Channeler
In Thrael's past, a group of Glas Wizards broke from tradition to combine arcane and astral energies, and utilized the strength of theories forged between the two separate magics to open small holes in the Veil. Able to summon forth demons and spirits from this mysterious outer-world, Channelers use their knowledge and skill to bind these unusual creatures and force them to do their bidding. Failing a summoning can be a deadly, gruesome experience for a Channeler and others nearby, depending upon which demon answers the call.
As Astral and Arcane hybrids, Wisdom and Reasoning are primary attributes for Channelers. Dexterity is also important as it is to any arcane spell caster.
The channeler uses its spells and summons offensively and relies on its evasion defensively.
Available Spell Circles
(Channelers begin with 4 spell circles):
This circle is available to Arcanist Mechanists, Channelers, Illusionists, and Wizards.
The Arcane Prime spell circle encompasses all the basic precepts of the Arcane sphere. Generally prime lists have many simple spells that demonstrate the general rotes and rules of the sphere in question. Arcane Prime spells are divided up into two catagories: cantrips and rotes. Arcane Prime cantrips are smaller spells known particularly for flashier effects; while Arcane Prime rotes are simply minor spells which demonstrate Arcane concepts.
| Number | Name | Cost | Description |
|---|---|---|---|
| ap01 | Essence Twist | 1 | Using the arcane energy inherit in the aether, the caster converts it into a weapon, causing it to strike at his foe. |
| ap02 | Arcane Shock | 1 | The caster builds up the essence in his own body and then forcefully expels it towards his enemy, causing damage. This can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime. |
| ap03 | Motes Cantrip | 3 | This spell surrounds the user with motes of light that enhance abilities, defense, but at the cost of becoming more susceptible to damage of specific types. The wearer feels the increase in that static that is affected. |
| ap04 | Lesser Instill | 4 | Slightly and temporarily improves the quality of an item, allowing the item to perform its purpose more effectively. The bonus scales with sorcery skill. |
| ap05 | Rigid Essence | 5 | Instant-cast spell that allows the mage to disrupt the essence within the target, giving the target round time. |
| ap07 | Arcane Mastery | 7 | The wizard traces a series of arcane symbols in the air and becomes more in touch with the arcane realm. There is an increase in the sorcery skill. The bonus scales with sorcery skill. |
| ap09 | Elemental Protection | 9 | This rote is the manipulation of essence into a form that impedes the progression of centralized elemental substances within the barrier. Through essence-bending, or the localized and unstable formation of essence around the caster, an elemental substance such as fire is interfered and thus diminished, although not quite nullified. Unstable is key, for a stable shell of essence in the same form will allow incorporeal substances to pass freely. The amount of resistance scales with sorcery skill. |
| ap11 | Force Field | 11 | This self-cast spell allows a mage to use his essence to build and maintain a wall that absorbs attacks. While it prevents critical wounds, the wall is not perfect and depends upon the mage's sorcery skill for its defensive capabilities. |
| ap13 | Create Glyph | 13 | Pure essence, without proper manipulation, is disruptive. If such unrefined essence is made to contact with certain materials – especially metals – on a certain fixed area, the create glyph cantrip will rearrange a tiny fraction of the surface of the substance in tune with the caster's personal essence flow. This coin-sized area on the object is known as a glyph, and is often used to show ownership. It is invisible to the naked eye; however, if the item upon which this spell is cast already has a glyph, this spell will reveal the glyph's ownership. With lengthy study in this circle, the glyph can remain permanent. |
| ap17 | Essence Field | 12 | This spell gives the wizard a stronger connection to the weave, allowing him to replenish his essence at a faster rate so as not to slow down his procedures and spells. |
| ap19 | Lesser Equilibrium | 19 | This spell alters the flow of essence within the wizard, increasing its essence reserves. The spell's effect scales with sorcery skill. |
| ap30 | Arcane Grand Mastery | Ultimate | This spell is temporarily disabled pending class revisions. |
This circle is available to Channelers, Clerics, Empaths, and Wilders.
