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A History of the One Power

The Wheel of Time turns, and ages come and pass. Many believe that ages come to replay those that have gone before, that those of the distant past replay those that lie before us. Perhaps this is the case, perhaps the One Power has always been channeled, and always will be. What we know for certain about the One Power, however, is limited to this, the Third Age, with a few of the fragments of myth dating back to the Age of Legends. Before the Breaking of the World, it is believed, men and women wielded the One Power side by side, with no fear of the taint that now poisons saidin, the male half of the True Source. There were no wars in that Age, and wonders unimagined today, fueled by great wielding of the One Power, were part of everyday life. People traveled to and fro across the land in flying machines and vehicles that sped along the ground. Great cities were filled with all manner of glittering buildings, colleges for the study of the One Power and other great pursuits, monuments and works of art. Great works of power, including angreal and saangreal (devices that allow channelers to magnify their abilities) and teragreal (devices that use the one power for magical feats) were in fact commonplace. In this idyllic time, those who could channel came to be called Aes Sedai,

which in the ancient tongue of that day means servants of all. They committed their gifts to the betterment of the world, taking as their symbol a circle divided into black and white halves by a sinuous line. The two halves represent the equal and opposite balance of saidin and saidar, the male and female halves of the True Source. As wonderful as this age was, like all ages, it was destined to end. Somehow- the records on this are not clear- an opening was created into the prison in which the Creator had bound the Dark One at the moment of creation. The Bore, as it has been known ever since, did not allow the Dark One to escape, but it did allow his influence to leak out into the world, to infect people with true evil such as had not before been seen in the Age of Legends. Dreadlords emerged, powerful Aes Sedai who embraced the Dark One as a means toward their own personal power. Wars began, and society fractured. The Collapse led into the War of the Shadow. For decades, the forces that allied themselves with the Dark grappled with those Aes Sedai leaders who held the rest of humanity together.

Eventually, the leader of the defenders, Lews Therin Telamon, proposed a risky plan to seal the Bore, to break off the Dark Ones direct influence and give the world a chance to recover. Seven seals were created of the indestructible material cuendillar, to serve as focus points of this powerful weave. Lews Therin- called The Dragon- led a cadre of male Aes Sedai called the Hundred Companions to Shayol Ghul, the point at which the Bore most closely touches our world. No one knows exactly what happened. This much is certain, though: Thirteen of the most powerful Dreadlords, known as the Forsaken, were at Shayol Ghul, and they were trapped within when Lews Therin and the Companions laid down the seal. Amid a dire battle, the Bore was closed off, and the War of Shadow was brought to an end. But something went wrong. Some act of the Dark One, or perhaps a backlash from Lews Therins sealing weave, lashed back toward saidin, tainting it with maddening evil. Lews Therin and those of the Hundred Companions who survived the battle were driven instantly insane. Although the War of Shadow was over, these immensely powerful male Aes Sedai were now a greater threat than

the Forsaken and Dreadlords ever were. Armed with the One Power and completely out of control, they ravaged the land, beginning the Time of Madness and the Breaking of the World. The Age of Legends was over. Over the next two hundred years or so, every male Aes Sedai went horribly insane, and in their madness they redrew the very face of the earth. In the throes of their insanity, they lifted up mountains from the plains, drained seas, and drowned lands in the depth of the ocean. They ruined cities, shattered nations, and sent the pathetic survivors of their upheavals scattered to the corners of the earth. The tradition of the Aes Sedai held throughout this destruction, though the form it grew into almost certainly bears little resemblance to the traditions in the Age of Legends. Scattered clans of Aes Sedai- women only, of course- dotted the lands. Eventually, maybe as much as a century after the Breaking, they gathered together. They built the White Tower and the city of Tar Valon, within sight of Dragonmount, the smoking mountain that is said to be the site of Lews Therins maddened death. Since then, Aes Sedai have been looked at with a mixture of awe and consternation. Clearly, the White Tower is a reservoir of wisdom and knowledge unparalleled in the world today. Aes Sedai are valuable counselors, defenders of reason wise beyond understanding of

most people. But they are also suspectit was the power they meddle with, after all, that brought about the Breaking of the World, and who knows when it might be used again.

Channeling Classes
I n i t i at e s
Initiates parley their wisdom, the respect they command from nobility and commoner alike, and the One Power into positions of responsibility and control. From the Aes Sedai of the White Tower to the men of the Ashaman, from the Aiel Wise Ones to the Athaan Miere Windfinders, initiates are trained not just in the art of the One Power, but in the skills to counsel and advise the leaders of their nations. But they dont act alone- initiates serve the traditions that train and aid them throughout their lives. Adventures: Most initiates find themselves immersed in adventures as they go about the missions assigned to them by their superiors. Sometimes the mission is straightforward - to carry a message to a local lord, for instance - but more often they are difficult, open-ended, and even mysterious in their ultimate goals. Although they are powerful wielders of the One Power, initiates are nonetheless vulernable to

the many physical dangers of the world, and usually gather a group of companions or other adventuring types about them for the protection they offer. No other class, however, can match the wisdom and insight of the initiate, and the initiates mission is always paramount. As such, initiates are often the leaders of their parties. Characteristics: The initiates strengths are the One Power and the certainty of his intelligence and insight. Over time, the initiate develops both in tandem, and turns them to the service of his tradition. All other conditions are secondary. The traditions of these initiates are above petty desires and affairs; what they do shape nations, and perhaps even the world. For that reason, nothing is as important to the initiate as developing his abilities and pursuing the agendas of his tradition. Origin: Every initiate belongs to a tradition, whether its the Aes Sedai, the Ashaman, the the Wise Ones, or the Windfinders. Having been discovered by this organization at a young age- or perhaps having sought them out when the One Power first began to manifest itselfthe initiate was immersed in an intense program of training, discipline, and study that has lasted for years. All other members of the tradition are comrades (although there are often internal rivalries), superior to non-initiates due as much to their training and wisdom as to the One

Power. Members of other traditions are almost certainly lesser students of the One Power, to be studied and perhaps sometimes worked with, but never due the respect of ones own tradition. Wilders deserve even less respect, and perhaps even pity for their sad lack of education in the True Source. Background: Initiates are always human, never Ogier. Among the westlands, (Borderlanders, Cairhienan, Domani, Ebou Dari, Illianers, midlanders, Tairens, Tar Valon), initiates belong to the Aes Sedai if they are women, or Ahsaman if they are men. Aeil initiates are Wise Ones, who are always women; men who can channel are sent off into the Blight to destroy as many shadowspawn as possible before they themselves are killed. Among the Sea Folk (Athaan Miere), initiates join the Windfinders, while men who can channel are given to the sea (killed) as soon as their ability is detected. Among the Seanchan, channeling is outlawed, with a Suldam collaring each Damane, although it has been discovered that Suldam themselves have the ability to channel. Occaisonally, initiates join traditions outside of their own cultures, such as the occaisonal Athaan Miere woman who is sent to Tar Valon to be trained, but such instances are extremely rare, and the outsider may be the target of suspiscion or prejudice within this adopted tradition.

Game Rule Information


Abilities: Intelligence determines how powerful a weave an initiate can cast and how hard they are to resist. Intelligence and Wisdom both determine how many weaves the intiate can cast per day. To cast a weave, the initiate must have an intelligence score of 10 + the weaves level. An initiate gets bonus weaves based both on intelligence and Wisdom- that is, if the initiate has high enough ability ability scores in both Intelligence and Wisdom to grant bonus weaves, she gains the bonus weaves from both. The difficulty class of a saving throw against an initiates weave is 10 + the weaves level + the initiates Intelligence modifier. Like a wilder, an initiate benefits from high dexterity and constitution scores. Hit Dice: d4

Class Features
Weapon and Armor Proficiency: Initiates are proficient with the club and dagger. Initiates are not proficient with any type of armor, nor with shields. Note that some armor types incur an armor check penalty for the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble. Swim checks suffer a -1 penalty for every 5 pounds of armor or equipment carried. The One Power: Initiates, like wilders, draw upon Five Powers of the True Source to cast arcane weaves. Affinities: Your initiate begins play with an affinity for one of the five Powers (Air, Earth, Fire, Spirit, or Water). This Affinity makes the initiate particularly strong with weaves that use only that power. He or she will be less capable with weaves taht use other powers, and somewhat hampered in weaves that dont use that Affinity at all. Female initiates choose from Air, Spirit, and Water. Male Initiates choose from Earth, Fire, and Spirit. You can gain more Affinities with the Gain Affinity feat. Talents and Weaves: Your initiate begins play having one common talent and knowing eight common weaves of 0 or 1st level (and multilevel weaves that include level 0 or 1). An initiate can gain more talents with the Additional Talents

Class Skills:
The initiates class skills (and the key ability for each) are as follows: Composure (Wis), Concentration (Wis), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Invert [Lost] (Int), Knowledge (Int), Sense Motive (Wis), and Weavesight (Int). Skill Points at 1st level: (5 + Int Modifier) X 4 Skill Points at each additional level: 5 + Intelligence modifier.

feat. As the game progresses, your initiate can learn new weaves through observation and training. See the Weavesight skill description for more information. An initiate is limited to casting a certain number of weaves of each level per day. The number of weaves he or she can cast is improved by the bonus weaves granted by high Intelligence or Wisdom scores, if any. For instance, at 1st level, the Initiate Brehenna can cast three firstlevel weaves - one for being 1st level (See Table 1: Initiate Weaves below), plus one thanks to her high intelligence and another due to her wisdom. From among the weaves Brehenna knows, she can cast any of them three times a day- including a repeated weave. An initiate may use a higher-level slot

to cast a lower-level weave, if they choose to do so. For example, if a 5th level Initiate has used all of her 2nd-level weave slots for the day, but wants to cast another 2nd level weave, they can use a 3rd level slot to cast it.The weave is still treated as its actual level, not the level of the slot sacrificed to cast it. To learn or cast a weave, the initiate must have an Intelligence score of at least 10 + the weaves level. The DC for saving throws against the weaves effect is 10 + weave level + intelligence modifier. Cross-Talent Weaves: Beyond 0-level weaves, initiates can only cast weaves within their Talent. An initiate may learn and cast any 0-level weave, but may only cast weaves of 1st level or higher if they are within one of his Talents.

Table 1: Initiate Class Progression

Overchanneling: The limit to the numTable 2: Overchanneling ber of weaves a channeler can cast in a day is not hard and fast. Using angreal and sanangreal allows a channeler to use higher-level weaves with less effort, but overchanneling has similar results. Characters can cast a higher-level weave than they are able, or cast more weaves per day than they are able, but not without risks of dire consequences. To overchannel, make a Concentration check. If you succeed on this check, the overchanneled weaves takes effect as it normally would if you were capable of casting it. If you fail, the weave does Miss by Result The channeler suffers a severe headache and not work, and you must make a Forti- 1-5 overwhelming fatigue. As a result, they suftude save. If you succeed on the Fotitude fer a -1 penalty on all skill and ability checks, Save, you are unahrmed by the attempt. attack rolls, and saves.She recovers when she If you fail the Fortitude Save, subtract is able to rest at least six hours. your roll from the DC and consult the 6-10 The channeler suffers headache and fatigue table to the right. resulting in a -2 to all rolls. She also takes
11-15 1d6 damage and cannot overchannel again until she gets more than six hours of rest. The channeler suffers headache and fatigue resulting in a -3 to all rolls, takes 2d6 points of damage, and cannot channel at all for 24 hours. The channeler suffers headache and fatigue resulting in a -5 to all rolls, takes 3d6 points of damage, and cannot channel at all for 48 hours. The channeler suffers headache and fatigue resulting in a -7 to all rolls, takes 4d6 points of damage, and cannot channel at all for two weeks (20 days). The channeler is stilled- completely unable to channel. In addition, she suffers headaches and fatigue resulting in a -10 to all rolls, and takes 4d6 points of damage

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21-25

25+

Bonus Channeling Feats: At 1st level, the initiate gains a bonus channeling feat in addition to the feat that the character gains at 1st level, and any bonus feat granted by the initiates background. The initiate gets a bonus channeling feat at second level and every two levels afterward (4th, 6th, 8th, etc.). The initiate can choose any channeling feat, so long as he or she meet the prerequitites for it. Important: These bonus feats are in addition to the feats that every character gains every three levels (per table 3-1: Experience and Level-Dependant Benefits). The initiate is not limited to, but may choose, channeling feats when selecting those feats.

Weavesight: The intense training that all initiates go through requires them to identify and emulate a broad range of Talents and weaves. As a result, every initiate gains a +4 competence bonus to all Weavesight checks. Slow Aging: The ability to channel slows the aging process. Starting at 3rd level, divide your level by two- the result is the number of years that must pass before your character ages one year. For example, a fourth level initiate ages one year for every two years that goes by (in other words, she ages at half the rate of other people); a twelveth level initiate ages at a rate of one year every six years (one sixth the rate of non-channelers).

Table 3: Initiate Weaves Per Day

Traditions and Mentors


Every initiate is a member of a tradition. The known traditions are: the Aes Sedai, Wise ones of the Aiel, Athaan Miere Windfinders, Seanchan, and Ashaman. The Ashaman allow only men- the others are exclusive to women. Each of these organizations train initiates with the understanding that they will go on to serve the organization, and they expect that service throughout the initiates lifetime.

The White Tower


The White Tower in Tar Valon is the seat of the Aes Sedai, the most powerful tradition of channelers in the entire world. Aes Sedai are feared and mistrusted, but the leaders of almost every civilized nation also seek them out as counselors. Through centuries of manipulation, Tar Valon has come into unparalleled might. The Aes Sedai are bound by the three oaths, each taken with the Oath Rod, a terangreal that makes the oaths binding, at their ascension from Accepted. The three oaths are as follows: Speak no word that is not true. Make no weapon with the Power for one man to kill another. Never use the One Power as a weapon, except against shadowspawn or in last extreme defense of their own life or the life of their warder.

Through these Oaths, Aes Sedai cling to their tradition of service that spans back to the Age of Legends and proves to the world that despite their great power, they excersize no ambition to threaten or enslave their neighbors. While these oaths certainly mitigate the fears that many have of the One Power and those who weild it, most people suspect that the spirit of the oaths can be broken, even if the letter cannot. A wise person listens very carefully to the exact words uttered by an Aes Sedai, searching for hidden meanings and loopholes. In addition to their vows, many Aes Sedai also take Warders- guardians that they bind to themselves through the One Power. Through this binding, the Aes Sedai shares a close, lifelong relationship with a man who swears to serve and protect her, acting as her agent and a shield against the many dangers that she cannot easily overcome with the One Power. Warders are usually men, by tradition if not necessity, and most Aes Sedai take only one, though members of the Green Ajah sometimes have two or more. Aside from Warders, Aes Sedai rarely form close relationships with men, or indeed any non-channeler. Few Aes Sedai marry- usually members of the Green Ajah, and then only to their Warders. Before the Breaking, it is believed, all channelers became Aes Sedai; there

were no other traditions of initiates. The Aes Sedai of this age feel the same- they view all channelers who are not Aes Sedai as wilders. As a result, other traditions have sought to keep their existence secret from the White Tower, content to go about their business in the Waste, on the seas, or further abroad without drawing attention to themselves. Even now, Aes Sedai look upon other traditions with contempt. Youg women who can channel come to the White Tower or are recruited by Aes Sedai during their travels. Once recruited into the Tower, they undergo a lengthy apprenctieship, beginning as novices, eventually gaining the rank of Accepted, and finally graduating as full-fledged Aes Sedai. Many cannot complete the full course of study, because they lack the ability with the One Power or certain strength of character. Typically, apprencticeship lasts ten to twenty years, depending on how quickly the student develops. The White Tower is divided up into seven Ajahs, organizations with specific interests and goals. The White Ajah concerns itself with matters of mathematics and logic, the Gray with negotiation, treaties, and diplomacy, the Brown with academics, history, and lore, the Red with hunting down men who can channel and will go mad, the Yellow with healing, the Blue with causes and betterment of the world, and the Green with battles

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and preparations for Tarmon Gaidon, the Last Battle against the Dark One. Every Aes Sedai chooses her Ajah at the end of her apprenticeship. Representatives from the seven Ajahs, three from each, form the Sitters of the Hall of the Tower; the Hall elects the Amrylin Seat. The Amrylin, who serves for life, is aided by the Keeper of the Chronicles, that she appoints, shares the governance of the White Tower and Tar Valon with the Hall. Technically, a myriad of rules and traditions seperate the duties and jurisdictions of the Hall and the Amrylin, but mroe frequently, the power of the personalities involved determine the real control within the Tower. As an initiate of the White Tower, you are of the rank of Accepted, a rank above novice but still no quite a full Aes Sedai. As a junior member of the Aes Sedai, you have a mentor, an Aes Sedai who has taken an interest in you, and has guided you toward joining her Ajah. This mentor has the right to command you, giving you directions you are expected to follow. Accepted, although not bound by the Three Oaths, are expected to act as though they were bound.

Aiel Wise Ones


The Aiel have a tradition of Wise Ones, women of strength, character, and wisdom, who led their counsel and skill to the leaders of their septs and clans. Wise Ones are chosen for their insight and potential, not for their channeling abilities, and many Wise Ones cannot channel at all. All Aiel women who can channel, however, become Wise Ones- there are no female Aiel wilders. Young Aiel women who show potential are sent to Rhuidean, and those who have the spark within them are given no choicethey must become the apprentices to the Wise Ones; they must drop their current occupation (even Maidens of the Spear), and dedicate themselves to their apprenticeship. Like all endeavors among the Aiel, apprenticeship with the Wise Ones is a harsh curriculum, replete with lessons in humility, discipline, and labor, in addition to the crafts of healing, counseling, chanelling, and for some, Dreamwalking, an ability thought Lost by the rest of the world. Apprenticeship begins with a trip to the ancient city of Rhuidean, where the candidates suitability is tested in an ancient terangreal made of three crystal arches, which confronts them with possible alternatives for their futures. If a candidate survives this trip, she studies for several years before entering Rhuidean again. On this trip, she enters a different

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terangreal, the same one that Aiel chiefs visit on their confirmation. Surviving this test concludes the apprentices course of study; she is now a Wise One. Wise Ones are not formally organized and do not follow a rigid line of authority. Rather, they defer by consensus to whomever among them has the greatest knowledge or experience with the issue at hand. Wise Ones belong to the septs and clans in which they were born (or into which they marry). Despite this membership, howev-

er, they hold themselves above inter-clan conflict, never engaging in warfare and often moving between opposing camps during times of strife to confer with one another. Aiel tradition holds Wise Ones free from harm or capture.

Sea Folk Windfinders


Aboard the ships of the Athaan Meire, the Sea Folk, the Windfinder are second in command. Their skill at sensing the weather and ocean currents, they are the ships chief navigator, charged with getting their vessels to the destination quickly and saftely. Most Windfinders- although not allcan channel. Those who can channel use their skills to summon winds, provide favorable currents, and avoid or fend off the fury of the many tempests that traverse the aptly names Sea of Storms. Young Sea Folk women who show promise as navigators or channelers are apprenticed to more experienced Windfinders, and over several years they hone their skills until they are assigned a vessel of their own. Women who can channel weakly, or who are not well suited to becoming Windfinders are sent off to Tar Valon to study to become Aes Sedai. In this way, the Athaan Miere have for centuries kept the channeling abilities of Windfinders secret from The White Tower, to avoid Aes Sedai meddling in Athaan Miere affairs. Most Aes Sedai

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have theorized that the blood of channelers runs weakly through Sea Folk veins, and to further allay Aes Sedai interest in channeling Windfinders, most Sea Folk ships refuse to carry Aes Sedai. There are few, if any, Sea Folk wilders. Like all Athaan Miere, Windfinders adhere to a strict chain of command. On any given ship, the crew is led by the Sailmistress (Captain), who is advised by the Windfinder and the Master of Blades. Each Clan of Sea Folk has its own Clan Windfinder, and Clan Wavemistress, and these leaders in turn advise the Mistress of Ships, the leader of all Athaan Miere, who has her own Windfinder advisor. Each Windfinder answers not only to her Sailmistress, but also to the Windfinders above her. Each Windfinder is tied to her Sailmistress, and knows that if her Sailmistress

fails, then she too has failed. If a Windfinders Sailmistress returns to the waters (dies), then the Windfinder re-enters the society of the Athaan Miere at the lowest possible rank, working her way up through the ranking until she advises a Sailmistress again. Each Windfinder knows that her star will rise and fall many times before she is finally returned to the ocean.

SeanChan
The Seanchan tradion of tapping into the True Source is much harsher than any other known, although rumors of the Shara speak of a graim traidition of channelers there, too. To the Seanchan, whose traditions tell tale of power-hungry channelers whose mad gambles for power had torn apart the lands across the Aryth Ocean

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before the arrival of Luthair Pendragon. Luthair, son of Westland High King Artur Pendragon, set about conquering the squabbling channelers and their tiny citystates, warring with the inhabitants and creating an Empire that his descendants ruled. United by this Empire, the Empress (may she live forever) collared the first damane, a so-called servant of all who had created the adam. She then forced the damane to accept a new name, retraining her to obedience. This brutal training has existed ever since. Every woman who is able to be collared is brought to damane kennels, where suldams train them to be effective weapons and servants for the Empire. At an early age, all women are gathered in the village square, and a trained damane and suldam allow the girls to try on a terangreal called an adam. Girls that the suldam can feel through the bracletand-collar terangreal are collared, and those who are able to feel the

girl wearing the collar are raised to be suldamn, the trainers of damane. These girls are being tested for two abilities: the inborn ability to channel, and the ability to learn to channel, although the Seanchan are not aware of this. Those who are born with the spark within them, who would channel eventually whether they wanted to or not, are collared, and known as Damane. A damane has no rank, no posessions, and no will of her own. She is simply a weapon to be weilded. Damane are treated as pets for the most part- favored pets, perhaps, but pets nonetheless. A suldam, one of the girls who puts on the braclet at that early testing to see if she can feel the sensations of the girl collared, is taken away from her family and raised to train damane. Suldam are

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given honored positions, training with soldiers, guarding the Blood of Paendragon, some are even raised to be Dersuldam respected trainers who are allowed to train other suldam. Few suldam are raised to be Truthspeakers, advisors to the Royal Blood, and rarely a suldam is raised to the Blood herself, although a truly humble one would never aspire to this ranking. Those who are not leashed are feared, called marthdamae, the unleashed, they are hunted by suldam and damane alike. Without the terangreal Adam, the suldam and damane are seperated, useless. The adam, a simple-appearing silver collar with a braided silver leash that leads to an unimpressive plain silver bracelet, are created by valuabe damane, who spend years

building the stores of adam for use, should they be needed. no male channeler is able to touch adam without causing intense pain to the damane. If any male channeler was to actually wear the bracelet, both he and the damane would die in intense agony. The Court of the Crystal Throne is said to entertain themselves by forcing the Low Blood to put on the braclet of the adam; it is not known until the bracelet is on whether the man or damane, or both will die. The secret feared by the Seanchan Empire, one that is kept secret from even the suldam, is that suldam are able to channel. If this secret were to get out, it would mean the fall of the Empire, so it is kept closely guarded, and many have died to protect it.

