Post by code on Jan 20, 2011 17:35:04 GMT -5
Lost talents can only be used with permission of an admin
Absorb Heat: Extinguishes a fire by drawing the heat away. The greater the strength in Fire the more heat that can be absorbed, eventually freezing the object
Air Club: Invisible club of Air. The higher the channelers strength in Air, the more powerful the club. A strength of 1 might leave a small welt while a strength of 9 might take topple a stone wall
Air Razor: A razor of air capable of cutting a solid object. The higher the strength in air, the harder the blade. The higher the Skill, the sharper the edge
Air Shield: A Shield of solid Air
Alarm Ward: Alerts a channeler when someone passes through it
Alter Voice: Used to alter a channeler's voice to imitate other sounds/voices
Amplify Voice: Allows channeler to make his/her voice louder
Arms of Air: The simple action of wrapping solid Air around someone/something. The greater a channeler's strength in Air, the more formidable the binding.
Balefire: LOST - The most dangerous weave. Unblock-able, cuts through anything and burns it out of existents.
Boil: The channeler Weaves Water into the person's body, then uses Fire to boil it inside of them. This can be used lightly as an interrogation method as well
Bonding: Makes a bond between the channeler and another person so they both gain certain attributes.
Breaking: Combination of earth quake, spinning earth fire and lava flow
Bridge of Air: Makes an invisible bridge. The higher the channeler's strength in air, the greater the weight that can be supported
Candle Fire: Wrap a single thread of Fire around a candle's wick, can be tied off or made to float in the air
Cantrips: The channeler Weaves Earth into the ground, then brings it up into spikes. The size of the spikes vary with the strength in Earth.
Circle of Silence: Creates a dome around the channeler or someone else, cutting off sound completely
Combust: Makes an object explode into flame
Create Fire: Creates a fire where there is none. If there is nothing combustable touching the fire, it disappears once the weave is let go of. If for example, there is wood or papers where the weave touches, the will ignite and stay burning.
Create Heartstone - LOST - The ability to craft Heartstone.
Create Water: The drawing of water from the air into a glass or other holder
Crush: A modification of the Binding Weave, the channeler weaves Air around an object, but instead of merely binding, the target is crushed. The power of this weave increases with the channeler's strength in Air
Cutting Flows: Slices another channeler's flows. The greater a channeler's skill the more quickly and deftly weaves can be cut
Cutting Lines of Fire: LOST - Multiple thin tendrils of Fire that can slice an object or person
Dehydration: Decrease the amount of water in a persons body by using a reverse flow of Water.
Delving (Injury): Used to search for disease/injury.
Distant Eye: Creates a narrow tendril that can be extended outward. The greater the strength in Air and Spirit the farther the tendril can extend. The channeler sees as if he/she were at the end of the weave. The tendril can move through spaces like keyholes, gaps in a wall, etc. While looking through this, your normal vision is only vague.
Dream Ward: Shields the channeler's dreams from others with Spirit.
Drown (External): The channeler Weaves a field of Water around their opponent's head or body, completely incasing them, effectively cutting of their air. The target ultimately drowns
Drown (Internal): Creates amounts of water in the lungs drowning the person
Dry: The channeler squeezes all the water out of an object that has gotten wet. This weave, if used with more strength can also prevent any more water from touching the object (ie. a cloak that the rain rolls off of).
Earthquake: The channeler Weaves Earth into the ground, spreading the threads in a circular pattern around themselves. They then "flick" the threads, causing the ground around them to give a sudden kick, usually knocking people to the ground. The size of the quake depends on the channeler's strength in Earth.
Earth Projectiles: Earth used to create sharp objects which can then be thrown using Air
Earth Wall: Makes a wall of earth. The greater the channeler's strength in Earth the larger the wall, the greater the channeler's skill the more solid it is
Eavesdropping: lets you listen at distances that wouldn't be possible normally
Elemental Blades: Varies with the prefered Elements used, Water and Air formed to a sword's shape for ice, Fire for a sword of flame, Air and Spirit for a sword of air, all five Elements for a blade of light energy
Encasement: The channeler Weaves Earth into the ground, then brings it up and around the target, encasing them in solid earth/stone/etc.
Entering the Dream: LOST - Allows Traveling to the World of Dreams in the flesh
Explode: Making stuff explode
Explosive Ward: Triggered when a living object passes through it, a ball of Spirit containing one or more of the other elements. Causing more damage the greater the amount of other elements used.
