
each creature in this incantations
area except you must make a
Fortitude save or take 1d4 points
of nonlethal damage. Creatures
wearing heavy clothing or armor
of any sort take a -4 penalty on
their saves. Creatures reduced
to unconsciousness begin taking
lethal damage (1d4 points per
round).
Creatures with fire resistance
gain a bonus on their saving throw
equal to their fire resistance.
Creatures with immunity to
fire damage are immune to this
incantation.
A creature that takes any
nonlethal damage from this
incantation suffers from heatstroke
and is fatigued.
Enhance: You can enhance this
incantation in one or both of the
following ways.

TOME OF CHANNELING
If you increase the DC by 6,
creatures who wear metal armor
are treated as if the heat metal
spell was cast upon them (see the
Players Handbook).
If you increase the DC by 12,
the range and area increase to 1
mile.
Leaf Growth
Nature [Plant]
Difculty Class: 7
Channeling Time: 1 standard
action
Range: 30 feet
Area: 30-foot emanation
Duration: Aura; see text
Saving Throw: None
The trees around you grow thick,
great leaves, obscuring the view
of those around you.
The trees in the area grow leaves
that impose a 10% miss chance
to ranged attacks which cross
through a tree. (For this purpose,
a normal tree is treated as having a
20-foot canopy, affecting the area
with a range of 20 feet, whereas a
massive tree is treated as having a
40-foot canopy.)
Additionally, this incantation
increases the category of forest
by one for the purpose of stealth
and detection (see Stealth and
Detection in a Forest in the
DMG).
There must be trees in the area
in order to successfully channel
this incantation.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which
you increase the DC, the range
and area extend to an additional
15 feet.
For every 2 points by which you

increase the DC, the miss chance


increases by 5% (to a maximum
of 30%).
Lightning
Nature [Electricity, Weather]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Reex half
As you begin channeling the
incantation, you hear a loud
rumble overhead. You point your
nger at your opponent, and he is
struck by a bolt of lightning.
The target is struck by lightning,
dealing 1d8 points of damage
(Reflex half).
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which you
increase the DC, this incantation
deals 1d8 points of additional
electricity damage.
If you are in a windstorm (either
natural or magical in nature), and
if you increase the DC by 8, this
incantation deals 1d10 eight-sided
dice of electricity damage.
Natural Aptitude
Nature
Difculty Class: 5
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
You concentrate your thoughts
on the wilderness, and you feel
yourself becoming more adept in
the ways of nature.

48

When you are in this incantation,


you gain an insight bonus equal
to your channeler level to,
Knowledge (nature), Survival,
and Use Magic Device checks.
You only gain this bonus on Use
Magic Device checks if the magic
item has a spell with the animal,
plant, or weather descriptor, or
from the druid spell list as one of
its requirements.
Purication
Nature
Difculty Class: 10
Channeling Time: 1 standard
action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
(harmless)
You touch your ally, and you see
that what affects him, dissipates
as your allys expression becomes
one of relief.
As part of this incantation, the
target may make an additional
saving throw against one poison
or disease that affects him,
using your channeler level +
your channeling ability modifier
instead of his Fortitude modifier.
You cant use this incantation
against the same poison or disease
with the same target more than
once per day.
Enhance: For every point by
which you increase the DC, the
target gains a +1 bonus on his
saving throw.
Rain
Nature [Weather]
Difculty Class: 7
Channeling Time: 1 standard
action

MENTALIS DESIGN
Range: 30 ft.
Area: 30-ft. spread
Duration: Aura
Saving Throw: None
The sound of raindrops falling on
the ground, closing in, ll the ears
of those who are in the area. A
moment later, rain begins pouring
down in the area, smothering
ames.
Rain begins to fall down in the
area, reducing visibility to onehalf, imposing a -4 penalty on
Spot and Search checks. It has
the same effect on flames, ranged
weapons, and Listen checks as
severe wind (see the DMG).
Enhance: If you increase the
DC by 12, the range and area
increase to 1 mile.
Rejuvenation
Nature
Difculty Class: 7
Channeling Time: 1 standard
action
Range: Touch
Target: One creature
Duration: Aura
Saving Throw: Fortitude negates
(harmless)
As you lay your hands on your ally,
his wounds seem to slowly fade
way, leaving no scars whatsoever.
As a matter of fact, his skin seems
to look healthier than it was, as if
it was younger.
Everything in the natural world
heals with time. An animals
wounds heal, the weather always
soothingly calms down, and
even a decimated forest can
flourish again if there is still a
tree standing. This incantation
enhances the latent healing ability

of a natural creature.
As long as you are in this
incantation, the target gains fast
healing 1. You must touch your
target. If you dont touch your
target, the incantation immediately
ends.
This incantation cant heal a
creature whose current hit points
exceed one-half his total hit
points. For example, a creature
with 42 hit points can benefit from
this incantation if his current hit
points are less than 21, but once
he has 21 hit points, he doesnt
gain the benefit of this incantation
anymore.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 4 points by which
you increase the DC, the fast
healing granted by this incantation
increases by 1.
If you increase the DC by 4,
this incantation can heal the target
to up to its total hit points.
Tree Growth
Nature [Plant]
Difculty Class: 9
Channeling Time: 1 standard
action
Range: 30 feet
Effect: One tree
Duration: Instantaneous
Saving Throw: Reex partial;
see text
A huge tree begins to grow in the
area you chose, reaching to the
top of the canopy in a matter of
seconds. Those who stand too
close nd themselves knocked
away or caught in the trees many
branches.
This incantation causes a tree to
grow in an area that you designate

49

that is within 30 feet. The trees


trunk takes up a 5-foot square, has
a height of 60 feet, and a 40-foot
top diameter.
If a creature is within 5 feet of
the square you designate, it must
make a Reflex save or be swept
upwards by the rapid growth of
the tree. Creatures that make the
Reflex save by less than 5 are
knocked prone. If a creature stands
in the square in which the tree
originated, it takes a -4 penalty
on its Reflex save, and is pushed
into a random adjacent square if it
makes its saving throw.
The tree can be used as part of
another incantation that requires
plants, but doing so makes the
tree wither immediately after
the incantation that used the tree
ends.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every point by which you
increase the DC, the Reflex save
DC increases by 1.
If you increase the DC by 4,
creatures that fail their Reflex
save fall 1d6x10 feet, and take
falling damage according to the
distance that they fell.
Thorn Growth
Nature [Plant]
Difculty Class: 11
Channeling Time: 1 standard
action
Range: 30 ft.
Area: One 5-ft. square
Duration: 1 minute/level
Saving Throw: None
You concentrate on a patch of
plants. The vines, branches, and
even the blades of grass grow
thick, sharp thorns. As your
enemies walk through the plants,

TOME OF CHANNELING
they are cut by the thorns.
The plants in the area of this
incantation grow thorns. Any
creature moving through the area
takes 1d4 points of damage.
They must also avoid stepping
on the thorns. The thorns
effectively make a touch attack
against any creature that moves
through the area with an attack
bonus equal to your channeling
ability modifier. If the attack
succeeds, the creatures speed
decreases by 10 ft. (or one-half,
whichever is lesser). This speed
penalty lasts for 24 hours or until
the injured creature receives a
cure spell (which also restores
lost hit points). Another character
can remove the penalty by taking
10 minutes to dress the injuries
and succeeding on a Heal check
against the incantations save
DC.
The area must have plants in
order to successfully channel this
incantation.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which
you increase the DC, any creature
moving through the area takes an
additional 1d4 points of damage.
If you increase the DC by 4, the
area does not have to have plants
in order to successfully channel
this incantation.

Undergrowth
Nature [Plant]
Difculty Class: 5
Channeling Time: 1 standard
action
Range: 30 feet
Area: One 10-foot square
Duration: Instantaneous
Saving Throw: None
The plants in the area that you
chose grow rapidly, covering
every last bit of the ground in
thick vines, bushes, and roots.
Moving through the area seems to
become a lot more difcult.
The area becomes covered
with light undergrowth. A space
with light undergrowth costs 2
squares of movement to move
into, and it provides concealment.
Undergrowth increases the DC
of Tumble and Move Silently
checks by 2 because the leaves
and branches get in the way.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which you
increase the DC, this incantation
affects two additional 5-foot
squares.
If you increase the DC by 5, the
area becomes covered with heavy
undergrowth. Heavy undergrowth
costs 4 squares of movement to get
into, and it provides a 30% miss
chance (instead of the usual 20%).
It increases the DC of Tumble and
Move Silently checks by 5. Heavy

50

undergrowth is easy to hide in,


granting a +5 circumstance bonus
on Hide checks. Running and
charging in heavy undergrowth
are impossible. However, you
must increase the DC by 3 to affect
two additional 5-foot squares
with this incantation (instead of
the usual 2).
Windstorm
Nature [Weather]
Difculty Class: 11
Channeling Time: 1 standard
action
Range: 30 feet
Area: 30-foot spread
Duration: Aura
Saving Throw: Fortitude negates
As the incantation is channeled,
a gust of wind blows through
the area. It then rushes stronger,
almost blowing anything in its
path down.
Each creature in the area is
affected by severe winds (see the
DMG for more information).
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 4 points by which
you increase the DC, the wind
force increases by one category
(see the DMG).
If you increase the DC by 12,
the range and area increase to 1
mile.

MENTALIS DESIGN

CHAPTER 5: PRESTIGE CLASSES


a characters channeling modier, maximum channeling DC, and incantations known. These simply
add to the characters existing maximum channeling DC, channeling modier, and incantations
known.
If you have an incantation from the Channeling
Affinity feat, rather than from a class, then things
work a little differently. The prestige class grants
you incantations as normal. You simply add them
to the incantations that you learned through the
Channeling Affinity feat. You add your prestige
class level to your channeler level and use your
full prestige class level to determine the maximum
channeling DC that you can attempt. However,
your channeler level and maximum channeling DC
gained through levels other than those in a prestige
class that grants this progression stays the same.
You channel and resolve your incantations as you
would normally do.

Those who channel incantations, or even study


them, will sometimes want to specialize themselves
because of the universality of each of the spheres.
Those who specialize often learn how to channel
their incantations in ways that could otherwise never have been done, unlocking their hidden potential. However, because channeling is relatively rare
in comparison to magic and psionics, those who
specialize rarely come together, although there are
exceptions (but these are exceedingly rare).
Almost any channeler could specialize to enter
a prestige class, simply because the spheres relate
to so many things that it would be impossible to
attempt to grasp a whole sphere. In this chapter,
you can find several prestige classes which your
channeler can enter, each representing a different
sphere or a different way of studying incantations.
Cerebrate Channeler: Skilled in both channeling
and psionics, a cerebrate channeler combines the
might of his mind with his bond to the mind sphere
to form a wellspring of psionic power within
himself.
Duel Arcanist: This arcane spellcaster has
studied channeling, and uses it as battle magic,
even though he has no bond to a sphere except his
own arcane magic.
Pyromancer: An elemental channeler who has
specialized into the element of fire at the cost of
channeling incantations of the other elements.
Silverwood Warden: A channeler of the forest,
a Silverwood warden uses his incantations to fight
together with the forest and strengthens his bond
to nature to the point of almost being one with
nature.
Starcaller: A mysterious channeler of the
astrology sphere, a starcaller looks to the stars, but
also calls them down to the ground with tremendous
power.

CHANNELERS
If you have levels in the nexus character class, you
retain the same method of determining your channeler level and maximum channeling DC. You use
the ability score that you chose as your channeling
ability score (Wisdom or Charisma) for prestige
classes as well.
Incantations Known: When you gain additional
incantations known, these simply add to your list
of incantations known of your nexus levels. You
are usually restricted in the incantations that you
can choose.
Channeler Level: You add your full prestige
class level to your nexus level for the purpose of
determining your channeler level.
Maximum Channeling DC: You use the
following formula to calculate your maximum
channeling DC: Your channeling ability modifier
+ 1.5 x (your nexus level + your prestige class
level).
Channeling Affinity: If you have gained your
incantations through the Channeling Affinity feat,
you use your other levels and prestige class levels

ADVANCING CHANNELING PROGRESSION

Most of the prestige classes presented in this chapter offer some amount of continuing progression to

51

TOME OF CHANNELING
the collective subconscious of the mind sphere,
and with that knowledge, he can attune his mind
to the mind sphere, granting him mastery over his
incantations and his powers. An advanced cerebral
incarnate is almost one with the collective subconscious.

differently to determine your channeler level and


maximum channeling DC. You use the ability score
that you used to fulfill the ability score prerequisite
of the Channeling Affinity feat as your channeling
ability score.
Incantations Known: When you gain additional
incantations known, these simply add to your list
of incantations known through the Channeling
Affinity feat, as if you gained that feat additional
times. You are usually restricted in the incantations
that you can choose.
Channeler Level: You add your full prestige
class level to your levels in other classes for the
purpose of determining your channeler level.
Therefore, you add your full prestige class level +
one-half your other levels + your channeling ability
modifier to your channeling checks.
Maximum Channeling DC: You use the
following formula to calculate your maximum
channeling DC: Your channeling ability modifier +
0,75 x your other class levels + 1.5 x your prestige
class level.

BECOMING A CEREBRAL INCARNATE

This prestige class is available only to those who


have at least moderately studied both psionics and
channeling. A cerebral incarnate is likely to be a
psion and a nexus, although wilders and nexuses
arent uncommon cerebral incarnates either. A rare
few psychic warriors enter this prestige class, although they gain considerably less from the incantations of the mind sphere. Some psionic characters do not have levels in the nexus character class;
these cerebral incarnates have studied channeling
by taking the Channeling Afnity feat four times.
ENTRY REQUIREMENTS
To qualify to become a cerebral incarnate,
a character must fulfill all of the following
requirements.
Skills: Knowledge (arcana) 8 ranks, Knowledge
(psionics) 8 ranks.
Incantations: Must know four incantations of
the mind sphere.
Powers: Must know four powers of the telepathy
discipline.

CEREBRAL INCARNATE

Our thoughts may be different, but our minds are


the same.
- Sernduk, cerebral incarnate
A cerebral incarnate can channel incantations of the
mind sphere and manifest powers of its own mind.
However, he knows that its own mind is a part of
TABLE 5-1: THE CEREBRAL INCARNATE

HD: d4

Base
Attack Bonus

Fort
Save

Ref
Save

Will
Save

Incantations
Known

1st

+0

+0

+0

+2

+1 level of existing manifesting class

2nd

+1

+0

+0

+3

+1 level of existing manifesting class

3rd

+1

+1

+1

+3

+1 level of existing manifesting class

4th

+2

+1

+1

+4

+1 level of existing manifesting class

5th

+2

+1

+1

+4

+1 level of existing manifesting class

6th

+3

+2

+2

+5

+1 level of existing manifesting class

7th

+3

+2

+2

+5

+1 level of existing manifesting class

8th

+4

+2

+2

+6

+1 level of existing manifesting class

9th

+4

+3

+3

+6

+1 level of existing manifesting class

10th

+5

+3

+3

+7

+1 level of existing manifesting class

Level

Powers Known

Class Skills (4 + Int modier): Concentration, Knowledge (arcana), Knowledge (psionics), Listen, Psicraft, Spellcraft, Spot,
Use Magic Device, Use Psionic Device.