AshaMan
The Ashaman were founded by the Dragon Reborn, Rand AlThor, in 1002 CE, with Mazrim Taim. The Lord Dragon had offered an amnesty to all male channelers to come to Camelyn in Andor, without fear of Aes Sedai reprisal. Many people, including Aes Sedai, were unhappy with the Lord Dragon for this. Near Camelyn, Taim was taken to a tiny farm. Taim was given instruction, and was told to go out into the world and ask for men willing to join the Lord Dragons cause. These men were then tested, watching a complex weave that showed resonancethe ability to learn to channel. Those unable to learn to channel were recruited into the Lord Dragons army, those who had resonance were gathered to the farm.

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At first, the response was slow, but quickly recruiting was taking place in tiny villages from Arad Domon and Shienar to Tarabon and Tear. The men named the farm theBlack Tower. Black, to match the dragons fang, a Black Tower to match the Aes Sedais fabled White Tower. The Ashaman, named for the word Guardian in the Old Tongue, are forced to learn to fight with the One Power. As soon as they are able to channel safetly, they are insrtuced to do all chores and labor with the Power. Training in the Black Tower is brutal- pushed to the limits of physical endurance, Ashaman are pushed to the edge of what they can channel safetly- and beyond. Pushed to their physcial limits, Ashamam risk madness, injury, stilling (loss of connection to the One Power), and death. Many dont make it. In addition to training with the One Power, each Ashaman is trained in the sword, learning the different styles and attacks that put them on the path to becoming a blademaster. Each Ashaman at entry is given the rank of Solider, and wears a black coat. Upon gaining enough strength and experience to advance, they are then given a silver sword pin to place on one side of his collar, and is raised to the rank of Dedicated. Dedicated leave the farm to recruit new men,

but their training is not complete. Once they learn more advanced weaves, they are given a red-and-gold pin in the shape of a dragon- the symbol on the Lord Dragons banner, and are considered full Ashaman. The students at the Blck Tower, in addition to learning to use the One Power as a weapon, have begun discovering other weaves- advanced healing, illusion, and more. Of the hundreds of men to flock to the banner of the Lord Dragon and taken into the Black Tower, many were married or widowed. Although wives often left when they discovered that their men could channel, a few stayed nearby. Among the weaves discovered by Ashaman, one is an approxamation of the Aes Sedai weave Bond Warder, which allows them to keep track of their wives, brought to the farm. Used against the Red sisters who attacked the farm, it has been discovered that the men who used the so-called Wife bond are able to set simple rules for the womenrules that the women cannot break.

Male channelers are slightly stronger than Linking: Channelers link to tap into their female counterparts. In game terms, greater power than they themselves can these are the benefits they gain: manage individually While it is possible for small groups of women (up to twelve) Bonus Weaves: Every male channeler to link without men, it is never possible for gains five bonus weaves: one each of 1st, men to link without women. See Linking, 2nd, 3rd, 4th, and 5th level. As with bonus pg. 36, or on pg. 159 Wheel of Time RPG, weaves due to high ability scores, these for details. weaves can only be used when the chanMadness: Every male channeler has neler is high enough level to cast them. a madness rating. This is a secret statistic Block: Male Wilders can gain the Elimi- maintained by your GM. When you crenate Block Feat at 1st level, effectively be- ate your character, your GM rolls a 1d6. ginning the game without a block. Female This is your starting madness rating. Every wilders cannot gain the Eliminate Block time you gain a level, you gain 1d6 madfeat until 3rd level. ness points. Every time you attempt to overchannel, you gain 1 madness point.

Men and Channeling

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If your GM places the era of play between Lews Therin Telamons Hundred Companions and the strike at Shayol Ghul that tainted Saidin, and the battle at Shadar Logoth where Rand AlThor and Nynaeve AlMeare used the Choden Kai to cleanse the taint off of Saidin, all male channelers have a madness rating. When the male channeler character is created, the GM rolls a 1d6 and secretly keeps track of the characters madness rating. Each time the male channeler gains a level in any class, the GM adds another 1d6 and adds points to the characters madness rating. Each attempt at overchanneling add 1 additional point to the madness rating of a character. As the rating increases, insanity may begin to take over a hero or NPC. Eventually, as the madness rating grows high enough, a character may become permanently insane and even begin to suffer from the horrible rotting disease that consumes men who have exposed themselves too much to the taint on Saidin. Early on, the character will have to make Will saves to prevent momentary outbursts or bouts of insanity. Stressful situations in particular might trigger these crises, as can exposure to intensely powerful terangreal. As madness tightens its grip, the saves become more frequent and difficult. Table 4 gives the conditions that can trigger a bout of madness, depending on the characters madness rating.

Saidin and Madness


Table 5: Triggers
Rating Trigger Condition
0-15 16-30 31-40 41-50 51-60 60+ Injury Will Save Casting a weave, Terangreal Threat Constant

Explanation of Triggers: At each threshhold, a new trigger condition is added to those already in effect. For example, a character with a madness rating of 38 would need to make a madness check whenever he suffers an injury or is required to make a Will save. Injury: Whenever the channeler takes damage, whether in combat or a noncombat situation, such as a fall or from a disease, he must check for madness. Will Save: Whenever the channeler is required to make a Will save, (against a weaves effects or a creatures special abilities, for instance), he must check for madness, whether or not he succeeded the initial save. Casting a weave, Terangreal: Merely touching saidin, whether through casting a weave or activating a terangreal, is enough to trigger a check for madness. Threat: Any stressful situation, whether real or imagined, might drive the character to insane behavior. He must make an immediate check for madness. Constant: By this point, the characters mind is so far gone that madness is a per-

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Saidin and Madness


manent condition. A check for madness is no longer required- the character is irredeemably insane. Check for Madness: When a triggering condition occurs, , the character makes a check for madness. This is a Will Save with the DC of his madness rating. If the save succeeds, the character suffers no ill effects. If the save fails, roll a d20 and subtract the result from the characters madness rating and consult the table below. The results indicates which symptom of madness the character suffers at this time. A symptom of madness remains with the character for Suspicion: The character has a deep distrust of everyone, even friends, and suspects them of plotting against him, causing him harm, and even being darkfriends in extreme situations. Panic: The character is convinced that he is in mortal danger and does his best to flee the threatening situation. If he cannot flee, he attacks desperately. Withdrawal: The character becomes depressed, argumentative, stubborn, and unwilling to interact with the world. Fury: The character flies into a fit of insane temper. He lashes out at the nearest available target, if in combat, goes on a violent rampage in other situations. Thereafter, he overreacts dangerously to situations that would make others irritated, frightened, or otherwise stressed. Disease: When the madness has progressed this far, the channeler falls prey to a horrible rotting illness (Fortitude Save DC 20). His very body decays around him, and the stress of this situation is often enough to propel him on to his final destruction. The disease incubates for one week, and causes 1d3 points of temporary Constitution damage every day thereafter. Unlike normal diseases, this disease continues until the victim reaches 0 Constitution and dies. Dementia: The characters personality has been entirely lost to madness. A hero becomes and NPC and is forever beyond saving. Death usually comes soon after.

Table 6: Symptoms
Rating-1d20 Symptoms
05 or lower 06-15 16-25 26-35 36-45 46-55 56+ Delusion Suspicion Panic Withdrawl Fury Disease Dementia

Duration

2d6 minutes 2d6 hours 2d6 rounds 2d6 hours 2d6 rounds See Text See Text

the duration given on the table. Explanation of Symptoms: If the character fails his check for madness, he behaves in an erratic manner. The symptoms are described below in general terms; the exact manifestation is up to the GM. Delusion: The character suffers from hallucinations- auditory, visual, or both- and is difficult to convince that these delusions are not real.

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Wilders
The One Power isnt reserved for those who travel to the White Tower or seek out the guidance of the Wise Ones. Some people are touched by the power without the benefit of years of study or the help of those who have mastered it in the traditions of the initiates. These wilders embrace the True Source on their own, and, if they survive the experience, go on to become quite capable or even powerful channelers. Though they lack access to the techniques and skills developed over hundreds of years by the Aes Sedai, Athaan Meire, Wise Ones, or even the Seanchan, they are also free from the hide-bound rules and limitations that bind and restrict initiates. Adventures: Many wilders become village Wisdoms of local healers, respected and admired in their communities. Others (especially men), find themselves shunned, their abilities misunderstood or even feared. Those who find a place of value in their communities ofteventure forth for the betterment of their homes, seeking aid for their community of to support others from their village or reigon who are travelling abroad.Others travel to find a place for themselves where their abilities wont bring scorn or distrust. All seek to better understand the bizarre potential

thrust upon them by the One Power. Characteristics: A wilders connection to the One Power is mysterious and intuitive, based more on a hodgepodge of experience than any intense course of training and study. Wilders know fewer weaves than initiates, and can cast fewer weaves per day. But because they are used to testing their limits- for them, every experience with the One Power is a test of limits, at least early in their careers- wilders find overchanneling easier and less risky than do trained initiates. Origin: Wilders develop rudimentary powers at puberty. Their first weaves are spontaneous, erratic, and frequently dangerous- many wilders do not survive the initial contact with the True Source. That first contact with the True Source is described as a wish- something that the wilder wants so bad that they cant think of anything else. Suddenly, that wish comes true- that girl who you liked suddenly likes you back; your family is able to get clear of the flames of your burning house; the sick child youve been put in charge of suddenly gets better. Days, weeks, or hours later, you are suddenly struck by a fever- you are sickly and hot, and nothing seems to help. Suddenly without warning, the fever passes. And it doesnt return until after you wish for something else... A household with a budding wilder in

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it may be troubled by strange events, or the wilder may find themselves mysteriously adept at healing or manipulating people, or other things that matter to them. Eventually, the young wilder begins to understand the power that he or she has been weilding unintentionally. From that point on, they can begin practicing on their own and improving their abilities. Wilders have ho sense of identity as a group. Although loose associations exist, many are completely unaware that there are others in the world like them. A few recognize what they are experiencing early one, and travel to Tar Valon (or apprentice themselves to a Windfinder or Wise One) before their powers develop- these become initiates. Many more, however, grow their power by their own devices.

Background: Wilders are always human, never Ogier. They are most commonly westlanders (Borderlanders, Cairhienan, Domani, Ebou Dari, Illianers, midlanders, Tairens, Tar Valoners, and Taraboners). The Aiel discover virtually all wilders in their midst and apprentice young women to Wise Ones; men who can channel are sent off into the Blight to kill as many Shadowspawn as they can before they themselves are killed. Among the Athaan Meire, young women are apprenticed to Windfinders, and young men are given to the Sea (killed) as soon as they are identified to prevent even a chance that they might endanger others. Wilders are virtually unheard of among these people. There are some important differences between male and female channelers, be they widlers or initiates; see pgs. 17-19)

Table 7: Wilder Class Progression

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Game Rule Information Class Features


Abilities: Wisdom determines how powerful a weave an initiate can cast and how hard they are to resist. Charisma and Wisdom both determine how many weaves the intiate can cast per day. To cast a weave, the initiate must have an Wisdom score of 10 + the weaves level. An initiate gets bonus weaves based both on Charisma and Wisdom- that is, if the initiate has high enough ability ability scores in both Charisma and Wisdom to grant bonus weaves, she gains the bonus weaves from both. The difficulty class of a saving throw against an initiates weave is 10 + the weaves level + the initiates Wisdom modifier. Like a initiate, a wilder benefits from high Dexterity and Constitution scores. Hit Dice: d6 Weapon and Armor Proficiency: Wilders are proficient with all simple weapons and light armor. Note that some armor types incur an armor check penalty for the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble. Swim checks suffer a -1 penalty for every 5 pounds of armor or equipment carried. The One Power: Wilders draw upon Five Powers of the True Source to cast arcane weaves, just as Initiates do. Affinities: Your wilder begins play with an affinity for one of the five Powers (Air, Earth, Fire, Spirit, or Water). This Affinity makes the wilder particularly strong with weaves that use only that power. He or she will be less capable with weaves that use other powers, and somewhat hampered in weaves that dont use that Affinity at all. Female wilders choose from Air, Spirit, and Water. Male wilders choose from Earth, Fire, and Spirit. You can gain more Affinities with the Gain Affinity feat. Talents and Weaves: Your wilder begins play having one common talent and knowing six common weaves of 0 or 1st level. These weaves do not have to be within your talent, though they usually are. A wilder can gain more talents with the Additional Talents Feat. At each additional level, your wilder can learn one common weave of any lev-

Class Skills:

The wilders class skills (and the key ability for each) are as follows: Composure (Wis), Concentration (Wis), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Invert (Int), Knowledge (Int), Sense Motive (Wis), and Weavesight (Int). Skill Points at 1st level: (4 + Int Modifier) X 4 Skill Points at each additional level: 4 + Intelligence modifier.

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el which he or she is able to cast. (If you can cast weaves within the level range of a multilevel weave, you can learn that weave. For example: Raise Fog is level 2-8. If you can cast 2nd level weaves, you can learn Raise Fog.) These represent the weaves that the Wilder has figured out, on his or her own, relying on intuition and experience with the One Power. In addition, your wilder can learn new weaves by observation. See the Weavesight skill description for more information. A wilder is limited to casting a certain number of weaves of each level per per day. The number of weaves that he or she can cast is improved by the bonus weaves granted by high Charisma or Wisdom, if any. For instance, at 1st level , Lita the Wilder can cast three 1st level weaves per day- one for being 1st level, plus one due to her high wisdom, and another due to her high charisma. However, Lita only knows two 1st level weaves: arms of air and blade of fire. In any given day, she can cast arms of air three times, or blade of fire three times, or some combination of the two weaves a total of three times. A wilder may use a higher-level slot to cast a lower-level weave, if he so chooses. For example, if an 8th level wider has used up all of his 3rd level weave slots for the

day, but wants to cast another 3rd level weave, he could use a 4th level weave slot to do so. The weaves is still treated as its actual level, not the level of the weave slot used to cast it. To learn to cast a weave, a wilder must have a Wisdom score of at least 10 + the Weaves level. The Difficulty Class (DC) to resist a wilders weaves is 10 + weaves level + the wilders Wisdom modifier. Block: Although their selftraining lends wilders a great deal of flexibility, it doesnt come without a price. The dangers of learning the One Power unaided result in a block: an emotional trigger without which the One Power cannot be embraced or used in any way. Blocks form naturally as a Wilder first learns to touch the True Source; they are a sort of buffer which reduces the risk of inadvertently channeling enough power to still (permanantly remove the channelers ability to channel) or even kill the wilder. Unfortunately, they persist even after the wilder has learned to control the power, preventing the channeler from touching the Source freely whenever he or she wants to. Typical blocks include the need to be angry, excited, fearful, serene, or even lustful. (make up a block that seems appropriate for your character). Regaurdless of the blocks exact nature, it always requires that wilder make an effort to attain the exact emotional

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state. This is a full-round action, requiring a Composure check against a DC 15 (normally- this DC can be increased to 20 if the wilder is in an opposite emotional state, and lowered to DC 10 if the wilder is in a similar emotional state). Once the wilder reaches the emotional state necessary to bypass the block, he or she may maintain that state (and channel freely) for one hour without having to roll again. Remember that the wilders emotions affect everything he or she does- a wilder who must conjure terror within himself to channel is truly afraid, and should behave appropriately. A wilders block can be removed with the Eliminate Block feat. However, female wilders cannot take the Eliminate Block feat until 3rd level. male wilders do not face this restriction, and may choose

to take the feat and eliminate their blocks at 1st level. Once eliminated, the wilders block is gone forever, and the wilder may channel at any time, regardless of emotional state. Overchanneling: The limit to the number of weaves a channeler can cast in a day is not hard and fast. Using angreal and sanangreal allows a channeler to use higher-level weaves with less effort, but overchanneling can have the same result. Like initiates, wilders can overchannel to cast a higher-level weave than they are able, or casting more weaves per day than they are able. This ability is not without risks or consequences, though. To overchannel, make a Concentration check. The DC depends on what you are attempting to do (see right). if you succeed on this check, the overchanneled weaves

Table 8: Wilder Weaves per Day

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takes effect as it normally would if you were capable of casting it. If you fail, the weave does not work, and you must make a fortitude saving throw. If you succeed on the Fotitude Save, you are unahrmed by the attempt. If you fail the Fortitude Save, subtract your roll from the DC and consult the table to the right. Wilders are more used to the rigors of overchanneling, and the risks that come from unsupervised exploration of the One Power than are initiates. As a result, wilders gain a +5 competence bonus on concentration checks when attempting to overchannel, and a +5 competence bonus of Fortitude saves when they fail overchanneling attempts. Cross-talent Weaves: Also like initiates, wilders only excell within their talents. Due to their flexibility, however, a wilder may learn and cast any 0-level, 1st level, or 2nd level weave, regardless of whether it is within one of their talents. A wilder may only learn and cast weaves of 3rd level or higher if they are within one of his or her talents. Channeling Feats: At 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th), the wilder gains a bonus channeling feat . The wilder may choose any channeling feat, so long as he or she meets all prerequisites. can choose any channeling feat, so long as he or she meet the prerequitites for it. Important: These bonus feats are in

Table 9: Overchanneling

Miss by Result
1-5

6-10

11-15

16-20

21-25

25+

The channeler suffers a severe headache and overwhelming fatigue. As a result, they suffer a -1 penalty on all skill and ability checks, attack rolls, and saves.She recovers when she is able to rest at least six hours. The channeler suffers headache and fatigue resulting in a -2 to all rolls. She also takes 1d6 damage and cannot overchannel again until she gets more than six hours of rest. The channeler suffers headache and fatigue resulting in a -3 to all rolls, takes 2d6 points of damage, and cannot channel at all for 24 hours. The channeler suffers headache and fatigue resulting in a -5 to all rolls, takes 3d6 points of damage, and cannot channel at all for 48 hours. The channeler suffers headache and fatigue resulting in a -7 to all rolls, takes 4d6 points of damage, and cannot channel at all for two weeks (20 days). The channeler is stilled- completely unable to channel. In addition, she suffers headaches and fatigue resulting in a -10 to all rolls, and takes 4d6 points of damage

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addition to the feats that every character gains every three levels (per table 3-1: Experience and Level-Dependant M u l t i - c l a s s i n g Benefits). The initiate is not limited to, but may choose, channeling feats when Each time a character advances a level, selecting those feats. they can choose to progress along Slow Aging: The ability to chantheir current path or add nel slows the aging process. Starta new class at 1st level. ing at 3rd level, divide your level When a multiclass by two- the result is the number of character increases one years that must pass before your of his or her classes by character ages one year. For one level, they gain the example, a fourth level wilder standard benefits that charages one year for every two acters get for acheiving a years that goes by (in other level in that class. words, she ages at half the rate Note: Any penalties associof other people); a twelveth ated with multiclassing do not level wilder ages at a rate of apply to Prestige classes, such one year every six as Aes Sedai, Aiel Wise One, years (one sixth Armsman, AshaMan, Wardthe rate of noner, Windfinder, or Wolfbrother, for example. channelers). Level: Character level is the total level of all classes the character has. It derives from overall experience points, and determines when feats and ability score increases are gained. Channeler level is the total level the character has in all channeling classes. Class level is the level of a particular class, as per individual class tables. Hit Dice: The character gains hit dice from each class level, with the resulting hit points added together. Base Attack Bonus (BAB): Add the base attack bonus from each class to determine the total base attack bonus. If the resulting value is +6 or higher, the character gains multiple

attacks. See the individual class tables to determing the number of attacks. Saving Throws: Add the base saving throws for each class together. Defense Bonus: Add the defense bonus for each class together, and then subtract 2 for each class after the first (For example, a wanderer/armsman would only subtract 2 from the total defense bonus for both classes. A wanderer/armsman/noble would subtract 4 from the total, or two from each of the extra classes). Note that you do not have to subtract 2 from the defense bonus when adding a prestige class or NPC class. Reputation: Add the reputation scores for each class together. Skills: The character retains and can access skills from all of his or her classes. When a multiclass hero gains a level in a class, he spends skill points for that level as a member of that class, including cross-class penalties. Starting Feats: The character gets all starting feats of all classes. Ignore redundant starting feats, such as the ability to channel, or armor proficiency.

Class Features: The character gains all class features of the new class, but also suffers the consequences of all special restrictions of all classes. Some class features dont work well with skills or class features of other classes. For example, armsmen are proficient with heavy armor, but a wanderer/armsman still suffers skill penalties from heavy armor. Ability Increases: For multiclass characters, abilities are increased every four character levels, regardless of inidividual class level. Weaves: Some weaves base their effect upon caster level. In the case of mutliclass casters, the caster level is the sum of all characters channeling class levels. For example, a 3rd-level woodsman/ 4th-level wilder has a channeling level of 4th. If he later became a 3rdlevel woodsman/4th-level wilder/2nd-level initiate, his channeling level would now be 6th (4 for wilder, 2 for initiate). Wilders who multiclass as initiates progress at the Initiate pace when learning new feats, although they do not lose access to their old skills. See Table 3: Initate Weaves per day for reference. These new weaves are learned in addition to weaves that the wilder had already learned on his or her own.