| Number | Name | Cost | Description |
|---|---|---|---|
| sp01 | Astral Charge | 1 | The caster builds up spiritual energy within himself and forces it out to do damage to his enemy. |
| sp02 | Spirit Strike | 1 | The caster uses this orison to call to the surrounding invisible spirits for aid to help strike down a foe. This spell can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime. |
| sp03 | Astral Lift | 3 | The caster calls upon his deity to decrease the weight of heavy items, lowering his burden. |
| sp04 | Becalm | 4 | The caster calls upon the heavens to calm the target, making it non-aggressive. This only works on simpler creatures. |
| sp05 | Vigor | 5 | The caster calls upon the heavens to empower the target with stamina and fortitude. The bonus scales with channeling skill. |
| sp07 | Astral Mastery | 7 | This incantation puts the caster more in tune with his deity and the astral attributes that surround him, increasing his power over his magic. The bonus scales with channeling skill. |
| sp09 | Astral Bound | 9 | This spell allows the caster to give himself a protecting shield supplied by his deity that will prevent astral warding spells from harming him. The effect depends on the caster's channeling skill to protect him. |
| sp11 | Astral Shell | 11 | The caster calls upon his deity to surround him with a small bit of the god's power to protect him from physical harm. The effect depends on the caster's channeling skill to protect him. |
| sp15 | Spirit Sight | 15 | The caster calls forth a shifting mist that searches the veil for its connection with the target. The mist then shows the area where the connection occurs. Without much practice, the exact location of the target's connection is not always accurate. |
| sp30 | Astral Grand Mastery | Ultimate | This spell is disabled pending class revisions. |
This circle is available to Channelers, Illusionists, and Wizards.
One of the oldest circles of magic in the Arcane sphere, the road of Esu involves the basic magic of protection and shielding from both spells and physical attacks. There is also an element of evasion magic inherent in the spell list. Unlike Via Ars Av, this circle does not deal with meta-magic, but rather the raw contest of defensive and offensive energies.
| Number | Name | Cost | Description |
|---|---|---|---|
| ve01 | Lesser Shielding | Marginal | Upon casting this spell, the essence surrounding the target's body will become slightly viscous and in an invisible yet pseudo-solid state. The result is that any incoming physical blows will be impeded to a small degree. |
| ve03 | Lesser Flux Disruption | Lesser | Magical energies begin to swirl and coalesce about the target in a swirling unstable state. Any centralized manipulations of essence directed toward said target will thus be diluted and do less physical damage. |
| ve06 | Brittle Ward | Lesser | Tendrils of physical essence, which many simply call glass, forms a protective shell around the target's form. However, the nature of the spell allows for free movement, but the glass will shatter after too many successful hits. |
| ve08 | Intuition | Balanced | By tapping into the currents of ever-present essence, a wizard can sense where there has been a recent disturbance, or possibly even where the essence flows are being directed. The result is a preconception of where one might be lurking in the shadows. This spell will grant a small bonus to ambush defense. |
| ve12 | Sphere Discipline | Greater | This spell grants moderate defense against spells of a certain sphere, definable upon casting. So if the mage is fighting a creature that uses glas spells, he can ward them with this enchantment. |
| ve15 | Armor Enhancement | Greater | This spell adds magical padding to armor to decrease the severity of hits taken by the person wearing the armor. |
| ve20 | Greater Brittle Ward | Ultimate | The shell of glass that is produced by this spell, similar to that of ve06, will protect the target considerably but the duration is short due to the nature of glass, which is easily broken. |
| ve22 | Greater Shielding | Ultimate | This spell is like ve01 expect more essence is used and is manipulated into a more viscous state. |
| ve25 | Greater Flux Disruption | Greater | Like ve03, this spell grants magical defense but at a greater scale due to a greater amount of essence in a more chaotic state of existence. |
This circle is available to Channelers, Clerics, Empaths, and Lashes.
| Number | Name | Cost | Description |
|---|---|---|---|
| vfe01 | Astral Gauntlets | 5 | Astral gauntlets causes the creation of spiritual hand armor that lend to one's ability to do dexterous activities. The spiritual bonus scales with channeling skill. |
| vfe04 | Astral Boots | 5 | Astral boots causes the creation of spiritual footwear that lend to one's reflexes. The spiritual bonus scales with channeling skill. |
| vfe06 | Astral Helm | 5 | Astral helm causes the creation of spiritual head armor that lend to one's magical defense. The spiritual bonus scales with channeling skill. |
| vfe10 | Astral Bracers | 5 | Astral bracers causes the creation of spiritual arm protection that lend to one's strength. The spiritual bonus scales with channeling skill. |
| vfe13 | Astral Greaves | 5 | Astral greaves causes the creation of spiritual leg armor that lend to one's ability to defend oneself. The spiritual bonus scales with channeling skill.s |
This circle is available to Channelers and Wizards.
