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BALEFIRE:Balefire (lost)
CLOUD DANCING:
Foretell Weather (common)
Harness the Wind (common)
Lance Lightning? (rare?)
Lightning (common)
Raise Fog (common)
Warmth (common)
CONJUNCTION:
Bond Warder (common)
Compulsion (lost)
False Trail (common)
Pass Bond (common)
Sense Shadowspawn (common)
Trace (common)
EARTH SINGING:
Aligning the Matrix (common?)
Earth Delving (common)
Earthquake (common)
Grenade (common)
Polish (common)
Riven Earth (common)
ELEMENTALISM:
Arms of Air (common)
Blade of Fire (common)
Create Fire (common)
Current (common)
Cutting Lines of Fire (lost)
Dry (common)
False Wall (common)
Fiery Blade (common)
Fireball (common)
Fly (lost)
Harden Air (common)
Immolate (common)
Light (common)
Maelstrom? (common?)
Move Water (common)
Tools of Air (common)
Wand of Fire (common)
Whirlpool (common)
FORETELLING
(Fortelling?)
HEALING:
Caressing the Child (common)
Cleanse (common)
Delve (common)
Heal (common)
Heal the Mind (common)
Rend (rare)
Renew (common)
Restore (common)
Restore the Power (lost)
Sever (common)
Touch of Death (lost)
ILLUSION:
Disguise (common)
Distant Eye (common)
Eavesdrop (common)
Folded Light (common)
Mirror of Mists (common)
Voice of Power (common)
TRAVELING:
Bridge Between Worlds (lost)
Create Gateway (lost)
Hold Gateway (lost)
Skimming (lost)
Use Portal Stone (rare)
WARDING:
Barrier to Sight (common)
Circle of Silence (common)
Dream Shielding (common)
Fire Trap (rare)
Keeping (common)
Master Ward (common)
Seal (common)
Shield (common)
Strike of Death (common)
Ward Against Channelers
Ward Against People (common)
Ward Against the One Power (common)
Ward Against Shadowspawn (common)
Ward Bore (lost)
(Air, Earth, Fire, Spirit, Water)
The channeler points her finger, and a pencil-thin beam of white-hot light, so bright that it makes the sun seem dark, leaps instantly forth. The balefire slices neatly and hotly through any material or object (except cuendillar, the only material impervious to balefire), out to its maximum range or until it strikes a living creature. A creature struck by this beam is utterly destroyed, vanishing in a fading haze of motes.
Balefire doesn't just destroy its target instantly--it actually destroys it back through time, as the creature's thread is literally burned out of the Pattern. Everything the creature did over that period, and everything that resulted from that creature's actions, is undone, leaving only the memories of those who witnessed the target's actions. For instance, if a Trolloc were hit with balefire a few seconds after attacking an armsman, not only would the Trolloc be killed, but the armsman's wounds would disappear.
The Cloud Dancing Talent connects the channeler with the primal forces of weather, allowing her to control wind, rain, warmth, and even lightning.
You can feel upcoming changes in the weather. The farther into the future you sense, the less distinct the information you gather. You can sense a specific storm just a few hours away, but looking months into the future only gives you general information--for example, that it will be much colder than normal, that an early frost is coming, that there will be a bit more snow than usual, and the like. The changes you detect comprise the natural course for the weather. You gain no sense of unnatural changes, such as those wrought by channelers using the One Power.
Among the Wisdoms of the midlands, this ability is known as listening to the wind.
(Air, Water)
You conjure a wind over the target area, choosing the wind's direction. Although the weave takes effect immediately, the wind builds over a brew time that can last up to several minutes, depending on the strength required. The wind effects an area depends upon its strength.
"Abruptly the breeze was a gale that whipped away Liandrin's angry shout in clouds of dirt and leaves and made the tress bend groan." The Great Hunt 565.
(Air, Fire?)
Lightnings such as Cadsuane had never seen streaked down from the cloudless sky, not jagged bolts but lances of silver-blue that struck at the hilltop where she stood... Winter's Heart 641.
(Air, Fire)
You call lightning from the sky, targeting a specific point on the ground. One or more bolts strike the ground at that point or in an area around it. Any creature within the area takes damage form the lightning, the deafening roar of the thunder, and rent earth blasted from the ground by the lightning bolts.
Although the weave takes effect immediately, a brew time may be required for the lightning to build up.
Since the lightning comes from the sky, this weave can only be effectively cast in an open-air area. Light structures can be targeted, damaged, or destroyed by this weave, but heavier structures protect occupants effectively.
"She called ball lightning out of a clear night sky…sent it darting straight at the Trollocs. You've seen trees shattered by it. The Trollocs stood it no better." Eye of the World 98.
From the clear sky lightning came, each bolt crisp and sharp, searing his eyes, each bolt striking a winged black shape. 757
"Jagged lightning crackled across the clear sky, then struck among the trees some distance off." The Great Hunt 567
(Air, Water)
A dense fog congeals over the target area, to a height of 20 feet. The fog obscures all sight beyond 5 feet.
This weave does not function underwater.
Then a wall of pale gray loomed before them, and they were suddenly enshrouded. The thickness of it muffled the sound of their hooves to dullness, and the cries from overhead seemed to come through a wall. Eye of the World 154
(Air, Fire)
The channeler causes the air around her to warm (or cool) to a comfortable temperature. This effect occurs immediately but only lingers a natural length of time. For example, if the area around the channeler is subject to a stiff breeze, the warmth that she's created will probably be blown away in a matter of seconds. On the other hand, if she casts it within a tent, it might last longer--but if it's really cold outside, it might still cool down inside within 20 or 30 minutes. Obviously, the weave is most effective when cast in an enclosed, insulated space.