False Wall: Creates the illusion of a false wall which can be used to obscure hidden passages and the like
Fireball: A sphere of Air and Fire, moderate range, size and damage varies with user's strength in Fire, distance varies with strength in Air
Fire Shielding: Making a shield of spirit between a channeler and the One Power, but this shield has traces of Fire in it so that when the shielded channeler reaches for the One Power they are scorched and left unable to channel for up to 3 days, and sometimes knocked unconcious by the pain.
Fire Storm: Fire balls of rain (rain is on fire) coming down from the sky. Destroys everything in it's path
Fire Trap: Creates a ward around an object, floor, wall, or other item, which you have to be touching when the weave is cast. If anyone but you touches the warded object or area, a blast of fire explodes into the air around it.
Flame Arrow: The channeler Weaves the three elements into a rod-like shape, braiding them into the correct form, then hurls it at the enemy. This is more of an armor-piercing Fireball type Weave, used to punch through metal and walls
Flame Aura: Air and Fire is woven around the user's body. This creates a shield of fire around the channeler, so that no one will dare get too close.
Flame Tempering: Fire woven into metal making it harder than normal
Flashfire: The channeler Weaves Fire and Air in a circle around themselves and any others in the vicinty, then releases the Weave and pushes it outwards. This creates a ring of fire around the user and their allies, and can catch many enemies on fire
Flood: Must be near a river or a water source, the size of the flood depends on the channeler's strength in Water
Fog: The channeler Weaves Water and Air into the atmosphere around them, making it somewhat thin and spread out, then adds a tiny amount of Fire to warm it, creating fog. The greater the channeler's strength in Water and Fire the larger the fog
Folded Light: An intricate net of Fire and Air is placed over an object or person, rendering it invisible. Movement causes the weave to shimmer.
Foundations: Used for making buildings, impregnable by weather
Freeze: Freezes water. The greater the channeler's strength in Air the larger an area of water that can be frozen
Globe of Light: A ball of light so you can see. The greater the channeler's strength in Fire the more brilliant the light
Grounded Shield: Grounds lightning bolt
Heal Fatigue: Spirit, Water, and Air, draws the tiredness from someone into one's self
Healing (Minor): Can heal scrapes and bruises
Healing (Moderate): Can heal moderate wounds and illness
Heat: The channeler Weaves slight amounts of Fire around an object and heats it. The greater the channeler's strength in Fire the larger and more dense an object that can be heated
Heat Wave: The channeler Weaves Fire throughout an area, warming it to potentially deadly levels. This is incredibly draining, but also incredibly destructive
Illusion: The channeler uses Spirit and other elements to create illusions.
Inferno: A tornado of fire
Lava Flow: Melts earth
Lightning (Chain): Lightning that strikes from one object to another
Lightning (Channel): All five Elements in mass quantity, using yourself as a sort of conductor rod, creates lightning instead of calling it down
Lightning (Storm): A thin thread of Earth or Water as a guideline, then Air, Fire and Spirit to form the actual lightning
Linking: Not really a Weave, slight amounts of Spirit used to combine multiple channeler's power
Mask of Mirrors: Changes ones self image
Mirror of Mists: Alter size/appearance of an object or another person. Must be stationary
Mudslide: creates massive amount of water that causes a mud slide
Pain: Causes pain in joints and muscles. The Higher the strength the more pain, the higher the skill the greater the likelihood of the subject surviving
Phantom Fire: The creation of hundreds of tiny, weak lights. This can be used as a simple distraction, or more Fire can be used to light people's clothes and hair on fire.
Pitfall: Makes a hole In the ground. The greater the channeler's strength in Earth the larger the hole
Polish: The user can polish items to an almost gem-like quality
Poof: The weakling's fireball. The channeler uses Fire and Air to make a toothpick sized rod, which is then flicked at someone's hair or clothes
Quagmire: Quicksand, sinkhole and so on
Quake Subside: Stabilizes the ground under the channeler's feet during an earthquake
Rain Cloud: Coalesces water in the air to form a moisute filled cloud. Fire is used to release the moisture in the form of rain. The greater the strength in Water the larger the cloud, the greater the amount of Fire the harder the downpour
Remove Taint: Can heal wound's from a Mydraal's blade or other tainted items
Ripple: The channeler Weaves great amounts of Earth into the ground, then pushes it outwards. The size of the ripples depends on the channeler's strength in Earth.
