Ter’angreal come in many shapes and forms, including rings, bracelets, figurines, simple shapes etc. They are each constructed to use the One Power in a specific manner, as opposed to simply increasing the amount of the Power a man or woman can channel. The making of these items has been lost since the Breaking of the World. Ter’angreal that require channeling are attuned to either men or women. Many ter’angreal, though, can be used by those who cannot channel.
Some ter’angreal seem to have rather pointless applications. One ter’angreal in the White Tower duplicates the chance-twisting effects of a ta’veren over a very small region. A coin flipped in the presence of this ter’angreal landed on edge hundreds of times in a row.
Other ter’angreal have much more prominent uses. Among these are the ter’angreal which Aes Sedai use to raise Novices to the level of Accepted, and the ringed ter’angreal used by those Aiel women who are to enter training to become a Wise One. These ter’angreal somehow show the users their worst fears, or possible courses of their lives. It is believed that these ter’angreal might somehow transport the user to one of the parallel worlds which can also be reached through the use of Portal Stones.
Some ter’angreal allow the user to enter the Unseen World, Tel’aran’rhiod. Some of these ter’angreal work without channeling. Others require the user to channel Spirit, the only thread of the One Power that can be woven while asleep.
A good number of ter’angreal stored in the White Tower remain mysteries. Some Brown Aes Sedai dedicate themselves to the study of ter’angreal. But these studies are dangerous - channeling the One Power around ter’angreal can often have unexpected and destructive consequences. No small number of Aes Sedai have been stilled studying ter’angreal. Perhaps this is why so many ter’angreal lie untouched deep within the Tower.
If you come across a ter’angreal in any stage of your campaign (e.g. through one of the exploration charts, or through a special scenario) then you may want to find out what type of ter’angreal it is. To do this, simply roll a D20 for each unknown ter’angreal your warband possesses in the campaign phase and consult the Random Ter’angreal Table. Ter’angreal from the Random Ter’angreal Table may be equipped and used by any Hero model (unless the item is one that requires channeling). Unlike with angreal, you may not borrow ter’angreal due to their rarity and the fact that no-one (bar the Forsaken) knows what all ter’angreal are used for as some require channeling into in a specific way; even most Aes Sedai would rather not take the risk of finding out the purposes of these ter’angreal! Note that if a warrior carrying a ter’angreal rolls up a ‘dead’ or ‘robbed’ result when rolling on the serious injuries table, it is lost with everything else.
After rolling on the Random Ter’angreal Table you may choose to either keep the ter’angreal or you can send it to someone who may reward your find. As with angreal, such rewards may originate from many (very different) sources. The amount of gold rewarded for your find is shown as it’s corresponding Reward Value. As different ter’angreal have varying uses (some extremely useful, some virtually useless), Reward Values for ter’angreal vary greatly.
If you somehow receive a ter’angreal that’s use is already known (e.g. through taking the belongings of a captured warrior) then there is no need to roll on the Random Ter’angreal Table. The ter’angreal retains its previous use. However, if the ter’angreal originally required channeling to determine its nature then it is considered as a result of 1 on the Random Ter’angreal Table (i.e. No Apparent Use – Requires Channeling). The only exception to this is if you have a channeler in your warband of the same sex as the ter’angreal’s previous owner. In this case the ter’angreal’s use will be known automatically (this is based on the assumption that the channeler will have seen the weaves used to activate the ter’angreal - for the purposes of simplicity this is always the case). Ter’angreal weaves cannot be cut as they are permanent and (mostly) originate from the ter’angreal itself. Ter’angreal weaves may not be maintained by channeling, unless stated in the individual ter’angreal rules.
Roll a D20 and consult the following table. Once the nature of your ter’angreal is determined, it may not be changed. None of the ter’angreal from this table require channeling into to activate them (bar result 1), and no weave tests need to be taken to use them.
1 NO APPARENT USE - REQUIRES
CHANNELING
Reward Value: 2D6 gm
You have found a ter’angreal
that doesn’t appear to have any immediate use.
Your only choices are to keep or sell the strange useless item. That is, unless you have a channeler in your
warband. If you do, the channeler
recognises that the item is indeed a ter’angreal and that it is most
likely activated through channeling. If
you wish, your channeler may attempt to channel into it. If you choose to channel into it, then roll
2D6 and consult the ‘Requires Channeling Table’ at the end of this
section. If you don’t channel into it
the Reward Value remains at 2D6 gm.
