Weaves of the One Power


Weaves are known techniques for using the One Power. In the list that follows, each Weave has its name, type and number of threads, Weaving difficulty, base number and type of Effect Dice, range, area of effect, and a description. Characters begin with 8 points, plus 1 Intelligence roll, to buy Weaves with. Each Thread of a Weave costs 1 point; thus, Call Lightning would require 4 points. Certain advantages give free knowledge of weaves; in addition, Experience can be spent to learn new Weaves. Finally, it is possible to learn a Weave by watching someone else use it first.

Air Bind
Threads Air(3)
Weaving Difficulty Target's Dodge roll
Effect Dice 3; Will
Range 10 paces
Area of Effect 1 person or animal
This weave allows the channeler to "thicken" the air around a person, so that that person is unable to move beyond such small motions as breathing. The channeler actually affects the air around the person, so faster people are more difficult to hold. Once held, the target can roll a Strength die to attempt to break free; however, his target number is the sum of the Effect Dice.

Call Fog
Threads Water(1), Air(1)
Weaving Difficulty 5
Effect Dice 1; Will
Range 30 paces
Area of Effect 10,000 square feet per Effect Die
This Weave creates a fog bank that slowly forms (2 rounds per Effect Die) from the channeler's chosen point (within the range of the Weave). The fog can initially be of whatever shape the channeler desires, although it will have a height similar to natural fog. The total ground dimensions must fit within the total area available, as determined by the number of Effect Dice used. The fog will persist for a number of hours equal to a roll of the Effect Dice, although it will begin to drift from its original shape a short time after being created, and strong winds can disperse it. The fog will be virtually opaque for a number of rounds equal to the Effect Dice roll, and even after that will be a "pea soup".

Call Lightning
Threads Fire(2), Air(2)
Weaving Difficulty 5 + number of Effect Dice
Effect Dice 2; Will
Range 50 paces + special
Area of Effect Circle 3 paces diameter
This Weave allows the channeler to pull electrical energy out of the air. The lightning can then be directed at any spot in range. The channeler can spend Effect Dice to either increase the range (10 paces per die), or to increase damage potential. For Call Lightning, the Effect Dice spent on damage are added together to generate a total. Note that the 2 Effect Dice required do not count toward either increasing damage or range; spending only these 2 allows 1 Will to be rolled for damage.

Call Rain
Threads Water(1), Air(2)
Weaving Difficulty 5+
Effect Dice 2+; Will
Range 1/4 mile
Area of Effect Circle 1/2 mile radius +
This weather Weave encourages rainfall. As with all attempts to change the weather, the channeler gives the world a nudge - after that, the weather will go its own way. For example, starting a rain storm may cause a thunderstorm, which may rage for several hours, which may cause a slight drought a short distance away. The difficulty, number of Effect Dice, and exact Area of Effect must all be adjudicated based upon the area and goals of the channeler. For example, a desert requires much more effort to Call Rain.

Cure
Threads Spirit(1), Water(2)
Weaving Difficulty varies with condition
Effect Dice 2 per 1 rolled; Will
Range Touch
Area of Effect 1 person
This weave is similar to Healing, but allows the curing of disease or poisoning. The difficulty varies with the disease or poison; some Blight poisons are 12+ to Cure! The target loses Fortitude equal to half the difficulty when this Weave is used, whether or not the roll is a success. A botch indicates that the channeler cannot Cure this condition. For some conditions, multiple successes may be necessary.

Delve Object
Threads Earth(1), Fire(1)
Weaving Difficulty 6
Effect Dice 1; Perception
Range Touch
Area of Effect 1 Object
This Weave allows the channeler to determine certain facts about an object. She can discover each of the following by maintaining the Weave 1 round for each, and by rolling the Effect Die over the required value (differs for each item): basic composition of the object; whether the item was made with the Power; whether the item is tainted; whether the item is an angreal, sa'angreal, or ter'angreal; and the approximate strength of the item. This power can be dangerous to use; many objects, especially objects of the Power, do not react well when probed with either saidin or saidar. Some react differently for the male and female halves. These effects can vary from a flash of light, to a headache, to stilling or death for the one Delving.

Delve Person
Threads Water(1), Spirit(1)
Weaving Difficulty 5
Effect Dice 1; Perception
Range 1 pace
Area of Effect 1 Person
Delve Person is a way for a channeler to determine the physical state of a given person. It reveals any disease, Body or Fortitude loss, and any abnormal conditions affecting the person. Certain ailments may be more difficult to detect, or may require Intelligence or Lore rolls to recognize. A successful Delve Person weave gives a +1 to rolls to Heal or Cure the wounds it reveals.

