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Channeling flavor
All such effects are purely illusory, perceived only by those affected, and even the most graphic effects can be identified by someone trained in the Heal skill (or, Knowledge (religion)) as being the effects of positive or negative energy channeling, and not some other effect.
Abadar
positive - a precise yet melodious jingling sound fills the air (associated with keys in some lands, coins in others) as those affected feel momentarily as if they are encompassed and sheltered within some vast structure that towers around them. There is a sense of a doorway in this structure opening, forming a visible outline like a doorframe around the channeling priest, with warmth and light streaming in from behind him, casting him in shadow.
negative - a discordant jangling sound (associated with a jailors keys, or coins being lost) is heard as those affected feel trapped, as if the walls are closing in around them (even if they are outdoors), and a door is heard to have blown open somewhere, with a cold wind blasting from the direction of the channeling priest, creating a sensation of danger combined with a crushing sensation and bitter cold. Those slain by this effect are found cold to the touch, both crushed and apparently mauled by wild animals (symbolically cast forth from the protection of civilization).
Asmodeus
negative - those affected feel as if they have been bludgeoned with a torrential burst of heat, as if from a blast oven, and those slain by these forces appear charred and burnt. They often bear smooth unburnt areas of skin on their wrists and ankles, as if they were manacled at the time they were burned.
Calistria
positive - the sweet smell of honey fills the air to those affected, and they feel a shuddering sensation as if many hands were touching them, followed by a moment of sweet release that causes many to cry out in ecstasy.
negative - those affected feel as if insects are crawling all over them and hear a persistent buzzing, as of many wings. The sensation of dozens of stingers, most commonly felt in the back, back of the neck and hindquarters, is followed by searing pain, as they feel venom burn through their veins. Those slain by this effect are often swollen to the point of near unrecognizability, as if stung by thousands of bees or wasps, and while there is no actual poison in their system, their body shows all the symptoms of a deadly reaction to insect venom.
Caydean Cailean
positive - the sensation of warm ale pouring down ones throat is followed by a burst of warming 'liquid courage' surging from the belly throughout the body, dulling the senses to the pain of injury and causing wounds to fade away as if all part of a drunken dream. Limbs feel invigorated, and often move suddenly, and there is a sensation that heavy weights (shackles? responsibilities? earthly cares?) have momentarily dropped away. Those receiving this form of healing often stagger slightly, and sometimes even belch loudly at the end of the effect (considered a compliment by those of the faith).
Desna
positive - all affected hear a gentle music, singing perhaps, so distant that they cannot identify it, more the memory of a song than an actual song, and their vision is filled with suggestions of dancing stars, tiny motes that caper and prance at the very edges of their vision, but are never truly visible. In an instant, a shuddering sigh passes through their body, as if they have arrived at some safe destination, followed by a sense of timelessness, as if they are resting in a peaceful haven, and finally a sense of an unexplained anticipation, as if a new journey is just about to begin.
Erastil
positive - for a moment, all affected feel a surge of strength flow up from their toes, pulsing through them like a waterfall in reverse, finally erupting from the crown of their heads. Some feel the surge of energy as a sensual thing, primal and animalistic, while others are more likely to describe it as uplifting, familiar somehow, like an old
comfortable memory of home or family.
Gorum
positive - all present feel the strength of iron flow into them, from their own armor and weapons, if they bear such, but otherwise seeming to come straight from their heart, as if it was pumping molten metal through their body. Instead of pain, this creates a surge of determination, and those affected see the world in an instant through a red haze of excitement, often crying out in exultation and clashing weapons against shields or armor loudly in the heat of the moment.
negative - the Cleric sweeps his fist before him, as if striking away invisible foes, and all affected feel a tremendous mailed fist slam into them, often leaving behind visible imprints of a larger-than-human fist, not only mailed, but also spiked. Those slain by this effect often have crushed skulls or collapsed ribs, bearing the visible mark of a heavy impact from a spiked fist.
Gozreh
positive - all affected feel as if warm water has buoyed them upwards in a sudden swell, and noticeably rise to their tip-toes for a moment before settling down gently. For a humanoid, the sensation of water rising around them only rises so high as their neck, while they feel a cool sea-scented breeze upon their face, washing away pain and injury and leaving them feeling clean and dry, purified by the actions of wind and wave.
negative - all affected feel icy water smash thunderously down upon them and feel spun about, as if trapped within a maelstrom. This moment of vertigo is all in their minds, but they may be seen to stagger slightly as it occurs. The stinging sensationg of frigid salt water and icy winds seems to suck the very heat from their body, and those slain by this effect remain soaked to the skin, their bodies nearly ice-cold.
Iomedae
positive - those affected feel filled with a sense of overwhelming rightness of action and belief, a burst of courage that does not feel so much as it comes from within, as it feels like inspiration from a great leader, exhorting one to ignore injuries and push onwards to glory.
Irori
positive - for a brief moment, those affected are minutely aware of every single portion of their body, and possess an inhuman clarity of thought. Time seems to slow around them, and their mind controls the processes of blood and breath, so that they are aware of themselves knitting their own injured flesh, through some previously unknown understanding of mind over body techniques. And then the moment ends, and they are left with a memory of things they have no ability to fully comprehend, but with wounds visibly having been closed by this burst of supernatural self-awareness.
