Balefire - Lost Balefire 8 – 13 A W E F S 1 action See text Instant Reflex n No lost +2 increase duration to concentration targetin g one creature per round. BB = Back Burn Cloud Dancing Foretell Weather 0 – 3 Air, Water 1 min Close Instant None No Common Foretell the general weather in the immediate area, time ahead increases with level. Harness the Wind 0 – 7 Air, Water 1 action Long Concentration None No Common Conjure wind over a target area. +1 lvl to increase or decrease the area effected by one step 0 Puff 5 ft None 1 Gust 25 ft 1 round 3 Blow 300 ft 3 rounds 5 Roar 1 mile 5 rounds 7 Howl 10 mile 7 rounds 8 25ft 5s BB 9 75ft 1 min BB 10 150ft 5 min BB 11 300ft 10 min BB 12 600ft 1 hour BB 13 1,200 ft 6 hour BB 0 4 hrs 1 2 days 2 2 weeks 3 1 season
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Balefire - Lost
Balefire 8 – 13 A W E F S 1 action See text Instant Reflex n No lost
+2 increase duration to concentration targeting one creature per round. BB = Back Burn
Cloud Dancing
Foretell Weather 0 – 3 Air, Water 1 min Close Instant None No Common
Foretell the general weather in the immediate area, time ahead increases with level.
Harness the Wind 0 – 7 Air, Water 1 action Long Concentration None No Common
Conjure wind over a target area. +1 lvl to increase or decrease the area effected by one step
0 Puff 5 ft None 1 Gust 25 ft 1 round
3 Blow 300 ft 3 rounds 5 Roar 1 mile 5 rounds
7 Howl 10 mile 7 rounds
8 25ft 5s BB 9 75ft 1 min BB
10 150ft 5 min BB 11 300ft 10 min BB
12 600ft 1 hour BB 13 1,200 ft 6 hour BB
0 4 hrs 1 2 days
2 2 weeks 3 1 season
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Lightning 5 – 9 Air, Fire 1 full round Long Instant Reflex ½ No Common
If cast again within 3 rounds no brew time is needed. Only works out doors First damage is to direct target, second is for area.
5 Single 10 ft 5d10/1d10 None 7 Several 25 ft 5d10/2d10 1 round9 Storm 50 ft 5d10/3d10 3 rounds
Raise Fog 2 – 8 Air, Water 1 full round Medium Instant None No Common
Raises a 20 ft tall fog blinding all sight beyond 5 ft. Does not work underwater.
Warmth 0 – 3 Air, Fire 1 action Close Instant None No Common
Raises or lowers the temperature to a comfortable range in a fifteen foot area.
0 Down to 55, up to 95 1 Down to 35, up to 115
2 Down to 15, up to 135 3 Below 15, above 135
Conjunction
Bond Warder 5 Spirit 1 min Touch Instant Will - Yes Common
Bonds the target person as a warder. Does not work on animals, differing effect on those of the same gender as the channeler.
Compulsion 3 – 5 A W E F S 1 action Close Concentration Will - Yes Lost
2 50 ft 3 200 ft 4 600 ft
5 1,800 ft 6 2 mile 7 6 mile
8 20 mile
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Allows you to influence or command the target. +1 lvl implant a single command that remains after the weave expires. + 1 lvl add
one person the weave effects per lvl increased.
3 Influence The target regards you as a trusted master, interpreting all instructions in the best possiblelight. Too contrary commands allow an additional will save to throw off the weave’s effects
5 Command The target is completely devoted to the channeler beyond all rational thought. They willfawn over the channeler and follow all commands to the best of their abilities.
False Trail 0 – 8 A, E, S 1 full round See text Instant Will – (H) Yes Common
Creates a false trail in the specified direction, all prints and scents you would leave follow the line instead. +1 lvl change distance by 2
0 1 25 ft 1 2 200 ft 2 5 1,000 ft
3 10 1 mile 4 25 2 miles 5 100 3 miles6 500 4 miles 7 2,500 5 miles 8 10,000 6 miles
Pass Bond 7 Spirit 1 min Touch Instant Will - No Common
Passes your warder bond to another channeler, then or upon your death. Will save or modification terminates the bond instead.