The road of Glas involves cold, one of the four elemental forces. An indepth study of cold magick lead to deeper studies into the power of the void, and (as some magi theoreticize), the creation of the channeler profession. True or not, those channelers willing to plumb the depths of Arcane knowledge today are able to learn some of the aspects of Via Glas. This spell circle primarily deals with shields, offensive effects, and some minor water effects, all within the domain of elemental cold.
| Number | Name | Cost | Description |
|---|---|---|---|
| vg01 | Chill | Marginal | Chill is a minor example of the power of ice, chilling drinks and causing people to shiver, feeling slightly cool. |
| vg03 | Freezing Shard | Lesser | This spell creates a shard of ice that will embed itself in the target, exploding several seconds later to cause extra damage. |
| vg05 | Instill Frost | Balanced | A thin sheet of magical ice wraps itself around the edges of a weapon that instill frost is cast upon, allowing it to give cold crits. |
| vg09 | Fetters of Rime | Greater | Focusing on dropping the temperature of the target, this spell can cause complete immobility. |
| vg12 | Frost Lash | Greater | This spell summons a shield of ice around the caster. Anyone who physically assaults the target, and is in range, will face a backlash of cold. |
| vg15 | Frozen Plume | Greater | A stronger version of vg03, this spells releases a frozen plume of water from the mages fingertips that hurls towards the target. |
| vg18 | Essence Freeze | Greater | The caster can freeze the essence around his target, making it so they cannot use it to cast spells. |
| vg21 | Snow Shield | Ultimate | The wizard harnesses the power of a snow storm that gathers around him and acts as a shield, not allowing him to be attacked. |
This circle is available to Channelers, Illusionists, and Wizards.
This via is a study of pure displays of essence, and to a lesser extent, electricity. Extrovert spells, as is their nature, effect others and gather no small amount of interference from the caster's aura. The road of Ful Flux deals with electrical storms and gross displays of aether.
| Number | Name | Cost | Description |
|---|---|---|---|
| vff01 | Essence Spark | Slight | A spell that causes a minor spark of flux that will deal damage to a target. |
| vff05 | Essence Reserve | Balanced | The caster directs the flow of essence toward him or herself, resulting in an increased reserve of essence at the caster's disposal. |
| vff07 | Essence Saturation | Balanced | The casting of this spell upon a target will decrease his/her/its essence pool and ability to perform sorcery-type spells. |
| vff11 | Rip Flux | Balanced | A burst of energy explodes from around the caster, knocking down people not in the casters group and dealing out damage. |
| vff13 | Essence Bolt | Balanced | This spell is a much stronger form of the previous essence spark. The caster draws essence from the Weave and fires it as a bolt at his foe. |
| vff16 | Essence Foam | Greater | Although seemingly misplaced, this spell is a result of extensive manipulation of raw essence. The result, if done correctly, are small viscous bubbles of essence, which is accomplished by sending thousands of miniscule swirling flows of essence around a target, where they are perpetuated by the caster's energy until solidified. Once solidified, the bubbles cling to the target and disrupt movement. |
| vff19 | Essence Detonation | Exorbitant | Activating this spell and touching a target causes the essence within a target to explode, damaging the target. |
| vff21 | Essence Flash | Balanced | Through his connection to the weave, the mage draws essence from the aether around him and releases it as concentric rings of intense magical energy, dealing considerable damage to everyone in the area. |
| vff30 | Matter Detonation | Ultimate | This spell allows the caster to turn an object into a bomb, destroying the object and cause extensive damage. |
This circle is available to Clerics and Channelers.