2 SEEMINGLY POINTLESS USE
Reward Value: 10 + 2D6 gm
You have found a ter’angreal
of no great use to your warband. Many ter’angreal
like this were made in the Age of Legends and were not intended for use as
additional aids in battle. Examples of
such ter’angreal may have been items used to make you sleep (a cure for
sleeplessness), items to cure constipation, or even items designed to be
practical jokes (e.g. a ter’angreal that makes the carrier itch!). You may choose to keep the item (although it
provides no special bonus) or you may sell it.
3 FLAME ROD
Reward Value: 40 + 2D6 gm
You have discovered a ter’angreal
that creates fireballs at the carrier’s will.
Once per turn, in the carrier’s shooting phase, the carrier of the ter’angreal
may use it to create a single fireball using the same rules for the Fireball
weave in the Weaves Rules section. This ter’angreal uses Fire.
4 MEDALLION OF SHIELDING
Reward Value: 40 + 2D6 gm
You have come across a ter’angreal
that produces an invisible defensive shield around the carrier. Once per game, in the carrier’s shooting
phase, the carrier of the ter’angreal may use it to create a shield of
Air using the same rules for the Shield of Air weave in the Weaves Rules
section. The effects of the shield will
last until the carrier’s following turn.
This ter’angreal uses Air.
5 NULL AMULET
Reward Value: 40 + 2D6 gm
You have come across a ter’angreal
that produces an invisible defensive shield against channeling around the
carrier. Once per game, in the
carrier’s shooting phase, the carrier of the ter’angreal may use it to
create an inverted shield using the same rules for the Inverted Shield weave in
the Weaves Rules section. The effects
of the shield will last until the carrier’s following turn. Note that the carrier is also shielded from ter’angreal
weaves. This ter’angreal
uses Spirit.
6 HORN OF THUNDER
Reward Value: 40 + 2D6 gm
You have discovered a ter’angreal
that creates lightning at the carrier’s will.
Once per turn, in the carrier’s shooting phase, the carrier of the ter’angreal
may use it to create a single bolt of lightning using the same rules for the
Lightning weave in the Weaves Rules section.
This ter’angreal uses Air and Fire.
7 FATE RING
Reward Value: 50 + 2D6 gm
You have found a ter’angreal
that seems to provide the carrier with exceptional luck. Once per game, the effects of the ter’angreal
kick in, allowing the carrier to twist fate in a small area. This ter’angreal may be used in the
carrier’s shooting phase, and the effects last until the carrier’s next
turn. The ter’angreal uses the same
rules for the Twist Fate special weave in the Weaves Rules section. This ter’angreal
uses Spirit.
8 CIRCLET OF HEALTH
Reward Value: 50 + 2D6 gm
You have found a ter’angreal
that seems to have great healing powers.
Once per game (during the actual game in the carrier’s shooting phase,
or in the campaign phase following the game), the effects of the ter’angreal
allow the carrier to heal a single friendly model. The ter’angreal uses the same rules for the Healing
special weave in the Weaves Rules section.
This ter’angreal uses Spirit, Air and
Water.
9 SPAR OF CONTROL
Reward Value: 50 + 2D6 gm
You have discovered a ter’angreal
that allows the carrier to manipulate the thoughts of an attacker. Once per game, the ter’angreal allows
the carrier to control a would-be attacker.
This ter’angreal may be used in the carrier’s shooting phase, and
uses the same rules for the Compulsion special weave in the Weaves Rules
section. This
ter’angreal uses Spirit.
10 BLACK THORN SCEPTER
Reward Value: 50 + 2D6 gm
You have found a ter’angreal
that causes extreme pain to the warrior it is targeted towards. Once per turn, the ter’angreal allows
the carrier to cast the Enhance Pain special weave (on a single enemy model)
which can be found in the Weaves Rules section. This ter’angreal may be used in the carrier’s shooting
phase. This ter’angreal
uses Spirit.
11 BRACELET OF DREAMS
Reward Value: 50 + 2D6 gm
You have found a ter’angreal
that gives the carrier a strange foresight of upcoming battles. On a D6 roll of 4+, the ter’angreal
allows the carrier to cast the Dreaming special weave which can be found in the
Weaves Rules section. This ter’angreal
may only be used before each game. This ter’angreal uses Spirit.