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Using the One Power


An understanding of the True Source allows channelers to grasp the immense potency of the One Power. Weaves let them put that power into use. Weaves are like formulas, or magic spells- methods by which the One Power is manipulated to create the often awesome effects that only channelers can achieve.

Embracing the True Source

The first step in wielding the One Power is embracing the True Source. As a female channeler, you open yourself to Saidar, like a flower opening to the sunlight or a riverbank funneling the water past. In this openness, you find the power of Saidar. As a male channeler, you grab the power of Saidin, wrestling with it to control it on the razor edge between ultimate power and destruction. Only through this physical mastery may you gain control of Saidin. In game terms, embracing the Source is a full-round action. Once you have embraced the source, you maintain it freely until you choose to let it go. You do not have to cast immediately, and you do not have to embrace the source again after you cast. Until you release it, you remain connected to the True Source. It maybe be tempting to hold the embrace

permanently (indeed, the sensation is very seductive), but there are some distinct disadvantages to embracing. For female channelers, embracing the Source creates a glow of Saidar around them- visible to other female channelers and some shadowspawn. Male channelers cannot see this glow, but they can sense women embracing the True Source as a tingling on their skin. Male channelers and shadowspawn will be able to sense you from a distance, and know that you are ready to channel at a moments notice. Additionally, you cannot rest while embraced. You cannot sleep, recover from fatigue, or heal subdual damage. Finally, it is addictive. Most channelers become uncomfortable if they find themselves embracing the True Source too frequently, fearing to become dependant on their powers to the point of addiction. Women who become Power-addicted must make a Will Save with a DC equal to 15 + their level in order to release the True Source. Men addicted to the power increase their madness rating (GMs discretion), as well as the required Will Save (DC 15 + Level) to release Saidin.

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Once you have embraced the True Source, choose a weave to cast. It must be a weave that you know. You must also be able to cast weaves of that level or higher (unless you overchannel, using the rules

Casting the Weave

given for your class). See Tabe 3: Initiate weaves per day, and Table 8: Wilder weaves per day, for the number of weaves allowed for each class per day. If a channeler has a low intelligence or wisdom and is unable to cast higher-level weaves, they may still use those higher-level weave slots to cast lowerlevel weaves. For example, a 9th level ititiate with an intelligence of 14 is unable to cast 5th level weaves- but she can use the 5th level weave slot to cast a lower-level weave in its place. Next, check Affinities associated with the weave. In most cases, you will have one or perhaps more, but not all, of the Affinities. If you have all of the listed Affinities for the Weave, you can cast it using a weave slot

one lower level than normal. If you have none of the listed Affinities, the weave requires a weave slot one level higher than normal. If that makes it too high to cast, then you cannot cast the weave. Many weaves can be cast at a variety of levels, with differing effects at different levels. You must decide the level of the weave before you cast it. (Again, Affinities may enable you to use a slot one level lower than the level you choose, or may force you to use a weave slot one level higher). To cast the weave, you must be able to see the target of its effects, in most cases, or specify a line of effect. Additionally, you must concentrate to cast your weave- and its hard to concentrate in the heat of battle.

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Weaves are made out of strands of the Five Powers, drawing upon Saidin or Saidar. As such, they are visible to you, and to other channelers of the same gender, although they are invisible to non-channelers or channelers of the opposite gender. When you cast, hold, or tie off a weave, other channelers of the same gender can see not only the weaves effects, but the ghostly image of the weave itself for its entire duration. (and sometimes even after its gone, as in the case of channelers with the Sense Residue feat). Others can see only the effects of the weave, if they are visible.

Range
weave is to take effect. A weaves range indicates how far from you it can reach, as defined on the Range line of the weave description. A weaves range is the maximum distance from you that the weave can occur, as well as the maximum distance at which you can designate the weaves point of origin. If any portion of the weaves area would extend beyond the range, that portion is wasted. Standard ranges include to following: Personal: The weave affects only you. Touch: You must touch the creature or object to affect it. Close: The weave reaches a full 25 feet from you. This maximum range increases by 5 feet for every two channeler levels (30 at 3rd level, 35 at 5th level, etc.) Medium: The weave reaches up to 100 feet, plus 10 feet per channeler level. Long: The weave reaches up to 400 feet, plus 40 feet per channeler level. Unlimited: The weave reaches anywhere in the same realm (the real world,

Casting Time

You can cast a weave with a casting time of 1 action as an attack action, just like making an attack. A weave that takes one full round to cast is a full-round action. It comes into effect just before the start of your next turn. You then act normally after the weave is completed. A weave that takes 1 minute to cast comes into effect just before the start of your turn one minute later (and for each of those 10 rounds, you are considered casting a weave as a full-found action). You must make all pertinent decisions about a weave (range, area, effect) when Telaranrhoid, the Ways) you begin casting. For example, when You must make some choices about casting riven earth, you must decide the whom the weave is to affect or where the point on the ground around which the weave is to originate, depending on the

Aiming a Weave

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type of weave. Target or Targets: Some weaves, such as Immolate, have a target or targets. You cast these weaves directly on the creature or object, as defined by the weave itself. You must be able to see or touch the target, and you must specifically choose that target. For example, you cannot cast rend into a group of bandits with the intent to affect the leader, whomever that might be. To target the leader, you must be able to see and identify the leader (or guess which one the leader is and get lucky). However, you do not have to select your target until you finish casting the weave. If you cast a weave on the wrong sort of

target, such as casting polish on a dog, the weave has no effect. Effect: Some weaves, such as Lightning, create or summon things rather than affecting things that are already present. You must designate the location where these things are to appear, either by seeing it or defining it (such as the Lightning will strike twenty feet into the darkness I saw the myrddraal disappear into). Range determines how far away the effect can appear, but if the effect is mobile (a light weave, for example), it can move regardless of the weaves range. Beam: Some effects are beams, such as in the weave balefire. You aim the beam as if using a ranged weapon, though typically

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you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the darkness or at an invisible creature and hope you hit something. You dont have to see the creature youre trying to hit, as you do with a targeted weave. Interviening creatures and obstacles, however, can block your line of sight or provide cover for the creature at which you are aiming. The duration of the beam is the length of time the beam exists. The effect caused by the beam is instantaneous. Area: Some weaves affect an area. You select where the weave starts, but otherwise you dont control which creatures or objects the weave affects. The weave description usually will specify the area that it affects. Cone: When you cast a weave with a cone area, the cone shoots away from you in a direction you designate. A cone starts as a point directly in front of you and

widens as it goes out. A cones width at a given distance from you equals that distance. Its far end is as wide as the effect is long. For example, a 25 foot long cone would be 5 feet wide at 5 feet, and 25 feet wide at its far end.

Saving Throws
Many harmful weaves allow an affected creature to avoid some or all of the effects. The Saving Throw entry on the weave description describes which type of saving throw the weave allows, and how saving throws against the weave work. Negates: This term means that the weave has no effect on an affect creature that makes a successful save. Partial: The weave causes an effect on the subject, such as death. A successful saving throw means that some lesser effect occured (such as being dealt damage rather than being outright killed). Half: The weave deals damage, and a successful saving throw halves the damage taken (round down). None: No saving throw is allowed. (Object): The weave can be cast on objects, which recieve saving throws only if they are attended (held, worn, grasped) by a creature resisting the weave. in which case the object gets the creatures saving throw bonus. (This notation does not mean that the weave can only be cast on an object. Some weaves of this sort can be

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cast on creatures or objects.) (Harmless): The weave is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it wishes. Saving Throw Difficulty Class: A saving throw against a weave has a DC of 10 + the weaves level, plus the channelers relevant ability (Intelligence for Initiates, Wisdom for Wilders). Optional Rule - Succeeding at a Saving Throw (Version I): A non-channeling creature or person who successfully saves against a weave without obvious physical effects feels nothing and has no indication that the One Power has been used on him or her. Channelers of the same gender, however, do feel the touch of the weave, as a slight force or tingle, but cannot deduce the exact nature of the attack unless the see the Weave itself and succeed in a Weavesight check. Likewise, if a creatures saving throw succeeds against a targeted weave, such as Shield, the caster has no sense that the weave has failed. Without seeing the result, you have no way of knowing whether or nor the weave had the desired effect on the target. Optional Rule - Succeeding at a Saving Throw (Version II): A non-channeling creature or person who successfully saves against a weave without obvious physical effects feels as though they just made a narrow escape, though they have no idea that the One Power has been used on them. Channelers of the same gender, however, do feel the touch of the weave, as a slight force or tingle, and can deduce the exact nature of the attack with a Weavesight check. Like-

wise, if a creatures saving throw succeeds against a targeted weave, such as Shield, the caster knows that the weave has failed. Voluntarily giving up a Saving Throw: A character or creature can voluntarily forego a saving throw and willingly accept a weaves result. Items surviving after a Saving Throw: Unless the descriptive text specifies otherwise, all items carreid and worn are assumed to have survived a magical attack. If a character rolls a natural 1 on his saving throw, however, an exposed item is also harmed. (See Table 9-2, pg 162 Wheel of Time RPG).

Weave Results
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws, you apply whatever results the weave entails.

Holding the Weave


Once youve determined who is affected and how, you need to know for how long. A weaves duration line tells you how long the effects of the weave last. Instantaneous: The One Power works its effect the instant the weave is cast, though the consequences of the weave might be long-lasting. For example, false trail instantly creates a trail to mislead pursuers.

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The creation is instantaneous; the effect lasts as long as it would normally take tracks and scent to dissipate. Concentration: The weave lasts as long as you hold concentration on holding it. Concentrating to maintain a weave does not provoke attacks of opportunity. Anything that can break your concentration while casting a weave can break your concentration while youre holding one, causing the weave to end. You dont have to see the weave to continue to concentrate on it. For example, if you cast create fire to create fire in the empty fireplace to heat the room, you could leave while still concentrating to keep the fire burning inside the room. The channeling feat Tie Off Weave allows you to stop concentrating one the

weave, but to keep it in effect as though you were concentrating on it. You cannot cast another weave while holding the first, unless you have the Multiweave feat.

Distractions
To cast a weave, you must concentrate. If something interrupts your concentration while youre casting, you must make a Concentration check or lose the weave. The more distracting the interruption and the higher the weave level youre trying to cast, the higher the DC is. If you fail the check while casting, you lose the weave as though you had just cast it to no effect. If you fail a check while holding a weave, the weave just ends as if you had volun-

Table 10: Concentration Checks

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tarily stopped concentrating on it. For a list . of distractions and the Concentration checks required, see Table 10.

Weave Failure

Unlacing Weaves

Unlacing a weave is dangerous and difficult- so much so that that unlacing is discouraged by most traditions and completely forbidden by Aes Sedai. Unlacing weaves removes any evidence that the One Power was used, or that the weave in ques- Table 11: Unlacing Failure tion even existed. Miss by Result The channeler suffers a severe headache and Only weaves that are being held or 1-5 overwhelming fatigue. As a result, they suftied off can be unlaced- weaves that fer a -1 penalty on all skill and ability checks, have instantaneous effect dissipate imattack rolls, and saves.She recovers when she mediately, and cannot be unwoven. The is able to rest at least six hours. Concentration check DC for unlacing a 6-10 The channeler suffers headache and fatigue weave is 25 + the level of the weave. resulting in a -2 to all rolls. She also takes 1d6 damage and cannot overchannel again Failure results in a random weave result until she gets more than six hours of rest. as the partially-unlaced weave collapses The channeler suffers headache and fatigue into a new, unintended weave. The GM 11-15 resulting in a -3 to all rolls, takes 2d6 points can choose any known weave, exaggerof damage, and cannot channel at all for 24 ating or expanding effects as he or she hours. sees fit, or create entirely new effects. 16-20 The channeler suffers headache and fatigue resulting in a -5 to all rolls, takes 3d6 points Failure to unlace a weave also requires of damage, and cannot channel at all for 48 a Fortitude save with a DC of 20, just as hours. if you had failed in an overchanneling The channeler suffers headache and fatigue 21-25 attempt (wilders do not get their usual resulting in a -7 to all rolls, takes 4d6 points +5 bonus on this Fortitude save). If this of damage, and cannot channel at all for two Fortitude save succeeds, there is no ill weeks (20 days). The channeler is stilled- completely unable result to the channeler, other than the 25+ to channel. In addition, she suffers headaches effect of the collapsing weave. and fatigue resulting in a -10 to all rolls, and If this Fortitude save fails, subtract takes 4d6 points of damage the total from 20 and consult Table 11

If you ever try to cast a weave in conditions where the characteristics of the weave (range, target, area, and so forth) cannot be made to conform, the the casting fails and the weave is wasted. For example, if you cast the bond warder weave on a horse, the weave fails because the horse is the wrong sort of target for the weave.

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Linking is a method, in addition to overchanneling, by which channelers can magnify their abilities. Linking involves two or more channelers working together, gathering their power for a single weave (although the group can stay linked and cast additional weaves, if they wish). One of the channelers leads the group, and one of them, although not necessarily the leader, casts the weave. To link, the channelers gather in a circle, touching their hands together so that each member is in contact with another member of the group. Circle members can be of any level or class, so long as they can channel. The circle must always include women (men alone cannot link). With the exception of a one man/one woman, or two men/two women circles, the women must always outnumber the men. If the circle has thirteen or fewer members, it may be made exclusively of women, but if more than thirteen are to be involved, it must include one man. In a one man/one woman circle, any circle of thirteen or fewer women containing

Linking

at least one man, or groups of seventytwo channelers (the absolute maximum), the leader must be a man. For any other possible combination of groups, a woman may lead. Each member of the circle embraces the True Source, and makes a Concentration check DC 15 + caster level. If each member succeeds, the group is linked and may cast weaves normally. If one or more of the group fail, they are not included in the circle, although they may re-attempt. If the exclusion of that member would make the group illegal, the entire group fails to form a linking circle. A linked circle remains linked until the leader becomes distracted or chooses to break the link. Linking allows the channeler to boost the level of the weave cast, effectively treating the linked group as a angreal. For example, using a linked group, a caster leading a group of seven channelers could cast a 7th-level weave using a 5th-level weave slot. Rumors exist that some rare terangreal can force groups to link, or allow linking without touching. These are seen by little more than fluff by the wise Aes Sedai.

Table 12: Linking Limits and Numbers

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Angreal and Sanangreal are relics from the Age of Legends that magnify the ability of the channeler who holds them. They effectively allow a channeler to overchannel (with the most powerful sanangreal) without any penalty, or (with a less powerful angreal) a greatly reduced penalty. Angreal and sanangreal are rated on the same scale from 1-10. Angreal are rated on the scale from 1-3, while the more powerful sanangreal are ranked on the same scale from 4-10. Only two rating 10 sanangreal were ever created- the massive Choden Kai, twin figures representing a man and a woman buried in the Breaking. The mans statue lies near Carheinen, while the womans statue is alleged to be partially buried on the Sea Folk island of Tremalking. These statues, massive and impossible to transport, were used via terangreal called Keys, smaller versions of the same statues that were hidden during the War of Shadow and the Breaking

Items of the Power

for fear that dreadlords or mad male channelers would find them. Only one known rating 9 sanangreal exists, known as Callandor, a crystalline sword that is held in the Heart of the Stone in Tear for the Dragon Reborn to return. The numeric power rating of the angreal or sanangreal represents the number of weave levels that the device adds to any given weave slot. For example, a caster using a power rating 2 angreal could cast a 7th-level weave using a 5th-level weave slot. Angreal and sanangreal are attuned to either saidin or saidar, and can only be used with the appropriate half of the One Power. Angreal attuned to saidar can only be used by women, while those attuned to saidin are only useful to men- in fact, to a member of the opposite gender, it is impossible to tell if the object has anything to do with the Power, or if the object is anything more than cuendillar. To use an angreal, a channeler needs only be touching it while casting.

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Each weave description follows the same format. This section discusses that format and some of the fine points of how weaves work. Name: This is the name by which the weave is generally known. Weaves might be known by other names by other traditions or in other countries, such as comfort of the hearth instead of warmth. Listed with the name are the Affinities related to the weave. Following that is a parenthetical note stating whether the weave is common, rare, or lost. Common weaves are known by many channelers, and can be easily learned by interacting with other channelers or even figured out from scratch. Rare weaves are closely held secrets, which can only be learned from those few who know them. Lost weaves are just that- secrets from the past ages lost to the modern traditions of channeling. They can only be puzzled from the rarest of ancient tomes, or from a few master channelers, such as the forsaken or the Dragon Reborn himself. Level: This is the relative power level of the weave, ranging from 0 level through 1st level up to 9th level or higher. Many weaves can be cast a multiple levels, having different effects at each level (as indicated in the weave description). Remember that if your have all of the weaves Affinities (listed in the weaves name), you treat the weave as one level lower than it is.

Weave Descriptions

For example, the level entry for lesser heal is 0-4. That means that it can be cast as a 0-level, 1st-level, 2nd-level, 3rdlevel, or 4th-level weave. Its Affinities are Air, Spirit, and Water. If your caster has the Affinites for for all three of these powers, the effective level of lesser heal for you is actually 0-3: You can cast it as a 0-level weave for either the listed 0-level or 1st-level effect, cast it as a 2nd-level weave to get the listed 3rd-level effects, or cast it as a 3rd-level weave for the 4thlevel effect. Some weaves also list either special effects you can create by increasing the level of the weave or circumstances that allow you to treate it was a lower-level weave. These special issues are mentioned in the descriptive text. For instance, light is a 0level weave that creates a glowing sphere of light, which you must normally hold ing your hand. But the description adds: +1 Casting Level: You create the globe of light in a fixed location You can set the location of the light, instead of holding it in your hand as you normally must, by treating the weaves as 1st level instead of 0 level. A weaves casting level- the level at which you cast it- affects the DC for any save allowed against the weave. Casting Time: The time required to cast a weave. Range: The maximum distance from you at which the weave can affect a target.

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Target or Targets/Effect/Area: This entry lists the number of creatures, dimensions, volume, weight, and so on that the weave affects. The entry starts with one of three headings: Target, Effect, or Area. If the target of the weave is your own character, you do not receive a saving throw. The saving throw heading is omitted from such weaves. Duration: How long the weave lasts. Saving Throw: Whether a weave allows a saving throw, what type of throw it is, and the effect of a successful save. Descriptive Text: This portion of the weave description details what the weave does and how it works. If one of the previous portions of the description included (see text), this is where the explanation can be found. If the weave can be cast at multiple levels, the descriptions usually includes a table listing effects at each level. The listed effects are not cumulative. For example, at 1st level, the weave foretell weather allows you to sense the weather two days into the future. At 2nd level, you can sense it for up to two weeks in the future. These do not add up: If you cast foretell weather as a 2nd-level weave, you sense two weeks into the future, not two weeks and two days.

Talent: Conjunction

Harness the Wind Lightning Rain of Ice Raise Fog Thunderclap Warmth

Talent: Compulsion
Cloud Memory Compulsion Erase Personality Instill Emotion Plant Instruction Sense Emotion

Adoption Bond Warder Bind Calm Animal False Trail Pass Bond Sense Shadowspawn Trace

Talent: Earth Singing


Align the Matrix Corrosion Create Angreal Create Terangreal Earth Delving Earthquake Forge Weapon Grenade Polish Riven Earth Rolling Earth Sharpen

Talents and Weaves


Talent: Cloud Dancing (p. 41)
Chain Lightning Create Storm Foretell Weather

Talent: Elementalism

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Talent: Healing

Arms of Air Blade of Fire Clean Create Fire Current Deflection Shield Dry False Wall Fiery Sword Fireball Fly Freeze Harden Air Light Move Water Wand of Fire Whirlpool Caress the Child Corruption Delve Greater Healing Harm Heal the Mind Healing Mark Ravage the Mind Rend Renew Restoration of the Flesh Restore the Power Sectional Healing Sever Touch of Death Aura of Flame Cutting Lines of Fire Flame Dart Flare

Talent: Illusion

Immolate Searing Heat Wall of Flames Disguise Distant Eye Eavesdrop Far Speaking Far Viewing Folded Light Hidden Message Hide Ability Mantle of Shadows Mirror of Mists Mirror Shroud Vertigo Voice of Power Balefire Isolate Thread Trace Pattern

Talent: Pattern Weaving

Talent: Shielding

Talent: Travelling

Block Cut Weave Greater Shield Shield Weave Deflection Bridge Between Worlds Create Gateway Follow Gateway Hold Gateway Skimming Use Portal Stone

Talent: Heart of Fire

Talent: Warding

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Barrier to Sight Blight Circle of Silence Dream Shielding

Fire Trap Keeping Master Ward Resonance Web Seal Strike of Death Ward Against Channelers Ward Against People Ward Against the One Power Ward Against Travelling Ward Against Shadowspawn Ward Bore

Weave Descriptions
The Cloud Dancing Talent connects the channeler with the primal forces of weather, allowing her to control wind, snow, rain, warmth, and even lightning.

Talent: Cloud Dancing

Cascade of Lightning

[Air, Fire, Water] (Common) Level: 6-10 Casting Time: 1 full round Range: Long (400 ft. + 40 ft. / level) Area: See text Duration: Instantaneous Saving Throw: Reflex half Weave Resistance: No You call simultaneous bolts of lightning from the sky, targeting a specific area of ground. Any creature within the area takes damage from the lightning, the deafening roar of the thunder, and rent earth blasted from the ground by the lightning bolts. The damage roll given on the table below are for any creatures or objects within the area of effect. Although the weave takes effect immediately, a brew time may be required for the lightning to build up. The lightning strikes at the end of the brew time. If you cast this weave again within 1d10 rounds, no additional brew time is required for the lightning to gather. Since lightning comes from the sky, this weave can only be effectively cast in an openair area. Light structures can be targeted, damaged, or destroyed by this weave, but heavier

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Cloud Dancing
structures protect occupants effectively.

Chain Lightning

[Air, Fire, Spirit, Water] (Common) Level: 7-12 Casting Time: 1 action Range: Long (400 ft. + 40 ft. / level) Area: See text Duration: Instantaneous Saving Throw: Reflex half Weave Resistance: No You conjure a ball of lighting in one hand, which you throw at the target, which speeds from your hand to explode with the fury of a lightning bolt. The area affected is determined by the weave level. Any creature within the area takes damage from the lightning, the deafening roar of the thunder, and rent earth blasted from the ground by the explosion. A ranged touch attack is made against a secondary creature (or object) no more than close range (25 ft. + 5 ft. / 2 levels) from the original area. This creature takes both lightning and thunder damage. A second ranged touch attack is made against a third target, no more than close range (25 ft. + 5 ft. / 2 levels) from the secondary target, but cannot including any target hit by the initial area blast or the secondary target. This third target takes lighting damage.

