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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 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

Weave Charts

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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.

0 Sling stone Contact 1d8 2 Fist sized 10 ft 3d6

4 Head sized 20 ft 5d6

Polish 0 – 2 Earth 1 action Touch Instant None Yes Common

Polish a metal item, actually converting rust or tarnish back into the original material at higher levels.

0 Light rust 1 Crusted surface 2 Object crumbling

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Riven Earth 4 – 6 Earth, Fire 1 full round See text Instant Reflex ½ No common

Cause the ground at one point to explode, throwing back those within and dealing 3d10 damage. Must target ground.

4 Close 10 ft 5 Medium 25 ft 6 Long 50 ft

Elementalism

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 lb6 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.

1 5 in 3 1 ft 5 2 ft

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Create Fire 0 – 6 Fire 1 action Medium Concentration Will ½ Yes Common

Creates 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

6 50 ft – 5d8 7 steps 5 round BT

Current 0 – 7 Spirit Water 1 action Long Concentration None No common

Creates a current in a body of water, if upstream causes flooding = length of current @ 2 ft per 10 mph. + 1 lvl change length by 1

0 Lazy 3 mph 5 ft / 25 ft None 1 Swift 10 mph 25 ft / 150 ft 1 round

3 Cascade 20 mph 300 ft / 1,500 ft 3 round 5 Torrent 30 mph 1 mile / 5mile 5 round

7 Cataract 40 mph 10 mile / 50 mile 7 round

Cutting Lines of Fire 7 – 9 Air, Fire 1 action See text Instant Reflex ½ Yes Lost

A cone of red lines burst from your hands, cutting through flesh, stone and metal alike. Deals 2d12 damage to all within

7 30 ft 8 50 ft 9 70 ft

Dry 1 Water 1 action Close Instant Will – (H) Yes Common

Instantly dry one wet object, causing the water to cascade off of it.+2 lvl increase duration to concentration to repel water instead.

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Fiery Sword 2 – 4 A, F, S 1 action Touch Concentration None Yes Common

Create a weapon made of fire, does not effect the caster. Proficiencies apply, does not ignite combustibles.

2 2d8 3 2d10 4 2d12

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 Common

Hardens 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

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Immolate 4 – 7 Fire, Spirit 1 action Medium Instant Will ½ Yes Common (B)

Consumes an object in fire both within and without, dealing 1d6 per channeler level.

4 Medium flammable 5 Large flammable 6 Medium non 7 Large non

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

0 Torch 20 ft 1 Bonfire 30 ft

2 Flare 100 ft 3 Lightning 200 ft

Move Water 3 Water 1 action Close Concentration None No Common

Move up to fifty gallons of water per channeler level throw the air or along the ground at a speed up to 20 ft

Tool of Air 0 – 4 Air 1 action Close Concentration Will ½ Yes Common

Create a simple tool out of air, may control mentally with a strength of 10. Examples of sizes are given.

0 Hand tool None 1 Sap 1d6 sub.

2 Knife 1d4 3 Mace 1d8

4 Sword 1d10

Wand of Fire 1 Earth, Fire 1 action Touch Concentration None Yes Common

Imbue a branch or switch to ignite objects when used for melee, does not appear to be burning. Deals 1d8 +1 per CL fire

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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

0 1 action 1 1 Full action 1d8 + CL 2 3 rounds 2d8 + CL

3 1 min 3d8 + CL 4 1 ½ min 4 d8 + CL 5 3 min 5d8 + CL

6 10 min 6d8 + CL 7 20 min 7 d8 + CL 8 30 min 8d8 + CL

Heal the Mind 1 – 4 A, S, W 1 min Touch Instant Will – (H) Yes Common

Helps the target recover from the throes of madness. The effects of level one stack with 2 – 4. MR = Madness Rating

1 Target may make a will save to end madness an attack of madness 2 MR reduced by 1d6 for 24 hours

3 MR reduced by 2d6 for 48 hours 4 MR reduced by 3d6 for 48 hours

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Rend 0 – 4 A, S, W 1 action Close Instant Fortitude ½ Yes Rare

Use the One Power to destroy flesh, ripping gashes, wrenching bones, etc…

0 1 1 1d8 + CL 2 2d8 + CL

3 3d8 + CL 4 4d8 + CL

Renew 0 – 4 A, S, W Full round Touch See text Will – (H) Yes Common

Suspends all subdual damage, current or future, for the duration. Further subdual damage is taken upon the weaves end.

0 10 min 1 1 1 hour 1d4

2 2 hours 1d6 3 4 hours 1d8

4 8 hours 1d10

Restore the Power 6 – 12 A W E F S 10 min Touch Instant Will – (H) Yes Undiscovered

Restores the One Power to a severed person. Same gender heals only partially, opposite gender heals ½ at lvl 6, full at lvl 8

6 ¼ restored 8 1/3 restored

10 ½ restored 12 ¾ restored

Sever 6 Spirit 1 action Close Instant Will - Yes Common

Sever the target, permanently removing the ability to channel from them. In my games the +6 to sever opposite gender is not needed

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Touch of Death 5 - 8 A W E F S 1 full round close Concentration Will - Yes Rare (B)

Kills the target without apparent injury.