Riven Earth: You direct the weave at a spot in the ground and it erupts in a shower of rock, dirt, and fire.
Rock Wall: Makes a wall of fire harden earth
Seal: A ward within a close container or space, which either you must be in, or touching. If anyone but you opens the sealed item, a flash of flame ignites within it. You can also create a trigger word that will allow any person who says the trigger word to enter or open the container, without the flash of flame occuring.
Severing: Cuts someone from the Source so they can't feel or use it again(until heal).
Shaping: Shaping objects out of earth
Shielding: Heavy threads of Spirit woven around a channeler, cutting them from the Source
Skimming: LOST - Travel in between two places. Portals are opened up and the channeler uses a platform to "float". The starting point must be known intimately by the channeler
Sleep: Puts someone to sleep
Spinning Earthfire: Earth quakes laced with fire and lava
Spirit Barrier: Heavy Spirit woven in a dome around someone
Static Field: The channeler Weaves a field of spirit and Air, then adds Fire to it. This creates a field of static that zaps anyone when they step into it, and can be tied off to be a continuing annoyance.
Summon Storm: The size of the Storm depends on the channeler's strength in Air and Water
Thunderclap: Makes a thunder like noise that deafens enemies
Tornado: The user creates a tornado using threads of Air woven together, then spun around, creating the deadly and powerful winds. The greater the channeler's skill the greater his/her ability to control where the tornado is heading
Touch of Death: LOST - Sends tendrils of the Five Powers into the body of your target to manipulate it from within, doing severe damage without apparent injury. With more strength, this weave simply stops the target's heart, leaving no indication of the cause of death. With less strength, the weave still leaves no external evidence of the cause of death or damage.
Traveling: LOST - Instantaneous travel between to places. Men bore a hole in the Pattern while women make two places the same.
Use Portal Stone: LOST - Allows the Channeler to use a Portal Stone, that is if he or she understands the runes inscribed on them
Wall of Fire: Makes a wall of flame, the size and heat of which depends on the channeler's strength in Fire
Ward Bore: LOST - Creates a probe which can test the structure of a Ward that you know exists. If strong enough, you can open a hole in the weave. The lower the skill, the more whoever the Ward's caster is can feel you tampering with the Ward.
Waterspout: The channeler Weaves large amounts of Water and Fire into the ocean/river, then cause it to explode upwards in a cylinder, creating a Water spout
Wave: The channeler Weaves large amounts of Water into a large body of water, then pushes it towards a target. As the strength in Water increases, so does the size of the wave.
Harness the Wind (common)
(Air, Water)
Harness the wind summons forth a gust of wind. The wind takes some time to brew up, and the channeler determines which direction the wind blows. Normally this is only used for helping ships move.
This wind cannot be used for any fine manipulation. The effective strength of the weave is simply for pushing over the entire area.
Raise Fog (common)
(Air, Water)
Raise Fog allows a channeler to summon a thick fog bank 20 feet high that congeals over a target area. The fog will last as long as the channeler concentrates. After concentration is broken, or the tying off expires, the fog will dissipate as regular fog. In windy or warm conditions the fog will dissipate more rapidly.
False Trail (Common)
(Air, Earth, Spirit)
False trail creates a diversionary trail that misleads creatures that are following the channeler. The channeler picks a direction and a false trail of foot prints and scent of the channeler or their party extends in a straight line for Some trackers may become suspicious if the trail suddenly ends at a sheer cliff or some other improbable terrain. The false trail will fade at the same rate as a natural trail will fade.
Sense Shadowspawn (common)
(Spirit)
Sense Shadowspawn allows the channeler to detect Shadowspawn within 20 yards . It will not tell you which direction, how far, or what type of Shadowspawn are detected. Note that unless somehow actually twisted by the Dark One, darkfriends are not detected with this weave.
Grenade (common)
(Earth, Fire)
Grenade allows the channeler to imbibe a stone (or stone object) with destructive power. The stone will explode when impacted, damaging all within the area. Must be strong in Earth and Fire
Polish (common)
(Earth)
Polish allows the channeler to repair damage done to a metal object due to corrosion. It doesn't simply remove corrosion, it actually transforms the rust back into the metal, seals cracks caused by the rust, and will repair pits and other surface damage from corrosion and leave the item polished as well.
Riven Earth (common)
(Fire, Earth)
Riven Earth allows the channeler to choose a point on the ground which will shake and burst violently, throwing creatures in the air and showering them with shards.