52

MENTALIS DESIGN
Swords and spells may attack an opponents body
CLASS FEATURES
and kill him with time, but attacking the mind is
As a cerebral incarnate, you primarily advance
so much more effective. You judge other people
your psionics and channeling to the exclusion of
not by their appearance, but by their mind, as that
most other things. Because of your focused study,
is what is most important to you. Because of your
you can progress your powers and incantations at
mental prowess, you may also be able to look into
the same time.
the minds of others in a more mundane way. You
Weapon and Armor Proficiency: Cerebral
may know what someone else may be thinking just
incarnates gain no proficiency with any weapon or
by looking at him.
armor.
Combat: As a cerebral incarnate, your place
Incantations Known: At every odd-numbered
on
the battlefield is where you can channel your
level, you may learn an additional incantation.
incantations and manifest your powers. However,
However, these incantations must be of the
when you can do so, you are a powerful addition
mind sphere. You must be able to
to any party. You can attack the minds of your
channel the incantations DC to
opponents with your own mind. You
learn it.
may, however, have some tricks
Powers Known: At every
up your sleeve to bring
level indicated on Table 5an opponent out
1: The Cerebral Incarnate,
of the fight or
you gain additional power
even
to fight
points per day and access
for
you.
to new powers as if you had
At low levels,
also gained a level in whatever
your combination of
manifesting class you belonged to
powers and incantations may
before you added the prestige class.
feel somewhat unwieldy, especially as
You do not, however, gain any other
you could master psionics by sacrificing
benefit a character of that class would
your channeling prowess or the other
have gained (bonus feats, metapsionic
way around. However, as you progress
or item creation feats, psicrystal special
as a cerebral incarnate, your combinaabilities, and so on). This essentially
tion will pay off as you become adept
means that you add the level of
at manifesting powers and channeling
cerebrate incarnate to the level of
incantations alike.
whatever manifesting class you have,
Advancement: Most cerebral
then determines power points per day,
incarnates
advance on their own,
powers known, and manifester level
attuning themselves to the collective
accordingly.
subconscious and their own mind
If you had more than one manifesting
as they walk along the path of the
class before you became a cerebral
incarnate, you must decide to which A cerebral incarnate blends cerebral incarnate. Wilders who
class you add the new level of incantations and psionic power become cerebral incarnates often
follow this path, and so do nexuses
cerebrate incarnate for the purpose of
who
have
a
deep and innate bond to the mind
determining power points per day, powers known,
sphere. Psions are less common as self-taught
and manifester level.
cerebral incarnates, and they form the majority of
cerebral incarnates who study tomes of channeling
PLAYING A CEREBRAL INCARNATE
lore that others have written before them.
You have a deep bond to the mind, both the
There are also a rare few groups of cerebral
mind of every living being in the multiverse and
incarnates.
These groups, called mind orbs, often
your own, thanks to your incantations and powers.
gather at psionic locations. There, they come
When you are fighting an opponent, you know that
together to collectively find ways to better attune
attacking his mind is the way to incapacitate him.

53

TOME OF CHANNELING
mental prowess is great, but it is unlikely that you
would recognize another as a cerebral incarnate.
Those who are in a mind orb, however, are more
organized. However, these cerebral incarnates are
still a loose-knit group. They are usually loyal to
one another, but have no binding ties or vows to
each other. Regardless, the mind orbs are relatively small. Usually, there are no more than 5 to 6
members in a mind orb. A mind orb may look for
members to join its ranks, openly allowing everyone with the mental prowess to become a cerebral
incarnate to learn in their ranks, while others may
jealously guard their knowledge, assaulting the
minds of anyone who has the potential to become a
cerebral incarnate.

themselves to the collective subconscious by


treating the group as a small, but independently
functioning part of the mind sphere, attempting to
draw their channeling from the mind orb.
Because you have sacrificed some specialization
to become a cerebral incarnate, you may do well to
take feats that enhance your psionic and channeling
abilities, such as Enhanced Channeling.
Resources: Self-taught cerebral incarnates
usually have no more resources to depend on than
other characters, and those who study the lore of
psionics and channeling alike may find that the
libraries in which he studies will aid him when they
can. However, those cerebral incarnates who have
joined a mind orb can often depend on the fellow
members of their mind orb to help them when they
need it the most. If you have joined a mind orb,
you could call upon the knowledge or skills of the
other members, and they may, in turn, call upon
you to help them when they need it. Usually, newer
cerebral incarnates will depend on the aid of more
experienced cerebral incarnates to help them.

NPC Reactions
In most campaigns, psionics will be better known
than channeling magic, and you may be mistakenly
identied as a manifester because of that. However, those who are familiar with psionics may be
surprised at how you can manifest your powers so
often. Most people are indifferent to you, although
those who favor or disfavor psionics may judge
you as if you were a psionic character yourself. If
channeling magic is more common in your campaign, then there is a possibility, although it is still
small, that you may be identied as a channeler
rather than a psion.

CEREBRAL INCARNATES IN THE WORLD

Just when I thought he had exhausted his psyche,


he somehow manifested another power, and then
another was it even psionics?
- Artram, shaper
Cerebral incarnates can ll many roles in your campaign. They may be mind-readers who use their
mental prowess to fulll their needs and goals,
or they may be inltrators of the minds of others,
taking what others know and can do and use it for
themselves. Those cerebral incarnates who are in
a mind orb may be a secretive cabal that seeks to
master the magic of the mind and the collective
subconscious. Regardless of what role they fulll,
they can only exist where both mind magic and
channeling magic can be wielded. Because of this,
they also tend to blur the line between psionics and
channeling magic.

CEREBRAL INCARNATE LORE

Characters with ranks in Knowledge (psionics) can


research cerebral incarnates to learn more about
them. When a character makes a skill check, read
or paraphrase the following, including the information from lower DCs.
DC 10: Cerebral incarnates can wield mind
magic as often as they want, and blend two styles
of that kind of magic.
DC 15: Cerebral incarnates combine channeling
magic with psionics, and they usually do this
by attuning their own mind to the collective
subconscious of the mind sphere.
DC 20: Some cerebral incarnates come together
in so-called mind orbs, that use the minds of its
members as a tiny mind sphere.
Characters who want to research cerebral
incarnates will usually find the most information
when dealing with people who are affiliated to

Organization
The majority of cerebral incarnates are either selftaught or have studied the art of channeling independently. Such characters may not even know that
there are other channelers like them. If you meet
another cerebral incarnate, you may sense that his

54

MENTALIS DESIGN
a mind sphere or when researching in the same
libraries where psion cerebral incarnates usually
study.

orb wasnt aware of their unintended spectator, but


have since found out, and want to kill Mehrdad.
If the PCs are afliated to the mind orb, they may
want to take on the xeph themselves, but Mehrdad
may also call upon the PCs to protect them from
the mind orb.

CEREBRAL INCARNATES IN THE GAME

If one of your players decides to be a cerebral incarnate, you will have the ability to use both psionics
and channeling magic, because at least one character in the party can handle both. Maybe the character became a cerebral incarnate in a mind orb,
or wanted by one because she became one on his
or her own. The character may also be a diplomat
between those who channel incantations and those
who manifest powers, blurring the line between
the two worlds by letting them see the similarities between the telepathy discipline and the mind
sphere.
If a player decides to become a member of a mind
orb, you may have some interesting roleplaying
hooks to set up in that organization. A mind orb
member may call upon the character to aid him, or
the mind orb as a whole may be threatened by an
outside, or inside, force, for example.

Mehrdad Feroz CR 8
Xeph telepath 6/cerebral incarnate 2
CN Medium humanoid (psionic)
Init +2; Senses low-light vision; Spot +2, Listen
+2
Languages Common, Draconic, Elven, Sylvan,
Xeph
AC 12, touch 12, at-footed 10
hp 29 (8 HD)
Fort +3, Ref +4, Will +10
Speed 30 ft. (6 squares); burst
Melee shortspear +3 (1d6-1)
Ranged light crossbow +6 (1d8/19-20/x2)
Base Atk +4; Grp +3
Incantations Known (channeling +7, maximum
DC 9, 2/round):
Confuse (DC 5), incite fear (DC 5), sense identity
(DC 5), skill leech (DC 5), temptation (DC 7)
Powers Known (ML 8th, 70 power points):
4th psionic dominate, schism, telekinetic maneuver, thieving mindlink
3rd body adjustment, false sensory input, mind
trap, psionic blast
2nd aversion, brain lock, psionic suggestion, read
thoughts
1st empathy, mind thrust, psionic charm, sense
link, skate

Adaptation
Cerebral incarnates neednt be psionic channelers. There may be spellcasters who seek to blend
the magic of the mind with the mind sphere. Such
characters instead need to know four spells of the
enchantment school, and gain a caster level and the
associated benets each time they gain an additional
cerebral incarnate level. These cerebral incarnates
may call themselves cerebral arcanists instead, to
differentiate themselves from their psionic kin.
Sample Encounter
The PCs may encounter a cerebral incarnate wherever the power of the mind is especially strong,
such as in psionic locations. Other cerebral incarnates may live in exile, attuning themselves to the
collective subconscious while being away from
civilization.
EL 8: Mehrdad Feroz is a wandering cerebral
incarnate. He travels across the lands, like most
xephs do, searching for psionic and channeling secrets that he can use to attune himself further to
the collective subconscious. Recently, he found a
mind orb that he studied from a distance. The mind

Abilities Str 9, Dex 14, Con 12, Int 17, Wis 15,
Cha 10
Feats Channeling Afnity (x4) (confuse, incite
fear, sense identity, skill leech)*, Extend Power
Skills Concentration +12, Gather Information +11,
Knowledge (arcana) +14, Knowledge (psionics)
+14, Sense Motive +13
Possessions cognizance crystal (5 power points),
stable essence shard (+2, charged)

55

TOME OF CHANNELING
DUEL ARCANIST

ENTRY REQUIREMENTS
To qualify to become a duel arcanist, a character
must fulfill all of the following requirements.
Skills: Knowledge (arcana) 8 ranks, Spellcraft 8
ranks.
Feats: Arcane Bolt*, Arcane Ward*.
Special: Arcane caster level 5th.
Special: Must have studied under a duel arcanist
for at least one level.

Only those who can wield magic when they want


can survive in the arena.
- Silverspell, duel arcanist of the Dawn Arena
The greatest weakness of arcane magic is that a
spellcaster can only cast so many spells in a day before he loses his ability to wield magic. While a cautious arcane spellcaster can minimize the chances
of that happening, it can happen at any time. A duel
arcanist has studied channeling and knows that the
ability to channel incantations whenever he wants
is an ideal solution to this problem. However, a
duel arcanist doesnt devote himself to a sphere;
instead, he learns how to channel incantations from
arcane magic as a pseudo-sphere.

CLASS FEATURES
All of the following are class features of the duel
arcanist.
Weapon and Armor Proficiency: Duel arcanists
gain no proficiency with any weapon or armor.
Arcane Channeling: As you become more
familiar with the intricacies of channeling
incantations, you see the similarities between
incantations and spells. For every duel arcanist
level you have, you may treat one arcane caster
level as a full channeler level for the purpose of
determining your channeling modifier and your
maximum channeling DC.
For example, a sorcerer 7/duel arcanist 3 treats
3 of his sorcerer levels as full channeler levels.
Therefore, he has a channeling modifier of 8 +
his channeling ability modifier, and his maximum
channeling DC is 12 + his channeling ability
modifier.
Improved Arcane Bolt: Upon becoming a duel
arcanist, you already delve into battle magic. You
may affect an additional target with your Arcane

BECOMING A DUEL ARCANIST

Because any arcane spellcaster can become a duel


arcanist, you can nd many different spellcasters
among the duel arcanists. Wizards are the most
common duel arcanists, because the study required
to enter this prestige class suits them well, and they
can make up for their low number of spells per day
with the nearly innite incantations at their disposal. Sorcerers, however, are the second most common duel arcanists, and bards are relatively rare.
However, anyone who wants to become a duel arcanist must also be able to channel arcane bolts and
wards, which does require two feats.

TABLE 5-2: THE DUEL ARCANIST

HD: d4

Base
Attack Bonus

Fort
Save

Ref
Save

Will
Save

1st

+0

+0

+0

+2

Arcane channeling, improved arcane bolt (2 targets)

2nd

+1

+0

+0

+3

Improved arcane ward

3rd

+1

+1

+1

+3

Improved arcane bolt (3 targets)

4th

+2

+1

+1

+4

Counter incantation

5th

+2

+1

+1

+4

Improved arcane bolt (4 targets)

6th

+3

+2

+2

+5

Spell channeling

7th

+3

+2

+2

+5

Improved arcane bolt (5 targets)

8th

+4

+2

+2

+6

Counter incantation (immediate action 1/encounter)

9th

+4

+3

+3

+6

Improved arcane bolt (6 targets)

10th

+5

+3

+3

+7

Channel resistance

Level

Special

Class Skills (2 + Int modier): Concentration, Knowledge (arcana), Listen, Spellcraft, Spot, Use Magic Device.