Siuan was already preparing a thin thread of Fire to bring the tea water to a boil New Spring: The Novel 33
The Conjunction Talent deals with the bonds between people. One of the most common Talents among Aes Sedai, its weaves grant the channeler the ability to bond a Warder, detect the location of others, and sense Shadowspawn.
(Spirit)
The channeler creates (or terminate) a special, permanent bond between yourself and the target. That person becomes the channeler's Warder, a sort of bodyguard, agent, and companion. This weave can be cast upon any person who cannot channel, although it is traditionally cast by Aes Sedai upon men who have considerable combat and wilderness skills. Traditionally, only informed and willing Warders are bound, but this weave affects unwilling targets just as effectively.
The bond that this weave creates has several special properties
Aging: Like channelers, Warders age slowly.
Compel to Obey: The caster can use the bond to compel the Warder to obey her. Since Warders are traditionally willing and cooperative companions, this practice is frowned upon among Aes Sedai and rarely ever used. To compel the Warder, the caster issues a direct order that must be communicated clearly to the Warder.
Connection: The caster and the Warder have a deep and personal connection. They each have a sense of the direction, distance (very roughly), and emotional and physical state of the other. Each know when the other is awake, asleep, injured, or in pain. Awareness of the other's state dims over greater distances but can be sensed over an unlimited distance with a little bit of concentration.
Energy: The caster and Warder share, to a limited extent, their life energy. Either can loan their energy to the other. For example, if your Warder becomes severely wounded but is still faced with several attacking Trollocs, you could lend him some of your life to keep him alive. The lender does not become injured as a result of such a loan, but there is a reduction in life energy.
They can only be lent voluntarily; they can never be forced out of the lender, nor can they be forced upon the borrower. If the borrower is healed, the lender regains her loaned health automatically. This ability has a range of 300 feet; beyond that distance, the channeler and Warder cannot share health.
Proximity: If the caster wants the Warder nearby, the Warder knows it and is drawn to the caster. Strong will allows him to resist this pull for one day. Distance dulls the pull. Failure to resist compels the Warder to travel toward the caster by the fastest reasonable means.
The Warder's bond end only with the death of either party, the stilling of the channeler, or the termination of the bond by the channeler. The death of either the Warder or the channeler is a powerful emotional and physical blow to the other, inflicting damage upon the survivor. Many Warders who outlive their channelers lose their will to live and throw themselves into hopeless battles until death finally finds them.
Shielding the channeler does not break the ward, though it does dull the connection.
The channeler can terminate the bond. Casting this weave in a special modified manner ends the bond. The Warder does not need to be touched (or even be present) for the termination weave to take effect.
The pass bond weave allows the channeler to pass the Warder's bond on to another channeler in the event of her death.
An individual can only bond to a single channeler at a time. This weave has no effect on Warders bound to other channelers.
A sister and her bonded Warder could sense each other's emotions and physical condition, and each knew exactly where the other was, if they were close enough, and at least a direction if they were far apart... New Spring: The Novel 89
He nodded, and she raised her hand to his head. His skin tingled faintly as she embraced saidar, and a familiar warm ripple passed through him, the feel of her checking his health.
Alanna nodded in satisfaction. And suddenly the warmth was heat, one great flash of it, as if he stood for a heartbeat in the middle of a roaring furnace. Even after it passed, he felt odd, aware of himself as he never have been before, aware of Alanna. He swayed, head light, muscles watery. Lord of Chaos 204
(Air, Earth, Fire, Spirit, Water)
This weave allows you to influence or command the target person. Your control takes effect instantaneously even if the target is hostile to you and remains unbroken even if you or your allies abuse or attack the target. There are two magnitudes of effect.
Influence: The target regards you as his trusted master. He believes everything you tell him, interprets everything you say in the most positive light possible, and follows any orders you give him without question. Orders that are obviously suicidal or harmful to the target or those he loves allow a chance to resist. If he succeeds, he shrugs off the effects of the weave; if it fails, he follows the order and remains under the weave's effect.
Command: The target is devoted to you beyond rational thought, constantly fawning for your attention unless ordered not to. The target will do absolutely anything within his power to garner your approval, following any order to the base of his ability.
There was something very commanding in those dark eyes, in the halo around her, the pale radiance of the One Power. She was the most regal woman Elayne had ever seen. Elayne found herself hurriedly curtsying, flushing that she had considered. . . . What had she considered? So hard to think? The Shadow Rising 758
His eyes, still on Alteima, sent that shiver through her again, and this time she gasped aloud. "So much talking must have fatigued you, Morgase," he said without shifting his gaze. "You do too much. Go to your bedchamber and sleep. Go now. I will wake you when you have rested enough."
Morgase stood immediately, still smiling at him devotedly. Her eyes seemed slightly glazed. "Yes, I am tired. I will take a nap now, Gaebril."
She glided from the room with never a glance at Alteima, but Alteima's attention was all on Gaebril. Her heart beat faster; her breath quickened. He was surely the handsomest man she had ever seen. The grandest, the strongest, the most powerful . . . Superlatives rolled through her mind like a flood.
(The Fires of Heaven, Fanning the Spark).
(Air, Earth, Spirit)
Upon casting this weave, you create a diversionary trail that misleads creatures following you or your party. As you cast, you point in any direction you choose, and your footprints and scent seem to extend from your current location into the direction you point for a distance (ranging from 25 feet to 6 miles depending on mastery of the weave). As you travel, you leave no scent or footprints for the same distance, making it impossible for you to be tracked by nonsupernatural means.
The false trail extends in a straight line, through all intervening terrain. Trackers who are aware of this power may become suspicious if your trail extends straight over rivers, cliffs, buildings, and the like.