Create Storm

[Air, Spirit, Water] (Common) Level: 0-7 Casting Time: 1 action Range: Long (400 ft. + 40 ft. / level) Area: See Text Duration: Concentration Saving Throw: None Weave Resistance: No You conjure a dark storm cloud over the target area. Although the weave takes effect immediately, the storm builds over a set amount time that can last up to several rounds, depending on the strength required. The power of the storm affecting an area depends on the strength of the storm. Once a storm is summoned, it is impossible to determine the natural course of the storm- nature takes its course, and hail, sleet, snow or rain comes as a side-effect of the summoned storm cloud.

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Cloud Dancing
Create Storm can also be used to disperse created and natural storms, although storms take as long to disperse as they do to build. +1 Casting Level: You may increase or decrease the area affected by the storm by one step on the table above. For example, casting this as a 4th-level weave, you could create a small storm (normally 3rd level) that only affects a 100 foot circle instead of the normal 300 foot circle. -2 Casting Levels: Dispersing natural storm clouds is much easier than using the One Power to create a storm. As such, the level of the weave is much less.

Dust Storm

[Air, Earth, Water] (Uncommon) Level: 0-7 Casting Time: 1 action Range: Long (400 ft. + 40 ft. / level) Area: See Text Duration: Concentration Saving Throw: None Weave Resistance: No You create a funnel of clouds over the target area. Although the weave takes effect immediately, the storm builds over a set amount time that can last up to several rounds, depending on the strength required. Once a storm is summoned, it is impossible to determine the natural course of the storm- nature takes its course, and hail, sleet, lightning or twisters come as a side-effect of the summoned storm. Any creature in the affected area must make a Reflex save or be knocked prone. Any prone creature in the affected area must make a reflex save or be thrown by the force of the storm, incurring damage based on the level of the weave. Create Storm can also be used to disperse created and natural storms, although storms take as long to disperse as they do to build. +1 Casting Level: You may increase or decrease the area affected by the storm by one step on the table above. For example, casting this as a 4th-level weave, you could create a small storm (normally 3rd level) that only affects a 50 foot circle instead of the normal 100 foot circle. -2 Casting Levels: Dispersing natural storm clouds is much easier than using the One Power to create a storm. As such, the level of the weave is much less.

Foretell Weather

[Air, Water] (Common) Level: 0-3

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Cloud Dancing

Casting Time: 1 minute Range: Close (25 ft. + 5 ft. / 2 levels) Target: Area immediately around channeler Duration: Instantaneous Saving Throw: None Weave Resistance: No

You can feel upcoming changes in the weather. The farther into the future you sense, the less distinct the information you gather. You can sense a specific storm just a few hours away, but looking months into the future only gives you general information- for example, that it will be much drier or much colder than normal, that an early frost is coming, there will be a bit more snow than usual, and the like. The changes you detect comprise the natural course for the weather. You gain no sense of unnatural changes, such as those wrought by channelers using the One Power. Among the Wisdoms of the midlands, this ability is known as listening to the wind.

Harness the Wind

[Air, Water] (Common) Level: 0-7 Casting Time: 1 action Range: Long (400 ft. + 40 ft. / level) Area: See Text Duration: Concentration Saving Throw: None Weave Resistance: No You conjure a wind over the target area, choosing the winds direction. Although the weave takes effect immediately, the wind builds over a brew time that can last up to several rounds, depending on the strength required. The wind affects an area that depends on its strength. +1 Casting Level: You may increase or decrease the area affected by the wind by one step on the table above. For example, casting this as a 4th-level weave, you could create a blow (normally 3rd level) that only affects a 25 foot circle instead of the normal 300 foot circle.

Lightning

[Air, Fire] (Common) Level: 5-9 Casting Time: 1 full round

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Cloud Dancing
Range: Long (400 ft. + 40 ft. / level) Area: See text Duration: Instantaneous Saving Throw: Reflex half Weave Resistance: No You call lightning from the sky, targeting a specific point on the ground. One or more bolts strike the ground at that point or in an area around it. Any creature within the area takes damage from the lightning, the deafening roar of the thunder, and rent earth blasted from the ground by the lightning bolts. Two damage rolls are given on the table below: the first is damage taken by a creature standing on the exact target point, the second for any other creature within the area of effect. Although the weave takes effect immediately, a brew time may be required for the lightning to build up. The lightning strikes at the end of the brew time. If you cast this weave again within 3 rounds, no additional brew time is required for the lightning to gather. Since lightning comes from the sky, this weave can only be effectively cast in an openair area. Light structures can be targeted, damaged, or destroyed by this weave, but heavier structures protect occupants effectively.

Rain of Ice

[Air, Fire, Water] (Rare) Level: 4-6 Casting Time: 1 action Range: Medium (100 ft. + 10 ft. / levels) Area: See text Duration: Instantaneous Saving Throw: Reflex half Weave Resistance: Yes This weave causes hail and sharp slivers of ice to rain down from the sky with deadly force. Anyone caught in the affected area must make a Reflex save or take damage from the ice, which is heavy enough to cut through cloth (though not armor). Characters within the area that manage to find some shelter gain a +4 bonus to Reflex saves.

Raise Fog

[Air, Water] (Common) Level: 2-8 Casting Time: 1 full round Area: See text

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Cloud Dancing

Duration: Instantaneous Saving Throw: None Weave Resistance: No

A dense fog congeals over the target area, to a height of 20 feet. The fog obscures all sight beyond 5 feet. A creature within 5 feet has one-half concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, the attacker cant use sight to locate the target). This weave does not function underwater.

Thunderclap

[Air, Fire, Water] (Common) Level: 0-5 Casting Time: 1 action Range: Close (25 ft. + 5 ft. /2 levels) Area: See text Duration: Instantaneous Saving Throw: None Weave Resistance: No You cause an area within range to crash as though a lightning bolt had struck nearby. At lowest levels, this is little more than a thunderous sound that might create a distraction. At mid-range levels, it will cause damage to anyone caught within the area. At high levels, the damage is caused to an area, shattering windows and destroying hearing of those caught in the blast.

Warmth

[Air, Fire] (Common) Level: 0-3 Casting Time: 1 action Range: Close (25 ft. + 5 ft. /2 levels) Area: 15 ft. radius circle Duration: Instantaneous Saving Throw: None Weave Resistance: No You cause the air around you to warm (or cool) to a comfortable temperature. This effect occurs immediately, but only lingers a natural length of time. For example, if the area around you is subject to a stiff breeze, the warmth that youve created will

46

Conjunction
probably be blown away in a matter of seconds. On the other hand, if you cast it within a tent, it might last longer- but if its really cold outside, it might still cool down within 20 to 30 minutes. Obviously, this weave is most effective when cast in an enclosed, insulated space. The casting level of this weave varies according to how uncomfortable the temperature is to begin with.

The Conjunction Talent deals with the bonds between people. One of the most common Talents among Aes Sedai, its weaves grant the channeler the ability to bond a Warder, detect the location of others, and sense Shadowspawn.

Talent: Conjunction

Adoption

[Spirit] (Rare) Level: 5 Casting Time: 10 minutes Range: Close (25 ft. + 5 ft. / 2 levels) Target: Three people (one surrogate mother, two sisters) Duration: Instantaneous Saving Throw: Will negates (harmless) Weave Resistance: Yes You create a special, permanent bond between two people. This weave is a secret ritual included as part of an Aiel ceremony where two women adopt each other as first-sisters, or sisters of the same mother. This bond focuses as a recreation of the birth, melding the memories of the two women together as if they had been together in the mothers womb, and had been born as twins. This weave has several special properties: Connection: The targets of this weave gain a deep personal connection. They each have a sense of direction, distance (roughly), and emotional and physical state of the other. Each knows when the other is awake, asleep, injured, or in pain. Awareness of the others state dims over greater distances but can be sensed over an unlimited distance with a little bit of concentration. Resistance: Either person targeted by the Adoption weave can use the others Will save bonus if it is higher than her own, as long as the two of them are within five miles of one another. +2 Casting Levels: The weave affects one additional person. This effect can be added multiple times (in other words, at +4 casting levels, the weave affects two additional people, and so forth.).

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Conjunction

Bond Warder

[Spirit] (Common) Level: 5 Casting Time: 1 minute Range: Touch Target: One person touched Duration: Instantaneous Saving Throw: Will negates Weave Resistance: Yes You create (or terminate) a special, permanent bond between yourself and the target. That person becomes the casters Warder, a sort of bodyguard, agent, and companion. This weave can be cast upon any person, although it is traditionally cast by Aes Sedai upon men who have considerable combat and wilderness skills. Traditionally, only informed and willing Warders are bound, but this weave affects unwilling targets just as effectively. The bond that this weave creates has several special properties: Aging: Like channelers, Warders age slowly- at the same rate as their Aes Sedai. See the initiate and wilder class descriptions for more information about slowed aging. Compel to Obey: The caster can use the bond to compel the Warder to obey her. Since Warders are traditionally willing and cooperative, this practice is frowned upon among Aes Sedai and rarely ever used. To compel the Warder, the caster issues a direct order that must be communicated clearly to the Warder. Unless the Warder succeeds at a Will save, he must immediately obey. If the command is not rescinded, a Will save is required for each 24 hour period until the command is completed. Connection: The caster and the Warder have a deep personal connection. They each have a sense of direction, distance (roughly), and emotional and physical state of the other. Each knows when the other is awake, asleep, injured, or in pain. Awareness of the others state dims over greater distances but can be sensed over an unlimited distance with a little bit of concentration. Energy: The channeler and Warder share, to a limited extent, their life energy. Either can loan hit points to the other (for example, if your Warder becomes severely wounded but is still facing several attacking Trollocs, you could lend him some of your hit points to keep him alive). The lender does not become injured as a result of such a loan, but her hit point total falls, since the loss of hit points represents a reduction in life energy. Hit points can only be lent voluntarily; they can never be forced out of the lender, nor can they be forced upon the borrower. The number of lent hit points can never exceed the amount of damage the borrower has sustained. If the borrower is healed,

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Conjunction
the lent hit points return to the lender automatically. This ability has a range of 300 feet; beyond that distance, the channeler and Warder cannot exchange hit points. Proximity: If the channeler wants the Warder nearby, the Warder knows it and is drawn to the channeler. A Will save allows them to resist this pull for one day (a single 24 hour period). Distance dulls the pull: for every one hundred miles between them, the Warder gains a +1 bonus on the Will save, to a maximum of +10. Failure compels the Warder to travel toward the caster by the fastest reasonable means. Resistance: The Warder can use the casters Will save bonus if it is higher than his own (this applies even when making Will saves to resist the caster). Likewise, the caster can use the Warders Fortitude bonus if greater than their own. This ability has a range of five miles. The Warders bond ends only with the death of either party, the stilling of the channeler, or the termination of the bond by the channeler (using this weave). The death of either the Warder or the channeler is a powerful emotional and physical blow to the other, inflicting 1d4 points of damage per level of the deceased upon the survivor (a successful Fortitude save halves the damage). Many Warders who outlive their channelers lose their will to live or throw themselves into hopeless battles until death finally finds them. Shielding the channeler does not break the ward, though it does dull the connection (effectively granting a +5 to any saves). The channeler can terminate the bond. Casting this weave in a specially modified manner ends the bond. The Warder does not need to be touched (or even be present) for the termination weave to take effect. The pass bond weave allows the channeler to pass the Warders bond on to another channeler in the even of her death.

Bind

[Air, Earth, Fire, Spirit, Water] (Lost) Level: 12 Casting Time: 1 hour Range: Touch Target: One person Duration: Permanent Saving Throw: None Weave Resistance: Yes This weave uses a similar net to Compulsion, destroying the impulses that make the channeler dangerous. This weave is only effective against channelers. Used only in the Age before the Age of Legends, threat of the use was enough to pull even the most headstrong and unruly channelers back in line. Knowledge of the weave Binding was outlawed, and

49

Conjunction

the only remnants of this weave are the seven Rods of Dominion, a set of terangreal that allowed the Amrylins and Tamrylins to discipline dangerous, reckless, or unruly Aes Sedai. When a channeler is Bound, they are unable to take any action that would harm another, lie, or even cause basic deceptions, although more exotic oaths were possible. Once put into force, the target of the Binding must obey the oaths they speak as though it were written on their bones. The target of the binding will do absolutely anything within his or her power to following the oaths, although hastily worded oaths have many loopholes in them. The target does not become an unthinking servant, and it was observed that most targets sought to subvert their oaths until they were convinced of the error of their ways. This does little to alter the mind of the target, but forces them to act lawfully. In the Age of Legends, Binding was considered a temporary solution, and attempts were made to convince the renegades of the error of their ways and to bring them to reconciliation. It was only after reconciliation had been determined to have failed that the final ominous severing was instead put into effect. It was theorized even in the Age of Legends that it might be possible to reverse a Binding with an altered weave of Binding. As such, forces of Shadow sought every scrap of knowledge about Binding weave, and the Aes Sedai were forced to destroy every trace of knowledge and work of literature that contained information about it. +6 Caster Levels: The Binding now affects non-channelers.

Calm Animal

[Air, Earth, Fire, Spirit, Water] (Rare) Level: 1 Casting Time: 1 action Range: Close (15 ft. + 5 ft. / 2 levels) Target: See text Duration: Concentration Saving Throw: Will negates (see text) Weave Resistance: Yes This weave seeks to sooth and calm wild, untrained, unintelligent animals. The animal must make a Will save or become docile and harmless (helpful, per Diplomacy rules). Only creatures with an intelligence between 1 and 3 can be affected by this weave. Animals trained to attack or guard gain a +1 bonus to the save, exotic animals gain a +2, and Shadow-tainted animals gain a +5 bonus. If a male channeler uses this weave against a feline, it gains a +5 bonus to its saving throw; if a female channeler uses this weave against a canine, it receives a similar +5 bonus to the saving throw. The affected creature (or creatures) remain where they are, and do not attack or flee.

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Conjunction
They are not helpless, and defend themselves normally if attacked or threatened. +1 Caster Level: The weave affects one additional animal, as though you cast the weave on two targets at once. These effects can be added multiple times (In other words, at +2 casting level, the weave affects two additional animals, etc.), though all subjects must be of the same species. +4 Caster Levels: The weave affects an area, rather than a set number of animals, creating a large dome that conforms to an area.

False Trail

[Air, Earth, Spirit] (Common) Level: 0-8 Casting Time: 1 full round Range: See text Target: See text Duration: Instantaneous Saving Throw: Will negates (harmless) Weave Resistance: Yes Upon casting this weave, you create a diversionary trail that misleads creatures following you or your party. As you cast, you point in any direction you choose, and your footprints and scent seem to extend from your current location into the direction you pointed for a distance determined by your casting level. As you travel, you leave no scent or footprints for the same distance, making it impossible for you to be tracked by nonsupernatural means. The false trail extends in a straight line, through all intervening terrain. Trackers who are aware of this power may become suspicious if your trail extends straight over rivers, cliffs, buildings and the like. [Spirit] (Common) Level: 7 Casting Time: 10 minutes Range: Touch Effect: Transfers your Warders bond to the target channeler upon the termination of your bond. Duration: Instantaneous Saving Throw: Will negates Weave Resistance: No

Pass Bond

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Conjunction

You cast this weave and touch the target channeler, who becomes the future recipient of your bonded Warder. When you die, are stilled, or are target of some other effect that would end the Warder Bond, it does not automatically end. Instead, your Warder makes a Will save. If he succeeds, the bond terminates; if he fails, he is immediately bonded to the target of this weave. All effects of the bond Warder weave apply as though it had been cast on your Warder by the target of this weave. This weave affects only your bond to a single Warder. If you have more than one bonded Warder, you must cast this weave separately for each bond you wish to pass. Your bond can only be passed on to a single person. Once you have passed your bond to another channeler, this weave has no effect if you cast it on another target. You must negate the original pass bond weave before you can pass the bond to a different person. Casting this weave in a special modified manner negates it; neither target needs to be touched (or even present) for the negation to take effect.

Sense Shadowspawn

[Spirit] (Common) Level: 0 Casting Time: 1 action Range: See text Effect: You sense evil creatures Duration: Instantaneous Saving Throw: See text Weave Resistance: No When you cast this weave, you feel a sense of discomfort that tells you that Shadowspawn are near, although it does not indicate the type, number, direction or location of the Shadowspawn (for a definition of Shadowspawn, see Chapter 11, Wheel of Time Roleplaying Game). The range at which you can sense Shadowspawn is 50 feet per channeler level.

Trace

[Spirit] (Common) Level: 0-4 Casting Time: 1 action Range: See text Target: One person known to caster Duration: Instantaneous Saving Throw: None

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Weave Resistance: Yes Using this weave, you place a trace on a person, item, or object. You are able to sense the mark this trace leaves at great distances, although the mark fades as time passes. Marking a person or animal (flesh) fades the quickest, typically within about ten days. Marking cloth lasts about twice as long (twenty days), and the placing the trace on a leather item lasts four times as long (one month). Non-organics such as pottery or metal can hold a mark for almost an entire year. If the target is within the range allowed by the casting level, you sense his presence and the general direction he is in. If the target is experiencing intense emotions, you can sense him at double the listed range for your casting level. These two bonuses are cumulative; if the target is carrying a gift and experiencing strong emotion, you can sense him at two hundred times the given range. Also, if the target has recently been at your location (within 25 feet of where you cast the weave) within the time allowed by the casting level, you sense the he has been there and roughly how long ago. If the target was experiencing intense emotions at the time he was at your location, you can sense him within double the listed time of your casting level. Finally, if the target is carrying the traced item, you sense whether he is alive or dead, and whether he still has the item, at any range.

The Talent of Compulsion rests in understanding how the Five Powers interact with the mind- how the True Source can be used to cloud judgment and subvert rational thinking.

Talent: Compulsion (Lost)

Cloud Memory

[Fire, Spirit, Water] (Lost) Level: 0-8 Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Target: One person Duration: Instantaneous Saving Throw: Will negates Weave Resistance: Yes With this weave, thin tendrils of fire, water, and spirit attach to the targets mind, clouding the most recent memories formed. The length of this amnesia depends on the casting level of the weave. At higher levels, this weave actually allows a channeler to implant a false memory in place of the erased memory, although these memories must be of recent events.

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Implant Memory: At higher levels, this weave actually erases a memory and replaces it with a memory described to the target by the caster. This description does not have to be complete, as the targets mind will fill in the blanks of any details not supplied by the channeler. +1 Casting Level: The weave affects one additional person, as though it had been cast on two targets at once. This effect can be added multiple times (in other words, at +2 casting levels, the weave affects two additional people, and so forth.).

Compulsion

[Air, Earth, Fire, Spirit, Water] (Lost) Level: 3-5 Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Target: One person Duration: Concentration Saving Throw: Will negates Weave Resistance: Yes This weave allows you to influence or command the target person. Your control takes effect instantaneously even if the target is hostile to you and remains unbroken even if you or your allies abuse or attack the target. There are two magnitudes of effect, each dependant upon the casting level. Influence: The target regards you as his trusted master. He believes everything you tell him, interprets everything you say in the most positive light possible, and follows any orders you give him without question. Orders that are obviously suicidal or harmful to the target or those he loves allow an additional Will save. If the save succeeds, he shrugs off the effects of the weave; if it fails, he follows the order and remains under the weaves effect. Command: The target is devoted to you beyond rational thought, constantly fawning for your attention unless ordered not to. The target will do absolutely anything within his power to garner your approval, following any order to the best of his ability. +1 Casting Level: You implant a single command (limited to a sentence or two) in the mind of the target. The command remains with him even after the weave expires. A typical use of this option is to have the target forget the encounter. Although you must determine that you are going to give such a command when you cast the weave, you do not actually have to issue the command, or even decide what it will be, until you are ready to release the weave. +1 Casting Level: The weave affects one additional person, as though you had cast the weave on two targets at once. This effect can be added multiple times (in other words, at +2 casting levels, the weave affects two additional people, and so forth.).

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Erase Personality
[Air, Earth, Fire, Spirit, Water] (Lost) Level: 8 Casting Time: 10 minutes Range: Close (25 ft. + 5 ft. / 2 levels) Target: One person Duration: Concentration Saving Throw: Will negates Weave Resistance: Yes This weave uses a similar net to Compulsion, destroying the core of what makes the individual unique, stripping memories and personality until the target is little more than a lifelike automaton. The target regards you as his trusted master, and is devoted to you beyond rational thought, constantly fawning for your attention unless ordered not to. The target will do absolutely anything within his power to garner your approval, following any order to the best of his ability, even suicidal orders or those that affect those he had cared for. The target becomes an unthinking servant, good for little more than basic entertainment or service. Anything requiring the least amount of skill (such as cooking or tailoring) is beyond them. Each time this weave is cast, the channeler strips away two of the three mental statistics (charisma, intelligence, and wisdom), replacing them with the desired level. This may only reduce the statistics, not increase them. This effect is permanent, and further use of this weave can only lower it the attributes further.

Instill Emotion

[Air, Fire, Spirit] (Lost) Level: 2-5 Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Target: One person Duration: Concentration Saving Throw: Will negates Weave Resistance: Yes This weave allows you to influence the target, implanting emotions that the target acts on normally. The casting level of this weave is determined by the difficulty of the target to control- targets with high Charisma, Intelligence, or Wisdom, any target who is a chan-

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neler, and targets who are embracing with the True Source are more difficult to influence than normal people. -1 Casting Level: Targets who have just been healed with a healing weave, the healing commonly known among Aes Sedai, is more susceptible to being influenced or read by the One Power. +1 Casting Level: The weave affects one additional person, as though you had cast the weave on two targets at once. This effect can be added multiple times (in other words, at +2 casting levels, the weave affects two additional people, and so forth.).

