Class Skills

The channeler’s class skills (and the key ability for each skill) are:

Hit Die D8

Magi/Channeler

Sometimes called "True Sorcerors".

The channeler or Magi is by some accounts considered a holy one...This is perhaps over doing it, although they do indeed derive their power from similar cosmic sources as the priestly miracle worker, often they de-emphasize the anthropomorphic aspect of those powers and are often as not non-worshipers. Never the less they propiate, they appease and they appeal to... etc. Their magics tend to take diverse and versatile forms. They lack the special focused relationships the priest/priestess - thaumateurges possesses with their "deity". And the power they channel is thereby "dangerous"

The channeler is usually of lawful allignment though some Dark Channelers are purely chaotic who have become warped by the forces channelled unwizely.

sorceror

The act of channeling the power of the Magi's source(s) is generally traumatic, and occasionally dangerous, or even sanity bending this "uncontrolledness" does have some benefit, they are not limited to arbitrated quanta of miraculous effects...and can sometimes work miraculous effects that are beyond their own measure of ability.... this freedom comes at a price. Generally they suffer a sort of deep fatigue/trauma in the form of one hitpoint per level of the Spell/Wonder they are working. Unless they critically fail their channeling roll they do not normally kill themselves with this process and will merely drive themselves unconcious.

Magi will invoke appropriate deific entities and sources to the effect which they wish to create, yes this means that an otherwize good channeler wishing to invoke harm/curses would likely call on dark or chaotic forces. Tho many of the rituals or spells do indeed ring with the similar style and effectiveness of the priest many of them invoke places and primal concepts as well as entities. How many sources a Magi/Channeler is familiar with affects the diversity and domains of the magics he may perform.

The most common multi-class option for the Magi is that of the Priest or Monk. The irreverence their craft tends to proffess to "gods" limits their viability as priests and palidans without forfeiture of class abilities. The philosophy of channelers see the body and physical things vastly different than the standard Warrior classes and are not accessable as a multiclass option to warriors or rogues.

Mystic Sources

This represents knowledge of sources used for channeling.

The nature of the source can affect trauma incured.

Theoretically cantrip level magics and level One magics may be performed without channeling to any particular source. Sources of allignments than ones own are used because they give access to other domains of magical effects.

Channeling

This is a skilll its primary use is allowing ones body/mind to become a channel for other world forces to enter this one performed during the working of more powerful magics...

Channelers may not use armor, and access their channeling skill.

Channelling roll difficulties are calculated as follows.

Basic Difficulty Class DC10 + 2 per level of the magick being worked. (further the level of the magic is treated as one higher per step of allignment difference between the Magi and this current source)

The Channeling Roll is an act of skill performed when casting a magic. The degree of success determines the implications of this particular channeling.

 


The Faerie Mage...

This class is nearly to druids what the "True Sorceror / Channeler" is to the priest... But the Fae Mage is almost always a chaotic viewed through the human mind-set but this is deceptive.... The seelie and unseelie are tightly bound by the fae/magically laws. They draw on natures power in what sometimes seems a irreverent or even bizarre fashion. The aspect of nature drawn on seems wild and difficult for most to understand.

The Fae Mage is nearly a specialist channeler(if they were truly so they would be simply a priest) but the forces they channel are directly oppositional. They are considered neutral by most walking the fine line to draw on each Seelie and Un-Seelie.

They cannot wear or even carry and amount of iron/steal and channel the wonders of the nature.

sometimes even a simple failure on a channeling roll results in wierd effects. Minor temporary curses and sometimes a major failing will incur a full blown Geasa.