This damage is also applied to structures in the radius, possibly damaging them. This can be cast in buildings, but only on areas in direct contact with the ground (i.e. the ground floor only, no bridges).
Fly (lost)
(Air, Fire)
Fly allows the target of the weave to fly. Control is good, and maintaining the weave takes no more concentration than walking so even if the channeler is flying, they will suffer no concentration penalties. If the channeler casts this weave on someone else, it is the target who decides where to go, not the channeler.
Immolate (common)
(Fire, Spirit)
Immolate causes a target object or creature to burst into flames. It does not simply burn the target, but actually causes it to catch fire.
Delve (common)
(Spirit)
Delve allows the channeler to determine the health of a living creature, aiding the channeler in their ability to diagnose any problems. Detailed information and healing solutions are granted to the channeler when successful.
Heal the Mind (common)
(Air, Spirit, Water)
Heal the Mind allows a channeler to regain control of themselves when they become irrational due to a mental condition or psych lim. This can be used on forms of madness and severe phobias as well. This cannot be cast pre-emptively however, it can only be used after the condition has started. It is only for a limited time however; the effect will last until the next time a psych lim check is needed.
Rend (rare)
(Air, Spirit, Water)
Rend damages the target, using its own body to tear muscles, dislocate joints, and snap bones.
Renew (common)
(Air, Spirit, Water)
Renew allows the channeler to temporarily invigorate a target, immediately removing fatigue. For the duration of the weave, the target can return to working or fighting with new energy. When it wears off however, a price is paid as the body still needs its rest.
Restore the Power (lost)
(Air, Earth, Fire, Spirit, Water)
Restore the Power is a lost, difficult weave that allows a channeler to enable a stilled or gentled channeler (regardless of channeler or target sex) to again touch the One Power. The new connection is usually weaker than it was, but those who have lost the ability to channel are more than happy to even be able to sense it again.
Touch of Death (lost)
(Earth, Fire, Spirit, Water)
Touch of Death allows the channeler to reach out with tendrils of the One Power and internally damage a creature by choking and strangling vital organs like the lungs and heart. All damage done is internal and leaves no visible marks.
Voice of Power (common)
(Air, Fire)
Voice of Power allows the channeler to imbue the target creature touched with a loud, commanding voice. This voice can be heard across battle fields, crowded rooms, and carries a long distance.
Bridge Between Worlds (lost)
(Earth, Spirit)
This weave opens a gateway to the dream world of Tel'aran'rhoid. This puts one's physical body into the dream world, as opposed to the dream self used when dream walking. The gateway is 10' x 10' .
This weave can be cast while in one's dream self, but the dream self cannot enter the gateway and enter the real world. In both cases, the gate will appear in the equivalent space in the other world.
Use Portal Stone (rare)
(Spirit)
This weave allows the channeler to use the ancient Portal Stones found around the world of Wheel of Time. To use one of these stones, the channeler must cast the weave on a particular symbol on the stone that represents the location of another stone. The channeler need not know the location the symbol represents to travel there, but the channeler won't know where they're going if they don't know the symbol. The channeler may also select to bring a number of others with them if they are nearby.
Dream Shielding (common)
(Spirit)
Dream Shielding creates a dome, or equivalent area determined by the channeler, that protects the dreams of . People outside this hear nothing from within the dome, and vice versa. The weave imposes no physical force and can be passed through without disturbing the weave. Note that it is impossible to concentrate on a weave (unless dreamwalking) while falling asleep, so a channeler must tie off the weave if they wish to use it for their own benefit.
Fire Trap (rare)
(Air, Fire, Spirit)
Fire Trap allows the channeler to create a ward on an object or surface that will explode in flames if touched by anyone but the channeler.
Master Ward (common)
(Air, Earth, Fire, Spirit, Water)
Master Ward creates a dome which prevents all physical movement and the use of the One Power through its barrier. Not even air passes through the dome, meaning those within could conceivably suffocate after enough time. The dome its self cannot be harmed (even if penetrated) by items or the One Power, though it can be unweaved.
The area is slightly tinted looking and sounds are slightly muted. If the channeler desires, it can be made a gray opaque where no sounds pass through.
Strike of Death (common)
(Air, Fire, Spirit)
Strike of Death causes bolts of deadly lightning to issue forth from the channeler. When weaved, the channeler picks one type of Shadowspawn and the bolts will automatically strike every Shadowspawn of that type in range.