| Number | Name | Cost | Description |
|---|---|---|---|
| vfo02 | Frighten | 5 | When the target is hit by this spell, they are scared and run away. If the success is strong enough, the target will pass out. |
| vfo04 | Defile | 8 | The caster blights its target with poison. |
| vfo07 | Blindness | 7 | The caster has the power to render his target blind. |
| vfo10 | Flensing | 10 | This spell has the reputation for being one of the most painful ways to die. Starting off slowly, the targets skin beings to strip away, causing bleeding, pain, and possibly death. Duration scales with Channeling skill. |
| vfo13 | Astral Weapon | 13 | With ones knowledge of how the soul, the astral plane, and the physical plane all work in conjunction, the caster is able to coat a blade with a portion of the energy from his soul to allow it to even further harm his enemies. The maximum damage of the flare scales with channeling skill. |
This circle is available to Channelers and Clerics of the Onu.
| Number | Name | Cost | Description |
|---|---|---|---|
| vkn01 | Manifestation | 1 | This spell summons a lesser spirit to attack the target. |
| vkn04 | Sever Spirit | 4 | The caster is able to surround the target with waves of astral energy, which rips away their spirit and attacks them with glowing tendrils of flux. |
| vkn09 | Spirit Mount | 15 | The caster is able to bring from summon from beyond the veil a ghostly horse that they can ride. Casting the spell again will refresh its duration and call the horse to you. |
| vkn11 | Derange | 11 | Paranoia fills the target of this spell, causing them to hear and see things, leaving them mentally unstable. The penalties scale with channeling skill. |
| vkn14 | Hoarfrost | 10 | This spell brings forth spirits of ice to assault the target and hamper its movement. |
This circle is available to Channelers.
| Number | Name | Cost | Description |
|---|---|---|---|
| vmc01 | Lesser Bind | Lesser | This spell prepares the summoning circle and gives the channeler the power to bind lesser spirits to themselves. |
| vmc06 | Lesser Spirit Summoning | Impressive | This spell allows the channeler to summon a lesser spirit into the red summoning circle |
| vmc13 | Greater Bind | Greater | This spell is the same as lesser bind, but it prepares for a more powerful spirit. |
| vmc14 | Greater Spirit Summoning | Impressive | This spell is the same as lesser summoning, but it summons a more powerful spirit. |
| vmc17 | Spiritual Hastening | Balanced | This incantation hastens summoned spirits, thus increasing their effectiveness in combat. |
| vmc20 | Superior Spirit Summoning | Exorbitant | Again, this spell is the same as lesser summoning, but it summons an even more powerful spirit. |
| vmc22 | Unsummon | Impressive | The caster uses this incantation to send their summoned minions back to the veil. |
| vmc29 | Supreme Spirit Summoning | Exorbitant | Again, this spell is the same as lesser summoning, but it summons the most powerful spirit. |
| vmc40 | Solidarity | Exorbitant | This spell gives more solidness to the summoned spirit, making them more powerful. |
This circle is available to Channelers.
| Number | Name | Cost | Description |
|---|---|---|---|
| vq02 | Source | Lesser | Creating a thread of spirit between the caster and target, this spell allows the caster to slowly siphon essence out of their target. |
| vq05 | Slow Link | Balanced | By slowing down the targets link, this spell is able to increase prep time and mana cost for spells. |
| va10 | Channeling | Ultimate | Through ritual, the caster is able to open a targets spirit to the ability to send and receive mana through the skill called channeling. |
| vq14 | Rip | Greater | This spells grants the caster a violent way to rip a spell out of someones control and grant them the ability to cast it. |
| vq16 | Rapid Cast | Impressive | Through ritual, the channeler is able to prepare and cast spells much more rapidly than normal. |
| vq21 | Deep Channel | Impressive | By connecting deeply to the astral plane, the caster is able to gather up a great amount of energy to expel upon casting a spell. |
This circle is available to Channelers.
| Number | Name | Cost | Description |
|---|---|---|---|
| vvc10 | Remote Command | Balanced | This spell allows the channeler to cast his thoughts through the aether and control summoned spirits from afar. |
| vvc15 | Lesser Demon Summoning | Impressive | This spell allows the channeler to summon a demon from the first plane of darkness in the veil into the red summoning circle. |
| vvc20 | Rebind | Impressive | This spell allows the channeler to rebind to his will the demons that have broken away. |
| vvc26 | Infernal Gathering | Exorbitant | The channeler can use this spell to summon the demons that obey him throughout Thrael, opening a portal so they may attend his needs. |
| vvc30 | Greater Demon Summoning | Impressive | This spell is the same as lesser summoning, but it summons a more powerful demon from the second plane of darkness beyond the veil. |
| vvc34 | Steal Spirit | Impressive | This incantation allows a more powerful channeler to steal a demon from a weaker one, making the monster his minion. |
| vvc42 | Superior Demon Summoning | Impressive | Again, this spell is the same as lesser summoning, but it summons an even more powerful demon from the third plane of darkness. |
| vvc55 | Supreme Spirit Summoning | Impressive | Again, this spell is the same as lesser summoning, but it summons the most powerful demons from the fourth plane of darkness! |
Skills
(Click on the column header to sort by that column. For an explanation of skills and their values, see the Skills page.)