(Spirit)
You cast this weave and touch the target channeler, who becomes the future recipient of your bonded Warder. When you die, your bond with your Warder does not automatically end. Instead your Warder has a chance to resist. If he succeeds, the bond terminates; if he fails, he is immediately bonded to the target of this weave. All effects of the bond Warder weave apply as though it had been cast on your Warder by the target of this weave.
This weave effects only your bond to a single Warder. If you have more than one bonded Warder, you must cast this weave separately for each bond you wish to pass. Your bond can only be passed on to a single person. Once you have passed your bond to another channeler, this weave has no effect if you cast it on another target. You must negate the original pass bond weave before you can pass the bond to a different person.
Casting this weave in a special modified manner negates it. The target does not need to be touched (or even be present) for the negation to take effect.
(Spirit)
When the channelers casts this weave, you can feel a sense of discomfort that tells you that Shadowspawn are near, although it does not indicate the type, number, direction or location of the Shadowspawn.
The channeler senses the air about her for the presence or recent passage of a person known to her. If the target is carrying a gift given by the channeler to him (the gift can be any item of value to the target), the effectiveness of this weave is greatly increased.
If the target is within range(70 feet to 1 mile, depending on mastery), she senses his presence and the general direction he is in. If the target is experiencing intense emotions, she can sense him at double the normal range. If the target is carrying a gift by the channeler to him, she can sense him at one hundred times the normal range. These two bonuses are cumulative; if the target is carrying a gift and experiencing strong emotion, you can sense him at two hundred times the normal range.
Also, if the target has recently been at the channeler's location within 3 hours to 2 days(depending on mastery), she sense that he has been there and roughly how long ago. If the target was experiencing strong emotions at the time he was at her location, she can sense within double the time.
Finally, if the target is carrying a gift given by the channeler to him, she senses whether he is alive or dead, and whether he still has the gift, at any range.
Rand was surprised when Moiraine pressed a coin into his palm, closing his hand tightly around it with both of hers. Eye of the World 28
"One is across the river, and alive. As for the others, there was a faint trace downriver, but it faded away as I found it. The bond had been broken for hours before I began my search." 317
This Talent connects the channeler with the earth. Its weaves grant the channeler the ability to sense minerals, split the earth open, and create land-shaking earthquakes. It is not a common talent among any of the female channeling traditions.
(Earth?)
Changes matter at the molecular level?
(Earth)
You hold in your hand a sample of metal or mineral, such as a gold ring, a piece of marble, or lump of copper ore. For the duration of the weave, you can sense other concentrations of the mineral within the weave radius (5-750 ft, depending on mastery). The sensing radius extends into the ground, allowing you to locate hidden deposits of the mineral. This weave does not tell you precisely how much of the mineral is present, but it does give you a general idea of the size of the deposit (Fine, Tiny, Small, Medium-size, and so on) according to the strength of the sensation.
"I picked out the piece of iron ore, and the copper ore, blindfolded, every time she mixed them up." The Great Hunt 597
She took me outside the town, and I was able to point right to an abandoned iron mine. It was all overgrown, and there wasn't any opening to be seen at all, but once I new how, I could feel the iron ore still in the ground." 597
(Earth)
When the channeler casts this weave, an intense but localized tremor rips the ground. It knocks creatures down, collapses structures, and opens cracks in the ground. The earthquake effects all terrain, structures, and creatures in the area(50 ft-5 mi radius, depending on mastery). The exact effects depend on the terrain and its features.
Cave, Cavern, or Tunnel:: The earthquake collapses the roof, dealing damage to any creature caught under the cave-in. An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.
Cliffs: They crumble, causing a landslide that travels horizontally as far as it fell vertically.
Lake, March, or River: Fissures open underneath the water, draining it away from that area and leaving behind muddy ground. Soggy march or swampland becomes quicksand for the duration, sucking down creatures and structures. At the end of the weave, the rest of water rushes in to replace the drained water, possibly drowning those caught in the mud.
Structure: Most structures standing on open ground collapse, dealing damage to those caught within or beneath the rubble.
Now the ground rippled, springing out from in front of her staff, lapping toward the Trollocs like ripples on a pond, ripples that grew as they ran, toppling old bushes, flinging dead leaves into the air, growing, becoming waves of earth, rolling toward the Trollocs. Eye of the World 268
(Earth, Fire)
You imbue a stone with an explosive property. If the stone strikes a hard surface, it detonates, doing damage to all creatures within its burst radius (0-20 ft, depending on mastery). You may throw the stone or use it as ammunition for an appropriate weapon (such as a sling or catapult).
The catapults' stones fell among them--and exploded in fire and shards, ripping open holes in the mass. The Shadow Rising 719
(Earth)
Tarnish, rust, and corrosion disappear from an item of metal the channeler touches, leaving the surface clean and shiny. Heavy rust actually transmogrifies back into solid metal, so the weave can be used to strength items weakened by heavy corrosion. Weapons that have been heavily pitted are repaired, and hinges caked solid with rust after years of disuse function easily with hardly a squeak. The degree of corrosion that can be polished varies.
(Fire, Earth)
You point at a spot on the ground, and the earth at that point erupts in a shower of rock, dirt, and fire. Creatures and objects within the area are thrown through the air or knocked to the ground, taking damage from the blast and impact. Both the area affected and range of this weave vary.
This weave must target the ground. Light structures can be damaged or destroyed by this weave, but it cannot be cast on the upper floors of buildings.
Ripples ran through the ground ahead of him in ever rising waves, waves of dirt and rock towering over Trollocs and Fade, breaking over them as the mountains shattered under their hooved feet. The Eye of the World 759
Abruptly the ground ahead flew up with a roar, showering him with dirt and pebbles. From the white blindness to the right he heard another roar, and men and horses screamed, then from his left, and again. The Great Hunt 659
Beneath the feet of the Shaido nearest the wagons the ground suddenly erupted in fountains of flame and dirt, hurling men in every direction. While bodies still hung in the air, more gouts of flame roared from the ground and more, in an expanding ring all the way around the wagons... Lord of Chaos 694
This Talent, one of the most common among all the channeling traditions, relates to the control of the elements: the creation of light and fire, control over water, and the use of hardened air as a tool or weapon.
