Balefire
Shrieking
Death
- by BassClefMarked
[Air, Earth, Fire, Spirit, Water] (Lost)
Level: 5
Casting Time: 1 action
Range: See text
Weave Resistance: No
Saving Throw: Reflex negates
Duration: Instantaneous
You point
your finger and a thin pulse of white hot energy, like liquid fire,
coalesces from your body and speeds towards your target, emitting a
high-pitched shriek. The pulse disappears into the first solid object
(except heartstone, of course) it contacts, evanescing into nothingness
as it destroys the matter around it.
This is a less damaging, and less powerful version of Balefire. It does
not have the slicing effect for inanimate materials, nor does it encompass
the benefits or drawbacks of the backburn effect. Instead,
it merely ends a thread in the pattern at the point it touches it.
After the unspoken decision by the adversaries in the War of Power,
this weave was created in order to simulate the destructive potential
of Balefire without the damaging side effects. While it may be mentioned
in a musty, worm-riddled tome in the White Tower, or The Heart of the
Stone, no one has seen it in action since the Breaking.
This weave destroys any matter in its path. As it travels through the
air, it creates a vacuum immediately surrounding it as it destroys even
the air it comes into contact with, thus creating its distinctive sound.
The farther the pulse travels, the more energy it consumes, which in
turn diminishes its destructive capability. The range and damage/cubic
area destroyed by casting level are listed on the table below. The pulse
does the listed damage per caster level at 25 paces. Subtract 2 points
of damage for every range increment after that. For example, if cast
as a sixth level weave, with a range of 85 paces, the damage will be
6-34 hp. Because this weave is so akin to Balefire in appearance, any
Aes Sedai (not necessarily PrC) who sees it cast will most likely make
it her first priority to disable the channeler before they can do any
further imagined harm to The Pattern. The standard DC for a Reflex check
against this weave is 15 + 1/every second casting level above 4. I.e.
16 at level 6, 17 at level 8. Apply circumstance modifiers liberally.
Note: If the pulse touches heartstone it will reflect directly back
at the channeler who cast the weave. However, the pulse will not travel
more than the maximum distance determined by the channeler when cast.
If the pulse can reach the channeler, or anyone else in its path in
this fashion, they are allowed a reflex check at DC 15, regardless of
what level the pulse was cast at. If the pulse reaches its maximum distance
without contacting any solid objects, the shriek will become a low moan
and the pulse will fizzle without effect. Of course, the casting slots
will still be spent.
|
Level
|
Damage
|
Area
Destroyed
|
Maximum
Range
|
|
4
|
2d8+4
|
1
cubic ft.
|
25 paces
|
|
5
|
3d8+6
|
2
cubic ft.
|
50
paces
|
|
6
|
4d8+8
|
4
cubic ft.
|
70
paces
|
|
7
|
5d8+10
|
8
cubic ft
|
85
paces
|
|
8
|
6d8+12
|
16
cubic ft
|
90
paces
|
|
9
|
7d8+14
|
32
cubic ft.
|
100
paces
|
Back
|
Cloud Dancing
Milking
the Breeze's Tears
- by Florin
[Air, Water] (Common)
Level 0-4
Range: Touch
Duration: Instantaneous
Effect:
Milking the Breeze's Tears allows you to gather moisture from the air
into any container. Each use of this weave produces one gallon of water.
The level of the weave depends on the amount of moisture in the air:
|
Level
|
Climate
|
|
0
|
Warm
and Humid (Tear)
|
|
1
|
Mild
and Humid
|
|
2
|
Warm
and Dry (Andor)
|
|
3
|
Cold
and Dry (The Borderlands)
|
|
4
|
Desert
(The Waste)
|
Back
Seeker
- by Moridin00
[Air, Fire, Spirit] (Rare)
Weave level: 2-4
Affinities used: Air, Fire, Spirit
Damage: Depends on weave level used
Area of effect: One target; burst radius
Range: Special
Saving throw: None
+1 Casting level Range increase +50 ft
+2 Casting level Range increase +100 ft
Description: This weave binds explosive threads of Air and Fire into
a projectile which ruthlessly hunts its target. The projectile resembles
a shimmering green sphere, 2 feet in diameter. The channeler must have
a clear line of sight to the target when the Seeker is weaved. Because
of the Spirit threads required to channel this weave, only living beings
can be targeted by the Seeker.