| Skill | Value |
| Alchemy | Normal |
| Animal Handling | Bad |
| Archery | Very Bad |
| Armor | Very Bad |
| Channeling | Very Good |
| Conditioning | Bad |
| Evasion & Dodging | Good |
| First Aid | Normal |
| Fishing | Normal |
| Focus | Very Bad |
| Foraging | Normal |
| Gnosis | Very Good |
| Kinesis | Very Good |
| Larceny | Very Bad |
| Lockpicking | Very Bad |
| Lore | Very Good |
| Mechanisms | Very Bad |
| Melee Weapons | Bad |
| Observation | Normal |
| Outdoorsman | Bad |
| Parry | Normal |
| Shields | Very Bad |
| Skinning | Normal |
| Sorcery | Very Good |
| Stealth | Very Bad |
| Tactics | Normal |
| Throwing | Bad |
| Unarmed Combat | Very Bad |
The mitred and robed form of Father Abbot Repentance Otrygg walks into the lecture hall, a sharp glare stops all the whispering in the room. He makes his way over to the podium, and leans his shillelagh up against it. Clapping his hands, he bellows, "LISTEN UP. Th' Theosophic Academy's been nice enough t'invite me in t'serve as a guest lecturer, an' by Duvan's beard yer goin' t'listen up. What Ah'm about t'teach ye is one of th' great Mysteries of our world, an' Ah'll break th' knees of th' first one who so much as sneezes." He grips the edge of the podium and leans forward; offering the crowd an ugly grin. "Fer th' daemons won't be so generous as Ah."
He snaps his fingers and a chalkboard is rolled out onto the platform. "Before Ah begin, Ah'll introduce meself. Ah'm sure there are some who haven't heard of me, but their numbers are few. Father Abbot Repentance Fly-Fornication Search-th'-Scriptures Zeal-of-th'-Land Otrygg, of Reklar Insane Asylum. Daemonology 101. Know it. Fear it. Respect it. Yer soul depends on it. Those channelers who're wet behind th' ears don't make it. Spirits, of course, are far less risky than summonin' a Daemon Lord of th' Fourth Plane t'do yer biddin'.
"Daemonic Theory. We've got Via Min Crix an' Via Vas Crix. Those of ye who like life t'be short an' brief, by all means go learn Vas Crix first. When th' rottin' arm of Beliel comes out an' rips yer throat out, don't ye come gurglin' t'me! Min Crix deals in spirit summonin' an' is th' basis of bindin' yer summonin' circle, also banishin' yer minions back beyond th' Veil.
"Spirits are docile in nature, an' don't need TOO many restrictions put on 'em. They're mostly mindless constructs drawn out of th' Veil an' formed with what elements they grab onto on th' way out. Ye always use lesser bindin' on spirits, certainly there's no harm usin' a greater bindin'... but Ah'm a busy druim'dwer, an' a most efficient druim'dwer.
"Daemons. Daemonic bindin' an' summonin' is nothin' t'scoff at, nor is it a shameful thing t'be afraid. It's quite simple. If ye don't have th' will t'control it an' show fear, they'll gobble ye up an' pass ye in some demonic fashion. Daemons require th' most notations on th' summonin' circle, an' th' most powerful spells. Ye learn about 'em in th' Via Vas Crix lecture. Quite a few nice things ye learn in th' Via Vas Crix sphere. Ah'll get t'em in th' end."
Abbot Repentance holds out his hand imperiously, and two sticks of white chalk are placed in his hand by an eager neophyte. The Abbot favors him with a beatific smile, and turns brusqeley to the chalkboard. With precision, he draws a perfect ordinary chalk circle on the board and turns back to the class.
