Channeling: Difference between revisions

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|[[Earth Domain|Earth]] || [[Kravnos]] ||  
|[[Earth Domain|Earth]] || [[Kravnos]] ||  
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|[[Fate Domain|Fate]] || [[Kronos]], [[Su-Lan]] ||  
|[[Fate Domain|Fate]] || [[Kronos]], [[Su-Lan]] || Observe or manipulate the weave of Fate
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|[[Fear Domain|Fear]] || [[Kao]] ||  
|[[Fear Domain|Fear]] || [[Kao]] ||  

Revision as of 12:46, 14 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 List
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, Magic
Thalu God of Fire Fire, Wrath, 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 List
Domain Patrons Description
Air Khitar Control of wind and sky
Avatar Alkaizer, Irrilandrilla, Kravnos Transform into a manifestation of your patron's power
Chaos Irrilandrilla, Kao Demonic knowledge and random chance
Death Su-Lan Domain over deceased sentient souls
Desire Irrilandrilla
Dreams Su-Lan, Thysis
Earth Kravnos
Fate Kronos, Su-Lan Observe or manipulate the weave of Fate
Fear Kao
Fire Thalu
Healing Alkaizer, Septimus, Khitar, Nimway
Light Alkaizer
Luck Thysis
Magic Kravnos, Kronos, Khitar, Nimway, Thysis
Order Alkaizer, Kravnos, Kronos
Shadow Irrilandrilla, Su-Lan, Thysis
Strength Kao, Septimus, Thalu
Time Kronos
Valor Septimus
Water Nimway
War Kao, Septimus
Wrath Thalu, Khitar, Nimway