You cannot target creatures outside the weave's range. The weave range
depends on the Intelligence of the channeler (characters with Int scores
lower than those listed here cannot weave the Seeker):
10 - 13: 50 ft
14 - 16: 100 ft
17+: 200 ft
The projectile will track the target it is fired at, avoiding obstacles
in its path, until it hits; or until its maximum range is reached. When
its maximum range is reached, the seeker will disappear harmessly (note
this is the distance the Seeker travels, not a distance radius). You
can increase the range of the seeker by 50 or 100 ft, in any range category,
by adding one or two casting levels to the weave.
The Seeker travels at a speed of 70.
Damage inflicted by the remorseless Seeker depends on the weave level
used to produce it:
|
Level
|
Damage
|
|
2
|
1d6
|
|
3
|
1d6
+2
|
|
4
|
1d8
+2
|
Splash damage: When the Seeker hits its target, it produces splash damage
of 1 point to all creatures and objects in a 5' radius.
Back
Clean
Water - by Laiyna
[Water, Earth] (Rare)
Level: 1+
Casting Time: 1 action
Range: touch
Duration: 1 round/level
Saving Throw: none
Weave Resistance: Yes
This weave let you clean a volume of water. This happens by stirring
the water in a container. All pollution of the water will adhere to
the stick (if you stir) or sides of the container (channelers choice).
This will even remove all poison from a liquid. If the infected container
or stick is not removed from the cleaned water within 3 rounds after
the channeling it can happen that the pollution will dissolve again
in the water. A channeler can clean 1 gallon per level.
Back
|
Conjunction
Bending Word and Deed
- by Jak Shadow
[Spirit] (Rare)
Weave Level: 3-5
Casting Time: 1 action
Range: Touch
Target: Yourself
Duration: Concentration
Saving Throw: Will negates
You have the ability to duplicate the affects of ta'veren such as Artur
Hawkwing. The area of this effect is dependant on the strength of the
weave but is never more than a few feet and is centred on the caster.
The strength of the effect is similarily based upon the strength of
the weave but has the ability to almost mimic the warping effect on
peoples actions that Artur Hawkwing could produce, only in a much more
limited area. People caught in the area who fail their will save will
say or do things that they would have only said or done 1 in a hundred
or a thousand times if confronted with the situation normally. This
weave will not, however, make people do something that they would never
have normally done and with a successful will save a person in range
is unaffected.
|
Level
|
Area(radius)
|
Unlikeliness
of event occurring normally
|
|
3
|
10-ft
|
1/100
|
|
4
|
15-ft
|
1/1000
|
|
5
|
20-ft
|
1/10000
|
Back
Shield of Pain - by Telchar
[Fire, Spirit] (Rare)
Level: 5-9
Casting time: 1 full Round
Range: Close (25 ft. + 5 ft./2 levels)
Target: See effect
Duration: Concentration
+1 Casting
level: You may target a channeler that is of the opposite gender
Effect: Embracing the Source causes intense Pain to the target. When
the target embraces the Source, he must make a Fortitude Check against
DC (10+weave level), or release the source in horrible pain. Even if
the target succeeds the Save, he will have to make a Concentration check
against DC (10+Weave level) each turn to keep his concentration, and
channeling in this condition causes channeled weave level in Subdual
Damage. The channeler can make a Fortitude check to half this damage.
The damage is dealt each turn for "concentration" duration
weaves.
Description: This very rare weave, only known by a few Asha'man, allow
to lay a net of Fire and Spirit on your target that causes intense pain
when channeling through it. Useful when confronting stronger channelers,
since strength in the Power isn't a matter when the net is done, but
it has rarely been used in battle, since the pain it causes can be endured.
This weave serves well as a punishment, though.
Back
Minor
Compulsion - by Jak Shadow
[Spirit] (Common)
Level: 1
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: Concentration
Saving Throw: Will Negates
Whilst you
are concentrating on this weave you can implant a simple suggestion
in someones mind which they will carry out. Suggestions could include
buying a new dress for the caster or taking the caster out somewhere
or meeting the caster at a specific place and time. The suggestion cannot
be anything more complex or powerful than this and suggestions which
put the target at personal risk (such as starting a fight or doing something
dangerous) alow a second will save. Suggestions which put the target
at extreme personal risk (such as jumping off of a cliff) will automatically
fail. A succesful Will save will also leave the target unaffected. This
weave can never be used to implant more than one suggestion in someones
mind at a time. If a new suggestion is implanted later using a new casting
of the weave it supercedes the old suggestion even if it has not yet
been fulfilled. You cannot target multiple people with a single casting
of the weave.
