Weaving and casting

Draw and Control

Draw is how much of the One power you can safely use in an action or weaving

Control is your ability to grasp the one power.

before casting you must embrace the source this is a Moderate task if taken calmly, a Hard task if under stress and a difficult task if under stress and in combat.

* Different character backgrounds may alter these difficulties.*

Increasing your Draw

Saidin - Male channellers drawing Saidin may gamble up to their current draw, taking this as a penalty to their control, if they succeed they add to their draw the amount gambled, if they fail they must make another control check at the same difficulty or burn out and lose that much Draw permanently. If a male channeller takes double the penalty they permanently gain 1/10 of the amount gambled to their Draw up to a maximum of three times their starting Draw.

Sadair - Women chanelling may opt to take a penalty of 1/10th their current draw if they succeed they permanently add 1 point to their Draw up to a maximum of one and a half times their starting Draw.

Weaving threads

in order to cast a spell (weave a pattern) the channeller must make a roll against the appropriate elemental skill (Earth, Air, Fire, Water or Spirit) for patterns with multiple threads of different elements then only one roll is made against the lowest skill involved.

Effects

The effects of weaves are limited by the Draw that the user can put into them, for damage effects it is 1/10 of the Draw used. other uses will need on the spot judgements.

List of Currently Known Weaves

Increasing the power for channellers:

The easiest way for a channeler to increase their power is to use an Angreal or Sa'Angreal

Angreal add between 1 and 40 to a users Draw

Sa’Angreal add 41+ to a users Draw

If Angreal / Sa'Angreal are used in a Circle everyone gets the Bonus

Beyond that they can use Links/Circle or overchanneling

Circles Power gained = Draw(+5 Draw per member for each member), rule of 13 applies

[maximum = 13 circles of 13 (at +5 per member per member = +845 Extra Draw per person!. (fear me Forsaken!)]

Rule of 13:

For any circle of Female channelers to go beyond 13 it requires a man to be part of the circle. in any series of circles there can be no more than 13 men.

thus the largest collection of circles can be 156 women + 13 men or 166 people (Getting 156 women who can channel to work with even 1 man would be Ta'veren level persuasion, let alone getting the to work with 13)

Dark Rule of 13:

A channeller (male or female) may be turned to the Dark One by 13 female channelers linking with 13 Myrddraal.

Linking

Voluntary: only female channelers may instigate a link (Control Check) if the circle contains up to 7 women and even one man the man must be in control of the power. if the circle contains more than 7 women anyone may be in control of the circle.

A Circle may neve have more male than female members (see the table below)

Women add +5 Draw per member, men add 70% of their Draw.

All the power in the circle is wielded by the “Keystone” who adds the bonus Draw power to thier own

total Draw used may not exceed Draw generated (unless in special circumstances) you may not overchannel whilst in a circle.

Overchanneling

It is possible for a Channeller to draw more power than their usual, when doing so a +mod is applied to the control roll = to the amount of extra draw the channeller wants, at the end of the action (either as success or failure)

Roll a d10:

1-5 Lose that much from your draw Permanently

6-10 gain the extra amount to your draw permanently

(Draw may not exceed 100 unless control is 90+)

If your draw ever reaches 0 you lose the ability to channel. this is faster than the slow and steady method but runs a greater risk of burning out, Overchanneling may also be used when you have capped out your Draw, or on top of an Angreal or Sa'Angreal. However you do not gain any additional Draw, although you can still lose draw.

Overchanneling cannot be used if you are part of a circle or a Keystone in a circle or series of circles. (the nature of a circle acts to buffer and prevent burnout/overchanneling)

Fatigue and the one power

Holding the source is tiring

A man holding the source takes 4 Fatigue per action

A woman embracing the source takes 1 Fatigue per action

Channeling weaves is tiring

any weave costs fatigue equal to 1/10 the draw used divided by the percentage of your total draw it represents.

Lianna Sedai Control 100, Draw 60. channels a weave of remove fatigue into John Henry her warder. she wants to offset the 6 points of fatigue he has suffered but do so slowly, her first action she removes 1