12 INVISIBILITY MASK
Reward Value: 50 + 2D6 gm
You have come across a ter’angreal
that produces an aura of invisibility around its carrier once activated. Once per game, in the carrier’s shooting
phase, the carrier of the ter’angreal may use it to make themselves
appear invisible for a short period of time, using the same rules for the
Invisibility special weave in the Weaves Rules section. The invisibility effects will last until the
carrier’s following turn. Note that
unlike the invisibility special weave, no channelers (male or female) can see
through this illusion as the weaves coming from the ter’angreal are
masked. This ter’angreal
uses Air and Spirit.
13 TWIN RINGS OF DISPLACEMENT
Reward Value: 60 + 2D6 gm
You have discovered a ter’angreal
that (once activated) somehow causes you and your combat opponent to swap
places with each other. This ter’angreal
may be used once per game in the carrier’s shooting phase, and may only be
targeted on a single enemy model of any size (mounted models included) in
base-to-base contact with the carrier model.
When used, move the carrier to where the targeted enemy model is
positioned, and the enemy to where the carrier was positioned. The enemy model is taken completely by
surprise by this action, causing him to suffer a –1 to hit penalty on all his
attacks. The carrier seizes the
opportunity of his opponent’s surprise and consequently all attacks made by the
carrier against the targeted enemy are at +1 to hit. The effects of this ter’angreal last until the carrier’s
next turn. This ter’angreal can
be used in multiple model combat situations to allow the carrier to get away
from other attacking models (but he is still in combat with the targeted
enemy). This ter’angreal uses
Spirit.
Reward Value: 60 + 2D6 gm
You have found a ter’angreal
that allows the carrier to raise and lower someone vertically through the
air. This ter’angreal may be
used on a single model within 8” of the carrier (but not the carrier
his/herself) once per turn in the carrier’s shooting phase, provided that they
are a single, unmounted model. When
used, the ter’angreal produces a cushion of Air under the model,
allowing them to move up to 5” up or down, but not through any obstacles such
as ceilings or the ground. This
effectively allows the model to move up and down buildings without having to
make any initiative tests, and there are no movement penalties imposed. However, this ter’angreal may not be
used on a model that is in a combat situation, or to move the model into combat
– the levitation effect is quite slow which would prove too risky in
combat. This ter’angreal uses
Air.
15 GATEWAY STATUETTE
Reward Value: 60 + 2D6 gm
You have discovered a ter’angreal
that allows the carrier to dematerialise and materialise through short
distances at will. This ter’angreal
may be used on the carrier once per turn in the carrier’s shooting phase,
provided that he is a single, unmounted model.
When used, the ter’angreal causes the carrier to disappear and
then reappear a short distance from where he started. This effectively allows the carrier to move up to 2” in any
direction (barring up or down), and when used he may move through any obstacles
such as walls, trees or even other models without penalty (provided that the
carrier ends his move in a clear area.
However, this ter’angreal may not be used in combat situations,
or to move the carrier into combat – the shift dematerialising and
materialising effect is quite slow which would prove too risky in combat. This ter’angreal uses Air and Spirit.
16 WARRIOR FIGURINE
Reward Value: 60 + 2D6 gm
You have come across an item
that seems to aid its carrier’s blows and shots in battle situations. Once per game, in the carrier’s shooting
phase, the carrier may activate this ter’angreal. Until the carrier’s following turn, all to
hit rolls made by him are at a modifier of +2.
Additionally, all parrying rolls made by the carrier during this time
are at a modifier of +1, thus enabling him to parry to-hit rolls of 6. Note that this ter’angreal does not
affect the models own weapon skill, as the item only guides its carrier. This ter’angreal uses Fire and Air.
17 ARMLET OF TRICKERY
Reward Value: 60 + 2D6 gm
You have found a ter’angreal
that has the ability to produce an illusory copy of its carrier. Once per game, the carrier may activate the ter’angreal
which projects an exact replica of the carrier a small way off. The only way of telling which is the real
thing is that the false image is not solid and seems to be made from thin air. The effects of this ter’angreal last
until the carrier’s next turn, and all attacks made against the carrier,
whether they be hand-to-hand or missile based, will have to first pass a
‘spot-the-fake’ test (before rolling to hit) by rolling a D6 for each attack. On a 4+ the attacker successfully attacks
the carrier, or else their attack is wasted on the false image which can suffer
no damage. Note that channelers are
also affected by this deception, as the weaves produced by the ter’angreal
are masked. This ter’angreal
uses Air and Spirit.
