The One Power

“The One Power emanates from the True Source, which is made up of two complementary parts: saidin, the male half, and saidar, the female half. People who can wield it are called channelers.”

Basic One Power Information

The One Power is split into 5 separate powers that make up its whole. These powers are Fire, Water, Earth, Air, and Spirit, representing the core elements that make up the world of the Wheel of Time universe. These can be looked at as minor schools of magic delineated as E,F,A,W,S respectively. Some channelers are more specialized in one or more of these powers. Being specialized in these means halve the cost of the weave.

The longer you channel the one power, the slower you age. This is reflected in gaining 1+Level/18 Instances of Resist Time/Ageing and Resist Disease.

You can channel spells of any spell level. These spells are resisted with XR. Spells are called weaves in the Wheel of Time universe. For the sake of ease, we will just call them spells.

Spells need a line of effect. Range = 100xLVL ft. If LVL>=5, range becomes equal to sight.

Duration of spells is concentration.

Spells of SL=N cost N cubed points from SL 0 to 9. From SL 10 to 19 cost N to the fourth power. From SL 20 to 29 cost N to the fifth power, and so on. Whenever you draw equal to or greater than 20% of your total pool of points, you make a Con check of DC=(% drawn from 0%) or you get +%drawn/20 Instances of SEL=3 Exhausted(5e), round up. If you gain more than four instances of Exhausted(5e) at one time drawing this way, Fortitude save DC= % drawn from total/2, round down or become SEL=4 Severed. This status means your ability to use the One Power is cut off. It requires a SL=6 or higher healing effect to cure. 1 Saidin and Saidar point = 5 P0P's.

Inverting a Weave: For an additional V action, spells you channel have Nondetection.

Splitting the Flows: You can cast an additional N spells at once by spending xN! (factorial, max N=LVL) points.

Tieing off a Weave: For an additional M action, you can ignore the concentration requirements of spells.

Shielding: 1S: Temporarily cut off a channeler from using the One Power by creating a mental shield between them and the source. They can try to make a Concentration check for a V action with a DC equal to 10x(sum of all levels of participating channelers) divided by 2 if they are holding saidin/saidar.

Weaves of The One Power

SL

CF

Spell

Source

Effect

Powers

N

2

Compulsion

Aes Sedai

One target Will Save or mentally dominated

S

N

2

Healing

Aes Sedai

Cure Light Wounds, Cure Moderate Wounds, Lesser Restoration, Cure Disease, Cure Serious Wounds, Cure Critical Wounds, Neutralize Poison, Restoration, or Heal as spell at appropriate SL. Hit point dmg is not healed but converted into nonlethal dmg. Ability dmg is converted to temporary.

E,F,A,W,S

N

2

Balefire

Aes Sedai

Disintegrate as spell 10*CL cubic ft. plus backward Incursion of existence and actions with duration 1rd at SL1, 1 turn at SL2, 1 min at SL3, 1 hr at SL4, 1 day at SL5, 1 week at SL6, 1 month at SL7, 1 year at SL8, 1 decade at SL9. 10% per SL to create jagged rips in reality that lead outside the pattern.

E,F,A,W,S

N

2

Flame of Tar Valon

Aes Sedai

Reverse of Balefire as spell. Can cure jagged rips in reality that lead outside the pattern.

E,F,A,W,S

1

2

Aligning the Matrix

Aes Sedai

Double the durability of CL cubed lbs of metal.

E

1

2

Delving

Aes Sedai

Choose one - Detect health status or find unseen ores in the earth within CL*1000 ft.

E,S

1

2

Listening to the Wind

Aes Sedai

Predict the weather CL days in advance.

A,W

2

2

Folded Light

Aes Sedai

Invisibility as spell.

F,A

2

2

Mask of Mirrors/Mask of the Mists

Aes Sedai

Alter Self as spell.

A,S

3

2

Carressing the Child

Aes Sedai

Detect gestation status and minor restoration as spell.

S

3

2

Fire Ball

Aes Sedai

One group takes CLd6 fire damage (no save) divided by the number of instances of SEL=3 Exhausted(5e) you have, round down.

F

3

2

Calling Lightning

Aes Sedai

One target takes CLd8 lightning dmg (Reflex save for half).

E,A

3

2

Foretelling

Aes Sedai

Ask the DM a question about the future.

S

4

2

Keeping

Aes Sedai

Immune Time to one willing target/object. Living targets can't breathe this way.

A,S

4

2

Milking Tears

Aes Sedai

One target makes a Will Save or in SEL=1 Pain that stacks with itself.

E,S

4

2

Dreaming

Aes Sedai

Astrally Project to Tel'aran'rhiod.

S

5

2

Blossom of Fire

Aes Sedai

Up to three groups take CLd8 fire dmg.

E,F,A

5

2

Skimming

Aes Sedai

Teleport as spell with delay by travelling outside the pattern on a mental platform through a small portal. This can be used to trap an unwilling target outside the pattern.

E,A

6

2

Arrows of Fire

Aes Sedai

Up to ten targets take 10d6 fire & heat dmg. This damage can Mtg Trample to targets in a line behind initial ones.

E,F

6

2

Spinning Earthfire

Aes Sedai

One group takes CLd8 magma dmg and bullrushed into another group (reflex save for half).

E,F,A

6

2

Traveling

Aes Sedai

Gate as spell but must know location.

A

7

2

Cloud Dancing/Weaving the Winds

Aes Sedai

Control Weather as spell.

A

7

2

Finder

Aes Sedai

Locate person or object as spell.

A,S

8

2

Deathgates

Aes Sedai

Up to four groups Reflex save or Sharpness/Vorpal. Then Reflex save or randomly teleported. No save if AL=CE.

F,S

8

2

Earth Singing

Aes Sedai

Earthquake as spell or reverse earthquake.

E