Channeling
Channeling is the Magic of the Dragons, and can theoretically be used by anyone. However, it is much easier for users of this art to make a connection to the home of the dragons if they have an actual dragon to act as a gateway. Because of this, many of those who wish to alter the world around them in Europe or Asia must attempt to enter into a contract with a dragon, exchanging several years of service for the ability to call forth energy and attributes from an alternate dimension.
In Europe, after the initial contract is made prospective channelers rarely see their draconic patron, instead acting as apprentices to that dragon's court mage, usually one of the more powerful channelers that the dragon has made a contract with. A particular court mage may have as many as a dozen apprentices at a time, and depending on the size of a particular dragon's realm and how promising the local candidates are, there may be as many as twenty of varying power. This apprenticeship generally lasts approximately four years, and is generally followed by about fifteen years in the service of the dragon itself, after which the channelers may swear fealty to their patron or become independent, though the latter is generally only chosen by those who have a clear path in mind for themselves.
In Asia, most citizens are required to take a standardized examination upon reaching sixteen years of age to determine their innate potential for channeling, and only those that score above a certain number may enter into the National College of Channeling, where they study for five years. After this, they are automatically registered as government employees, and may choose which dragon to serve under, though each one has limits on the number of new channelers may join their service per year, and the major dragons will send emissaries to pick out the better students. These channelers will generally serve as officers in the army for a few years before becoming a specialist in two or three disciplines.
Most independent channelers must first seek out a master as well, though independent masters of channeling generally do not particularly want to be found out, so the seeker generally must first perform some task for the master, or otherwise convince the master of their worthiness before even learning the most basic techniques. However, this type of training is generally more in depth in certain fields due to the lack of limitations set by the dragons, as well as a lack of distraction from court politics and war, which allows for years of relatively undisturbed study. In addition to the depth of training, there is generally no additional length of time that a channeler must serve their master after their training is complete.
Channeling grants the user a wide array of powers, including some moderate life-extending effects, which consist of:
- Channeling Leadership: The ability to more effectively command large groups of people, this is a rather complex technique with limited use, so it is not generally taught to most students of channeling. Even then, most fully trained Channelers cannot call upon the raw power to effectively manage more than a dozen people, and only a few masters of this technique can noticeably assist the Imperial Army.
- Channeling Life: This ability allows the user to call upon life energy, usually healing themselves. However, it can also be used to harm others, which is usually Chaotic, and thus not a common technique among trainees. Many full-trained Channelers also avoid the harmful uses of this due to it's similarity to the methods used by the members of the Blood Oblation.
- Channeling Physicality: This technique improves reflexes and with some additional training allows the user to accomplish shocking physical feats. While not particularly "flashy" it is one of the favored tools of the Eastern Channelers due to the complex architecture of the Imperial cities.
- Channeling Energy: This is often considered to be the "classic" channeling ability, even though one must generally be fairly powerful to do terrible harm. It is the power to unleash blasts of energy, generally in the form of fire or electricity, and use in battle or as an unsubtle tool. It is sometimes considered to be an extension of Channeling Light, though the connection is tenuous.
- Channeling Nothingness: This rare and extremely difficult technique can sometimes be considered the opposite of normal channeling, as instead of drawing something forth from another realm, the wielder absorbs mystical energies and forces them into the realm he normally draws from. While useful, it can attract the attention of Chaotic entities, who may begin "following" the user, devouring the energy sent through in this way. The technique is also derived from the negative aspect of Channeling Life, making it inherently Chaotic, though less so than the original.
- Channel Unlife: Also known as Necromancy, this technique is banned by both of the Draconic Empires due to it's status as the second most Chaotic usage of Channeling after Channeling actual Chaos. Unlife is the final form of the harmful side of Life, and as a result can bring dead bodies back to a rough semblance of life. The creatures it creates are generally easy to tell from a normal being, though powerful Necromancers have been known to create extremely lifelike undead. One of the most powerful Necromancers also discovered a method to transfer the Unlife through contact with the undead creatures, although both him and his creations are now destroyed.
- Channel Fear: While not actually Chaotic, Fear is generally looked upon negatively due to the effects it can have upon the wielders as well as those around them. However, it is occasionally used as against Psions, as the intense negative mental state can lead to Psions' equivalent to Chaos. Fear itself causes an aura of mind-wracking terror around the user, the process of Channeling does, however, leave said user open to the same effects unless they are particularly well-disciplined.
- Channel Thought: A rather poorly understood branch of Channeling, Thought allows the wielder to influence the minds of those around them in a roundabout manner. Depending on the mood of the Channeler the effects on the target are greatly variable, ranging from mild contentment to blinding rage. Using small amounts of Chaos can also have an effect, generally leading to more negative results, though an occasional result of extended catatonia did occur as well. Better trained Channelers can use Thought to make the target believe in absurd falsehoods for very short periods of time, with a maximum of about ten minutes.
- Channel Force: An ability of limited use to most Channelers besides making small objects fly straight toward or away from themselves. More skilled Channelers have better control over the direction that objects go, but are still generally limited to less than a kilogram, limiting the usefulness for both construction and destruction.
- Channel Redirection: A technique refined from Force enough to become it's own skill, Redirection involves the precise redirection of incoming attacks to both minimize the harm to the wielder and those nearby, and do so without expending the same energy one would need to directly block the attack. Even so, it still needs considerable power to use on anything much faster than a normal human could swing, and as such is somewhat less common among Eastern Channelers due to the more widespread usage of advanced ranged weapons.
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