Back
Mind Link - by Lemon
[Spirit] (rare)
Level:2-6
Casting time: 1 action (full round for more people)
Range: CLose (25ft+5ft/2 levels)
Target: one person (more at level 5)
Duration: Concentration
Saving Throw: Will resists (harmless) / fort for half
Weave Resistance: yes
+1 casting
level: You may add an additonal type from a lower level to a link. Example:
In a thought link you may add emotion, or in a circle you may chose
two types instead of one.
|
Level
|
Result
|
|
2
|
Emotional
|
|
3
|
Thought
|
|
4
|
Image
|
|
5
|
Circle
|
|
6
|
Violate
|
You create
a mental link between yourself and another person. At levels 2-4 you
can either feel their emotional state, share thoughts (Willsave DC 15
to hide surface thoughts) or see through each other's eyes. (Willsave
DC 15 to determine if you can change from your eyes to their's and back
again, also seeing through another's eyes leaves you only vaguely aware
of your surroundings, see distant eye for penalties)
At level
5 you may add more than one person to a link. The number of people you
may link together is equal to your charisma modifier +1, the caster
is not included in this number. This acts the same as a lower level
link but with more people involved. At casting chose either emotional,
thought or image.
Level 6
grants the ability to invade another's mind. Initaly you cause 1d6+
chaneler level in damage while breaking in (fort for half) your victim
is granted a will save to resist you, if this is failed they take 1d3
wis damage (or int in the case of an initiate). As long as the connection
is held your opponent cannot concentrate, suffers -1 to attack rolls,
skill checks, and saving throws. Each round this penalty increases and
they take an additonal 1d4 wis/int damage. A will save is allowed each
round to atempt to break free. Ability damage is healed normaly and
the penalty decreases each round after the connection is broken at a
rate of +1 each round.
This is
meant to be less of a kill your opponent weave and more of a subduing
kind of a thing, especially against chanelers.
Back
Call
- by Sable
[Water, Earth, Spirit] (Rare)
Level: 3-5
Casting Time: 5 minutes
Range: Touch
Effect: creates a friendly bond between two people
Area: two people
Duration: concentration
Saving Throw: will negates
+1 Casting levels: This can be used on an additional person.
Description: This weave
is like a light version of bonding but cannot be cast on the weaver.
Two people become empathic towards each other. When the speak, they
understand things better. When one feels an intense emotion, the other
can empathize. Both have a general idea of where the other is at all
times (in the room/in the city(town)/in the country/On the continent).
If they two subjects part ways, they feel a driving need to return to
each other as soon as possible. A will save will stave off this need
for four hours. When the weave expires, they will remember discussions,
feelings etc. but are not required to feel them again.
Back
|
Earth
Singing
Rocksoul
- by Bukowski
[Earth, Spirit]
Level:1-4
Casting Time: one action
Range: touch
Effect: hardens skin to the consistency of rock
Duration: concentration
Saving Throw: none
This spell
causes the channeler's skin to harden, granting a natural armor bonus
to defense and increasing unarmed damage. The effect is more pronounced
at higher levels, causing the skin to take on the appearance of granite.
Despite its increased resilience, the channeler's body retains most
of its flexibility. Manual dexterity is minorly reduced, however, resulting
in a -2 circumstance penalty to use any skill that requires fine manual
dexterity or tool manipulation, including attack rolls with weapons.
The exact
benefit varies by weave level:
|
Level
|
Nat.
Armor Bonus
|
Unarmed
Dmg.
|
|
1
|
+1
|
1d3
|
|
2
|
+2
|
1d4
|
|
3
|
+3
|
1d6
|
|
4
|
+4
|
1d8
|
The damage
inflicted by unarmed attacks is lethal, not subdual; no improved ability
to fight unarmed is granted, however, so the channeler does not count
as armed unless they have the Improved Unarmed Strike feat.
Back
Align the Matrix - by Magus
[Air, Earth, Fire, Spirit] (Rare)
Level: 3-6
Casting Time: See Text
Range: Touch
Duration: Instantaneous
Saving Throw: none (harmless)
Weave Resistance: Yes
This weave allows you to fashion metal into any shape you wish, tempering
it with the One Power and your hands alone. In days past this was used
to make shape extraordinary suits of armor, and created the greatest
weapons, the Power-wrought blades. Objects wrought through the One Power
are neigh-indestructible, armor made through the one power being lighter
and much more compatible to the use, and blades sharper and stronger
than an ordinary one. This power has been outlawed by the Second Oath
of the Aes Sedai, namely at the fact it's most often used for war.
