NEW POWERS

Aligning ther Matrix (Lost)
Rank: Heroic
Power Points:3
Range: Touch
Duration: 1 Minute
A weave from the Age of Legends. The weave is used to strengthen metal, and the method used for making power-wrought weapons, the like which are not found in the present day.

Arms of Air
Rank: Novice
Power Points:1/3/6+
Range: Smarts
Duration: Concentration (Can be tied off)
Invisible arms woven from air that can lift objects, throw objects, restrain people, create harden walls or bonds of air or gags of air etc. The heavier the object or resistance, the more power needed to accomplish the channeler’s goal.

Arrows of Fire
Rank: Veteran
Power Points: 5/10+
Range: 100ft/Smarts Die
Duration: Instant
Each fingertip will fire ten of these very rapidly, so quickly they appear to flicker. The filaments kill by heating whatever material they come into contact with to beyond boiling, creating large holes in their targets. A single filament has the ability to vaporize its way through up to three Trollocs. Up to one hundred of these filaments may be fired simultaneously.

Balefire (Lost)
Rank: Heroic
Power Points:10+
Range: 25ft/Smarts Die
Duration: Instant
Trapping: Pencil-thin beam of white hot light Balefire cuts through all objects until it reaches a Living creature. That creature must make a Spirit roll opposed by the caster’s channeling roll or be killed and eliminated from time itself, up to a day in the past. For an extra 5 Power Points, this can be extended to a week. Balefire is so dangerous, doing harm to the Pattern itself, that Aes Sedai consider anyone who knows it to be criminals. Balefire cannot be tied off.

Barrier to Sight
Rank: Veteran
Power Points:5+
Range: 25ft/Smarts Die (Dome)
Duration: Concentration (Can be tied off)
You create a dome-shaped weave around an area, through which nothing can be seen. People outside the weave see a dome-shaped, wavering image of the area as it appeared when the weave was cast. Transient items within this area (such as people) are barely visible in this image; more permanent items appear more solid. People within the weave see the same sort of image when looking out. Physical objects, and people –even you- can pass through the boundaries of the dome without affecting the weave. This weave typically appears as a dome, but its shape can be altered to any equivalent volume when cast. When cast within an enclosed area, such as a room or a cavern, the weave tends to conform to the shape of the space.

Blade of Fire
Rank: Seasoned
Power Points:3+
Range:Touch
Duration: Concentration (Can be tied off)
You grasp a knife, wand, staf, or other object, and a lance of white flame extends from its tip. This flame cuts cleanly and quickly through nearly any material, melting through even stone as if it were butter. If directed against a creature, you must hit the target as if making a touch attack with the item; a successful hit deals an extra 2d6 points of damage. The blade of fire cuts through a 3-foot length of wood, or a 1-foot length of stone or metal, per round. Thus, it takes 4 rounds to cut a 3-foot-square hole in a piece of wood, and 12 rounds to cut a square of the same size in a stone wall. Cutting requires no more concentration that walking. The blade must remain in contact with the object being cut for the full round. Therefore, it does not slice through swords in melee because in the give and take of combat it does not remain in contact with them for long enough. This weave leaves the implement warm to the touch but does not otherwise harm it. The flame ignites easily combustible materials (such as dry straw or oil) but leaves wood and other materials charred and smoldering.

Bond Warder
Rank: Seasoned
Power Points:1
Range: Touch
Duration: Instant
Bond Warder allows a Channeler to select one non-channeling human to be her Warder (the target can make a Spirit check to resist, if desired). This allows the target character to take the Warder Edge. It also gives the Channeler the capability to use Leadership Edges on her Warder, even if he is a Wild Card. Both the Warder and Channeler know the direction, distance, and emotional state of one another at all times. If necessary, the Warder can also be controlled as per the Puppet Power, though Channelers rarely use this capability. Bonds can be transferred to a new Channeler by recasting this spell. This Weave does not have to be tied off as its effects are permanent.

Bridge between Worlds (Lost)
Rank: Veteran
Power Points:3
Range: 25ft/Smarts Die
Duration: Instant
You create a gateway between the real world and Tel’aran’rhoid, allowing you to physically enter or exit the dream world. The maximum size of the gateway, and the maximum length of time it can remain open, depends upon the casting level. The caster may close the gateway at will prior to this time limit. Your dream self in Tel’aran’rhoid cannot enter the real world. If you dreamwalk into Tel’aran’rhoid and cast this weave there, the gateway opens, but you cannot cross through it.

Call Lightening
Rank: Seasoned
Power Points:5+
Range: 100ft/Smarts Die
Duration: Instant
Forks of Lightning strike out from above at the location the Channeler desires. These forks can hit people or objects with destructive force.