Minor Compulsion

[Spirit] (Rare) Level: 1 Casting Time: 1 action Range: Touch Target: One person Duration: Concentration Saving Throw: Will negates Weave Resistance: Yes The use of this weave allows a caster to implant a suggestion into the mind of the target. The suggestion must be simple, such as meet me at the corner in one hour, but any simple suggestion is possible. Suggestions that are suicidal or put the target or the loved ones of the target in danger allows a secondary Will save to resist the effects of the weave. This weave can never be used to implant more than one suggestion at a time. If a new suggestion is implanted later using a new casting of the weave, the targets Will save is applied to all suggestions made (allowing both or removing the desire to do either). -1 Casting Level: Targets who have just been healed with a healing weave, the healing commonly known among Aes Sedai, is more susceptible to being influenced or read by the One Power.

Plant Instruction

[Air, Earth, Fire, Spirit, Water] (Lost) Level: 3 Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Target: One person Duration: Concentration Saving Throw: See text

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Weave Resistance: Yes This weave allows you give explicit commands the target, commands that they will fulfill to the best of their ability. Desire to carry out your command takes effect instantaneously even if the target is hostile to you and this desire to fulfill the command remains unbroken even if you abuse them. Instructions: The target regards you as his trusted master. He believes everything you tell him, interprets everything you say in the most positive light possible, and follows any orders you give him without question. Orders that are obviously suicidal or harmful to the target or those he loves allow an additional Will save to resist to command for 24 hours time. If the save succeeds, he shrugs off the effects of the weave; if it fails, he follows the order and remains under the weaves effect. This command must be specifically worded, for example Tell me everything you know, is too general; When you have an opportunity to knock an Aes Sedai unconscious, do it, and bring her to me is better, but the location must be determined in the command. On the first day of each week, write me a message concerning the activities of Liandrin Sedai, and send them to me by carrier pigeon, is an example of a good command. -1 Casting Level: Targets who have just been healed with a healing weave, the healing commonly known among Aes Sedai, is more susceptible to being influenced or read by the One Power. +1 Casting Level: Add an additional command, such as Forget this command as soon as you complete it. +2 Casting Levels: The command is subliminal, not consciously remembered by the target, although they still strive to carry out your orders as though they were aware of them. +1 Casting Level: The weave affects one additional person, as though you had cast the weave on two targets at once. This effect can be added multiple times (in other words, at +2 casting levels, the weave affects two additional people, and so forth.).

Sense Emotion

[Air, Fire, Spirit] (Lost) Level: 0-3 Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Target: See text Duration: Concentration Saving Throw: Will negates Weave Resistance: Yes This weave allows you to read the emotional influences the target. The casting level of

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this weave is determined by the attributes of the target- targets with high Charisma, Intelligence, or Wisdom, any target who is a channeler, and targets who are embracing with the True Source are more difficult to influence than normal people. -1 Casting Level: Targets who have just been healed with a healing weave, the healing commonly known among Aes Sedai, is more susceptible to being read by the One Power. +1 Casting Level: The weave affects one additional person, as though you had cast the weave on two targets at once. This effect can be added multiple times (in other words, at +2 casting levels, the weave affects two additional people, and so forth.). +4 Casting Levels: This weave affects an area rather than a specific person- the weave becomes a domelike structure that conforms to the shape of the area. Maintaining this weave informs you not only of the emotional state of every person in the area, but of changes in the emotions of those inside the area.

This Talent connects the channeler with the earth. Its weaves grant the channeler the ability to sense minerals, split the earth open, and create land-shaking earthquakes. It is not a common talent among any of the female channeling traditions.

Talent: Earth Singing

Align the Matrix

[Air, Earth, Fire, Spirit] (Lost) Level: 1-8 Casting Time: 1 round Range: Touch Target: One object (see text) Duration: Concentration Saving Throw: None Weave Resistance: No The target of this weave must be pure metal, jewels, or fine porcelain. Align the Matrix is a net woven of Air, Earth, Fire, and Spirit surrounding the object. This weave can be used for several purposes: to create Cuendillar, to remove unseen flaws from items (such as weapons or pottery), to prepare an object for transformation into angreal, sanangreal, or terangreal. The rate of conversion or perfection is determined by the casting level of the weave. Creating Cuendillar: One of the most wondrous achievements of ancient Aes Sedai was the creation of cuendillar. Heartstone, as it is more commonly known, is the hardest material known of in the entire world. The lip of a delicate porcelain-looking cup can mar steel, and nothing- not even the One Power- can break it. Any force directed against the heartstone only serves to make it stronger. Cuendillar is a milky white sub-

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stance, harder than iron, and has a certain slickness to the touch like a blend of the finest porcelain or polished steel. Remove Flaws: One of the functions of aligning the matrix is to look inside an object with the One Power, finding and correcting flaws hidden within the material itself. The rate for removing flaws is similar to the rate for converting the object from a normal substance into cuendillar, although this process must be completed before the object can be converted into Heartstone. This process of perfecting the material must also be carried out before the object can be made into an angreal, sanangreal, or terangreal. +1 Casting Level: The conversion of the object into cuendillar (or removal of flaws) can be performed at one step faster than normal. For example, if the weave is cast at 9th level with this increase, the item can be converted from the base material into cuendillar at a rate of 50ft/round.

Corrosion

[Air, Earth, Fire, Spirit, Water] (Rare) Level: 0-2 Casting Time: 1 round Range: Touch Target: One object (see text) Duration: Concentration Saving Throw: None Weave Resistance: No Tarnish, rust, and corrosion quickly build on any item of metal, wood, paper, leather or stone that you touch, leaving the face black and pitted. New metal actually transmogrifies into rusted uselessness. Weapons that have been heavily pitted are made useless, and hinges caked solid with rust as though years of disuse have passed are immobile. The degree of corrosion that can be achieved varies with the casting level.

Create Angreal

[Air, Earth, Fire, Spirit, Water] (Lost) Level: 9-18 Casting Time: Variable Range: Touch Target: One object Duration: See text Saving Throw: None Weave Resistance: No

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Taking a single item that has been perfected using Align the Matrix, this weave allows a group of channelers (or very powerful lone channelers) to create flowgates of the One Power, crafting these gates into angreal and sanangreal. Most commonly used in the Age of Legends by a large linked circle, the designation of the angreal (whether it is tuned to Saidar or Saidin) is chosen by the leader of the circle, the one that controls the linking. No angreal or sanangreal can be used by both men and women, although both halves of the True Source must be used in conjunction to create the flowgate that allows channelers to use more of the One Power than they could safely do unaided. Angreal and sanangreal have the function and form of Cuendillar, but not its invulnerability. While cuendillar cannot be destroyed using the One Power, an angreal can be burned out when a channeler (or group of channelers) use the vessel to its maximum capacity, and then overchannel themselves to dangerous limits. This course of action permanently destroys the angreal or sanangreal, shattering or melting it. Angreal and sanangreal are rated using the same system of measurement. Angreal have a power rating of 1-3, while sanangreal have a rating of 4-10. Only one power rating 9 sanangreal exists, the fabled Callandor, the Sword that is Not a Sword. Only two known rating 10 sanangreal exist, the massive Choden Kai, twin statues made for the use of Saidin and Saidar.

Create Terangreal

[Air, Earth, Fire, Spirit, Water] (Lost) Level: 3-12 Casting Time: Variable Range: Touch Target: One object Duration: See text Saving Throw: None Weave Resistance: No Taking a single item that has been perfected using Align the Matrix, this weave allows a channeler (or a group of channelers in some cases) to create an item with the One Power that has a specific use. The use and appearance of this item are entirely up to the caster- terangreal can appear to be figurines, ivory, jewelry, jewels, rods, or even weapons. Level 3-5: Lesser terangreal: This level of weaves can be used to make or copy terangreal, such as one that makes you sleep when you channel into it, or allows the user to write messages on one part of the terangreal that appear on a second part of the terangreal.

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Level 6-9: Moderate Terangreal: This level of weaves can be used to make items that mimic One Power effects- linking, for instance, or casting of low-level (level 0-4) weaves. Level 10-12: Powerful terangreal: This level of weaves can be used to create items of immense power, terangreal that mimic more powerful One Power effects (weaves level 59), hold reservoir of the One Power (known traditionally as Wells), or reach into the Pattern itself to generate effects (such as the ring terangreal that Aes Sedai use to test novices, or the silver arches that Aiel use to test applicants for the Wise Ones). These terangreal can also be used to form permanent gateways to other places- the realms of the Aefinn and Elfinn, Telaranrhoid, or for instantaneous travel from one permanent location to another. +2 Casting Levels: The terangreal created can be used by channelers of either gender. +4 Casting Levels: The terangreal created can be used by channelers of either gender, and even by those who cannot channel at all. -2 Casting Level: If you are copying an existing terangreal, the effort made in creating it is substantially less.

Earth Delving

[Earth] (Common) Level: 0-3 Casting Time: 1 action Range: Medium (100 ft. + 10 ft. / level) Area: See text Duration: Concentration Saving Throw: None Weave Resistance: No You hold in your hand a sample of metal or mineral, such as a gold ring, a piece of marble, or a lump of copper ore. For the duration of the weave, you can sense other concentrations of this mineral within the weave radius, which varies by casting level. This sensing radius extends into the ground, allowing you to locate hidden deposits of the mineral. This weave does not tell you precisely how much of the mineral is present, but it does give you a general idea of the size of the deposit (Fine, Tiny, Small, Medium-size, and so on) according to the strength of the sensation.

Earthquake

[Earth] (Common) Level: 7-12 Casting Time: 1 full round Range: Long (400 ft. + 40 ft. / level) Area: See text

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Duration: Instantaneous Saving Throw: See text Weave Resistance: No

When you cast this weave, an intense but localized tremor rips the ground. It knocks creatures down, collapses structures, and opens cracks in the ground. The shock lasts 1 round, during which time creatures on the ground cant move or attack. Channelers on the ground must make Concentration checks (DC 20 + weave level) or lose any weaves they were holding or trying to cast. The earthquake affects all terrain, structures, and creatures in the area. The exact effects depend on the terrain and its features. Cave, Cavern, or Tunnel: The earthquake collapses the roof, dealing 8d6 points of damage to any creature caught under the cave-in (Reflex save for half damage). An earthquake cast on the roof of a very large cavern could endanger those outside of the actual area but below the falling debris. Cliffs: They crumble, causing a landslide that travels horizontally as far as it fell vertically. An earthquake cast at the top of a 100-foot cliff would sweep 100 feet outward from the base of the cliff. Any creature in the path sustains 8d6 points of damage (Reflex save for half damage). Lake, Marsh, or River: Fissures open underneath the water, draining it away from that area and leaving behind muddy ground. Soggy marsh or swampland becomes quicksand for the duration, sucking down creatures and structures. Creatures must make a Reflex saving throw (DC 10 + level of the weave) or sink down in the mud and quicksand. At the end of the weave, the rest of the water rushes in to replace the drained water, possibly drowning of those caught in the mud. Open Ground: All creatures standing in the area must make Reflex saving throws (DC 10 + level of the weave) or fall prone. Fissures open in the ground, and every creature on the ground has a 25% chance to fall into one (Reflex save DC 10 + weave level to avoid the fissure). At the end of the weave, all fissures grind shut, killing any creatures still trapped within. Structure: Most structures standing on open ground collapse, dealing 8d6 points of damage to those caught within or beneath the rubble (Reflex save for half).

Forge Weapon

[Air, Earth, Fire, Spirit] (Lost) Level: 5 Casting Time: Variable Range: Touch Target: One object Duration: See text

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Saving Throw: None Weave Resistance: No The channeler makes a blade for a Power-wrought weapon. The channeler must succeed at a Craft: Weaponsmith check for the intended weapon. The weapon created is a +1 Power-Wrought weapon (for more complicated weapons, such as a sword, the blade itself is the only item created; A secondary Craft: Weaponsmithing check is required to balance the hilt and blade). Using the One Power to make a blade requires the same raw materials as mundane means. Full Aes Sedai cannot learn this weave, and discourage their initiates from learning it, as it violates the Second Oath they take when ascending to full Sisterhood (To make no weapon for one man to harm another.). +3 Caster Levels: The weapon created is a +2 Power-wrought weapon, or a component for a more complicated weapon (such as a blade). +5 Caster Levels: The weapon created is a +3 Power-wrought weapon, or a component for a more complicated weapon (such as a blade).

Grenade

[Earth, Fire] (Common) Level: 0-4 Casting Time: 1 full round Range: Touch Target: One touched stone Duration: Instantaneous Saving Throw: Reflex half Weave Resistance: Yes You imbue a stone with an explosive property. If the stone strikes a hard surface, it detonates, doing damage to all creatures within its burst radius (Reflex save half). You may throw the stone or use it as ammunition for an appropriate weapon (such as a sling or catapult). To hit a target with a thrown stone, you must make a ranged touch attack. The size of the stone, its burst area, and the damage it does depend on the casting level. A grenade with a burst area of contact only deals damage to the target it hits. +1 Casting Level: The weave affects one additional stone, as though you had cast the weave on two targets at once. This effect can be added multiple times (in other words, at +2 casting levels, the weave affects two additional stones, and so forth).

Polish

[Earth] (Common)

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Level: 0-2 Casting Time: 1 action Range: Touch Target: A metal item Duration: Instantaneous Saving Throw: None Weave Resistance: Yes

Tarnish, rust, and corrosion disappear from an item of metal that you touch, leaving the surface clean and shiny. Heavy rust actually transmogrifies back into solid metal, so the weave can be used to strengthen items weakened by heavy corrosion. Weapons that have been heavily pitted are repaired, and hinges caked solid with rust after years of disuse function with hardly a squeak. The degree of corrosion that can be polished varies with the casting level.

Riven Earth

[Earth, Fire] (Common) Level: 4-6 Casting Time: 1 full round Range: See text Area: See text Duration: Instantaneous Saving Throw: Reflex half Weave Resistance: No You point at a spot on the ground, and the earth at that point erupts in a shower if ricks, dirt, and fire. Creatures and objects within the area are thrown through the air or knocked to the ground, taking 3d10 points of damage from blast and impact. Both the area affected and the range of this weave vary with casting level. The earthquake weave must target the ground. Light structures can be damaged or destroyed by this weave, but it cannot be cast on the upper floors of buildings.

Rolling Earth

[Air, Earth, Fire] (Rare) Level: 4-6 Casting Time: 1 action Range: Medium (100 ft. + 10 ft. / level) Area: Cone Duration: Instantaneous

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Saving Throw: Reflex half Weave Resistance: No With deft manipulation of three powers, most heavily threaded with earth, the channeler uses the True Source to cause the first few feet of topsoil to become rolling waves of churning earth, charging toward the channelers enemies. All creatures within the area of effect, a cone starting at the caster and heading in the direction he or she gestures, must make a Reflex save or suffer the damage on the table. +2 Caster Levels: In addition to the damage, the targets of this weave are knocked prone if they fail the save.

Sharpen

[Earth, Fire] (Uncommon) Level: 3-5 Casting Time: 1 action Range: Touch Target: See text Duration: Instantaneous Saving Throw: None (harmless) Weave Resistance: No This weave heats, tempers, builds, refines, and finely sharpens the edge of a bladed weapon. This weave does not work on Power-wrought weapons, nor does it work on any weapon that does not have a cutting edge (such as a hammer or club). The weave sharpens the edge of the blade beyond the sharpness of a razor, allowing it to inflict extra damage and cut easily through normal armor. The effect of this sharpening lasts until the end of the first combat encounter or one month, whichever is shorter. The lowest level of the weave merely sharpens the blade, giving a small (+1) bonus to damage. The second level of this weave allows the blade to cut through objects with ease, giving a +1 to hit, and granting a larger (+3) bonus to damage. The highest level of this weave allows the weapon to cut through armor and bone, giving a +3 to hit, and allowing the weapon to do greater damage than normal (doubling the threat range of the weapon). A weapon can only be affected by one version of this weave at a time.

This Talent, one of the most common among all the channeling traditions, relates to the control of the elements: the creation of light and fire, control over water, and the use of

Talent: Elementalism

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Arms of Air

hardened air as a tool or weapon. [Air] (Common) Level: 0-12 Casting Time: 1 action Range: Medium (100 ft. + 10 ft. / level) Effect: Lift items with air; weight of items varies Duration: Concentration Saving Throw: None Weave Resistance: No You lift a single item or creature through the air. Depending on the version selected, the weave can be used to move items with a gentle sustained force or to hurl them with a single, violent throw. Sustained Force: The weight of the target varies with the casting level, but any item or creature can be moved at up to 20 feet per round. The weight can be moved vertically, horizontally, or both. If the weave ends while the subject is in midair, it falls. You can manipulate an object as it with one hand. For example, you can pull a lever or a rope, turn a key, rotate an object, or perform a similar task, if the force required is within the weight limit for the casting level. You might even be able to untie simple knots, through delicate activities such as these require intelligence checks against a DC set by the GM (See Chapter 4: Skills, in the Wheel of Time Roleplaying game book for more information). Violent Throw: Alternatively, you may hurl the item at a target within 10 feet/level of the items original location. You must succeed at an attack roll to hit the target, using your base attack bonus + your intelligence modifier. Weapons cause standard damage (with no strength bonus). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects, such as a barrel or sack) to 1d6 points of damage per 25 pounds (for hard, dense objects such as a boulder). You may throw creatures in this manner; a creature thrown against a solid surface takes damage as if it had fallen (1d6 points of damage per ten feet thrown).

Blade of Fire

[Air, Fire] (Common) Level: 1-5 Casting Time: 1 action Range: Touch Effect: Creates a cutting torch out of a handheld implement

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Duration: Concentration Saving Throw: None Weave Resistance: Yes You grasp a knife, wand, staf, or other object, and a lance of white flame extends from its tip. This flame cuts cleanly and quickly through nearly any material, melting through even stone as if it were butter. If directed against a creature, you must hit the target as if making a touch attack with the item; a successful hit deals 2d6 points of damage. The blade of fire cuts through a 3-foot length of wood, or a 1-foot length of stone or metal, per round. Thus, it takes 4 rounds to cut a 3-foot-square hole in a piece of wood, and 12 rounds to cut a square of the same size in a stone wall. Cutting requires no more concentration that walking. The blade must remain in contact with the object being cut for the full round. Therefore, it does not slice through swords in melee because in the give and take of combat it does not remain in contact with them for long enough. This weave leaves the implement warm to the touch but does not otherwise harm it. The flame ignites easily combustible materials (such as dry straw or oil) but leaves wood and other materials charred and smoldering. The length of blade of fire, and thence the thickness of the material it can cut through, varies with the casting level.

Clean

[Air, Water] (Common) Level: 0-2 Casting Time: 1 action Range: Touch Target: A cloth or porous item Duration: Instantaneous Saving Throw: None Weave Resistance: Yes Dirt, rust, sun damage, and corrosion disappear from a cloth or porous item (such as a leather garment), leaving the item clean and supple. Clean removes dirt from metallic objects, but does not repair them. Colors of cloth items are brightened, and leather items cleaned in this manner appear to have been polished. Items cleaned in this manner have not been strengthened or repaired, although they appear like new. The degree of filth that can be cleaned varies with the casting level (for example, stains caused by dirt or water only requires a level 0 weave, stains caused by sweat or toil requiring a level 1 weave, and removal of blood stains require a 2nd level weave).

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Create Fire
[Fire] (Common) Level: 0-6 Casting Time: 1 action Range: Medium (100 ft. + 10 ft. / level) Area: See text Duration: Concentration Saving Throw: Will half Weave Resistance: Yes This weave creates fire where this is none, or increases the size of an existing fire. Unfueled, the flame only last for the duration of the weave, but they ignite flammable objects that they touch. The damage listed is sustained each round by every creature and object within the burning area. These fires take time to build up- a large fire ignites as a smaller fire (torch flame size) and grows quickly. If the weave ends before the fire reaches full size, the weave still counts as having been cast at its intended casting level. For example, if you cast this weaves at 5th level, but only concentrate for 1 round, the fire only grows to campfire size. Even though it never grew (magically, at least) all the way to conflagration, you have still cast a 5th level weave slot. You can also use this weave to change the size of an existing fire. Each step changes the fire size by one casting level. For example, at a 1st casting level, you can increase a fire by two steps. You grow a candle flame to the size of a campfire, or shrink a conflagration to the size of a bonfire. Or you could extinguish a torch flame. +2 Caster Levels: You reduce the time necessary for the fire to build. Fires that would expand in one turn instead happen in one round, fires that would need to build for one round instead happen in one action, fires that would happen in a single action are instead quickened- happening instantly.

Current

[Spirit, Water] (Common) Level: 0-7 Casting Time: 1 action Range: Long (400 ft. + 40 ft. / level) Area: See text Duration: Concentration Saving Throw: None Weave Resistance: No

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You conjure a current in a target area of water, choosing the currents direction. Although the weave takes effect immediately, the current builds over several rounds, depending on the current required. The current affects an area of open water, or a length of river, that depends upon its strength. Powerful currents created in rivers will likely cause flooding if the current flows downstream, or upstream if you create an upstream current. The flooding affects a length of shoreline equal to the affected length of river, beginning at the end of the affected length of river. The depth of the flooding is 2 feet for every 10 mph of current speed. Thus, a fast current (20 mph) causes a 4-foot deep flood along 1,500 feet of shoreline, beginning at the end of the length of river in which you created the current. +1 Casting Level: You may increase or decrease the area affected by the current by one step on the table. For example, casting this as a 4th level weave, you could create a cascade (normally 3rd level) that only affects a 150-foot length of river (instead of the normal 1,500 feet).

Deflection Shield

[Air, Fire, Spirit] (Rare) Level: 1-5 Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Target: See text Duration: Concentration Saving Throw: Will negates (harmless) Weave Resistance: Yes You create a weave in the shape of a screen or shield, approximately 10 feet tall, which blocks normal ranged attacks against a person, object, or group of people behind it. The screen is visible to sight, but does not block line of sight for casting weaves. A Spot check can be used to determine the edges of the screen. The screen blocks sound, smell, or other sensory cues, but not sight. +1 Casting Level: You may increase the height and width of the screen up to double the standard size. +2 Casting Levels: You also block area attacks (not targeted attacks) by the One Power against channelers using your source (Saidin for men, Saidar for women), as well as any physical attacks. +4 Caster Levels: You block area attacks (not targeted attacks) by the One Power using either Saidin or Saidar, as well as physical attacks. +5 Caster Levels: You block area and targeted attacks using the One Power, as well as any physical attacks.