Blades wrought by the one-power are supernaturally sharper and stronger,
thus being +1 Power-wrought blades. Armor and items made are likewise
masterwork items, if applicable. Furthermore, item hardness is increased
by 2. Note that this weave only makes the metal parts Craft will still
have to be used to finish the product. However, due to the metal parts
already been made and shaped, DCs for finishing the items are 10 less.
This part is exempt if the item made is crafted entirely out of metal,
although GM's may insist you have a number of ranks in an appropriate
craft (weaponsmithing, armorsmithing, so on) equal to the casting level
to properly make something.
Being only blades, arrowheads are considered tiny (full metal arrows
don't fly well), ax-, mace-, and spearheads are small-sized objects,
and polearm blades are medium sized objects. Sword-blades are taken
at the weapons normal size.
+1 Casting level: Blade created is a +2 power-wrought blade. Object
hardness is doubled. Considered masterpiece.
+2 Casting level: Blade created is a +3 power-wrought blade. Object
hardness is tripled. Considered masterpiece.
|
Level
|
Volume
|
Required
Casting Time
|
Blade
Size
|
Armor/Shield
Type
|
Typical
Items
|
|
3
|
1
in^3
|
1
min
|
Tiny
|
N/A
|
Thieves
picks
|
|
4
|
1
ft^3
|
10
min
|
Small
|
Light,
bucklers
|
Tankards
|
|
5
|
1
span^3
|
30
min
|
Medium
|
Medium,
small/large shields
|
Chamber
pot
|
|
6
|
3
span^3
|
1
hr
|
Large
|
Heavy
|
Bathing
tub
|
Back
Sword
of Power - by Friend of the Dork
[Earth, Spirit] (Rare)
Level: 1-5
duration: concentration
target: one held weapon
casting time: 1 action
range: self
effect: makes one weapon more damaging for the duration.
save: no
weave resistance: yes
This weave
allows the weaver to channel the OP into a sword or another weapon,
making it effectivily a power-wrought weapon for the duration. If the
weapon is already power-wrought, the bonus will be raised by the same
amount as a normal weapon would.
|
Level
|
Weapon
Bonus
|
|
1
|
+1
|
|
2
|
+2
|
|
3
|
+3
|
|
4
|
+4
|
|
5
|
+5
|
This very
simple weave allows a male armsman/wilder to be able to use his talents
in an discreet manner to make him more deadly in combat. The weave was
originally designed to enable a character in my group who is lvl 4 armsman/lvl
1 wilder to be able to fight well without revealing himself. However,
since his wisdom score is only 12, he won't be able to cast much high
level spells anyway.
Note: This
weave was created to make an alternative to the Blade of Fire, which
reveals the male weaver rather quickly. It is less damaging than Blade
of Fire, but much more discreet, but in other ways works just like it
(you should use Tie off Weave to use it effectivly etc.) BTW the weave
was just copied from my head... might be some innaccuracies in it but
it can be easily changed, as long as you get the general idea of what
it does. BTW it only works on your won weapon.. as soon as you let the
weapon go, it works as normal for anyone else but you.
Back
Gravity
Well - by Bukowski
[Earth, Fire, Spirit] (Lost)
Level: 3-7
Casting Time: 1 action
Range: medium (100 ft. + 10 ft./lvl.)
Effect: create a localized patch of increased gravity
Area: 20' radius patch of ground
Duration: concentration
Saving Throw: see text
The channeler
increases the effect of gravity in a small localized area, hindering
movement and possibly immobilizing or even crushing targets.
Targets
within the area are effectively entangled: they suffer a -2 penalty
to attack rolls, a -4 penalty to dexterity, and generally cannot move.
Entangled characters must make a concentration check (DC 15) to successfully
cast a weave. An entangled character may make a strength check (DC varies
by weave level) to move at 1/2 normal speed (no run or charge.)
The gravity
well causes subdual damage or, at higher levels, lethal damage to those
within its boundaries, half damage if a successful fortitude save is
made.
|
Level
|
Str.
Check DC
|
Dmg./Rd
|
|
3
|
10
|
1
subdual (0 with successful save)
|
|
4
|
14
|
1d6
subdual
|
|
5
|
18
|
1d10
subdual
|
|
6
|
22
|
1d6
lethal
|
|
7
|
26
|
1d10
lethal
|
Back
|
Elementalism
Hammerhands
- by Moridin00
[Air, Earth, Fire] (Rare)
Weave level: 4
Damage: 2d8
Area of effect: One target; small burst radius
Range: 20 ft, +1 foot per caster level
Saving throw: Reflex half
+1 casting level: One extra net fired
+2 casting level: Two extra nets fired
Description: The channeler creates a net of the One Power. This nets
is invisible, but resembles a spiderweb, 4' wide x 4' high. The net
shoots towards the target. It does not cut through walls, boulders etc.