negative - those affected become aware of their bodies functions on an intimate level, but everything seems out of control, both their bodies and their minds. As their mind races to envision each part and function, it seems that the imagination runs wild, and new horrible things that can go wrong are conceived of, and immediately begin to happen as organs fail and muscles tear. Those slain by this effect often show signs of multiple organ failure, torn muscles and bones that have shattered inexplicably under the mere stress of standing erect.
Lamashtu
negative - those affected by this unkind channeling suffer harm to their reproductive organs, including excruciating pain and a sense of loss. Those slain by this effect suffer from a grotesque bursting of the effected organs, and usually die screaming.
Clerics of Lamashtu proclaim that they can use this power to taint and corrupt the unborn, causing the survivors to be born as monsters, but the veracity of this claim has not been tested.
Nethys
positive - a surge of pure magical energy washes over those affected from the direction of the channeling Cleric and seeming to stop midway through the individual's body (so that one facing the Cleric will feel the energies only wash over his facing side, while his back remains untouched). The force flows like electricity over the body, creating a surge of warmth and strength, as well as a tingling sensation that leaves extremities feeling oddly swollen and tingly.
negative - the same surge of energy occurs, only it progresses in an instant from invigorating to overly hot and painful, causing what looks like electrical burns in those affected. Those slain by this effect are charred and burnt, but only on the half of their body that was facing the channeling Cleric.
Note: Clerics of Nethys (and Pharasma, below) are some of the rare few known that can learn a special technique (a Feat) that allows them to channel *both* positive and negative energies (but not both at once). These Clerics choose at the moment of channeling which force they will channel (or at the moment of spontaneous casting whether or not they will convert a spell into a curative spell or an inflict wounds spell), but do not gain additional channeling uses per day.
Norgorber
negative - those affected always feel the same thing, a sudden sharp pain near their left kidney, as of an assassin's blade, followed by a searing shooting pain, as of venom doing it's work. Those slain by this effect have an open wound in their back, and their body shows all the signs of death by poison (although no poison will truly be present). When used in a non-combat situation, those affected may instead perceive a dryness of the mouth and a bitter taste, followed by intense abdominal pain, suffering instead the effects of an ingested poison, although, as with the other effect, no true poison will be found.
Pharasma
positive - those affected see a pale grey light emanating from the Cleric, while the surroundings fade into grey mist. Calm-faced spirits in the shape of men walk serenely (in an endless moment) from a distant point behind the Cleric, and as they reach those affected, flow into them and imbue them with strength and whispered ncouragement from beyond, closing their wounds.
negative - those affected see the same pale light and dimming of their surroundings, but the spirits appear of threatening demeanor, howling quickly through the air with outstretched claw-like hands, and when they reach those affected they tear through them, causing a sensation of pain and loss. Those slain by this channeling often bear unusual wounds, none quite like the other, perhaps somehow sharing the death-wounds of the spiritual entity that appeared to embrace it.
Rovagug
negative - those affected feel a sudden rush from beneath them, and then the mashing of tremendous jaws around them. Those slain by this effect are usually mangled and smashed by an unseen jaw, their crushed bodies pierced through by invisible fangs.
There are rumors, never confirmed, that some victims of this effect lose limbs, or, indeed, vanish entirely, consumed and taken away bodily to feed the Rough Beast.
Sarenrae
positive - the sun shines brightly (if present), or a sun-like radiance pours from the channeling Cleric (at night, indoors or underground), illuminating nothing but shining only on, and through, those affected. They feel their wounds burn away painlessly in this cleansing light, and are often left with a feeling of renewed purpose.
Shelyn
positive - the sound of music rises, a single perfect female voice above a symphony of other voices and unidentifiable instruments. Those affected suddenly feel enraptured, as if fascinated by a bard's performance, or love-struck by the sight of an impossibly beautiful maiden. There is a brief sensation of loss and longing when the effect ends, but wounds fade as normal, with those affected feeling as if they have been seen and made more beautiful, their 'ugly' wounds brushed away by a painter's brush, although some claim that the 'painter's brush' feels far more like a lover's caress.
Torag
positive - those affected feel as if they've been hammerstruck, and see their wounds smooth away, as if they were flaws pounded out of a blade of steel, leaving only smooth unblemished skin behind. The effect is sudden and startling, and leaves behind only warmed skin and a slight soreness.
Urgathoa
negative - those affected hear the buzzing of flies, although none are visible, smell the stench of rotting meat, and feel a thousand squirmings within their flesh, as if a swarm of maggots tunneled and twisted within them, devouring flesh in their wake. Those slain by this effect corrupt and putrefy, and a round after the channeling ends their bodies begin to split open and reveal many maggots, which mature almost instantly into flies.
Zon-Kuthon
negative - those affected see the area darkening around them and shadows lengthening in all directions, while there are disturbing flashes of metal glinting in the darkness and the sounds of clattering chains. The pain comes from the sensation of a dozen razors singing out of the shadows to tear at their flesh, and those slain by this effect are sometimes skinned alive, stretched unnaturally or even rent asunder.