Draw Heat
Threads Fire(1 per damage die of fire)
Weaving Difficulty damage die type for fire
Effect Dice 2; Will
Range 6 paces + 2 paces per Effect Die
Area of Effect 1 heat source
This weave functions differently for men and women. For men, it allows the movement of heat from a source to a target. This requires a significant heat difference between the two, and tends to extinguish small fires used as the source. Both source and target must be within range. If this is used as a weapon, the damage die is reduced to the next lower type; in addition, the target can roll Will to resist the damage, and if they roll higher than the channeler's weaving roll, the channeler cannot redirect the heat. This causes him to take the damage instead. If a female uses this power, they can never get rid of the heat; they always take damage.

Earth Fountain
Threads Earth(1)
Weaving Difficulty 6
Effect Dice 2; Presence
Range 30 paces + 10 paces per additional Effect Die
Area of Effect 1 pace diameter circle
This Weave causes the ground targeted to erupt in a spray of dirt and rock. The Fountain does one-half of an Effect Die in damage to anything immediately above it; its primary use is to cause fear. Use of this Weave causes a level 2 Fear response; use the channeler's Presence.

Extinguish
Threads Water or Air(1 per damage die of fire)
Weaving Difficulty damage die type for fire
Effect Dice 1; Will
Range 10 paces + 5 paces per Effect Die
Area of Effect 1 fire
This Weave allows the channeler to extinguish a natural fire, up to approximately bonfire size. Difficulty is based on the heat of the fire; larger blazes can be broken down into smaller fires.

Fireball
Threads Fire(2)
Weaving Difficulty 5 + number of Effect Dice
Effect Dice 1; Will
Range 20 paces + 5 paces per Effect Die
Area of Effect 1 Target This Weave creates a small sphere of fire that the channeler hurls at an enemy. Although Aes Sedai learn this Weave with a throwing motion, the Fireball is guided by the mind and does not require a roll to hit the target. The Fireball does damage equal to a roll of the Effect Dice.

Healing
Threads Air(1), Water(1), Spirit(1)
Weaving Difficulty Number of Body Points to be Healed
Effect Dice Requires 2 per 1 rolled; Will
Range Touch
Area of Effect 1 Injury or Person
Healing allows the rapid and miraculous closing of all but the worst wounds. The Healer can choose to affect one wound at a time, or to attempt to Heal every wound on a person at once. If she attempts to Heal every wound at the same time, the difficulty is obviously higher; in addition, the Effect Dice are only rolled once, with the points being distributed among all wounds. Any recovery of Body points prevents Power Healing on that wound again; what is Healed once, even if incompletely, cannot be healed again. As some of the energy for Healing comes from the injured party, every wound healed and every 4 Body points healed costs the injured party 1 Fortitude. The Power can replace this; by simply holding the Power, the injured person can use 1 Effect Die to prevent the loss of 1 Fortitude. A channeler cannot use Healing on herself.

Light Sphere
Threads Fire(1), Air(1)
Weaving Difficulty 3
Effect Dice 1; Will
Range 1 pace
Area of Effect Special
This weave creates a small sphere of light in midair that will hover as the channeler wills, as long as it stays close (within a pace). The light provided is about equal to a torch.

Mark Object
Threads Spirit(2)
Weaving Difficulty 5+1 per object
Effect Dice 2; Perception
Range Touch
Area of Effect 1 or more objects
This Weave allows a channeler to imprint an object so that they can gain an idea of its location with concentration. The channeler should be able to tie off weaves. The channeler can Mark several objects at once; each additional object requires 1 additional thread and Effect Die. The same group can then be tied off together, and only count as 1 Weave for the purpose of how many tied Weaves the channeler can have. If the channeler does not tie off the Weave, the Mark only lasts as long as it is maintained, and not beyond the horizon from the channeler in any case. The channeler rolls the Effect Dice after using this Power; the result is the Target for later Perception checks to gain more precise knowledge than general direction as to the location of the Marked objects.

The Mirror of Mists
Threads Air(1), Fire(1)
Weaving Difficulty see below
Effect Dice 1; Presence
Range 0
Area of Effect self
This Weave is a form of illusion designed to cloak or change the channeler's features. The basic difficulty to add or subtract some height or weight, or to subtly change features of coloration is 4. Doing more than one of these adds 1 for each additional change, and also requires 1 additional effect die for each. Greater changes likewise add to the difficulty and to the Effect Dice requirements. For example, making yourself appear to be taller requires 1 Effect Die and +1 to difficulty for each 50%, so doubling your height would require 2 Effect Dice and have a difficulty of 6. Certain changes can give the channeler a Fear rating. The Weave can be seen through by anyone rolling a Perception check to beat a single Effect Die roll +2. Attacking the channeler gives a +2 to the Perception check.

Revitalization
Threads Air(1), Spirit(1)
Weaving Difficulty 6
Effect Dice 2; Will
Range Touch
Area of Effect 1 Person
Revitalization is the removing of the feeling of fatigue. Revitalization removes all penalties due to Fortitude loss, but does not restore Fortitude, and the person (or animal) will continue losing points as normal. The person will not pass out at zero Fortitude, but begins to lose Body points if a further loss of Fortitude is indicated. The effect lasts for a number of hours equal to the Effect Dice roll; more dice can be spent than the 2 required. The channeler cannot use this power on herself.