Rather, it impacts on these objects causing damage.
Although requiring a certain level of strength in the one power to produce,
these nets are remarkably simple to weave. For this reason, it is possible
to spin multiple nets in a very short time.
Only one saving throw need be made against this attack, no matter how
many nets are produced in the weave.
Back
Sphere of Cold - by Moridin00
[Air, Water, Spirit] (Common)
Level: 1-5
Casting Time: Special
Range: 50 ft + 1 ft every two levels
Duration: Concentration
Saving Throw: Fort half
Weave Resistance: No
Description:
This weave creates an area of freezing cold air in a space determined
by the channeler. The weave conforms to the area in which it is created
- if a level 4 Sphere of Cold is created in an irregularly-shaped room,
the sphere will conform to the shape of the room. Objects and creatures
within the area are affected by the intense cold - objects can freeze,
crack or shatter, and creatures can be frozen to death. The area affected
is determined by weave level:
|
Level
|
Area
of effect
|
Damage
|
Brew
time
|
|
1
|
1
inch (Ice cube size)
|
None
|
Instantaneous
|
|
2
|
1
ft radus (Icebox size)
|
1d4
+1 subdual
|
1 round
|
|
3
|
4
ft radius (Medium to Large creatures)
|
2d4
+2 subdual
|
2
rounds
|
|
4
|
12
ft radius (Small to medium room)
|
2d8
|
3
rounds
|
|
5
|
25
ft radius (Large room or Hall)
|
3d8
|
4
rounds
|
If this
weave is held or tied off, objects and creatures in the area of effect
take new damage every round. Damage done by the weave depends on the
weave level.
The intensity
of cold and area affected may require a brew time to achieve. See the
table for brew times.
Alter casting
levels: The channeler can increase either the area of effect, brew time,
or damage done, by one casting level; and channel the weave at one slot
lower than the one listed. For example, Aidya Sedai channels a 4th level
Sphere of Cold, and doesn't mind doing it in 4 rounds (i.e. the brew
time for a 5th level Sphere of Cold). Because of this adjustment, the
Sphere of Cold becomes a 3rd level weave. Note that the area of effect
and damage done remain unaltered.
Back
Curtain
of Flame - by Bukowski
[Air, Fire, Spirit] (Rare)
Level: 2-5
Casting Time: 1 action
Range: close (25 ft. + 5 ft./lvl.)
Area: 20' wide x 20' high vertical sheet of fire that flashes from caster
to terminus of spell
Duration: instantaneous
Saving Throw: reflex half
+1 Casting Level: Increase area of effect to a 40' x 40' sheet.
+2 Casting Level: Increase area of effect to a 60' x 60' sheet.
This weave
launches a one-inch thick wall of superheated flame out to the maximum
range of the spell. The curtain can melt metals with a low melting point,
such as lead, gold, copper, silver, or bronze, and sets fire to combustibles.
It wraps over and around objects in its path, negating any saving throw
bonuses from cover. Because of this tendency, the weave's effect must
remain in contact with the ground - no shooting a "net" of
fire at a flying draghkar, for example.
|
Level
|
Damage
|
|
2
|
1d8
|
|
3
|
2d8
|
|
4
|
3d8
|
|
5
|
4d8
|
Back
Ice Prison - by Magus
[Spirit, Water] (Rare)
Level: 6-10
Casting Time: 1 action
Range: Close
Duration: See Below
Saving Throw: Reflex negates
Weave Resistance: Yes
This weave incases a living creature in a prison of ice. When encased,
it puts the living being in a state of advanced hibernation, slowing
all body processes to almost a halt. An encased creature can make a
single strength check versus the dc of the saving throw for the weave
to break out. Otherwise, the ice must be broken. The ice is unnaturally
resistant to heat, only Blight-level heat can make it start melting,
and even then it might take a long time. The ice has a hardness of 5
and a number of wp equal to the save DC, and heat/fire resistance 5.
