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DRAGONMOUNT

A WHEEL OF TIME COMMUNITY

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Posted

You are welcome to post your ideas for new weaves!  The way the current weave list is set up is a general guide as to what your character should and should not be able to do.  Most times, few people use the actual formal name for a weave in their RP.  It is much simpler for most to describe what they do on the fly in the RP.

 

Several years ago I suggested making the weave usage more structured, and spent a lot of time creating this site to explain my idea:

 

http://www.geocities.com/clairesedai/index.htm

 

However, that was during a period where we were experiencing a lot of "godmodding" in the RP and people were doing things with their characters that they had no business doing realistically.  Thankfully that has not been a problem in a long time, and I think that the current loosely structured system works well.

 

I am sure that many would be interested in hearing your new weave ideas, though!  I know the browns got together a while back and made up some new "Brown Only" weaves that initiates learn when they are raised, and it was a blast planning them.  (Want to know what they are?  Go Brown! ^^)

 

Claire

Posted

And Elgee and I are currently reviewing the descriptions and the Element/Skill assignations :)

 

Any suggestions will be welcomed though :)

Posted

I would be interested in seeing what you have Arani, go ahead and post them when you have time and I will take a look at them. Of course any new weaves have to go through our admins and all that jazz. *G*

Posted

AEROKINETIC WORKINGS

Name/Air/Water/Spirit/Earth/Fire/Skill

 

Air Club 1 0 0 0 0 3

The channeler weaves flows of Air and swings it at the target.  The hardness of the impact/object depends on the strength the channeler uses in Air.  Increase in size of flows increases the area of impact.  Increase in skill used increases the speed of formation.

 

Air Razor 2 0 0 0 0 6

The channeler weaves fine, sharp flows of Air and swings it at the target.  If the thing is successfully hit, it will slice the target into two.  The size of object that can be cut depends on the size of the flows.  The increase in strength in Air increases the hardness of the blade.  An increase in skill increases the sharpness of the blade.

 

Air Shield (Natural) 4 0 0 0 0 4

The channeler weaves flows of Air around the target, creating a dome like shield around it.  It prevents missiles, fire and lightning from entering the area inside.  An increase in the amount of flows will increase the size of the shield.  Increase in strength in Air will increase the strength of the shield.  An increase in the skill will increase the speed of formation.

 

Air Shield (Fire and Lightning) 4 0 0 0 4 25

The channeler weaves flows of Air and Fire overhead, causing a barrier to spread out slowly overhead, deflecting and stopping fire and lightning.  An increase in flows, or strength in Air, will increase the final size of the barrier.  An increase in strength in Fire, or raw strength, will increase the power of the barrier.  An increase in skill used will increase the speed of spreading.

 

Air Shield (Impregnable) 7 6 6 0 0 20

The channeler weaves flows of Air, Earth and Fire around a target, causing an impregnable cocoon that blocks out anything but balefire.  Increase in flows will increase the size of the cocoon.  Increase in skill used increases speed of formation.

 

Air Shield (Opaque) 4 0 0 0 0 5

This weave is essentially the same as “Air Shield (Natural)”, but after that is woven, It is tweak such that the shield is made to be opaque.

 

Bindings of Air 2 0 0 0 0 7

The channeler weaves flows of Air firmly around the target, holding it in place.  Increase in flows will increase the size of target that can be held.  The greater the strength in Air, the more formidable the binding.  Increase in skill will allow the channeler to seize more things at once.

 

Bridge of Air 5 0 0 0 0 15

The channeler weaves flows of Air from one point to another, creating a bridge that anyone can walk across.  Any weight can be supported.  Increase in flows increases the size of the bridge.  Increase in skill will increase the maximum length of the bridge that can be woven.

 

Crush 4 0 0 0 0 9

This is the same as “Bindings of Air” except that the flows of Air are drawn tighter and tighter around the target, crushing it.

