Armor
Although no discernible physical effects can be observed from the
armor weave, dreamwalkers have reported a distortion of space around the bearer, and the Browns have given high priority to
researching a way to enhance its potency. Early results indicate that the Spirit element plays a key part. Actual effect:
Adds 10 dodge
Requirements:
Spirit – Level 2
Casting Cost: 10 sps
Blind
Instantly extinguishing the visual senses, the blinding weave has
found much favor of late with those that seek to pervert the cause of justice, especially False Dragons. The Sedai that have
suffered this weave report that whilst it lasts a relatively short time, its effect is sufficiently disconcerting to render
battle futile and pointless. The Red, Green and Blue Ajahs all use this in combat, as do other channelers gifted with Earth,
Fire and Spirit. Actual effect: Renders target unable to see, leaving them unable to initiate an attack or assist. Also lowers
dodge, parry, and offensive bonuses.
Requirements:
Earth – Level 1
Fire – Level 2
Spirit – Level 3
Casting Cost: 10 sps
Call Lightning
Pinpoints an electric, concentrated arc of lightning, directly to
the target. Investigation by the Browns has shown that it demands grim and turbulent, even uproarous weather conditions, and
weaves have since been discovered to achieve this effect. Sisters travelling in unison, working together, have reported excellent
use of this weave against shadowspawn, lancing their hide with impunity. The elements of Air, Fire and Water are requirements.
Actual effect: Summons a bolt of lightning during stormy weather at target (hint: type weather, it will tell if there is lightning
or not)
Requirements:
Air – Level 3
Fire – Level 1
Water – Level 2
Casting Cost: 12 sps
Change Weather
Able to impregnate the heavens and call forth tumultuous weather,
subsequent channelings of the weave allow the Fire channelers to call forth arcs of lightning from the skies. The elements
of Air and Water are important requirements for this weave. It is rumored that to have a significant effect on something as
vast as weather patterns, that many channelers must work in co-operation. Actual effect: changes the weather in one of several
ways. Worse - Causes it to storm during hot weather, snow during cold, Better - Ceases to let it storm or snow, Hotter - Raises
the temperature, increasing the strength of heat based weaves, Colder - Lowers the temperature, increasing the strength of
cold based weaves.
Requirements:
Air – Level 2
Water – Level 3
Casting Cost: 7 sps
Chill
This weave causes an all-around drop in combat effectiveness (-10
ob, pb, and db)
Requirements:
Water – Level 1
Casting Cost: 10 sps
Create Fog
Today's stormy times have seen a lessening of the use of fog. Historically,
when used with hurricane and poison, it completely disorientated the enemy. Several unlikely battles turned in favor of the
Light using a team of novices to shroud the entire region in a fog so thick that not only were Sedai hidden, but the shadow
could not see where it was or who they were fighting. Each use of this weave enhances the fog, which uses the elements of
Air and Water. Actual effect: when used repeated, creates dense fog in zone for one hour that cannot be seen through.
Requirements:
Air – Level 2
Water – Level 2
Casting Cost: 7 sps
Create Food
The food created by this weave is best described as a wholesome fruit:
juicy, nourishing and invigorating. Yet it bears little resemblance to anything growing in the world today, and all attempts
by the Browns to seed plantings have failed. Most channelers learn this Earth element weave as a novice, and find it vital
when journeying in later life. Actual Effect: Creates a strange fruit.
Requirements:
Earth – Level 1
Casting Cost: 5 sps
Create Phantom Object
A weave used to teach Novices how to alter perception moderately
with the One Power. This weave uses Spirit and Air to make an illusion of an object that stays where it has been created,
and can not be touched or moved. Actual effect: Creates an object in the room by the name provided which cannot be picked
up or removed.
Requirements:
Earth – Level 3
Casting Cost: 15 sps
Create Water
Create Water:
Mountain-fresh, thirst-quenching water can be called into bottles, skins and barrels using this weave, which gained fame during
the early exploration of the Aiel Waste. It may have a bearing on why Sedai appear to age slowly and gracefully. Using the
Water and Spirit elements, it is one of the first weaves taught by the Tower to novices, and is used by channelers of all
ages and Ajahs. Actual effect: Fills the target as if you were filling it from a well.
Requirements:
Water – Level 1
Spirit – Level 2
Casting Cost: 5 sps
Cure Blindness
To many victim's delight, this weave removes the terrible burning
that can be weaved on someone by use of the true source. Curing all symptoms of the weave instantly, it can be of great use
to those who fall victim to its debilitating power. Your skill in the weave and your level will determine how successful you
are in the art of bringing back sight. Actual effect: Removes blindness affect from target.
