Channeling Weaves
Befoul(Lost)
Talent: Elementalism
Affinities: Air, Water (Primary), Earth, Fire, Spirit (Secondary)
Level: 0-6
Casting Time: Varies
Range: Close
Duration: Concentration
Saving Throw: Drinker Fortitude Save (Based Upon DC of Poison)
This weave requires a molecular understanding of poisons that has been lost in the New Era. To cast it requires a Knowledge (Poison) check DC15 for common poisons, DC20+ for less common poisons. You draw the components to make the poison from the air itself and slowly diffuse it into the supply of drinking water.
| Casting Level | Area | Brew Time* |
| 0 | 1 cup | 1 minute |
| 1 | 1 Pitcher | 5 minutes |
| 2 | 1 gallon | 7 minutes |
| 3 | 1 barrel | 10 minutes |
| 4 | 1 well | 30 minutes |
| 5 | 1 small lake | 2 hours |
| 6 | 1 large lake | 4 hours |
* - Brew Times that are longer than thirty minutes require a concentration, DC15 every half an hour to continue to weave. If you fail the concentration check, the weave fails, at the GMs descretion.
Darkness(Common)
Talent: Elementalism
Affinities: Air, Fire
Level: 0-4
Casting Time: One Action
Range: Medium (100ft. + 10ft./level)
Duration: Concentration
Saving Throw: None
This weave saps all of the light out of a given area, difusing it softly into the space beyond and creating a space of pitch black darkness. Creatures within the weave area have one hundred percent concealment, but they are also effectively blind if they do not have dark vision as a species trait. It is easier to cast Darkness in areas of half light than it is in bright sunlight.
| Casting Level | Radius |
| 0 | 5 ft |
| 1 | 20 ft |
| 2 | 40 ft |
| 3 | 75 ft |
| 4 | 100 ft |
+1 Casting Level: Casting Darkness in Direct Sunlight
Death Grimace(Common)
Talent: Healing
Affinities: Air, Water, Spirit
Level: 2-4
Casting Time: Varies
Range: Touch (one dead body)
Duration: Concentration
Saving Throw: None
This weave gains its name through its use by Dreadlords during the Age of Legends to mark their victims with grim "calling cards", but truthfully, it can be used to manipulate all kinds of subtle changes in a dead body. In the current era, it is most often used to make corpses look more presentable before funerals.
| Casting Level | Time | Effect |
| 2 | 1 minute | Minor Alterations |
| 4 | 1 Hour | Major Alterations |
Detect
Talent: Elementalism
Element: Air
Level: 0-5
Casting Time: See Table
Range: See Table
Duration: Concentration
Saving Thrown: None
Using thin tendrils of air, a channeler explores a space, searching for traps and other dangers. They must be able to see where they are weaving, as they watch the tendrils of air move through the room, they are able to identify triggers to traps or other strange occurrences within the room (up to the GMs discretion). All mundane traps with a trigger device will be noticed, as may some One Power traps if they also have a mundane trigger or an element that will leave a signature change to the room itself. Identifying that a trap is present, though, does not mean that you understand what the trap is, or what it does. That requires a knowledge (traps) check with the DC dependent on how common a trap it is.
| Level | Size of Space | Casting Time |
| 1 | Tiny (box or lock) | 1 action |
| 2 | Small (chest) | 1 round |
| 3 | Medium (closet, hallway) | 1 minute |
| 4 | Large (small room) | 10 minutes |
| 5 |
Colossal (large room) |
40 minutes |
Direct Lightning (Common)
Talent: Cloud Dancing
Affinities: Air, Water, Fire
Level: 2-3
Range: Long
Area: See Below
Saving Throw: Reflex Halves
You can call lightning from a storm cloud. If lightning has already been called three times or there are natural storm clouds in the sky, the atmosphere has been sufficiently charged so that lightning is ready to strike and needs only direction. Like with the lightning weave, too damage rolls are made - one for creatures hit directly (5d10) and a second for anybody within a five foot radius of the target (1d10).