The level of the spell determines the size or amount of creatures that
can be encased. One size level can be used to encase 2 smaller creatures,
which can be changed over to 4 of 2 levels lower, or any combination
thereof.
|
Level
|
Size
|
Casting
Time
|
|
6
|
Medium
|
1
action
|
|
7
|
Large
|
1
round
|
|
8
|
Huge
|
2
rounds
|
|
9
|
Gargantuan
|
3
rounds
|
|
10
|
Collosal
|
4
rounds
|
Back
Dehydrate - by KentyMac
[Water, Spirit] (Rare)
Level: 4 -8
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Removes all water from an area
Duration: Instantaneous
Saving Throw: Fortitude half
Weave Resistance: Yes
This weave
forcibly removes water from the area causing damage to both living creatures
and objects made of once-living material (wood, cloth, rope, etc). Only
living creatures within the area get a Fortitude save for half damage,
non-living material automatically takes damage. In most cases the object
is either destroyed or rendered effectively useless. For instance, wooden
doors crumble and cloth turns to dust. (See pp. 149,150 of the Wheel
of Time handbook for how much damage an item can take before being destroyed.)
All plantlife within the area immediately withers and dies.
|
Level
|
Burst
Radius
|
Damage
|
|
4
|
20
ft
|
4d10
|
|
5
|
35
ft.
|
5d10
|
|
6
|
50
ft.
|
6d10
|
|
7
|
75
ft.
|
7d10
|
|
8
|
100
ft
|
8d10
|
Back
Freezing
the Wind - by Jak Shadow
[Air, Water] (Common)
Level: 0-5
Casting time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Freezes a volume of ice out of the moisture present in the surrounding
air (volume varies)
Duration: Concentration
+1 Casting level: You can create a complex and detailed shape such as
a flower or bird
+1 Casting level: You can use this weave in an area with very low natural
humidity such as the Waste
Using this weave you concentrate the water vapour in the air into a
small volume and compress it and draw out the heat with threads of air
until it condenses into a sphere or block of ice. This process is quite
slow and so cannot be used to trap a living target unless they are already
somehow immobilised. For the higher level versions of this weave the
ice takes some time to form, this is given by the brew time in he table
below. The caster must concentrate for the length of the brew time for
the full amount of ice to form and if their concentration is broken
before this time then a volume of ice is formed based upon the length
of time so far concentrated. So for example if the weave were cast at
level 5 but the casters concentration wwas broken after 3 rounds only
1 m^3 of ice would have formed. A 5th level spell slot would still have
been used up by this casting though. Once the ice is formed it is permenant
until it melts, it does not just dissipate when the caster stops concentrating
on the weave.
In addition you can use this weave to increase the size of an existing
block of ice, each step changing the size of the block by one casting
level (so from 5cm^3 casting this weave as a 3rd level slot would change
the size of the block to 5m^3). Note, using this effect it is possible
to create blocks of ice larger than obtainable with a level 5 casting
of the weave by casting it multiple times, for each step increase after
10m^3 just double the existing volue of ice.
|
Level
|
Volume
of ice
|
Brew
time
|
Change
Ice by
|
|
0
|
5cm^3
|
none
|
1
step
|
|
1
|
10cm^3
|
1
round
|
2
steps
|
|
2
|
50cm^3
|
2
rounds
|
3
steps
|
|
3
|
1m^3
|
3
rounds
|
4
steps
|
|
4
|
5m^3
|
4
rounds
|
5
steps
|
|
5
|
10m^3
|
5
rounds
|
6
steps
|
Back
Flaming Grasp - by Isyndall
[Fire] (Common)
Level: 1 3
Casting Time: 1 action
Range: Touch
Target: Creature or object touched
Duration: 1 rd/level or until discharged
Saving Throw: None
This weave
bathes your hand in white flame that you can use to damage an opponent.
Your successful melee touch attack deals damage according to the chart
below.
|
Level
|
Damage
|
|
1
|
1d4
+ channeler level
|
|
2
|
2d4
+ channeler level
|
|
3
|
3d4
+ channeler level
|
Back
Repulse - by Aerune
(Air)
Lvl 2
Casting Time 1 action
Range: Self
Duration: Instantaneous
A cylinder of force originates from the caster and spreads out in all
directions pushing all those next to the caster 5ft away. Persons affected
may make a fort save. If they are successful they are moved 5ft and
are still standing if not than they are nocked down. Note: This weave
does not cause damage in and of itself. Nor does it discriminate between
friend or foe. It is a sudden push not a sustained force.
