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A WHEEL OF TIME COMMUNITY

Weaves


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Ok thanks for the update, now that these are fixed we will begin going through them. Expect it to take awhile as any weave additions or modifications have to go through our bosses. I appreciate the time and effort you have put into this dear.

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  • 3 weeks later...

*beams*  We have another list

 

GEOKINESIS

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

Breaking 0 9 8 4 0 33

This weave is a combination of the weaves ‘Earthquake’, ‘Lava Flow’ and ‘Spinning Earthfire’

Cantrips 0 4 0 0 0 6

The channeler weaves flows of Earth into the ground, then modifies the shape of the weave such that there are spikes in the shape of the weaving.  This brings up the ground into spikes that are called cantrips.  An increase in size of flows would increase the area affected by the weave.  An increase in strength in Earth would increase the relative cantrip size as compared to the weaving, while an increase in skill would increase the speed of formation of the cantrips.

 

Create Heartstone 2 7 4 0 0 17

The channeler weaves flows of Air, Fire and Earth as a case around an object, then weaves large amounts of Earth interspersed with Fire penetrating the case and touching the object, which slowly turns to cuendillar/heartstone.  An increase in skill would increase the speed of change into cuendillar.

NOTE: The object MUST be made of iron

 

Extracting Metal 0 7 0 0 0 23

The channeler weaves great flows of Earth down to around the metal ores that are needed just so.  The metal ore travels along the weaves to the surface.  An increase in flows would increase the area affected.  An increase in strength would increase both amount and speed of extraction, while an increase in skill would increase the purity of the ore extracted.

 

Earthquake 0 6 2 0 0 20

The channeler weaves flows of Earth around oneself, mingling it with flows of Fire.  The earth starts to shake in an earthquake.  An increase in strength of Earth would increase the area affected by the weave.  An increase in strength of Fire would increase the amount of shaking of the earth, while an increase in skill would decrease the time taken for the earthquake to build up.

NOTE: If the ratio of Fire:Earth is more than 1:2, the earth will split apart, forming fissures.

 

Earth Projectiles 5 7 0 0 0 14

The channeler weaves Earth just so into the ground, and brings it up into projectiles that are caught with Air and thrown at the target.  An increase in the ranged of the flows would increase the area from which the projectiles come.  Greater strength in Air would increase the maximum distance that the projectile can be thrown, while an increase in strength in Earth would increase in the size of the projectile.  An increase in skill would increase the refines of the shape of the projectile

 

Earth Wall 0 5 0 0 0 12

This weave uses the same concept as “cantrips”.  However, instead of bringing the earth up in spikes, the earth is brought up as one solid wall.  Parameters would be the same as Cantrips.

 

Earth Wall (Stone) 0 5 3 0 0 15

This weave uses the same concept as “Earth Wall”.  However, because the element of Fire is woven into it, the earth and soil is backed and hardened into stone.  The completeness of the hardening would increase with the strength of Fire uses.

 

Encasement 0 4 0 0 0 25

This complex weave of Earth uses the same concept as “Earth Wall”.  But the earth this tme rises around a selected target, and closes above it, encasing it in earth.

 

Explode 0 2 2 0 0 13

The channeler weaves flows of Earth and Fire into a target, causing it to explode.  An increase in size of flows would increase the size of object that exploded.  An increase in strength of Earth would increase the speed of explosion, while an increase in strength of Fire would increase the violence of the explosion.

 

Fixing Weapons 3 4 2 0 0 19

The channeler weaves Air to hold the pieces of the weapon together, then Fire melts the edges of the broken pieces, and Earth joins the pieces together at the appropriate places.  An increase in size of flows would increase the size of the weapon that could be melded, while an increase in strength in Earth would increase the speed of melding.  An increase in skill would increase the fineness of the melding.