 

Lift (Raw Strength: 12) 4 0 0 0 0 10

This is the same as “Bindings of Air” except that the flows of Air are lifted up by the channeler (if strong enough).  The stronger the person is in raw strength, the heavier, or more, targets she can lift.

 

Object of Air (Plain) 3 0 0 0 0 8

The channeler weaves flows of Air in the form of the shape the channeler wants.  The larger the scope of the weaving, the larger the object.  The greater the strength in Air, the harder the blade.  The higher the skill used, the more defined the object.

 

Object of Air (Fire) 3 0 2 0 0 10

This weave is the same as “Object of Air(Plain)”, except that lesser weavings of Fire are interwoven, causing the object to be one of fire.

 

Object of Air (Ice) 3 0 0 0 2 10

This weave is the same as “Object of Air (Plain)”, except that lesser weavings of Water are interwoven, causing the object to be one of ice.

 

Object of Air (Stone) 3 0 2 0 0 10

This weave is the same as “Object of Air (Plain)”, except that lesser weavings of Earth are interwoven, causing the object to be one of stone.

 

Object of Energy 3 2 2 2 2 12

This weave is the same as “Object of Air (Plain)”, except that lesser weavings of all other 4 powers are interwoven, causing the object to be one of energy.

 

Suffocation 3 0 0 0 0 9

The channeler weaves flows of Air around the person’s head, effectively cutting him off from Air.  The higher the skill, the less the effects will show.

Posted

PHOTOKINETIC WORKINGS

Name/Air/Earth/Fire/Spirit/Water/Skill

 

Aura (Light) 1 0 2 0 0 12

The channeler weaves fine flows of Air and Fire around a target, causing the air around it to glow.  The normal colour for the glow is a golden-white shine, but the colour may be changed with a slight tweaking of the weave.  This weave may be applied to oneself.  Increase in flows or a greater strength in Air will increase the area of air glowing.  Increase in strength of Fire will increase the intensity of the glow.  Increase in raw strength will increase the brightness of the glow.

 

Aura (Fire) 3 0 4 0 0 16

This weave is a more powerful version of “Aura (Light)”.  But instead of light, it is Fire.  Parameters are the same except that all things stating about light is to be changed to fire.

 

Blinding 5 0 5 0 0 20

The channeler weaves cable-thick flows of Air and Fire around a living thing, blinding it as long as the weave is maintained.  Increase in the flows or in strength of Air will increase the area living things will experience this

 

Dimming (Person) 3 0 3 0 0 15

This is simply a weaker version of “Blindness”.  This will only dim the light entering the creature’s eyes.  Increase in flows, or strength in Air will increase the area living things will be affected.  Increase in flows of Fire or in raw strength will increase the amount of light blocked.

 

Dimming (Curtain) 4 0 4 0 0 17

This is simply a modification of ‘Dimming (Person)’ where the weave is not directed at the eyes, but at the source of light, creating a ‘curtain’ effect.  It can also block out heat.  Increase in strength in Air or increase in flows increases the area of the curtain.  Increase in strength in Fire will increase the amount of heat and light blocked

 

Folded Light 1 0 1 0 0 25

The channeler weaves flows of Air and Fire around an area or target, rendering it invisible.  An increase in flows will increase the area that disappears.  An increase in skill will increase the mobility of the channeler before effects start showing

 

Globe of Light 1 0 1 0 0 4

The channeler weaves small flows of Air and Fire.  A globe shining a light appears, casting light around.  The colour of the light can be changed at will.  An increase in size of flows will increase the globe size.  Increase in strength of Air will increase the distance the light can travel.  An increase in strength of Fire will increase the brightness of the globe.

 

Glowing Object (Transparent) 3 0 3 0 0 13

The channeler weaves flows of Air and Fire into a transparent object, causing it to glow.  Increase in size of flows will increase the area that glows.  Increase in strength of Air will increase the distance the light can travel.  An increase in strength of Fire will increase the brightness of the glow.  An increase in skill in increase the speed of increase of the brightness.

