AFFINITIES
Affinities are innate and cannot be learned. An affinity refers to a person's strength with a given element of the One Power. These Five Powers are Air, Water, Fire, Earth, and Spirit. Every channeler, regardless of strength, gets to start with one affinity of their choice. From their the rankings are such that channelers of an OP strength below 5 have only one affinity, those of 10 or below have only two affinities, those of 15 or below have three affinities, those of 20 or below have four affinities, and those of 25 or below have affinities for all 5 elements.
Affinities determine how easy it is to learn a weave (someone with an affinity of Fire and Air will have an easier time learning Folded Light than someone with an affinity only for Spirit). People using weaves of their affinity also have to put in less power to achieve the same result as someone else without the affinity.
TALENTS
Talents are the collective name for special abilities innate to those who can channel. Talents are innate and cannot be learned, unlike most weaves. All Talents are relatively rare, and some are unpredictable. No channeler, regardless of OP strength, can have more than two Talents. This includes non-channeler abilities.
ALIGNING THE MATRIX: A Talent that allows one to infuse weapons or buildings with the Power resulting in items that will not decay and always appear new, as well as being untouched by natural means. A Power-wrought gun will never rust, and a knife of the same quality will never shatter or lose its edge. A Power-wrought building will be untouched by the elements and can only be harmed or destroyed by use of the One Power.
70 pts.
FORETELLING: The Talent to tell the future with unerring accuracy, if not always great clarity. Although it requires no active use of the Power, only channelers can have the Foretelling and it is thus classified as a Talent. It is usually not under the control of the speaker as to when it comes upon her (or him), and sometimes they do not remember themselves what they have Foretold.
70 pts.CLOUD DANCING: The ability to control and manipulate weather patterns, such as creating storms or wind or clearing the sky to make a sunny day.
40 pts.EARTH SINGING: Controlling movements of the earth. Examples of this include preventing or causing earthquakes or avalanches. People with this Talent have a far greater control and ability with flows of Earth, needing to put less strength in the weaves.
60 pts.HEALING: There are two types of Healing: the first is a complex weave of all five elements that can Heal a specific area of the body or all, according to the channeler's choice; strength of the Healing can be varied. This is the superior, rarer version of Healing. The second version uses only Spirit, Water and Air and 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 only a specific area of the body; Healing must be done to the entire body at once. It is impossible to Heal yourself. The first version is worth
50 pts and the second
30 pts.LISTENING TO THE WIND: The skill of foretelling the coming weather. People with this ability can also sense "problems" on the horizon as if they were storms.
20 pts.READING RESIDUES: A channeler with this Talent can read and duplicate a weave even days after it was woven, and even form a gateway to the exact spot it lead to. The only way to leave no trace of a weave is to unweave it, one strand at a time, which is very dangerous.
40 pts.TA'VEREN SIGHT: Allows the channeler to see
ta'veren (read: main characters) in a golden light.
40 pts.DELVING: 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.
20 pts.WEAVES
Weaves, also known as webs, are combination of flows of the Power.
There are five elements that can be affected by the One Power: Earth, Air, Fire, Water, and Spirit, each having its own use and purposes. Some tasks require the use of "flows" from multiple powers and these are called weaves (although simple tasks require a "flow" of only a single power).
Weaves of the Power are theoretically similar to weaves in textiles. More complex outcomes with the Power require more complexity with the weaves themselves, and thus require more skill. Once a weave is complete, it can either be held by the channeler so that it stays in place or it can be tied off so that the flows will remain even if the channeler releases the True Source. Often, however, tying off a weave will make the weave weaker than it would be if it were held.
A channeler of
saidin or
saidar is able to see the weaves of another person wielding the same half of the Power. This is vital for the learning and practice of using the One Power, as the weaves can then be copied and memorized. However, inexperienced channelers will still have difficulty copying more complex weaves.
Regarding weaves on World Without End: for the most part weaves are freeform and you can do what you wish with them. Use your common sense for how elemental magic works (ie casting fireballs, calling lightning, etc). If you are having real problems with coming up with weaves, feel free to google around for ideas, or come to me for links. However there are some weaves that go beyond basic elemental imagination, and these are listed and categorized.