Absorb Heat: Extinguishes a fire by drawing the heat away. The greater the strength in Fire the more heat that can be absorbed, eventually freezing the object
Air Club: Invisible club of Air. The higher the channelers strength in Air, the more powerful the club. A strength of 1 might leave a small welt while a strength of 9 might take topple a stone wall
Air Razor: A razor of air capable of cutting a solid object. The higher the strength in air, the harder the blade. The higher the Skill, the sharper the edge
Air Shield: A Shield of solid Air
Alarm Ward: Alerts a channeler when someone passes through it
Alter Voice: Used to alter a channeler's voice to imitate other sounds/voices
Amplify Voice: Allows channeler to make his/her voice louder
Arms of Air: The simple action of wrapping solid Air around someone/something. The greater a channeler's strength in Air, the more formidable the binding.
Balefire: LOST - The most dangerous weave. Unblock-able, cuts through anything and burns it out of existents.
Boil: The channeler Weaves Water into the person's body, then uses Fire to boil it inside of them. This can be used lightly as an interrogation method as well
Bonding: Makes a bond between the channeler and another person so they both gain certain attributes.
Breaking: Combination of earth quake, spinning earth fire and lava flow
Bridge of Air: Makes an invisible bridge. The higher the channeler's strength in air, the greater the weight that can be supported
Candle Fire: Wrap a single thread of Fire around a candle's wick, can be tied off or made to float in the air
Cantrips: The channeler Weaves Earth into the ground, then brings it up into spikes. The size of the spikes vary with the strength in Earth.
Circle of Silence: Creates a dome around the channeler or someone else, cutting off sound completely
Combust: Makes an object explode into flame
Create Fire: Creates a fire where there is none. If there is nothing combustable touching the fire, it disappears once the weave is let go of. If for example, there is wood or papers where the weave touches, the will ignite and stay burning.
Create Heartstone - LOST - The ability to craft Heartstone.
Create Water: The drawing of water from the air into a glass or other holder
Crush: A modification of the Binding Weave, the channeler weaves Air around an object, but instead of merely binding, the target is crushed. The power of this weave increases with the channeler's strength in Air
Cutting Flows: Slices another channeler's flows. The greater a channeler's skill the more quickly and deftly weaves can be cut
Cutting Lines of Fire: LOST - Multiple thin tendrils of Fire that can slice an object or person
Dehydration: Decrease the amount of water in a persons body by using a reverse flow of Water.
Delving (Injury): Used to search for disease/injury.
Distant Eye: Creates a narrow tendril that can be extended outward. The greater the strength in Air and Spirit the farther the tendril can extend. The channeler sees as if he/she were at the end of the weave. The tendril can move through spaces like keyholes, gaps in a wall, etc. While looking through this, your normal vision is only vague.
Dream Ward: Shields the channeler's dreams from others with Spirit.
Drown (External): The channeler Weaves a field of Water around their opponent's head or body, completely incasing them, effectively cutting of their air. The target ultimately drowns
Drown (Internal): Creates amounts of water in the lungs drowning the person
Dry: The channeler squeezes all the water out of an object that has gotten wet. This weave, if used with more strength can also prevent any more water from touching the object (ie. a cloak that the rain rolls off of).
Earthquake: The channeler Weaves Earth into the ground, spreading the threads in a circular pattern around themselves. They then "flick" the threads, causing the ground around them to give a sudden kick, usually knocking people to the ground. The size of the quake depends on the channeler's strength in Earth.
Earth Projectiles: Earth used to create sharp objects which can then be thrown using Air
Earth Wall: Makes a wall of earth. The greater the channeler's strength in Earth the larger the wall, the greater the channeler's skill the more solid it is
Eavesdropping: lets you listen at distances that wouldn't be possible normally
Elemental Blades: Varies with the prefered Elements used, Water and Air formed to a sword's shape for ice, Fire for a sword of flame, Air and Spirit for a sword of air, all five Elements for a blade of light energy
Encasement: The channeler Weaves Earth into the ground, then brings it up and around the target, encasing them in solid earth/stone/etc.
Entering the Dream: LOST - Allows Traveling to the World of Dreams in the flesh
Explode: Making stuff explode
Explosive Ward: Triggered when a living object passes through it, a ball of Spirit containing one or more of the other elements. Causing more damage the greater the amount of other elements used.