 

Glowing Object (Non – Transparent) 4 1 5 0 0 18

The channeler weaves a greater version of ‘Glowing Object (Transparent)’.  The object shimmers and suddenly blazes with light.  Parameters are the same as above.  But an increase in skill will decrease the shimmering time.

 

Illusion (Normal) 3 3 3 4 3 15

The channeler weaves Spirit plus other smaller flows of all other powers to create an illusion.  The object portrayed depends on the will and intention of the channeler.  An increase in flows will increase illusion size.  An increase in strength will increase the seeming reality of the illusion.  An increase in skill increases the ease of control of the illusion

 

Illusion (Anchor) 3 3 3 6 3 23

The channeler weaves ‘Illusion (Normal)’, but several flows of Spirit are in place to tie it to something’s back.

 

Mask of Mirrors 3 0 0 3 0 26

 

 

Mirror of Mists 3 0 3 0 0 18

 

 

Prism 4 0 4 0 0 22

The channeler weaves Air and Fire just so.  A scattering of different wavelengths of light occur, forming a rainbow.  This weave is pretty complex.  An increase in strength will increase the scattering.  An increase in skill will increase the smoothness in colour transition.

Posted

PYROKINETIC WORKINGS

Name/Air/Earth/Fire/Spirit/WaterSkill

 

Arrows of Fire 0 4 5 0 0 17

The channeler weaves flows of Fire and Earth just so.  Needle-like flames shoot out from the channeler’s fingertips, incinerating anything it hits.  An increase in Fire would increase the heat of the flames.  An increase in the strength of Air would increase the distance the flames can travel.

 

Blossoms of Fire 2 4 5 0 0 28

The channeler weaves flows of Fire and Earth with a sliver of Air.  A tall thin column of fire appears with a shrill whine, and explodes, blasting and cutting through anything in its path.  An increase in Fire would increase the heat of the fire of the column.  And increase in Earth would increase the force of the explosion, and an increase in Air would increase the size the column could expand to.

 

Branding (1) 0 2 0 0 12

The channeler weaves minute flows of Fire in any design.  This design, when it settles on the target, burns a mark on it.  Air may be woven to prevent the target from starting to burn in truth, instead of being just scorched.  An increase in flow size will increase the size of the branding.  An increase in Air strength will decrease the likelihood of the target burning.  An increase in strength in Fire will increase the visibility and appearance of the branding.  An increase in skill used will increase the maximum complexity of the design possible.

 

Combust/Immolate 0 0 2 2 0 8

The channeler weaves Spirit and Fire into the target, causing it to explode in flames.  An increase in size of flows will increase the area that starts burning.  An increase in Spirit strength will increase the time the flame lasts after the weave is released.  An increase in strength in Fire will increase the size of the flames.  An increase in skill will decrease the time taken before the target starts burning.

 

Create Fire 0 0 2 0 0 4

The channeler weaves Fire just so, creating a flame in the air from nothing.  An increase in flows will increase the size of the flame.  And increase in strength of fire will increase the intensity of the flame.

 

Cutting Lines of Fire / Laser Lines of Fire 6 0 6 0 0 27

The channeler weaves thick flows of Air and Fire just so intricately.  Red lines of fire burst out from the fingertips of the channeler, cutting and slicing anything in its path.  An increase in size of flows will increase the size and number of the lines.  An increase in strength in air use will increase the penetration ability.  An increase in strength in Fire will increase the intensity of the fire.  An increase in skill used will increase the speed of the lines.

 

Fireball (Normal) 2 0 3 0 0 7

The channeler weaves Air and Fire.  When he/she makes a throwing gesture, a fireball appears, speeding towards the target.  When it hits, it explodes with furiousity.  An increase in flows will increase the size of the ball.  An increase in strength in Air or skill will increase the distance the fireball can travel.  An increase in strength in fire will increase the intensity of the fire.

