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Fire Weaves Fireball
Weapon of Fire Wall of Fire
Ignite Air Weaves Shield of Air
Weapon of Air Holding (Bonds of Air) Air Club Whirlwind Flying Air Blades Levitate |
Water Weaves Ice Shards Icy Ground Drown Waterblast Earth Weaves Earthshaking Explode Rocks Raise Stone Defense Form Rocky Ground |
Spirit Weaves Inverted Shield
Shielding (and Stilling) Mixed Weaves Mirror of Mists Lightning Quicken Ground |
Fireball
Channeling Cost: 4
Difficulty: 7
Power: Fire
Range: 18
May not be used in combat
A fireball
appears as if from thin air from the channelers hands. If successful the fireball
causes one Strength 3 hit on its target. Armour saves are taken as normal.
Weapon of Fire
Channeling
Cost: 4 initially, 3 extra to maintain each turn
Difficulty: 8
Power: Fire
The
weapon of Fire (usually a sword) gives the channeler +1 Strength and can be
used with sword forms. The weapon remains as long as it is maintained by paying
the listed cost each turn.
Wall of Fire
Channeling
Cost: 4 initially, 3 extra to maintain each turn
Difficulty: 8
Power: Fire
Range: 12
May not be used
in combat
An illusory flaming wall of Fire appears in front of the enemy. The wall blocks line of sight through it, and may only be moved through if a Leadership test is passed first. The wall remains as long as the casting channeler continues to pay the channeling cost. It cannot be maintained if the channeler moves out of range.
Channeling cost: 6
Difficulty: 8
Power: Fire
Range: 6
The channeler chooses a target and immediately it bursts into flames causing the subject to throw him or herself to the ground in an attempt to smother the flames. If the roll is successful the target is knocked down. Additionally they must pass an initiative test or suffer a S3 hit.
Shield of Air
Channeling
Cost: 4 initially, 2 extra to maintain each turn
Difficulty: 9
Power: Air
A
shimmering shield of Air that can rebound missiles and weapons surrounds the
channeler protecting them from harm. The channeler gains an armour save of 2+
that replaces their normal save. This save is only effective against physical
damage, not magical effects.
Weapon of Air
Channeling
Cost: 4 initially, 3 extra to maintain each turn
Difficulty: 8
Power: Air
The weapon of Air (usually a sword) gives the channeler +1 Strength and can be used with sword forms. The weapon remains as long as it is maintained by paying the listed cost each turn.
Holding (Bonds of Air)
Channeling
Cost: 5 initially, 2 extra to maintain each turn
Difficulty: 9
Power: Air
Range: 12
The channeler binds the hands or feet of an attacker with invisible bonds of air. The target of this weave cannot move and counts as stunned if attacked in close combat while this weave is upon them until he or she can break free. To break free, the warrior must roll under their Strength on a D6 (test at the start of each of the victim's turns). The held model is automatically considered broken free if the weave is not maintained.
Air Club
Channeling
Cost: 3
Difficulty: 7
Power: Air
Range: 12
A
weave of Air forms and solidifies above the victims head before coming down
with a thump. One enemy model within range suffers a S4 hit, using the
following injury chart: 1-3: Knocked Down, 4-5: Stunned, 6: Out of Action.
Armour saves are taken without modification for the strength of the hit (i.e.
there is no -1 modifier).
Whirlwind
Channeling
Cost: 4
Difficulty: 8
Power: Air
Range:
6"
When
faced in combat the channeler may attempt to stop a would-be attacker in their
tracks. If successful the target is knocked down by a sudden gust of wind.
Flying Air Blades
Channeling
Cost: 7
Difficulty: 8
Power: Air
Range:
12"
May not be used
in combat
The channeler creates a terrifying array of invisible blades that can slice through flesh and bone. If successful the target suffers a single Strength 5 hit.
Channeling cost: 7
Difficulty: 5
Power: Air
Range: 6
The
channeler can lift a single friendly model within 6" into the air using a
platform of Air. The model being levitated can effectively 'climb' any surface
up to a height of 4". The weave must end on a flat surface. Note that a channeler cannot lift themselves
(that is a Talent long since lost) or any model that is in close combat (it is
too risky as the levitation effect is quite slow).
