Verb:CHANNEL
CHANNEL is an alternate method of casting various prepared spells, generally warding attack spells to provide a stance-based bonus when the caster has one or two open hands.
Usage
- PREPARE {spell}, CHANNEL {target}
- INCANT SET CHANNEL {spell}, INCANT {spell} (This sets INCANT to channel a spell by default.)
- INCANT {spell} CHANNEL
Warding attacks
Most channel-enabled warding spells behave similarly.
- Smite/Bane (302)
- Fervent Reproach (312)
- Divine Fury (317)
- Chromatic Circle (502)
- Mana Disruption (702)
- Bone Shatter (1106)
- Wither (1115)
For these spells:
- Channeling incurs 3 seconds of hard roundtime, which runs concurrent with the 3 second cast roundtime. The hard roundtime portion can be modified by haste/slow effects.
- Channeling gives a benefit if at least one hand is open, but extra benefit is garnered by having both open.
- Channeling garners additional benefit when used from an aggressive stance. The more aggressive the stance, the bigger the benefit.
Channeling provides additional damage by boosting the effective warding margin of a spell. Thus a channeled spell with bonuses of 25 and a warding roll of 101 would do the same damage as a cast spell with a warding roll of 126. Stance gives a bonus of 5 at guarded and 20 at offensive which is multiplied by the number of open hands. Casters wielding two-handed weapons, such as runestaves, are considered to have one open hand (as long as they are not also holding another item).
STANCE | |||||
---|---|---|---|---|---|
One Open Hand | |||||
Two Open Hands |
This bonus is added on top of any other applicable warding margin bonuses, such as an incapacitated target (+15 for most spells), or the charge-up effect of Fervent Reproach.
Special cases
Only factors in stance, not open-handedness.
Other uses
Certain non-attack spells also have a Channel option, which usually exists to differentiate between varying modes of the spell.
Channel to permanently ensorcell an item.
Channel to break the weapon bond.