Each channeler gets to start with 2 of the below weaves, provided that they have an affinity for at least one of the elements used to form it. Additional weaves from the list can be purchased with points throughout the game, although certain weaves require a minimum strength level to use. Select Archetypes may also have memories of weaves come back to them for free in reward for activity and good RP.
BALEFIRE: A weave of Fire and Air that forms a bar of molten light. When a target is struck with balefire, its thread in the pattern is destroyed, in an amount proportional to the power of the balefire strike. This translates to the target's existence being completely erased, chronologically in reverse. Currently lost and unavailable for purchase.
Requires an OP strength of at least 12.BONDING: Bonding is a weave which creates an enduring psychic link between two individuals; the bondee is given the heightened abilities and the strength to go without food, water, and rest, and the ability to withstand wounds that would kill ordinary men. Both individuals are able to detect certain emotional and physical states about the other, and they have an unerring ability to locate the others' relative direction and vague distance from their current location.
20 pts.
COMPULSION: A weave of Spirit, Air and Water used to subjugate another person's will through the use of the One Power. Can be used to either implant one command for a subject to follow, or to make the subject worship the user entirely. This weave can be resisted by those of strong will and has no effect against people who are holding the One Power at the time it is used against them.
50 pts.
DISGUISE: A weave of Spirit that completely hides the channeler's ability from those who can sense it.
20 pts.
FOLDED LIGHT: a weave that uses threads of Fire and Air. 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.
30 pts.
CUTTING WEAVES: The cutting weaves are a kind of weave in the One Power used in a duel among channellers to cut and so dispel the forming weaves of an adversary. It is woven differently by women and men. Women's weaves are composed of threads of Fire and Air and for men the weave is composed of Spirit and Earth.
20 pts.
INVERTING: a means of hiding weaves of the One Power. An inverted weave is thought to be invisible to anyone except the person who originally wove it.
20 pts.
MILKING TEARS: A weave of Spirit and Water that allows a channeler to enhance the emotion of others. Someone feeling frustration can be induced to blind rage, and one who is slightly charmed might be moved to full blown affection.
40 pts.
MASK OF MIRRORS: The effect of this weave is the ability to alter one's appearance and voice, although the alteration will not stand up to physical contact.
20 pts.
REFRESH: 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, becomes ignorant of their true physical state and may run up until the time that they fall over dead from exhaustion.
10 pts.
SHIELDING: the act of blocking someone from the Power, an incredibly useful tactic when a channeling foe needs to be subdued. A shielded person can still feel the Power, 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, and it is much more difficult to shield someone who is
already holding the Power, unless you are significantly stronger than them. If you're trying to do so to someone stronger than
you, good luck.
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.
40 pts.
SKIMMING: A lesser form of Traveling. It opens a gateway to a pitch dark area where the user creates a platform, gets on it, and moves in any direction he or she wishes. the channeler does not need to know his or her surroundings and destination quite as thoroughly. Some familiarity with the area is 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.
Requires an OP strength level of at least 8. 30 pts.TRAVELING: Traveling is done through the use of gateways. It is important that the channeler knows their current location well. A gateway appears as a thin vertical line in the air, then expands into a rectangular portal. The weave holding the gateway open can then be tied off temporarily, after which the portal can be used by anybody in the area until it dissipates. If the weaves are left to dissipate, the gateway will shrink back to a single vertical line and eventually disappear. Using the One Power, it is possible, though difficult, to stop this process after it has started, but this is not a currently available ability.
Male channelers describe the forming of a gateway with
saidin as "boring a hole in the Pattern" to the channeler's destination. Forming a gateway with
saidar is done by creating a similarity in the Pattern, then stepping through the gateway to the channeler's destination.
Unavailable unless Skimming
is purchased first. 50 pts.TURNING: A weave of the Shadow that can be used to turn channelers of the Light to the Dark against their will. Can only be used on channelers. Currently unavailable.
UNWEAVING: The process of unweaving is described as pulling out the threads of the weave one at a time. Once the first thread of the weave has been removed the channeler either must continue or let the weave fall apart uncontrolled. As time passes the threads of the weave seem to feel "slippery" and hard to handle. It is very dangerous to unweave anything because if done incorrectly anything from a small flash of light, to a large explosion, to burning out everybody within a certain distance can happen. The effect and degree of a failed unweaving is completely random, although a very small weave is generally safe, which is why it cannot be relied upon as a weapon.
50 pts.