56

MENTALIS DESIGN
incantations to a certain degree. A channelers
Bolt feat. This doesnt increase the DC of the
channeling check must exceed your spell resistance
Arcane Bolt feat. At every odd-numbered level,
to affect you with his incantations. This class feature
you may affect one additional target with your
Arcane Bolt feat.
is treated as an incantation with a duration of aura.
Improved Arcane Ward: Beginning at 2nd
level, you can change your arcane ward to protect
PLAYING A DUEL ARCANIST
you from extraordinary and magical attacks, instead
A duel arcanist approaches the archetype of the batof mere blows. You may gain a resistance bonus to
tle mage; a spellcaster who can attack his opponents
your saving throws instead of the armor bonus to
and defend himself at will, with a few spells up his
AC. You must choose which benefit to gain when
or her sleeve. Because you can channel arcane inyou channel the Arcane Ward feat.
cantations, you neednt worry about running out of
Counter Incantation (Su): At 4th level, you
spells when you need them the most, as you can
learn how to counter an incantation, just like
always channel an arcane bolt to attack your
you can already counter a spell. To use this
opponents. You can draw upon arcane magic
class feature, you must ready a standard
in ways that few others can, but you are all
action to use this class feature whenever
too eager to show your battle magic to your
your target channels an incantation. If
opponents, battling them with an arcane
he channels an incantation, you may
endurance that only warriors can rimake a channeler check opposed
val. You might look down upon
by his channeler check. If you beat
spellcasters who must rely on their
your opponents channeler check,
spells for the day when they ght,
the incantation is negated. If your
knowing that they will eventually
opponent beats your channeler
face a situation where their spells
check, the incantation is
are depleted and the need is dire.
resolved as usual.
Starting at 8th level, you
Combat
may use this class feature
As a duel arcanist, you are rather
as an immediate action
frail, so you do best to stay beonce per encounter.
hind the defenses of the warriors
Spell Channeling (Su):
in your party. However, because
At 6th level, you learn
you can channel an arcane ward
how to use the arcane energy
to defend yourself against your
of your spells to enhance your
enemies melee attacks, you can
incantations. You may sacrifice a
also survive in the thick of battle,
spell as a free action to gain twice the
but you wont survive long. You
spells level as a bonus to your next
can, however, always blast your opchanneling check. Your maximum
ponents with blasts of arcane energy,
channeling DC for that incantation
and you can do this as often as you
A duel arcanist learns to channel want.
also increases by that number.
Channel Resistance (Su): arcane magic in a way similar to
As you become more experienced
incantations
At 10th level, your insight into
in the channeling of arcane magic,
spells and incantations has become so great, that
you learn how to blend arcane magic and channeling
you know how to channel an abjuring ward that
magic into an effective combination. You learn to
blocks some spells and incantations. You may make
see the differences and similarities between the two
a DC 20 channeling check as a standard action. If
kinds of magic, and because of this, you can use
the check succeeds, you gain spell resistance 15.
techniques from one type of magic in the other.
For every 3 points by which you increase the DC,
the spell resistance increases by 2.
Advancement
However, this spell resistance also affects
Most, if not all, duel arcanists, were trained in

57

TOME OF CHANNELING
ago, when the evoker Theris studied the magic of
channeling incantations, and attempted to channel
arcane magic. His attempts failed when he wanted to channel magic from one of the traditional
spheres, but he had an epiphany when he channeled
an incantation through the ambient energy from
which arcane magic is drawn. He then enhanced
the technique, developing a battle magic that no
one before him had ever wielded.
The school welcomes all aspiring students, but
they must be experienced arcane spellcasters; otherwise, it is simply impossible to channel arcane
magic. The masters of the school do not discriminate between races and alignments, and are willing
to teach anyone who wants to learn the way of the
duel arcanist.
There are several Schools of Silver Twilight in different large cities, but they are all afliated to one
another, and each school has its own arena. This
means that you can usually nd a place to study
or practice with relative ease. However, the school
requires you to do battle in the arena at least once
a month. Failure to adhere to this rule may result
in you being expelled from the duel arcanists until
you prove yourself to be a worthy battle mage.

the School of Arcane Dueling, also known as the


School of Silver Twilight, or a teacher emeritus
of the school. Those who werent often gained
the knowledge in the black market or by those
who have betrayed the School of Arcane Dueling.
Training to become a duel arcanist is harsh and requires a lot of effort on both the masters side and
the students.
Usually, duel arcanists stay with the School
of Silver Twilight, or return to it, when they
want to improve their arcane channeling. Some
duel arcanists, however, know enough of arcane
channeling to progress in the style on their own.
When taking feats, consider those that improve
your channeling or spellcasting.
Resources
You can always rely upon the School of Silver Twilight to aid you when you need help, although the
friendly rivalries between most duel arcanists prevent them from calling upon one another in battle.
In places where the School of Silver Twilight is
well-known, especially in places where there are
arenas that support arcane duels, you are welcomed,
although most people will expect you to do battle
in the arena for their hospitality. In the arena, but
outside of combat, you might be asked by younger
duel arcanists for help in their training.

NPC Reactions
In places where there are arenas of the Silver Twilight where you have fought, you are likely to be
recognized by the local populace. If you have fought
in an arena and won, most people are friendly and
maybe even helpful towards you; if you have lost,
however, people tend to be unfriendly against you.
Fellow duel arcanists are rarely hostile against you;
you may have a rivalry, but you earn one anothers
grudging respect just because of the battle magic
that you both wield.

DUEL ARCANISTS IN THE WORLD

You shouldve seen the blasts he lobbed! Worth


every copper piece I paid for that seat.
- Spectator about a duel arcanist in the arena
Duel arcanists are usually found within the arenas
of the Silver Twilight, although the best and worst
of people are among their ranks. Regardless of who
they are, however, most duel arcanists are highly
skilled battle mages, capable of holding their own
in the arena against both melee combatant and fellow duel arcanists. Because of their ashy magic
style, duel arcanists are usually viewed with a
sense of admiration or awe by the crowds that they
impress.

DUEL ARCANIST LORE

Characters with the Knowledge (local) or Gather


Information skill can research duel arcanists and
the School of Silver Twilight to learn more about
them. When a character makes a skill check, read
or paraphrase the following information, including
the information from lower DCs.
DC 10: Theres a group of mages called duel
arcanists who practice battle magic in arenas. They
tend to be flashy; maybe thats why their school is
named Silver Twilight.

Organization
The School of Arcane Dueling, also known as the
School of Silver Twilight, is the origin of most duel
arcanists. The school dates back to a few centuries

58

MENTALIS DESIGN
DC 15: The reason of the duel arcanists success
is their ability to cast spells at will in the same way
as channelers channel their incantations.
DC 20: Duel arcanists can cast spells at will
because they channel arcane magic; in effect, their
arcane magic is a kind of sphere to them.
DC 25: Characters who achieve this level
of success can learn important details about a
specific duel arcanist in your campaign, including
his achievements in the arena, which arenas
he frequents, and his standing among the duel
arcanists.

forward who will ght for them, and even then, he


will only grudgingly accept the offer.
Silverspell CR 11
Human sorcerer 5/duel arcanist 6
N Medium humanoid
Init +6; Senses low-light vision; Spot +1, Listen
+1
Languages Common
AC 15, touch 12, at-footed 13; Arcane Ward
(+3 armor, +2 Dex)
hp 40 (11 HD)
Fort +6, Ref +7, Will +12; improved arcane ward

DUEL ARCANISTS IN THE GAME

Anytime when the PCs would do something that


relates to an arena of the Silver Twilight, they may
encounter a duel arcanist. If an arcane spellcaster
enters the arena, the chances are great that he will
face a duel arcanist, although some of the more
amboyant duel arcanists are willing to face off
with any opponent.
For PC duel arcanists, the fame and glory of being
a battle mage may be attractive, and the School of
Arcane Dueling can play several roles in the campaign. Regardless of the characters ability, he will
always be able to ght if he wants it; it is expected
from him, after all.

Speed 30 ft. (6 squares)


Melee shortspear +5 (1d6)
Ranged light crossbow +7 (1d8/19-20/x2)
Base Atk +5; Grp +5
Special Attacks Arcane Bolt, improved arcane
bolt
Spells Known (CL 5th, DC 15 + spell level):
2nd (5/day) eagles splendor, web
1st (8/day) charm person, burning hands, endure
elements, summon monster I
0 (6/day) arcane mark, detect magic, ghost sound,
mage hand, light, prestidigitation, resistance

Adaptation
Duel arcanists t in easily into a campaign where
gladiatorial arenas are common, and campaigns
where mages often do battle with each other. Perhaps the duel arcanists are not a school in and of
themselves, but belong to a larger school of battle
magic instead.

Abilities Str 10, Dex 14, Con 12, Int 10, Wis 12,
Cha 20
Feats Arcane Bolt*, Arcane Ward*, Eschew Materials, Improved Initiative, Spell Focus (evocation)
Skills Concentration +6, Knowledge (arcana) +8,
Spellcraft +8, Use Magic Device +10
Possessions bracers of armor +3, cloak of resistance +2

Sample Encounter
An encounter with a duel arcanist is as easy as nding an arena of the Silver Twilight, and sometimes
even easier when the PCs have proven themselves
to be worthy combatants in an arena of the Silver
Twilight.
EL 11: Silverspell is a fairly renowned duel arcanist in the area, and has a knack for air and amboyance that the crowd nds especially attractive.
He has learned of the PCs from someone they have
aided, and decides to test his prowess against them.
It will be fairly difcult to discourage him to not
ght with the PCs, unless they put someone else

PYROMANCER

Grace is the dancing of a ame.


- Ashren Flamehand, pyromancer
Four are the elements: air, earth, water, and re.
Each of these elements can be found anywhere, and
each has its own traits. Fire is the most destructive
of the four elements, and a pyromancer has chosen
to specialize himself in this element.
A pyromancer knows how to channel the element
of re with such mastery that he can wield re

59

TOME OF CHANNELING
CLASS FEATURES
The class allows you to continue your pursuit of
channeling the elements, but your specialization
pays off as you gain additional powers over the element of re.
Weapon and Armor Proficiency: Pyromancers
gain no proficiency with any weapon or armor.
Incantations Known: At every other oddnumbered level, you may learn an additional
incantation. However, these incantations must
be of the elements sphere and must have the
fire descriptor. You must be able to channel the
incantations DC to learn it.
Endure Heat (Ex): You feel at home where it
would be too hot for others. You are immune to
nonlethal damage from hot environments. In
addition, you gain a +4 bonus on saving throws
against other effects with the fire descriptor or that
deal fire damage (such as a red dragons breath
weapon or a fireball spell).
Fire Empathy (Ex): You can use body language,
vocalization, and demeanor to improve the attitude
of fire creatures. This ability functions like wild
empathy, except that a pyromancer can only
influence elementals and outsiders with the fire
subtype (see the druid class feature in the Players
Handbook).
Aura of Heat (Su): Starting at 2nd level, your
bond with the element of fire is so close that you
radiate an aura of heat. The temperature within
your aura of heat exceeds the normal temperature

magic that no one else can control.

BECOMING A PYROMANCER

While anyone can become a pyromancer with


enough dedication the channeling the elements,
and especially the element of re, nexuses are the
most common pyromancers. However, the nexus also has the most exclusive path to becoming
a pyromancer, having to give up more than three
quarters of the incantations that he can know. Other
characters face less difculties when they want to
become a pyromancer, as there is more choice for
them. Learning how to speak Ignan can be achieved
by any character, and there are many ways to come
in friendly contact with a re elemental.
ENTRY REQUIREMENTS
To qualify to become a pyromancer, a character
must fulfill all of the following requirements.
Skills: Knowledge (arcana) 4 ranks, Knowledge
(the planes) 8 ranks.
Incantations: Must know three incantations of
the elements sphere.
Language: Ignan.
Special: May not know more spells, powers,
incantations or other effect with the air, earth, or
water descriptors than you know fire spells, powers,
incantations, and other effects.
Special: Must have made friendly contact with a
fire elemental.
TABLE 5-3: THE PYROMANCER

HD: d6

Base
Attack Bonus

Fort
Save

Ref
Save

Will
Save

Incantations
Known

1st

+0

+0

+0

+2

Endure heat, re empathy

2nd

+1

+0

+0

+3

Aura of heat 20

3rd

+1

+1

+1

+3

Incinerate 10

4th

+2

+1

+1

+4

Flame ward (saving throws)

5th

+2

+1

+1

+4

Aura of heat 40

6th

+3

+2

+2

+5

Incinerate 20

7th

+3

+2

+2

+5

Flame ward (cold resistance)

8th

+4

+2

+2

+6

Aura of heat 60

9th

+4

+3

+3

+6

Incinerate 30

10th

+5

+3

+3

+7

Fire gate, re subtype

Level

Special

Class Skills (4 + Int modier): Concentration, Intimidate, Knowledge (arcana), Knowledge (psionics), Knowledge (the
planes), Listen, Spot, Use Magic Device, Use Psionic Device.

60

MENTALIS DESIGN
ally cold resistance 5. For every 3 points by which
you increase the DC, this cold resistance increases
by 5. This cold resistance lasts for 1 round.
Fire Gate (Sp): Beginning at 10th level, you
can manifest your bond to the Elemental Plane of
Fire as a gate to that plane, as the spell (see the
Players Handbook). However, the gate may only
be used for planar travel, and persists for a number
of rounds equal to your pyromancer level or until
you dismiss it (whichever comes sooner). You can
use this ability at will.
Fire Subtype: At 10th level, your bond to the
Elemental Plane of Fire has been fulfilled, and
you become a creature of fire. You gain the fire
subtype.

by up to 20 degrees Fahrenheit. The maximum


temperature increases by 20 degrees at every three
levels after 2nd (5th and 8th). The area of the aura
of heat is a 30-foot emanation centered on you.
You control the exact temperature within your
aura of heat, but the temperature must exceed
the normal temperature by 10 degrees or the aura
ceases to function.
Creatures within your aura of heat are subject to
heat hazards if the temperature is high enough (see
Heat Dangers in the DMG).
This ability functions while you are conscious,
but not if he is unconscious or dead. You can
suppress and resume this aura as a free action.
You gain a +1 circumstance bonus on Bluff,
Diplomacy, and fire empathy checks for every 10
degrees the temperature within your aura of heat
exceeds the normal temperature when you use
these skills against creatures with the fire subtype.
However, you suffer that number as a penalty on
Bluff and Diplomacy checks when he uses them
against creatures with the water subtype. A creature
must be within your aura of heat in order to be
affected by this ability.
Incinerate (Ex): At 3rd level, you learn how to
sear even creatures that are resistant to fire with
your flaming attacks. Your incantations ignore the
first 10 points of fire resistance. For example, if
you deal 16 points of fire damage to a creature with
fire resistance 10, you deal 6 points of fire damage
to that creature.
At 6th level and again at 9th level, this class
feature improves. At these levels, your incantations
ignore an additional 10 points of fire resistance, for
a total of 20 points of fire resistance at 6th level and
30 points of fire damage at 9th level.
Flame Ward (Su): Starting at 4th level, you can
channel an incantation of flames to protect yourself
or an ally against cold or water magic. You may
make a DC 9 channeling check as an immediate
action. If the check succeeds, you may grant
yourself or an ally a +1 bonus to saving throws
against effects with the cold or water descriptor.
This bonus stacks with your endure heat class
feature if you use it on yourself. For every 3 points
by which you increase the DC, you may increase
the bonus by 1. The bonus lasts for 1 round.
At 7th level, you may make a DC 11 channeling
check as an immediate action to grant yourself or an

PLAYING A PYROMANCER

Like a ame, you may be unpredictable and lled


with wanderlust, but your chaos may have a pattern behind it, just like a re. Fire always burns the
weakest ammable objects before growing strong
enough to burn other objects. You could employ a
strategy that is similar to that, and if you have areabased re incantations, you can often execute this
strategy with uncanny effectiveness and efciency. As you bond yourself with the element of re,
you tend to wear objects and clothes that resemble
ames. For example, you may wear a gold and red
cloak that billows like a burning ame.
As a pyromancer, you have chosen to forsake
three of the elements that you could wield, which
always provokes an opinion from other elemental
channelers. Some may harbor a sense of awe for
your specialization and amazing fire magic, while
others may even pity you because of your lack of
versatility.
Combat
You ght primarily with re magic, which offers
you a few choices in combat. If you are in a ammable area, you may choose to burn your opponents surroundings to make it more difcult for
them, or you could swipe away several weak creatures with one or two incredible area attacks, or
you could choose to bring the re to them, immolating yourself or sending re elementals to attack
them. Regardless of your tactics, your ghts never
last long, as you can quickly burn most opponents
to ashes.