Sever Threads
Threads Spirit(1), Fire(1)
Weaving Difficulty 2+number of threads severed
Effect Dice 1 per thread severed; Will
Range 20 paces
Area of Effect special
This weave is used to destroy other weaves. As long as the channeler knows where and how many threads are being used, this weave will break those threads. If the channeler cannot see them (i.e. if they are saidin and a female channeler is attempting to sever them), add +2 to the difficulty. The channeler whose threads are severed loses Fortitude equal to the number of threads broken.

Simple Weaves
Threads Any(1)
Weaving Difficulty 3
Effect Dice 1; Will
Range 10 paces
Area of Effect varies
This is really 5 separate Weaves, one for each Thread type. Each uses a small amount of the One Power to acccomplish a simple task. For example, a Simple Fire Weave could be used to light a candle, while Simple Air could extinguish it. In general, this Weave cannot accomplish anything for which one would normally use a more powerful Weave.

Sword of Air
Threads Air(2)
Weaving Difficulty 7
Effect Dice 1; Will
Range 0
Area of Effect Special
This Weave creates a blade made of air in the channeler's hand. Although it can resemble anything, the important part of the Weave is that the Sword is sharp. This Weave cannot be tied of; it must be maintained. The Sword is the equivalent of a long sword, and requires Swordsmanship to use effectively.

Sword of Fire
Threads Fire(2)
Weaving Difficulty 7
Effect Dice 2; Will
Range 0
Area of Effect Special
As with Sword of Air, this creates an area of fire resembling, and as sharp as, a blade. This blade burns in addition, so it does +2 damage and can set flammables burning if held in contact.

Telekinesis
Threads Air(2)
Weaving Difficulty 2+1 per Effect Die
Effect Dice 1+; Will
Range 50 paces
Area of Effect 1 object of about 20 pounds per Effect Die
This is the Weave used to move small objects about. Effect Dice are used to increase the weight the channeler can affect; they can also be used to increase the range (10 paces per die). If the channeler attempts to use an object wielded by this power as a weapon or tool, she must still roll an appropriate skill.

Tremor
Threads Earth(2)
Weaving Difficulty 6
Effect Dice 2; Will
Range 0
Area of Effect 20 pace radius
This weave causes the ground around the channeler to shake slightly. While the channeler is unaffected, everything else in the area of effect will be shaken and perhaps thrown to the ground. Skills based upon movement (Climbing, Dodge, etc.) receive a -3 to the roll, as do attack rolls. Riding rolls should be made to control frightened animals. Creatures within the area of the tremor can only move at one-half their normal rate. Tremor cannot be tied; it ceases as soon as the channeler stops using the Weave. Tremor only causes damage if it causes something to fall on someone.

Wall of Air
Threads Air(2)
Weaving Difficulty 5
Effect Dice 1; Will
Range 20 paces
Area of Effect Wall 10 paces long
This Weave creates a wall of air which is extremely difficult to break through, although it is transparent. Effect Dice can be spent to lengthen the Wall (+10 paces per die) or to create it at a longer range (+20 paces per die) or both. Effect Dice can also be spent to strengthen the Wall; it has a strength equal to a roll of the Effect Dice. Any creature who can beat this value with a Strength roll can pass through the Wall, although it takes a round to do so.

Wall of Fire
Threads Fire(2)
Weaving Difficulty 7
Effect Dice 1; Will
Range 20 paces
Area of Effect Wall 10 paces long
This Weave creates a wall of extremely hot fire where the channeler directs. The channeler can spend Effect Dice to lengthen the Wall (+10 paces per die) or to create it at a longer range (+20 paces per die), or both. Most normal animals and people will not try to pass through the Wall; anything that does will take a single Effect Die of damage per round in contact with it. The channeler cannot spend Effect Dice to increase damage.

Ward Against Listeners
Threads Air(2)
Weaving Difficulty 5
Effect Dice 1; Presence +2
Range Self
Area of Effect 2 pace radius
This Ward allows the character to prevent others from overhearing a conversation. The area of effect can be moved out 1 pace by putting either another thread or an Effect Die (for this purpose only) into the Weave. This can be done as many times as the channeler is able to.

Ward of Detecting Shadowspawn
Threads Spirit(1+), + 1 other
Weaving Difficulty 5 + 1 per Effect Die
Effect Dice 1; Perception
Range 0
Area of Effect 10 ft radius per Effect Die
This Ward is set on an area to detect to detect the presence of Shadowspawn. Once set, it is fixed and cannot be moved. The Ward effectively has a Perception equal to the channeler's, rolling a number of dice equal to the Spirit threads. The other Thread is for the medium the Ward is set in. For example, a Ward set using Earth will not detect flyers. The Ward can roll to detect any Spawn within its borders; if successful, it can signal in a way determined by the channeler. If the Ward's creator leaves the Ward's Area of Effect, it ends immediately.

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