(Air)
You lift a single item or creature through the air. Depending on the version selected, the weave can be used to move items with a gentle sustained force or to hurl them with a single, violent throw.
Sustained Force: The weight of the target varies with the casting level, but any item or creature can be moved. The weight can be moved vertically, horizontally, or both. If the weave ends while the subject is in mid-air, it falls.
You can manipulate an object as if with one hand. For example, you can pull a level or a rope, turn a key, rotate an object, or perform a similar simple task, if the force required is within the weight limit (5-100,000 lbs). You might even be able to untie simple knots.
Violent Throw: Alternatively, you may hurl the item at a target.
Nynaeve squawked furiously as she slowly rose, still in a sitting position, until her head almost touched the ceiling. The Great Hunt 277
It was only a trickle of the Power that she channeled, but she cracked it, a whip snapping a dust mote out of the air. The Great Hunt 622
Saidin still filled him. Gently he wrapped Bode and Larine in flows of Air and lifted them until their shoes dangled a foot above the floor. Lord of Chaos 205
Flows of Air lifted a limp Tolvar, and the pair trotted away with him floating between them. 541
Seizing saidin, Rand channeled, wove flows of Air that snatched Natael up from the cushions; the gilded harp tumbled to the dark red tiles as the man was pinned against the wall, immobile from neck to ankles and his feet half a pace above the floor (Fires of Heaven, Pale Shadows).
(Air, Fire)
You grasp a knife, wand, staff, or other object, and a lance of white flame extends from its tip. This flame cuts cleanly and quickly through nearly any material, melting through even stone as if it were butter. If directed against a creature, you must hit the target.
It does not slice through swords in melee because in the give-and-take of combat it does not remain in contact with them for long enough.
This weave leaves the implement warm to the touch but does not otherwise harm it. The flame ignites easily combustible materials (such as dry straw or oil) but leaves wood and other materials charred and smoldering.
The length of the blade of fire, and hence the thickness of material it can cut through, varies (5 in - 2 ft)
(Fire)
This weave creates fire where there is none or increases the size of an existing fire. Unfueled, the flames only last for the duration of the weave, but they ignite flammable objects that they touch.
Pulling a short-stemmed pipe and a leather tabac pouch from his coat pocket, he thumbed the bowl full and briefly touched saidin to channel a flame dancing above the tabac (Fires of Heaven, Rhuidean)
(Spirit,Water)
The channeler conjures a current in a target area of water, choosing the current's direction. Although the weave takes effect immediately, the current builds over a brew time that can last some time, depending on the strength required. The current affects an area of open water, or a length of river, that depends upon its strength.
Powerful currents created in rivers will likely cause flooding if the current flows downstream, or upstream if you create an upstream current. The flooding affects a length of shoreline equal to the affected length of river, beginning at the end of the affected length of the river. The depth of the flooding is 2 feet for every 10 mph of current speed. Thus, a fast current (20 mph) causes a 4-foot-deep flood along 1,500 feet of shoreline, beginning at the end of the length of the river in which you created the current.
(Air, Fire)
The channeler points her hand and cast out scores of thing, threadlike lines of red, which cleanly cut and burn through creatures and objects in their paths. The lines whip through a cone-shaped area that extends from the pointing hand, slicing and damaging objects or creatures within the cone. The wirelike lines neatly cut through stone, metal, wood, and other materials out to their maximum range(30-70 ft). Where they strike flesh, they cleanly cut through that as well.
(Air)
The channeler squeezes the excess water off or out of a wet object, leaving it dry. The water does not dissipate but falls to the ground in a puddle.
The channeler can increase the duration to concentration and prevent excess water from contacting or soaking the target object. Water simply flows around the object, leaving a thin layer of dry air between. Cast upon a cloak, for example, the weave keeps the cloak (and thus the wearer) completely dry even in the heaviest of downpours.
(Air, Earth)
This weave functions exactly like the weave harden air, except that for the duration of the weave the air appears to turn into solid rock. The surface of the hardened air is a solid granite-gray in color.
The surface can take on ay color or texture the channeler desires. She can make it look like a local boulder or even create a barrier across a doorway that exactly matches the cut marble of the surrounding wall.
(Air, Fire, Spirit)
The channeler creates a weapon of fire. The weapon can take any shape the channeler desire. The damage the weapon deals depends on the weave's power, not on the shape of the weapon. The weapon's flames do not harm the channeler. Although they sear and damage creatures struck by the weapon, they do not ignite flammable materials.
Then an instant came when he could strike a blow squarely at the sword itself, not merely divert it. With a hiss as of ice falling on molten metal the red-gold blade sheared through the black. The Shadowing Rising 189
(Air, Fire)
The channeler conjures a ball of fire, which speeds from her hand to detonate with a low roar. All creatures and objects within the burst radius (5-50 ft) take damage from the fire. The explosion creates little blast pressure.
The channeler points her hand and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing hand and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point (an early impact results in an early detonation).
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier.
The size of the burst area and damage dealt to creatures and objects withint that radius vary with the channeler's mastery of the weave.
She had seen one of the soldiers, or his body rather, burn from the ball of fire she made and hurled at them. The Great Hunt 576
(Air, Fire)
The weave's subject can fly at a speed of 90 feet (60 feet if the creature wears medium or heavy armor). The subject can ascend at half speed and descend at double speed. The flying subject's maneuverability is good. The act of flying requires about as much concentration as walking, so the subject can attack or channel normally (unless the caster casts this weave on herself, in which case she must concentrate on maintaining the weave as normal). She cannot carry aloft more weight than her maximum load.