61

TOME OF CHANNELING
PYROMANCERS IN THE WORLD

As you become more experienced with channeling


the element of fire, you learn how to defend
yourself and others from fire, while bonding closer
with the flames. Because of this, fire creatures pose
no threat to you, and even resistance to fire does
not deter you; as you gain more experience, you
learn how to burn straight through the defenses of
creatures that are resistant to the flames.

The wrath of a volcano, the unpredictability of a


wildre, the heat of the summer sun; pyromancers
are truly the epitome of re.
- Assentadrixos, young red dragon
Wherever there is smoke, there is re; wherever
there is re, there might be a pyromancer. These
re mages represent one of the
purest forms of re magic a
mortal could ever hope to
wield. They are specialized
channelers who have given
up the ability to wield the
magic of the other three
elements for the pure
pursuit of re magic.
Organization: Every
great fire is only one, and
so it is with pyromancers.
The pyromancers do
not come together,
even if they seek out
one another. Usually,
pyromancers
know
that there are others,
but rarely know of the
specific whereabouts of
other pyromancers.
NPC
Reactions:
Usually, people treat
you like any other
spellcaster, manifester,
or channeler, but people
may be impressed by your
awe-inspiring fire magic.
Also, because of your aura
of heat, fire elementals are
influenced to be friendlier
towards you than they usually
are.

Advancement
Only a rare few pyromancers are taught by a
mentor, and eventually,
all pyromancers must
learn how to bond
themselves to the element of re on their
own. Some see it like
this because they know
that the shifting nature of
the ame is interpreted differently by each pyromancer, and
therefore, each pyromancer must
follow his own path to the Elemental
Plane of Fire.
When taking feats, consider feats
that improve your channeling,
especially feats such as Enhanced
Channeling
or
Surging
Incantation; the risky nature of
channeling the element of fire
can be perfectly represented
by the ability to channel more
difficult incantations at a greater
risk.

Resources
Because the pyromancers are not an organized groupit would be impossible to organize the unpredictable nature of re and
those who wield its magicyou can rarely
call upon the aid of other pyromancers. Other A pyromancer wields re for
people who wield re magic or specialize in
offense and defense
PYROMANCER LORE
it may recognize you as a powerful re mage,
Characters with the Knowledge
however, and aid you if the need is there. Of
(arcana) or Knowledge (the planes) can research
course, because of your aura of heat, you can usupyromancers to learn more about them. When a
ally depend on re creatures to aid you when the
character makes a skill check, read or paraphrase
need is there.
the following information, including the information from lower DCs.

62

MENTALIS DESIGN
DC 10: Pyromancers are fire mages who cant
wield magic of other elements.
DC 15: Pyromancers can channel incantations
of the elemental sphere and attune themselves to
the element of fire, gaining more fire magic as they
become more experienced.
DC 20: Pyromancers learn how to befriend fire
elementals and can emanate an unbearable aura of
heat.
DC 25: Experienced pyromancers can ignore
resistance to fire and bestow a ward against fire
magic. The best pyromancers can open a gate to
the elemental plane of fire and become creatures of
fire themselves.

mancer who wanders the world to become more


powerful and to spread his ames across the world.
If the PCs look powerful, he will attempt to attack
them head-on with a powerful re incantation.
Ashren Flamehand CR 9
Human nexus 5/pyromancer 4
NE Medium humanoid
Init +1; Senses Spot +12, Listen +11
Languages Common, Ignan
AC 11, touch 11, at-footed 10
(+1 Dex)
hp 42 (9 HD)
Fort +4, Ref +5, Will +12; endure heat, sphere
resistance +1

PYROMANCERS IN THE GAME

Pyromancers are the epitome of the element of re.


If your campaign features lots of elemental magic
and elementals, then a pyromancer will t in easily.
Even a setting where the elements are less invoked
as magic, the pyromancer may be a specialized re
mage with almost unique capabilities. Regardless,
a pyromancer can serve as both a powerful ally and
a wrathful foe.

Speed 30 ft. (6 squares)


Melee spear +5 (1d8+1/x3)
Ranged sling +5 (1d4+1/x2)
Base Atk +4; Grp +5
Combat Options ame ward, incinerate 10
Special Actions re empathy +4, magic touch +2,
soul opening

Adaptation
You can adapt the pyromancer to suit one of the
other three elements; air, earth, and water, which
would respectively become aeromancers, terramancers, and aquamancers. To change the pyromancer to suit one of the other elements, simply
change the re-based prerequisites and abilities to
the appropriate element. Fire empathy, re gate,
and re subtype are all relatively easy to adapt, although the other abilities might be a bit more difcult to adapt. For example, aeromancers could gain
the ability to treat creatures as one size category
smaller for the purpose of their incantations when
a pyromancer would gain the incinerate class feature.

Incantations Known (channeling +13, maximum


DC 21, 4/round):
Ball of re (DC 9), cone of re (DC 9), conjure
ame (DC 3), re resistance (DC 5), immolation
(DC 9), line of re (DC 9)

Sample Encounter
Pyromancers are usually lled with wanderlust,
which means that you can usually nd them anywhere. Sometimes, pyromancers settle down for a
short while to study an especially powerful manifestation of re, such as an active volcano or a temporary gate to Elemental Plane of Fire.
EL 9: Ashren Flamehand is a foul-tempered pyro-

SILVERWOOD WARDEN

Abilities Str 12, Dex 13, Con 14, Int 10, Wis 19,
Cha 11
SQ aura of heat, magic sensitivity
Feats Concentrated Recovery, Empower Incantation, Enhanced Channeling (x2), Lightning Reexes
Skills Knowledge (arcana) +6, Knowledge (the
planes) +12, Listen +11, Spellcraft +12, Spot +8,
Use Magic Device +12

Tread upon this sylvan land, and perish, aberration!


- Anshella the Immovable, Silverwood warden
The forest of Silverwood is one of the largest forests
in its surroundings. Many people live in the forest,
but some of them defend the forest from outsid-

63

TOME OF CHANNELING
wardens gain no proficiency with any weapon or
armor.
Incantations Known: At every other oddnumbered level, you may learn an additional
incantation. However, these incantations must be
of the nature sphere. You must be able to channel
the incantations DC to learn it.
Wild Empathy (Ex): You can improve the
attitude of an animal. This ability functions just like
a Diplomacy check made to improve the attitude
of a person. You roll 1d20 and add your channeler
level and your Charisma modifier to determine the
wild empathy check result.
The typical domestic animal has a starting
attitude of indifferent, while wild animals are
usually unfriendly.
To use wild empathy, you and the animal must
be able to study each other, which means that you
must be within 30 feet of one another under normal
conditions. Generally, influencing an animal in this
way takes 1 minute but, as with influencing people,
it might take more or less time.
You can also use this ability to influence a magical
beast with an Intelligence score of 1 or 2, but you
take a -4 penalty on the check.
Aura of Nature (Su): Upon becoming a
Silverwood warden, you emanate an aura of nature
that strengthens the wilderness and marks you as
an ally of nature. Animals, fey, and plants have a
starting attitude that is one step better than usual
towards you. The area of the aura of nature is a 30foot emanation centered on you.

ers or take care of the forest in more subtle ways.


There are arcanists and outriders who defend the
Silverwood, but there are some who draw upon the
ambient energy of the forest to defend it and take
care of it by channeling its magic. These people are
called the Silverwood wardens.

BECOMING A SILVERWOOD WARDEN

To become a Silverwood warden, a character must


have studied nature closely, in addition to being
able to channel the magic of the nature sphere.
Most Silverwood wardens are druids and nexuses
and often both. Druids often nd the knowledge of
nature to come more easily to them.
ENTRY REQUIREMENTS
To qualify to become a silverwood warden,
a character must fulfill all of the following
requirements.
Skills: Handle Animal 4 ranks, Knowledge
(nature) 8 ranks, Survival 4 ranks.
Incantations: Must know five incantations of
the nature sphere.
Incantations: Must know at least one incantation
with the animal and plant descriptor.
CLASS FEATURES
As a Silverwood warden, you learn how to channel
the magic of the forest, gaining not only mastery
over the nature sphere, but magic drawn from the
ambient magic of the forest.
Weapon and Armor Proficiency: Silverwood
TABLE 5-4: THE SILVERWOOD WARDEN

HD: d6

Base
Attack Bonus

Fort
Save

Ref
Save

Will
Save

Incantations
Known

1st

+0

+0

+0

+2

2nd

+1

+0

+0

+3

Animate plants (assassin vine)

3rd

+1

+1

+1

+3

Woodland stride

4th

+2

+1

+1

+4

Venom immunity

5th

+2

+1

+1

+4

Aura of nature +2

6th

+3

+2

+2

+5

Animate plants (shambling mound)

7th

+3

+2

+2

+5

Aura of nature (creatures do not attack you)

8th

+4

+2

+2

+6

Strengthen animal

9th

+4

+3

+3

+6

Aura of nature +3

10th

+5

+3

+3

+7

Animate plants (treant)

Level

Special
Aura of nature +1, wild empathy

Class Skills (4 + Int modier): Concentration, Handle Animal, Knowledge (geography), Knowledge (nature), Listen, Spot,
Survival, Use Magic Device.

64

MENTALIS DESIGN
check to animate nearby plants into a shambling
The aura also strengthens the nature around you,
mound. There must be plants in the area to
granting animals, fey, and plants a +1 resistance
bonus to saving throws. This resistance bonus
animate.
At 10th level, you may make a DC 24 channeling
increases by 1 at 5th level and again at 9th level.
check to animate a nearby tree into a treant, as the
In addition, the strength of the aura is strong
animate tree incantation. There must be a Huge
enough to temporarily cause the plants in your square
tree in the area to animate.
to grow. Your square is considered to be covered
All of these channeling checks are treated as
with light undergrowth, although you may
incantations of the nature sphere with
ignore the effects of light undergrowth
the plant descriptor and a
in your square. If the square is already
duration of aura.
covered with light undergrowth,
The channeling
nothing additional happens. A square
checks are made as
covered with light undergrowth
costs 2 squares to move into, and it
a standard action.
provides concealment. In addition,
You may inundergrowth increases the DC
crease the channeling DC by 7 to
of Tumble and Move Silently
animate additional
checks by 2 because the leaves
plants of the same
and branches get in the way.
kind. For each 7
At 7th level, your aura of
points by which
nature becomes so strong
you increase the
that animals, fey, and plants
DC, you may anido not willingly attack
mate one additional
you unless they make a
Will save (DC 10 + your
plant.
Silverwood
warden
If you increase the
level + your channeling
channeling check by 4,
ability modifier); if the
you dont need to spend
creature is summoned
a swift action each round
or otherwise called by
to maintain the plants; the
another creature, the
plants are animated for a
summoner or caller
number of rounds equal
Silverwood wardens guard the forest of Silverwood
must make an opposed
to your channeler level.
Charisma check with the
However, you still may not
animal, plant, or fey to force that creature to attack
animate more than one plant with this ability.
you.
Woodland Stride (Ex): Starting at 3rd level,
This ability functions while you are conscious,
you may move through any sort of undergrowth
but not if he is unconscious or dead. However, you
(such as natural thorns, briars, overgrown areas,
cannot suppress this ability of you are conscious.
and similar terrain), including areas that have
Animate Plants (Su): You know that plants are
been magically manipulated to impede motion, at
your normal speed and without taking damage or
living creatures, albeit not sentient. However, you
learn how to bring sentience and mobility to plants
suffering any other impairment.
Venom Immunity (Ex): At 4th level, you
as you delve deeper into the secrets of nature,
animating them as increasingly more powerful
become immune to poisons from animals, vermin,
creatures.
and plant creatures and poisons that are made
from such creatures. You also become immune to
At 2nd level, you may make a DC 10 channeling
nonmagical diseases.
check to animate nearby plants into an assassin
Strengthen Nature (Su): At 8th level, you learn
vine. There must be vines in the area to animate.
how to use your knowledge of nature and your
At 6th level, you may make a DC 16 channeling

65

TOME OF CHANNELING
magic to strengthen an animal or plant physically.
You grant the animal or plant a +2 bonus to its
Strength, Dexterity, and Constitution scores, or a
+4 bonus to one of those scores. You must choose
which bonus to confer upon the animal or plant
when you use this ability. Strengthening an animal
or plant takes 1 minute and lasts for 24 hours. You
may strengthen multiple animals or plants, but the
total HD of the animals or plants you strengthen
may not exceed your channeler level.

careful that you dont harm nature with your incantations, and usually attempt to restore the balance
after the ght has ended.

Advancement

Defend and take care of nature at all costs, and you


will be recognized as a true Silverwood warden.
Usually, more experienced Silverwood wardens
will be willing to teach you the secrets of nature
that the wardens have at their disposal, although
some may only teach you specic techniques when
you have shown to them that you are a worthy Silverwood warden by performing a specic quest.
Inside the Silverwood wardens, there are no actual ranks, nor are there superiors or subordinates;
every Silverwood warden is equally a defender of
nature, regardless of his experience. Some wardens
look down upon less experienced Silverwood wardens, but are expected not to discriminate between
them.
When advancing as a Silverwood warden, try to
gain abilities and feats that increase your bond with
nature, or allow you to use the terrain to your advantage.