Sense Shadow Spawn 0 None See text See text See text None No Automatic
For my games, this is not a weave but a channeler and warder ability. 50 ft per channeler lvl. Madness may confuse this sense in men
Trace 0 – 4 Spirit 1 action See text Instant None Yes Common
You sense around you, feeling for the presence of someone you know. A gift (particularly metal) from you to the target, while in thetarget’s possession, will allow a sense of whether they are alive and if they have the gift at any range, and will double the range.
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Strong emotions felt will double both the range and time sensed (current for range, at the time for time).
0 75 ft 3 hours 1 300 ft 12 hours
2 600 ft 1 day 3 1, 500 ft 36 hours4 1 mile 2 days
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Earth Singing
Earth Delving 0 – 3 Earth 1 action Medium Concentration None No Common
Hold a sample of a mineral or stone, this weave will give you a general sense of any deposits of the ore within the radius.
0 5 ft 1 25 ft 3 150 ft 4 750 ft
Earthquake 7 – 12 Earth 1 full round Long Instant See text No Common
Creates an intense, but localized tremor, effects vary with terrain. Channelers must make a concentration check (DC 20 + casting lvl)Cave, Cavern, Tunnel: collapses roof dealing 8d6 damage, reflex DC 15 ½. May cause blockage
Cliffs: They crumble causing a landslide that travels as far out as it does down. 8d6 to those caught.Lake, Marsh, River: Drains the water leaving quicksand, afterward the water rushes back possibly drowning those caught.
Structure: Most structures collapse, dealing 8d6 to those within DC 15 ½
7 50 ft 8 150 ft 9 300 ft
10 1,500 ft 11 1 mile 12 5 mile
Grenade 0 – 4 Earth, Fire 1 full round Touch Instant Reflex ½ Yes Common
Imbue a stone with explosive properties, explodes on impact. +1 lvl effects one additional stone per lvl added.
Whirlpool 3 – 7 Spirit, Water 1 full round Medium Concentration None No CommonCreates a whirlpool in a large enough body of water. Creatures are trapped, DC 15 to stay afloat DC 10 not to drown. Traps vessels
3 Pond 25 ft 5 Lake 300 ft 7 Ocean 1,500 ft
Healing
Delve 0 – 3 Spirit 1 minute Touch Instant Will – (H) Yes Common
Shows the current physical of the target, adds a +5 to heal checks, and gives a sense of treatments for unknowns. Lvl 3 may fine tune
0 Wounds 1 Disease 2 Poison 3 supernatural
Heal 0 – 8 A, W, S See text Touch Instant Will – (H) Yes Common
Heal a target, converting physical damage into subdual damage. You cannot use this on yourself. CL = Channeler Level
Mirror of Mists 0 – 2 A, F, S 1 action Personal Concentration None No CommonYou seem to grow taller and your voice deepens. At lvl 2 medium sized creatures make a will save or become dazed.
0 Slight +2 1 Double +4 2 Quadruple +8
Voice of Power 0 – 1 Air, Fire 1 action Touch Concentration Will – (H) Yes Common
You amplify your voice dramatically. Level 0 cast on self, level 1 cast on another. Speaker gains +1 intimidate.
Traveling
Bridge Between Worlds 7 – 11 E, S 1 full round Close Concentration None No Lost
Creates a gateway between Tel’aran’rhiod and the real world, time open when tied off changes with level
7 5 ft x 10 ft 2 rounds 9 10 ft x 15 ft 1 round/CL 11 30 ft x 20 ft 2 rounds/CL
Create Gateway 7 – 11 Spirit 1 full round Close Concentration None No Lost
Creates a gateway, you must know the place you are leaving well. Time open when tied off changes with level
7 5 ft x 10 ft 2 rounds 8 10 ft x 15 ft 1 round / CL 9 30 ft x 20 ft 3 rounds / CL
10 100 ft x 25 ft 5 rounds / CL 11 300 ft x 30 ft 1 min / CL
Skimming 4 – 8 A, E, S 1 full round Close Concentration None No lost
You open a gateway for Skimming. You create a platform of your choice, limited by level. Must know target location well. If youexit, the platform will no longer exist and any creatures on there will fall into the dark between.
