Channeling
For some people, contact with Essence awakens something greater within, granting them a direct connection to an Aspect of Essence. They don’t require a Focus or spell preparation as wizards do, and their power returns with a ten (10) minute Short Rest rather than the setting of the sun. As living vessels of elemental power, Channelers can tailor their magical expression to their specific needs, as either a Champion or an Oracle.
Please Note
Citadel is currently in playtesting. All rules released are subject to change before our first official event in 2025.
Be sure to join our Discord for any updates!
Channeling
When you buy Novice Channeling, choose Aspect of Essence to which you have a Soul Bond (see Heritages). You can cast spells of that Aspect only. This is referred to as "your Aspect", or, more formally, "your Primary Aspect".
Secondary & Tertiary Aspects
Many Channelers are content to focus only on perfecting their Primary Aspect. However, others find that their Soul yearns to express more than one Aspect of Essence. With dedication and training (or through strong exposure to another Aspect) a Channeler can learn to Channel up to three (3) Aspects of Essence.
The human Soul can only Channel so much Essence before it fractures, so the Channeler must carefully balance the strength of each Aspect they Channel. The Secondary and Tertiary Aspects will never be as powerful as the Channeler’s Primary Aspect, but provide them with additional spell options.
A Channeler does not gain any additional Tolerance when they choose to nurture a Secondary or Tertiary Aspect.
Tolerance
The passage of an Aspect's power through a channeler’s body is taxing, and they have a limit to how much they can endure. This limit is called Tolerance. All channeler spells have a Tolerance cost that must be paid at the time of casting, even if the spellcasting is interrupted and fails. Channelers can regain Tolerance as part of taking a Short Rest, by performing Rites appropriate to their Channeling Path, or by expending a use of Zeal.
Overchanneling
If you intentionally expend more Tolerance than you have remaining, you complete the spell, then die as if you received a Killing Blow. If the spell is a Chant, you take this Killing Blow when your Chant ends. You can’t avoid this death by regaining Tolerance in the intervening time (such as through the use of Zeal).
Novice Channeling & Sense Magic - 20XP
Prerequisite: None
You have learned to channel Essence to cast spells on yourself and on others. You begin with three (3) Tolerance. A Novice Channeler is able to use First Circle Invocations.
Additionally, the Sense Magic skill is included in your purchase of Novice Channeling.
Tolerance 4 - 5XP
Prerequisite: Novice Channeling
You have a total of four (4) Tolerance.
Tolerance 5 - 5XP
Prerequisite: Tolerance 4
You have a total of five (5) Tolerance.
Tolerance 6 - 5XP
Prerequisite: Tolerance 5
You have a total of six (6) Tolerance.
Second Circle Channeling - 10XP
Prerequisite: Tolerance 6 and six (6) Channeling spells known
Your ability to channel Essence has progressed beyond that of a Novice. You may now use Second Circle Invocations.
Secondary Aspect Channeling - 10XP
Prerequisite: Second Circle Channeling in Primary Aspect
You may Channel a Secondary Aspect of Essence. You must have a Soul Bond to the Secondary Aspect, and it can never be a higher Circle than your Primary Aspect. You may spend your Tolerance to cast spells associated with your Primary or your Secondary Aspect, sharing your Tolerance between the two (2) Aspects.
Tolerance 7 - 10XP
Prerequisite: Tolerance 6
You have a total of seven (7) Tolerance.
Tolerance 8 - 10XP
Prerequisite: Tolerance 7
You have a total of eight (8) Tolerance.
Tolerance 9 - 10XP
Prerequisite: Tolerance 8
You have a total of nine (9) Tolerance.
Tolerance 10 - 10XP
Prerequisite: Tolerance 9
You have a total of ten (10) Tolerance.
Tolerance 11 - 10XP
Prerequisite: Tolerance 10
You have a total of eleven (11) Tolerance.
Tolerance 12 - 10XP
Prerequisite: Tolerance 11
You have a total of twelve (12) Tolerance.
Third Circle Channeling - 15XP
Prerequisite: Tolerance 12 and six (6) Second Circle Channeling spells known
Your ability to channel Essence has progressed into Mastery. You may now use Third Circle Invocations.
Second Circle Channeling for Secondary Aspect - 10XP
Prerequisite: Secondary Aspect Channeling and Third Circle Channeling in Primary Aspect
Your ability to Channel a Secondary Aspect has progressed beyond that of a Novice. You may now use Second Circle Invocations with your Secondary Aspect.
Tertiary Aspect Channeling - 10XP
Prerequisite: Second Circle Channeling in Secondary Aspect
You may Channel a Tertiary Aspect of Essence. You must have a Soul Bond to the Tertiary Aspect, and it can never be a higher Circle than your Secondary Aspect. You may spend your Tolerance to cast spells associated with your Primary, Secondary, and Tertiary Aspect, sharing your Tolerance between them.
