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> A few new weaves, the one power rocks
Niveus
Posted: Jul 4 2004, 02:07 AM
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each weave is under the talent heading i decided on ie balfefire etc..

Balefire

Baleorb
Balefire
[Air, Earth, Fire, Spirit, Water] (Lost)
Level: 2-9
Casting Time: 1 action
Range: Thrown
Targets: 1 (splash)
Duration: Concentration
Saving Throw: Reflex
Weave Resistance: No

A single orb the size of an orange appears in the casters hand and will stay there if maintained or until thrown damage corresponds to the casting level and the effect is picked from the list equal to or less than the casting cost. I.e. at +5 you can pick paralyses fire, heat, or light and deal 2d10 Dmg. The Baleorb color will correspond to the effect chosen. When thrown it explodes causing a splash effect.
+1 casting level: splash radius is increased by 5 feet to a maximum of 20 feet

Lvl Rad. Dmg Effects (Color)
2 5 2d4 Light (White)
+1 5 2d6 Heat (Orange)
+2 5 2d8 Fire (Red)
+5 5 2d10 Paralysis (Blue)
+7 5 2d12 Death (Black)

Light: Gives off bright light in a 10 foot radius bright enough to see by, opponent makes a reflex saving throw if they make it they only take ˝ damage from the orb. Otherwise are light blinded for d4 rounds and take full damage.
Blindness: Gives off no light, opponent makes a reflex saving throw to avoid being blinded for 2d4 rounds otherwise they take ˝ damage from the orb.
Heat: Gives off pale light but not enough to see by opponent makes a reflex saving throw if they make they only take ˝ damage from the orb. Metal and wood take 2d4 points of structural damage and become scorched or discolored
Fire: Gives off light that flickers similarly to a torch in a 5 foot radius enough to see by, Opponents make a reflex saving throw if they make it they only take ˝ damage from the orb. Flammable objects ignite causing fire damage and metal takes 2d6 points of structural damage
Paralysis: Gives off pale light but not enough to see by opponent makes a reflex saving throw if they make they only take 1/2 damage from the orb otherwise are paralyzed for 2d4 rounds and take full damage
Death: Absorbs light, opponent makes a reflex saving throw if they make it they are only Paralyzed see above as though failed but for an additional d4 rounds
Elementalism

Arrow of light
Elementalism
[Air, Fire] (Rare)
Level: 0-5
Casting Time: 1 action
Range: 100 feet
Targets: 1-6
Saving Throw: None
Weave Resistance: Yes

One to six spherical balls of light the size of robins eggs appear in the castors hand and immediately leave and unerringly fly towards the target(s) only complete cover can stop an arrow of light. The castor must designate a target or targets before rolling damage and weave resistance is calculated
+1 casting cost range is increased 20 feet to a max of 200


Lvl Number of Arrows Dmg per Arrow
0 1 1d6-1
1 2 1d6+0
2 3 1d6+1
3 4 1d6+2
4 5 1d6+3
5 6 1d6+4

Earth Singing

Sword of Power
Earth Singing
[Earth, Spirit] (Rare)
Level: 3-7
Casting Time: 1 action
Range: Touch
Effect: Increases attack and damage bonus of a weapon
Duration: Concentration
Saving Throw: None
Weave Resistance: Yes

Casting Level Power Increase Save Quality of Blade Mod
3 +1 -1 Masterpiece +4
+1 +2 -2 Mastercraft +2
+2 +3 -3 Average +0
+3 +4 -4 Poor -2
+4 +5 -5 Horrible -4

This weave allows the weaver to channel the One Power into a sword or another weapon, making it effectively a power-wrought weapon for the duration. If the weapon is already power-wrought, the power increase will replace the power wrought effect. +2 casting cost weave can be tied off. any Blade effected by this weave must make a saving throw, I.e. a +3 power increased master piece warder sword would make a save with a +4 for master piece but a -3 for power increase so a overall +1 if it fails the blade shatters.

Warding

Eyes of saidar
Warding
[Spirit] (Lost)
Level: 3-6
Casting Time: 1 action
Range: self
Targets: self
Duration: concentration
Saving Throw: none
Weave Resistance: none

Level Radius
3 30
+1 40
+2 50
+3 60


Eyes of saidar allow a female channler to see the residue that is left behind from weaves made by male channlers by sending out a thin curtain of spirit that latches on to the residue highlighting it in such a way that it can be easily seen.

This post has been edited by Niveus on Jul 5 2004, 01:45 AM


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Zifnab
Posted: Jul 4 2004, 08:00 AM
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Baleorb seems to have nothing to do with Balefire. It belongs in some other Talent.


