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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,
published by Wizards of the Coast, Inc.
This book utilizes updated material from the v. 3.5 revision.
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Some portions of this book which are Open Game Content originate from the System Reference Document and are 1999,
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Some images copyright 2006 by Reality Deviant Publications
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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.
TOME OF CHANNELING
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
Base
Attack Bonus
HD: d4
Fort
Save
Ref
Save
Will
Save
Special
Incantations
Known
1st
+0
+0
+0
+2
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
Descriptors
Astrology
Elements
Mind
Fear, mind-affecting
Nature
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
PLAYING A NEXUS
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.
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
NEXUS LORE
TOME OF CHANNELING
Weakness magic sensitivity +20
Fort +3, Ref +4, Will +8; sphere defense +2
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.
METACHANNELING FEATS
INCANTATION FEATS
FEAT DESCRIPTIONS
TOME OF CHANNELING
TABLE 2-1: FEATS
General Feats
Prerequisites
Benet
Channeling Prodigy
Concentrated Recovery
--
Enhanced Channeling
--
Improved Channeling
--
Incantation Feats
Prerequisites
Benet
Arcane Bolt
Arcane Ward
Channeled Focus
Concentration 4 ranks,
Knowledge (psionics) 4 ranks
Channeling Afnity
Wisdom or Charisma 13
Divine Channeling
Psionic Channeling
Prerequisites
Benet
Metachanneling Feats
Prerequisites
Benet
Chain Incantation
--
Delay Enhancement
--
Empower Incantation
--
Enlarge Incantation
--
Extend Incantation
--
Maximize Incantation
--
Opportunity Incantation
--
Rapid Incantation
--
Surging Incantation
Twin Incantation
--
Widen Incantation
--
10
MENTALIS DESIGN
ARCANE BOLT [INCANTATION]
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).
CHANNELING PRODIGY
CONCENTRATED RECOVERY
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.
ENHANCED CHANNELING
IMPROVED CHANNELING
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.
OPPORTUNITY INCANTATION
[METACHANNELING]
14
MENTALIS DESIGN
SURGING INCANTATION [METACHANNELING]
15
TOME OF CHANNELING
READYING INCANTATIONS
CHANNELING INCANTATIONS
INCANTATIONS
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.
CHANNELER LEVEL
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.
RESOLVING AN INCANTATION
INCANTATION DESCRIPTIONS
NAME
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.
SPHERE
[DESCRIPTOR]
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.
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.
DIFFICULTY CLASS
RANGE
CHANNELING TIME
TARGETING AN INCANTATION
20
MENTALIS DESIGN
DURATION
SAVING THROW
SPELL RESISTANCE
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).
LEARNING INCANTATIONS
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
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.
DC
1st
2nd
3rd
4th
13
5th
17
6th
21
7th
27
8th
33
9th
39
23
TOME OF CHANNELING
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
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
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
25
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
26
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
27
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
28
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.
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
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)
29
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
30
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
Boulder Throw
Elements [Earth]
Difculty Class: 9
Channeling Time: 1 standard
action
Range: 100 ft.
Area: 10-ft. burst
Duration: Instantaneous
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
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
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
connection
strengthens
entire body
one of the
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
34
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
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
36
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.
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
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
Mind
38
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
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.
40
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)
41
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
42
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
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
44
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
45
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
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
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
48
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
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
MENTALIS DESIGN
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
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.
CEREBRAL INCARNATE
HD: d4
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Incantations
Known
1st
+0
+0
+0
+2
2nd
+1
+0
+0
+3
3rd
+1
+1
+1
+3
4th
+2
+1
+1
+4
5th
+2
+1
+1
+4
6th
+3
+2
+2
+5
7th
+3
+2
+2
+5
8th
+4
+2
+2
+6
9th
+4
+3
+3
+6
10th
+5
+3
+3
+7
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.
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.
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.
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.
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
HD: d4
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
1st
+0
+0
+0
+2
2nd
+1
+0
+0
+3
3rd
+1
+1
+1
+3
4th
+2
+1
+1
+4
Counter incantation
5th
+2
+1
+1
+4
6th
+3
+2
+2
+5
Spell channeling
7th
+3
+2
+2
+5
8th
+4
+2
+2
+6
9th
+4
+3
+3
+6
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.
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.
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.
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
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
BECOMING A PYROMANCER
HD: d6
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Incantations
Known
1st
+0
+0
+0
+2
2nd
+1
+0
+0
+3
Aura of heat 20
3rd
+1
+1
+1
+3
Incinerate 10
4th
+2
+1
+1
+4
5th
+2
+1
+1
+4
Aura of heat 40
6th
+3
+2
+2
+5
Incinerate 20
7th
+3
+2
+2
+5
8th
+4
+2
+2
+6
Aura of heat 60
9th
+4
+3
+3
+6
Incinerate 30
10th
+5
+3
+3
+7
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.
PLAYING A PYROMANCER
61
TOME OF CHANNELING
PYROMANCERS IN THE WORLD
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.
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.
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
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.
HD: d6
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Incantations
Known
1st
+0
+0
+0
+2
2nd
+1
+0
+0
+3
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
7th
+3
+2
+2
+5
8th
+4
+2
+2
+6
Strengthen animal
9th
+4
+3
+3
+6
Aura of nature +3
10th
+5
+3
+3
+7
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
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
Combat
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.
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
NPC Reactions
Adaptation
Sample Encounter
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.
BECOMING A STARCALLER
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.
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
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
2nd
+1
+0
+0
+3
3rd
+1
+1
+1
+3
Comets eruption
4th
+2
+1
+1
+4
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.
PLAYING A STARCALLER
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.
STARCALLER LORE
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
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.
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
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
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-
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
of its y speed.
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.
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)
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
16
21
76
MENTALIS DESIGN
Base Atk +3; Grp +4
Atk Options Weapon Finesse
Special Attacks burn
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.
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.
JURDAAL
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.
20
25
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.
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-
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.
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
Knowledge (psionics)
DC Result
13
18
23
28
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.
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
81
16
21
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
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.
82
MENTALIS DESIGN
APPENDIX
Range: Touch
Target: One willing creature
Duration: 1 minute or until expended
Power Points: 3
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
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
84
MENTALIS DESIGN
LATENT MEDITATION
SUDDEN MEDITATION
NEW FEATS
IMPROVED MEDITATION
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
Version 1.0a
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Reserved.
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87