Caressing the Child
Rank: Novice
Power Points:2
Range: Touch
Duration: 1 Minute
A weave related to Healing used to test the health of an unborn child and the mother. It can be used to cure some problems of either. It will only work on a pregnant woman. The weave works best if the one it is being used on is very warm, and causes her to feel as though her body is humming.

Circle of Silence
Rank: Seasoned
Power Points:5+
Range: 25ft/Smarts die
Duration: Concentration (Can be tied off)
You create a dome-shaped weave around an area, through which no sound passes. People outside the dome cannot hear you (or any other noise from within). Similarly, outside sounds cannot be heard within the dome. Physical objects, and people –even you- can pass through the boundaries of the dome without affecting the weave. This weave typically appears as a dome, but its shape can be altered to any equivalent volume when cast. When cast within an enclosed area, such as a room or cavern, the weave tends to conform to the shape of the space.

Clean
Rank: Novice
Power Points:2
Range: Touch
Duration: 1 Round
Dirt, rust, sun damage, and corrosion disappear from a cloth or porous item (such as a leather garment), leaving the item clean and supple. Clean removes dirt from metallic objects, but does not repair them. Colors of cloth items are brightened, and leather items cleaned in this manner appear to have been polished. Items cleaned in this manner have not been strengthened or repaired, although they appear like new.

Compulsion (Black Ajah Only)
Rank: Veteran
Power Points:3/6+
Range: 5 Feet
Duration: Permanent until Removed.
The lesser form of Compulsion is described like a whip, and makes the subject nervous and giddy, but the more advanced Compulsion compels the subject to worship the user. Both forms require using the Power to stimulate and control nerves in the brain, and forcing too hard can damage a person’s mind permanently once they are released. Additionally, the greater the user’s knowledge of the functions and anatomy the human brain, the more effective their Compulsion becomes.

Corrosion
Rank: Seasoned
Power Points:3
Range: Touch
Duration: 1 Round
Tarnish, rust, and corrosion quickly build on any item of metal, wood, paper, leather or stone that you touch, leaving the face black and pitted. New metal actually transmogrifies into rusted uselessness. Weapons that have been heavily pitted are made useless, and hinges caked solid with rust as though years of disuse have passed are immobile.

Create Fire
Rank: Novice
Power Points:1
Range: Smarts
Duration: Concentration (Can be tied off)
This weave creates fire where this is none, or increases the size of an existing fire. Unfueled, the flame only last for the duration of the weave, but they ignite flammable objects that they touch. The damage listed is sustained each round by every creature and object within the burning area. These fires take time to build up- a large fire ignites as a smaller fire (torch flame size) and grows quickly. If the weave ends before the fire reaches full size, the weave still counts as having been cast as intended. For each Power point used a fire can be increased in size by 1 step.

Cut Weave (Lost)
Rank: Veteran
Power points:5+
Range: 25ft/Smarts Die
Duration: Instant
With this weave, a sharp knife of spirit cuts through any weave that attacks you (affects an area you occupy, or has you as a target). You do not have to know what weave was cast to use cut weave. The level and power points required of this weave is determined by the weave that you are attempting to cut

Deathgate (Lost)
Rank: Heroic
Power Points:3/6/9+
Range: 50ft/Smarts Die
Duration: Instant
Deathgates are a weave of the One Power using Spirit, Earth, and Fire that opens and closes gateways very rapidly, sending them speeding along the ground. Any Shadowspawn that pass through these Deathgates die because the Death Gates are constructs of the One Power, and Shadowspawn cannot survive such a trip. The destination shifts every time a Deathgate opens, and the destinations themselves are random, preventing too many Shadowspawn corpses from accumulating in a single area. Like with a typical gateway, a Deathgate’s size is determined by the amount of Power the user can hold.

Deflection Shield
Rank: Veteran
Power Points:2/4/6+
Range: Smarts
Duration: Concentration (Can be tied off)
You create a weave in the shape of a screen or shield, approximately 10 feet tall, which blocks normal ranged attacks against a person, object, or group of people behind it. The screen is visible to sight, but does not block line of sight for casting weaves. A Spot check can be used to determine the edges of the screen. The screen blocks sound, smell, or other sensory cues, but not sight. For 4 PP the shield can block 180degree arc, for 6PP the shield blocks 360degrees around the channeler.

Delving
Rank: Novice
Power Points:1
Range: Touch
Duration: 1 Minute
Delving is the act of “feeling around” with the One Power to look for injuries and illnesses. This is often used directly before Healing. The ability to Delve (and discover an illness or injury) does not necessarily mean one possesses sufficient Healing ability to cure it.