 

Fireball (Shrinking) 2 0 5 0 0 25

The channeler weaves Air and Fire in a complex weave.  When he/she makes a throwing gesture, a fireball appears, speeding towards the target, slowly shrinking.  When it hits, or when it shrinks down to a point, it explodes with furiousity determined by how small it has shrunk to. The more the ball has shrunk, the more powerful the explosion.  Parameters are the same as above

 

Fireball (Stationary) 2 0 3 0 0 6

The channeler weaves Air and Fire just so, causing a ball of fire to appear in the air.  Parameters are the same.  Colour of ball can be changed at will

 

Firering (Normal) 2 0 3 0 0 9

The channeler weaves Air and Fire.  When he/she makes a throwing gesture, a firering appears, speeding towards the target.  When it hits, it explodes furiously.  An increase in flows will increase the size of the ball.  An increase in strength in Air or skill will increase the distance the firering can travel.  An increase in strength in fire will increase the intensity of the fire.

 

Firering (Stationary) 2 0 3 0 0 8

The channeler weaves Air and Fire just so, causing a ring of fire to appear in the air.  Parameters are the same.  Colour of ball can be changed at will

 

Firering (Shrinking) 2 0 5 0 0 27

The channeler weaves Air and Fire in a complex weave.  When he/she makes a throwing gesture, a firering appears, speeding towards the target, slowly shrinking.  When it hits, or when it shrinks down to a point, it explodes with furiousity determined by how small it has shrunk to. The more the ball has shrunk, the more powerful the explosion.  Parameters are the same as above

 

Fire Blast (Heat) 3 0 5 0 0 17

The channeler weaves Air and greater amounts of Fire, then pushes the weaving out.  When this weave touches anything, it heats it up greatly.  The thing may or may not explode depending on how combustable it is.  An increase in flows increase the length of the blast.  An increase in strength in Air increases the greater the area the blast can reach.  An increase in strength in Fire increases the chance anything will explode into flames.  An increase in skill increase the speed the blast travels.

 

Fire Blast (Fire) 5 0 9 0 0 24

The channeler weaves thick flows of Air and even thicker flows of Fire, the pushes the weaving out.  When this weave touches anything, it causes the thing to blast into flames.  Parameters are the same as above.

 

Heat 0 0 1 0 0 6

The channeler weaves Fire and touches an object, heating it up.  Increase in flow size will increase the area heated.  Increase in strength in Fire increases the intensity of the heating.  Increase in skill will increase the eveness of the heating.

 

Ironing 2 0 2 0 2 10

The channeler weaves Water on a piece of cloth, wetting it.  Then, Fire is used to heat the object, and Air to iron it flat.  Increase in flow size increase the area affected.  Increase in strength and Water and Fire increase the effect of the iron.  Increase in skill decreases the chance the cloth will burst into flames by accident.

 

Phantom Fire 1 0 1 0 0 5

The channeler weaves minute flows of Air and Fire around, and sparks of electricity appear in the air, causing people’s hair to stand up.  However, if touch, the shock given is nowhere near fatal.  Increase in strength of Air increases the length of time the display can last.  An increase in strength of Fire would increase the size and heat of the sparks.  Do note that when the amount of Fire goes past 3, the shocks would become very hard.  Anything past 5 could be fatal.

 

Put Out Fire (Female) (Air) 2 0 0 0 0 12

The channeler weaves flows of Air just so around a flame or fire, and it goes out in a puff of smoke due to the fact that the oxygen in that area has been replaced by oxygen.  An increase in the size of flows woven would increase the amount of fire that would be put out eventually.  An increase in the strength in Air increases the speed at which it would be put out.

 

Put out Fire (Female) (Water) 0 0 0 0 2 12

This weave is the same as “Put out Fire (Female) (Air)” except that instead of Air being used, it is Water.

 

Put out Fire (Drawing Heat) 0 0 3 0 0 12

This weave is the same as “Put out Fire (Female) (Air)” except that instead of Air being used, it is Fire.

 

Razor of Fire 0 0 1 0 0 15

The channeler weaves a thin sliver of Fire so that a hot razor is formed.  It is invisible.

