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Channelers on WoTmud IV, the Wheel of Time mud, rulers of the One Power
Channelers on WoTmud IV, the Wheel of Time mud have recourse to 80+ weaves, but wilders have fewer, as per the Wheel of Time books. As of January '99, wilders cannot learn the most valuable weaves, these being reserved for the tower. Weather effects have also been introduced, so it may be difficult to weave fire weaves when it's pouring with rain. (See also "The mystique of channeling") Hurricane Syntax: Channel 'hurricane' Spawning forth the full savagery of nature at its most tempestious, 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. Whirlpool Syntax: Channel 'whirlpool' <target> 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. Incinerate Syntax: channel 'incinerate' <target> 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 extremily difficult to reverse. Browns warn against this weave, as it is not fully understood and has been known to turn on the weaver. Fireball Syntax: Channel 'fireball' <target> 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. Flame strike Syntax: Channel 'Flame Strike' <target> 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. Earthquake Syntax: Channel 'Earthquake' <target> 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 such as rats or ravens, as it requires learning in the earth element only. Hammer of air Syntax: Channel 'hammer of air' <target> 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. Call lightning Syntax: Channel 'call lightning' <target> Reaching to the heavens, this weave 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. Poison Syntax: channel 'poison' <target> 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. Slow Syntax: channel 'slow' <target> 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. Sleep Syntax: channel 'sleep' <target> 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. Practised 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. Blind Syntax: channel 'blind' <target> 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 ajah all use this in combat, as do other channelers gifted with earth, fire and spirit. Contagion Syntax: channel 'contagion' <target> Calling on a curse 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. Cure light wounds Syntax: channel 'cure light wounds' <target> 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. Cure serious wounds Syntax: channel 'cure serious wounds' <target> 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. Heal Syntax: channel 'heal' <target> 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. Remove contagion Syntax: channel 'remove contagion' <target> Discovery of the contagion curse created fears of a malaise 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. Refresh Syntax: channel '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. Deafen Syntax: channel 'deafen' <target> 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. Ward weapon channel 'ward weapon' <weaponname> 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 a warding, especially against the undead. They are said to hit hard and true, gauging deeper wounds in the enemy than would normally be expected. Greens and blues favor this earth and spirit element weave for their male companions, although reds have been known to use it for their own weapons. Armor Syntax: channel 'armor' <target> 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. Lightball Syntax: channel '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. Create food Syntax: channel 'create food' The food creates 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. Create water Syntax: channel 'create water' <containername> 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. Create fog Syntax: channel '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 further enhances the fog, which uses the elements of air and water. Create rain Syntax: channel 'create rain' The rain weave is similar to fog, yet not. Able to impregnate the heavens and call forth tumultious weather, subsequent channelings of this weave will finally 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, which, like fog, is used by novices to assist their elder sisters in battle. Locate object Syntax: channel 'locate Object' <itemname> 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. Locate life Syntax: channel 'locate life' <creaturename> 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. Travel Syntax: channel 'travel' <earthcode> Using the earthcodes that the locate weaves provide, travelling 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. Still Syntax: channel 'still' <target> Feared by false dragons throughout the world, stilling will permanently cut the target off from the true source. Demanding in the extreme, it can only be successfully used by groups of channelers. A classic red ajah weave, aptitude in the spirit element should be fostered to learn its use. Ward object Syntax: channel 'ward object' <itemname> 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. Remove warding Syntax: channel 'remove warding' <itemname> 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. Warding vs damage Syntax: Channel 'warding vs damage' <target> 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 reds, greens and blues, and is known to demand all of five of the elements. Sonic boom Syntax: Channel 'sonic boom' <target> 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. Strength