False Wall: Creates the illusion of a false wall which can be used to obscure hidden passages and the like
Fireball: A sphere of Air and Fire, moderate range, size and damage varies with user's strength in Fire, distance varies with strength in Air
Fire Shielding: Making a shield of spirit between a channeler and the One Power, but this shield has traces of Fire in it so that when the shielded channeler reaches for the One Power they are scorched and left unable to channel for up to 3 days, and sometimes knocked unconcious by the pain.
Fire Storm: Fire balls of rain (rain is on fire) coming down from the sky. Destroys everything in it's path
Fire Trap: Creates a ward around an object, floor, wall, or other item, which you have to be touching when the weave is cast. If anyone but you touches the warded object or area, a blast of fire explodes into the air around it.
Flame Arrow: The channeler Weaves the three elements into a rod-like shape, braiding them into the correct form, then hurls it at the enemy. This is more of an armor-piercing Fireball type Weave, used to punch through metal and walls
Flame Aura: Air and Fire is woven around the user's body. This creates a shield of fire around the channeler, so that no one will dare get too close.
Flame Tempering: Fire woven into metal making it harder than normal
Flashfire: The channeler Weaves Fire and Air in a circle around themselves and any others in the vicinty, then releases the Weave and pushes it outwards. This creates a ring of fire around the user and their allies, and can catch many enemies on fire
Flood: Must be near a river or a water source, the size of the flood depends on the channeler's strength in Water
Fog: The channeler Weaves Water and Air into the atmosphere around them, making it somewhat thin and spread out, then adds a tiny amount of Fire to warm it, creating fog. The greater the channeler's strength in Water and Fire the larger the fog
Folded Light: An intricate net of Fire and Air is placed over an object or person, rendering it invisible. Movement causes the weave to shimmer.
Foundations: Used for making buildings, impregnable by weather
Freeze: Freezes water. The greater the channeler's strength in Air the larger an area of water that can be frozen
Globe of Light: A ball of light so you can see. The greater the channeler's strength in Fire the more brilliant the light
Grounded Shield: Grounds lightning bolt
Heal Fatigue: Spirit, Water, and Air, draws the tiredness from someone into one's self
Healing (Minor): Can heal scrapes and bruises
Healing (Moderate): Can heal moderate wounds and illness
Heat: The channeler Weaves slight amounts of Fire around an object and heats it. The greater the channeler's strength in Fire the larger and more dense an object that can be heated
Heat Wave: The channeler Weaves Fire throughout an area, warming it to potentially deadly levels. This is incredibly draining, but also incredibly destructive
Illusion: The channeler uses Spirit and other elements to create illusions.
Inferno: A tornado of fire
Lava Flow: Melts earth
Lightning (Chain): Lightning that strikes from one object to another
Lightning (Channel): All five Elements in mass quantity, using yourself as a sort of conductor rod, creates lightning instead of calling it down
Lightning (Storm): A thin thread of Earth or Water as a guideline, then Air, Fire and Spirit to form the actual lightning
Linking: Not really a Weave, slight amounts of Spirit used to combine multiple channeler's power
Mask of Mirrors: Changes ones self image
Mirror of Mists: Alter size/appearance of an object or another person. Must be stationary
Mudslide: creates massive amount of water that causes a mud slide
Pain: Causes pain in joints and muscles. The Higher the strength the more pain, the higher the skill the greater the likelihood of the subject surviving
Phantom Fire: The creation of hundreds of tiny, weak lights. This can be used as a simple distraction, or more Fire can be used to light people's clothes and hair on fire.
Pitfall: Makes a hole In the ground. The greater the channeler's strength in Earth the larger the hole
Polish: The user can polish items to an almost gem-like quality
Poof: The weakling's fireball. The channeler uses Fire and Air to make a toothpick sized rod, which is then flicked at someone's hair or clothes
Quagmire: Quicksand, sinkhole and so on
Quake Subside: Stabilizes the ground under the channeler's feet during an earthquake
Rain Cloud: Coalesces water in the air to form a moisute filled cloud. Fire is used to release the moisture in the form of rain. The greater the strength in Water the larger the cloud, the greater the amount of Fire the harder the downpour
Remove Taint: Can heal wound's from a Mydraal's blade or other tainted items
Ripple: The channeler Weaves great amounts of Earth into the ground, then pushes it outwards. The size of the ripples depends on the channeler's strength in Earth.