Delving-Earth
Rank: Veteran
Power Points:5
Range: 25ft/Smarts Die
Duration: 1 Minute
Delving also refers to the use of the Power to search the earth for metal ores and such, and to extract the ores from the ground.

Distant Eye
Rank: Seasoned
Power Points:3+
Range: 100ft/Smarts die
Duration: Concentration (Can be tied off)
You extend a narrow tendril of weave outward as far as the extreme of medium range. You see as if your eye were at the end of the weave. You can move the tendril as you see fit, even into areas that you cannot see from your casting location. The tendril fits easily through tiny spaces such as keyholes and the gaps under doors, so long as they are at least ¼ inch high or wide. You cannot move the tendril if you tie off the weave, though you continue to see through it. While this weave is in effect, you are only vaguely aware of your normal vision.

Dream Warding
Rank: Veteran
Power Points:5
Range: 25ft/Smarts Die
Duration: Concentration (Can be tied off)
You create a dome-shaped weave around an area. The dome creates an invisible barrier that protects the dreams of everyone who sleeps within it. Dreamwalkers cannot enter those dreams, and those who attempt to directly observe the dreams of those within, by any method, see only indistinct images at best. This weave typically appears as a dome, but its shape can be altered to any equivalent volume when cast. When cast within an enclosed area, such as a room or cavern, the weave tends to conform to the shape of the space. The ward protects against normal dreams only. It does not extend any protection to Dreamwalkers who enter the space between dreams, other people’s dreams, or Tel’aran’rhoid. This weave has a duration of concentration. It is impossible to hold a weave while falling asleep, or (with the exception of Dreamwalkers) to cast and/or hold a weave in your dreams. To effectively ward your own dreams, you must cast and tie off this weave before going to sleep.

Dry
Rank: Novice
Power Points:2
Range: Smarts
Duration: 1 Round
You squeeze the excess water off or out of a wet object, leaving it dry. The water does not dissipate but falls to the ground in a puddle.

Eavesdrop
Rank: Seasoned
Power points:2+
Range: 100ft/Smarts die
Duration: Concentration (Can be tied off)
You extend a narrow tendril of weave outward as far as the extreme of medium range. You hear as if your ear were at the end of the weave. So long as you concentrate on this weave, you can move the tendril as you see fit, though only where you can see it. The tendril fits through tiny spaces such as keyholes, so long as they are at least ¼ inch high or wide. You cannot move the tendril if you tie off the weave, though you continue to hear through it. While this weave is in effect, you are only vaguely aware of your normal hearing.

Farspeaking
Rank: Veteran
Power Points:3+
Range: 100ft/Smarts die
Duration: Concentration (Can be tied off)
Using this weave in the Age of Legends, men and women were able to communicate across great distances. While within the designated area (usually a medium-sized booth), you hear as if your ear were at the opposite end of the weave. While this weave is in effect, you are only vaguely aware of objects that you would normal hearing.

Finder
Rank: Novice
Power Points:1
Range: Touch
Duration: Varies (See below)
A channeler uses Spirit and places the finder on an object. Somewhat akin to the Warder bond, but “much less complex”, it allows the channeler to sense the direction and distance to the object. A finder will last for weeks on cloth and leather and will last indefinitely on metal. If the person holding an object that has a finder on it loses the object, the channeler can no longer find the object. Furthermore, the finder is attuned only to the one who wove the weave.

Fireball
Rank: Seasoned
Power Points:3/6+
Range: 100ft/Smarts Die
Duration: Instant
The channeler uses a simple weave of fire to create the fire ball. This ball of fire travels from the location of the caster and detonates upon impact. The severity and effectiveness of this detonation varies widely and appears to be dependent upon a number of factors, one of which is a factor of strength with the One Power.

Folded Light (Lost)
Rank: Veteran
Power points:3
Range: Person
Duration: Concentration (Can be tied off)
This weave folds light around an object, such as a person, so that any attempt to view the object slides past it and behind it. This effectively renders the subject invisible.

Globe of Light
Rank: Novice
Power Points:1
Range: 25ft/Smarts Die
Duration: Concentration (Can be tied off)
A palm sized globe of white light is created. This light functions as a Torch but does not flicker. For 3 Power Points this light can suddenly brighten and expand to fill a small room. Anyone who fails to close or cover their eyes is temporaily blinded.

