Channeling: Difference between revisions
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||[[War Domain|War]], [[Strength Domain|Strength]], [[Healing Domain|Healing]], [[Valor Domain|Valor]] | ||[[War Domain|War]], [[Strength Domain|Strength]], [[Healing Domain|Healing]], [[Valor Domain|Valor]] | ||
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| [[Kravnos]] | |[[Kravnos]] | ||
|| God of Earth | ||God of Earth | ||
|| [[Earth Domain|Earth], [[Avatar Domain|Avatar]], [[Order Domain|Order], [[Magic Domain|Magic]] | ||[[Earth Domain|Earth]], [[Avatar Domain|Avatar]], [[Order Domain|Order], [[Magic Domain|Magic]] | ||
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|[[Thalu]] | |[[Thalu]] | ||
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||[[Shadow Domain|Shadow]], [[Luck Domain|Luck]], [[Dreams Domain|Dreams]], [[Magic Domain|Magic]] | ||[[Shadow Domain|Shadow]], [[Luck Domain|Luck]], [[Dreams Domain|Dreams]], [[Magic Domain|Magic]] | ||
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=Domains= | =Domains= |
Revision as of 16:30, 11 February 2015
Channelling 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 channelling are dependent on the domains available from the selected patron. A Channeller 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 Channellers find themselves quite powerful in a particular sphere of influence.
In order to select the Channeling Template, a player must be granted power from a specific deity or significant planar power that has the ability to influence domains and grant power from those domains. One player can only follow one deity at a time in this manner, and changing deities is a significant story event requiring Storyteller approval and planning.
Gaining Channelling: When selecting the Channelling Template, players select a Patron and one Domain at Rank 2. Within one Domain, they select a Line starting at rank 3, and within the other Domain they select a Line starting a rank 2. Additional Domain ranks or new Domains may be purchased at the cost of 5 experience per rank. When gaining a rank in a Domain (including when selecting the Channelling Merit) the Channeller receives one rank increase in the highest ranked Line within that Domain, which must raise that Line’s rank only rank 1 to equal the Domain rank. Additional Lines, and ranks within those lines, may be purchased with experience points. Additionally, each Domain grants its Channeller a powerful ability.
Deities
Deity | Title | Domains |
---|---|---|
Alkaizer | God of Light | Avatar, Order, Light, Healing |
Irrilandrilla | Goddess of Desire | Avatar, Desire, Chaos, Shadow |
Kao | God of Chaos | Chaos, War, Strength, Fear |
Septimus | God of Valor | War, Strength, Healing, Valor |
Kravnos | God of Earth | Earth, Avatar, [[Order Domain|Order], Magic |
Thalu | God of Fire | [[Fire Domain|Fire], [[Wrath Domain|Wrath], [[Strength Domain|Strength], Magic |
Kronos | God of Time | Time, Fate, Magic, Order |
Su-Lan | Goddess of Death | Death, Shadow, Fate, Dreams |
Khitar | Goddess of Air | Air, Magic, Healing, Wrath |
Nimway | Goddess of Water | Water, Magic, Wrath, Healing |
Thysis | Goddess of Luck | Shadow, Luck, Dreams, Magic |
Domains
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 will remain strictly focused to both the Domain’s concept and the Line’s intent.
Domain | Description |
---|---|
Air | Control of wind and sky |
Avatar | Transform into a manifestation of your patron's power |
Chaos | Demonic knowledge and random chance |
Death | Domain over deceased sentient souls |
Desire | |
Dreams | |
Earth | |
Fate | |
Fear | |
Fire | |
Healing | |
Light | |
Luck | |
Magic | |
Order | |
Shadow | |
Strength | |
Time | |
Valor | |
Water | |
War | |
Wrath |