To support everything from glowing orbs to magical wands, Channeling Sources can come in a variety of shapes and sizes. Every Source must fit within at least one of the following formats:
In all cases, the physrep must be ruled safe to carry in combat by a Marshal. A long glass rod is unlikely to pass, for example, as it risks shattering and hurting people if it’s accidentally hit by a Weapon.
A Source must be purchased at Logistics for 2 silver pieces. This requires no special production Skill, but only characters with the Channeling Skill may craft a Source in this way. Sources can be enchanted but can never be an item with another IG tag; for example, a sword or Shield may not be made into a Source. Note that there is a High Magic ability that allows a Staff to be used as a Source.
When created, a Source is tied to a single type of energy—Flame, Ice, Lightning, Stone, Healing, or Chaos. Without Formal Magic, a single Source may only ever channel a single type of energy. Many casters carry multiple Sources to switch between as the need arises. A Celestially aligned Source (evoking Flame, Ice, Lightning, or Stone) is referred to as a “Wand,” while an Earth-aligned Source (channeling Healing or Chaos) is referred to as a “Relic.”