Grenade
Rank: Seasoned
Power Points:2/4/6+
Range: Touch
Duration: Instant
You imbue a stone with an explosive property. If the stone strikes a hard surface, it detonates,
doing damage to all creatures within its burst radius. You may throw the stone or use it as ammunition for an appropriate weapon (such as a sling or catapult). To hit a target with a thrown stone, you must make a ranged attack. The size of the stone, its burst area, and the damage it does depend on the number of Power Points used. A grenade with a burst area of “contact” only deals damage to the target it hits.

Harness the Wind
Rank: Seasoned
Power Points:2/4/6+
Range: 25ft/Spirit die
Duration: Concentration
A Channeler can use and shape the Winds itself to speed a ship along on a river, lake or ocean. The more power that is used, the faster the movement. This weave however may have adverse affects to the tides.

Healing
Rank: Novice
Power Points:2/4/6+
Range: Touch
Duration: Instant
Healing is the name for the art of healing physical and/or mental injuries through the use of the One Power. The traditional method of Healing using Water, Wind, and Spirit eliminates all physical ailments, using the patient’s energy reserves for the healing. Small wounds and scars will instantly vanish, while larger wounds will close and heal as if they had healed naturally, but do so in mere seconds. There are drawbacks to this method of Healing, known to all those who practice it. Lost appendages cannot be replaced, and truly grievous wounds will leave a visible scar. The Healing draws energy from the body of the subject, therefore the shock to the weakened system may also kill the patient if they were near death to begin with. It is also not possible to Heal a specific area of the body; Healing must be done to the entire body at once, but it is possible to vary the overall strength of the Healing. Once a patient has been Healed in this manner, their energy reserves must be replenished. For more serious injuries, this can lead to the patient being ravenously hungry and unable to stand under their own power for several days.

Heal Mind
Rank: Novice
Power Points:5+
Range: Touch
Duration: Smarts (days)
This weave temporarily relieves the effects of madness. A successful casting can either remove the minor Madness Hindrance or reduce the major Madness Hindrance to minor. A raise removes both. But nothing can get rid of the taint forever —the Madness returns after the Channeler’s Smarts die in days. This weave can be tied off. Legendary characters (or those using an an angreal) can use this weave to permanently eliminate madness at a cost of 20 Power Points.

Keeping
Rank: Seasoned
Power Points:1PP/9 Sq Ft.
Range: Touch
Duration 1 week/1PP
Keepings are usually used on food, preserving them for as long as is needed. With a constant keeping present, food can go unspoiled for years on end. Keepings do need to be reinforced every so often, depending on the length of its existence and the quantity that it has been placed on.

Mantle of Shadow (Lost)
Rank: Seasoned
Power Points: 2/4/6+
Range: 25ft/Smarts Die
Duration: Concentration (Can be tied off)
This weave subtly diverts all attention from the target- others cannot remember any details about the channeler; should they attempt to pay attention to the channeler, their eyes interpret the area as darkness, or at very best a dimly fuzzy image. The stronger the diversion and the more people to be affected, the more PP required.

Mirrors of Mist
Rank: Seasoned
Power Point:3
Range: Person
The effect of this weave is the ability to alter one’s appearance in order to increase the caster’s presence. The Mirror of Mist, known as the Mask of Mirrors in Age of Legends, has several functions, each performed by a variation of the weave. (The caster describes what they want to do)

Refresh
Rank: Novice
Power Points:2
Range:Touch
Refresh is a weave associated with Healing. While it does not remove a targets exhaustion, it does mask it, allowing a person or animal to perform as if they are well rested. Care must be taken with this weave as a subject of the weave (such as a horse) becomes ignorant of their true physical state and may run up until the time that they fall over dead from exhaustion.

Restore Power (Lost)
Rank: Veteran
Power Points:10+
Range: Touch
Duration: Instant
This weave allows a Channeler to reconnect a stilled or gentled character to the True Source so they may once again channel. Unfortunately, it is a lost weave and so is so rare as to be almost forgotten. Casting restore power takes 10 minutes. If successful, the target may once more channel (they recover their Channeling Edge for free) but are can only cast weaves one rank or less below their own rank (minimum of Novice). With a raise, the character regains full channeling capability.

Riven Earth
Rank: Veteran
Power Points:3/6+
Range: 100ft/Smarts Die
Duration: Instant
This weave is associated with the Talent Earth Singing. It affects a stretch of ground by causing it to explode. The earth erupts and causes devastation to any ground force, such as an army, which is unfortunate enough to stand above it. What is left behind is a long line of chard and churned earth. This weave does not have to start at the channelers location, but can run perpendicular.

Sense Shadowspawn
Rank: Novice
Power Points:1
Range: 50ft/Smarts Die
Duration: Concentration
When you cast this weave, you feel a sense of discomfort that tells you that Shadowspawn are near, although it does not indicate the type, number, direction or location of the Shadowspawn.