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Dry
[Water] (Common) Level: 1 Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Target: One wet object Duration: Instantaneous Saving Throw: Reflex negates (harmless) Weave Resistance: Yes You squeeze the excess water off or out of a wet object, leaving it dry. The water does not dissipate but falls to the ground in a puddle. +2 Casting Level: You increase the durations to concentration and prevent excess water from contacting or soaking the target object. Water simply flows around the object, leaving a thin layer of dry air between. Cast upon a cloak, for example, this weave keeps the cloak (and thus the wearer) completely dry in even the heaviest of downpours.

False Wall

[Air, Earth] (Uncommon) Level: 1-6 Casting Time: 1 action Range: Medium (100 ft. + 10 ft. / level) Effect: Hardens a space of air (volume varies) Duration: Concentration Saving Throw: None Weave Resistance: No This weave functions exactly like the weave harden air, except that for the duration of the weave, the air appears to turn into solid rock. The surface of the hardened air is a solid granite-gray in color. +1 Casting Level: The surface takes on any color or texture you desire. You can make it look like a local boulder or even create a barrier across a doorway that exactly matches the cut marble of the wall on both sides of the image.

Fiery Sword

[Air, Fire, Spirit] (Common) Level: 2-4 Casting Time: 1 action Range: Touch

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Effect: Creates weapon of fire Duration: Concentration Saving Throw: None Weave Resistance: Yes You create a weapon of fire. The weapon can take any shape you desire, though normal weapon proficiencies apply (for instance, to wield a long-sword-shaped weapon without penalties, you must be proficient with long-swords). The damage the weapon deals depends on the casting level, not on the shape of the weapon. The weapons flames do not harm you. Although they sear and damage creatures struck by the weapon, they do not ignite flammable materials.

Fireball

[Air, Fire] (Common) Level: 2-6 Casting Time: 1 action Range: Medium (110 ft. + 10 ft. / level) Area: See text Duration: Instantaneous Saving Throw: Reflex half Weave Resistance: Yes You conjure a ball of fire, which speeds from your hand to detonate with a low roar. All creatures and objects within the burst radius take damage from the fire. The explosion creates little blast pressure. You point your hand and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing hand and, unless it impacts on a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point (an early impact results in an early detonation). If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must hit the opening with a ranged touch attack or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier. The size of the burst area and the damage dealt to creatures and objects within that radius vary with the casting level of the weave.

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Fly
[Air, Spirit] (Lost) Level: 5 Casting Time: 1 action Range: Touch Target: Creature touched Duration: Concentration Saving Throw: Will negates (harmless) Weave Resistance: Yes The weaves subject can fly at a speed of 90 feet (60 feet if the creature wears medium or heavy armor). The subject can ascend at half speed and descend at double speed. The flying subjects maneuverability is good. The act of flying requires about as much concentration as walking, so the subject can attack or channel normally (unless the caster casts this weave on herself, in which case she must concentrate on maintaining the weave as normal). The subject of a fly weave can charge but not run. She cannot carry aloft more weight than her maximum load (pg. 100, Wheel of Time Roleplaying game), plus any armor she wears. Should the weave expire while the subject is still aloft, the effect fails slowly rather than instantly. The subject drops 60 feet per round for 1d6 rounds. If she reaches the ground in that amount of time, she lands safely. If not, she falls the rest of the distance (falling damage is 1d6 per 10 feet of fall). Since dispelling a weave effectively ends it, the subject also has 1d6 rounds to reach the ground safely if the fly weave is dispelled. Falling unaided from more than 100 feet requires a fortitude save (DC 25) or die from massive damage. This effect is in addition to the damage suffered from the fall.

Freeze

[Air, Fire, Water] (Common) Level: 0-6 Casting Time: 1 action Range: Medium (100 ft. + 10 ft. / level) Area: See text Duration: Concentration Saving Throw: Fortitude half Weave Resistance: Yes This weave creates an area where intense cold can be used to damage enemies. The area of intense cold takes time to form- enemies will begin to notice it at the onset, but

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take only minor damage until the area of the weave is fully set. The area of cold lasts for the duration of the weave, and damage done to enemies and objects is permanent. The damage listed is sustained each round by every creature and object within the area. Once per round, you can select one target within the area. This target is attacked by a severe blast of cold, dealing extra damage, and slowing them in combat. The damage for this attack, and the area affected by the unnatural cold, is determined by the level of the weave. +2 Caster Levels: You reduce the time necessary for the area to build. Areas that require a full turn to build instead happen in one round, areas that would need to build for one round instead happen in one action, and areas that would happen in a single action are instead quickened- happening instantly.

Harden Air

[Air] (Common) Level: 0-5 Casting Time: 1 action Range: Medium (100 ft. + 10 ft. / level) Effect: Hardens a space of air (volume varies) Duration: Concentration Saving Throw: Reflex Weave Resistance: No You make the air in a space harden. All items and creatures in that space freeze in place, helpless and unable to more. Creatures remain aware but cannot take any physical action. You direct the placement of this weave effect and can choose to place it so that the heads of those caught are free from the harden air. If thats the care, trapped creatures can breathe and talk normally. If their heads are encased in the harden air, they will suffocate if held too long. A target that makes his save either dodges free of the hardened air or, if the space is too confined, manages to get his head free and avoid suffocation, and a secondary weave must be cast to attempt to capture or suffocate the target. A willing target (such as someone falling) can choose to forego the Reflex save. Hardened air can be used to catch items in midair. If this weave is cast in the space around a flying creature, the creature is held, unable to flap its wings. It will not fall, however, so long as the air remains hardened. Hardened air not only freezes items within it but also creates an impervious barrier to items or physical attacks from without. However, the air can be penetrated by weaves of the One Power, so that weaves can be cast on the creature. Hardened air can be used to create a barrier or shield, or even a bridge across an open space. The space of hardened air is fixed and cannot be moved. The size and shape of the affected space varies according to casting level.

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+1 Casting Level: The space within the Harden Air is shadowy and dark, as though the space was filled with smoke. No sight can penetrate this veil in either direction. This effect is used to allow privacy of Aes Sedai. Light [Air, Fire] (Common) Level: 0-3 Casting Time: 1 action Range: Personal Effect: Creates light Duration: Concentration Saving Throw: See text Weave Resistance: No You extend your hand and create a fist-sized light. This light depends on the part of the One Power used- creating a ball of light using saidar is a cool blue-white globe; a light created using saidin is a red-yellow guttering flame. This light source hovers above your palm for the duration of the weave. The brightness of the light, and the radius to which it extends, depend on the casting level. At higher lasting levels, the light becomes quite harsh. At 2nd level, looking directly at the light causes substantial discomfort, though no damage. At 3rd level, the light is as bright as a lightning bolt, and anyone who looks at it (including unsuspecting creatures within 50 feet facing this weave as it is cast) must make a Reflex save or become temporarily blinded. In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any dexterity bonus to defense, grants a +2 bonus to attackers attack rolls (they are effectively invisible), suffers a -4 penalty on Search checks and more Strength- and Dexterity-based skill checks, and can only move at half speed without granting further bonuses to enemies. The blindness lasts for 1d4 rounds. The caster does not need to save to avoid blindness. +1 Caster Level: You create a globe of light in a fixed location, such as the corner of a room. It remains there and does not move with you. Move Water [Air, Water] (Common) Level: 3 Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Target: Water

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Duration: Concentration Saving Throw: None Weave Resistance: No You move up to fifty gallons of water per channeler level. You may lift the water through the air or flow it across a surface, even uphill. It moves as a speed of up to 20 feet per round.

Tool of Air

[Air] (Common) Level: 0-4 Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Effect: One invisible Small or Medium-sized object Duration: Concentration Saving Throw: Will half Weave Resistance: Yes You create one invisible simple tool, such as a blade, bludgeon, wedge, or clamp. You can use and manipulate this tool by mental command as though it were a real item of the same type. For example, you can create a bludgeon to drive a tent stake into the ground, a rag to wipe dust from a mantelpiece, or a clamp to hold a book shut so that others cant open it. The tool cannot be used to pick up objects, though it can knock them around. The tool appears to be fashioned of a soft blue light, and is easily identifiable as a creation of the One Power. At higher casting levels, the tool can be used as a weapon, according to the table below.

Wand of Fire

[Earth, Fire] (Common) Level: 1 Casting Time: 1 action Range: Touch Effect: Creates a fire weapon from a wand or branch Duration: Concentration Saving Throw: None Weave Resistance: Yes You imbue an otherwise harmless branch, wand, or switch with a powerful charge of fire that you can use to damage an opponent. Although the wand does not appear to be burning, your successful melee touch attack deals 1d8 points of fire damage +1 point per channeler

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level (maximum +20), and flames spring up as the wand touches combustible materials (wood, paper, hair, etc.).

Whirlpool

[Spirit, Water] (Common) Level: 3-7 Casting Time: 1 full round Range: Medium (100 ft. + 10 ft. / level) Target: Sizeable body of water Duration: Concentration Saving Throw: None Weave Resistance: No You create a swirling whirlpool in a sizable body of water, which sweeps swimming creatures, ships, and similar vessels downward, preventing them from leaving by normal means, and perhaps drowning or sinking them. The size of the whirlpool depends on the casting level and the body of water. Any creature caught in the whirlpool is swept into its swirl. It cannot escape on its own until the weave ends, though it might be rescued. The creature must make a Swim check (DC 15) every round. Success keeps its head above water. Failure leaves the creature sputtering, unable even to grab at ropes, outstretched hands, or other attempts at rescue. Failure by more than 5 indicates that the creature is sucked underneath the surface of the water and begins to drown. Vessels smaller than half the size of the whirlpool are swept into its swirl, putting them as risk for capsizing. Light or unseaworthy craft (such as rafts) may break up or be sucked under completely. More solid craft are unlikely to sink but may be damaged or even capsized if trapped in the whirlpool for an extended length of time. Vessels larger than half the size of the whirlpool are held by its sucking waters, unable to break free but not otherwise affected.

The Talent of Healing involves repairing damage done to the body and mind; the fine work of accelerating and assisting the bodys natural healing processes. Ironically, though, the same skills apply to damaging the body and mind- hence a number of weaves within this Talent involve inflicting pain, damage, and death. Fortunately, most of these weaves are lost. Weaves in the Healing Talent are unique, in that a channeler cannot cast them on themselves; only others may be targeted by these weaves.

Talent: Healing

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Caress the Child

Healing
[Fire, Spirit, Water] (Rare) Level: 4-7 Casting Time: 10 minutes Range: Touch Target: See text Duration: Instantaneous Saving Throw: Fortitude (harmless) Weave Resistance: Yes This weave was once known exclusively by Aiel Wise Ones, who used to it assure the health of Aiel children. The weave may only be cast on a pregnant woman, and the target is her unborn child. This weave delicately delves the physical state of both mother and child, solving problems with the child and even correcting defects before they become life threatening. These problems and defects are solved without placing any strain on the mother or child, so the weave is not compatible with Healing or Greater Healing.

Corruption

[Air, Earth, Fire, Spirit, Water] (Lost) Level: 4-7 Casting Time: 10 minutes Range: Medium (100 ft. + 10 ft. / level) Target: One creature, not the caster Duration: Instantaneous Saving Throw: Fortitude half Weave Resistance: Yes This weave uses a net of all five powers to cause all manner of afflictions to affect the target. The target takes subdual damage based on the level of the weave, and is caused to have an affliction (lowered physical statistics, such as strength, constitution, or dexterity), disease (as on page 232 of Wheel of Time RPG), or immediate save against poison effect (pg 231, Wheel of Time RPG). +4 Caster Levels: The Corruption weave is so fine as to not be detected by the One Power, even when searched for using delve. (For game effects, this adds a +4 weave level requirement to detect that the One Power was used against the target).

Delve

[Spirit] (Common) Level: 0-3 Casting Time: 1 minute

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Range: Touch Target: Creature touched, not the caster Duration: Instantaneous Saving Throw: Will negates (harmless) Weave Resistance: Yes

By touching your target, you learn what injuries, diseases, poisons, or supernatural damage may be affecting him or her, either now or recently in the past. The level and type of ailments the weave detects depend upon the level of the weave. If you cast the weave at an insufficient level to detect an affliction, you can tell that there is something else wrong but not what it is (for example, if you cast it at 1st casting level on a target that has been poisoned, you could tell that something beyond a wound or disease ailed the target, but not its exact nature). Although treatment for most injuries or wounds is self-evident, this weave can indicate an appropriate course of action if the source of the targets problem is unknown. It also gives you a +5 bonus on any Heal skill checks made to aid the target. Delve can also be used to determine if the One Power was used to damage the target, even for area attack spells. Delve can be cast upon a corpse to learn the cause of death, but only within 24 hours of the death.

Harm

[Air, Earth, Fire, Spirit, Water] (Uncommon) Level: 0-6 Casting Time: See text Range: Touch Target: Creature touched, not the caster Duration: Instantaneous Saving Throw: Will negates (harmless) Weave Resistance: Yes Harm is a perversion of the healing weave known by the White Tower for as long as anyone can remember. Using threads of the One Power, the channeler causes damage to the organs of the target. The channeler is required to lay hands upon a living creature, and the One Power inflicts both injury and subdual damage. The amount of damage caused depends on the casting level and your class level. +4 Casting Levels: Instead of touch, the weave has a range of Close (25 ft. + 5 ft. for every two caster levels). +6 Caster Levels: Harm can be used to make a Death Attack. Instead of inflicting

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damage, the creature immediately takes temporary damage to Constitution equal to the level of the weave (6-12 points of Constitution damage), and then is required to make a Fortitude save with this new Constitution. A successful save negates the weave; failure means that the weave knocks the target unconscious; failure by 10 or more kills the target.

Heal the Mind

[Air, Fire, Spirit, Water] (Rare) Level: 1-4 Casting Time: 1 minute Range: Touch Target: Creature touched, not the caster Duration: Instantaneous Saving Throw: Will negates (harmless) Weave Resistance: Yes With this weave, you help heal a creature in the throes of madness recover his mind, if only for a time. At 1st level, this weave allows the target to make a Will save to end an ongoing attack of madness, regaining his or her self-control. At higher levels, it temporarily reduces the targets Madness rating- by how much and for how long depends on the casting level.

Greater Healing

[Air, Earth, Fire, Spirit, Water] (Common) Level: 2-8 Casting Time: See text Range: Touch Target: Creature touched, not the caster Duration: Instantaneous Saving Throw: Will negates (harmless) Weave Resistance: Yes Sometimes called True Healing, but more often referred to by those who know the weave simply as healing, this is the healing weave known in the Age of Legends when healing was more complete and often achieved with miraculous results, and more recently re-discovered by Nynaeve alMeare and others of the westlands. You lay your hands upon a living creature to convert its wounds from standard damage into a reduced amount of subdual damage. The damage thus converted heals at the normal rate for subdual damage, 1 hit point of subdual damage per hour per character level (for example, a 5th level character heals 5 hit points of subdual damage an hour, while an 8th

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level character heals 8 hit points of subdual damage an hour). The amount converted depends on the casting level and your class level. This weave cannot be used to heal subdual damage. The creature healed takes temporary damage to Constitution equal to the level of the weave (2-8 points of Constitution damage), and then is required to make a Fortitude save with this new Constitution. Making this save means that the weave takes effect as normal; failure means that the weave knocks the target unconscious; failure by 10 or more kills the target. This weave can only be cast once per target per day.

Healing

[Air, Spirit, Water] (Common) Level: 0-8 Casting Time: See text Range: Touch Target: Creature touched, not the caster Duration: Instantaneous Saving Throw: Will negates (harmless) Weave Resistance: Yes Sometimes called Battlefield Healing, this is the healing weave known by the White Tower and used for as long as anyone can remember, although tales are told of the Age of Legends when healing was more complete and often achieved with miraculous results. You lay your hands upon a living creature to convert its wounds from standard damage to subdual damage. The damage thus converted heals at the normal rate for subdual damage (1 hit point of subdual damage per hour per character level; thus, a 5th level character heals 5 hit points an hour, while an 8th level character heals 8 hit points an hour). The amount converted depends on the casting level and your class level. This weave cannot be used to heal subdual damage. The creature healed takes temporary damage to Constitution equal to the level of the weave (0-8 points of Constitution damage), and then is required to make a Fortitude save with this new Constitution. Making this save means that the weave takes effect as normal; failure means that the weave knocks the target unconscious; failure by 10 or more kills the target. This weave can only be cast once per target per day.

Mark

[Earth, Fire, Spirit, Water] (Lost)

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Level: 2-5 Casting Time: 10 minutes Range: Touch Effect: See text Duration: Instantaneous Saving Throw: None Weave Resistance: Yes This weave is used to create permanent markings, akin to tattoos, but made with the One Power so that they seem to ripple in the wind, shine like metal, or change with time. One symbol of any design is created in the flesh of the target (or removes such a mark). A design can be copied with a Forgery check, or an original design can be placed with a Craft check (appropriate skill determined at GMs discretion). The symbol can appear to be liquid, metal, cloth, or any other texture determined by the caster. The level of the weave determines the size of the body affected (level 2 for a small area the size of a coin, level 3 for an area the size of a handprint, level 4 for a symbol covering an arm, level 5 for an area covering either both arms, or the torso of the target).

Ravage the Mind

[Air, Fire, Spirit, Water] (Lost) Level: 2-5 Casting Time: 1 minute Range: Touch Target: Creature touched, not the caster Duration: Instantaneous Saving Throw: Will negates Weave Resistance: Yes With this weave, you afflict a creature with the worst throes of madness. The target of this weave must make a Will save, as if to end an ongoing attack of madness. A successful save indicates that the weave has had not affected the targets mental state, although the target still takes damage. A failed Will save not only induces a Madness attack (as per Madness rules, pg. 18-19, or pg. 210 Wheel of Time RPG), but also permanently increases the targets madness rating. +6 Casting Levels: Ravage the Mind, at its most basic form, is a weave utilizing the dark taint placed on Saidin. Using a powerful version of the weave, the channeler actually removes madness from the target. The target still takes damage as normal, but the madness rating is permanently reduced.

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Rend
[Air, Spirit, Water] (Rare) Level: 0-4 Casting Time: 1 action Range: Close (25 ft. + 5 ft. / level) Target: One creature Duration: Instantaneous Saving Throw: Fortitude half Weave Resistance: Yes You channel the One Power to destroy flesh, wrenching bones in their sockets and ripping gashed through muscle and organ. The amount of damage done depends on the casting level of the weave.

Renew

[Air, Spirit, Water] (Common) Level: 0-4 Casting Time: Full round action Range: See text Target: Creature touched Duration: See text Saving Throw: Will negates (harmless) Weave Resistance: Yes You lay hands upon a living creature to relieve it of fatigue and weariness. The target immediately feels freshened and able to continue with labors, travel, combat, or other physical activities as if he or she were fully rested. In game terms, the weave suspends subdual damage for its duration. This freedom from fatigue has its price, however; when the weave ends, the targets suspended subdual damage all returns, augmented by additional subdual damage. The duration of the effect- the extra time it allows the target to continue to act without rest- and the amount of additional damage suffered when the weave ends both depend on the casting level of the weave (see table). The renew weave is often used in conjunction with the heal weave to enable seriously wounded characters to return to action or reach safety.

Restoration of the Flesh

[Air, Earth, Fire, Spirit, Water] (Lost) Level: 8-12 Casting Time: 10 minutes

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Range: Touch Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Weave Resistance: Yes During the Age of Legends, the mark of the greatest healers was not that they could repair injuries, but that they could repair ancient damage- wounds already begun naturally healing, old scars, and even regenerating missing limbs. This weave, long lost to any but the Forsaken (none of whom practiced healing at this level), is a possibility for re-discovery. The extent of the damage that can be healed is dependant upon casting level, with the simple repair of damaged bone, ligaments, or tissue being the easiest to replace, while regenerating damaged organs is much more complex, and regenerating complex organs (such as the eye, brain, or heart) is even more complex. The new limb or organ is not fully grown or functional until the designated time is completed. Permanent wounds that apply a penalty to character attributes no longer apply once this weave has healed the damage, but due to the nature of healing, this weave can only be applied to each area once (for instance, a lost arm can be regenerated, but the same arm cannot be healed a second time, as the One Power has already healed that wound).

Restore the Power

[Air, Earth, Fire, Spirit, Water] (Lost) Level: 6-12 Casting Time: 10 minutes Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Weave Resistance: Yes This weave heals a severed (stilled or gentled) channelers connection to the True Source, restoring his or her ability to channel. Unfortunately, it is very difficult to restore the severed target to full power; in most cases, the target loses several levels in channeling ability. This level loss applies only to the targets weaves (number per day and power of individual weaves), not to other aspects of the targets level (such as hit points, base attack modifier, and saves). For example, if you were to cast this at 8th level on a 10th level initiate who has been stilled, she would regain her ability to channel, but would only have the weave slots of a 5th level initiate (half of her actual level). In all other ways, she would still be a 10th level initiate. Should she later advance to 11th level, she would gain additional

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weaves available to 6th level initiates. Fractions of levels always round down, with a minimum result of 1. This weave only affects channelers who have lost their ability to channel. It does not grant the ability to channel to nonchannelers. It cannot be cast again at a higher level on a channeler who has already been restored, restoring more lost levels.

Sectional Healing

[Air, Earth, Fire, Spirit, Water] (Rare) Level: 3-5 Casting Time: See text Range: Touch Target: Creature touched, not the caster Duration: Instantaneous Saving Throw: Will negates (harmless) Weave Resistance: Yes This weave allows a channeler to heal only a portion of the wounds sustained by the target at a time. This form of healing is much less rigorous than other forms of healing, and as such, has far fewer negative effects. The difficulty of the weave is determined by the area the channeler is attempting to heal. In game terms, this allows a channeler to target a specific malady, such as a disease, ability score damage, or even subdual damage (though not the subdual damage caused by healing weaves). This weave can only be cast once per target per day.

