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| .:. Channeling Combat |
Channeling in a fight takes time and holds your primary action. Choose a weave and spend tier with the normal Weave command; you do not need a separate turn weave command. Example: > weave 'fireball' 3 loth Charging time Level 1 resolves at the end of the current combat round. Level 2 resolves at the end of the next combat round. Level 3 resolves at the end of the round two rounds later. Level 4 resolves at the end of the round three rounds later. An unlevelled weave charges like level 2, but keeps its grasp-derived spend. These are combat rounds, not a fixed number of seconds. You need an available primary action to start: it must be your turn, with no defense to answer first and no unfinished primary recovery. The weave's usual skill, flow, prerequisite, target, position and room restrictions still apply before it can be accepted as a charge. While holding the flows You cannot make weapon attacks or begin another charge while holding a weave. You can still defend, including a counterattack that answers an incoming blow. Holding the flows reduces your defensive Readiness, so being able to defend does not mean your defenses are unchanged. Your chosen spend and the weave's strength are fixed when you begin gathering. Later gains or losses do not change them. Control checks still use your mastery and required flow strengths at the time of the check. Costs and failures The initial selected-weave skill trial can fail before you gather any flows. That failed trial costs some Endurance immediately and uses your primary action, but does not leave you holding a weave. It is different from an accepted charge later collapsing. An accepted charge pays its base cost once when it resolves, whether it takes effect, fizzles or is cut. A fizzle means the flows collapse and backfire: you lose additional Endurance and are stunned through the next complete round of your own fight. A mid-round backfire also stuns you for the rest of the current round. You lose actions while stunned, but can still defend. Insufficient mastery for the weave's complexity, or weakened required flows, can make a held weave unstable. A caster with sufficient mastery and all required flows will not fizzle or backfire from this control check. That does not remove the initial skill trial. Interruption and cancellation A heavy individual hit to a body part, after armor, breaks your held flows. Wounds that merely add up, bleeding and other periodic damage do not count as that interrupting hit. The interrupted charge does not pay its base cost, but unstable flows can still backfire and stun you. Letting the Source go, leaving the room, quitting, dying, being shielded or stilled, or the fight ending cancels a held charge without its base cost. Losing a required target also cancels it: the weave does not pick a replacement when that target dies, leaves or is destroyed. Low Endurance alone does not refuse a weave. A cast that pays below zero can cause exhaustion, burnout or death; this is separate from backfire. Outside combat, weaving has no combat charging delay. See also: Weave, Grasp, Release, Overchanneling, Turn-based Combat, Turn Slice |
| :: Beginning |