Requirements:
Fire – Level 1
Spirit – Level 3
Casting Cost: 10 sps
Cure Light Wounds
Not nearly as exhausting, both physically and mentally, as the other
healing weaves practised by the Yellow sisters, this weave is usually practised by Yellow novices prior to moving onto other,
more potent healing spells. Talent in the Earth, Water and Spirit elements are essential prerequisites. Actual effect: Target
regenerates some hit points. Note: Cannot be used on self, and it can take the target ABOVE their maximum hit points. However,
at the next hour, they will return to normal.
Requirements:
Earth – Level 1
Water – Level 1
Spirit – Level 2
Casting Cost: 6 sps
Deafen
Hardening the air into an impenetrable substance, this weave renders
the victim unable to hear all communication. Whilst it has gained a certain favor with the male breakers of the law, it has
been successfully used in combat by the Reds, Greens and Blues to prevent the enemy's communications. The deafen weave requires
skill with the Earth and Spirit elements. Actual effect: Target can no longer hear tells, chats, narrates, or says. Note:
Emotes are still seen.
Requirements:
Earth – Level 2
Spirit – Level 1
Casting Cost: 10 sps
Fear
Fear is a weave that brings a wave of paranoia to hit its victim.
While influenced by this paranoia the victim has trouble effectively fighting for more than keeping hold of their frazzled
wits. It is rumored to take flows of Earth and Spirit. Actual effect: Causes fear status in target. Ability to attack is impeded.
Requirements:
Spirit – Level 2
Casting Cost: 15 sps
Ice Spikes
Brought back into learning by the Green and Blue Ajahs as the climate
has shifted to winter. A channeler forces weaves of Air and Water to solidify into spikes of Power enforced ice which impale
their target. Actual effect: Hurls deadly spikes of ice at target, doing considerable damage. Note: Does more damage when
the weather is colder.
Requirements:
Air – Level 3
Water – Level 3
Casting Cost: 15 sps
Light Ball
One of the handiest of weaves, envied by many in these dark, miserable
times, the ability to conjure forth a sphere of light has saved many a channeler from the insecurity of the fall of night,
and darkness. Nearly all channelers learn this weave in their youth as a novice, as it requires relatively little training
and ability in the Fire element. Actual effect: Creates a light that has the same effect of a normal lantern, and lasts about
24 game hours.
Requirements:
Air – Level 1
Water – Level 1
Casting Cost: 5 sps
Refresh
This weave, much praised by travellers throughout the land, can temporarily
cure members of a travelling party of their fatigue, allowing epic distances to be covered in a single day or night. A warning
to the unwary, this weave is illusory, as the body remembers and may, if over-stretched, wear itself out totally. Curiously,
it cannot be channelled on oneself but only one's group members. It is, however, a relatively simple weave, requiring ability
in the Water element only. Actual effect: Restores a considerable amount of movement of all things following you.
Requirements:
Earth – Level 2
Water – Level 3
Casting Cost: 15 sps
Remove Contagion
Discovery of the contagion created fears of a plague throughout the
land, and the Yellows and Browns made haste to find a counter weave. This was the result, a testament to the patience, dedication
and perseverance that the earliest channelers in the Tower were known to have possessed. Earth and Spirit are vital requirements.
Actual effect: Removes the status effect of contagion, returning bonuses to normal.
Requirements:
Earth – Level 2
Spirit – Level 2
Casting Cost: 10 sps
Remove Warding
Ironically, the Tower rediscovered this weave prior to warding itself,
as history records a large find of Angreal during its earliest days. With this weave, items formerly warded return to the
physical plane, allowing mortals to handle them at will. Little is, however, known of the lingering effect produced by the
initial ward. Channelers competent at Earth, Air and Spirit elements can learn to handle the flows. Actual effect: removes
wards created by 'ward object' weave. Weapon wards remain unaffected.
Requirements:
Air – Level 1
Earth – Level 1
Spirit – Level 3
Casting Cost: 10 sps
Sense Warding
Capable of being weaved only upon the one channeling it, this weave
augments visual perception and allows the wardings on weapons ('ward weapon', not 'ward object') to be seen.
Requirements:
Spirit – Level 2
Casting Cost: 10 sps
Silence
Target is not able to speak, send tells, narrate or chat although
this result can be partially evaded through the use of emotes.