Level 2 - You can call lightning when storm clouds are present and natural lightning has already struck
Level 3 - You can call lightning when storm clouds are present and lightning has not struck, or when lightning has been called three times within ten turns
Measuring the Thread(Rare/Unique-AoL)
Talent: Earth Singing
[Earth, Fire, Spirit]
Level: 1-12
Casting Time: see text
Range: Touch
Target: Object touched
Duration: Concentration
Saving Throw: None
Weave Resistance: Yes
This weave allows the caster to delve into an object in order to determine its age using a combination of three elements. Using threads of earth the caster is able to analyze the degree of molecular crystallization to determine the age of inorganic material (carving on a stone wall, forged weapon). Threads of fire heat compounds with in organic material to determine the level of decay (pottery, leather strap, dung on a trail). It is even possible using threads of spirit to read a certain object's place within the pattern itself.
| Casting Level | Age | Casting Time |
| 0 | up to 1 year | none |
| 1 | up to 5 years | none |
| 2 | up to 10 years | 1 round |
| 3 | up to 50 years | 2 rounds |
| 4 | up to 100 years | 3 rounds |
| 5 | up to 1000 years | 4 rounds |
| 6 | up to 10,000 yrs | 5 rounds |
| 7 | up to 100,00 yrs | 6 rounds |
| 8 | up to 500,00 yrs | 7 rounds |
| 9 | up to 1 million yrs | 8 rounds |
| 10 | up to 5 million yrs | 9 rounds |
| 11 | up to 1 billion yrs | 10 rounds |
| 12 | up to 4.5 billion yrs | 11 rounds |
Unlike most weaves, Measuring the Thread start at 0 level and in creases in level on step at a time until you reach the level required. The highest weave level attained through either success or disruption in concentration is the weave slot that the weave is cast at. Also the time required to cast this weave is cumulative, so at level three, 3 rounds have been spent determining the age. 1 round for level two and 2 rounds for level three.
Remove Compulsion(Rare)
Talent: Conjunction
Affinities: Spirit,Air, Water
Levels: 5-7
Range: Touch
Saving Throw: Will Negates (harmless)
Created by Desdora Sedai in 998NE, this weave, when used in conjunction with the Deep Delve weave can remove the effects of compulsion. First, deep delve must be cast on the patient, a process that takes ten minutes, after doing this you can determine that compulsion was in fact cast and at what level. You then need to make a successful weavesite check (DC 15+level of compulsion cast) to see how the compulsion was used. At this point you can then use Remove Compulsion to undo the effects of the weave by retracing the lines of saidar or saidan that were woven, removing each in the exact order that it was lain. This process can take up to a day and for each hour after six that a channeler spends weaving, they must make a concentration check to keep from becoming fatigued and taking 1d6 subdual damage. The weave for this must be cast at two levels higher than the original compulsion weave for it to be successful.
Special: Female channelers cannot remove compulsion cast by a man, and male channelers cannot remove compulsion cast by a female.
Ward Against Compulsion (Warding)
[Air, Water, Spirit] (Rare)
Level: Dependant on level of compulsion
Casting Time: Five minutes
Range: Touch
Effect: Wards an individual against the effects of compulsion
Duration: Instantaneous (must be tied off to be effective)
Saving Throw: None (harmless)
Weave Resistance: Yes
This is a rare ward made to surround a person's mind so that the
compulsion weave cannot affect them. In order to know this weave, you
must understand how to cast Compulsion. This weave is only effective
if tied off, and will dissipate with time; so it may need to be
reapplied. It is most effective when inverted, otherwise all
channelers of the same sex as the caster will be able to tell that a
ward has been cast over the recipients head. With a successful
weavesite, they will be able to gauge what it is warding against (but
only if they know the Compulsion or Kompulsion weaves themselves,
otherwise they simply recognize that it is warding against mind
effects). For a ward to be effective, it must be cast at a level
higher than the compulsion weave being used.
For more channeling weaves, visit my Age of Legends page. These weaves are more AoL specific, but may be useful in the right campaign setting.