I've created a handful of optional rules for the d20 Wheel of Time RPG from
Wizards of the Coast. These are straightforward extensions of the game; they do
not replace any existing mechanics.
Creating objects of PowerLost Ability Feat Latent Maker Talents Align the Matrix Craft Item You can make mundane, non-weapon items by use of the Power alone. They must be made entirely of one material, and you must succeed at an appropriate Craft check to make the item. If you fail, then you make the component materials, but the item is not put together correctly.
Craft Weapon You make a blade for a power-wrought weapon. You must succeed at a Craft (Weaponsmith) check for the weapon you are trying to make a blade for, adding +5 to the DC. The weapon created is a +1 Power-wrought blade. Using the Power to make a blade requires the same raw materials as using mundane means. Aes Sedai usually cannot use this weave, as it normally violates the second Oath. +1 Casting level: The weapon created is a +2 Power-wrought blade. +3 Casting level: The weapon created is a +3 Power-wrought blade.
Craft Power-wrought Material You can make fancloth, cuendillar, or similar material that is imbued with the One Power, but not a ter'angreal.
Transmute Iron to Heartstone You can turn iron into cuendillar. This weave was discovered by Egwene al'Vere sometime before the events in Crossroads of Twilight by extrapolating from information gained from the Forsaken Moghedien, so some Aes Sedai, Accepted, and Novices among the rebels have learned this weave.
Maker Craft ter'angreal You can make ter'angreal. To craft a ter'angreal, make a Weavesight check to determine the weaves involved. See the table below for the approximate DC of the check; the GM will give a specific value. If you study a ter'angreal you wish to duplicate for an extensive period of time, add a +5 competence bonus to the Weavesight check. If you have successfully made a ter'angreal functionally identical to the one you are attempting make and approximately the same size, add a +10 competence bonus to the Weavesight check. If you have successfully made a similar ter'angreal (GM's discretion), add a +7 competence bonus to the Weavesight check. These bonuses do not stack. Ter'angreal attuned to saidin can only be made by men; Ter'angreal attuned to saidar can only be made by women; Ter'angreal which use both saidin and saidar can only be made by a circle of both men and women. You will need the materials that the ter'angreal is made of in order to use this weave. Typically this is porcelain or crystal of some sort, though other materials have been used for certain ter'angreal. Most initiates who know this weave as of 1000 NE are Seanchan damane who only know how to make a'dam; until explicitly taught, they cannot make other ter'angreal. Some Aes Sedai, Novices, and Accepted among the rebels led by Egwene al'Vere have learned this weave from Elayne Trakand. +2 Casting level: The ter'angreal created does not require the use of the Power to work. Adds +5 to DC. Special: All weaves in the Maker Talent require the Maker Talent and the Latent Maker feat
Craft angreal You can make angreal. To make an angreal, make a Weavesight check at the DC listed. Angreal attuned to saidin can only be made by men; angreal attuned to saidar can only be made by women. If you study an angreal you wish to duplicate for an extensive period of time, add a +5 competence bonus to the Weavesight check. If you have successfully made an angreal attuned to the same half of the Power, add a +10 competence bonus to the Weavesight check. These bonuses do not stack. You will need the materials that the angreal is made of in order to use this weave. Typically this is porcelain or crystal of some sort. Special: All weaves in the Maker Talent require the Maker Talent and the Latent Maker feat.
Craft sa'angreal You can make sa'angreal. To make a sa'angreal, make a Weavesight check at DC 40. Sa'angreal attuned to saidin can only be made by men; angreal attuned to saidar can only be made by women. If you study a sa'angreal you wish to duplicate for an extensive period of time, add a +5 competence bonus to the Weavesight check. If you have successfully made a sa'angreal attuned to the same half of the Power, add a +10 competence bonus to the Weavesight check. These bonuses do not stack. You will need the materials that the sa'angreal is made of in order to use this weave. Typically this is porcelain or crystal of some sort. Special: All weaves in the Maker Talent require the Maker Talent and the Latent Maker feat.
Additional weaves in the Healing TalentCure disease You can use the One Power to cure diseases. Note that this causes subdual damage on the person being healed, so it's not a good idea to use this weave to cure a common cold.
Restoration You can convert permanent ability damage to temporary ability damage.