Requirements:
Earth – Level 2
Spirit – Level 1
Casting Cost: 10 sps
Sonic Boom
One of the most recently rediscovered weaves, sonic boom summons a
massive clap of thunder in the immediate area. Used in combat, it has been described as having a hot needle stuck into your
ear, such is the pressure of the blast. Air, Fire and Water elements are the basic prerequisites. Actual effect: Inflicts
damage to any in room not following the weaver. There also is a chance of temporary deafening
Requirements:
Air – Level 3
Fire – Level 1
Water – Level 2
Casting Cost: 15 sps
Strength
Almost super-human strength can be achieved when a channeler chooses
to strengthen her warder or soldier. This weave is welcomed by those that fight alongside Sedai for the Light, and indeed,
is often the price paid to protectors. The Earth, Water and Spirit elements are vital components, and it is especially favored
by the Greens. Actual effect: Increases the target's strength by up to 3 for weaver's level in hours. Can be cast multiple
times on a target but not at all on oneself.
Requirements:
Earth – Level 3
Water – Level 3
Spirit – Level 2
Casting Cost: 12 sps
Ward Object
Bending, twisting and turning the very essence of the physical plane,
a warded object cannot be touched by the mortal world until the warding is removed. Whites, fearing the philosophical ramifications
of the use of certain items and Browns, fearing their effects, use this weave, which requires knowledge of the Spirit element.
Actual effect: Places a warding on the target that stops anyone from picking it up.
Requirements:
Spirit – Level 3
Casting Cost: 10 sps
Warding vs Evil
It is said that a channeler who weaves this flow of Spirit and Air
around someone protects them from the aggression of some evil beings. The exact workings of the ward are not entirely known,
but the Brown Ajah speculates that the ward warps the perception of evil to recognize the warded person as one of their own.
Actual effect: Unknown
Requirements:
Spirit – Level 1
Casting Cost: 7 sps
Contagion
Calling on a disease that is believed to date from before the Breaking,
research by the Brown Ajah indicates that it has potential in battle that is, as yet, little used. The lethargy of an opponent
smeared with the contagion has been shown create a fatal weakness in battle, with little lust to kill or will to defend. Earth
and Spirit channelers have found this weave easy to learn. Actual effect: Halves offensive bonus, dodge, and parry of the
target.
Requirements:
Earth – Level 4
Spirit – Level 3
Casting Cost: 12 sps
Cure Critical Wounds
In cases where the wound inflicted by the enemy is critical, and
a light cure will not suffice, the critical weave has shown to produce remarkable results. Its use must be hurried however,
as death by lack of blood is a frequent occurrence. Yellows gifted in the Earth. Water and Spirit elements favor this weave.
Actual effect: Revives a target that is in an incapacitated or mortally wounded state.
Requirements:
Air – Level 3
Earth – Level 4
Water – Level 5
Spirit – Level 5
Casting Cost: 12 sps
Cure Poison
Removes poison affect from target
Requirements:
Earth – Level 4
Water – Level 3
Spirit – Level 1
Casting Cost: 12 sps
Cure Serious Wounds
Heals target to a greater extent than Cure Light Wounds
Requirements:
Earth – Level 1
Water – Level 4
Spirit – Level 3
Casting Cost: 10 sps
Earthquake
This weave spews forth torment from within the land itself, tossing
and pitching man and beast in the immediate area. Curiously, the channeler is unaffected, able to remain still amidst the
chaos and confusion. Most channelers find this weave useful against lesser shadowspawn, as it requires learning in the Earth
element only. Actual effect: Targets are thrown from their horses, and are forced into a sitting position from losing their
footing. After quaking, weaver is engaged on all targets in room and cannot leave normally (must flee).
Requirements:
Earth – Level 4
Casting Cost: 15 sps
Fireball
Used with enthusiasm by the Reds, Greens and Blues, this weave reaches
out for flames of Fire, which meld into a densely concentrated ball that can be targeted against a single opponent, smoldering
the victim in excruciating pain. Many channelers have this weave as a means to self-defence, as the only talent required is
a certain amount of learning in the element of Fire. Actual effect: Hurls a fireball at target, doing considerable damage.