Should the weave expire while the subject is still aloft, the effect fails slowly.
"The records say Aes Sedai could fly, in the Age of Legends, but they aren't clear on how, exactly." The Great Hunt 277
(Air)
The channeler makes the air in a space harden. All items and creatures in that space freeze in place, helpless and unable to move. Creatures remain aware but cannot take any physical actions. The channeler directs the placement of this weave effect and can choose to place it so that the heads of those caught are free from the hardened air. If that's the case, trapped creatures can breathe and talk normally. If their heads are incased in the hardened air, they will suffocate if held too long.
Hardened air can be used to catch items in midair. If cast in the space around a flying creature, the creature is held, unable to flap its wings. It will not fall, however, so long as the air about it remains hardened.
Hardened air not only freezes items within it but also creates an impervious barrier to items or physical attacks from without. Thus, a creature frozen in hardened air cannot be attacked. However, the air can be penetrated by weaves of the One Power, so that weaves can be cast on the creature. Hardened air can be used to create a barrier or shield, or even a bridge across an open space. The space of hardened air is fixed and cannot be moved.
The size and shape of the affected space varies(1-20 ft)
Then the air seemed to thicken; nothing changed that Egwene could see, but she could surely feel it. She tried to life her arm; it did not budge any more than if she was buried to her neck in thick jelly. Nothing could move except her head. The Great Hunt 276
For the final indignity, flows of Air pinioned her arms and legs tightly, crushing her skirts. Winter's Heart 260
Something seized him--the air turned to crawling jelly--something forced him to his knees, encased him from the neck down. It tightened around his wrist until bones grated... The Shadow Rising 627
He opened his mouth wider--and that thick invisible jelly oozed in, forcing his jaws apart until they creaked in his ears. Nostrils flaring, he sucked air in frantically. He could still breathe, but he could not scream. The Shadow Rising 627
(Fire, Spirit)
The channelers causes the object or creature to burst into flames. The fire not only engulfs the target but is actually sparked within it as well. The size and type of target affected varies.
Some of the Shaido who rushed at them fell to a blade, but more simply burst into flame. Lord of Chaos 686
As soon as the single word left her mouth, a fountain of flame erupted in the forest to the north, and then another and another, a staggered line racing northward. Winter's Heart 642
Fire erupted in the forest, great explosions spun of saidin that hurled trees into the air on gouts of flame that sped toward him. 643.
(Air, Fire)
The channeler extends her hand and create a fist-size globe of cool white light, which hovers above your palm for the duration of the weave. The brightness of the light, and the radius to which it extends, depends on the casting level.
At higher casting levels, the light becomes quite harsh. At higher levels, the light becomes quite harsh. Looking directly at the light causes substantial discomfort, though no damage. At higher levels, the light is as bright as a lightning bolt, and anyone who looks at it (including any unsuspecting creature within 50 feet facing this weave as it is cast) may become temporarily blinded.
A small ball of light, as bright as a lantern, was suddenly floating ahead of her, illuminating her way. The Shadow Rising 257
The ground fell away beneath Aginor’s feet. Flame roared from the chasm, whipped to a frenzy by wind howling in from every direction, sucking in a maelstrom of leaves into the fire, which seemed to solidify into a red-streaked yellow jelly of pure heat. The Eye of the World 725.
(Water)
The channeler may lift the water through the air or flow across a surface, even uphill. It moves at a speed of up to 20 feet per minute.
A simple weave of Water drew all the moisture from her clothes to fall on the floor in a puddle that quickly spread to join what the bucket had put there. Lord of Chaos 232
The glow of saidar surrounded her, and flows of Water gathered the puddle into a ball sitting incongruously on the floor 233
(Water)
The channeler creates one invisible simple tool, such as a blade, bludgeon, wedge, or clamp. You can use and manipulate this tool by mental command as though it were a real item of the same type. The tool cannot be used to pick up objects, though it can knock them around.
"She held up her hand--and there was a sword with it. With blade and hilt of an odd bluish white, it looked somehow...cold. "Made from the air, child, with Air. It's as good as most steel blades, better than most, bust still not much use." The Great Hunt 275
A flow of Air solidified just before it clipped him under the ear, and he collapsed in a heap. Lord of Chaos 540
Spirit to shield her, and with the slight resistance that told of slicing through her connection of saidar, and even as that was tied, a club of Air to knock her unconscious from the saddle. 689
Abruptly something seemed to strike him across the shoulders, for all the world like a thick hickory stick (The Fires of Heaven, Rhuidean).
(Earth, Fire)
The channeler imbues an otherwise harmless branch, wand, or switch with a powerful charge of fire that she can use to damage an opponent. Although the wand does not appear to be winning, it deals damage and flames spring up as the wand touches combustible materials.
(Spirit, Water)
The channeler creates a swirling whirlpool in a sizable body of water, which sweeps swimming creatures, ships, and similar vessels downward, preventing them from leaving by normal means and perhaps drowning or sinking them. The size of the whirlpool depends on the casting level and the body of water.
Any creature caught in the whirlpool is swept into its swirl. It cannot escape on its own until the weave ends, though it might be rescued.
Vessels smaller than half the size of the whirlpool are swept into its swirl, putting them at risk. Light or unseasworthy craft may break up or be sucked under completely. More solid craft are unlikely to sink but may be damaged or even capsized if trapped in the whirlpool for a length of time.
Vessels larger than half the size of the whirlpool are held by its sucking waters, unable to break free but not otherwise affected.