 

Foundations 4 6 0 0 4 24

The channeler weaves thick and intricate weavings of Earth interlaced with Air and Water into a building, reinforcing and strengthening it against weather, water and earth effects, as well as explosive weapons.  An increase in size of the flows would increase the area that is reinforced.  An increase in the strength of Air would increase resistance to weather, lightning and rain.  An increase in Water strength would protect against rain, floods and mud, while an increase in strength of Earth would increase the resistance against earthquakes.  An increase in skill would decrease the number of weak spots in the reinforcing.

 

Grenade 0 1 1 0 0 12

The channeler weaves flows of Earth and Fire and settles it onto a target made of stone or metal.  When the target next falls, it explodes where it hits with great force, leaving smoke and a crater.  Parameters would be the same as “Explode”.

 

Lava Flow 0 7 7 0 0 28

The channeler weaves large, cable thick flows of Earth and Fire, and casts it onto a surface of Earth, which begins to seethe and boil, with magma rising up onto the surface.  An increase in the size the flows cover would increase the size of the area melted.

 

Lock (Open) 1 1 0 0 0 14

The channeler weaves flows of Air and Earth, into a Lock that is locked.  The lock springs open.  An increase in the skill of the channeler would increase the complexity of the lock that can be unlocked.

 

Lock (Jam) 1 2 2 0 0 8

The channeler weaves flows of Air, Fire and Earth into a lock, melting the inside of the lock permanently.  There are no requirements for this weave.

 

Mud 0 2 0 0 2 8

The channeler weaves flows of Water and Earth into an area of soil.  The ground fills with water and turns the soil into mud.  An increase in the size of the range of flows would increase the area affected.  An increase in strength in Water would increase the muddiness of the ground, while an increase in strength of Earth would increase the speed the ground is affected.

 

Pitfall 0 3 0 0 0 8

The channeler weaves flows of Earth into the ground.  The ground opens up into a pit.  An increase in the size of the flows would increase the area affected.  An increase in strength would increase the deepness of the pit.  An increase in skill would increase the speed of formation of the pit.

 

Polish 0 2 0 0 0 12

The channeler weaves flows of Earth just so onto an object of metal of stone, polishing it.  An increase in the size of the range of flows would increase the area affected.  An increae in the strength of Earth would increase the speed of the polishing, while an increase in skill would increase in the amount of polishing.

 

Quagmire 0 2 0 0 2 5

The channeler weaves flows of Earth and Water into a patch of soil.  The area turns into quicksand, causing anything that lands onto it to be sucked in.  An increase in flows would increase the area affected, while and increase in skill would increase the speed of formation.

 

Quake Subside 0 5 0 0 0 26

The channeler weaves flows of Earth, cable-thick, into bucking and shaking ground, stilling the earth within the range of the weave.  An increase in size of flows would increase the area affected, while an increase in strength would increase the completeness of the stillness of the ground.

 

Ripple 0 4 0 0 0 11

The channeler weaves cable-thick flows of Earth into the ground in a circle around the target, and then pushes the flows outward.  The ground around the target heaves and falls in a concentrating circle outwards.  An increase in the number of times the weave is pushed and drawn repeatedly increases the number of ripples.  An increase in strength in Earth would increase the size of the ripples, while an increase in speed could potentially decrease the time between individual ripples.

 

Riven Earth 0 2 2 0 0 10

The channeler weaves flows of Earth and Fire into the ground, which roars up in showers and explosions of dirt, earth andfire.  An increase in the size of the range of flows would increase the area affected by the weave, while an increase in Fire would increase the power of the explosion.

 

Rust 1 2 0 0 2 14

The channeler weaves flows of Earth to remove any layer that prevents oxidation, then channels larger flows of Air tinged with water and wraps the weave around the metal object made of iron/steel, causing it to rust.  An increase in the size of the flows would increase the area of the rusting, while an increase in strength in Earth would increase in the amount of rust.  An increase in the skill used would increase the speed of the rusting

 

Shaping Earth 0 3 0 0 0 5

The channeler weaves flows of Earth just so in whatever shape depending on the will of the channeler.  The earth thus molds itself in accordance to the weave.  An increase in the size of the range of the flows would increase the size of the object made.  Greater strength in Earth would increase the solidness of the object, while an increase in skill would increase the possible number of details.