Ice Shards
Channeling
Cost: 5
Difficulty: 8
Power: Water
Range:
10"
May not be used
in combat
Sharp
shards of ice solidify from whatever water is present, and shoot forward with
tremendous speed. Roll a D3 to determine the number of shards. For each shard,
roll to hit using the channeler's BS as if it were normal missile fire. Each
successful roll causes a S5 hit on the target.
Channeling Cost: 3
Difficulty: 7
Power: Water
Range: 12
May not be used
in combat
Water rises from the ground and freezes causing a thin layer of ice to cover the ground. Place the 3 diameter template within the range to represent the icy patch of ground. Models passing over this ground may not run. If they do they must pass an initiative test or be knocked down.
Drown
Channeling Cost: 4
Difficulty: 8
Power: Water
Range: 6
To
deter an attacker the channeler may effectively try to drown them. The target
suddenly finds it hard to breathe as water starts to condense around his body
and the air begins to thicken. The victim must roll under their toughness or be
stunned.
Channeling Cost: 5
Difficulty: 8
Power: Water
Range: 12
May not be used
in combat
The
channeler uses water weaves to produce a powerful blast of Water out of the
vapour in the air. This can be effective even at a long range in knocking an
attacker over. The target is knocked down.
Earthshaking
Channeling
Cost: 4
Difficulty: 8
Power: Earth
Range: 12
May not be used
in combat
The
channeler causes the ground beneath an enemy to shift and shake making them
unsteady on their feet. Anyone within 2" of a point must take an
Initiative test. If the test is passed, they are shaken up a bit but suffer no
ill effects. If the test is failed, they are knocked down.
Explode Rocks
Channeling
Cost: 4
Difficulty: 7
Power: Earth
Range: 12
May not be used
in combat
The
channeler concentrates on a patch of earth in front of the attackers and weaves
Earth to make the ground explode and cause soil and pieces of rock to fly
everywhere. Place a 2" blast template within 12" of the casting
channeler (the template must be entirely within the 12"). Anyone under
this template suffers a S3 hit from exploding rocks, with armour saves taken as
usual. Models only partially covered by the template are hit on a 4+.
Raise Stone
Defense
Channeling Cost: 7
Difficulty: 8
Power: Earth
May not be used
in combat
The channel forms a small solid
stone wall in front of them. This wall is 4 in length and one inch in height.
It counts as hiding behind a wall and the stone formation will remain for the
rest of the battle.
Channeling
Cost: 5
Difficulty: 9
Power: Earth
Range: 12
May not be used
in combat
The channeler picks a patch of ground and jagged stones erupt out of the ground making it very treacherous indeed. Place the 3 diameter template on the target area. If any model passes over this it counts as very difficult terrain.
Inverted Shield
Channeling
Cost: 4 initially, 2 extra to maintain each turn
Difficulty: 7
Power:
Spirit
A dome of pure Spirit that can negate any weaves directed their way surrounds the channeler. The channeler gains a 2+ save against any channeling attacks. Consider it a shield that 'repels' weaves. Note that this will not stop a weave from harming other nearby warriors.
Shielding (and Stilling)
Channeling
Cost: Special
Difficulty: 7
Power:
Spirit
Range: 6
The
channeler throws all their strength into forming a shield to cut an opposing channeler
off from the One Power. In order to shield a channeler, you must spend a number
of channeling points equal to the number the target is able to use per turn.
For example, in order to shield an Aes Sedai with 8 channeling points, you must
spend 8 channeling points. If the Weave Test is successful, the shielded
channeler may not cast any weaves, or join a circle, in his or her turn. In
order to maintain a shield, you must continue to spend the opposing channeler's
number of channeling points per turn (though no additional difficulty test is
required). If the shielding model is knocked down, stunned or taken out of
action, the shield is broken. Note that as soon as a channeler becomes
shielded, all of his or her ongoing weaves cease (for example, if he was
maintaining a Weapon of Fire weave, that weapon would stop working, and he
would not gain its benefits in this hand-to-hand combat phase).