Sever

[Spirit] (Common) Level: 6 Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Target: One person Duration: Instantaneous Saving Throw: Will negates Weave Resistance: Yes This weave severs a target of the same gender as the caster, removing his or her ability to channel. This severance (called gentling when it is done to men, and stilling when it happens to women) is widely known to be permanent. The effects of severing can only be reversed with the restore the power weave. +6 Casting Levels: You can sever a target of the opposite gender.

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Touch of Death
[Earth, Fire, Spirit, Water] (Lost) Level: 5-8 Casting Time: 1 full round Range: Close (25 ft. + 5 ft. / 2 levels) Target: One creature Duration: Concentration Saving Throw: See text Weave Resistance: Yes While casting this weave, you send tendrils of four of the Powers into the body of your target to manipulate it from within, doing severe damage without apparent injury. At its highest level, this weave simply stops the targets heart, leaving no indication of the cause of death (except the residue of the weave). Even at lower levels, all of the damage is internal, leaving no external evidence of the cause of death or damage.

The Heart of Fire talent is one honed by those who burn with fiery passion. It is most commonly found in men, who for some reason find it easier to deal with the brutal untamed essence of fire.

Talent: Heart of Fire

Aura of Flame

[Air, Fire, Spirit] (Common) Level: 3-5 Casting Time: 1 action Range: Personal Duration: Concentration Saving Throw: Reflex half Weave Resistance: Yes The channeler creates a pulsing ring of fire that appears to emanate from his or her body. Creatures attempting to attack or physically touch the channeler take damage (based on weave level). The flames of the aura are visible at a distance of normal torchlight, and conspicuously made with the One Power.

Cutting Lines of Fire


[Air, Fire] (Lost) Level: 7-9

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Casting Time: 1 action Range: See text Effect: Cone Duration: Instantaneous Saving Throw: Reflex half Weave Resistance: Yes

You point your hand and cast out scores of thin, threadlike lines of red, which cleanly cut and burn through creatures and objects in their paths. The lines whip through a cone-shaped area that extends from the pointing hand, slicing and damaging objects or creatures within the cone. The wire-like lines neatly cut through stone, metal, wood, and other materials out to their maximum range. Where they strike flesh, they cleanly cut through that as well, dealing 1d12 points of damage per caster level to any person or object within the area of effect.

Flame Dart

[Air, Fire] (Lost) Level: 1-4 Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Target: One creature or object Duration: Instantaneous Saving Throw: None Weave Resistance: Yes The weave creates a small burst of fire that leaps from the channelers fingertips and strikes a nearby target. The channeler, as part of the casting of the weave, makes a ranged touch attack. If the attack hits, the target takes damage. If the attack misses, the flame does a small amount of damage, and ignites any flammable items (such as straw or oil, but not items difficult to combust, like hair or flesh). Damage done by the darts is determined by the casting level. +2 Casting Level: Create an additional flame dart. This effect can be added multiple times (in other words, +4 casting level for three darts, etc.) If the darts are directed at different targets, each target must be within the weaves range.

Flare

[Air, Fire] (Lost) Level: 1-2 Casting Time: 1 action

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Heart of Fire
Range: Close (25 ft. + 5 ft. / 2 levels) Target: One creature or object Duration: Instantaneous Saving Throw: None Weave Resistance: Yes The weave creates a small burst of fire that leaps from the channelers fingertips and illuminating a large area (determined by caster level). The light is bright and harsh to look at; At 2nd level, the light is as bright as a lightning bolt, and anyone who looks at it (including unsuspecting creatures within 50 feet facing this weave as it is cast) must make a Reflex save (DC 10 + level of the weave) or become temporarily blinded. In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any dexterity bonus to defense, grants a +2 bonus to attackers attack rolls (they are effectively invisible), suffers a -4 penalty on Search checks and more Strength- and Dexterity-based skill checks, and can only move at half speed without granting further bonuses to enemies. The blindness lasts for 1d4 rounds. The channeler does not need to save to avoid blindness from his or her own flares, but needs to save against effects from other channelers weaves. +2 Casting Level: Create an additional flare. This effect can be added multiple times (in other words, +4 casting level for three darts, etc.). Each flare lights up an additional half of the area (a second flare fired in an area that lights up a 10 foot space only increases the illumination by an additional five feet). Each new flare requires creatures in the area to make a reflex save to avoid blindness.

Immolate

[Fire, Spirit] (Common) Level: 4-7 Casting Time: 1 action Range: Medium (100 ft. + 10 ft. / level) Target: One object or creature Duration: Instantaneous Saving Throw: Will half Weave Resistance: Yes You cause the object or creature to burst into flames. The fire not only engulfs the target but is actually sparked within it as well; causing 1d6 points of damage per channeler level (maximum 20d6). The size and type of target affected varies with the casting level.

Searing Heat

87

Heart of Fire

[Air, Fire] (Uncommon) Level: 3-6 Casting Time: 1 action Range: Medium (100 ft. + 10 ft. / level) Target: One object or creature Duration: Instantaneous Saving Throw: Fortitude half Weave Resistance: Yes

You cause an area to be afflicted with extreme heat. This area is heated to the point of injury for any creatures inside of it, and heats metallic objects, but does not otherwise damage any inanimate objects. The area affected depends on the level of the weave; damage varies with casting level.

Wall of Flames

[Air, Fire, Spirit] (Common) Level: 4-7 Casting Time: 1 action Range: Close (25 ft. + 5 ft. / every 2 levels) Target: See text Duration: Concentration Saving Throw: Reflex negates Weave Resistance: Yes You cause a specific area to burst into living fire, creating an opaque barrier of flames. The wall does not prevent physical objects from moving through it (such as weapons or people), but the flames damage any targets within them, causing 1d6 points of fire damage per weave level (maximum 4d6) each round to all targets within or adjacent to the wall of flames. Weapons moving through the wall of flame are unaffected. Creatures moving through the flames take damage when entering the area affected. The length and height of the wall varies with the casting level.

Weaves of the Illusion Talent affect the minds and senses of those who witness them, causing them to experience often spectacular effects.

Talent: Illusion

Disguise

88

[Air, Fire, Spirit] (Common) Level: 1-4

Illusion
Casting Time: 1 full round Range: Touch Target: Person touched Duration: Concentration Saving Throw: Will negates Weave Resistance: Yes You cast a complex weave about the target, which alters his or her appearance. You can make the target look different, though you cannot change the basic structure of the target- you cannot make a person look like a dog, or even make an exceptionally tall person short. This weave does not provide the abilities or mannerisms of the chosen form. It does not alter the tactile or audible properties of the target, nor does it alter clothing, weapons, equipment, or other items. Minor changes (such as adding a birthmark or moustache, or changing hair color) give you a +2 bonus on Disguise checks and are often effective for blending into the crowd when you arent interacting closely with people. Major changes to your person, such as creating a completely different appearance, give you a +10 bonus on Disguise checks. Creatures get Will saves to recognize illusions if they interact with them (in the case of this weave, touching the illusory mole on your nose or illusionary armor and not feeling anything there).

Distant Eye

[Air, Fire, Spirit] (Lost) Level: 3 Casting Time: 1 full round Range: Medium (100 ft. + 10 ft. / level) Target: Personal Duration: Concentration Weave Resistance: No You extend a narrow tendril of weave outward as far as the extreme of medium range. You see as if your eye were at the end of the weave. You can move the tendril as you see fit, even into areas that you cannot see from your casting location. The tendril fits easily through tiny spaces such as keyholes and the gaps under doors, so long as they are at least inch high or wide. You cannot move the tendril if you tie off the weave, though you continue to see through it. While this weave is in effect, you are only vaguely aware of your normal vision. To react to something in your normal field of view but not visible through the weave, make a Spot check (DC 20).

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Illusion
Eavesdrop
[Air, Spirit] (Common) Level: 1 Casting Time: 1 full round Range: Medium (100 ft. + 10 ft. / level) Target: Personal Duration: Concentration Weave Resistance: No You extend a narrow tendril of weave outward as far as the extreme of medium range. You hear as if your ear were at the end of the weave. So long as you concentrate on this weave, you can move the tendril as you see fit, though only where you can see it. The tendril fits through tiny spaces such as keyholes, so long as they are at least inch high or wide. You cannot move the tendril if you tie off the weave, though you continue to hear through it. While this weave is in effect, you are only vaguely aware of your normal hearing. To notice a sound that you would normally hear but that is not audible through the weave, make a Listen Check (DC 20).

Far Speaking

[Air, Spirit] (Lost) Level: 5 Casting Time: 1 full round Range: Medium (100 ft. + 10 ft. / level) Target: Two designated areas Duration: Concentration Weave Resistance: No Using this weave in the Age of Legends, men and women were able to communicate across great distances. While within the designated area (usually a medium-sized booth), you hear as if your ear were at the opposite end of the weave. While this weave is in effect, you are only vaguely aware of objects that you would normal hearing. To notice a sound that you would normally hear but that is not audible through the weave, make a Listen Check (DC 18).

Far Viewing

[Air, Fire, Spirit] (Lost) Level: 9

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Illusion
Casting Time: 1 full round Range: Medium (100 ft. + 10 ft. / level) Target: Two designated areas Duration: Concentration Weave Resistance: No Using this weave in the Age of Legends, men and women were able to communicate face to face across great distances. While within the designated area (usually a medium-sized booth), you hear and see as if you were at the opposite end of the weave. While this weave is in effect, you are only vaguely aware of objects that you would normally see and hear. To notice something that you would normally react to, but that is not audible or visible through the weave, make a Spot Check (DC 25).

Folded Light

[Air, Fire] (Common) Level: 1-4 Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Target: See text Duration: Concentration Saving Throw: Will negates (harmless) Weave Resistance: Yes You create a weave in the shape of a screen or sheild 10 feet tall, which hides a specific person, object, or group of people or objects behind it. When behind the screen, the specified person and her clothing, armor, weapons, and other carried or worn equipment are simply invisible from the far side of the screen, so long as she remains stationary. Any movement results in a slight visible blur, which as outside viewer might notice with a Spot check (DC 25 for a very small twitch, DC 20 for more significant movement, DC 15 for a violent jerk or substantial amount of movement). The screen does not block sound, smell, or other sensory cues. You must specify the person, object, or group to be hidden when you cast the weave. +1 Casting Level: You may increase the height and width of the screen up to double the standard size.

Hide Ability

[Air, Fire, Spirit, Water] (Lost) Level: 4-7 Casting Time: 1 full round

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Illusion

Range: Personal Effect: See text Duration: Concentration Saving Throw: Will negates (harmless) Weave Resistance: Yes Special: Channeler must have at least one rank in Invert skill to learn this weave.

This weave allows the channeler to place a highly complex and modified shield illusion on herself to prevent other channelers of her gender from being able to identify (at lower levels) her strength, or indeed (at higher levels) whether she has the ability to channel at all. This weave cannot be learned without the Invert skill. The channeler hiding her ability can remain Embraced to the True Source while holding this weave, as the weave itself will hide the glow of Saidar from other women or the feeling of Saidin from other men. This weave also blocks men from being able to feel when women embrace the True Source.

Mantle of Shadows

[Air, Fire, Spirit, Water] (Lost) Level: 5 Casting Time: 1 full round Range: Touch Target: One creature or person Duration: Concentration Saving Throw: Will negates (harmless) Weave Resistance: Yes This weave subtly diverts all attention from the target- others cannot remember any details about the channeler; should they attempt to pay attention to the channeler, their eyes interpret the area as darkness, or at very best a dimly fuzzy image. +1 Caster Level: The weave affects one additional person, as though it had been woven on two targets at once. This effect can be added multiple times (in other words, at +2 casting levels, the weave affects two additional targets, etc.). +2 Caster Levels: The target is completely obscured in darkness. Creatures around the target are unable to even discern his or her presence, although they are able to see the effects of his or her actions, and hear words spoken by them.

Mirror of Mists

[Air, Fire, Spirit] (Common) Level: 0-2

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Illusion
Casting Time: 1 action Range: Personal Duration: Concentration Weave Resistance: No You grow in size, enshrouded in a veil of majesty that awes onlookers, and your voice becomes deeper and richer. You gain a substantial bonus on Intimidate checks made while the weave is in effect. The table below lists how tall you appear to grow relative to your normal height, as well as the associated Intimidation bonus. At 2nd level, in addition to the intimidate bonus, this weave also dazes onlookers of medium-size or smaller and creatures with 5 or fewer hit dice. Dazed onlookers cannot move, cast weaves, or use mental abilities, though they are not stunned (so attackers get not special advantages against them). Onlookers may resist the daze effect with a Will save, though the channeler still gets the Intimidate bonus against them.

Mind Shroud

[Air, Fire, Spirit, Water] (Lost) Level: 3 Casting Time: 1 full round Range: Close (25 ft. + 5 ft. / level) Target: One creature or person Duration: Concentration Saving Throw: Will negates Weave Resistance: No This weave was developed by Aes Sedai during the War of Power, allowing a lone channeler to move through hostile areas without protection. This weave subtly diverts the targets- they pay no attention to the channeler; they simply daydream or look away at the wrong moment. Even should they attempt to pay attention to the channeler, their eyes attempt to slide by him without noticing. This weave is broken if the channeler casts any offensive weave, attacks with a melee weapon, or attempts to harm the target in any way. +1 Caster Level: The weave affects one additional person, as though it had been woven on two targets at once. This effect can be added multiple times (in other words, at +2 casting levels, the weave affects two additional targets, etc.). The effect seen is not common among all these targets- each individual creates their own image to cover the channeler.

Vertigo

[Air, Fire, Spirit, Water] (Rare)

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Illusion

Level: 2-4 Casting Time: 1 action Range: Medium (100 ft. + 10 ft. / level) Target: One creature Duration: Concentration Saving Throw: Will negates Weave Resistance: Yes

Upon casting this weave, you alter the targets perception, so that they feel as though theyre balancing on a high wire or perched on the edge of a tall building. The target must make a Will save or suffer from extreme dizziness. A passed save allows the target to throw off the effect; a failed save indicated that the target is deeply affected, losing equilibrium. (In game terms, this results in a temporary loss of 1d10 points of Dexterity, and the target must make a Balance or Concentration check in order to remain standing) A failed concentration check also indicates that the target has fallen prone. +2 Casting Levels: The weave affects one additional person, as though you had cast the weave on two targets at once. This effect can be added multiple times (in other words, at +4 casting level, the weave affects two additional people, and so forth.)

Voice of Power

[Air, Fire] (Common) Level: 0-1 Casting Time: 1 action Range: Touch Target: Creature touched Duration: Concentration Saving Throw: Will negates (harmless) Weave Resistance: Yes The target can project his or her voice loudly- loud enough to easily address a large crowd, call commands across a noisy battlefield, or make his loudest shouts audible from more than a league (four miles) away. The target gains a +1 bonus on Intimidate checks.

Pattern Weaver is a lost talent that deals with isolating and destroying threads out of the Pattern itself. There are only three weaves within the Pattern Weaver talent, but they grant the channeler enormous- and enormously dangerous- power.

Talent: Pattern Weaver

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Pattern Weaver
Balefire
[Air, Earth, Fire, Spirit, Water] (Lost) Level: 9 Casting Time: 1 action Range: See text Effect: Beam Duration: Instantaneous Saving Throw: Reflex negates Weave Resistance: No You point your finger, and a pencil-thin beam of white-hot light, so bright that it makes the sun seem dark, leaps instantly forth. The balefire slices neatly and hotly through any material or object (except cuendillar and angreal, the only materials impervious to balefire), out to its maximum ranger or until it strikes a living creature. A creature struck by this beam is utterly destroyed, vanishing in a haze of motes. Balefire doesnt just destroy its target instantly- it actually destroys it back through time, as the creatures thread is literally burned out of the Pattern. The backburn given on the table below indicates how far back in time the creature is destroyed. Everything the creature did over that period of time, and everything that resulted from that creatures actions, is undone, leaving only the memories of those who witnessed the targets actions. For instance, if a Trolloc were hit with balefire a few seconds after killing an armsman, not only would the Trolloc be killed, but the armsmans wounds would disappear. Because of this effect, which is extremely damaging to the pattern, balefire is seen as so dangerous that the Aes Sedai consider it criminal even to learn how to use it. +2 Casting Levels: You increase the duration from instantaneous to concentration. You may sweep the beam, slicing through objects and targeting one creature per round. This weave cannot be tied off.

Isolate Thread

[Air, Earth, Fire, Spirit, Water] (Lost) Level: 12 Casting Time: 8 hours Range: See text Target: One known person Duration: Concentration Saving Throw: Will negates Weave Resistance: Yes Spending many hours concentrating at one of the points where the weave is weakest

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Pattern Weaver

(such as Shayol Ghul), you are able to use this complex weave to follow the connection points of important threads of the pattern, and the turning points where you will be able to influence them. This weave can be used to forecast certain events in the life of this thread, and points where they will be weak or vulnerable. -2 Casting Levels: Taveren are much easier to track in this manner, as the pattern naturally weaves itself around them. When attempting to track a Taveren in this manner, the weave is counted as two levels less difficult. +4 Caster Levels: The target is unknown to you, although you have incredibly detailed descriptions of them. +8 Caster Levels: The target is unknown to you, although you have vague descriptions of them. This weave may not be tied off.

Trace Pattern

[Air, Earth, Fire, Spirit, Water] (Lost) Level: 9 Casting Time: 8 hours Range: See text Target: One known person Duration: Concentration Saving Throw: Will negates Weave Resistance: Yes Spending many hours concentrating at one of the points where the weave is weakest (such as Shayol Ghul), you are able to use this complex weave to discern important threads of the pattern, and the turning points where the weave of the Pattern can be altered. -2 Casting Levels: Taveren are much easier to track in this manner, as the pattern naturally weaves itself around them. When attempting to track Taveren in this manner, the weave is counted as two levels less difficult. -4 Caster Levels: Threads that are re-woven into the Pattern are easier to track than most, and you are able to find these threads more easily. +4 Caster Levels: The major threads involved are unknown to you, although you have incredibly detailed descriptions of them. +8 Caster Levels: The major threads involved are unknown to you, and you have only vague descriptions of them. This weave may not be tied off.

Talent: Shielding

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Shielding
The talent of Shielding is uncommon at best. Scribes at the White Tower, sisters of the Brown Ajah, debate whether or not it really exists. The most common weaves are known to many, allowing sisters to keep wilders and men from harming others, but it is written that in the Age of Legends, there were Ajahs devoted to policing Aes Sedai, and these groups apparently studied Shielding as an art and a science never since achieved.

Block

[Spirit] (Lost) Level: 9 Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Target: One channeler Duration: Concentration Saving Throw: Will negates Weave Resistance: Yes Using an incredibly complex weave of spirit, you not only shield the target from the True Source, you actually prevent them from channeling altogether. Using this weave, you cut a channeler of the same gender off from the True Source and immediately ending any weaves they are maintaining through concentration. The target cannot channel, and is prevented from embracing the True Source, although they are still capable of sensing it and seeing its uses (as long as they are trained in Weavesight). +1 Casting Level: You may block a target of the opposite gender. +2 Casting Levels: You may use Block to lower the effective casting level of a channeler, determining the number of levels to remove. -2 Casting Levels: If the target is not channeling and has not embraced the True Source, reduce the level required by two casting levels.

Cut Weave

[Spirit] (Lost) Level: See text Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Target: One channeler Duration: Concentration Saving Throw: Will negates Weave Resistance: Yes Special: Requires Reactive Weaving feat

97

Shielding

With this weave, a sharp knife of spirit cuts through any weave that attacks you (affects an area you occupy, or has you as a target). You do not have to know what weave cast to use cut weave. The level of this weave is determined by the weave that you are attempting to cut (for example, Misha, a wilder, casts a 2nd level mirror of mists. Using cut weave at 4th level, you slash the weave, preventing its effects). -1 Casting Level: If you are can see the weaves (from a channeler of the same gender, who is visible to you, and using weaves that are not inverted), it is much easier to use cut weave.

Greater Shield

[Spirit] (Common) Level: 4-8 Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Target: One channeler Duration: Concentration Saving Throw: Lowered Will save negates Weave Resistance: Yes You cut a channeler of the same gender off from the True Source, preventing him or her from channeling and immediately ending any weaves they are maintaining through concentration. The target cannot channel, and are prevented from embracing the True Source, so they will need to re-embrace the True Source once the greater shield is dropped. The Will save against Greater Shield is reduced by two as the weave is cast. For all intents and purposes, the will save of the target is lowered by two. This applies to other weaves requiring a will save as well. Unlike shield, this weave cannot be broken through. In determining the targets level relative to yours, total the levels only in the channeling classes. For example, if you are a 5th-level wilder/3rd-level initiate, your level for this weave is 8th. If your target is a 5th-level initiate/3rd-level woodsman, his level is 5th. +1 Casting Level: You may use greater shield on a channeler of the opposite gender. -2 Casting Levels: If the target is not channeling and has not embraced the True Source, reduce the level required by two casting levels.

Shield

[Spirit] (Common) Level: 3-7 Casting Time: 1 action

98

Shielding
Range: Close (25 ft. + 5 ft. / 2 levels) Target: One channeler Duration: Concentration Saving Throw: Will negates Weave Resistance: Yes You cut a channeler of the same gender off from the True Source, preventing him or her from channeling and immediately ending any weaves they are maintaining through concentration. The target cannot channel, and are prevented from embracing the True Source, so they will need to re-embrace the True Source once the shield is dropped. While the channeler is shielded, they may attempt to break through the shield. Each round, the target can use their standard action to make a Will save with a DC equal to the initial Will save + 2 (for example, an initiate with an Intelligence of 18 casting this weave at 4th level would require a Will save of 18. This would make the break shield Will save DC 20). If the weave is tied off rather than held (concentrated on), the DC is equal to the original save. In determining the targets level relative to yours, total the levels only in the channeling classes. For example, if you are a 5th-level wilder/3rd-level initiate, your level for this weave is 8th. If your target is a 5th-level initiate/3rd-level woodsman, his level is 5th. +1 Casting Level: You may shield a target of the opposite gender. -2 Casting Levels: If the target is not channeling and has not embraced the True Source, reduce the level required by two casting levels.