18 BUCKLE OF SHEILDING
Reward Value: 80 + 2D6 gm
You have discovered a ter’angreal
that produces an extremely powerful invisible defensive shield around the
carrier. For as long as the carrier is
equipped with this ter’angreal, he gains an
armour save of 3+ that replaces his normal save. This save is only effective against physical damage, not magical
effects. This ter’angreal uses
Air.
Reward Value: 90 + 2D6 gm
You have come across a
powerful ter’angreal that produces a form of inverted shield around the
carrier. For as long as the carrier is
equipped with this ter’angreal, he gains an
armour save of 3+ against all affects of weaves directed towards him (including
ter’angreal weaves), originating from friend or foe. This save replaces his normal save. Additionally, weaves that are successfully
saved against are rebounded towards the originator on a D6 roll of 4+. The full consequences of the weave directed
towards the carrier are now directed towards the channeler who cast the
weave. This ter’angreal uses
Fire, Air, Spirit, Water and Earth.
20 POWER SHIELD TALISMAN
Reward Value: 100 + 2D6 gm
You have made a very rare
find by stumbling across a ter’angreal of this type. There are many different types of Power
Shield ter’angreal, each shielding the carrier from specific threads of
the One Power. For as long as the
carrier is equipped with one of these items, he will be immune to all weaves
using threads that his Power Shield protects against (including mixed weaves and
ter’angreal weaves) which are directed towards him. To determine what threads the Power Shield
protects you against, roll a D6 and consult the table below:
D6 Result
1
Fire
2
Air
3
Spirit
4
Water
5
Earth
6
All threads. Your Hero is
now immune to all channeling directed towards him!
If you rolled a 1 on the Random Ter’angreal Table (i.e. No Apparent Use – Requires Channeling) and decided to channel into the ter’angreal, then roll 2D6 and consult the following table. Once the nature of your ter’angreal is determined, it may not be changed. Channeling costs for channeling into ter’angreal to activate their uses cannot be modified at all. The only exception is if the carrier of the ter’angreal is in a linked circle, in which case the cost is 50% more (rounding fractions up). No weave tests need to be taken to use these ter’angreal.
2D6 Result
Reward Value: Not applicable
Your channeler has made a
serious mistake by deciding to channel into this ter’angreal and
consequently has been stilled! They may
have set of some sort of internal trap, or may have weaved the wrong threads
into the item. Whatever happened, the
channeler chosen to channel into the ter’angreal has now been severed
from the Source and cannot weave again or learn new weaves until he or she is
healed with the Heal Stilling special weave.
The ter’angreal itself is destroyed due to your channeler’s
mistake and is now rendered useless. No
reward may be given for the broken ter’angreal.
3 TER’ANGREAL EXPLODES!
Reward Value: Not applicable
Your channeler has made a
mistake when channeling into this ter’angreal, as the item explodes when
the One Power is used on it. It may
have been damaged over the years or maybe the channeler simply weaved the wrong
threads into it. The effect of this
accident is that the channeler who channelled into the item suffers some small
injuries caused by airborne ter’angreal fragments, and must therefore
miss the next game to recover their wounds.
The ter’angreal itself is destroyed and is now rendered
useless. No reward may be given for the
fragmented ter’angreal.
4 STRANGE SIDE EFFECTS
Reward Value: 10 + 2D6 gm
After channeling a small
amount of a certain thread into the ter’angreal, the channeler starts to
feel a bit odd. Soon they have
developed an excruciatingly painful headache and have become very unsteady on
their feet. They decide to take a break
from channeling into the ter’angreal for now so that they may recover
from their condition. For the duration
of the channeler’s next game, they suffer a -1 penalty to their Initiative
value due to the strange side effects caused by their channeling into this ter’angreal. In the following campaign phase you may
choose whether to try channeling into the ter’angreal again (in which
case you would roll again on this table), claim the 10 + 2D6 gm reward (a
fairly low reward, but remember that the use of this ter’angreal is
still unknown), or you may keep it and attempt to channel into it after a
further game.