The faint lights on the ferry spun faster, then faster still. The fog above them swirled, sucked into a spiral. The landing trembled. The cracking and splintering of wood filled the air as the ferry began breaking apart. Eye of the World 164
The foretelling talent enables the channeler to see parts of the Pattern outside the limits of time.
Something else placed Gitara out of the ordinary. She had the Foretelling sometimes, the Talent of speaking what was still in the future. New Spring: The Novel 29
(Spirit?)
Fortelling allows the channeler to gain foresight and knowledge of future events?
The Talent of Healing involves repairing damage done to the body and mind; the fine work of accelerating and assisting the body's natural healing processes. Ironically, though, the same skills applied to damaging the body and mind--hence, a number of weaves within this Talent involve inflicting pain, damage, and death. Fortunately, most of these weaves are either rare or lost.
(Spirit, Water?)
Well-known to the Wisdom communities, this weave allows the channeler to know the conditions of a pregnant woman and her unborn child?
(Spirit, Water)
By touching the target, you help the creature's body cleanse itself of disease or poison. This weave can only be cast once per target per day. It affects a single disease or poison each time it is cast. It does not reverse effects of disease or poison (such as ability damage) that have already occurred.
Range: Touch
Target: Creature touched
Duration: Instantaneous
(Spirit, Air?, Water?)
By touching her target, the channeler learns what injuries, diseases, poisons, or supernatural damage may be affecting him or her, either now or recently.
Although treatment for most injuries or wounds is self-evident, this weave can indicate an appropriate course of action if the source of the target's problem is unknown.
Delve can be cast upon a corpse (to learn the cause of death, for instance), but only within 24 hours of death.
The light of saidar already surrounded her, and she already had a weave prepared of Spirit, Air and Water. Gripping Gitara's head between her hands, she let the weave sink into the still form. But delving, used to check health, did not turn to Healing. New Spring: The Novel 37
(Air, Spirit, Water)
The channeler lays her hands upon a living creature to convert any mortal wounds, with the expense of fatigue and hunger.
"In the Age of Legends...some Aes Sedai could fan life and health to flame if only the smallest spark remained. Those days are gone, though—perhaps forever." Eye of the World 110
"Theodrin's gasping shivers as the flows of Spirit, Air, and Water ran through her... Lord of Chaos 234
(Air, Spirit, Water)
With this weave, the channeler helps heal a creature in the throes of madness recover his mind, if only for a time.
(Air, Spirit, Water)
The channeler channels the One Power to destroy flesh, wrenching bones in their sockets and ripping gashes through meat and muscle..
The front rank of the Shaido exploded. There was no other way to put it. Cadin'sor-clad shapes burst apart in sprays of blood and flesh. Flows of saidin reached through that thick mist, darting from figure to figure in the blink of an eye, and the next row of Shaido died, then the next, and the next as though they were running into a enormous meat grinder. Lord of Chaos 694
She jerked his head back so hard he did not know if his neck would break or his scalp tear loose first. He did not dare resist. A thousand needles pricked him, on his face, his chest, his back, arms, legs, everywhere. Invisible, but he was sure no less real for that. The Shadow Rising 628.
(Air, Spirit, Water)
The channeler lays hands upon a living creature to relieve it of fatigue and weariness. The target immediately feels freshened and able to continue with labors, travel, combat, or other physical activities as if he or she were fully rested. The freedom from fatigue has its price, however, when the weave ends, it returns with additional drain on energy.
The renew weave is often used in conjunction with the heal weave to enable seriously wounded characters to reach safety.
They will run at their fastest, if we let them, right up to the second they drop dead from exhaustion they never even felt. Eye of the World 167
You lay your hands upon a living creature to convert temporary ability damage to subdual damage. This weave cannot be used to heal regular damage or subdual damage. It does not restore permanent ability drain.
Level: 2-6
Range: Touch
Target: Creature touched
Duration: Instantaneous
Weave Resistance: Yes
(Air, Earth, Fire, Spirit, Water)
This weave heals a severed (stilled or gentled) channeler's connection to the True Source, restoring his or her ability to channel. Unfortunately, it is very difficult to restore the severed target to full power--usually requiring a channeler of the opposite gender; in most cases, the target loses some level of channeling ability, depending on the channeler's mastery of the weave.
This weave only affects channelers who have lost their ability to channel. It does not grant the ability to channel to nonchannelers. A stronger mastery of the weave may be channeled on a channeler who has alread been restored, enabling her to regain more ability.
Saidar filled her, and she channeled as she had with Logain, blending all of the Five Powers. She knew what she was lookin for this time, that almost-not-there-at-all sense of something cut. Spirit and Fire to mend the break, and... Lord of Chaos 423
(Spirit)
This weave severs a target of the same gender as the channeler, removing his or her ability to channel. This severing (called "gentling" when it happens to men, and "stilling" when the target is a woman) is permanent. Its effects can only be reversed with the lost restore the power weave
With great mastery of this weave, the channeler can sever a target of the opposite gender.
(Earth, Fire, Spirit, Water)
While casting this weave, the channeler sends tendrils of the Five Powers into the body of her target to manipulate it from within, doing severe damage without apparent injury. At its highest level, this weave simply stops the target's heart, leaving no indication of the cause of death (except the residue of the weave). Even at lower levels, all of the damage is internal, leaving no external evidence of the cause of death or damage.
Depending on the mastery, the channeler can choke, crush internal organs, boil blood, or even stop the heart.
Strange that the ability to kill with the Power, to stop a heart or boil blood in the veins, should be so closely linked to Healing. The Shadow Rising 630
Weaves of the Illusion Talent affect the minds and sense of those whom witness them, causing them to experience often spectacular effects.
(Air, Fire, Spirit)
The channeler casts a complex weave about the target, which alters her apperance. She can make the target look different, though she cannot change the basic structure of the target--she cannot make a person look like a dog, or even make an exceptionally tall person short.
