Author Topic: Optimizing Channel Spell  (Read 3369 times)

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LordBlades

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Optimizing Channel Spell
« on: October 17, 2010, 09:40:32 AM »
A while ago I've helped a friend make an Ordained Champion, so this got me thinking about how to optimize Channel spell in general (Ordained Champion and Spellsword mainly, as duskblade's Arcane Channeling is limited to touch spells.

For those who don't know what Channel Spell does:

[spoiler]Channel Spell (Sp): At 3rd level, you can channel any spell you have available to cast into your melee weapon. Doing so requires a move action and uses up a prepared spell or spell slot just as if you had cast the spell. The channeled spell affects the next target you successfully attack with that weapon, though saving throws and spell resistance still apply normally. Even if the spell normally affects an area or is a ray, it still affects only the target in this case. On a successful hit, the spell is discharged from the weapon, which can then hold another spell. You can channel your spells into only one weapon at a time. A spell channeled into a weapon is lost if not used within 8 hours.[/spoiler]

The main categories of spells I have in mind for channeling so far:

1) Touch and ranged touch spells. Channeling such spells helps a bit in action economy (you're delivering a spell and attacking at the same time) and you also don't lose a ranged touch spell  if you miss. Downside is you are rolling vs full target AC and not touch.

2) AoE instantaneous (or single save) damage or debuff spells (stuff like fireball, slow etc). Channeling such spells is not really worth it IMHO. You're turning them into single target spells (although this might be beneficial if you want to avoid hitting your allies for example) and you're introducing a to hit roll (which these spells usually lack).

3) Persistent AoE debuffs and damage spells. I mean spells like web, Solid Fog, Cloudkill, Wall of Sand(debatable if you can concentrate on it), Haboob etc. These spells affect the target continuously for as long as they stay in the area. Channeling them makes impossible for the target to exit spell area, so they are affected for the full duration (sometimes minutes/level), so IMHO these are by far the best spells to channel into weapons.

This is the bit of optimizing I've managed to come up with so far. I'm looking for input (other abilities, feats, tactics, specific spells) to make Channel Spell better)

skydragonknight

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Re: Optimizing Channel Spell
« Reply #1 on: October 17, 2010, 10:01:01 AM »
My optimal use of Channel Spell
Quote from: My Iron Chef 2 Entry
It always seems like the barrels around here have something in them.

bkdubs123

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Re: Optimizing Channel Spell
« Reply #2 on: October 17, 2010, 10:32:29 AM »
3) Persistent AoE debuffs and damage spells. I mean spells like web, Solid Fog, Cloudkill, Wall of Sand(debatable if you can concentrate on it), Haboob etc. These spells affect the target continuously for as long as they stay in the area. Channeling them makes impossible for the target to exit spell area, so they are affected for the full duration (sometimes minutes/level), so IMHO these are by far the best spells to channel into weapons.

This is the bit of optimizing I've managed to come up with so far. I'm looking for input (other abilities, feats, tactics, specific spells) to make Channel Spell better)

Clever boy. Channeled Cloudkill is quite nice. So then the best optimization would be find ways to add effects/damage to the round by round effects of AoE spells. Seems like there should be plenty of ways, but I've not looked into it before.

*goes bookdiving*

Black Lore of Moil adds pretty much free damage to spells like Acid Fog, and a good bit of it (4d6 negative per round on top of the 2d6 acid). They can't escape it, there's no save, and it doesn't use up a higher spell slot. Rats! Well, if you can find a way to make other spells Necromancy this is cool... still usable for stuff like Kelgore's Grave Mist (economy damage over time +Fatigue) and Pulse of Hate (for when you really need to deal 6d6 damage per round, lol).

Chain Spell allows you to chain the channeled AoE to other targets within 30ft, and since it's channeled AoE those targets also get no save and also cannot escape the effects. Sweet, but it still takes up a three levels higher spell slot. I like this a lot, presuming I'm interpreting it correctly.

Something I just thought of that's unrelated to AoE spells: You can transfer spells with a range of Personal to targets you hit with your weapon. So, channel a personal buff into your fist, and then punch your friend in the shoulder. Voila! You are able to transmit buffs you never could before!

Anyway, back to AoEs.

Channeled Prismatic Mist just seems like barrels of laughs. :P

Hrm, actually this seems to be all I can find, but I by no means have all of the best resources available for optimization.

EDIT: You can even channel spells that make no sense. In the description you gave it specifically says you can channel ANY spell available to you, and it replaces the casting time, the range/area, and the targets of these spells you channel. This allows for really weird stuff to happen. Starting from normal to most bizarre:

1) Channel Major Creation onto your foe, bypassing the normal 10 minute casting time, and dousing them in your favorite poison (they have an open wound from your attack if you prefer Injury poisons).

2) Channel True Resurrection onto an Undead for the lols.

3) Channel Goodberry onto a kitten.