 

Smoke 2 0 2 0 0 9

The channeler weaves flows of Air and Fire onto a flame, causing it to produce more smoke than normal.  The greater the strength in Air, the longer the distance the smoke can travel, while a greater strength in Fire would give a greater amount of smoke produced.

 

Wall of Fire 0 0 5 0 0 12

The channeler weaves flows of Fire, and a wall of fire appears.  Increase in strength of Fire would increase the intensity of the flame, while increase in size of flows would increase the size of the wall.

 

Warm 0 0 1 0 0 8

Simply a weaker version of “Heat”

Posted

Hmm, i rcall seeing that list before, on my old comp.

 

Had some power issues (mainly having requirements that were far too low to my liking), does anyone else from the WT Staff remember seeing these?

Posted

LOL I have never seen them before but I could be wrong. Arani I will take a look at these and talk about them with the staff, Elgee and Kara are working on the weaves.

Posted

WEATHER WORKINGS

Name/Air/Earth/Fire/Spirit/Water/Skill

 

Disperse Storm 6 6 6 0 6 32

The channeler weaves Air, Water, Earth and Fire just so into storm clouds, causing the storm to fade and disperse.  The weaving is intricate and precise.  An increase in the size of flows would increase the size of the storm or the area of the storm that is affected.  An increase in strength of the weakest power would increase the effectiveness of the weave.  And an increase in skill would increase the speed at which the storm would be dispersed.

 

Fire Storm 6 0 3 0 4 24

The channeler weaves large flows of Air with Water, causing a storm to appear in the region.  He/She then touches the storm with a flow of Fire, causing the moisture in the cloud to catch fire and fall.  An increase in the size of the flows would increase the storm size.  And increase in strength in Air would increase the duration of the storm.  And increase in Water strength would increase the intensity of the rain.  And increase in strength in Fire would increase the intensity of the rain, while an increase in skill would decrease the time taken for the storm to gather itself.

 

Fog 3 0 0 0 2 14

The channeler weaves Air and Water just so, causing moisture to gather in the air, and collate, causing a fog to appear in the vicinity.  An increase in flows or strength in Air would increase the size of the fog, while increase in Water strength would increase its thickness.  An increase in strength in skill would incresae the speed of formation of the fog.

 

Grounded Air Shield 5 2 3 0 0 14

The channeler weaves Air, Earth and Fire, causing a grounded air shield to appear.  When lightning or static hits the dome, the charges travel via the flows of Earth and Fire that would lead it to the ground where it is dispersed.  And increase in the size of the flows would increase the size of the shield, and an increase in Earth or Fire would increase the speed of the grounding.  An increase in strength in Air would increase the amount of lightning that can be withstood, while and increase in skill results in an increase in speed of formation of the shield.

 

Hover 7 0 0 0 0 33

The channeler weaves flows of Air in a circle not unlike those used for a tornado.  A funnel of wind appears and is strong enough to lift a person or an object up into the air.  The channeler can only hover.  He/She cannot move the weave or will risk falling out to land painfully on the ground.  Height the channeler hovers at depends on the strength in Air.  Strength 7 in Air will allow the channeler to hover several feet from the ground.

 

Lightning (Channel) 6 4 5 6 4 25

The channeler weaves flows of Air, Spirit with lesser traces of Water, Earth and Fire around the target.  Lightning races around the target, striking anything that comes to close to it.  An increase in size of flows would increase the maximum area that this weave could affect.  And increase in strength in Air would increase the range of the lightning, while an increase in Water affinity would increase the channeler’s control over the lightning.  And increase in the amount of Spirit would prevent the target from being incinerated by the lightning itself.  An increase in Earth strength would increase the explosive power, while an increase in Fire would increase the number of lightning bolts

 

Lightning Storm 1 7 0 6 0 4 22

The channeler weaves flows of Air, Water and Fire to create a storm with charge.  Then the channeler weaves flows of Air and Fire with a touch of Water that stretches from the storm to the target.  Lightning would thus travel from the storm to the target along the weave.  An increase in amount of Air would increase the lightning range.  An increase in Water affinity would increase the size of the storm, while an increase in strength in Fire would increase the size of the bolt.  An increase in skill would help to confine the lightning to the weave.