5 Chokes 4d8 Fort. ½ 6 Crushes internal organs 6d8 Fort. ½

7 Boils blood 8d8 Fort. ½ 8 Stops heart Death Fort. ½ current HP

Illusion

Disguise 1 – 4 A, F, S 1 full round Touch Concentration Will - Yes Common

You weave a disguise around the target, making them appear different. Visual only, makes no real changes.

1 Minor to self +2 2 Major to self +10 3 Minor to other +2 4 Major to other +10

Distant eye 3 Air, Spirit 1 full round Medium Concentration None No Lost

You extend a narrow tendril through which you can see, DC 20 to spot something in your own vision. Can move through ¼ in

Eavesdrop 1 Air, Spirit 1 full round Medium Concentration None No Common

You extend a narrow tendril through which you can hear, DC20 to hear from your own point. Can move through ¼ in

Folded light 1 – 4 Air, Fire 1 action Close Concentration Will – (H) Yes Common

You create a screen to hide a person or object, movement causes a visible blur. +1 lvl doubles the height or width

1 5 ft One object 2 10 ft One person

3 15 ft A group of objects 4 20 ft A group of people

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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

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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.

0 5 ft 1 10 ft 2 25 ft 3 50 ft 4 150 ft

5 300 ft 6 750 ft 7 1,500 ft 8 1 mile 9 5 miles

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Dream Shielding 1 – 11 Spirit 1 full round Close Concentration None No Common

Creates a dome shaped weave (adjustable) that protects the dreams of all within from outside intrusion.

1 Self 2 5 ft 3 10 ft 4 25 ft

5 50 ft 6 150 ft 7 300 ft 8 750 ft

9 1,500 ft 10 1 mile 11 5 miles

Fire Trap 2 – 5 A, F, S 1 full round Touch Concentration See text Yes Rare

Place a ward on an object, when a person other then the caster touches it fire explodes in the are around it. (Combusts and melts low)

3 5 ft 1d6 + CL 4 10 ft 2d6 + CL 5 15 ft 3d6 + CL

Master Ward 4 – 12 A W E F S 1 full round Close Concentration None yes Common

Creates a dome (adjustable) through which nothing can pass weaves and air included, muffles sound and tinted. + 1 lvl opaque

4` 5 ft 5 10 ft 6 25 ft

7 50 ft 8 150 ft 9 300 ft

10 750 ft 11 1,500 ft 12 1 mile

Seal 2 – 4 A, F, S 1 full round Touch Concentration None No Common

Create a ward inside a container or room that incinerates the contents if anyone but you opens or penetrates it. + 1 lvl create a trigger 

word that will allow those who speak it to open the container safely.

2 Box, barrel, chest 1d4 3 Small room 1d6 4 Large room 1d8

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Shield 3 – 7 Spirit 1 action Close Concentration Will - Yes Common

You shield a target from the True Source. +1 level shield opposite gender. -2 level if target is not embracing the source.

3 5 + lvls lower 4 1-4 lvls lower 5 Same lvl

6 1-4 lvls higher 7 5 lvls higher  

Strike of Death 8 – 12 A, F, S 1 full round See text Instant Will* yes rare

 Name a type of shadow spawn, bolts of lightning strike out killing all of that kind within range. The weave is blocked by barriers, but

if there is a way around it will find it. +2 levels you may name another type of shadow spawn (multiple)

8 30 ft 9 300 ft 10 1 mile 11 10 miles 12 100 miles

Ward Against People 2 – 11 A, F, S 1 full round Close Concentration None yes common

Creates a dome through which no human, save those within upon the casting, may pass. + 1 lvl use as trigger for another weave

2 5 ft 3 10 ft 4 25 ft 5 50 ft 6 150 ft

7 300 ft 8 750 ft 9 1,500 ft 10 1 mile 11 5 miles

Ward Aganst the One Power 3 – 12 A W E F S 1 full round Close Concentration None yes Common

Creates a dome shaped ward through which the One Power cannot pass.

3 5 ft 4 10 ft 5 25 ft 6 50 ft 7 150 ft

8 300 ft 9 750 ft 10 1,500 ft 11 1 mile 12 5 miles

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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.

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Lilith’s Weaves

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

6 50 ft – 5d8 7 steps 5 round BT

1 5 in 3 1 ft 5 2 ft

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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

0 Torch 20 ft 1 Bonfire 30 ft

2 Flare 100 ft 3 Lightning 200 ft

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Tool of Air 0 – 4 Air 1 action Close Concentration Will ½ Yes Common

Create a simple tool out of air, may control mentally with a strength of 10. Examples of sizes are given.

0 Hand tool None 1 Sap 1d6 sub.

2 Knife 1d4 3 Mace 1d8

4 Sword 1d10

Healing

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

0 1 action 1 1 Full action 1d8 + CL 2 3 rounds 2d8 + CL

3 1 min 3d8 + CL 4 1 ½ min 4 d8 + CL 5 3 min 5d8 + CL

6 10 min 6d8 + CL 7 20 min 7 d8 + CL 8 30 min 8d8 + CL

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