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  • 1 month later...

PSIKINETIC AND OP WORKINGS

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

 

Balefyre 6 6 7 8 5 30

The channeler weaves Air, Earth and Water, together with much larger amounts of Spirit and Fire together to form one great weave.  Balefyre shoots from the channeler’s upraised hand.

 

Cutting Flows 2 0 2 0 0 12

The channeler weaves Air and Fire just so, then slashes another weave, and cuts it.  An increase in the amount of skill used would increase the speed and ease of the cutting

 

Cutting Flows (Spirit) 0 0 0 2 0 13

The channeler weaves Spirit just so, slashing another weave laden with Spirit, cutting it.  Parameters are the same as those in “Cutting Flows (Spirit)”

 

Cutting Flows (Fire) 0 0 0 0 2 13

The channeler weaves Fire just so, slashing another weave, cutting it.  Parameters are the same as those in “Cutting Flows (Spirit)”

 

Shielding (Normal) 0 0 0 3 0 15

The channeler weaves flows of Spirit together and shoves it onto another channeler, buffering him or her from the True Source.  If the shielded is stronger than the shield by a ceratin factor (usually 1.2), the shield may break when the shielded exerts effort to break free.  An increase the strength used in Spirit would increase the strength of the shield, while an increase in skill would increase the factor by 0.1 for every increase of 10.

 

Shielding (Severing) 0 0 0 7 0 28

The channeler weaves thick and very sharp flows of Spirit together and shoves it onto another channeler, who will lose the ability to channel unless healed with the One Power.

 

Trace 0 0 0 5 0 15

The channeler weaves flows of Spirit onto an object.  The channeler will now be able to find that object until the weave is released.

 

Travelling 0 0 0 7 (31) 0 20

The channeler weaves thick flows of Spirit, a gateway to the channeler’s wanted destination appears.  An increase in the overall strength of the channeler would increase the size of the gateway.

 

Skimming 0 0 0 4 0 10

The channeler weaves flows of Spirit, and a gateway opens to reveal a platform and infinite blackness beyond.  The platform moves once a gateway closes, according to where the channeler’s will.  Once the destination is reached, the channeler weaves a gateway again to step on his destination.  Increase in strength of the channeler would increase the gateway size.

 

Keeping/Preserving 0 0 0 3 0 18

The channeler weaves pure Spirit around an object, preserving it for all time till world’s end or the release of the weave.  An increase in skill would increase the speed that the weave takes to take effect.

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  • 2 weeks later...

This is pretty crazy.  I once meant to do something like this, but never got around to it.

 

However, as I looked over the lists, I saw this big error.

 

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.

 

According to the books, only men can do this one safely.  It was one of the big things that showed Elayne and Egwene how different Saidin is from Saidar.  Elayne badly burned her arm (off screen, some time before book 3), and the Aes Sedai who healed it mentioned that she could just as easily have killed herself.

 

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  • 2 months later...

In the passage in question, Elayne and Egwene are trying to teach Rand in Tear.  He takes the fire and puts it into the stone of the fireplace.  That is the point at which Elayne shudders, remembering trying to do the same thing and getting burned.  Women cannot draw heat away from a fire, even to divert it somewhere else. 

 

 

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Claire is quite correct. Women would have to smother the flame with earth or water or something, whereas men would pull it into themselves and then disperse it into something else, if I recall correctly.

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  • 3 months later...

Oh yes, its also come to my attention that we don't really know what can be do with the Talents, as in what weaves could be used and are useful in the Talents.  Such as Healing.  We have different Healing Weaves for different ailments and so on.  In Earth Singing we have different weaves for different effects on the Earth, the same for Cloud Dancing.  I'm willing to take up the challenge to create weaves for each and every one of the Talents that require weavings.  Does anyone find this neccesary?