This weave does not provide the abilities or mannerisms of the chosen form. It does not alter the tactile or audible properties of the target, nor does it alter clothing, weapons, equipment, or other items.
Creatures may recognize illusions if they interact with them (in the case of this weave, touching the illusory mole on your nose and not feeling anything there).
(Air, Spirit)
The channeler extends a narrow tendril of weave outward with a distance depending on its mastery. The channeler sees as if her eyes were at the end of the weave. She can move the tendrils as she fit, even into areas that she cannot see from her casting location. The tendril fits through tiny spaces such as keyholes and the gaps under door, so long as they are at least 1/4 inch high or wide. She cannot move the tendril if you tie off the weave, although she continue to see through it.
While this weave is ineffect, she is only vaguely aware of her normal vision.
(Air, Spirit)
The channeler extends a narrow tendril of weave outwards as far as she has control. She hears as if her ears were at the end of the weave. So long as she concentrates on this weave, she can move the tendril as she see fits, though only where she can see it. The tendril fits through tiny spaces such as keyholes, so long as they are at least 1/4 inch high or wide. She cannot move the tendril if she ties off the weave, though she continues to hear through it.
While this weave is in effect, she is only vaguely aware of her normal hearing.
(Air, Fire)
She creates a weave in the shape of a screen or shield 10 feet tall, which hides a specific person, object, or group of people or objects behind it. When behind the screen, the specified person and her clothing, armor, weapons, and other carried or worn equipment are simply invisible from the far side of the screen, so long as she remains stationary. Movement results in a slightly visible blue, which an outside viewer might notice. The screen does not block sound, smell, or other sensory cues.
Depending on her mastery, the channeler can create a screen 5 feet to 20 feet wide and able to hide objects, a person, or even a group of people.
(Air, Fire, Spirit)
The channeler grows in size, enshrouded in a veil of majesty that awes onlookers, and her voice also becomes deeper and richer.
Depending on her mastery, she may grow slightly, double, or even quadruple her size, and may also daze medium or small onlookers.
Also an archaic term referring to the Illusion Talent.
Moriaine’s voice roared like a whirlwind. Shadow spun in on her, draped her like a hooded cloak; she loomed as high as town wall. Her eyes glared down, a giant staring at insects. Eye of the World 255
He did not need the faint tingle in his skin to tell him they had embraced saidar. With every step each woman appeared noticeably taller than before. Lord of Chaos 611
(Air, Fire)
The target can project his voice loudly--loud enough to easily address a large crowd, call commands across a noisy battlefield, or make his loudest shouts audible from more than a league (four miles) away.
The light of saidar enveloped her, and she wove Air and Fire. It was a simple weave using tiny amounts of the Power, but when she spoke, her voice boomed like thunder. New Spring: The Novel 78
Demira Eriff began to speak, and plainly channeling was involved there too. She did not shout, but her voice filled the Grand Hall, seeming to come from everywhere. Lord of Chaos 611.
The weaves of this powerful lost Talent allow the channeler to travel great distances in short periods of time--or even instantaneously. Furthermore, some Traveling weaves create bridges to entirely different realms, such as Tel'aran'rhiod
(Earth, Spirit)
The channeler creates a gateway between the real world and Tel'aran'rhiod, allowing you to physically enter or exit the dream world. The maximum size of the gateway, and the maximum length of time it can remain open, depends upon the mastery.
Her dream self in Tel'aran'rhiod cannot enter the real world. If she dreamwalks into Tel'aran'rhiod and cast this weave there, the gateway opens, but she cannot cross through it.
(Spirit)
Create Gateway allows the channeler to open up a gate to the "space" between places. This space is an empty, bottomless void. In this manner, it must be used with the Skimming weave, to be of much use. The gate can be formed in any orientation the channeler desires. When used in conjunction with the Skimming weave, this weave must again be cast at the destination to enter the physical world.
Create Gateway can be used to open a direct path to another point in the physical world, with no intervening space. This requires a familiarity with both the start and end points.
A moment later, a slash of light appeared not twenty paces from him, slicing through several men and a horse like a huge razor as it widened into a gateway Lord of Chaos 686
(Spirit)
You cast this weave on an open gateway (see the create gateway weave). The gateway remains open for the duration of this weave.
Level: 5
Range: Close (25 ft. + 5 ft./2 levels)
Target: Open gateway
Duration: Concentration
Weave Resistance: No
(Air, Fire, Spirit)
Skimming is used to travel the void between Gateways. It creates a platform immediately within a created gateway that can hold any weight. The platform remains in existence until the channeler who made it steps off at the destination and the destination gate closes. If the initial gate closes before the channeler who made the platform steps on, the platform will disappear.
When the channeler wills it, the platform will move silently towards the destination and stop when reached. The channeler must be familiar with the location and be able to visualize it. The destination must be a location, not a person!
Anyone who falls from the platform, such as those on it when it disappears, or are simply shoved off, will fall in the void forever, unless a channeler creates another platform.
(Spirit)
This weave allows the channeler to use the ancient Portal Stones found around the world. To use one of these stones, the channeler must cast the weaves on a particular symbol on the stone that represents the location of another stone. The channeler need not know the location the symbol represents to travel there, but the channeler won't know where they're going if they don't know the symbol. The channeler may also select to bring a number of others with them if they are nearby.
"The symbol formed itself, an arrow piercing a circle, floating just beoynd the void, as hard as the stuff it was carved on. He let the One Power flow through him to the symbol.
"The symbol shimmered, flickered. The Great Hunt 527
The Warding talent involves using the One Power for protection and to interfere with other weaves or the observations of the others. No weave can overlap, contain, or be within the area of another warding weave.
(Air, Fire, Spirit)
Barrier to Sight creates a dome, or equivalent area determined by the channeler, through which nothing can be seen. People outside this see a wavering area where the weave was cast.