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Hehe. Set, I've always done this to evoke feelings during a scene.
For instance, in my Golarion Red Hand of Doom PbP campaign, when Mijanor the Cleric of Torag channels the party can hear the faint clanging of a hammer on metal and there is a flash of sparks or forge-fire.
In my Pathfinder Greyhawk home campaign, the Clerics of Iuz channeling is accompanied by mad whispers building into a single deafening scream of hatred before a wave of blood is unleashed.
In other words, I love it!

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Hehe. Set, I've always done this to evoke feelings during a scene.
For instance, in my Golarion Red Hand of Doom PbP campaign, when Mijanor the Cleric of Torag channels the party can hear the faint clanging of a hammer on metal and there is a flash of sparks or forge-fire.
In my Pathfinder Greyhawk home campaign, the Clerics of Iuz channeling is accompanied by mad whispers building into a single deafening scream of hatred before a wave of blood is unleashed.
In other words, I love it!
Awesome! Strangely, I *just* thought of it really, envisioning a Cleric of Gozreh and how it would feel like a sea surge and have the smell of salt, then I quickly adapted it to my Cleric of Urgathoa...
Terren Dei's idea for the Cleric of Desna is also cool. I've read a ton of stuff on 'spell thematics' and used the idea since 1st freaking edition, but I'd never really stopped to think about channeling thematics!

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This is one of the coolest ideas I have seen in a long time. It is a shame that "Gods and Magic" has been released already, as this would have been perfect for it....I am printing this out and putting a copy in it anyway.

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Definitely good stuff. I've dabbled in thematic descriptions and my players love it.
I'll add this list to the game staples. You know, Desna's effect could also be a swarm of butterflies drawing or adding life force.
That's a cool visual as well. A fluttering cloud of blue butterflies obscures the vision, settling on those affected for a moment, and when they take off and disperse, they've somehow taken wounds and injuries away with them.