Back
Unlock - by Aerune
(Air)
Lvl 2
Casting Time 1 action
Range: Close (25ft +5ft/2 levels)
This weaves fills a lock with strands of air and twists, thus acting
like a key made out of air. This weave will unlock one lock per use
and does nothing to prevent traps from going off or getting rid of bars.
|
Healing
-no weaves
here yet
Back
|
Illusion
Lightshower
- by Sable
[Fire, Air,
Spirit] (Rare)
Level: 2-5
Casting Time: 1 action
Range: range close 25' +5/2 caster levels
Effect: 100% cover
Area: One area 10' per caster level (maximum 50')
Duration: concentration
Saving Throw: special
A risky
defensive measure, lightshower turns folded light on it's head by splitting
all light in an area as if through a prism. This makes everything in
the room invisible by only showing glimpses of varying colours. It also
provides a dazzling visual display. Anyone caught in the area of effect
must make a willpower save. If they succeed, they resist the dazzling
display enough to act, though everything within the area of effect is
treated as though it had 100% concealment. If they fail a savings throw,
they are considered dazed, and cannot take any action, although they
are not considered defensless. Anyone outside the area of effect must
make a reflex save each time they glance in the direction of the area
or be affected as well. The area of effect is a dome, but will conform
to the shape of the environment.
|
Level
|
Diameter
|
|
2
|
20'
|
|
3
|
30'
|
|
4
|
40'
|
|
5
|
50'
|
Back
|
Traveling
-no weaves here yet
Back
|
Warding
Cut
Weave - by Magus
[Spirit] (Rare)
Level: See Text
Casting Time: 1 action
Range: Medium (100ft + 10ft/ 1 level)
Target: One weave
Duration: Instantaneous
Saving Throw: None
Weave Resistance: No
+2 Casting Levels:
This weave may be cast as a free action, thus not needing to ready it.
+6 Casting Levels: You may sever a weave of the opposing gender, if
you know a weave is formed first.
This weave
fashions a knife made of purely Spirit and attacks any forming weave
it's directed at. The casting level of this weave must be equal or higher
than the weave it is used against, and Affinities apply. The weave does
not need to be identified, but you must know the weave is being cast
first. To use this weave, the caster must ready her action to the trigger
"When [the opponent] caster weaves a spell" or something to
those lines.
Back
Strangle the Flow - by Moridin00
[Air, Earth, Fire, Spirit, Water] (Lost)
Level: 9 - 10
Casting Time: 1/2 an hour
Range: Touch
Effect: Restricts a channeler's strength with the One Power
Area: One person
Duration: One day per caster level
Saving Throw: None
+4 Casting levels: Duration becomes one week per channeler level
Description:
This weave is powerful yet subtle. Through the use of this weave, a
channeler can place a permeable 'plug' in the channeling potential of
another channeler. This plug reduces the amount of the One Power the
affected person can draw.
This new
'plugged' level reduces the weaves per day the target can produce, highest
weave level they can cast, and any other channeling-related effects.
The target does not lose feats, skills, saving throws, hit points etc.
as a result of this weave. When the target spins a weave, they spin
it as if they're at their reduced level.
The target cannot be brought below an effective channeler level of 1.
If cast
at weave level 9, the target's channeling level is reduced to one half
of her normal casting level, rounded down. For example, if the target
is an Armsman 1 / Wilder 10, her casting level is reduced to 5 for the
duration of the weave.
Note that she would still act as an 11th level character, but with these
effective levels: Armsman 1 / Wilder 5. Her Armsman levels are not affected
because they are not channeler levels.
If cast
at level 10, the target's effective channeler level is reduced to one
quarter, rounded down. For example if they are a levl 10 Initiate, this
weave will reduce them to Initiate level 2.
Back
|
Earth's Attraction
Magnetism
- by Sable
[Air, Earth, Spirit] (Lost)
Level: 4-8
Casting Time: 1 full round
Range: Close (25ft
+5ft/2 levels)
Effect: Draws metal objects to a person or thing
Area: One object(see description)
Duration: concentration
Saving Throw: Reflex negates
+1 Casting levels: objects fly toward the "magnet" in the
most dangerous manner.
