Channeling
Channeling is focused on drawing magic from a powerful patron and using it to either directly empower the caster through incantations or transform the caster into a tool of the patron. Channeling is both the most restrictive and most open of the casting arts as the powers achieved by Channeling are dependent on the domains available from the selected patron. A Channeler might be a benevolent healer with little combat magic to speak of, or might be a beacon of flame and death. It is a rare patron however that offers a wide variety of incantations so most Channelers find themselves quite powerful in a particular sphere of influence.
Channeling Powers
In order to select the Channeling Source, a player must be granted power from a specific Patron. This is usually one of the Blessed or Unblessed Gods, however it could also be a significant planar power that has the ability to access Domains and grant power from those Domains. The Storyteller has final rule on if a non-cannon Patron is approved or not. A player can only follow one Patron at a time in this manner, and changing Patrons is a significant story event requiring Storyteller approval and planning.
When selecting the Channeling Source, players select a Patron and gain access to one of that patron's Domains. Each Domain has three powersets, or Domain Lines, to choose from. The channeler immediately gains the Domain Power, as well as the Rank 1 and Rank 2 powers of her chosen Domain Line. Further Ranks in the chosen Domain may be purchased at the cost of 5 GXP experience per rank or, if the channeler chooses, she may unlock Ranks in her god's other associated Domains at the same cost. When unlocking further ranks within a known Domain, the Channeler automatically raises her highest ranked Domain Line by 1 to reach the new Domain rank. If two Domain Lines are equal in rank, the channeler may choose which one to elevate. Players may purchase additional Domain Line powers in the established order of each Line (e.g. the channeler must unlock the Rank 1 power before unlocking Rank 2) at the cost of 2 experience times rank, however no Line may be increased higher than the Domain rank.
Channeling Casting Roll
(Channeling Skill + Casting Stat: Intelligence + Highest Domain Rank)
Patrons
| Patron | Title | Home Domain | Additional Domains |
|---|---|---|---|
| Alkaizer | God of Light | Light | Avatar, Order, Healing |
| Irrilandrilla | Goddess of Desire | Desire | Avatar, Chaos, Dreams |
| Kao | God of Chaos | Chaos | Fear, War, Strength |
| Septimus | God of Valor | Valor | War, Strength, Healing |
| Kravnos | God of Earth | Earth | Avatar, Strength, Magic |
| Thalu | God of Fire | Fire | Wrath, Order, Magic |
| Kronos | God of Time | Time | Fate, Magic, Order |
| Su-Lan | Goddess of Death | Death | Shadow, Fate, Dreams |
| Khitar & Nimway | Goddesses of Air and Water | Storms | Magic, Healing, Wrath |
| Thysis | Goddess of Luck | Luck | Shadow, Dreams, Magic |
| Erdreus | God of Love | Love | Healing |
| The Deadlords | Dark Stygian Gods | Undeath | Corruption, Shadow, Fear |
Domains
Throughout the Planes, either in the Wild or on occasion in the concentrated regions of named Planes, there are Nexus called Domains. Each Domain is a source of power for those who can harness it, as the Patrons do. Channelers are then able to access a fractional part of this power from their Patron. Each Domain encompasses a sphere of influence over a particular aspect of the universe. This may be physical, magical, emotional, or even an idea. Within each domain three different Lines are available. Each Line is a small collection of powers that are highly focused on an aspect or purpose of the domain. These powers may be similar to other power sources, such as magecraft spells, sorcery seeds, adept disciplines, or shamanism spirits, however they remain strictly focused to both the Domain’s concept and the Line’s intent.
| Domain | Patrons | Description |
|---|---|---|
| Avatar | Alkaizer, Irrilandrilla, Kravnos | Transform into a manifestation of your patron's power |
| Chaos | Irrilandrilla, Kao | Demonic knowledge and reality warping power |
| Corruption | The Deadlords | Disease and twisted body modifications |
| Death | Su-Lan | Domain over deceased sentient souls |
| Desire | Irrilandrilla | Domain over vices and dark desires |
| Dreams | Su-Lan, Thysis, Irrilandrilla | Domain over the dreams and edges of reality |
| Earth | Kravnos | Elemental Conjuring |
| Fate | Kronos, Su-Lan | Observe or manipulate the weave of Fate |
| Fear | Kao, The Deadlords | Control over fear itself |
| Fire | Thalu | Power over flame and its militant application |
| Healing | Alkaizer, Septimus, Khitar, Nimway, Erdreus | A variety of strong healing magic |
| Light | Alkaizer | Power over light magic |
| Love | Erdreus | The lost power of love |
| Luck | Thysis | Luck and chance powers |
| Magic | Kravnos, Kronos, Khitar, Nimway, Thysis | Access to various forms of Magecraft |
| Order | Alkaizer, Thalu, Kronos | The power of law and order |
| Shadow | The Deadlords, Su-Lan, Thysis | Shadow magic and assassinations |
| Storms | Khitar, Nimway | Weather and lightning control |
| Strength | Kao, Septimus, Kravnos | The power of strength and constructs |
| Time | Kronos | Power over time itself |
| Undeath | The Deadlords | The power of immortality through the gift of undeath |
| Valor | Septimus | Valorous knighthood and protector of innocents |
| War | Kao, Septimus | Powers centered around warfare and fighting |
| Wrath | Thalu, Khitar, Nimway | Powers around berserk wrath and chosen enemies |