"Basic safety measure. Th' almighty chalk circle of protection. What's on th' board is ordinary chalk, Ah'll demonstrate what th' REAL thing does in a few minutes."
He sets the white chalks down and holds out his hand, the neophyte places two sticks of red chalk in his hand. He turns to the board and draws a perfect red chalk circle next to the white one. Instead of stopping at the circumference, he begins writing numerous notations and drawing diagrams within the circle, stopping occasionally to add in an esoteric sigil. He turns back to the class.
"Basic bindin' measure. Remember. RED is th' bindin' color. Red also happens t'be th' color ye'll see if ye don't draw it correctly. As with th' white circle, this was done in regular chalk. If ye were OBSERVANT--" He stops and glares at a dozing student. "Ye saw me writin' out these various things. Take out yer books an' ye damn well copy 'em down correctly." Repentance stops and waits for the quills to be set down.
"That was th' basics. Now we move into th' more advanced territory... an' don't worry. This'll all end in a PRACTICAL DEMONSTRATION!" He glares again at the dozing student, and punctuates his outburst by slamming his hand into the podium. "Where was Ah? Ahh, yes. Spirits an' daemons.
"Know that each circle ye know, lesser, greater, superior, an' supreme deals with ONE plane beyond th' Veil. Within each sphere resides three viable entities that th' teachers deem t'be th'... hmm... least unpredictable. Keep this well in mind, an' don't ye dare underestimate 'em. Fer simplicity's sake these entities are divided up into evil, neutral, an' good categories. If yer th' least bit confused check th' portal that they come out of. If yer one of th' namby-pambies who can't abide even th' thought of a dark demon, keep at it until ye get th' one yer aimin' fer. Fer ye exorcists in th' crowd, know that ye can do no greater work than t'enslave an' bind those demons t'yer purpose. T'take th' enemy an' force 'em t'help ye with yer tasks..." He heaves a contented sigh. "It is an excellent feelin'."
He walks away from the podium and towards the center of the platform. A great bustle of activity precedes the rolling away of the chalkboard, and the sound of cranking as a seperate platform is raised at an angle so that the best possible view can be afforded to the classroom. Repentance takes the other piece of white chalk and draws a circle at the base of the raised platform. Turning to the crowd he says, "Ah'll be summonin' one of th' supreme daemons now, no one need be alarmed. Ah've got th' situation well in hand. Ye saw what Ah did jest now. Ah'll repeat it fer anyone who missed it. Ye DRAW WITH yer WHITE CHALK, an' th' circle sits before ye. Don't go into it jest yet, ye've got th' bindin' circle t'draw. Naturally, this'll be a bit more complex so pay attention."
He takes a red chalk and begins drawing a basic circle on the raised platform. "As ye can see Ah'm DRAWin' WITH me RED CHALK. This is th' basic circle, next comes th' tricky part. Ye best have enough LORE (Hint Hint) in yer head, an' remember this an' all th' other lessons t' MARK th' RED CIRCLE WITH yer RED CHALK. Different daemons an' spirits need additional markin's t'their circle... naturally. Ah'll leave ye t'find out jest how many ye need. Always mark yer circles up before ye start castin' yer bindin' spells. Like so."
He takes the red chalk and after studying the circle for a few moments, begins marking it up quite extensively. Nodding to himself, he walks towards the base of the raised platform. He moves to STAND ON the WHITE CIRCLE and the air above it shimmers slightly. He begins chanting the words of greater binding, "Via Min Crix Vas Pauz Rik," while focusing on the red circle. As he finishes the chant, a burning point of light appears and starts tracing out the pattern set by the marks around the circle's edge. Repentance nods agreeably. "If it does not look like that... Ye did it wrong! Completely! That's th' sign that ye RUN!"
He whispers, "Watch this closely." He takes a deep breath and focuses on the red circle, murmuring, "Via Vas Crix Ul Kel Nivir Animus." He chants quietly in an ancient language while remaining focused on the circle. His brow is knit in concentration as he appears to be waiting for something.
There is a collective gasp among the students as a gigantic shrouded figure steps from a portal of pure black. The bright lines within the red circle glow brightly and are dispersed by a sudden gust of wind. The Father Abbot turns to the class, saying, "This... is Lord Ascaroth of the Fourth Plane beyond th' Veil. Yer studies don't end here, believe me; nor yer lesson on th' greater spells of daemonic manipulation..."
