Channeling
The power to invoke the elements using Invocation.
You gain the following abilities to channel this energy:
- Manifest: At-will, free (max 1/rd), emanation variable; you create an emanation of energy (variable type, see below). The radius is based on how long you have had the power active: 3 squares in round 1, 5 in rd 2, 7 in rd 3, etc. Using this ability removes any previous channeling effects of a different energy type. This is supernatural ability, not a spell.
- The maximum number of "stacks" is 2 + your rank in Channeling.
- All spells that you cast whose type matches the type of the manifestation (see below) gain +50% damage per stack.
- You gain resist 50% to the primary damage type of the manifestation.
- Additional effects by energy type (see below).
Energy types:
- Maelstrom: Dark clouds cover the area, harsh winds swirl, and the air is thick with ozone and electric potential. Strong with Air and Earth magic.
- At rank 1, you may direct the winds to impede motion in one direction (20%/stack movement penalty) while enhancing it in another (20%/stack movement bonus). This may be a linear direction, or a radial one (outward/inward). Flying creatures are doubly effected. Physical missile weapons suffer or gain similar modifiers to damage.
- At rank 2, you may direct the winds to levitate you up to 1 square/stack. Your horizontal movement speed is unchanged.
- At rank 3, you may use a slide 1/stack on any and all subjects once/rd as a free action.
- At rank 4, you may direct the winds to levitate others up to 1 square/stack. They cannot control their own horizontal movement unless you allow it, or if they can fly under their own power.
- At rank 5, Zeus starts to get jealous.
- Wild Growth: The earth radiates heat, and thick plant life blossoms from every surface, soil or no. The warm air is rich with the smell of life-giving soil. Strong with Fire and Life magic.
- At rank 1, you and allies gain Fast Healing 5%/stack while in the area.
- At rank 2, the area becomes difficult terrain for enemies only.
- At rank 3, you and allies gain Regeneration 5%/stack (instead of Fast Healing 10%) while in the area.
- At rank 4, the vegetation grants concealment to you and allies only.
- At rank 5, enemies are automatically Entangled at the start of each round.
- Rimefire: The air thins and grows deadly still, belying a terrible, bone-shattering cold. Frost forms on every surface. As life energy drains from the area, it gathers around you in orbiting swirls of ghostly blue light: Rimefire. Strong with Frost and Death magic.
- At rank 1, you and allies gain Resist 5%/stack (all) while in the area.
- At rank 2, enemies suffer -5%/stack to Hit and Haste while in the area.
- At rank 3, you and allies gain a frost barrier at the beginning of each round (lasts 3 rounds, overlaps, does not stack), granting Absorb 100% to a limit equal to 10% of subject's max hp per stack.
- At rank 4, enemies suffer 5%/stack of max hp as shadow damage each time they start their turn in the area.
- At rank 5, blee.
- Heat Wave: You emanate pure heat, causing nearby combustibles to burst into flame. The hot air currents whirl around you, carrying flame to your enemies. Unlike other uses of Manifest, you may choose any radius up to the maximum. Strong with all Fire magic and pure air spells (not lightning).
- At rank 1, the outer edge of the radius acts becomes a wall effect; when your enemies cross it, they suffer 200% heavy fire damage (modified, of course, by your fire damage bonus). Missiles (not spells) are disintegrated as they cross the wall (but not siege attacks).
- At rank 2, you and allies gain +10% damage per stack while in the area.
- At rank 3, the outer wall of the effect blocks line of effect for your enemies.
- At rank 4, blee.
- At rank 5, bloo.