Note: Does more damage when the weather is hotter
Requirements:
Fire – Level 7
Casting Cost: 15 sps
Flame Strike
Slightly faster than Fireball, Flame Strike sends an intermittent
stream of Fire towards the unsuspecting target, sending the skin ablaze. Somewhat similar to Fireball, novices tend to learn
this weave before moving on to the deadlier weaves associated with the element of Fire. Reds, Greens and Blues all favor this
weave. Actual effect: Inflicts fire damage on target. Note: Can be weaved between battle rounds if timed correctly.
Requirements:
Fire – Level 4
Casting Cost: 10 sps
Freeze
Freeze is another newly rediscovered weave. Using flows of Air and
Spirit the channeler forces the very air around their victim to turn to ice. Once encased in the icy prison their victim may
not be touched by conventional weapons, and the only weaves of the One Power that can touch them are said to be those of immense
heat, and those that are ice themselves. The victim may do nothing while encase in their icy prison, but the ice can not exist
for very long before crumbling back into the air it was formed from. Actual effect: Target is encased in a block of ice preventing
any action and rendering any physical attack against the same fruitless. Note: Attacks with the Power will disintegrate the
shield otherwise it will naturally decay in a matter of hours.
Requirements:
Air – Level 3
Spirit – Level 5
Casting Cost: 15 sps
Gate
Traversing the very fabric of the Pattern, this weave allows one
to create a Gateway by which instantaneous transport from one location to another may be achieved with a single step. Although
its keys are specific to an individual it is held in high regard by all Ajahs for its convenience and possibilities. Actual
effect: Gate with no arguments returns your key of the room you are in which you can use as an argument to open a gateway
to the location. Note: Gateways last a limited time and the weave requires 5 additional SPs for each person that goes through
it while it is open.
Requirements:
Earth – Level 7
Spirit – Level 4
Casting Cost: 40 sps
Hammer of Air
A widely-used weave, it forms a forceful surge of wind and air against
a single opponent, even when the heat shimmers on the horizon during hot, windless, stuffy days. Popular with novices and
full sisters alike, channelers endowed with the Air element favor this weave, especially in battle. Actual effect: Does a
medium amount of damage against a target
Requirements:
Air – Level 5
Casting Cost: 15 sps
Heal
The zenith of the art of the Yellow, the exact manner in which heal
works remains forgotten. Indecipherable parchments belonging to Yellows of ages past indicate that somehow, the flame extinguishes
pain from within, throwing it to the void. Highly praised by warders in combat, high learning in the Earth, Water and Spirit
elements are the minimum requirement. Actual effect: Totally regenerates the target, bringing him/her to max hit points.
Requirements:
Air – Level 3
Earth – Level 4
Water – Level 6
Spirit – Level 5
Casting Cost: 25 sps
Hurricane
Spawning forth the full savagery of nature at its most tempestuous,
this weave evokes the full power of the heavens to forge a hurricane, randomly tossing enemies and friends into the skies.
Powerful Reds have used it to great effect to split up their enemies in battle. Somewhat similar to Earthquake, the channeler
remains still, devoid from the effect. Using the element of Air, inside spaces cannot encompass the reach for the skies that
is required. Actual effect: All other mobs and players in the room are seperated throughout the zone randomly (can be thrown
into water but not into conventional DTs). Note: Targets are dismounted in the event, so be wary of running out of movement
Requirements:
Air – Level 5
Casting Cost: 15 sps
Incinerate
One of the reasons that channelers are highly feared in the land,
it is one of the most powerful weaves that exist, although knowledge of its preconditions is guarded carefully. Indeed, only
the most powerful Aes Sedai are entrusted with the responsibility. Folklore records this weave as burning the target alive,
causing an agonising death, which is extremely difficult to reverse. Browns warn against this weave, as it is not fully understood
and has been known to turn on the weaver. Actual effect: Brings the target to minimal HPs. If he/she does not die within the
hour by other means, he/she will fall down on where they stand and any equipment will be destroyed. Note: This weave CAN turn
and hit the caster instead. Be wary of it, very dangerous.
Requirements:
Earth – Level 7
Fire – Level 7
Spirit – Level 7
Casting Cost: 25 sps
Locate Life
Reds and Greens swear by this weave, which is a fundamental neccessity
in the fight for the Light. Trollocs, fades, greymen and male channelers have all been located and hunted down using this
weave, and novices are often asked to learn its use to assist the Tower in its vigil against forays of the shadow. A generalist's
skill, those with some gift in the Earth, Air, Water and Spirit elements find its learning easy. Actual effect: Gives the
zone name and earthcode of all targets (up to weaver's level in number) in range.