If a channeler has held an enemy shielded
for at least one turn, the channeler may attempt to still their victim. This
costs the same amount as maintaining the shield again (i.e., if you wish to
still an Aes Sedai with 8 channeling points, you must expend 8 channeling
points maintaining the shield, and a further 8 to make the stilling attempt,
for a total of 16). The stilling attempt has a Difficulty of 12. If the Weave
Test fails, there is no affect (though the shield is maintained). If it
successful, the target is severed from the Source and cannot weave again or
learn new weaves until he or she is healed with the Heal Stilling special
weave.
Mirror of Mists
Channeling
Cost: 3 initially, 2 extra to maintain each turn
Difficulty: 7
Power:
Air and Fire
The
channeler makes him or her appear to grow to a monstrous size. The channeler
now causes fear. Note that other channelers will be able to see through the
mirror, and so will not suffer from the fear.
Lightning
Channeling
Cost: 6
Difficulty: 6
Power: Air
and Fire
Range: 24
May not be used
in combat
The channeler weaves a lightning charge as if from thin air. The bolt strikes the ground around the enemy. The accuracy of this weave is doubtful but nevertheless is the most commonly used weave in battle. If successfully cast roll a D6 on the following table to determine its effects:
D6 Effect
1-2 No effect
3-4 The target is stunned
5-6 The
target suffers a S3 hit, no save allowed
Channeling
Cost: 6
Difficulty: 10
Power: Water
and Earth
Range: 12
May not be used
in combat
The channeler creates a patch of sinking marsh. If the roll is successful place the 3 diameter template over the target. Any model that wishes to cross this area must roll under or equal to their strength on a D6 or remain there till the next turn. They must test every turn until they pass.
Roll on the following D10 chart to determine which special weave a channeler gains:
D10 Weave
1
Skimming
2 Twist
Fate
3 Healing
4 Heal
Stilling
5 Compulsion
6 Enhance
Pain
7 Cloud
Dancing
8 Dreaming
9 Invisibility
10 Foretelling
1.
Skimming
Channeling
Cost: 4
Difficulty: 7
Power: Air
and Fire
Asha'man
only
May not be used
in combat
The
channeler opens a Gateway and Skims allowing him to move anywhere within
12", including into base contact with an enemy, in which case he counts as
charging. If he engages a fleeing enemy in the close combat phase he will score
1 automatic hit and then his opponent will flee again (if he survives). Note
that the time it takes to Skim means that a channeler can only do so once per
shooting phase, even if he has enough channeling points to attempt the weave
more than once.
2.
Twist
Fate
Channeling
Cost: 4
Difficulty: 6
Power:
Spirit
A
channeler with this Talent is able to twist fate in a small area, essentially
duplicating the effects on the pattern of Ta'veren. The channeler may re-roll
all his or her failed dice rolls (not
including Weave tests - Taveren luck acts on the physical, not on the One
Power), though the second result stands. The effect lasts until the beginning
of the channeler's own next turn.
3.
Healing
Channeling
Cost: 5 for (1), N/A for (2)
Difficulty: 5
Power:
Spirit, Air and Water
May not be used
in combat
(1): During a game, a channeler may elect to heal any friendly warrior within 2" (note that the channeler may not heal him or her self). The model is immediately restored to his or her full quota of wounds, and stands up if he or she was knocked down or stunned when the healing took place. Healing is draining for both the channeler and the recipient, so both suffer a -1 to their Strength characteristic foor the remainder of the game. This effect is cumulative if the channeler heals multiple warriors. All lost Strength points are recovered before the next game.
(2): After a game, a channeler who can heal may work on one warrior who suffered a serious injury during that game. Declare which model the channeler is going to attempt to work on before the serious injury roll is made. Instead of suffering the injury rolled, the warrior is treated as having rolled a Full Recovery. The warrior may gather income or search for rare items after that game as if he or she had not been injured at all. Note that the following injuries can't be healed: Dead, Robbed, Bitter Enmity, Captured, Hardened, Sold to the Pits and Survives Against the Odds. If any of these results are rolled, the channeler's efforts are wasted, and cannot be used on another model.
4.
Heal
Stilling
Channeling
Cost: N/A
Difficulty: 8
Power: Fire
and Spirit
After each game, a channeler with this Talent may attempt to heal one friendly channeler who has been stilled. If the test is passed, the stilled channeler may immediately channel again, and still remembers any special weaves he or she previously knew, but suffers a permanent reduction to their channeling points total of -3. This cannot reduce channeling points below 2.
