Channeling

Some characters and equipment, known as channelers, can act as passive relays for spells and thereby extend their effective range. In the Iron Kingdoms, the most commonly known channeler is the arc node, a Mechanikal device fitted to certain Steamjacks. Among the wild peoples of western Immoren, there are other types of channelers, including enthralled undead, consecrated shrines, and unnatural entities inexorably tied to the powers of the arcane.

Each channeler has a number of rules that determine how it can be used. A channeler must be in range of a chosen spell for the spellcaster to cast spells through the channeler. A spellcaster channeling a spell is still the character casting the spell, but the channeler becomes the spell’s point of origin. This means that eligible targets and the spell’s range are measured from the channeler and that the channeler must have a clear path to the spell’s target. Channeling a spell does not require the spellcaster to have a clear path to the spell’s target.

A channeler can be the target of a spell it channels, but a spell with a range of “Self” cannot be channeled. Remember, the channeler is just a relay. Being used to channel a spell is a passive effect that occurs during a spellcaster’s turn and has no impact on the channeler’s own turn.

A spellcaster can channel a spell through a single channeler at a time. Spells cannot be relayed from one channeler to another.

A channeler in the melee reach of an enemy cannot channel spells