Transient items (such as people) are barely visible while more permanent items such as furniture or landscape appear more solid. Those within the weave area see similar images when looking outward. The weave imposes no physical force and can be passed through without disturbing the weave.
(Air, Fire, Spirit)
Circle of Silence creates a dome, or equivalent area determined by the channeler, through which nothing can be heard. People outside this hear nothing from within the dome, and vice versa. The weave imposes no physical force and can be passed through without disturbing the weave.
A ward that formed a shimmering gray dome over the stone-paved [Traitor's] Court held the shrieks till they seemed to crowd in on Moiraine [...] New Spring: The Novel 196
(Spirit)
Dream Shielding creates a dome, or equivalent area determined by the channeler, that protects the dreams of the target. People outside this hear nothing from within the dome, and vice versa. The weave imposes no physical force and can be passed through without disturning the weave. Note that it is impossible to concentrate on a weave (unless dreamwalking) while falling alseep, so a channeler must tie off the weave if they wish to use it for their own benefit.
And that slightly muted glow over there was Rand, his dreams guarded behind a ward woven of saidin She almost stopped--it piqued her that something she could not see or feel could shut her out like a stone wall... Lord of Chaos 247
(Air, Fire, Spirit)
Fire Trap allows the channeler to create a ward on an object's surface that will explode in flames if touched by anyone but the channeler.
(Spirit?)
Keeping creates a ward over perishable items, allowing them to be preserved?.
(Air, Earth, Fire, Spirit, Water)
Master Ward creates a dome which prevents all physical movement and the use of the One Power through it's barrier. Not even air passes through the dome, meaning those within could conceivably suffocate after enough time. The dome itself cannot be harmed (even if penetrated) by items or the One Power, though it can be unweaved.
...the driving rain sheeted down an invisible dome that moved with their horses, and the hailstones bounced off it in an eerie silence, as though they had struck nothing at all. New Spring: The Novel 264
The area is slightly tinted looking and sounds are slightly muted. If the channeler desires, it can be made a grey opaque where no sounds pass through.
A dome of Air suddenly covered the entire camp, smoke from the fires sliding up to a hole left in the top. Lord of Chaos 691
(Air, Fire, Spirit)
Seal allows the channeler to place a ward within a closed item or other item or other enclosed space, such as a chest, room, or carriage, that will cause a flash of fire to fill the area if opened by anyone but the channeler. The channeler may also select a 'password' when weaving Seal that will allow anyone who speaks it to not set off the explosion. If any part of the container is opened (such as a window in a room), or breached (breaking a hole in a chest) will set off the Seal.
As the weave is held within the sealed container, the weave is invisible even to other channeler unless the item is transparent (it could be seen through a window or glass jar for example).
(Spirit)
Shield allows a channeler to block a target channeler from channeling the One Power. The target will still remain embraced if they were embracing the power before Shield was weaved. They will no longer be able to weave and will lose any held weaves. If the target channeler is not embracing the One Power, it becomes much easier to shield them.
"You did not suspect I could cut you off from the True Source. You can still feel it there, but you can't touch it any more than a fish can touch the moon. When you learn enough to be raised to full sisterhood, no one woman will be able to do that to you. The stronger you become, the more Aes Sedai it will take to shield you against your will." The Great Hunt 277
(Air, Fire, Spirit)
Strike of Death causes bolts of deadly lightning to issue forth from the channeler. When removed, the channeler picks specific types of Shadowspawn and the bolts will automatically strike every Shadowspawn of that type in range.
Just beneath the celing, right above his head, air slowly began to revolve, spinning faster, milling in streaks of red and black and silver. It roiled and collapsed inward, boiling harder, whining as it whirled and grew smaller still. The Shadow Rising 196
He could feel Trollocs and Myrddraal dying, feel the lightnings strike and kill. He could kill them everywhere, everywhere in the world. He knew it. The Shadow Rising 197
You create a dome-shaped weave around an area, through which channelers of the same gender as you cannot pass. Channelers outside the dome cannot enter it; channelers inside (including the caster) cannot exit it. Physical objects, creatures, channelers of the opposite gender, and people of your gender who cannot channel can pass through the boundaries of the dome without affecting the weave.
This weave typically appears as a dome, but its shape can be altered to any equivalent volume when cast. When cast within an enclosed area, such as a room or cavern, the weave tends to conform to the shape of the space
Range: Close
Duration: Concentration
(Air, Fire, Spirit)
Ward against People creates a dome or equivalent area determined by the channeler that cannot be crossed by people Only the channeler may pass through this barrier freely. This barrier does not stop missiles, weaves, sight or sound.
Ward Against the One Power creates a dome or equivalent area determined by the channeler that blocks the One Power. Weaves can be cast within the barrier, but no weaves can be cast into or out of the barrier, or affect it with the One Power. It does not prevent those within from embracing the One Power however. This ward does not stop missiles, people, or any other physical items or forces.
It can stop damage from elements caused by a weave like fire from Fireball and (direct) Lightning weaves, but not against natural secondary effects, such as falling rocks from the Earthquake weave.
(Air, Fire, Spirit)
Ward Against Shadowspawn creates a dome or equivalent area determined by the channeler that cannot be crossed by Shadowspawn or shadow-linked vermin. There must be no Shadowspawn within the area to be covered when cast, but can contain vermin. These shadow-linked vermin will immediately flee. This barrier does not stop missiles, weaves, sight or sound.
(Air, Earth, Fire, Spirit, Water)
Ward Bore allows the channeler to probe a target ward to test the structure of its weave. The channeler may be able to open an opening in the ward. The channeler holding the weave may detect the tampering. If the weave has been tied off however, the channeler will not feel any tampering.