Repentance rests his hands on the podium, ignoring Ascaroth standing behind him. "Before Ah go on, here's a little recap. Yer goin' t'need t'know th' Min Crix circle t'bind spirits, an' th' Min Crix AN' Vas Crix circles t'summon up daemons. Component wise -- alchemically treated chalk bought at yer local magickal goods store. Now, ye DRAW WITH yer WHITE CHALK, t'create th' circle. Then ye DRAW WITH yer RED CHALK t'make th' bindin' circle... an' refine an' empower it by MARKin' th' RED CIRCLE as many times as needed. When this is done, ye stand on yer white circle an' cast yer bindin' spell on th' red one, an' THEN yer summonin' spell... don't forget t'cross yer fingers an' pray."
He pauses and screams, "GET ME?!" A number of dozing students sit up with a start. While the Abbot is glaring at the crowd, the shrouded form turns slowly towards its Master, rumbling, "Get you, Master? Of course." His eyes glow brightly as a beam of essence shoots forth, narrowly missing the dwarf and incinerating the podium. Working swiftly, the dwarf makes a complex design with his hand, forming a three dimensional web of essence that surrounds Ascaroth. As the web surrounds the demon, a line of essence extends from it to the Abbot.
After collecting himself, Repentance goes onto say, "That was Rebind. Remember that if yer daemons get unruly..." He glances at the wreckage surrounding him and makes a vague gesture. "Class dismissed!"
(Management's explanation of the following text: Grimnir is a channeler possessed by his demon. When this happens, Nishino takes over.)
Read this carefully, young Channeler, now let me introduce meself properly. Me name is Grimnir Otrygg, or Father Otrygg (when it pleases me) an' Ah've jest escaped from th' bastard corruptin' me body t'write this little guide. Why this is so important ye ask? Because if th' good Fatha (that's me) is gonna be instrumental in shapin' all future generations inta me own likeness, why that sounds right fine.
If yer readin' this yer either a Channeler in trainin' or some heathenish bastard who got his grubby paws on this guide, an' may ye th' black rot find ye, as Ah know it will. Channelers, or sometimes called Summoners, really came about in the dawn of the Age of Lords, around the year 17,250. Ye see, it's th' il'ltyhe who developed our craft, an' they fled t'th' northeaster part of Ziguran in order t'practice it, bless em very well.
Yer probably wandering what's so bad about bein' a Channeler... let me tell ye verra well. There are base warnings, and then there are higher ones. In our work, we deal with terrible demons, powers beyond th'veil, triflin' with th' very foundations of th' Veil, an' blood an' gore, sacrifice, plots, an' th' struggle t'keep our soul (or sell it, dependin'.) Th' higher warnin' is thus: Not only do we deal with th' demon princes, an' such, but we deal with th' spirits: Spirits of air, earth, shadow, light, crystals, an' th' dead get involved when they have a mind to. Possession! Heed this VERY WELL, OR YE'LL END UP LIKE MHyahahaha!
Yes, Nishino Ko must write out his laughter, to say that the way to merriment is short, sweet, and simple. The idiot dwarf says this about possession it is true, BUT the knowledge is better given from Nishino's point of view than this casing of flesh! Hee hee! Nishino is most concerned with you being among the Great, so listen closely, and ignore everything except the words you see here! Hyahahaha!
The wicked il'lythe fused the Astral and Arcane sphere in this profession. Thus! Thus!! There is great variety, and room for all to be unique and lovely. Hyahahaha! It is almost as good as plum wine.
Nishino will tell you this: All that you will need... well, almost all (Hyahahaha!) can be found at the Theosophic Academy in Kaezar, or wander around the Great University of Koje and the Great Temple there to find what you need. Oh, yes! This body has not even touched the Arcane, so what would he know of such a thing! This is why Nishino saw the need was great and came forward – he cannot withstand me for long!
Astral Prime By even thinking of Channeling, you know one spell of Astral Prime. The calming one. Go to the respective place and learn more! These spells span all things, and the best is almost the last. Spirit Sight to keep track of all your enemies, like Nishino does. Hyahahaha!