Emperor7 |

Emperor7 wrote:Definitely good stuff. I've dabbled in thematic descriptions and my players love it.
I'll add this list to the game staples. You know, Desna's effect could also be a swarm of butterflies drawing or adding life force.
That's a cool visual as well. A fluttering cloud of blue butterflies obscures the vision, settling on those affected for a moment, and when they take off and disperse, they've somehow taken wounds and injuries away with them.
I did one for the cleric of Torag in the group. The smell of the forge and the clanging of a large hammer as the 3 skeletons were pounded into oblivion by his channeled power. The player had a sh#@-eating grin the rest of the night.

Dogbert |

My personal favorites were those for Cayden (a great taste of freedom), Erastil (the exhilarating sensation of feeling truly alive), Irori, and Zon-Kuthon (I could almost hear Hellraiser's soundtrack while reading... what's your pleasure, son?).
GREAT job! This is part of what I was talking about in my sacraments thread. Channeling being more than just heal/harm dice, but exposition to a deity's radiance, something akin to receiving the Holy Spirit (sorry about reinciding in christian comparisons again, it's just the closest reference I have).

Kruelaid |

Very cool Set.
I thought everyone did this.
This is one of the ones I use:
The Deceiver walks among you and recites a prayer to Pharasma - you hear whispers from the dead around you, though they do not stir, and from the corner of your eyes see strands of light like spider webs moving among you, yet they disappear when you look toward them. Your wounds feel hot, pain returns but it is the pain of your flesh mending.

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I did one for the cleric of Torag in the group. The smell of the forge and the clanging of a large hammer as the 3 skeletons were pounded into oblivion by his channeled power. The player had a sh#@-eating grin the rest of the night.
That one does sounds really dramatic. Nice and sudden too, unlike a few of the effects which are a little slower to unfold.
A variation for Erastil or Urgathoa (both harvest gods, in different contexts) could have the priest sweep his hand aside as if holding a scythe and 'reaping' through the undead (or people) affected, cutting those destroyed (or slain) to the ground like stalks of wheat.

Emperor7 |

A variation for Erastil or Urgathoa (both harvest gods, in different contexts) could have the priest sweep his hand aside as if holding a scythe and 'reaping' through the undead (or people) affected, cutting those destroyed (or slain) to the ground like stalks of wheat.
Very nice.
I really have to put my brain into this for my PF campaign, to make it second nature. Our 3.5 campaign devolved into mechanics, and roll-playing, which led to a lot of boredom/frustration. I'm hoping my campaign will awaken the sleeping role players at our table.

Emperor7 |

I thought everyone did this.
The personality of the DM has a HUGE impact on good role-playing. Also, time. Our group meets regulary on a weeknight (rotating games/DMs) so we tend to rush, and some players are more prepared to play in character than others.
I'm pushing for a rebirth of role-playing in my PF campaign. (You guys make me feel guilty for being a lazy roll-player, and it's a recent change that I'm DMing.)

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I really have to put my brain into this for my PF campaign, to make it second nature. Our 3.5 campaign devolved into mechanics, and roll-playing, which led to a lot of boredom / frustration. I'm hoping my campaign will awaken the sleeping role players at our table.
I'm having the same problem. Everyone has seen Magic Missile a thousand times, so I want it to look different from different sources, with the Ruby Sorceress wannabe in service to Wee Jas throwing 'missiles' that look like flaming obsidian skulls, while the Serpentfolk Wizard is throwing missiles that look like writhing golden serpents and the Varisian Desna-worshipper seems to the throwing actual stars that she's plucked from the night sky or shaken out of her scarf.
Everyone has heard Bardic Music a thousand times, so I want to introduce a 'Bard' who is offering tactical combat advise and battlefield encouragement during a fight.
I want everything old to be shiny and new again.

Golarion Goblin |

Now all I need to see is the aforementioned feat for Nethys and Pharasma and the list will be set for me.
TA-DA!
Balancer
You wield the powers over life and death with equal precision.
Prerequisites: Ability to channel energy, must worship Nethys or Pharasma.
Benefit: You can choose whether to channel positive or negative energy whenever you channel energy.