Syntax: Channel 'strength' <target> 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 a courtesy given to their protectors. The earth, water and spirit elements are vital components, and it is especially favored by the greens. Balefire Research by the most trusted browns in the tower has accelerated recently, investigating reports of parchments, which write of balefire. Deciphering these documents has proven a painstaking, patient pursuit, though not without considerable urgency, as its effect is believed to be cataclysmic, irreversably undoing threads from the wheel. Indeed, these writings of Sedai Miriralia all appear to stem from her youth, and suddenly cease, and she is never heard from again. If true, knowledge of its use must be guarded like no other, as the ramifications will shake the foundation of the world to its very core. The tower calls for anyone with more information to come forward. Charm person The browns believe this weave to be somewhat akin to the madness and hypnotism that is haplessly practised by the Dark One, as his reach for darkfriends widens ever broader. The tower has called for further research into its ways and means, and it is hoped that his encroachment upon the world may be lessened through its use against the shadow. Cut off source The tower extends its sympathy to the surviving former sisters that have been afflicted with this most evil of weaves. The agony and frustration felt by these women deserves the utmost sympathy, and it is hoped that the use of this weave may never be re-discovered. During its heyday, its use by male channelers was accursed, wicked and amoral. Eavesdrop The tower carefully guards the secret location of the Angreal that will call forth this long-forgotten weave. The espionage that may result from this weave, should it be rediscovered in its entirity, bodes ill for the future of the campaign against the shadow, and may set sister against sister in a spiral of mistrust and suspicion. Find path Purely by accident, channelers report that travel sometimes misfires, finding themselves stepping into safe and familiar areas akin to their required destination, yet somewhat safer. This has been attributed to a perversion of travel, and named the path weave, and whilst the phenomenon is exceptionally rare, it is nevertheless recorded in the records of the tower. Hold The hold weave, spoken of in the records of the tower, is believed to be somehow related to the slow weave, as it appears to distort the physical plain, rendering its victims unable to move. The reds have made representation to sisters throughout the world to investigate this weave, as it is felt that its use against the shadow may tip the balance. Invisibility Folding space into itself, rendering clarity where matter exists, the tower fears that its rediscovery is imminent, as many instanced of darkfriends stepping out of the shadows have been recorded. It is possible that its use may already be rampant throughout the world, but the tower has, as yet, no way to verify this speculation. Knock The writings of Sedai Allarawien clearly allude to a forgotten weave, known before the Breaking, that could instantly knock shadowspawn senseless. According to the histories, its use was often decisive. It is revealed to be exceptionally demanding, and is rumored to leave the channeler in a state of terrible fragility. The browns have made significant headway into its rediscovery, but refuse to teach the weave until the after-affects lessen. Liquid earth This weave is believed to be a derivative of the earthquake and whirlpool weaves, but there are no solid facts. The only information on it comes from the ancient writings of Sedai Allarawien, and the browns report no headway into its rediscovery. Solidify The tower is sorry to report that the brown sister Sedai Galiesa remains frozen in position, and all attempts to revive her from this predicament in the last 2379 years have failed miserably. Its use is not recommended. There is, thankfully, nobody left alive that can teach this weave. Still life Following the unfortunate predicament of brown sister Sedai Galiesa in attempting to use the solidify weave, all attempts to use the still life weave were abandoned. When and if she recovers, the tower may investigate this and the solidify weave further. Night vision It is known that the shadow innately has this skill, and its teaching is therefore forbidden, as the whites suspect that it may lead to a certain sympathy for the shadow. Any attempts to learn this weave will be met with the gravest suspicion, and channelers are urged to forget that it ever existed. Transfer Somehow related to portals, the transfer of an entire group in the blink of an eye has obvious ramifications for the war against the shadow. For fear of its use by darkfriends and male channelers, the tower has forbidden its teaching until such time as its release may be deemed fit. Ward room/vs evil/vs weave/sense ward Of great interest to the tower, Sedai Allarawien alludes to this and other warding weaves being used in the early war against the shadow. The precise relationship to similar weaves is deceptive, as there are significant differences that are yet to be overcome. For the time being, channelers are urged to ward objects or people only, as the browns are reluctant to release other forms of this weave until their full effects have been explored. Also: Freeze, ice spike, fear, ward weapon and others.
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