Note: the effects of a man 'un-severing'
a woman, and a woman 'un-severing' a man is slightly different. This doesn't
seem to reduce the strength of the healed channeler in the One Power. Though
there are no warbands combining male and female channelers, should the
situation arise in a campaign, a stilled warrior healed by a member of the
opposite sex does not suffer a reduction to his or her channeling points - they
return to their value before the stilling.
5.
Compulsion
Channeling
Cost: 5
Difficulty: 9
Power:
Spirit
Asha'man
only
The channeler weaves a complex pattern of fine threads of Spirit to manipulate the thoughts of an attacker. The spell has a range of 12" and must be cast on the closest enemy model. Roll a D6 and add the casting channeler's Leadership to the score. Then roll a D6 and add the target's Leadership to the score: if the channeler beats his opponent's score he gains control of the model until the model passes a Leadership test in its own recovery phase. The model may not commit suicide, but can attack models on his own side, and will not fight warriors from the channeler's warband. If he was engaged in hand-to-hand combat with any warriors of the channeler's warband, they will immediately move 1" apart.
6.
Enhance
Pain
Channeling
Cost: 5
Difficulty: 10
Power:
Spirit
This weave can sense inside the subject and trigger amounts of pain wherever the channeler wishes. The weave has a range of 12". The affected model must take a Toughness test. If the test is passed, there is no effect. If it is failed, the target is immediately stunned. If the model cannot be stunned, it is knocked down instead.
7.
Cloud
Dancing
Channeling
Cost: Special
Difficulty: 8
Power:
Air and Water
If you
wish, a channeler with this Talent may make one attempt to cast it before a
game. In order to do this, he or she must forgo all of his or her channeling
points for the first turn of the game (i.e. in the first turn of the game, the
channeler may not cast any weaves). If the Weave Test is successful, roll a D6
on the following chart to see how the weather is affected:
D6 Result
1-2
Fog - all ranges are limited to 12"
3-4
Wind - all shooting with missile weapons and attempts to leap
from buildings are at -1.
5 Snow - all normal terrain counts
as difficult, difficult terrain counts as very difficult, and very
difficult
as impassable.
6 Rain - all shooting with missile
weapons are at 1 to hit.
8.
Dreaming
Channeling
Cost: Special
Difficulty: 9
Power:
Spirit
Aes
Sedai only
If you
wish, the channeler with this Talent may make one attempt to cast it before a
game. In order to do this, he or she must forgo all of his or her channeling
points for the first turn of the game (i.e. in the first turn of the game, the
channeler may not cast any weaves). If the test is successful, the player
controlling this channeler may modify the dice roll on the scenario chart by +1
or -1, representing foreknowledge of the days events.
9.
Invisibility
Channeling
Cost: 3
Difficulty: 7
Power: Air
and Spirit
May not be used
in combat
The air surrounding the channeler shimmers and suddenly the channeler is no longer there. This weave may be cast on any one model within 2" of the channeler (including the channeler him/herself). If the warrior on whom it is cast does not move, shoot or cast weaves he or she cannot be seen or attacked by enemy models. The target of this weave may choose to intercept charges if he or she wants to, but as soon as this is done the target is no longer invisible - if he or she moves at all the weave becomes useless.
However, there are some enemies who will
not be fooled by this weave. If a woman weaves the invisibility, another woman
will be able to see the threads and will know that there is someone there.
Similarly, a man will see the weave of another man. In other words, this weave
has no effect on Asha'man if cast by an Asha'man, and no affect on Aes Sedai if
cast by Aes Sedai.
10. Foretelling
Channeling
Cost: None
Difficulty: 9
Power:
Not applicable
Aes
Sedai only
If you wish, the channeler with this Talent may make one attempt to cast it before a game. The Weave Test for this weave represents more the chance that a foretelling may come over the Aes Sedai than an attempt to see into the future. If the test is successful, the Aes Sedai has a terrible omen that something will happen to one member of her warband (randomly determine who). She advises them to protect themselves, or carry some weapon, or possibly keep a lookout for certain signs. As a result, the first wound that the randomly determined character suffers will be ignored. Treat it as if the hit had missed.