Riven Earth: You direct the weave at a spot in the ground and it erupts in a shower of rock, dirt, and fire.
Rock Wall: Makes a wall of fire harden earth
Seal: A ward within a close container or space, which either you must be in, or touching. If anyone but you opens the sealed item, a flash of flame ignites within it. You can also create a trigger word that will allow any person who says the trigger word to enter or open the container, without the flash of flame occuring.
Severing: Cuts someone from the Source so they can't feel or use it again(until heal).
Shaping: Shaping objects out of earth
Shielding: Heavy threads of Spirit woven around a channeler, cutting them from the Source
Skimming: LOST - Travel in between two places. Portals are opened up and the channeler uses a platform to "float". The starting point must be known intimately by the channeler
Sleep: Puts someone to sleep
Spinning Earthfire: Earth quakes laced with fire and lava
Spirit Barrier: Heavy Spirit woven in a dome around someone
Static Field: The channeler Weaves a field of spirit and Air, then adds Fire to it. This creates a field of static that zaps anyone when they step into it, and can be tied off to be a continuing annoyance.
Summon Storm: The size of the Storm depends on the channeler's strength in Air and Water
Thunderclap: Makes a thunder like noise that deafens enemies
Tornado: The user creates a tornado using threads of Air woven together, then spun around, creating the deadly and powerful winds. The greater the channeler's skill the greater his/her ability to control where the tornado is heading
Touch of Death: LOST - Sends tendrils of the Five Powers into the body of your target to manipulate it from within, doing severe damage without apparent injury. With more strength, this weave simply stops the target's heart, leaving no indication of the cause of death. With less strength, the weave still leaves no external evidence of the cause of death or damage.
Traveling: LOST - Instantaneous travel between to places. Men bore a hole in the Pattern while women make two places the same.
Use Portal Stone: LOST - Allows the Channeler to use a Portal Stone, that is if he or she understands the runes inscribed on them
Wall of Fire: Makes a wall of flame, the size and heat of which depends on the channeler's strength in Fire
Ward Bore: LOST - Creates a probe which can test the structure of a Ward that you know exists. If strong enough, you can open a hole in the weave. The lower the skill, the more whoever the Ward's caster is can feel you tampering with the Ward.
Waterspout: The channeler Weaves large amounts of Water and Fire into the ocean/river, then cause it to explode upwards in a cylinder, creating a Water spout
Wave: The channeler Weaves large amounts of Water into a large body of water, then pushes it towards a target. As the strength in Water increases, so does the size of the wave.
Harness the Wind (common)
(Air, Water)
Harness the wind summons forth a gust of wind. The wind takes some time to brew up, and the channeler determines which direction the wind blows. Normally this is only used for helping ships move.
This wind cannot be used for any fine manipulation. The effective strength of the weave is simply for pushing over the entire area.
Raise Fog (common)
(Air, Water)
Raise Fog allows a channeler to summon a thick fog bank 20 feet high that congeals over a target area. The fog will last as long as the channeler concentrates. After concentration is broken, or the tying off expires, the fog will dissipate as regular fog. In windy or warm conditions the fog will dissipate more rapidly.
False Trail (Common)
(Air, Earth, Spirit)
False trail creates a diversionary trail that misleads creatures that are following the channeler. The channeler picks a direction and a false trail of foot prints and scent of the channeler or their party extends in a straight line for Some trackers may become suspicious if the trail suddenly ends at a sheer cliff or some other improbable terrain. The false trail will fade at the same rate as a natural trail will fade.
Sense Shadowspawn (common)
(Spirit)
Sense Shadowspawn allows the channeler to detect Shadowspawn within 20 yards . It will not tell you which direction, how far, or what type of Shadowspawn are detected. Note that unless somehow actually twisted by the Dark One, darkfriends are not detected with this weave.
Grenade (common)
(Earth, Fire)
Grenade allows the channeler to imbibe a stone (or stone object) with destructive power. The stone will explode when impacted, damaging all within the area. Must be strong in Earth and Fire
Polish (common)
(Earth)
Polish allows the channeler to repair damage done to a metal object due to corrosion. It doesn't simply remove corrosion, it actually transforms the rust back into the metal, seals cracks caused by the rust, and will repair pits and other surface damage from corrosion and leave the item polished as well.
Riven Earth (common)
(Fire, Earth)
Riven Earth allows the channeler to choose a point on the ground which will shake and burst violently, throwing creatures in the air and showering them with shards.