Generic Channeler ClassNew Channeling Feats Accepted You have reached an advanced stage of training with one of the Traditions, with all the benefits and responsibilities this includes. Pre-reqs: Abilty to channel the one Power, and passing a test approriate to the Tradition. Benefits: A full member of your tradition who serves as a mentor will accompany you, teaching you and providing guidance in the ways of your Tradition. You recieve support from your tradition, covering living expenses and protecting you from those outside your tradition. You learn four weaves as part of your training, which you gain immediately upon taking this feat. With each Channeler level you gain after taking this feat -- and before becoming a full memeber of your tradition -- you learn at least one weave from your mentor (or others in your Tradition). If circumstances make training impossible, you make up the training at a later date. Special Notes: Members of the Asha'man tradition call channelers with this feat 'Dedicated', while Wise Ones and Windfinders have no formal name for advanced trainees. If a wilder joins a tradition, she is expected to take this feat as soon as possible. If you leave a Tradition (whether voluntarily or involuntarily) you lose the support of your Tradition, and lose your mentor. While it is possible in some rare circumstances for women to change Traditions (most notably any Westlander made damane by the Seanchan will be welcome at the White Tower if she is freed), in most cases if you leave one Tradition, you can never become part of another. Self-Motivated You have the drive to teach yourself how to channel, either on your own or pushing yourself beyond what your Tradition will allow. Pre-reqs: Ability to channel the one Power. Benefits: You learn a new weave each time you gain a Channeler level, starting with the level you take this feat at (you don't gain weaves retroactively). At your GM's discretion, you can select a rare or lost weave, but you can never learn more than 3 rare or lost weaves in this way. Note:
The Channeler Class Channelers are found in every land and every people but the one thing they all have in common is their ability to channel the One Power. The Aes Sedai, the village Wisdom, the False Dragon -- every one of them is a channeler. Background: Channelers are always human, never Ogier. Among the Aiel and the Sea Folk, all women who can channel join their native traditions (excepting a handful of Sea Folk girls sent to the White Tower). Hit Dice: d6 Class Skills: Composure, Concentration, Decipher Script, Diplomacy, Gather Information, Heal, Intimidate, Invert, Knowledge (any), Sense Motive, and Weavesight. Skill points at 1st level: (4 + int modifier) X 4
Weapon & Armor Proficiency: Channelers are
proficient with the club, dagger, and quarterstaff.
Channelers are not proficient with any type of armor, nor
with shields.
The One Power: Affinities: At first level, you gain one Affinity. If you are male, chose Fire, Earth, or Spirit; if you are female, chose Air, Water, or Spirit. Talents and weaves: At first level, you gain one common Talent and four common weaves. You gain weaves per day as per the table below. Channelers gain bonus weaves based on their Wisdom and Charisma scores; their primary channeling stat is Wisdom. Cross-Talent Weaves: Beyond 1st-level weaves (and 2nd-level weaves they can cast using first-level slots due to Affinities), channelers can only cast weaves within their Talents.
Path: At first level, a Channeler either gains the
Accepted feat for free or gains the Self-Motivated feat
for free and a Block (see the Wilder description for rules
on Blocks). Channelers who start learning outside of a
Tradition (and therefore with a Block and the
Self-Motivated feat) are often called wilders. If your
campaign takes place before Rand al'Thor issued his
amnesty (at the end of the events described in The
Fires of Heaven), men who can channel must take the
Self-Motivated path.
Bonus Channeling Feats: At first level, the channeler gets two bonus channeling feats in addition to the feat that any 1st-level character gets and any bonus feat granted by the channeler's background. The channeler gets an additional bonus channeling feat at 2nd level, and every two levels thereafter. The channeler can choose any channeling feat, as well as Skill Emphasis in Composure, Concentration, Invert, or Weavesight, as long as he or she meets the usual prerequisites for it. Sense Shadowspawn: You can sense shadowspawn, as per the weave, at will. A channeler who has not joined a Tradition is usually unaware of this ability, the GM can give her subtle hints when there are shadowspawn nearby. Slow Aging: Starting at third level, divide your level by two. The result is the number of years that must pass for your character to age one year. |
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These rules are copyright © 2001-2004 by David A. Rothgery
The d20 Wheel of Time RPG is copyright © 2001 by Wizards of the Coast
The Wheel of Time novels are copyright © 1990-2004 by Robert Jordan