Playing a Silverwood Warden

You are one of the wardens of the forest of Silverwood, and this implies that you are a powerful guardian of nature. Because of this title, you
carry a heavy burden upon you, but you know that
you are not alone as a guardian of nature, and you
would live your life in no other way than the way
you do. You believe in letting nature run its course,
defending it from those who would disrupt the ow
of nature or worse yet, destroy it. Luckily, you and
other guardians defend nature in the name of the
Silverwood.
Occasionally, the Silverwood wardens may
contact you in one way or another to ask you to
aid them in their defense, or to perform another
specific mission. How the wardens call you differ
from time to time. Sometimes, an animal is sent
with a message, or the stars may hold signs that
only Silverwood wardens can decipher. Because
of your vows, there are relatively few occasions
in which you could neglect these calls for help.
However, you are usually glad to defend nature
against those who dare to threaten it.
When you defend nature, nothing stands between
you and your avowed duty. With your incantations,
you can bring the whole wrath of nature to bear
against those who dare to oppose you and nature
itself.

Resources

As a Silverwood warden, you are usually welcomed


in any forest where the wardens have at least a minor presence, although most fey and guardians of
nature recognize you as a powerful servant of nature. Because of this, you can rely on many sylvan
allies to help you when you call upon their help.
If you need a specic item that can be crafted by
the wardens or their allies or that can be found in
the wilderness, then the Silverwood wardens will
usually provide it to you if you need it to defend a
specic locale.

SILVERWOOD WARDENS IN THE WORLD

As we are bound to the oak, so are they bound to


the forest they are allies of the best kind.
- Konnosa, dryad

Combat

While you are a defender of nature, you let nature


defend itself with your incantations. In natural
areas, foes had better beware lest their surroundings turn against them. Because of this, you always observe the battleeld when you can, seeking
out potential targets for your nature magic; a vine
could hold fast a dangerous opponent, while even a
humble squirrel could be an ally. However, you are

If the Silverwood wardens are an organization in


your setting, then the wardens may be inuential
defenders of the wilderness, and they may be wellknown by the fey as well. Because of their deep
bond to nature, Silverwood wardens are easy to
drop in a campaign where there is a lot of wilderness travel or where nature reigns supreme. If the

66

MENTALIS DESIGN
cess can learn important details about a specic
Silverwood warden in your campaign, including
the forests he frequents and his standing in the Silverwood.

PCs havent met a Silverwood warden before, its


just because they havent shown themselves to the
party. When not on a mission, wardens usually
wander around the lands, looking after the forests
and occasionally settling in to take care of a sickly
forest.

SILVERWOOD WARDENS IN THE GAME

As a Silverwood warden, you belong to a vast organization of those who defend nature through all
sorts of means. If your setting already includes
Silverwood arcanists or outriders, or better yet,
the Silverwood itself, then the wardens can be included in your setting perfectly well. Depending on
the PCs attitude against nature, they may encounter
Silverwood wardens as powerful allies to help them
defend nature or as righteous enemies who intend
to stop them from harming nature at all costs.
Players who want to become Silverwood wardens
will nd that they are heartily welcomed by the Silverwood wardens to become a Silverwood warden
himself. The prestige class, however, does require
an intensive and varied study of nature, so aspiring
Silverwood wardens should choose their path early
in their career.

Organization

The Silverwood wardens are an organization that


dates back many, many moons. They may very
well be the oldest channelers in your setting on the
Material Plane. The Silverwood itself is the home
for all wardens, although most large forests have a
small inuence of the wardens at all times, while
the smaller forests are usually frequented by several wardens once in every few days. Because of this,
wardens never need to look far for fellow wardens,
and are usually aware of what is happening within
the wardens large inuence.

NPC Reactions

Druids, rangers, and fey recognize the Silverwood


wardens as powerful guardians of nature, and are
usually friendly or at least indifferent to them. Because of their role as guardians of nature and their
unyielding pose against the destruction of nature,
those who prot from nature in the way of woodcutters, for example, tend to be unfriendly if they
know that the PC is a Silverwood warden.

Adaptation

If your campaign doesnt include the Silverwood


itself or the other prestige classes, then the Silverwood warden may just as well be an independent
guardian of nature, without special ties or vows to a
specic organization, although a druids circle may
welcome the warden nonetheless.
For something different than the archetypical forest
warden, you could change the Silverwood warden
to become a warden of a large desert or mountain
range, and gaining abilities related to those locales
instead.

SILVERWOOD WARDEN LORE

Characters with the Knowledge (nature) skill can


research Silverwood wardens and the forest of Silverwood to learn more about them. When a character makes a skill check, read or paraphrase the
following information, including the information
from lower DCs.
DC 10: The Silverwood, a truly massive forest,
is protected by a group of druid-like mages who
call themselves the Silverwood wardens.
DC 15: The Silverwood wardens are channelers
of the nature sphere who have vowed to defend the
Silverwood, and gain special nature-related abilities in return for them defending the forests.
DC 20: Silverwood wardens can animate plants
and strengthen animals, and learn how to ignore
rough terrain and even the poisons of venomous
animals.
DC 25: Characters who achieve this level of suc-

Sample Encounter

Whenever the PCs are in a natural area, they may


encounter a Silverwood warden. If the PCs are
friendly towards nature, a warden will not harass
them, but the PCs will feel a wardens wrath when
they harm nature. If the PCs are in the Silverwood,
they are bound to encounter or be approached by
a Silverwood warden, regardless of their relation
with nature.
EL 13: Anshella the Immovable was chosen to
defend a forest that is far away from the Silverwood against an incursion from another plane fore-

67

TOME OF CHANNELING
There are innumerable stars in the night sky, and
sometimes, even the sky of day reveals a star shining bright. Falling stars are the representations of
the stars, almost like avatars are to deities. Those
who channel the magic of the stars can learn how to
call these falling stars, called meteors and comets,
down to earth. A starcaller has mastered the art of
pulling the falling stars from the heavens to crush
their foes with their tremendous momentum.

seen by a prophet in the service of the wardens.


The prophets also said that the rst ones to cross
the boundaries of the forest were the harbingers
of the incursion, and may have been disguised. If
Anshella catches the PCs in the forest, she may directly attack them, or if the PCs are visibly related
to nature, question their motives, although she will
still be cautious.
Anshella the Immovable CR 13
Female human nexus 5/Silverwood warden 8
LN Medium humanoid
Init +6; Senses Spot +14, Listen +14
Languages Common, Sylvan

BECOMING A STARCALLER

A starcaller has studied the stars intensively before


he can even begin to master the art of the falling
stars. A character must have studied the arcane
to a small degree, while he must have studied the
planes, and the Astral Plane in particular especially well, to learn exactly what falling stars are and
what is needed to call a falling star down from the
skies. Naturally, an aspiring starcaller must be able
to call meteors or comets when he begins to master
the art.

AC 12, touch 12, at-footed 10


(+2 Dex)
hp 53 (13 HD)
Fort +6, Ref +5, Will +15; sphere resistance +1
Speed 30 ft. (6 squares)
Melee quarterstaff +6 (1d6/x2)
Ranged sling +6 (1d4/x2)
Base Atk +6; Grp +6
Special Actions animate plants (assassin vine,
shambling mound), strengthen animal, wild empathy +8

ENTRY REQUIREMENTS
To qualify to become a starcaller, a character
must fulfill all of the following requirements.
Skills: Knowledge (arcana) 4 ranks, Knowledge
(the planes) 8 ranks.
Incantations: Must know the comet call or meteor call incantation.
Special: Must have studied the stars at least once
per week for a whole level.
Special: Must have traveled to the Astral Plane
at least once.

Incantations Known (channeling +18, maximum


DC 24, 5/round):
Call animal (DC 7), entangling plants (DC 5), feral
shape (DC 5), leaf growth (DC 7), lightning (DC
5), purication (DC 10), rejuvenation (DC 7)
Abilities Str 10, Dex 14, Con 13, Int 12, Wis 20,
Cha 11
SQ aura of nature +2, magic sensitivity, venom immunity, woodland stride
Feats Enlarge Incantation, Extend Incantation,
Great Fortitude, Improved Initiative, Track, Wild
Empathic Channeling
Skills Handle Animal +8, Knowledge (geography)
+17, Knowledge (nature) +17, Listen +14, Spot
+14, Survival +21

CLASS FEATURES
As you master the art of calling falling stars, you
learn how to bring them down with greater effects.
You can call down meteors and comets that are
deadlier than usual and let them represent the stars
with more power.
Weapon and Armor Prociency: Starcallers
gain no prociency with any weapon or armor.
Incantations Known: At 3rd level, you may
learn an additional incantation. However, this incantation must be of the astrology sphere. You must
be able to channel the incantations DC to learn it.
Stellar Afnity: As you delve deeper into the secrets of calling the falling stars, you nd that it becomes easier to channel incantations that summon

STARCALLER

Have you ever looked to the skies for answers?


The skies will answer you today.
- Thelennos, starcaller

68

MENTALIS DESIGN
TABLE 5-5: THE STARCALLER

HD: d4

Base
Attack Bonus

Fort
Save

Ref
Save

Will
Save

Incantations
Known

1st

+0

+0

+0

+2

Stellar afnity, bright star

2nd

+1

+0

+0

+3

Path of the meteor 30 ft.

3rd

+1

+1

+1

+3

Comets eruption

4th

+2

+1

+1

+4

Path of the meteor 60 ft.

5th

+2

+1

+1

+4

Blinding star

Level

Special

Class Skills (4 + Int modier): Concentration, Knowledge (arcana), Knowledge (the planes), Listen, Spot, Survival, Use
Magic Device, Use Psionic Device.

Blinding Star (Su): At 5th level, the ash of your


falling stars becomes so bright that those who look
at it are blinded by its greatness. Creatures within
60 ft. of the area of a comet call or meteor call incantation must make a Fortitude save or become
blinded for 1d6 rounds. (The DC is equal to the
channeling DC for the incantation.) If a creature
makes the save, it becomes dazzled for 1d6 rounds
instead. This ability replaces the bright star ability
gained at 1st level.

comets and meteors from the skies. The channeling


DC for the comet call and meteor call incantations
decrease by 1 for every starcaller level.
Bright Star (Su): When you call down a falling star, it comes down with a bright ash of light.
Creatures within 60 ft. of the area of a comet call
or meteor call incantation must make a Fortitude
save or become dazzled for 1d6 rounds. (The DC is
equal to the channeling DC for the incantation.)
Path of the Meteor (Ex): Starting at 2nd level, you can direct your falling stars to y low to
the ground before nally crashing down, possibly
taking down several enemies before it even lands.
Whenever you channel a comet call or meteor call
incantation, you may designate a point that is 30
feet away from the area of the incantation. The
comet or meteor ies from that point to the area,
dealing damage to each creature whose square it
passes through. The damage is equal to one-half
the damage that the comet or meteor deals. Creatures so affected may make a Reex save against
the usual DC to avoid the damage. The damage is
one-half bludgeoning damage and one-half re or
cold damage for the meteor call and comet call incantations, respectively.
At 4th level, you may designate a point that is 60
feet away from the area of the incantation.
Comets Eruption (Ex): Beginning at 3rd level,
your falling stars erupt when they come down to
earth, damaging even those who would normally
be safe from its devastating impact. The range of
your comet call and meteor call incantations are
effectively doubled, but those outside the rst half
of the radius of the area take one-half the damage
that the incantation would usually deal, and do not
need to make an opposed bull rush check to avoid
falling prone.

PLAYING A STARCALLER

The might of the stars is in your hands. With a few


gestures, you can call down a falling star from the
skies, and you are on the path of mastering the art of
calling falling stars down. Because of this mastery,
you tend to see your incantations, and especially
those that call comets and meteors, as the ideal
magic to incapacitate your opponents with. While
this may not always be true, your incantations are
undoubtedly effective at dishing out tremendous
amounts of damage. You also know that the stars
are innumerable, and so are their representations,
so you can rest assured that you can always call
upon the stars to crush your foes.
Combat
Because you are relatively frail, you would do best
not to become entangled in melee combat; let the
warriors do that. You and your allies need to stay
away from your opponents when you call down a
comet or a meteor, as your opponents and everything near them will be crushed. You know when
to use your comets and meteors when they are most
effective, and if your allies are willing to help you,
you may be able to crush all of your opponents
paired together with one mighty falling star.

69

TOME OF CHANNELING
Advancement
Those who become starcallers often have a considerable afnity for and familiarity with the magic
of the stars already, and you are no different. Summoning falling stars from the heavens comes as
naturally as you as arcane magic comes to a sorcerer.
Keep looking up to the skies, as that is where the
path to mastering the art of summoning falling stars
lies. That is easy enough for you, and you study
the stars whenever you can. While your art is
far too destructive to practice, you learn how
to summon falling stars better as you summon them more often.
When taking feats and skills, you would
do well to consider metachanneling feats
to enhance the power of your comets
and meteors, such as Enlarge Incantation.

When starcallers do gather, it is usually to study


a rare astrological phenomenon, such as an eclipse.
Starcallers revel in the secrets that these events
hide, and can contemplate such events for months
after they occurred.
NPC Reactions
The astrology sphere is less known than the
other spheres, and starcallers are no better known.
Astrologers may notice your magic at a
glance, but react no differently to you than
to other characters. However, they may
be impressed by your ability to call falling stars, although they may be either
jealous or awestruck by your magic,
which results in them being unfriendly or friendly, respectively.

STARCALLER LORE

Characters with the Knowledge


(arcana) or Knowledge (the
planes) can research starcallers to learn more about them.
When a character makes a skill
check, read or paraphrase the
following information, including the information from lower
STARCALLERS IN THE WORLD
DCs.
I have long gazed at the stars for the
DC 10: Starcallers have special
answers of others, but I have never gazed
powers that they draw from the
at a star on earth ere I met that mage.
heavenly bodies.
- Phernas of the Heavens Eye, astrologer
DC 15: Starcallers channel incantations from the astrology sphere,
From sagacious astrologers to the fury of A starcaller has an afnity to and specialize in the summoning
astrology
the heavenly bodies personied, starcallers
of falling stars to the earth.
can be many things, but they all look to the
DC 20: While normal meteors
skies for their answers and their magic. Whenever
and comets are destructive, those channeled by a
the skies unravel secrets, it can be certain that there
starcaller are accompanied by blinding ashes of
will be starcallers who investigate it, although
light and erupt to cause damage in a great area.
starcallers themselves may sometimes cause the
STARCALLERS IN THE GAME
heavenly bodies to shift when they summon falling
Because starcallers are relatively rare and far and
stars from the heavens.
between, they are easy to adapt into your camResources
As you are probably self-taught, there
are relatively few resources you can
call upon by becoming a starcaller,
except of course the comets and meteors that you summon to earth.

paign. If the PCs havent heard of or actually seen


a starcaller, they simply havent encountered one
yet. Because NPC starcallers tend to be removed
from society to better study the heavenly bodies,
they actually may not even encounter a starcaller
until they need their expertise, or until a starcaller

Organizations
The starcallers are few and between, and they
rarely come together, if they even know of one
anothers whereabouts. However, starcallers can
usually sense or notice whether someone else is a
starcaller as well.