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Zinuk
Posted: Jul 4 2004, 10:33 AM
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Baleorb: As Zifnab said, baleorb has nothing to do with balefire. Balefire is an energy weave that utterly destroys its target before it actually touched it. In fact, to my taste, this baleorb weave seems a too D&D-ish and quite far away from anything we have seen in the books. Of course, if you think it suits the game you are playing, go with it, but my opinion is that there are so many possibilities in creating weaves with a WoT feeling that it is a shame to just convert weaves form D&D spells. Just my opinion, though; the important is that you enjoy the game you play.

Arrow of light: seems quite good. Although I would still use the standard rules for range, i.e. Medium: 100 ft. + 10 ft./ channeler level.

Sword of Power: I would recommend that you go and see drothgery's excellent rules on making object here.

Eyes of saidin/saidar: As for healing severing, we never know, but this weave just seems completely impossible. I think it changes too much the taste of the WoT universe. Of course, if you are not playing in the canon WoT universe (alternate reality setting, ...), you could allow such a weave, but I would make so that once it is discovered, it remains very rare (like balefire in Rand's Age) because it makes inverting quite useless. In any case, as I said above, the important is that you enjoy the game you play, but I just wanted to point out that if you want to play canon WoT, you should not allow such a weave.
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Niveus
Posted: Jul 4 2004, 02:12 PM
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QUOTE (Zinuk @ Jul 4 2004, 08:33 AM)
Baleorb: As Zifnab said, baleorb has nothing to do with balefire. Balefire is an energy weave that utterly destroys its target before it actually touched it. In fact, to my taste, this baleorb weave seems a too D&D-ish and quite far away from anything we have seen in the books. Of course, if you think it suits the game you are playing, go with it, but my opinion is that there are so many possibilities in creating weaves with a WoT feeling that it is a shame to just convert weaves form D&D spells. Just my opinion, though; the important is that you enjoy the game you play.

Arrow of light: seems quite good. Although I would still use the standard rules for range, i.e. Medium: 100 ft. + 10 ft./ channeler level.

Sword of Power: I would recommend that you go and see drothgery's excellent rules on making object here.

Eyes of saidin/saidar: As for healing severing, we never know, but this weave just seems completely impossible. I think it changes too much the taste of the WoT universe. Of course, if you are not playing in the canon WoT universe (alternate reality setting, ...), you could allow such a weave, but I would make so that once it is discovered, it remains very rare (like balefire in Rand's Age) because it makes inverting quite useless. In any case, as I said above, the important is that you enjoy the game you play, but I just wanted to point out that if you want to play canon WoT, you should not allow such a weave.


I can see what you mean about the baleorb as for eyes of saidin/saidar mogeddon tells nynaeve and egwene that there is a way to detect a man channeling this is my interpertation on it i could drop the inverted weave aspect of it however this is a passive ward if you are not activly seeking out weaves but i agree so i willo drop it

This post has been edited by Niveus on Jul 4 2004, 02:17 PM


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Posted: Jul 4 2004, 08:27 PM
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mogeddon tells nynaeve and egwene that there is a way to detect a man channeling

As far as i remember this is a lie Moghedian tells the girls. I think you can find it in the scene where she is freed and taken before the Dark One, Shadar Haran and Moridin.

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Zinuk
Posted: Jul 4 2004, 08:43 PM
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The reference is Book 7 A Crown of Swords, Chap 25, p 528 (Paperback):
QUOTE
“Great Lord, I taught them only small things, and I fought them as I could. I taught them a supposed way to detect a man channeling.” She managed to laugh. “Practicing it gives them such headaches they cannot channel for hours.”

This pretty much makes it clear that it is not possible to detect a man channeling. Although, of course, just like Healing severing, it could be an unknown weave. But I really don't think so.
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Targul
Posted: Jul 4 2004, 09:13 PM
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It doesn't say there isn't a way to sense the opposite sex channeling only that Moggy didn't teach them Jack just messed with their heads. It seems a little unfair that men can sense women but not the other way around.

I always figured there was a way, even if not even the Forsaken know it. There is a scene where Moridin is brooding over things that they have figured out in the new age that they couldn't even do during the Age of Legends. Forced Circles (Damane/Sul'dam), Bonding Warders, and of course Healing Severing.

Just my 2 mk
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Entropic_existence
Posted: Jul 5 2004, 01:29 AM
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Didn't we see somewhere (perhaps New Spring with all of its Aes Sedai goodness) that the Red Ajah has several weaves known only within their Ajah for finding Male Channelers. How it works we don't know but I think there may have been one that detected the residue of Saidin, however I don't believe it allowed you to see the residue just let you know Saidin had been used there recently. There may also be a weave that emulates that nifty ter'angreal of Cadsuane's as well. Jordan doesn't say it isn't possible, but he always places good restrictions on such weaves so as to keep the male/female distinctiveness going.