 

Lightning Storm 2 5 0 6 0 3 18

The channeler weaves flows of Air and Water with a separate weave of Air and Fire around it, causing an electrical storm to appear with sudden rapidity.  Lightning would strike at random.  An increase in amount of Air would increase the lightning range.  An increase in Water affinity would increase the size of the storm, while an increase in strength in Fire would increase the size of the bolt.

 

Lightning Bolt 4 0 3 0 0 14

The channeler weaves flows of Air and Fire.  Whenever he makes a throwing motion, lightning streaks from his or her fingertips in the direction the channeler wills.  An increase in amount of Air would increase the lightning range, while an increase in strength in Fire would increase the size of the bolt.

 

Rain Cloud 3 0 1 0 6 16

The channeler weaves Air and Water to create a cloud full of moisture.  A thin tendril of Fire touches the cloud and causes rain to fall.  An increase in strength in Air or flow size would increase the size of the cloud, while an increase in strength in Water would increase the amount of moisture in the cloud.  An increase in strength in Fire would increase the temperature of the rain, while an increase in skill would increase the speed of formation.

 

Wind 3 0 0 0 2 10

The channeler weaves Air and Water just so to summon up a wind.  Increase in flows increases the area the wind affects.  An increase in strength in Air and Water would increase the strength of the wind.  An increase in skill used would result in a decrease in time the wind takes to reach maximum speed.

 

Weaving the Winds 4 0 0 0 3 15

This is simply a more efficient version of “Wind”

 

Tornado (Weak) 8 0 0 0 0 29

The channeler weaves thick flows of Air in a circle.  The winds formed swirl around each other, gathering strength to form a Tornado that is just strong enough to fling debris everywhere.  An increase in size of flows would increase the size of the Tornado.

 

Tornado 10 0 0 0 0 35

This weave is actually the same as “Tornado (Weak)” except that this weave is strong enough to produe an actual Tornado.

 

Tornado (Inferno) 8 0 6 0 0 33

A Tornado of Fire that would cause massive devastation because of the Fire, setting fire to anything and everthing.

 

Tornado (Waterspout) 5 0 0 0 3 25

A very weak version of a Tornado that can travel over Water.

 

Tornado (Dust Devil) 6 2 0 0 0 27

A very weak version of a Tornado that has accumulated sand.

 

DO NOTE THAT THESE WEAVES ARE NOT CLOUD DANCING WEAVES. CLOUD DANCING WEAVES CAN BE DONE ONLY BY CLOUD DANCERS.  THESE WEAVES CAN BE DONE BY ANYONE AS LONG AS THEY MEET THE OP REQUIREMENTS.

Posted

CLOUD DANCING WORKINGS

Name/Air/Water/Spirit/Earth/Fire/Skill

 

Hurricane (Instantaneous) 12 10 7 6 9 37

Linking is required to generate the power and precision needed for this weave.  A hurrican instantly forms in the area.  An increase in strength in Air would increase the size of the hurricane.  An increase in Water or Fire would increase the strength of the hurricane.  An increase in the skill used would increase the speed of hurrican formation.

 

Hurricane (Time Fuelled) 9 8 5 4 6 34

This weave does not require linking.  But is left to grow in power and strength for over a weak before it is released to wreck havoc.

 

Fly (UNDISCOVERED) 8 6 0 0 0 35

The channeler weaves Air and Water to produce a funnel of wind that is guided by strong winds such that the channeler is lifted up by the funnel, and is pushed along by the wind.  This weave is costly to create and only slightly easier to maintain.

 

The Burning of Summer 6 5 0 0 8 25

Then channeler weaves flows of Air and Fire, with another weave of Water.  This weave causes moisture to be drawn away with Water while Air and Fire heat up the atmosphere.  Increase in Water strength would decrease the amount of moisture in the air, while increase in Fire would increase the heat.  Increase in skill increases the speed this takes place.