This damage is also applied to structures in the radius, possibly damaging them. This can be cast in buildings, but only on areas in direct contact with the ground (i.e. the ground floor only, no bridges).
Fly (lost)
(Air, Fire)
Fly allows the target of the weave to fly. Control is good, and maintaining the weave takes no more concentration than walking so even if the channeler is flying, they will suffer no concentration penalties. If the channeler casts this weave on someone else, it is the target who decides where to go, not the channeler.
Immolate (common)
(Fire, Spirit)
Immolate causes a target object or creature to burst into flames. It does not simply burn the target, but actually causes it to catch fire.
Delve (common)
(Spirit)
Delve allows the channeler to determine the health of a living creature, aiding the channeler in their ability to diagnose any problems. Detailed information and healing solutions are granted to the channeler when successful.
Heal the Mind (common)
(Air, Spirit, Water)
Heal the Mind allows a channeler to regain control of themselves when they become irrational due to a mental condition or psych lim. This can be used on forms of madness and severe phobias as well. This cannot be cast pre-emptively however, it can only be used after the condition has started. It is only for a limited time however; the effect will last until the next time a psych lim check is needed.
Rend (rare)
(Air, Spirit, Water)
Rend damages the target, using its own body to tear muscles, dislocate joints, and snap bones.
Renew (common)
(Air, Spirit, Water)
Renew allows the channeler to temporarily invigorate a target, immediately removing fatigue. For the duration of the weave, the target can return to working or fighting with new energy. When it wears off however, a price is paid as the body still needs its rest.
Restore the Power (lost)
(Air, Earth, Fire, Spirit, Water)
Restore the Power is a lost, difficult weave that allows a channeler to enable a stilled or gentled channeler (regardless of channeler or target sex) to again touch the One Power. The new connection is usually weaker than it was, but those who have lost the ability to channel are more than happy to even be able to sense it again.
Touch of Death (lost)
(Earth, Fire, Spirit, Water)
Touch of Death allows the channeler to reach out with tendrils of the One Power and internally damage a creature by choking and strangling vital organs like the lungs and heart. All damage done is internal and leaves no visible marks.
Voice of Power (common)
(Air, Fire)
Voice of Power allows the channeler to imbue the target creature touched with a loud, commanding voice. This voice can be heard across battle fields, crowded rooms, and carries a long distance.
Bridge Between Worlds (lost)
(Earth, Spirit)
This weave opens a gateway to the dream world of Tel'aran'rhoid. This puts one's physical body into the dream world, as opposed to the dream self used when dream walking. The gateway is 10' x 10' .
This weave can be cast while in one's dream self, but the dream self cannot enter the gateway and enter the real world. In both cases, the gate will appear in the equivalent space in the other world.
Use Portal Stone (rare)
(Spirit)
This weave allows the channeler to use the ancient Portal Stones found around the world of Wheel of Time. To use one of these stones, the channeler must cast the weave on a particular symbol on the stone that represents the location of another stone. The channeler need not know the location the symbol represents to travel there, but the channeler won't know where they're going if they don't know the symbol. The channeler may also select to bring a number of others with them if they are nearby.
Dream Shielding (common)
(Spirit)
Dream Shielding creates a dome, or equivalent area determined by the channeler, that protects the dreams of . People outside this hear nothing from within the dome, and vice versa. The weave imposes no physical force and can be passed through without disturbing the weave. Note that it is impossible to concentrate on a weave (unless dreamwalking) while falling asleep, so a channeler must tie off the weave if they wish to use it for their own benefit.
Fire Trap (rare)
(Air, Fire, Spirit)
Fire Trap allows the channeler to create a ward on an object or surface that will explode in flames if touched by anyone but the channeler.
Master Ward (common)
(Air, Earth, Fire, Spirit, Water)
Master Ward creates a dome which prevents all physical movement and the use of the One Power through its barrier. Not even air passes through the dome, meaning those within could conceivably suffocate after enough time. The dome its self cannot be harmed (even if penetrated) by items or the One Power, though it can be unweaved.
The area is slightly tinted looking and sounds are slightly muted. If the channeler desires, it can be made a gray opaque where no sounds pass through.
Strike of Death (common)
(Air, Fire, Spirit)
Strike of Death causes bolts of deadly lightning to issue forth from the channeler. When weaved, the channeler picks one type of Shadowspawn and the bolts will automatically strike every Shadowspawn of that type in range.