Shielding
Rank: Seasoned
Power Points:3/6/9+ (Can be tied off)
Range: 10ft/Smarts Die
Duration: Concentration
Shielding is the act of blocking someone from the One Power, and incredibly useful tactic when a channeling foe needs to be subdued. A shielded person can still feel the Source, but is unable to touch it in any way.
While any person who channels can lay a shield on another, if the one being shielded is much stronger in the power than the other, the shield can be broken through.
A shield placed upon a person who can channel can be tied off and left, though such a weave can eventually be broken by someone with enough patience or pain tolerance. However, the more complex the weaves in the shield are, the harder it is for even another channeler to undo with the power. Shielding weaves can also be made semi-permanent if tied off expertly, but this is not as final as severing.

Skimming (Lost)
Rank: Veteran
Power Points:5
Range: Smarts
Duration: Instant
Skimming is a specialized use of the One Power. As a Talent it is a lesser form of Traveling. It opens a gateway to a pitch dark area, where the user creates a platform, which has a different appearance for everyone, gets on it, and directs in any direction he or she wishes. If anyone falls off that platform, that person will fall forever and die of starvation or sheer terror, unless he or she can channel.
As Skimming is a more indirect version of Traveling, the channeler does not need to know his or her surroundings and destination quite as thoroughly. Some familiarity with the areas are still required, but it can usually be gained with only about a half hour of examination. If the destination is completely unfamiliar, the channeler can still use skimming, but must estimate the distance and direction and will not be able to open a gateway in any specific place.

Still/Gentle
Rank: Veteran
Power Points:3
Range: Smarts
Duration:3 (1/round)
This terrible weave temporarily cuts the target off from the True Source. The target makes a Spirit check opposed to the caster’s Channeling roll to resist the effects; this roll is made at -2 if the caster rolled a raise. If this weave is successful, the target cannot cast weaves as long as the weave is active. All purchased Power Points and Extra Powers remain, but the target can no longer access them. Only a restore power weave will reverse this damage. This weave can be tied off.
Legendary characters (or those using an angreal) can use this weave to permanently remove the target’s ability to channel at a cost of 20 Power Points.

Travel (Lost)
Rank: Veteran
Power Points:3
Range: Smarts
Duration: Concentration
This weave allows the Channeler to create a doorway between two locations (or to Tel’aran’rhiod or the space between places). The doorway’s size is dependent on how many Power Points are spent and the Strength of the One Power in the Channeler. A Traveling and opens onto a location anywhere in the world known to the Channeler (it is possible to open a door to a random place, but it is up to the GM to determine such an outcome). The edges of the door are sharp, cutting through anything with 3d6 damage (including armor). The door can be expanded, doubling in size for +1 PP per step.

Unseal
Rank: Seasoned
Power Points:3
Range: Smarts
Duration: Concentration
This weave allows the Channeler to work a locked door or chest. The more complex the lock the more power points required.

Use Portal Stone (Rare)
Rank: Seasoned
Power Points:3
Range: Touch
Duration: Instant
This weave allows you to unlock the power of the Portal Stones, to travel great distances instantaneously. To do so, you must choose two symbols: one of the symbols carved on the stone representing Portal Stones at other locations, and a second to indicate which of the mirror worlds (called by some ‘the Worlds that Might have Been’) you wish to travel to. Upon casting this weave on those two symbols, you (along with a number of creatures depending on the casting level) are instantly transported to the corresponding stone.

Voice of Power
Rank: Veteran
Power points:3
Range: 100ft/Smarts Die
Duration: Concentration (Can be tied off)
The target can project his or her voice loudly- loud enough to easily address a large crowd, call commands across a noisy battlefield, or make his loudest shouts audible from more than a league (four miles) away. The target gains a +1 bonus on Intimidate checks.

Ward
Rank: Seasoned
Power Points:3/6/9+
Range: Smarts
Duration: Concentration (Can be tied off)
A ward is a standing and passive enchantment, often with its weaves “tied off,” so that the channeler does not have to maintain it, and “inverted,” so that no one but that channeler can see them. Wards can be made to serve a variety of purposes. According to Rand’s narration, trying to make a ward do too many things will generally make it malfunction instead.
Wards act as shields to to block or repel an external force. Certain wards will act as a defense mechanism and cause a reaction if anything should happen to a said object, or if it’s disturbed. Naturally, the more powerful an effect or opposing force, the more complex a warding must be.

NEW POWERS

The Wheel of Time - The Call of the Horn BishopOmega