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

 

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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)



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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.

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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.

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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



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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.

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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.

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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.

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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.

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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.

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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



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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.

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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

 

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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.

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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.

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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

 

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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

 

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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

 

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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

 

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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

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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.

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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
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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'


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Traveling

-no weaves here yet
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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.

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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.

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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

Wood/Stone

Iron
5
Any Nonliving
Iron, Steel
6
Any Nonbiped
Iron, Steel, Tin
7
Any 20' or Under
All
8
Any
Any

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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.

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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

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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.

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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.

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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.


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