Arcane Prime It has some use, yes, but Nishino has learned that only few spells in it are worth learning it forever, when you can go to mage friend and ask for wand! Hyahaha!
Via Esu Protection Magicks! This is an Arcane school of protection, that is very good, it covers both physical and magickal defenses. Very helpful! Remember, student, always learn at least one protection circle! You shall regret it if you do not! Hyahahahaha!
Via Fas Esut This is the Astral way of protection. Each piece of the armor has a different attribute! For example, Astral Cloak protects you from elemental attacks! Remember what Nishino has said. Pick a protection circle, or he shall come and pluck out your eyes. Hyahahahaha!
Via Glas This is the way of Cold magicks, Nishino has been on the receiving end of many of these spells. One thing to know that idiot Otrygg forgot, Channelers started as Ice Wizards, so those of you who choose to uphold the tradition pick this! Glas is like other elemental circles, it has offensive, defensive, and odd augmentative spells, as well as one that turn man into ice block. Hee hee! It is a noble choice, but Nishino likes the others better, you will see why! Hyahahaha!
Via Ful Flux This, Glas, and Esu are all of our Arcane circles. Ful Flux is for those of you who want to shape the very essence surrounding you! A fine choice for any, it even has a spell that gives you more essence to use! Hyahaha! Fine spell circle also!
Via Ful Onus Is Nishino's favorite circle, it is no coincidence that it is also our most violent circle! Hee hee! Nishino will list what it does, and leave you to decide what to do! It can frighten, poison, rip the skin off of, blind, weaken, destroy, and convince something to die! Hyahahaha!
Via Kel Nivir This circle is the Darker Spirits, almost like pre-Summoning. All spells in this circle rely on little spirits. Nice thing about this is it have Manifestation, which you can use very young, to convince spirit to come and feed on what you tell it to! Also, fill their mind with spirits to make them see strange things and summon your own steed! Hee hee!
Via Qel Channeling circle. It also like Astral magic defense sometimes. You can pull essence out of something, you can steal a spell even, many things to make your mastery of Channeling (hence the name! Hee hee!) greater!
You may ask, Nishino, you have not covered summoning, and he has not. He will cover them both now, but he must warn you that Channelers can learn four circles when they start their path, and only three more at your trainings of 15th, 30th, and 50th.
Via Min Crix is spirit summoning, it is the basics. To make example, Kel Nivir is like making cookies, Min Crix is like cakes, and Vas Crix is like knowing how to make a sculpture eight feet tall made out of sugar. Nishino use this as example, since babies love sugar, and know it well. Hyahahaha!
Nishino will not go over the spells per se (he is so scholarly when he speaks this way, yes, yes?) but the process. You cannot learn Vas Crix, the Greater Summonings, without learning Min Crix. The spells Lesser Bind is for summoning spirits, and the spell Greater Bind is for summoning demons. These spells are for binding the magic circle... let Nishino explain them!
Chalk. In most cities you can buy the chalk necessary for our art, but Nishino still has not found any chalk in Koje. It makes him weep behind his mask. One red and one white chalk do you need. First, you draw with chalk your white circle to keep it ready, Nishino say draw it first since often times baby summoner forget to even draw it and then summon demon who eat him like takee cup.
Put white chalk away, and take out your red chalk and hold it steadily! Here is something idiot Grimnir did not mention, Lore is very important for Channelers, because it is what we need in order to draw with red chalk and mark the red circle.
Marking? Yes! Nishino says mark it very well. Before, you even summon a spirit, mark the red circle as high as you can to see how many marks you can draw. The more marks, the better binding it is, if you do not put enough marks and you try and summon... the thing comes and may get through or just disappear! (They all wish them to disappear. Hyahahaha!)
When marking is done, cast your binding spell on the red circle, stand on white circle and then cast your summoning spell and cross your fingers, praying like your life is at stake! Because it is, young channeler, it is! Now, hopefully you are still alive and you can COMMAND your demon to defend you, to join you, and to attack different things. Remember as well, young son, that not all channelers are dark and sinister as Nishino, so you can send away the demons of darkness and call forth the demons of the light! Maybe they will obey you!
Nishino is getting very long wind Ach! That squinty bastard's gone fer now. Now, where was Ah... Of course, th' dangers of possession...