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Balancer
You wield the powers over life and death with equal precision.
Prerequisites: Ability to channel energy, must worship Nethys or Pharasma.
Benefit: You can choose whether to channel positive or negative energy whenever you channel energy.
Very cool. I'd add a requirement that the user not be either Good or Evil in alignment, and make the diety restriction a flavor thing. (So while *I* might think it fits best for Pharasma, and maybe Nethys, others might see it as a perfectly valid choice for Gorum or Calistria or Gozreh, or various other gods who have both good and evil Clerics.)

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Set
i love this thread
in our game i use the "positive channeling" to "bless" people who feel strenghtened and better
but this is a whole new definition
as you i try to have every spell look different, cast in a way that is thematic to the god or the character in question
thanks man, the ideas are excelent
already copied and pasted, and if its no problem i will add it to my group discussion so my friends and co-players learn about this :)

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Very cool. I'd add a requirement that the user not be either Good or Evil in alignment, and make the diety restriction a flavor thing. (So while *I* might think it fits best for Pharasma, and maybe Nethys, others might see it as a perfectly valid choice for Gorum or Calistria or Gozreh, or various other gods who have both good and evil Clerics.)
i would acept this feat only for True Neutral priest of True Neutral gods

Duncan & Dragons |

This is still excellent. I wish Paizo would put stuff like this in a PDF to accompany the book.
Channeling flavor
Torag
positive - those affected feel as if they've been hammerstruck, and see their wounds smooth away, as if they were flaws pounded out of a blade of steel, leaving only smooth unblemished skin behind. The effect is sudden and startling, and leaves behind only warmed skin and a slight soreness.
I always felt clerics of a god of the forge should actually strike you with their hammer to Cure Wounds or Cure Poison or Cure Disease. Kind of like Leeching; only it actually works. It might hurt like heck, but you feel better afterwards.

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Set wrote:Very cool. I'd add a requirement that the user not be either Good or Evil in alignment, and make the diety restriction a flavor thing. (So while *I* might think it fits best for Pharasma, and maybe Nethys, others might see it as a perfectly valid choice for Gorum or Calistria or Gozreh, or various other gods who have both good and evil Clerics.)i would acept this feat only for True Neutral priest of True Neutral gods
I think Gorum would like to see any of his priests able to inflict wounds on both mortals and undead. A nice balancing act ;)
This is still excellent. I wish Paizo would put stuff like this in a PDF to accompany the book.
Set wrote:I always felt clerics of a god of the forge should actually strike you with their hammer to Cure Wounds or Cure Poison or Cure Disease. Kind of like Leeching; only it actually works. It might hurt like heck, but you feel better afterwards.Channeling flavor
Torag
positive - those affected feel as if they've been hammerstruck, and see their wounds smooth away, as if they were flaws pounded out of a blade of steel, leaving only smooth unblemished skin behind. The effect is sudden and startling, and leaves behind only warmed skin and a slight soreness.
Or you get hit by a giant hammer of light which goes right through you but does crush the wounds, poison, diseases ... against the floor. Non-believers mght have to succeed at a will save to avoid soiling their pants when they get "healed" :P

Gnome-Eater |

Thought I would but this up and see what others thought.
Besmara
Positive – the feeling of a cool breeze and an invigorating open-sea air sweeps across the affected. The sound of waves crashing methodically on the haul of a ship fills the air, inspiring those surrounding the cleric with a conviction to continue on in the face of danger and calming their wounds.
Negative - cannon fire and the battle cries of strife fill the air as the cleric motions his fist as if to call unseen forces to charge. Those affected being to feel that the ground is tossing below them like the deck of ship caught in a relentless storm. Final the terror of the unknown depths of the sea fill their minds as they being to experience the feeling of downing. Those are slain are often blue and bloated with sea water.
Zyphus
Negative – those affected are overcome with the feelings and images of loss which were principally their fault. The world seems to grow grey and bleak as hundreds of ghostly figures swirl around the cleric, passing through the affected, tearing and dragging at their soul. Those slain by this effect typically appear emaciated with grey skin, as their souls are said to have been stolen by the Grim Harvestman.