5 MUSICAL INSTRUMENT STATUETTE
Reward Value: 20 + 2D6 gm
Your channeler soon discovers
that by channeling varying amounts of the One Power of different threads into
this ter’angreal that it produces unique notes unlike any musical
instruments of this Age. Your
channeler, however, has neither the skill to play it properly nor the time to
learn to play it. You may either claim
the reward for this ter’angreal or keep it in the intention that your
channeler may wish to teach themselves how to play it properly at a later date.
6 WOVEN GLASS BRACELET
Reward Value: 40 + 2D6 gm
You have discovered a ter’angreal
that, when small amounts of the One Power are channelled into it, emulates the
effects of the Air Club weave. Once per
turn, in the carrier’s shooting phase, the carrier of this ter’angreal
may use 1 channeling point taken from their own channeling points to activate
the effects of the ter’angreal.
This ter’angreal uses the same rules for the Air Club weave in
the Weaves Rules section. This ter’angreal uses Air.
Reward Value: 40 + 2D6 gm
You have found a ter’angreal
that, when channelled into with small amounts of the One Power, appears to
emulate the effects of the Explode Rocks weave. Once per turn, in the carrier’s shooting phase, the carrier of
this ter’angreal may use 2 channeling points taken from their own
channeling points to activate the effects of the ter’angreal. This ter’angreal uses the same rules
for the Explode Rocks weave which can be found in the Weaves Rules section. This ter’angreal
uses Earth.
8 BELL OF EARTH RINGING
Reward Value: 40 + 2D6 gm
When your channeler channels
small amounts of the One Power into this item, they soon discover that the
result emulates the effects of the Earthshaking weave. Once per turn, in the carrier’s shooting
phase, the carrier of this ter’angreal may use 2 channeling points taken
from their own channeling points to activate the effects of the ter’angreal. This ter’angreal uses the same rules
for the Earthshaking weave in the Weaves Rules section. This ter’angreal
uses Earth.
9 CUP OF WINDS
Reward Value: 40 + 2D6 gm
You have come across a ter’angreal
that, when small amounts of the One Power are channelled into it, has the same
effect as the Whirlwind weave. Once per
turn, in the carrier’s shooting phase, the carrier of this ter’angreal
may use 2 channeling points taken from their own channeling points to activate
the effects of the ter’angreal.
This ter’angreal uses the same rules for the Whirlwind weave
found in the Weaves Rules section. This ter’angreal uses Air.
10 CRYSTAL ICICLE
Reward Value: 40 + 2D6 gm
You have found a ter’angreal
that, when channelled into using small amounts of the One Power, appears to
produce the same results as the Ice Shards weave. Once per turn, in the carrier’s shooting phase, the carrier of
this ter’angreal may use 2 channeling points taken from their own
channeling points to activate the effects of the ter’angreal. This ter’angreal uses the same rules
for the Ice Shards weave which can be found in the Weaves Rules section. This ter’angreal
uses Water.
11 BLUE SHELL BUCKLE
Reward Value: 50 + 2D6 gm
When your channeler channels
small amounts of the One Power into this item, they soon realise that the ter’angreal
produces the same effects as the Cloud Dancing Talent. If you wish, before each game you may
declare that the carrier will channel into the ter’angreal, at the cost of half
their channeling points (rounding fractions down) in the first turn of the
game. This ter’angreal has the
same possible results as the Cloud Dancing special weave shown in the Weaves
Rules section. This
ter’angreal uses Air and Water.
12 ONE POWER WELL
Reward Value: 90 + 2D6 gm
You have made a very rare
find by stumbling across a ter’angreal of this type. When your channeler channels the One Power
into this item, the Power seems to be absorbed by the ter’angreal, but it
is seemingly just as easy to extract the absorbed Power out of the item to be
used at a later date. This find is
known as a One Power Well. At the end
of each shooting phase, the carrier may elect to store any leftover channeling
points they might have by putting them into the Well. In further turns, the carrier may extract these channeling points
when needed. You may only have a
maximum of 10 channeling points stored in the One Power Well at any time, with
any channeling points still in the Well by the end of the game safely stored
until the next game. Extracted
channeling points are added to the channelers own for that turn, and may be
combined freely to cast the channelers available weaves.