CHANNELING

SAIDAR
Saidar (pronounced: sah-ih-DAHR) is the female half of the One Power. Unlike the more violent saidin, saidar is said to be a “river of Power” which must be surrendered to or “embraced” in order to gain control.

Female channelers can tell when other women are touching the Source – a white glowing aura appears around their body, only visible to those trained to touch saidar. The ability can also be sensed in any woman capable of channeling, be they wilders or Aes Sedai. In the testing to see if you can channel, a woman channels a simple weave and waits. Within five minutes if a woman has the spark, the woman tries to channel the flow, and the test is confirmed. It takes longer for those who only can learn. However, a woman who has the spark can be detected by another female channeler without being tested.

SAIDIN
Saidin (pronounced: sah-ih-DEEN) is the male half of the One Power. It is described as a raging torrent of the Power which must be subdued and dominated by a strong-willed channeler in order to be controlled.

Men feel women holding the Source as a tingling on their skin, like goosebumps. They can also sense when another man is holding the Power though not in the way women do: a man would describe it as a feeling of awe and menace, with nothing truly visible, and not easily pinpointed to a particular location or person. The farther the channeling, the fainter the feel. While a female channeler can sense any woman channeling, sensing for men depends largely on the amount of saidin used in the weave.

No man can tell at sight if another man can channel, unless the other man has seized saidin. Testing for men involves channeling a simple flow until a “resonance” is felt from the one being tested. This may often take as long as fifteen to twenty minutes for those with the spark, and much longer for those who can only learn.

Saidin is described as a rough torrent requiring strict control, something you have to “seize” to gain, and fight to weave.

This essential difference in the nature of the two halves of the Power means that a woman cannot teach a man to channel, and vice versa.

THE ONE POWER
Normally it takes a full round action to seize the source also called The One Power. The skill to use this source to form a Weave is called Channeling. A character’s strength with the One Power is governed by their Spirit die. Some Weaves have Distances and special effects. The Smarts die is used for these. Some Weaves have varying degrees of power. The more power used in these weaves, the stronger the weave’s effect. Some weaves can be resisted by Spirit, Strength and Agility depending on the weave. Arcane resistance also directly effects the power of a weave’s effects directly.

OVER-CHANNELING
When one uses up their alotment of Power Points it is possible to continue to use the one power by over-channeling.

Fatigued:
When one has used +25% of their total Power Points they will automatically become fatigued. This fatigued condition can not be magically healed and requires 8 hours of rest to alleviate. When fatigued all weave effects are reduced by 1 die step (If this results in a die step below 1d4, the weave is inaffective) and the character has a -1 to all actions and skills.

Very Fatigued:
When one has used +50% of their total Power Points this fatigued condition worsens. All weaves are reduced by 2 die steps (If this results in a die step below 1d4, the weave is inaffective)and the character has a -2 to all actions and skills. Furthermore, a natural 1 on the character die will cause the channeler to become unconscious. This unconsciousness can not be healed by magic and requires 1d4 days before consciousness is regained.

Exausted:
When one has used +75% of their total Power Points this fatigued condition worsens. All weaves are reduced by 3 die steps (If this results in a die step below 1d4, the weave is inaffective) the character has a -3 to all actions and skills. Furthermore, a natural 1 on either die will cause the channeler to fall unconscious as above and become burned out forever. (Until repairing such a thing is discovered)

Over-Drawing:
It is possible to draw more of the one power than is safe to create a more powerful weave.

1 die step: To add 1 die step to a weave requires 1 extra turn and 5 extra power points to draw enough of the power. If the action succeeds or not the channeler is Shaken.

2 die steps: To add 2 die steps to a weave requires 2 extra turns and 10 extra power points to draw enough of the one power. If the action succeeds or not the channeler is Shaken. A natural 1 on the character die will cause the channeler to become burned out forever. (Until repairing such a thing is discovered) A male channeler that attempts this must also succeed with a Spirit roll or additionally receive the Hinderance Madness (Lesser). If the character already has Madness (lesser) he gains Madness (Greater), if he already has madness (Greater) he becomes mad.

3 die steps: To add 3 die steps to a weave requires 3 extra turns and 15 extra power points to draw enough of the one power. If the action succeeds or not the channeler receives 1 wound and is shaken. A natural 1 on either die will cause the channeler to become burned out forever. (Until repairing such a thing is discovered) A male channeler that attempts this must also succeed with a Spirit roll with a raise or additionally receive the Hinderance Madness (Lesser). If the character already has Madness (lesser) he gains Madness (Greater), if he already has madness (Greater) he becomes mad.

CHANNELING

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