Tolerance 13+ - 15XP
Prerequisite: Tolerance 12
You have a total of thirteen (13) Tolerance.
You may purchase this skill as many times as desired for one (1) additional Tolerance with each purchase.
Channeling Tier Cost
Soulbound Spell - 5XP
Prerequisite: Novice Channeling
Choose one Channeler spell you know. You satisfy all Channeler Path requirements for this spell, regardless of your current Path. You can change the Channeler spell associated with this skill between events
Zeal
Zeal 1 - 8XP
Prerequisite: Novice Channeling
Once per Reset, you may spend one (1) minute of Concentration and roleplay to regain expended Tolerance equal to half your maximum (rounding up). There are some Channeler spells that require you to expend your use of Zeal in addition to expending Tolerance to cast them.
Additionally, once per Reset, you gain a Resist Mental effect. This is an Innate Resist and does not require preparation to be able to use.
Zeal 2 - 8XP
Prerequisite: Zeal 1
You gain a second use of the Zeal skill, for a total of two (2) per Reset.
Zeal 3 - 8XP
Prerequisite: Zeal 2
You gain a third use of the Zeal skill, for a total of three (3) per Reset.
Channeling Path
Channelers choose to be either Champions or Oracles, and they can change their choice each day at dusk.
A Champion emphasizes wielding weapons, increasing resistance to harm, and improving their physical capabilities with magic.
An Oracle uses ranged spells, defends others with spells and chants, and receives powerful divination spells. Other than these aspects, Champions and Oracles share many spells in common, including healing and protective spells.
Starting Spells
When you buy the Novice Channeling skill, you learn four (4) First Circle spells.
You can peruse the common Channeler spells here: Channeling Starting Spells
Learning New Channeling Spells
A character can learn two (2) spells per event. Characters that complete a Circle Elevation at an event can learn an additional spell, even if they have already learned their maximum amount of spells for that event. There may be other circumstances in the Citadel that allow you to bypass normal limits on learning new spells. If you’re ever unclear on this, ask a Marshal.
Some NPCs can teach spells outside the Aspect(s) that they Channel.
Book of Channeling Spells
Channeling spells don’t require precise spell formulas or designs the way Wizardry and crafting skills do. It is still helpful to have the rules of each of your spells, particularly the incantations of Chant spells. Characters are free to copy spells that they have learned, at no cost, into any book or other text format of their choice.
Circle Elevation
Channeling is divided into three Circles. Becoming a First Circle Channeler doesn’t require an In-Play encounter of any kind, only that you expend XP and have a Soul Bond to the Aspect you want to channel.
Advancing from First Circle to Second requires at least 6 Tolerance, and you must know at least 6 Channeling spells. An NPC may offer you teaching in the form of a Circle Elevation encounter once you pay XP for the Second Circle Channeling skill. If you’ve had the Second Circle Channeling skill for two full events and haven’t had a Circle Elevation encounter, you complete your Circle Elevation.
Advancing from Second Circle to Third requires at least 12 Tolerance, and you must know at least 6 Second Circle Channeling spells. Circle Elevation proceeds as described above.
Spell Types
Channeling spells have a number of unique types and modifiers. Each spell describes its necessary rules; this section is provided as a summary.
Battle spells generally require the invoker to successfully strike the target of the spell with a spell packet for the spell to take effect. Any spell that does not require this will state so clearly in the spell’s description. When casting a spell, the spell packet must leave the invoker’s hand within two (2) seconds of completing the spell’s verbal component. No packet may be thrown until the spell’s verbal component has been completed.
A Battle spell that is a healing or curative spell is always Touch-cast. Hold a packet in one hand and bring it within two inches of the target character; it is not necessary to make physical contact.
Chants are spells that require lengthy, repeated spoken or sung incantations, but they often have a fixed Tolerance cost and an open-ended number of spell effects. For example, an Oracle pays the Tolerance cost to begin the Chant of the Bright Soul. Each time they complete the incantation, they can give one character a Light Ward against Mental at no Tolerance cost. As long as they don’t fall unconscious or stop their incantation for more than 10 seconds, they can continue repeating the incantation and granting Light Ward against Mental effects.
Divinations are spells that allow the caster to ask a number of questions from a provided list of options. These spells require a Marshal or Guide, who always answers truthfully. (The game’s staff are mere mortals, however, and if we need to issue a correction later, we will do so as promptly as possible.)
Enchantment spells are always Touch-cast, and require one (1) minute of Concentration to activate out of a Focus. Scribes casting Sigilcraft spells are the exception to this rule, and may activate the Sigil as soon as they complete its drawing.
Spellstrikes are spells that require no casting time beyond the attack’s verbal, and are transmitted through a weapon or claw. Some Spellstrikes are restricted to particular weapon types.