70

MENTALIS DESIGN
Languages Common, Elven

needs the PCs help.


Players who favor the comet call and meteor call
incantations often naturally nd their way to becoming a starcaller. While the ability to deal tremendous amounts of damage with an incantation
is appealing, some dislike the specialization that
comes with becoming a starcaller.

AC 12, touch 12, at-footed 10


(+2 Dex)
hp 24 (9 HD)
Immune sleep
Fort +4, Ref +4, Will +9; sphere resistance +2; +2
against enchantments

Sample Encounter
NPC starcallers can usually be found in areas where
the stars are clearly visible or near gates to the Astral Plane. There, they study the stars, looking at
them for advice and calling them down to crush
those who dare disturb their peaceful study of the
heavenly bodies.
EL 9: Thelennos is a starcaller with an attraction
to the Astral Plane, and has discovered a connection
between that plane and ectoplasm, which psions
can summon and shape into astral constructs. Because of this, he asks psionic characters to join him
in his study. If they decline, he will come back later
to attempt to abduct the reluctant manifester. He
doesnt use lethal force, but he does what he must.
If the PCs are in the wilderness, they may nd that
comets and meteors crash dangerously close to
them.

Speed 30 ft. (6 squares)


Melee rapier +4 (1d6/x3)
Ranged longbow +6 (1d8/x3)
Base Atk +4; Grp +4
Special Actions magic touch +3
Atk Options bright star, path of the meteor 30 ft.
Incantations Known (channeling +14, maximum
DC 22, 5/round):
Astral travel, comet call, invisibility, meteor call,
moonlight
Abilities Str 11, Dex 15, Con 10, Int 11, Wis 13,
Cha 20
SQ soul opening, stellar afnity -2
Feats Enhanced Channeling (x2), Enlarge Incantation, Great Fortitude
Skills Knowledge (arcana) +12, Knowledge (the
planes) +12, Listen +3, Search +2, Spellcraft +12,
Spot +3, Survival +13

Thelennos CR 9
Male elf nexus 7/starcaller 2
CN Medium humanoid (elf)
Init +6; Senses low-light vision; Spot +3, Listen
+3

71

TOME OF CHANNELING

CHAPTER 6: MAGIC ITEMS


Even though channelers cant craft as many magic
items as a spellcaster or a manifester can, they can
craft some magic items. However, there are magic
items that counter incantations as well.

to use the essence shard, nor to channel incantationshe can only identify it.
Prerequisite: While anyone can identify an essence shard, only a character who can channel incantations of the relevant sphere can actually gain a
benet from the essence shard. Nonetheless, a character who can channel incantations can activate an
essence shard, but if he cant channel incantations
of the relevant sphere, he wont be able to gain the
bonus that the essence shard confers.
Activation: To activate an essence shard, you
must concentrate upon it. Activating an essence
shard is a standard action that provokes attacks of
opportunity. When it is activated, an essence shard
glows with an inner light and hums slightly.
Use: When you activate an essence shard, you
gain a bonus to channeling checks on incantations
of one sphere, up to a maximum bonus of +10. This
bonus lasts until the next time you channel an incantation or 10 rounds, whichever comes rst.
A temporary essence shard disintegrates when
it is used, and can only be used once. However,
there are stable essence shards as well. These essence shards remain whole but useless when they
are used, and they can be recharged.
Charging Essence Shards: To charge an essence shard, you must have the Charge Essence
Shard feat and access to the sphere of incantations
to which the essence shard adds its bonus. The
market price of a temporary essence shard is the
bonus granted to channeling checks squared x 20;
the market price of a stable essence shard is the bonus granted to channeling checks squared x 1,000.
You must spend 1/25 of the market price in XP and
use materials costing 1/2 the market price. Charging an essence shard takes 1 day for each 1,000 gp
of its market price.
To recharge a stable essence shard, you must
concentrate upon charging the essence shard. This
takes 1 full-round action for every point of bonus that the essence shard confers, although you
neednt charge the essence shard to its highest bonus. However, you must spend consecutive full-

ESSENCE SHARDS

An essence shard is a stable piece of energy from


a sphere. Each essence shard is unique in appearance, although essence shards of the same sphere
tend to be thematically similar. Any given essence
shard gives a channeler a bonus on his channeling
check for one incantation. Once they are activated, some essence shards disintegrate, while others
become uncharged and useless until they are recharged.
Physical Description: Each essence shard is
unique in appearance. Astral essence shards resemble pieces of stable, slightly sparkling ectoplasm,
and the stability of the ectoplasm often displays
the stability of the essence shard. Elemental essence shards are often solid, stable pieces of pure
element or glyphs of one of the elements; mind essence shards are commonly crystals that are similar
to those that manifesters use; nature essence shards
tend to be leaves or pieces of tanned animal leather. However, essence shards can take any form the
channeler desires. All essence shards have an AC
of 13, 1 hit point, and a break DC of 8.
Identifying Shards: Essence shards are magic
items. They radiate magic of the universal school
(faint for channeler level 5th or less, moderate for
channeler level 6th to 11th, strong for channeler
level 12th to 20th, and overpowering for channeler
21st or higher).
Anyone who can channel incantations of the relevant sphere can determine what it does, and it can
also be identied by any of the standard methods of
magic item identication. Furthermore, characters
with ranks in Knowledge (arcana) can identify an
essence shard without being able to channel incantations (Knowledge [arcana] DC 15 + the channeler level associated with the essence shard). Making
this check does not grant that character the ability

72

MENTALIS DESIGN
Rod of Channelers Bane
A rod of channelers bane is an item that has been
crafted to counter the magic of channelers. The
rods wielder neednt be a channeler himself, but
he needs to be able to cast spells, manifest powers,
or channel incantations, depending on who crafted
the rod.
Description: Three types of rod of channelers
bane exist: magic, psionic, and channeling. Each
has a different design, but they function almost the
same. A magic rod looks like an average rod of
metal or another, more exotic material, inscribed
with glyphs that symbolize wards against magic. A
psionic rod is an elongated crystal that glows with
a dull inner light whenever a channeler is within
30 feet (although this light doesnt provide light or
shadowy light). A rod of channelers bane made by
a channeler can take a variety of shapes, often depending on the sphere of the channeler who crafted
it.
Prerequisite: Anyone can wield a rod of channelers bane, but to actually use it, a character must
have the ability to cast spells, manifest powers,
or channel incantations, depending on the type
of rod.
Activation: Any person who can wield the
magic of the crafter of a rod of channelers
bane can benet from its ability, but the
higher the level of the wielder, the better
he can use the rods ability against channelers.
Effect: To use a rod of channelers
bane, a person who wields it must select an opponent as the target of the rod by readying a standard
action to use the rod whenever the target channels
an incantation. If the target channels an incantation, you must make a check (DC 5 + the DC of
the incantation). The type of check depends on the
type of rod that the person is wielding; a magic rod
requires a caster level check, a psionic rod requires
a manifester level check, and a channeling rod requires a channeler level check. You add your channeling, manifesting, or channeling ability modier
to this check (dependant on which type of rod you
use). If the check succeeds, the incantation fails as
if the channeler failed his channeling check. The
incantation still counts against the targets limit of
incantations that he can channel per minute.
Aura/Caster Level: Moderate abjuration (mag-

round actions to charge a stable essence shard, so


you cant improve the bonus granted by a stable
essence shard by taking additional full-round actions after you charged the essence shard, unless
you spend more full-round actions than you spent
the last time you charged the essence shard.
To charge any essence shard, you must have a
channeler level equal to twice the bonus conferred,
and you must have access to the sphere to which
the essence shard grants its bonus.

NEW WONDROUS ITEMS


Aural Solicitor
An aural solicitor is an item that has
been crafted by a channeler to concentrate on an aura so that the channeler can
focus on other things when he would have
had to concentrate on an aura.
Description: An aural solicitor often looks
like an essence shard of the sphere of the channeler who crafted it, although it usually looks
far more rigid and stable than an essence shard.
When it is activated, it becomes even more rigid.
When an aural solicitor isnt activated, it has an
AC of 13, 5 hit points, and a break DC of 8; when
it is activated, it gains a hardness of 5.
Prerequisite: Anyone with the ability to channel
incantations can activate an aural solicitor, but the
channeler must have an incantation with a duration
of aura active when he or she activates the aural
solicitor.
Activation: Any person who can channel incantations can benet from its ability. To activate an
aural solicitor, the channeler must take a standard
action and make a channeling check against the affected incantations channeling DC.
Effect: When an aural solicitor is activated, it
concentrates on an incantation with a duration of
aura that you select. You no longer need to spend
swift actions to concentrate on that aura, but you
still may not have more than one incantation with
a duration of aura active, and it still counts against
the number of incantations that you may use each
minute.
Aura/Caster Level: Moderate divination or psychokinesis. CL or ML 10th.
Construction: Channeler level 10th, Knowledge
(arcana) 13 ranks; 40,000 gp, 3,200 XP, 80 days.

73

TOME OF CHANNELING
ic), moderate psychokinesis (psionic), moderate
abjuration or psychokinesis (channeling). CL 10th
(magic), ML 10th (psionic), CL or ML 10th (channeling).
Construction (Magic): Craft Wondrous Item,
dispel magic; 40,000 gp, 3,200 XP, 80 days.
Construction (Psionic): Craft Universal Item,
dispel psionics; 40,000 gp, 3,200 XP, 80 days.
Construction (Channeling): Channeler level
10th, Knowledge (arcana) 13 ranks; 40,000 gp,
3,200 XP, 80 days.

74

MENTALIS DESIGN

CHAPTER 7: CHANNELING MONSTERS


ASTRAL METEOR

of its y speed.

A smooth, silvery sphere hurtles towards you from


the expanse of the Astral Plane. As it closes, you
see its eyes; two silvery lights that shine intensely
with an intent to crash straight into you if you dont
move out of its way.

Impetuous Charge (Ex) An astral meteor gains a


+1 bonus on damage rolls for every 30 feet that it
moves before its attack.
Strategies and Tactics
Astral meteors always charge into the fray with
their tremendous speed, trying to attack the largest
or physically most threatening creature in the area.
It usually charges into an attack without planning,
although patient astral meteors may hide before
they y into their target. If a swarm of astral meteors ghts together, they will usually attack together
to take down each opponent, beginning with the
largest creature in the area.

An astral meteor is a being formed of the ectoplasm


of the Astral Plane that ies through the endless expanse with tremendous speeds unless it encounters
an obstacle, through which it crashes mercilessly.
It is barely sentient, and moves through the Astral
Plane only for the sake of moving and crashing into
whatever it desires. Denizens of the Astral Plane
consider them pests.
Astral Meteor CR 1
Always CN Small outsider
Init +5; Senses darkvision 60 ft., Spot +7, Listen
+7

Sample Encounter
Astral meteors will attack the PCs if they stay in the
Astral Plane long enough. Usually, its just a matter of time before an astral meteor sees the party as
imposing and decides to attack them. However, the
chances improve greatly if one of the PCs is Large
or larger. Occasionally, several astral meteors come
together in a swarm, crashing into others with even
greater force.

AC 14, touch 11, at-footed 14


(+1 Dex, +3 natural)
hp 12 (2 HD)
Fort +6, Ref +4, Will +5
Speed y 60 ft. (12 squares); astral ight
Melee slam +4 (1d6+2)
Base Atk +2; Grp
Atk Options impetuous charge

Astral Swarm (EL 5): A swarm of six astral meteors have been attacking the astral island of an exiled githzerai. The githzerai is safe within his island
in the Astral Plane, but cannot attack the astral meteors on his own. He has attempted this before, and
was seriously wounded (he only has 4 hit points
left). If the PCs near the astral island, the githzerai
tries to contact them to ght the astral meteors for
him.

Abilities Str 15, Dex 13, Con 17, Int 2, Wis 14,
Cha 8
Feats Improved Initiative
Skills Hide +6, Listen +7, Move Silently +6, Spot
+7
Advancement 3-4 HD (Small), 5-8 HD (Medium),
9-12 HD (Large)

Ecology: Astral meteors breathe, but do not need to


eat or sleep, because they are outsiders. The temporal nature of the Astral Plane negates their need for
sustenance, and seldom, if at all, venture outside
of their native plane. Denizens of the Astral Plane
usually consider them as pests, and try to destroy

Astral Flight (Ex) An astral meteor gains a +10


bonus to its y speed for every consecutive round
that it moves at least twice its speed, to a maximum

75

TOME OF CHANNELING
them whenever they can.
Environment: Astral meteors are spawned and
usually die on the Astral Plane, and have an absolute aversion to being drawn away from the plane.
They have an instinctive knowledge of color pools
and know to avoid them to stay on the Astral Plane.
However, if they are brought to another plane where
there is gravity, they respond almost as astral constructs, but because they lack appendages, can only
roll with a speed of 5 ft. and cant attack.
Typical Physical Characteristics: Astral meteors are effectively spheres of ectoplasm, plain
and simple. They are slightly egg-shaped, and the
apex of the curve of that shape can be seen as the
meteors front side. Two brightly shining stars that
function as eyes also distinguish the meteors front
and backside.
Society: Astral meteors do not have a society
in the strictest meaning, but when astral meteors
meet, they avoid each other and sometimes form a
swarm, instinctively knowing that their combined
strength allows them to crash into those who stand
in their way with more power. Peculiarly, they also
avoid astral constructs, and effectively treat them
as their own, except that constructs cannot move as
fast as they can.
Alignment: While the Astral Plane itself is not

aligned, astral meteors themselves are always chaotic neutral, due to their wanderlust and disregard
of what they crash into.
Typical Treasure: Astral meteors do not carry
treasure with them, although their bodies of stable
ectoplasm may prove to be useful to psionic characters who can handle ectoplasm.

INCARNATE CREATURE

Elementals are creatures that were spawned by the


Elemental Planes themselves, and all elementals
are inextricably bonded to their element. However,
some elementals bonds manifest in ways other than
their existence. These elementals can channel the
magic of their element through incantations. These
elementals are known as elemental incarnates.
Because a creature already needs to have an inextricable bond to the elements, only an elemental
can ever become an incarnate creature. In addition,
an elemental can only become an incarnate creature of its own element; its impossible for a water
elemental to become an earth elemental incarnate.

SAMPLE INCARNATE CREATURE


This walking conagration has a faintly humanoid
body and is about as tall as a human, although its
ames conceal its distinctive features, if it has any.
Where its head should be, you see two bright lights
that could be eyes. You also notice that the creatures ames are far brighter than any mundane
ame could ever be.