Gnome-Eater |

Thanks Set! Now with spell-checked-goodness:
Thought I would but this up and see what others thought.
Besmara
Positive – invigorating open-sea air and the sound of waves crashing methodically on the haul of ship fill the air. Those surrounding the cleric are inspired with a conviction to continue on in the face of danger, which calms their wounds.
Negative - cannon fire and the battle cries of strife fill the air as the cleric motions his fist as if to call unseen forces to charge. Those affected being to feel that the ground below them is tossing like the deck of a ship caught in a relentless storm. Finally the terror of the unknown depths of the sea devours their minds as they begin to experience the feeling of drowning. Those that are slain by this effect are often blue and bloated with sea water.
Zyphus
Negative – those affected are overcome with the feelings and images of loss which were principally their fault. The world around them grows grey and bleak as hundreds of ghostly figures, often from their past, swirl around the cleric, passing through the affected, tearing and dragging at their soul. The skin of those slain by this effect appear greyed and their bodies emaciated, as their souls are said to have been stolen by the Grim Harvestman.
and:
Brigh
Positive - all affected hear the soothing sounds of hundreds of clocks slowly ticking in unison. A warming sensation overcomes the pain of their injuries as they become keenly aware of the graceful unison of the world around them and everything's place in it.
Negative - those affected are immediately struck by an anxiety of being out of sync with the world. The sound of gears screeching and grinding echo in their ears, as a fire builds inside their chest like the mounting pressure of locked gears. Steam rises from the mouth of those slain by this effect and their bodies are often twisted and mangled.

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Brigh
Positive - all affected hear the soothing sounds of hundreds of clocks slowly ticking in unison. A warming sensation overcomes the pain of their injuries as they become keenly aware of the graceful unison of the world around them and everything's place in it.
Negative - those affected are immediately struck by an anxiety of being out of sync with the world. The sound of gears screeching and grinding echo in their ears, as a fire builds inside their chest like the mounting pressure of locked gears. Steam rises from the mouth of those slain by this effect and their bodies are often twisted and mangled.
See, right after reading your last post, I flipped open Gods & Magic and Brigh was the first diety that I started thinking of. Very, very cool. I might add some flavor to the positive channel that the recipients of healing feel parts of their body 'sliding into place' like parts of a machine, coming together to function properly, and to the negative channeling that those damaged feel as if they are being ground within great invisible gears.
Brigh and Sivanah are my two favorite of the 'lesser' gods. Good choice!

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Seriously cool stuff. Reminds me of the fun I had with the original version of the Spell Thematics feat I had with a cleric a few years ago. Every spell he cast caused a mysterious soft light to shine from above and the songs of the angelic host could be heard in the distance...
Made it hard to be stealthy, but it always gave our opponents pause.

Gnome-Eater |

See, right after reading your last post, I flipped open Gods & Magic and Brigh was the first diety that I started thinking of. Very, very cool.
Wonderful! Ok, you get Sivanah. I call Ghlaunder. :)
Between the two of us, I'm sure we could knock out at least a good chunk of the lesser gods.

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Wonderful! Ok, you get Sivanah. I call Ghlaunder. :)
I had considered myself 'done' with this project, but hell, I can't resist adding one for Sivanah!
Sivanah
Those healed by the energy channeling of a Cleric of Sivanah (whether living creatures healed by a positive energy channeling or undead healed by a negative energy channeling) feel as if their eyes have opened to the truth for the first time, their wounds and injuries fading away as if only fragments of a half-remembered dream, or distant nightmare.
Those damaged by the energy channeling of a Cleric of Sivanah (whether undead damaged by a positive energy channeling or living creatures damaged by a negative energy channeling) perceive a bewildering array of phantasmagorical assaults, which no two may describe the same. One might report a swirling cloud of bladed scarves surrounding them, flensing the flesh from their bones, while another describes a fantastical beast, made up of a dozen animals fused together and a third remembers reliving a terrible injury from their childhood! Regardless of the appearance, those slain by these forces appear completely unharmed, save for the expressions of terror frozen on their faces...