Description: With this weave, the caster creates an attraction within
an object for metal objects. If cast on a person, the reflex save dodges
the weave completely. Metals are attracted in this order; iron, steel,
tin, bronze, silver, gold, copper and other metals. These items if unsecured
will fly at the object of magnetism at a rate of 30' per round from
up to 120 feet away. Items are drawn as if by a person of a strength
16 towards the object of magnetism, and a successful contest of strength
allows the weapon to remain in hand/fastened. Items strike the object
of magnetism for 1 point of subdual damage/30' flown. Small items (spoons,
pebbles, rings, etc.) cause no damage. When the duration expires these
objects fall to the ground.
|
Level
|
Object
|
Metal
|
|
4
|
|
Iron
|
|
5
|
Any Nonliving
|
Iron, Steel
|
|
6
|
Any Nonbiped
|
Iron, Steel, Tin
|
|
7
|
Any 20' or Under
|
All
|
|
8
|
Any
|
Any
|
|
Back
Gravity Well - by Bukowski
[Air, Earth, Spirit] (lost)
Level: 5-9
Casting Time: 1 action
Range: Close (25ft
+5ft/2 levels)
Effect: creates tremedous attraction between a person/object and the
ground under them
Area: One person/object
Duration: special
Saving Throw: Reflex halves
Description: This weave
creates an attraction between a person or object and the ground. This
must be the actual ground, or street, not a man made floor (say 2nd
level of a house). Hitting the ground causes damage as if the subject
had fallen 20 feet/level of the weave. A reflex save allows the subject
to cushion their fall somewhat. This weave is instantanious, but once
the subject hits the ground it can be held or tied off. This does not
cause additional damage but holds individuals pinned to the ground.
This weave can also be used to make a fall harder by increasing the
falling object/person's speed falling.
Back
Spirit Glue - by Sable
[Air, Earth, Spirit] (Rare)
Level: 1-4
Casting Time: 1 minute
Range: Touch
Effect: creates a spiritual tether to one item.
Area: One object
Duration: 1 day/channeler level
Saving Throw: NA
+1 Casting levels: wielder gets a +1 efficiency check when using the
item.
description: This weave
creates a tie of air and earth to an item, almost like a yo-yo. The
item will return to the casters grip, if within' 30 feet at a mere whim.
The item cannot be employed offensively simply by returning (holding
your hand to someone's throat and calling a sword just will not work),
but the item may be used offensively as a standard action (though it
is a free action to call the item. When trying to perform slieght of
hand, and item woven with this weave adds a +2 circumstance bonus to
pick pocket checks (ONLY when performing slight of hand). The object
will not travel through solid objects but will go around them if in
range.
|
Level
|
Object
|
|
1
|
Gold Coin Sized
- Non-weapon
|
|
2
|
Small Weapon or
Dagger Sized Item
|
|
3
|
Medium Weapon
or Breadbox-sized
|
|
4
|
Large Weapon or
Shield Sized
|
Back
Wall of Refuse
- by Sable
[Air, Earth] (lost)
Level: 5
Casting Time: 1 action
Range: Close (25ft+5ft/2
levels)
Effect: creates a wall of loose items.
Area: 10' square per caster level
Duration: concentration
Saving Throw: na
+3 Casting levels: This makes a dome around the user out to maximum
size
To use this weave, the caster
must be in an area containing enough loose objects to make a weave,
such as a forest, store room, busy marketplace, etc. The weave throws
up a 10 foot thick wall where the caster wills it (in range). This wall
has a toughness of 4 and has 40 hp per section. Since it is haphazard,
it can be climbed with a climb check of 15 or above.
Back
Lock
- by Sable
[Air, Earth, Spirit] (rare)
Weave Level: 3-9
Casting Time: 1 full round
Range: Close (25ft+5ft/2
levels)
Effect: secures an object in place
Area: one object/person
Duration: 10 minutes/caster level
Saving Throw: Reflex negates
Description: by means of
this weave, you secure a person or object to other things it is touching.
This will secure a door, hold a person's feet in place, hold a chest
closed, or render someone unable to drop their sword. DC to seperate
these items is a strength check vs. 22. This affects up to 3'X 3' surface
area on only one object per caster level.
Back
|
Item Creation
Craft
Ter'angreal
- by Knight of Caemlyn
[Earth, Spirit, Fire, Air] (Lost)
Weave Level: 7+
Casting Time: Several hours, may reduce by 1d8 minutes for each level
beyond 7.
Range: N/A
Target: None
Duration: Concentration
You have the lost ability to craft ter'angreal using the power. You
may now take skill points in Craft (ter'angreal) and you must have the
skill to use this weave's effect. It must be a ter'angreal which already
exists- you cannot "invent" a new ter'angreal. For each level
beyond seventh, roll 1d8 and subtract that many minutes from the time
frame the GM has ruled on how long the craft will take. You may be required
to make several craft checks depending on how long the crafting will
take. The DC for the Craft check is DC 20; -1 for each level beyond
7th.
Back
|
|