ASTRAL METEOR LORE

Characters with ranks in Knowledge (the planes)


can learn more about astral meteors. When a
character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Fire Elemental Incarnate, Medium CR 5


Usually N Medium elemental (re)
Init +7; Senses darkvision 60 ft., Spot +5, Listen
+4
Languages Ignan

Knowledge (the planes)


DC Result
11

This creature is an astral meteor, an orb


of ectoplasm that wanders through the
Astral Plane to crash into others.

16

Astral meteors can y at exceptional


speeds, and when they crash into something at full speed, they can dish out tremendous amounts of damage for their
size.

21

Astral meteors are considered a pest by


denizens of the Astral Plane.

AC 16, touch 13, at-footed 13; Dodge


(+3 Dex, +3 natural)
hp 26 (4 HD)
Immune critical hits, anking, re, paralysis, poison, sleep, stunning
Vulnerable cold
Fort +3, Ref +7, Will +2
Speed 50 ft. (10 squares)
Melee slam +6 (1d6+1 plus 1d6 re)

76

MENTALIS DESIGN
Base Atk +3; Grp +4
Atk Options Weapon Finesse
Special Attacks burn

Feats: An incarnate creature can take incantation


and metachanneling feats, if it meets the prerequisites for such feats.
Challenge Rating: Up to 5 HD, same as base
creature +1; 6-10 HD, same as base creature +2;
11+ HD, same as base creature +3.
Level Adjustment: Same as base creature +2.

Incantations Known (channeling +5, maximum


DC 5, 3/minute):
Conjure ame (DC 3)
Abilities Str 12, Dex 17, Con 14, Int 4, Wis 13,
Cha 15
Feats Channeling Prodigy, Dodge, Improved Initiative, Weapon Finesse
Skills Listen +4, Spot +5

Strategies and Tactics


Depending on the incantations that an elemental
incarnate knows, he may have different strategies
and tactics than other elementals, or it may use its
incantations to enhance its melee. Depending on
its intelligence, it may also develop strategies and
tactics based on its own incantations. For example,
earth elemental incarnates may use the stone wall
incantation to trap its opponents. If an elemental
incarnate is especially intelligent, it uses its incantations in conjunction with its allies. Often, an elemental incarnate will have a strategy that is based
on its element. A re elemental, for example, will
have a swift strategy based on dealing as much
damage as soon as possible.

Burn (Ex) A re elemental incarnates slam attack


deals bludgeoning damage plus re damage from
the elementals body. Those hit by a re elemental
incarnates slam attack must also succeed on a DC
14 Reex save or catch on re. The ame burns for
1d4 rounds. A burning creature can take a move action to put out the ame.
Creatures hitting a re elemental incarnate with
natural weapons or unarmed attacks take re damage as though hit by the elementals attack, and
also catch on re unless they succeed on a DC 14
Reex save.

Sample Encounter
Elemental incarnates rarely gather, primarily because of their relative rarity on the Elemental Planes.
However, in their behavior, they are much like elementals, and can be found together with other elementals, although the chance of nding more than
one elemental incarnate in the same place is small.
Regardless, elemental incarnates will use their incantations in the most effective way they can.
Summoning (EL 7): A large air elemental incarnate has been summoned through a summoning
circle that doesnt send the summoned being back
to whence it came. While it is relatively harmless,
it uses its incantations to defend itself when threatened. If threatened, it doesnt hesitate to kill its opponent. The person or creature who summoned it
may or may not have had the purpose of unleashing
it upon the area, and may be a threat in and of its
own.

CREATING AN INCARNATE CREATURE

Incarnate is an inherited template that can be


added to any nonmindless creature of the elemental
type (referred to hereafter as the base creature).
An incarnate creature uses all the base creatures
statistics and special abilities except as noted here.
Size and Type: The creatures size and type do
not change.
Incantations (Su): An incarnate creature knows
one incantation for every three HD it has (minimum 1 incantation known). However, it may only
know incantations of the elements sphere with the
descriptor of its subtype. For example, a water elemental may only know incantations with the water descriptor.
An incarnate creature adds one-half its HD + its
Charisma score to its channeling checks. The maximum channeling DC an incarnate creature can attempt is equal to its Charisma score + 3/4 its HD.
Abilities: Increase from the base creature as follows: Wis +2, Cha +4.

Ecology: Elementals with the incarnate template


do not change their creature type; therefore, they
do not need to eat, breathe, or sleep. However, elemental incarnates draw more sustenance from the
Elemental Planes than other elementals, because

77

TOME OF CHANNELING
their magic does need to be sustained. This has no
in-game effects, however.
Environment: Elemental incarnates can be found
on the Elemental Planes, as other elementals. However, they are less likely to be found outside the
Elemental Planes, because of their greater need of
nourishment from their element. If trapped on another plane, elemental incarnates will seek out the
largest occurrence of their element and stay there.
This gives them some nourishment, albeit less than
the Elemental Planes give.
Typical Physical Characteristics: Usually, the
nature of an elemental incarnate subtly displays itself in the elementals appearance. Earth elemental
incarnates, for example, tend to have more gems in
their body composition than normal earth elementals. This subtle difference can be seen with a DC
15 Spot check, but elementals neednt make this
check; they are immediately aware of the elementals abilities.
Society: Elemental incarnates follow the same
hierarchy as other elementals, although they are

generally treated with the same respect as an elemental whos at least one category higher than
itself. For example, a Medium elemental incarnate
will be treated as a Large elemental incarnate by
its peers.
Alignment: While elemental incarnates are usually neutral, those who arent tend to a specic
alignment on the ethical axis, depending on its element. Air and re elemental incarnates are chaotic
more often than they are lawful, and earth and water elemental incarnates are lawful more often than
they are chaotic.
Typical Treasure: Elemental incarnates, like
their normal kin, typically do not carry treasures
with them, either because it would be damaged by
the elementals presence, or because it simply has
no interest in keeping magic items it nds. Particularly powerful and intelligent elemental incarnates,
however, might keep one or two magic items with
them if they can prevent the magic item from being damaged. In such cases, they carry magic items
that enhance their ghting style.

ELEMENTAL INCARNATE LORE

JURDAAL

Characters with ranks in Knowledge (the planes)


can learn more about elemental incarnates. When
a character makes a successful skill check, the
following lore is revealed, including the information from lower DCs. However, to identify an
elemental as an elemental incarnate, a character
must make a DC 15 Knowledge (the planes)
check.

An arachnid composed of deep crystals jitters toward you. As it cautiously nears you, you feel the
arachnids presence in your mind.
A jurdaal is a crystalline being that lives off of the
thoughts of others. It is composed of deep crystal that has been augmented by a channeler or a
manifester, granting it sentience and a semblance of
life, much like a psicrystal, except that the jurdaal
is less bound to the mind that spawned it. While a
jurdaal possesses only a rudimentary intelligence,
it has an uncannily acute perception.

Knowledge (the planes)


DC Result
15

This elemental is an elemental incarnate,


an elemental with a particularly close
bond to its element.

20

Elemental incarnates can channel incantations of their respective element.

25

Elemental incarnates are respected even


by more powerful elementals because of
their channeling magic.

30

Jurdaal CR 3
Usually N Medium construct (psionic)
Init +6; Senses darkvision 60 ft., low-light vision;
Spot +8, Listen +7
AC 17, touch 12, at-footed 15
(+2 Dex, +5 natural)
hp 42 (4 HD); DR 5/magic
Immune ability damage, ability drain, critical hits,
death effects, death from massive damage, disease,
energy drain, exhaustion, fatigue, mind-affecting

A result that is this high reveals the incantations that the elemental incarnate
knows, if the character currently has an
encounter with an elemental incarnate.

78

MENTALIS DESIGN
spontaneously spawned in a cave with a massive
vein of deep crystal. When the duergar tunneled
into this vein, they were attacked by the jurdaal.
For some reason, the duergar retreated and left the
vein for what it is. The jurdaal will defend the vein
of deep crystal with their lives. If the characters can
see the deep crystal, they will notice that it is moving; a fourth jurdaal is about to be spontaneously
spawned.

spells and abilities, necromancy effects, nonlethal


damage, paralysis, poison, sleep, stunning, anything requiring a Fort save unless it works on objects or is harmless
Fort +1, Ref +3, Will +5
Speed 40 ft. (8 squares), climb 20 ft.
Melee claw +6 (1d4+3)
Base Atk +3; Grp +6
Atk Options Combat Reexes

Ecology
While jurdaal are constructs and do not need to eat,
breathe, or sleep, they do draw sustenance from the
thoughts of other beings. They can also draw sustenance from deep crystal that hasnt been animated
into the form of another jurdaal, but they prefer the
thoughts of other beings, especially those of manifesters. This means that they will seek out living
beings, although they will attempt to hide if they
are noticed. If they arent attacked, they will often
live near beings in a sort of parasitic relationship,
although the jurdaal rarely negatively affects those
whom it feeds off.
Environment: If a jurdaal cant nd beings that
have thoughts, it will usually seek out the nearest
vein of deep crystal, necessarily digging itself to
the vein. If it can nd beings that it can feed off
of, however, it will usually live near those beings,
although it will never come within 10 feet voluntarily.
Typical Physical Characteristics: A jurdaal is
entirely composed of deep crystal that has been
animated by a channeler or a manifester. Like a
charged deep crystal, it slightly glows with an inner glow, although this glow doesnt provide any
illumination. Unless it is damaged, the deep crystal
of a jurdaal will look pristine, without any visible
imperfections.
Society: A jurdaal that was spawned by a channeler or manifester will see the one that spawned
it as its parent and master, and willingly subjects
itself to the channeler or manifester. If multiple
jurdaal were spontaneously spawned, they will see
one another as brothers. Regardless of their origin,
jurdaal always see one another as equals, and will
not attack one another unless ordered by a master.
Typical Treasure: Although a jurdaal will never
carry treasure, its deep crystal body can be salvaged
as deep crystal, although it will probably be dam-

Incantations Known (channeling +6, maximum


DC 7, 4/round):
Sense thoughts (DC 7)
Abilities Str 17, Dex 15, Con , Int 3, Wis 19, Cha
9
Feats Combat Reexes, Improved Initiative
Skills Climb +11, Listen +7, Spot +8
Advancement 5-8 (Medium), 9-12 (Large)
Skills A jurdaal has a +8 racial bonus on Climb
checks. It can always choose to take 10 on Climb
checks, even if rushed or threatened.
Strategies and Tactics
A jurdaal normally doesnt ght, preferring to feed
off of the thoughts of those around it. However,
when threatened, it will attack its opponents to the
best of its abilities. If it is attacked by multiple opponents, it will usually seek out manifesters, as they
are attracted to the mental energy that they emanate,
but they will not take unnecessary risks to attack
manifesters. If it ghts along with the channeler or
manifester who spawned it, it will often follow its
masters orders, or it will defend its master.
Sample Encounter
If a jurdaal is spawned by a channeler or manifester,
it will usually be found alongside its master, and
ght together with its master. If jurdaal are spawned
spontaneously, they will often be found in groups,
as there will probably be enough latent psychic energy to spawn more than one jurdaal if the concentration of psychic energy is high enough to spawn
a jurdaal at all. Usually, a jurdaal will notice the
characters faster because it almost continually uses
its sense thoughts incantation whenever it can.
Cave Spawn (EL 6): Three jurdaal have been

79

TOME OF CHANNELING
aged by the damage that it took. The deep crystal
usually has a total value of 100 gp for each HD the
jurdaal had. If an appendage of the jurdaal is used
as a weapon, treat it as an improvised deep crystal
club. In addition, a jurdaal that was spontaneously
spawned may have one or two minor psionic trinkets in the cave in which it was spawned.

spawned.) If a jurdaal is destroyed, the XP that the


character sacriced immediately return, although
all other costs are wasted, except the deep crystal,
whose value is halved. If the master dies, the bond
with the jurdaal is severed. The jurdaal is unaffected, but is independent from now on. If its master is
resurrected and the jurdaal consequently dies, the
master will no longer gain the XP.
To spawn an advanced jurdaal, increase the channeling DC or power point cost by 4 for every HD
it possesses.
A jurdaal can, however, also spawn spontaneously.
If a cave contains enough deep crystal, the psychic
energy that lies within the deep crystal can animate
itself into the form of a jurdaal. Usually, multiple
jurdaal will be spawned spontaneously and simultaneously.

Spawning a Jurdaal
Jurdaal can be spawned by augmenting deep crystal with mental energy. To do so, the character must
have at least 200 gp for each HD of the jurdaal.
To spawn a jurdaal out of the deep crystal, a character must either make a DC 20 channeling check
or spend 13 power points and sacrice 100 XP for
each HD of the jurdaal. (Only a character with access to the mind sphere may make this channeling
check.) Then, the character must spend 8 hours to
spawn the jurdaal. A character may not have more
than one jurdaal spawn at any time.
A jurdaal will always follow its master unless
ordered not to. (A channeler or manifester can
telepathically communicate with a jurdaal that it

SYLVANITE
In front of you oats a slightly glowing orb. Somehow, its surroundings seem to grow with more vigor, and the animals around it seem to be stronger.
As its surroundings grow stronger in its presence,
the orb seems to glow brighter as well.

JURDAAL LORE

Characters with ranks in Knowledge (psionics)


can learn more about jurdaal. When a character
makes a successful skill check, the following
lore is revealed, including the information from
lower DCs.

Sylvanites are the embodiment of nature. They


spawn in huge forests, where the ambient magic
is strong enough to spawn a sentient being. Essentially, these beings are sentient incantations of the
nature sphere, and animals and plants can feel that
magic, growing with that magic. They are also the
wardens of the forest that spawned them.

Knowledge (psionics)
DC Result
13

This creature is a jurdaal, a creature


formed of deep crystal. This result reveals all construct traits.

18

The deep crystal of a jurdaal is augmented


by mental energy to animate it. A jurdaal
can sense the thoughts of creatures in its
surroundings.

23

A jurdaal nds sustenance in the thoughts


of other creatures, and will generally not
attack a creature unless threatened.

28

A result that is this high reveals how a


character can spawn a jurdaal himself,
and the circumstances in which a jurdaal
is spontaneously spawned.

Sylvanite CR 11
Always N Small fey (incorporeal)
Init +7; Senses Spot +15, Listen +15; low-light vision
Aura nature
Languages Sylvan
AC 20, touch 20, at-footed 17
(+6 deection, +3 Dex, +1 size)
hp 37 (9 HD); DR 10/cold iron
Resist SR 15
Fort +5, Ref +9, Will +11
Speed y 50 ft. (perfect) (10 squares)
Base Atk +4; Grp

80

MENTALIS DESIGN
Special Actions possess nature

sess that animal, but it is averse to doing so, preferring to let nature run its course as much as it can.

