So I thought I would try that kind of magic in 4th edition, here’s what I got.
Channeler Class
The one power, two parts, eternally working with and against each other, turning the wheel of time.
Class Traits
Role: Hybrid Controller, Striker
Power Source: The One Power. You have the innate ability to channel the one power, the power source of creation.
Race: Human
Key Abilities: Intelligence, Wisdom, Charisma
Armour Proficiencies: Cloth
Weapon Proficiencies: Simple Melee, Simple Ranged.
Implement: Angeral
Bonus to Defence, +2 Will
Hit Points at First Level: 12 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 7+Consistution modifier
Trained Skills. The One Power. From the class list below choose three more trained skills at level 1. Diplomacy(Cha), Heal (Wis), History(Int), Insight (Wis), Religion(Int), Intimidate(Cha),
Channeler’s are people who can channel the one power and use it to achieve miraculous things. Channeling is divided by sex, with men channeling the male half of the power (Saidin) and women channeling the female half of the power (Saidar) each of which works slightly differently.
Saidin
Saidin is a torrent of electric fire, but one you can control with effort. Men cannot detect other male channelers, unless the person is actively channeling, and only sometimes then. Men tend to be stronger in the power, but lack the ability to link without women.
Power of Saidin: Choose your Highest Mental Stat (Intelligence, Wisdom, or Charisma). This stat becomes your attack stat. Your Attack for any use of the Power consists of Your Highest mental Stat modifier + half your level + Angeral bonuses +2. Your Damage is determined by the highest power you use + Highest mental stat modifier +Second Highest Mental Stat modifier.
Saidar
Saidar is said to be a graceful river, but one that will drown you if you attempt to control it. Women automatically detect other female channelers, and always know when another women is channeling. Women tend to be slightly weaker in the power, but can easily link with other women (up to 13*)
Grace of Saidar: Choose your Highest Mental Stat (Intelligence, Wisdom, or Charisma). This stat becomes your attack stat. Your Attack for any use of the power consists of your highest mental stat modifier+half your level+Angeral bonuses+ 1 for any other women linked to you. Your Damage is determined by the highest power you use +Highest mental stat modifier+1 for any other women linked to you.
Channeling.
To make channeling work in 4th edition, some changes are made to the power system. All Powers for channelers simply consist of ability in one of the five elements that make up the one power, Fire, Water, Air, Earth, and Spirit. A Channeler picks out three of the elements to make up their at will abilities, and the chooses again for their encounter ability, and again for their daily ability.
Your average channeler will choose each element once, (example, a woman may choose Air, Water, and Spirit as at-will abilities, Earth as an Encounter Ability, and Fire as a Daily Ability) showing that they have average ability with Air, Water, and Spirit, below average with Earth, and Trouble with Fire. You may however choose to double up on your Elements except in At-Wills. For Example. A Woman could have chosen Air, Water, and Spirit for her at-wills (not being allowed to take, Air , Air , Water as her atwills) and then chose Air again for Encounter and Water again for Daily. This would respresent above average ability in Air and Water at the cost of no (or minimal) ability in fire, and earth.
Each use of the Power, known as a weave, requires different concentrations of each element. Weaves are divided into three types, Simple Weaves, Complex Weaves, and Ritual Weaves. Simple weaves consist of anything that can be done with your at-wills and represent the most basic level of effort. Simple weaves do little damage. Complex Weaves consist of powers that require multible of the same element and cannot be done with your at-wills. These Weaves have powerful effects and can be very dangerous. Ritual Weaves consist of powers that cannot be done within the space of a normal combat or encounter, these weaves can take minutes or hours to even achieve affect.
Every Weave excepting Ritual Weaves, take a standard action to complete. Weaves may also be prepared, tied, or inverted as the situation requires. A weave generally acts until the end of your next turn. But may be sustained either by casting it every round or by paying 1 spirit every round as a minor action
Prepared Weaves
A prepared weave is simply a weave that has been woven but not released. Prepared weaves can be released as a free action or Immediate interrupt but take a minute to prepare.
Tied weaves
A Tied weave is a weave that has been made permanent. Tying a weave takes a minor action and 1 spirit. Afterward the effect of the weave continues indefinitely althought the weaver is no longer in control of the effect. If the effect was nondamaging or harming, it continues indefinitely. If it was harming or damaging, the effect continues until save ends.
Inverted Weaves.
An Inverted Weave is simply a weave that has been hidden from detection from other channelers. Men and women can never detect a inverted weave by another. An Inverted weave may be known by its effects. Inversion is often used for disguises and traps. Inversion takes a minor action and 1 spirit.
Table of Channeling Effects.
Power use and damage
Daily Level 29 6-7 Dice Encounter Level 27 4-5 Dice
Daily Level 25 4-6 Dice Encounter Level 23 3-4 Dice
Daily Level 19 2-5 Dice Encounter Level 17 2-3 Dice
Daily Level 15 2-4 Dice Encounter Level 13 2-3 Dice
Daily Level 9 2-3 Dice Encounter Level 7 1-2 Dice
Daily Level 5 2-3 Dice Encounter Level 3 1-2 Dice
Daily Level 1 2-3 Dice Encounter Level 1 1-2 Dice
At-Wills 1 Dice At-Wills 1 Dice
Element Used
Fire Maximum Dice rolled as d10’s
Water Minimum Dice rolled as d6’s, Secondary Effect or Damage Type
Air Minimum Dice rolled as D8’s Secondary Effect or Damage Type
Earth Maximum Dice rolled as D6’s Secondary Effect or Damage Type
Spirit Minimum Dice rolled as D6’s Secondary Effects or Damage Type
Damage Type based on Element Secondary Effects based on Element
Fire Fire Damage
Water Cold Damage, Necrotic Damage, Slowed, Knocked Prone, Weakened.
Air Physical Damage, Radiant Damage Blinded, Deafened, Marked
Earth Physical Damage, Acid Damage Prone, Immobilized, Restrained
Spirit Psychic Damage Surprised, Marked, Dazed, Stunned, Dominated
So how does this work? Takea person who just channeled a combination of Fire and Spirit. Using an at will and a level 13 encounter power. You follow the highest encounter power used which is level 13 for 2-3 Dice. You follow the element used, taking the best of each example. Fire gives you maximum dice and d10’s psycic gives you secondary effects and damage type.
The power would deal 3d10 Fire Damage and have the choice between adding Psychic Damage (in which case you would deal fire and psychic damage) or adding a Secondary effect, (in which case you would have a secondary effect such as Dominated until end of your next turn)