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Niveus
Posted: Jul 5 2004, 01:41 AM
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now that you mention it that does sound right it being a lie and all hmm well i still like it but i will modify it to be more like the reds seeker and all males have the whole goose bump issue too


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Kakita Aramoro
Posted: Jul 5 2004, 07:18 AM
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yo Niveus, just wondering what the heck are you refering to here?
QUOTE
Casting Level Power Increase Save Quality of Blade Mod
3 +1 -1 Masterpiece +4
+1 +2 -2 Mastercraft +2
+2 +3 -3 Average +0
+3 +4 -4 Poor -2
+4 +5 -5 Horrible -4


poor and horible qualities? where are you getting this from?
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Niveus
Posted: Jul 5 2004, 08:13 AM
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QUOTE (Kakita Aramoro @ Jul 5 2004, 05:18 AM)
yo Niveus, just wondering what the heck are you refering to here?
QUOTE
Casting Level Power Increase Save Quality of Blade Mod
3 +1 -1 Masterpiece +4
+1 +2 -2 Mastercraft +2
+2 +3 -3 Average +0
+3 +4 -4 Poor -2
+4 +5 -5 Horrible -4


poor and horible qualities? where are you getting this from?

it reflects my campaigns smithing rules


craft check

skill level + d20 + modfiers

0 to 3 total junk
4 to 8 horrible -2 to rolls
9 to 14 poor -1 to rolls
15 to 21 average +0 to rolls
22 to 27 master work +1 to rolls
28 to 32 masterpiece + 2 to rolls





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Guest
Posted: Jul 5 2004, 04:47 PM
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From the Under the Dragon's Banner Netbook located at the Call of the Horn website


Threading the Needle

[Air, Earth, Fire, Water, Spirit] (Lost)
Level: 3
Casting Time: 1 action
Range: See text
Duration: Concentration
Saving Throw: None
Weave Resistance: No

This weave allows a channeler to detect the use of either saidin or saidar, depending on their sex. Female channelers can detect the male use of saidin, while male channelers can detect a female using saidar.

The channeler may determine whether the opposite power has been embraced or
channeled within the area of effect. They may not ascertain the strength of the power, nor the direction or location of the channeler.

Use of this weave requires a great deal of concentration and can be very taxing on
the channeler. A Concentration check (DC of 20) is required each round to maintain this weave. Failure means the channeler must drop the weave and suffers a -4 circumstance penalty to all skill/ability checks for a number of rounds equal to the time the weave was held. If the weave was held for four rounds prior to a failed concentration check, then the channeler suffers the penalty for four rounds.

The range at which a channeler can sense the One Power in the opposite sex is 50 ft radius circle per channeler level.
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bmtc
Posted: Jul 7 2004, 08:41 PM
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it is certain that females are capable of detecting the residue of male's weaves.

Quote from Robert Jordan:

"There are various ways that the effects of male channeling can be found, weaves that find the resonance of the residues of saidin. Check in Crossroads of Twilight. They do not detect the actual weaves, though, only the residues left after the weave is released."


Quote obtained at this website
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Niveus
Posted: Jul 7 2004, 08:56 PM
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QUOTE (bmtc @ Jul 7 2004, 06:41 PM)
it is certain that females are capable of detecting the residue of male's weaves.

Quote from Robert Jordan:

"There are various ways that the effects of male channeling can be found, weaves that find the resonance of the residues of saidin. Check in Crossroads of Twilight. They do not detect the actual weaves, though, only the residues left after the weave is released."


Quote obtained at this website

Eyes of saidar
Warding
[Spirit] (Lost)
Level: 3-6
Casting Time: 1 action
Range: self
Targets: self
Duration: concentration
Saving Throw: none
Weave Resistance: none

Level Radius
3 30
+1 40
+2 50
+3 60


Eyes of saidar allow a female channler to see the residue that is left behind from weaves made by male channlers by sending out a thin curtain of spirit that latches on to the residue highlighting it in such a way that it can be easily seen.


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shaun
Posted: Jul 8 2004, 10:29 AM
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I think that you channel a weave of a certain type so that you leave a residue itself but as long as it isn't done too strongly the residue won't be present where sadin was. You kinda get a negative immage of the residue. The reason that I think this is that where we see sadair and sadin channeled together female channelers see a gap where sadin is and vise versa. Eg when boul of winds was used and when Egwene (I think) looks at callandor before It was taken and sees where sadin must be in the weave.
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