Weave Deflection

[Air, Earth, Fire, Spirit, Water] (Rare) Level: See text Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Target: One channeler Duration: Concentration Saving Throw: Will negates Weave Resistance: Yes Special: Requires Reactive Weaving feat With this weave, you use a probe of the five powers to push a weave that targets you (targets you specifically, or includes you in the area occupied) so that it misses. This weave must be one known to you. Weave Deflection essentially removing you as a target, or pushing the area until you are not occupying the area affected by the weave. You need a basic understanding of the weave being used to use weave deflection. As such, it does not work on higher-level weaves which you do not possess the Talents for. The level of this weave is

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Travelling

determined by the weave that you are attempting to cut (for example, Rhodan, a wilder, casts a 4th level immolate. Using weave deflection at 4th level, you push the weave aside, preventing it from affecting you). +1 Casting Level: You may use weave deflection to push the weaves of a channeler of the opposite gender, even though you cannot see them.

The weaves of this powerful lost Talent allow the channeler to travel great distances in short periods of time- or even instantaneously. Furthermore, some Traveling weaves create bridges to entirely different realms, such as Telaranrhoid.

Talent: Travelling

Bridge Between Worlds

[Earth, Spirit] (Lost) Level: 6-10 Casting Time: 1 full round Range: Close (25 ft. + 5 ft. / 2 levels) Effect: Creates a gateway to an alternate world Duration: Instantaneous Saving Throw: None Weave Resistance: No You create a gateway between the real world and Telaranrhoid, allowing you to physically enter or exit the dream world. The maximum size of the gateway, and the maximum length of time it can remain open, depends upon the casting level. The caster may close the gateway at will prior to this time limit. Your dream self in Telaranrhoid cannot enter the real world. If you dreamwalk into Telaranrhoid and cast this weave there, the gateway opens, but you cannot cross through it.

Create Gateway

[Spirit] (Lost) Level: 4-8 Casting Time: 1 full round Range: Close (25 ft. + 5 ft. / 2 levels) Effect: Creates a gateway to another place Duration: Instantaneous Saving Throw: None Weave Resistance: No

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Travelling
You open a gateway into the space between places. The maximum size of the gateway depends upon the casting level of the weave. The caster may close the gateway at any time. A creature or object caught in the closing gateway must succeed on a Reflex save (DC 20 + weave level) or lose a limb- failure by ten or more indicates that the creature or object was cut apart (resulting in death of the creature or destruction of the object). The space between worlds is a dark void, a black nether-world completely devoid of features. Typically, a caster uses this extradimensional space to skim (see the skimming weave) to another location. Unless a skimming platform is created just within the gateway, any object or creature that passed through the gateway falls into the void, to become trapped within the space between planes. +3 Casting Levels: Instead of opening the gateway into the space between places, you open it directly to another location anywhere in the physical world. To do this, you my have some sense of the destination and, in most cases, you must know the starting point very well. This requires that you have spent at least several hours there or, if you have been there for less time, that you spend at least 30 minutes studying the area (reduce this time to 10 minutes if you embrace the True Source and have the Power-Heightened Senses feat). However, if you can see the point you are traveling to, you do not need to know your starting point.

Follow Gateway

[Spirit] (Rare) Level: 7 Casting Time: 1 full round Range: Close (25 ft. + 5 ft. / 2 levels) Effect: Creates a gateway to another place Duration: Instantaneous Saving Throw: None Weave Resistance: No Viewing the residue of another gateways weave (of a channeler of your gender), you are able open a gateway from your location to the same point the original gateway arrived. The maximum size of the gateway depends upon the same limits of the normal gateway weave. This weave may only duplicate another gateway weave, so if the caster is following someone who used the skimming weave, the gateway would open to reveal the black void. Likewise, if the gateway travels to Telaranrhoid, the weave follows that first destination. +2 Casting Levels: Instead of opening the gateway into the exact same area, you open it into an area nearby. This gives you the chance to avoid any traps set to catch those following the gateway maker.

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Hold Gateway

[Spirit] (Lost) Level: 5 Casting Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Target: Open gateway Duration: Concentration Saving Throw: None Weave Resistance: No You cast this weave on an open gateway (see the create gateway weave). The gateway remains open for the duration of this weave.

Skimming

[Air, Earth, Spirit] (Lost) Level: 4-8 Casting Time: 1 full round Range: Close (25 ft. + 5 ft. / 2 levels) Effect: An opening into the space between worlds, through which you can travel to a distant location Duration: Instantaneous Saving Throw: None Weave Resistance: No This weave allows you to travel through the space between places, a nether region reached with the create gateway weave. When you cast this weave through an open gateway, you create a platform just within the space between places, adjacent to the gateway. You can then use this platform to skim travel- through the space between places to another location, traversing great distance in little time. The platform can be of any design you desire, although its size (and thus the maximum number of passengers) depends on the casting level. Horses, carts, baggage, and any other item that fits through the gateway can be taken as well. The number of passengers given on the table assumes that only people are being taken and that they are packed on as tightly as possible (this number does not include you). Reduce the maximum number of passengers as appropriate if pack animals or cargo are also taken. Your target destination must be a place known to you, and you must be able to visualize the location. This requires that you have spent at least several hours there or, if you were there for less time, that you spent at least 10 minutes studying the area. You must know the actual location of the target- you cannot skim to a noblewomans tent, even if you know her and have been in her tent before. If you do not know the location well

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enough, the weave simply fails. Once you have boarded the platform and the initial gateway has closed, the platform automatically skims through the space between places. The time required is unpredictable: 1d6+1 minutes for every 100 miles of distance between the departure point and the destination. When the platform has traveled far enough, it stops. You (or someone with you) must open a second gateway, through which you can step out at your destination. This second gateway cannot be opened from the other side; it must be opened by you or someone with you. If the initial gateway closes before you board the platform, the platform disappears and all creatures and objects aboard it fall, to be trapped within the space between worlds forever. If you step into the real world at your destination, the platform disappears and all creatures aboard it fall, whether or not the gateway has closed; if any object or creature falls off and is not caught, it becomes trapped in the space between the worlds. If you or someone with you does not open a gateway to the destination, the platform remains, suspended in the void, until you do. Most creatures or objects that become trapped within the space between worlds are irrevocably lost, falling eternally through the infinite void. A channeler that falls can save themselves by casting this weave, creating a platform on which to land (the channeler takes normal falling damage from the landing). However, this platform does not move, and the only escape is to create an immediate gateway to the real world. This gateway opens at a completely random location. -2 Casting Levels: If you have just skimmed to one point, opened a gateway, and your platform still remains, you may cast this weave again to use the existing platform to skim to another location.

Use Portal Stone

[Spirit] (Rare) Level: 4-7 Casting Time: 1 full round Range: Touch Effect: Triggers traveling power of Portal Stones Duration: Instantaneous Saving Throw: None Weave Resistance: No This weave allows you to unlock the power of the Portal Stones, to travel great distances instantaneously. To do so, you must choose two symbols: one of the symbols carved on the stone representing Portal Stones at other locations, and a second to indicate which of the mirror worlds (called by some the Worlds that Might have Been) you wish to travel to. Upon casting this weave on those two symbols, you (along with a number of creatures

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Warding

depending on the casting level) are instantly transported to the corresponding stone. +1 Casting Level: You can use a portal stone to enter any of the mirror worlds. You cast this weave on a symbol representing that world. You may also select the symbol for another Portal Stone to enter the mirror world at the location of that stone.

Wards protect the channeler, or an object or place, from observation or interference of others. Warding is a very common Talent, especially among Aes Sedai. The area encompassed by a warding weave cannot overlap, contain, or be contained within another warding weave, but multiple wards can be cast all at once, in effect stacking the effects and weave slot required for the weaves.

Talent: Warding

Barrier to Sight

[Air, Fire, Water] (Common) Level: 1-10 Casting Time: 1 full round Range: Close (25 ft. + 5 ft. / 2 levels) Area: See text Duration: Concentration Saving Throw: None Weave Resistance: No You create a dome-shaped weave around an area, through which nothing can be seen. People outside the weave see a dome-shaped, wavering image of the area as it appeared when the weave was cast. Transient items within this area (such as people) are barely visible in this image; more permanent items appear more solid. People within the weave see the same sort of image when looking out. Physical objects, and people even you- can pass through the boundaries of the dome without affecting the weave. This weave typically appears as a dome, but its shape can be altered to any equivalent volume when cast. When cast within an enclosed area, such as a room or a cavern, the weave tends to conform to the shape of the space.

Blight

[Air, Fire, Spirit, Water] (Uncommon) Level: 1-10 Casting Time: 1 full round Range: Close (25 ft. + 5 ft. / 2 levels) Area: See text Duration: Concentration

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Warding
Saving Throw: None Weave Resistance: No You create a dome-shaped weave around an area, which is visible to the naked eye. Natural objects within this dome decay at a faster rate- food develops pests, metal rusts, cloth and paper rot. The area warded by this weave attracts pests such as rats, ravens, and cockroaches. People do not age faster within the area of the weave, and it does not affect angreal or terangreal. Physical objects, and people even you- can pass through the boundaries of the dome without affecting the weave. This weave typically appears as a dome, but its shape can be altered to any equivalent volume when cast. When cast within an enclosed area, such as a room or a cavern, the weave tends to conform to the shape of the space. This weave is the one exception to the wards cannot be cast within each other rule, as this has been cast in the past to defeat the protection wards in Tar Valon or to draw pests to a city. +1 Casting Level: The weave is invisible to the naked eye. All other properties of the weave are the same.

Circle of Silence

[Air, Fire, Water] (Common) Level: 0-9 Casting Time: 1 full round Range: Close (25 ft. + 5 ft. / 2 levels) Area: Beam Duration: Instantaneous Saving Throw: Reflex negates Weave Resistance: No You create a dome-shaped weave around an area, through which no sound passes. People outside the dome cannot hear you (or any other noise from within). Similarly, outside sounds cannot be heard within the dome. Physical objects, and people even you- can pass through the boundaries of the dome without affecting the weave. This weave typically appears as a dome, but its shape can be altered to any equivalent volume when cast. When cast within an enclosed area, such as a room or cavern, the weave tends to conform to the shape of the space.

Dream Warding

[Spirit] (Common) Level: 1-11 Casting Time: 1 full round

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Warding

Range: Close (25 ft. + 5 ft. / 2 levels) Area: See text Duration: Concentration Saving Throw: None Weave Resistance: No

You create a dome-shaped weave around an area. The dome creates an invisible barrier that protects the dreams of everyone who sleeps within it. Dreamwalkers cannot enter those dreams, and those who attempt to directly observe the dreams of those within, by any method, see only indistinct images at best. This weave typically appears as a dome, but its shape can be altered to any equivalent volume when cast. When cast within an enclosed area, such as a room or cavern, the weave tends to conform to the shape of the space. The ward protects against normal dreams only. It does not extend any protection to Dreamwalkers who enter the space between dreams, other peoples dreams, or Telaranrhoid. This weave has a duration of concentration. It is impossible to hold a weave while falling asleep, or (with the exception of Dreamwalkers) to cast and/or hold a weave in your dreams. To effectively ward your own dreams, you must cast and tie off this weave before going to sleep.

Fire Trap

[Air, Fire, Spirit] (Rare) Level: 3-5 Casting Time: 1 full round Range: Touch Target: One object Duration: Concentration Saving Throw: Reflex Weave Resistance: Yes You weave a ward that can be placed on an object, floor, wall, or other item, which you must be touching. If anyone but you touches the warded object or area, a blast of fire explodes into the air around it. Characters in the burst area are allowed a Reflex save for half damage. The fire sets combustibles aflame and damages objects in the area. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused an interposing barrier to break, the blast may continue beyond that barrier is the area permits; otherwise, it stops at the barrier.

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Warding
+1 Casting Level: You may set a trigger word as you cast the weave. The ward will not be triggered by any person who speaks the phrase as they open (or enter) the warded space. This ward can be set not to be triggered by specific people- these people must be present when the ward is woven. +2 Casting Levels: You ward the area with such delicate flows of Air, Spirit, and Fire that unless a channeler of the correct gender succeeds on a Spot Check (DC 20), they do not notice the weave at all, even though it is not inverted.

Hidden Message

[Air, Earth, Spirit] (Rare) Level: 5 Casting Time: 1 full round Range: Touch Target: One object Duration: Concentration Saving Throw: None Weave Resistance: No Touching a sheet of parchment or similar writing surface, you ward the paper so that if any hand but yours or the correct reader touches it, the ink will fade from the page. This ward can be placed on any object upon which you can write. +1 Casting Level: You may set a trigger word as you cast the weave. The ward will not be triggered by any person who says the trigger word as they open the warded message.

Keeping

[Air, Earth, Fire, Spirit, Water] (Rare) Level: 4-12 Casting Time: 1 full round Range: Close (25 ft. + 5 ft. / 2 levels) Target: See text Duration: Concentration Saving Throw: Will negates (harmless) Weave Resistance: No You weave a ward within a closed container or space, which you must either be within or touching (it outside). Thought this ward, no contagion, not even one created by the One Power, may pass. Corruption of any kind reaches a standstill- meat does not rot, bread does not crumble, and no breeding of any animal is possible. No rats, moths, or weevils will corrupt anything within this ward. The weave is impervious to damage and cannot

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be crossed by anything harmful to the foodstuffs placed within. Air flows into the area normally, but smoke and other gases are restricted from entering. The dome is nearly transparent to normal viewing, visible only as a slightly darkened or tinted area. +1 Caster Level: The weave is invisible to the naked eye, although it is still visible to those who wield the True Power.

Master Ward

[Air, Earth, Fire, Spirit, Water] (Common) Level: 4-12 Casting Time: 1 full round Range: Close (25 ft. + 5 ft. / 2 levels) Area: See text Duration: Concentration Saving Throw: None Weave Resistance: No You create a dome-shaped weave around an area, through which no physical object, nor the One Power, can pass. The weave is impervious to damage and cannot be crossed by any person or creature, including the caster. Even air does not flow through the dome, and those within could conceivably suffocate eventually. Channelers outside the dome cannot cast weaves into it or directly affect it or targets within it via the One Power; channelers inside cannot cast weaves out through it or directly affect targets outside via the One Power. The dome is nearly transparent to normal viewing, visible only as a slightly darkened or tinted area. Sounds are muted slightly as they pass through it. This weave typically appears as a dome, but its shape can be altered to any equivalent volume when cast. When cast within an enclosed space, such as a room or cavern, the weave tends to conform to the shape of the space. When the weave is cast, an opening of any size or location desired by the caster can be left in it. +1 Casting Level: The dome is opaque and cannot be seen or heard through. Its surface appears as a solid gray.

Resonance Web

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[Air, Earth, Fire, Spirit, Water] (Lost) Level: 7 Casting Time: 1 minute Range: Medium (100 ft. + 10 ft. / level) Target: See text Duration: Concentration Saving Throw: Will negates (harmless)

Warding
Weave Resistance: Yes There are two uses for the Resonance web weave. The first is usable by either gender of channelers: to detect the weaves of the other gender, even though they are unable to see them. The second use is available only to those who use saidin. Detecting channeling: You weave delicate threads of the Five Powers, forming a thin net. You use this net of the One Power to gently sweep across an area, feeling for residues, held weaves, and tied off weaves. You are then able to make a Weavesight check (set by the GM: typically DC 20 + level of the weave) to attempt to detect what powers were used by the channeler of the other gender, although this will tell you nothing of the weave, or who is responsible. Although weaves by male and female channelers use the same Powers, they vary in amounts so much as to be as incomprehensible as a fish is to a bird. Detecting potential to channel Saidin: the Resonance Web can be used by men who channel saidin; the web is formed into a small flame constructed by all five of the powers. With this flame, the male channeler can direct other men to stare into the flame- to concentrate on it. While the man is focused on the flame, saidin begins to resonate within him, showing that he has the potential to learn to channel the male half of the True Source.

Seal

[Air, Fire, Spirit] (Common) Level: 2-4 Casting Time: 1 full round Range: Touch Target: Enclosed space (see text) Duration: Concentration Saving Throw: None Weave Resistance: No You weave a ward within a closed container or space, which you must either be within or touching (if outside). If anyone except you opens the warded item or area, a flash of flame ignites within it. If the space has multiple openings (such as a room with doors and windows), opening any of them triggers the ward. So does the creation of any other opening, such as a hole bored through the wall. Your weave is contained within the target area; it cannot be seen from the outside (unless the container is transparent). +1 Casting Level: You may set a trigger word as you cast the weave. The ward will not be triggered by any person who ways the trigger word as they open the warded space.

Strike of Death

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Warding

[Air, Fire, Spirit] (Rare) Level: 8-12 Casting Time: 1 full round Range: See text Effect: Kills all creatures of one type within range Duration: Instantaneous Saving Throw: Will partial Weave Resistance: Yes

You name a particular type of Shadowspawn (such as Trolloc or Darkhound). Lightning-like bolts of power surge from dark cloud created by the One Power and travel outward, unerringly striking every creature of that type within range. Any target creature strikes dies instantly unless it succeeds at a Will save (DC 20 + Level of the weave); in which case it loses half its current hit points. You do not need line of sight to the target creatures; in fact, you do not need to be aware of their location or even that they are there. However, the bolts of power are blocked by solid barriers, though if there is any way around the barrier within range, the bolts find it. Strike of death does not harm creatures other than those targeted. The range of this weave varies with casting level. +2 Casting Level: You can name an additional type of Shadowspawn; the weave strikes all creatures of both types. This effect can be added multiple times (in other words, at +4 casting levels, you can designate three types of Shadowspawn to be killed, and so forth.)

Ward Against Channelers

[Fire, Spirit] (Common) Level: 1-10 Casting Time: 1 full round Range: Close (25 ft. + 5 ft. / 2 levels) Area: See text Duration: Concentration Saving Throw: None Weave Resistance: No You create a dome-shaped weave around an area, through which channelers of the same gender as you cannot pass. Channelers outside the dome cannot enter it; channelers inside (including the caster) cannot exit it. Physical objects, creatures, and channelers of the opposite gender, and people of your gender who cannot channel can pass through the boundaries of the dome without affecting the weave. This weave typically appears as a dome, but you can alter its shape to any equiva-

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lent volume when cast. When cast within an enclosed area, such as a room or cavern, the weave tends to conform to the shape of the space. +6 Casting Levels: The barrier created by the dome blocks out channelers of the opposite gender.

Ward Against People

[Air, Fire, Spirit] (Common) Level: 2-11 Casting Time: 1 full round Range: Close (25 ft. + 5 ft. / 2 levels) Area: See text Duration: Concentration Saving Throw: None Weave Resistance: No You create a dome-shaped weave around an area. You, and anyone who is within the dome with you when you create it, can cross into and out of the dome. For all other people, the dome creates an invisible barrier that they cannot cross. This weave typically appears as a dome, but its shape can be altered to any equivalent volume when cast. When cast within an enclosed area, such as a room or cavern, the weave tends to conform to the shape of the space. +1 Casting Level: The barrier created by the dome is intangible, and anyone can cross it. However, the barrier acts as a trigger for another weave that you cast and tie off within the dome. Any weave can be set in this manner, but it must have an area effect (centered on the spot where you place this second weave) or target an individual person (in which case, it will target the person who first enters the dome), and it must be of instantaneous duration. As with the normal casting of this weave, you and anyone within the dome area with you when you cast this weave can enter the dome without triggering this second weave.

Ward Against the One Power

[Air, Earth, Fire, Spirit, Water] (Spirit) Level: 3-12 Casting Time: 1 full round Range: Close (25 ft. + 5 ft. / 2 levels) Area: See text Duration: Concentration Saving Throw: None Weave Resistance: No You create a dome-shaped weave around an area, through which the One Power cannot

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pass. Channelers outside the dome cannot cast weaves into it or directly affect targets within it via the One Power; channelers inside cannot cast weaves out through it or directly affect targets outside via the One Power. Physical objects and people (including channelers) can pass through the boundaries of the dome without affecting the weave. This weave typically appears as a dome, but its shape can be altered to any equivalent volume when cast. When cast within an enclosed area, such as a room or cavern, the weave tends to conform to the shape of the space. +2 Casting Levels: The dome is opaque and cannot be seen or heard through. Its surface appears a solid gray.

Ward Against Traveling

[Air, Fire, Spirit] (Lost) Level: 2-11 Casting Time: 1 full round Range: Close (25 ft. + 5 ft. / 2 levels) Area: See text Duration: Concentration Saving Throw: None Weave Resistance: No You create a dome-shaped weave around an area. The barrier created by the dome is invisible, intangible, and anyone can cross it. The only effect of the dome is that it prevents Gateway, Skimming, or any other Traveling weave from working within the area warded.

Ward Against Shadowspawn

[Air, Fire, Spirit] (Common) Level: 1-10 Casting Time: 1 full round Range: Close (25 ft. + 5ft. / 2 levels) Area: See text Duration: Concentration Saving Throw: None Weave Resistance: No You create a dome-shaped weave around an area, which must not contain any Shadowspawn at the time of casting. The dome creates an invisible barrier that Shadowspawn cannot enter. The Shadowspawn are vaguely aware that they are prevented from entering an area, but the specific area or the reason is unknown to them. This weave typically appears as a dome, but its shape can be altered to any equiva-

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lent volume when cast. When cast within an enclosed space, such as a room or cavern, the weave tends to conform to the shape of the space. +1 Casting Level: The weave not only affects Shadowspawn but also Shadow-linked vermin. Unlike the normal version of this weave, it can be cast even with such vermin within the weave area. When that happens, all Shadow-linked vermin immediately flee the area (See Chapter 11, Wheel of Time Roleplaying game, for more information about Shadowspawn and shadow-linked vermin).

Ward Bore

[Air, Earth, Fire, Spirit, Water] (Lost) Level: 4 Casting Time: 5 minutes Range: Medium (100 ft. + 10 ft. / level) Target: A Warding weave Duration: Instantaneous Saving Throw: None Weave Resistance: No You weave a probe of the Five Powers, with which you test the structure of a weave of the Warding Talent that you have detected. You then make a Weavesight skill check. If successful, you open a hole in the weave. The DC for the Weavesight check is 20 + the level of the target weave + the channelers relevant ability bonus. If you fail, nothing happens, and your weave is wasted- though if you fail by more than 10, the caster of the ward feels your tampering, although this feeling alone does not tell him or her whom is responsible.

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