4 5 ft None 5 10 ft 4 6 15 ft 25
7 25 ft 120 8 35 ft 200
Use Portal Stone 4 – 7 Spirit 1 full round Touch Instant None no Rare
Use a portal stone to travel to another stone in your world. +1 lvl travel to a mirror world.
4 5 5 50 6 100 7 500
Warding
Barrier to Sight 1 – 10 A, F, S 1 full round Close Concentration None No Common
Creates a dome shaped weave around an area that appears to be a misty fog, obscuring all within from sight.
1 5 ft 2 10 ft 3 25 ft 4 50 ft 5 150 ft
6 300 ft 7 750 ft 8 1,500 ft 9 1 mile 10 5 miles
Circle of Silence 0 – 9 A, F, W 1 full round Close Concentration None No Common
Creates a dome shaped weave through which no sound may pass.
Ward Against Shadowspawn 1 – 10 A F S 1 full round Close Concentration None Yes Common
Creates a dome shaped ward through which Shadowspawn cannot pass. Must not contain Shadowspawn on casting. +1 lvl also wardsagainst shadow linked vermin, which will flee if within upon casting.
Ward Bore 4 A W E F S 5 min Medium instant None No Lost
You attempt to bore a small hole in a ward. Weavesight DC 20 + target weave lvl + casters ability bonus. Failure by 10 or more alertsthe caster of the attempt, thought they do not know by whom.
Arms of Air 0 - 12 Air 1 action Medium Concentration None Yes Common
Lifts items with weaves of air, can be used to lift gently or to throw. Move speed 20 ft.
0 5 lb 1 25 lb 2 100 lb
3 200 lb 4 400 lb 5 800 lb
6 1,500 lb 7 3,000 lb 8 6,000 lb
9 12,000 lb 10 25,000 lb 11 50,000 lb
12 100,000 lb
Blade of Fire 1 - 5 Air, Fire 1 action Touch Concentration None Yes Common
Cuts through material using a staff or stick as focus 3ft/r flammable, 1 ft/r non. May be directed toward enemy for 2d6 touch attack.
Create Fire 0 – 6 Fire 1 action Medium Concentration Will ½ Yes CommonCreates a flame in the specified area. Level determines area or steps changed (i.e. 1 step Candle to torch). BT = Brew Time
0 1 in – 1 1 step none 1 3 in – 1d4 2 steps none
2 1 ft – 1d8 3 steps 1 round BT 3 3 ft – 2d8 4 steps 2 round BT
4 10 ft – 3d8 5 steps 3 round BT 5 25 ft – 4d8 6 steps 4 round BT
Fireball 2 – 6 Air, Fire 1 action Medium Instant Reflex ½ Yes Common
Throw a ball of fire, area and damage increase with level. CL = Channeler Level
2 5 ft 2d6 + CL 3 10 ft 3d6 + CL
4 20 ft 4d6 + CL 5 35 ft 5d6 + CL
6 50 ft 6d6 + CL
Harden Air 0 – 5 Air 1 action Medium Concentration Reflex* No CommonHardens the air trapping all within. No physical effects can penetrate the air and trapped heads causes suffocation *Keep head out
0 1 ft 1 3 ft
2 5 ft 3 10 ft
4 15 ft 5 20 ft
Light 0 – 3 Air, Fire 1 action Personal Concentration Reflex* No Common
Create a smooth globe of steady light above your hand. +1 lvl to fix in one spot. *2nd level and up avoid being blinded