 

The Storms of Spring 8 7 0 4 5 30

The channeler weaves Air and Water, laced with Earth and Fire.  This weave causes moisture to be drawn towards the place with Air and Water, with Earth and Fire to draw electricity.

 

The Heart of Winter 7 5 0 0 6 29

The channeler weaves Air, Water and Fire in the atmosphere just so.  This weave causes the heat in the air to be drawn away by the flows of Fire.  Weaves of Air and Water bring the moisture that causes wind and snow to blow and fall, freezing the place instantaneously.   Increase in strength in Fire would decrease the final temperature.  Increase in strength in Air and Water would increase wind and snowfall instantaneously.  Increase in skill would decrease the time taken to freeze the area.

---More coming soon---

Posted

HYDROKINETIC WORKINGS

Name/Air/Water/Spirit/Earth/Fire

 

Create Water 0 0 0 0 3 5

The channeler weaves spider-web like flows of Water in all directions, gathering moisture within range of the weave.  It coalaces at the spot where the multiple flows converge.  An increase in the size of the flows would increase the area that moisture is gathered rom.  Increase in strength in Water would increase the amount of water gathered per unit area.  And an increase in skill would increase the speed at which water is gather

 

Currents (Creation) 0 0 0 0 4 15

The channeler weaves intricate flows of Water just so into a body of water.  Water in the body swirls and starts to move according to the pattern of the weaving.  An increase in the size of flows would increase the current area.  An increase in strength would heighten the speed of the current, and increase in skill would decrease the time taken for the current to form.

 

Currents (Destruction) 0 0 0 0 6 18

The channeler weaves a weaving extending across a body of water.  The water stops moving

 

Dry Object 0 0 0 0 3 8

The channeler weaves delicate flows of Water on a target that is wet, causing the water on it to roll off.  An increase in flow size would increase the area affect.  An increase in strength would increase the amount of water that is dried up.  And an increase in skill would increase the speed of drying

 

Dehydration 0 0 0 0 5 14

The channeler weaves flows of Water into the target, causing all the moisture that is in it to leave the target.  Parameters are the same as 'Dry Object'.

 

Drown (Internal) 0 0 0 1 3 23

The channeler weaves flows of Water tinged with Spirit into a person's lungs, causing it to fill up with Water and drown the person.  An increase in skill would increase the speed of the drowning.

 

Drown (External) 0 0 0 0 4 15

The channeler weaves flows of Water around someone's head, encasing it completely and cutting of air supply, effectively drowning the person.

 

Plants (Grow) 0 3 3 4 3 14

The channeler weaves Spirit intermingled with Water, Earth and Fire onto plants in areas with hostile conditions, allowing plants to grow.  An increase in flows would increase the are affected.  An increase in Water strength would increase the amount of water added to the soil. An increase in the Earth strength would increase the soil fertility, and increase in strength in Fire would increase the temperature of the place, or decrease it, depending.  An increase in skill would decrease the time taken for the effects to take place.

 

Plants (Wither) 0 0 0 3 3 12

The channeler weaves flows of Spirit and Water onto plants, causing them to wither.

 

Summoning Fishes 0 0 0 2 2 16

The channeler weaves flows of Spirit and Water into a body of water, causing fish to jump out onto the shore

 

Waterballs (Normal) 0 0 0 0 2 12

The channeler weaves flows of Water, causing a ball of water to appear.  It can be thrown.  An increase in size of flows would increase the size of the waterball

 

Waterballs (Ice) 2 0 0 0 2 14

The channeler weaves flows of Water and Air to form a ball of Ice.

 

---More to come---

Posted

Arani, I've just noticed that you don't give the elements in the correct order, as is in the Weave Lists.

 

It should be AIR, EARTH, FIRE, SPIRIT, WATER.

 

These of yours will be a herculean task to compare, if they're not in the same order.

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