Whelp, let's get to it.
Couple things stand out: First off, 'Foolish Fools' is a bit redundant. Chose one.
Secondly, the order of the sections is off, and you're missing some of the sections.
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Thoughts on the Mechanics:
Main thing I notice here is that it's pretty much the same chassis as the Cleric. That's not necessarily a bad thing, but that can provide a modest boost in power, as it gives full casters more options.
The first effect is pretty powerful: might want to tone down or excise it. The secondary effect isn't so much powerful as it is troublesome. Why not just have them be Arcane effects that aren't subject to Spell Failure?
Okay, it's a point based caster, with a somewhat limited spell list. A couple edits I made to improve clarity(imo) are made in red.
Personally? I think this is a bit powerful: conjuration is an extremely powerful school, and necromancy has some good stuff as well. Divination tends to be more variable, depending on the DM's rules, but it's still quite good as well. adding another school on top of this? Very, very powerful. Combined with a power point system of casting, as well as an Euridite method of spells prepared, and I think this is horribly overpowered. I'd say you need to reduce some combination of spells known, unique spells per day, and power points.
Oh, and technically right now Spirit points never disipate. That means every time you rest when you aren't exhausted, you're increasing your spirit point pool. This is game breaking and needs to be fixed.
Though, I thought I should ask, did you intend to leave transmutation out of the list of schools available to chose?
Interesting, and not too complicated. Though, do the various bonuses and penalties stack?
Also, I feel this makes the power point module even harder to balance.
Useful and flaverful, and not overpowering.
What about beings without class levels, or those with a mix of class and racial hit dice?
I think it's a pretty powerful ability, especially with the loose limit it has.
Bonus feat, not too much to worry about. Not familiar with the feat, so can't say much, though I notice you didn't include the standard 'whether they qualify for it or not'. Is that not a concern for this feat?
do you mean that you can only use the undead tactic ability as a whole once every 5 rounds, or that you can only use each type of tactic once every 5 rounds(ie, use a horde tactic and it's 5 rounds before you can use another, but next round you can use a platoon or commander tactic).
Suggested changes to grammar are in red.
I'm not sure what you mean by the llast two sentences there. Did you change your mind, or did you mean that a given undead can only have 1 boon at 4th, and an additional one every 6 levels after(2 10th, 3 at 16th)?
That he/his is slightly confusing, as his properly refers back to the same subject as he, which is either the Shade Channeler or the Undead, neither of which makes sense. I think you want to change his to either it or the undead's (I prefer the latter). It's also probably best to switch the order of the last two sentences.
I think this ability is largely fine: Undead tend to have inflated numbers of HD. The ability to switch control pool numbers around is more worrisome, especially since it doesn't seem to have an action. I'd suggest removing it, to be honest.
Not really much to say, though you should probably specify that you need to qualify for the feats.
These are the two worrisome aspects to me: a charisma based caster getting Charisma to AC and Fort Saves is a pretty good boost. Probably warrents some sort of limit on each ability(max bonus equal to 1/4 level, rounded up or down, perhaps). Also, you need to clarify what level the fort bonus activates on.
Yeah, a perfect version of dispel magic? Too strong. Needs some activation check.
Soul Tether seems fine, though.
Alternate Source needs some clarification. Is it instead of the normal double spirit point cost, or in addition to. Basically, is it 3x spell level or 6x spell level?
The wording here is odd, and honestly I'm not sure what you're trying to say here: does the ability start at level 13 or level 10? Are the templates limited exactly to that number, or can they be less? And what exactly do you mean by custom undead, and by the fact that he can chose them at certain levels? Are these permanent changes to the afformentioned spells? Why would you ever use Create Greater undead, if you can do everything with the lower level spell?
Needs some cost to balance it, especially since Zombie is one of those scaling templates. Perhaps costing (# of spirit points equal to 1/2 zombies hit dice, round up)?
Corrected some minor grammar errors. Pretty powerful ability, especially the Zombie part. Not sure how it balances.
What's a corpse Creature? Still needs some kind of cost, though I have no idea what would be appropriate for this one.
Probably should specify what the ability bonuses are. I feel the at death revival ability might be a bit much, especially combined with the further increase in undead you can control.
Yeah, too good with the current mechanic.
This seems fine.
Seems perfectly fine.
Thoughts on Tactics and Spirit boons:
Making this it's own section because there are enough of them.
Coordination Tactics: These seem fine.
Bulwark Tactics: Minor issues with Improved Defensive Line and Pawn Shield. The former I'd either make it horde, or more preferably change the bonus to deflection or the like. The latter should probably last more than one round, but also needs to note what happens when the undead is destroyed(yes, somewhat obvious, but the less chance for confusion the better). Also, you should probably just have it be against the Undead's AC: otherwise, what about effects that are normally touch attacks and the like?
Retribution Tactics:Explosive retribution should have a time limit, though multiple turns wouldn't be out of line. For Counter attack, is the cost of the attack one AOO, or do you get to make two attacks(one normal attack, one AOO)? Wordings not clear.
Hampering Tactics:You probably need to specify that these special tactics only last one round. Disabling attack needs a much easier save, and should probably limit the number of saves one target needs to make. Distracting attack needs to specify if the target need to be in the zone the creature threatens. Crippling strike is too strong: speed reduction lasts too long, and -6 to dex is huge, especially since it's not a penalty it appears it can stack. Need to limit the number of saves on target must face because of this ability. Pinning rush seems a bit strong, as with the number of undead you can get this basically is an instant grapple. Probably need to limit the size of the bonus granted, as well as not eliminate AOO's.
Swarming Tactics:The latter 2 seem okay, but the first two have some problems with timing. Essentially, if two undead are effected by this, and both attack a target in the same round sequentially, how do you determine the bonus? And if they do it at the same time?
Spirit Boons:
Enduring Boons: Eternal undead seems a bit strong. Probably should cap the raises given.
Resistance Boons:Good, except there seems to be 1 error: Profane Reflexes gives the mettle ability(I think you want evasion).
Mobility Boons:Perfect Teleporting Bones seems very strong. Probably should be a move action or something.
Mage Slaying Boons:The last effect, the anitmagic sphere? Too Strong, especially for it's cost.
Swarming Boons: Seem good.
Powerful Boons: My main issue is with Profane Size. Seems like it's a bit too much: It's Powerful Blows+Improved Strengthen Flesh+Strengthen Flesh, plus two addition natural weapon size increases, for a total of 3. That's quite a bit extra, and it costs the exact same.
Ranged Boons: The two ranged projectile abilities are kinda odd: the range increment rules don't seem to be followed. You only have one range increment, not 2 different ones.
Final Notes:
For a decently diverse Full Caster, this has a tone of powerful abilities. I'd suggest toning it down a bit.