Incantations Known (channeling +14, maximum


DC 21, 5/minute):
Animal friendship (DC 5), animal speech (DC
5), call animal (DC 7), entangling plants (DC 5),
purication (DC 10), rejuvenation (DC 7), thorn
growth (DC 11), tree growth (DC 9), undergrowth
(DC 5)

Sample Encounter
If the characters encounter a sylvanite, they will
usually either damage the forest that it is the warden of, or they will be called upon to aid the sylvanite with defending the forest. However, it will
only do the latter if the party has a channeler with
access to the nature sphere, a druid, or a ranger.
Otherwise, the sylvanite will usually bide its time
and observe the characters. If a character notices it,
the sylvanite will take more distance, and will only
leave if someone else actually threatens the forest.
Forest Warden (EL 11): A sylvanite has attacked
a group of woodcutters in its forest, leaving only
a single witness who was lucky enough to escape
alive. The survivor pleads to the characters to destroy the forest spirit. If the characters know that
the so-called forest spirit is a sylvanite and refuse
to kill it because of its duty as a warden of the forest, they may be confronted by other woodcutters

Abilities Str , Dex 17, Con 13, Int 9, Wis 21, Cha
11
Feats Enhanced Channeling, Great Fortitude, Improved Initiative, Track
Skills Handle Animal +10, Knowledge (geography) +9, Knowledge (nature) +9, Listen +15, Spot
+15, Survival +15
Advancement 10-15 HD (Small)
Channeling A sylvanite doesnt need to provide
somatic and verbal components when channeling
incantations. However, it does display that it is
channeling an incantation, similar to how a power
manifested has a display.
Aura of Nature (Su) A sylvanite constantly emanates an aura of nature. Creatures of the animal
and plant types are automatically friendly towards
a sylvanite, and such creatures gain temporary hit
points equal to the sylvanites Hit Die for as long as
they are within the aura. The aura extends 30 feet
around the sylvanite in all directions.
Possess Nature (Su) A sylvanite can possess a
creature of the animal or plant type. Treat this as
the alternate form special ability, except that the
sylvanite must be adjacent to an animal or plant to
use this ability, and effectively shares the creatures
square for all purposes. It can only assume the form
of a creature it possesses.

SYLVANITE LORE

Characters with ranks in Knowledge (nature)


can learn more about sylvanite. When a character makes a successful skill check, the following
lore is revealed, including the information from
lower DCs.
Knowledge (nature)
DC Result

Strategies and Tactics


Because a sylvanite has no melee attacks at all, or
even ranged attacks, it depends entirely upon its incantations. Because most of its incantations depend
on the presence of animals or plants, it will always
ght together with animals or plant creatures. A
sylvanite will position itself so that the animals and
plants that ght for it will benet from its aura of
nature as much as it can. If a powerful animal or
plant creature ghts for the sylvanite, it may pos-

81

16

This creature is a sylvanite, a warden of


the forest that it inhabits. This result reveals all fey and incorporeal traits.

21

A sylvanite can channel incantations of


the nature sphere, but it doesnt have any
physical attacks. It lets nature ght for it.

26

The surroundings of a sylvanite grow especially well, and nature is strong in its
presence. A sylvanite can possess an animal or a plant creature if it must.

31

A sylvanite is spawned by large forests


through the ambient magic. This result
also reveals the incantations that the sylvanite knows.

TOME OF CHANNELING
Typical Physical Characteristics: A sylvanite
generally is an orb of energy with a leaf green
tinge, unless it is using its possess nature ability.
Its size is an indicator of its health, which in turn
is an indicator of the health of its forest. A few rare
sylvanites have a sort of visage, that it uses when
it speaks.
Society: Because there is never more than one
sylvanite in any given forest, there isnt a sylvanite
society. However, the creatures that inhabit a forest
see the sylvanite as a warden, and listen to it if they
are sentient.
Typical Treasure: A sylvanite cannot carry treasure, but the creatures that it has killed may have
treasure. However, because the sylvanite leaves
these creatures where they lie, the characters will
have to look for those corpses to take their treasures.

who threaten to either destroy the sylvanite or go


after the party.
Ecology
Sylvanites, while they are fey, do not need to eat,
breathe, or sleep. Instead, they draw nourishment
and sustenance from the forest that spawns them,
essentially living in a symbiotic relation with its
forest. Because of their symbiosis, they always
know the general condition of the forest that they
inhabit.
Environment: Sylvanites always live in the forest that spawned them, and cannot leave their forest. If a sylvanite is away from its forest for more
than 24 hours, it immediately dies. However, there
are sylvanites that are spawned by deserts or other
areas of nature, although these are rare. (Change
the incantations known and name of the sylvanite
accordingly for sylvanites of other areas.)

82

MENTALIS DESIGN

APPENDIX
Range: Touch
Target: One willing creature
Duration: 1 minute or until expended
Power Points: 3

This appendix shows you several ways in which


magic and psionics can interact with channeling,
and how they can emulate channeling. It also
shows you how some of the new rules interact with
existing spells and powers. While these rules arent
obligatory to use channeling in your campaigns,
they can enhance the impact of channeling on the
campaign, and gives spellcasters and manifesters
ways in which they can interact with and disrupt
incantations.

You touch the target, lending him your psionic


might to enhance his connection with his sphere
for long enough to let him channel an incantation
enhanced with your mind.
With this power, you shape the psychic force of
your power points into a conduit to the spheres
and grant that conduit to a channeler, enhancing
his connection to the sphere. The target gains a +1
insight bonus to his next channeling check. If the
target doesnt channel an incantation before 1 minute passes, this power ends.
Augment: For every 2 additional power points
you spend, the bonus increases by 1.

NEW POWERS
Mental Imprint
Clairsentience
Level: Psion/wilder 4, psychic warrior 4
Display: Auditory and mental (see text)
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 minute/level
Power Points: 7

NEW SPELLS
Disrupt Incantation
Abjuration
Level: Sorcerer/wizard 3, cleric 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One channeler
Duration: 1 minute or until expended
Saving Throw: Will negates
Spell Resistance: No

As your target channels his incantation, trying to


debilitate you, you sense the psychic resonation of
the incantation. The sense lls your mind, allowing
you to channel that incantation as well.
You may only manifest this power when you have
been targeted by an incantation of the mind sphere.
You can channel that incantation during the duration of this power. You use your manifester level as
your channeler level for the purpose of channeling
that incantation.
The chime of the mental display also rings in the
mind of the creature who targeted you with its incantation, at your option.

You sense the bond of your target to a sphere, and


you disrupt his bond, making it difcult for him to
channel incantations.
You disrupt the ability of your target to channel incantations with your magic, similar to how a dispel
magic spell disrupts a spellcasters ability to cast
spells. The next time the target attempts a channeling check, he takes a -10 penalty to his channeling
check, but doesnt affect the targets ability burn if

Psychic Conduit
Psychokinesis
Level: Psion/wilder 2, psychic warrior 2
Display: Auditory and visual
Manifesting Time: 1 standard action

83

TOME OF CHANNELING
forth the mental energy he needs? This variant provides psionic characters the ability to do the latter
to acquire power points to manifest their powers,
so that they can manifest their powers almost as
often as they want, similar to how often channelers
can use their incantations.
To acquire power points, you must meditate.
You must be psionically focused to meditate. This
meditation takes at least a swift action and provokes
attacks of opportunity. (You can be distracted while
meditating as if you were manifesting a power,
see the Expanded Psionics Handbook.) Whenever
you meditate, you acquire a number of power
points, depending on the kind of action you take
to meditate. If you take a swift action, you acquire
a number of power points equal to one-half your
manifester level (rounded down). If you take a
standard action, you acquire a number of power
points equal to your manifester level. If you take a
full-round action, you acquire a number of power
points equal to twice your manifester level. If you
have levels in more than one manifesting class,
add the power point acquisition of each class to
determine the amount of power points you acquire
with each meditation.
However, even a psionic characters mind has a
limit to the amount of mental energy it can hold. If
you are a psion or a wilder, your number of power
points may not exceed twice your manifester
level + twice your manifesting ability modifier
(Intelligence for psions, and Charisma for wilders)
at any time. If you are a psychic warrior, your
number of power points may not exceed your
manifester level + your Wisdom modifier. (If you
have manifester levels in other classes, compare
that class to the psion and the psychic warrior. If
the class has a similar number of power points to
the psion, it uses the psions maximum number
of power points; if the class has a similar number
of power points to the psychic warrior, it uses the
psychic warriors maximum number of power
points.) You automatically lose all of your power
points when you fall unconscious.
If you manifest a power with a duration that is
longer than 1 round, the number of power points
you used to manifest that power are subtracted
from your maximum number of power points. For
example, if you manifest a 5 power point power with
a duration of 10 rounds, your maximum number

he fails his channeling check by 5 or more.

POWERS AND SPELLS AND THE ANIMAL,


PLANT, AND WEATHER DESCRIPTORS

The Tome of Channeling introduces three new


descriptors; animal, plant and weather. However,
these descriptors do not apply to incantations
only. The following paragraphs list which powers
and spells gain these descriptors if you choose to
implement them in your campaign.
If you use powers and spells from supplements,
you should try to assign these descriptors to those
powers and spells as well, if they apply and if you
choose to implement these descriptors in your
campaign.
Animal: The following powers gain the animal
descriptor: bite of the wolf, claws of the beast.
The following spells gain the animal descriptor:
animal growth, animal messenger, animal shapes,
animal trance, awaken (if used on an animal), calm
animals, charm animal, detect animals or plants
(if used to detect animals), dominate animal, hide
from animals, hold animal, speak with animals.
Additionally, any spell that summons an animal
also gains the animal descriptor.
Plant: There are no powers in the Expanded
Psionics Handbook that gain the plant descriptor.
The following spells gain the plant descriptor:
animate plants, antiplant shell, awaken (if used on a
tree), blight, changestaff, command plants, control
plants, detect animals or plants (if used to detect
plants), diminish plants, entangle, liveoak, plant
growth, speak with plants, tree shape. Additionally,
any spell that summons a plant also gains the plant
descriptor.
Weather: The following powers gain the weather
descriptor: control wind.
The following spells gain the weather descriptor:
call lightning, call lightning storm, control weather,
control winds, storm of vengeance, whirlwind.

PSIONIC VARIANT: MEDITATION

The Expanded Psionics Handbook gives psionic


characters a daily allotment of power points, which
they can spend to manifest powers. However, if the
mental energy that forms power points wells up
from the characters mind, then why does he have
a daily allotment, instead of meditating, to draw

84

MENTALIS DESIGN
LATENT MEDITATION

of power points is 5 less than its usual maximum.


Your maximum number of power points turns back
to normal immediately after the power ends.
Cognizance crystals work differently in this
variant. A cognizance crystal cant be used to pay
more power points than its maximum power point
storage in a 24-hour period. However, a manifester
can recharge a cognizance crystal as often as he
wants.
Because some psionic feats were designed with a
daily allotment of power points in mind, these feats
wont work with this variant as they are designed.
Given below are these feats, and how they work
with this variant.
Body Fuel: You can increase your maximum
number of power points by 1 for 24 hours by taking
1 point of ability burn to your Strength, Dexterity,
and Constitution scores. You can increase your
maximum number of power points by an additional
number for a proportionate cost to Strength,
Dexterity, and Constitution.
Psionic Talent: Instead of gaining power points,
your maximum number of power points increases
by one-half the number of power points you would
gain.
Wild Talent: Instead of gaining 2 power points,
you can meditate to gain up to 1 power point. If
you already have the ability to meditate for power
points, your maximum number of power points
increases by 1.
You should implement this variant when you take
the 1st level of a manifesting character class, and
cant be changed thereafter. However, there may be
psionic characters who have a daily allotment of
power points and psionic characters who meditate
to acquire power points.

Your inner calm allows you to be in a constant state


of meditation.
Prerequisite: Concentration 8 ranks.
Benefit: You may treat your manifester level as
though it were four levels higher than it actually
is for the purpose of determining the number of
power points you acquire when you meditate.

SUDDEN MEDITATION

You can meditate in a moments notice, acquiring


power points when you need them the most.
Benefit: You may acquire power points as a swift
action. If you are a psion or a wilder, you acquire
a number of power points equal to twice your
manifester level; if you are a psychic warrior, you
acquire a number of power points equal to your
manifester level. To use this feat, you must expend
your psionic focus.

PSIONIC VARIANT: MIND ORBS

Some cerebral incarnates come together in groups


that are called mind orbs. These groups attempt
to form a collective subconscious that consists of
merely the members of the mind orb that effectively allows them to manifest powers from their collective mind, not unlike psionic characters linked
together in a metaconcert.
To form a mind orb, at least two manifesters must
meditate together for at least ten minutes. During
this period, the manifesters may contemplate the
thoughts of others in the mind orb, or meditate
in other ways to link themselves in a collective
subconscious. As the bond improves, wispy tendrils
slither through the air to and from each manifester.
At the end of this period, the manifesters become
linked together in a mind orb, and an intricate
network of tendrils links them as well.
Manifesters in a mind orb are linked together by
their minds, and effectively become a single entity
that exists as a pure being of the mind, only capable
of manifesting powers. To manifest a power, a mind
orb may roll a check against a DC of 10 + the power
level + the number of power points of the power
to be manifester. The mind orb gains a +1 bonus
for every four manifester levels the manifesters in
the mind orb have in total. If the check succeeds,
the mind orb successfully manifests the power.
For the purpose of determining manifester level,

NEW FEATS
IMPROVED MEDITATION

You acquire more power points when you meditate.


Benefit: You acquire a number of additional
power points equal to your manifesting ability
modifier when you meditate, to a maximum of one
power point for every four manifester levels you
have.

85

TOME OF CHANNELING
use the highest manifester level in the mind orb as
the mind orbs manifester level. The mind orb nor
the manifesters in the mind orb expend any power
points upon a successful check. If the check fails,
the mind orb does not manifest the power, but one
of the manifesters in the mind orb may choose to
manifest it with its own power points instead.
To stay in a mind orb, a manifester must not move
from its current location, nor may it perform any
strenuous actions except manifesting a power. If
someone is knocked unconscious, that manifester
immediately leaves the mind orb.

86

MENTALIS DESIGN
OPEN GAME LICENSE

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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
Inc.
System Reference Document Copyright 2000-2003, Wizards of the
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
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Tome of Channeling Copyright 2007, Robert van der Meer

87

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