Requirements:
Air – Level 2
Earth – Level 2
Water – Level 4
Spirit – Level 2
Casting Cost: 12 sps
Locate Object
Used heavily by the Browns to seek forgotten Angreal, the object
weave enables discovery of objects in the most of the world, with its reach dependent upon the channeler's experience. 'Feeling'
for items, the weave determines the area and its specific earthcode, and if the object is carried, the bearer. Although the
Earth, Air and Spirit elements are all necessary for its use, it or the life weave are indispensable requirements for travelling,
and thus it is widely practiced. Actual effect: Gives the zone name and earthcode of all targets (up to weaver's level in
number) in range.
Requirements:
Air – Level 2
Earth – Level 4
Spirit – Level 2
Casting Cost: 12 sps
Poison
Vitriolic and toxic elements are called from times past, present
and future, causing the recipient to suffer nausia and impaired performance until such time as it wears off. Favored by all
Ajahs except the Brown and Gray, channelers gifted with Earth and Water elements tend to excel at this weave. Actual effect:
Poisons the target, leaving them unable to regenerate movement or life.
Requirements:
Earth – Level 4
Water – Level 3
Casting Cost: 10 sps
Sleep
Overcomes the victim with a stultifying, hypnotic slumber, from which
waking is nigh impossible. Few memories linger from the resulting trance, and a victim caught into this false repose rarely
emerges alive, as it is often a precursor to other, more deadly weaves, subsequently channeled at ease. Practiced by the Red,
Green, Blue and Yellow Ajahs, channelers gifted with the elements of Earth, Air and Spirit are encouraged by the Tower to
pursue this weave. Actual effect: Forces the target into a deep sleep which they neither can wake from nor be awakened from.
Any attacks on the target will nullify this affect and restore consciousness.
Requirements:
Air – Level 3
Spirit – Level 5
Casting Cost: 10 sps
Slow
Distorting time and space, the slow weave plays havoc on a victim's
senses, distorting, retarding and even nullifying their ability to traverse the physical plain. The Red, Green and Blue Ajahs
are believed to favour this weave, which requires learning in the three central elements of Earth, Air and Spirit. Actual
effect: Cuts the target's current movement points in half.
Requirements:
Air – Level 3
Spirit – Level 5
Casting Cost: 10 sps
Travel
Using the earthcodes that the locate weaves provide, traveling opens
up a tear in the fabric of space to allow near-instantaneous self-projection over immense distances. Channelers of all Ajahs
use this weave to great effect, harassing the enemy when they least expect it, or traversing the world with great speed if
matters are urgent. Earth and Spirit elements are vital prerequisites. Actual effect: transports across intervening distance
if in range or to a random location if not. Note: keeping your travel percentage at or above your locate percentage will ensure
you are not able to locate farther than you can safely travel.
Requirements:
Earth – Level 7
Spirit – Level 2
Casting Cost: 25 sps
Ward Weapon
Redefining the very atoms that make up the weapon, melding it into
a rock-hard material with cuendillar-like properties, warders have reported excellent results from weaponry that has had the
benefit of an enchant. They are said to hit hard and true, gouging deeper wounds in the enemy than would normally be expected.
The Reds, Greens and Blues all favor this Earth and Spirit element weave. It should be noted that the Second of the Three
Oaths of the Aes Sedai prevents the creation of any item by which one may kill another. The Tower may frown upon those who
would make enchanted weapons
Requirements:
Earth – Level 2
Spirit – Level 4
Casting Cost: 25 sps
Warding vs Damage
The Browns have reluctantly let loose this weave on the world, but
fully admit that its permanent effects are far from understood. The undeniable fact remains that people blessed with this
weave tend to have a remarkable strong resistance to weaponry, stronger than armor. This weave is used in combat by the Greens
and Blues, and is known to demand all of five of the elements. Actual effect: Reduces all received damage by 1/2 to 3/4.
Requirements:
Air – Level 4
Earth – Level 4
Water – Level 4
Casting Cost: 25 sps
Whirlpool
Creates a violent maelstrom in otherwise smooth waters, that sweeps
up all in the immediate area, sucking in blood and water with impunity. It has an as yet little-understood effect on dry land.
A rarely-used weave, the Tower's records indicate that it has been used successfully by channelers gifted with ability with
the Water element to drown entire groups of shadowspawn in ages past. Actual effect: Unknown
Requirements:
Water – Level 5
Casting Cost: 20 sps