4) Channel Guards and Wards onto an enemy. What. The. Fuck.
« Last Edit: October 17, 2010, 11:31:05 AM by bkdubs123 »

ninjarabbit

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Re: Optimizing Channel Spell
« Reply #3 on: October 17, 2010, 11:11:57 AM »
Antimagic field is a good one

jameswilliamogle

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Re: Optimizing Channel Spell
« Reply #4 on: October 17, 2010, 11:36:03 AM »
I don't think that you can Chain AoE's, by the book, since Channel Spell formally doesn't change the range or target, and Chain requires single targets on the spell description...  It would be great if your DM allowed it.  (This is the same debate about why Chain doesn't apply to Ray spells, too, and I'm not trying to re-argue it, just pointing out that its not very clearly described RAW.)

Second AMF: that's a great idea!  Enervation, Ray of Exhaustion, Harm (one of my favorites, since you are attacking anyways).  Plane Shift (mwahahah).

Maybe since they're spending a move action to charge it, some Warblade-based-gish is the way to go?

Caelic

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Re: Optimizing Channel Spell
« Reply #5 on: October 17, 2010, 06:36:01 PM »
Don't forget the errata, folks.

[spoiler]
Quote
[/spoiler]

Makes a HUGE difference in what the ability can do.

X-Codes

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Re: Optimizing Channel Spell
« Reply #6 on: October 17, 2010, 06:50:48 PM »
Damn, well there goes Cloudkill.  The Elysian Thrush Bomb still works, though.

Bauglir

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Re: Optimizing Channel Spell
« Reply #7 on: October 17, 2010, 07:06:39 PM »
No more Goodkittens? That makes my Dwarf sad.
So you end up stuck in an endless loop, unable to act, forever.

In retrospect, much like Keanu Reeves.

skydragonknight

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Re: Optimizing Channel Spell
« Reply #8 on: October 17, 2010, 07:22:23 PM »
Well, you can still buff allies with Personal spells by punching them in the face. That has to be worth something.
It always seems like the barrels around here have something in them.

bkdubs123

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Re: Optimizing Channel Spell
« Reply #9 on: October 18, 2010, 01:28:57 AM »
No more Goodkittens? That makes my Dwarf sad.

That makes Dwarves everywhere sad. :bigeye

Well, you can still buff allies with Personal spells by punching them in the face. That has to be worth something.

Right, this seems MUCH easier than going the Spellguard of Silverymoon route when it comes to that capability, and has still more versatility. Score.

Bozwevial

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Re: Optimizing Channel Spell
« Reply #10 on: October 18, 2010, 01:33:24 AM »
No more Goodkittens? That makes my Dwarf sad.
That makes Dwarves everywhere sad. :bigeye
You'd have to eat the kitten for it to work, though. Real dorfs get depressed when cats die.

PhaedrusXY

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Re: Optimizing Channel Spell
« Reply #11 on: October 18, 2010, 01:38:31 AM »
Well, you can still buff allies with Personal spells by punching them in the face. That has to be worth something.
This seemed to be one of the best uses for it IMO anyway, even before the Errata... Especially if you party with an Incantatrix. I'm sure the Party Rogue would love a Persistent Divine Power, for example. :D
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

bkdubs123

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Re: Optimizing Channel Spell
« Reply #12 on: October 18, 2010, 01:41:38 AM »
No more Goodkittens? That makes my Dwarf sad.
That makes Dwarves everywhere sad. :bigeye
You'd have to eat the kitten for it to work, though. Real dorfs get depressed when cats die.

A Goodkitten is a Goodkitten whether its restoring 1hp or not. My mama told me.

Bauglir

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Re: Optimizing Channel Spell
« Reply #13 on: October 21, 2010, 01:05:33 PM »
Channel the Transformation spell?

Maybe Wizard 3/Cloistered Cleric 1/Ordained Champion 3/Mystic Theurge 10/Abjurant Champion 2/Your Choice of Full Casting (Divine or Arcane) 1

Maybe throw in a Major Bloodline if you're using PBMC's interpretation, so that you can quicken up to 3rd level Abjuration spells and your AC still gets the full +5 boost. Probably be Lawful Good so you can throw some Greater Luminous Armor on there...

You don't get 9s, but you're still a better combatant than most non-casters. Alternatively if there's a domain that adds Transformation you can lose the arcane casting entirely.
« Last Edit: October 21, 2010, 01:18:34 PM by Bauglir »
So you end up stuck in an endless loop, unable to act, forever.

In retrospect, much like Keanu Reeves.

skydragonknight

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Re: Optimizing Channel Spell
« Reply #14 on: October 21, 2010, 06:59:22 PM »
Hero Domain for Giant Size, smacking someone in the face with a mushroom?
It always seems like the barrels around here have something in them.

Bauglir

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Re: Optimizing Channel Spell
« Reply #15 on: October 21, 2010, 07:26:01 PM »
Heh, nice. I was thinking of smashing spellcasters.
So you end up stuck in an endless loop, unable to act, forever.

In retrospect, much like Keanu Reeves.