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Check if there is someone with the Talent, first. If it's a new Talent, like Healing (Age of Legends), then it would be the prerogative and privilege of the person who requests and gets that Talent to make the new weave(s) and RP doing so.

 

A note: as far as I can remember, the "old" Healing Weave is the same for all things. The level of Talent comes in with how strongly they can weave it, and how far they can control it.

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DM's getting on my nerves ... keeps on kicking me out of the forum.  Anyway, here are the list of people with OP related Talents that I can do weave for.  I need permission from these people to create weaves for these Talents.

 

Aligning the Matrix - Claire (Claireducky)

Cloud Dancing - Janine (Quibby)

Create Ter'Angreal - Cara Ramsey (?), Maegan (Aubrey?)

Delving (Earth) - Jaydena (Jaydena)

Healing (AoL) - Nynaeve (Nynaeve)

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DM tossed my reply too. Good thing I happened to come back here and check now.

 

Anyway, what I said about new Talents applies to all Talents - it's up to those who applied for and got it to make those weaves. I'll let them know you've offered to help, and they can take you up on that offer if they want to.

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In my opinion, these Talents should not be limited by a "Weave" that goes with them.

 

Two reasons for this.

 

1. One more set of OP requirements to keep track of, and we want to assume that anybody that has this Talent can actually USE it, so a weave with more limitations would be counter-intuitive to this.

 

2. These Talents don't have a weave because they are much more "Experimental" Talents than any of the others.  That is the beauty of them-- you experiment with aligning the matrix and see how the properties of that item are changed.  You try to create ter'angreal different ways until you hit on a method that works for that particular ter'angreal.  If you're Delving, you might be looking for all sorts of things, which would change your weave.  Want copper, gold, steel?  Maybe you wanna find a particular weakness or fault line in the area you are Delving?  All different uses of the Talent.

 

And THAT is why I think making a weave for each Talent shouldn't be done.  :)

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If you go full blown writing weaves left and right for the Talents, they'll have to have an OP score requirement.  Unless you make every weave for that Talent have identical OP requirements to the Talent itself, it has the potential to be restrictive.  Then you'll have to annotate each of those weaves with (can only be used if you have THIS Talent), or people will get confused and think they can do those weaves (they're in the weaves list, right? why not?).

 

It won't encourage people to think for themselves in creative ways as to what they can do with their Talent.  If this were a MMORPG with the need for massive weave lists and what a character could and could not do based on the stat points they have for the gaming engine to decide if you succeed or fail in an attempt (sorry, getting off on a D&D tangent), then I'd say go for it.  But this is a written RP, and most people don't even consult the Weaves table before doing something, most times.  The weaves we do have on there are meant to serve as a more general guide as to what a character can do, and to set certain weaves (like gateways and major healing) offlimits to all but a few, in accordance with book canon.

 

I think that if you want to contribute something, it would be more worth while for you to come up with "prompts".  A list of possible ways you could use that Talent (Delving possibilities: Locate metals, find weaknesses in ground, search for cave systems, etc) would be more useful.  They could still serve the same purpose you are wanting, but not be restrictive and be there as suggestions on how to use the talent if they get stuck.

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'Creating weaves' for the 'Create Ter'Angreal' talent is far too large of an undertaking, because for one, each item created is a single weave. Thats like going through ever OP Created Item in and out of the Tower and giving it a creation score. It is not what the Talent is for. So I'm with Claire in the whole, it is unnecessary. DM and the WT have enough limitations that it doesn't need something else that is to be tracked. Either we have the talent and cna create things, or we can't. If we want to create something it's approved by staff or it isn't. There really is no need to add a 'weave' to it, as shown in the books, not all can duplicate the weave like the one that actually has the talent can.

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