Blight of
Flesh
(by John Bornicke)
[Air, Fire,
Spirit, Water] (Lost)
Level: 4
Casting Time: 1
action
Range: Touch
Target: Creature
touched
Duration: Instantaneous
Saving Throw: Fortitude
negates
Weave Resistance: Yes
This
particularly nasty weave induces a chemical
reaction to occur within the body of
a victim, causing the subject’s own body to
slowly consume and destroy itself.
Casting this
weave requires the channeler
to touch his victim's bare skin. There is no immediately noticeable
effect, but the victim
must make a Fortitude saving throw
or begin to suffer numbness and fatigue
within the next 1d6 hours. This causes
a -2 circumstance penalty to all
attacks and Dexterity based skill checks.
The victim must make a Fortitude check
thereafter every day or suffer 1d4 hit points
of damage as his body is ravaged by its
own immunity system. During this time,
no wounds can be healed naturally and
no subdual damage may be recovered through
rest.
The effects
of this weave will continue until
the victim dies or until a Healing weave
is administered, or the subject successfully
makes 4 consecutive Fortitude saves.
Cleanse
[
Spirit, Water] (Common)
Level: 3
Casting Time: See text
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Weave Resistance: Yes
By
touching the target, you help the creature's body cleanse itself of
disease or poison.
Poison:
The target may immediately make a Fortitude saving throw against the
poison's DC. If the target succeeds, the poison is cleansed and has no
further effect. If he fails the save, the poison continues to run its
course as normal. The target does not take any additional damage for
failing the save.
Disease:
Recovering from a disease normally requires two successful Fortitude
saving throws on two days in a row. The target of this weave may
immediately make a Fortitude saving throw against the disease's DC. If he
succeeds, he only needs to succeed in a single saving throw to end the
disease (instead of two in a row). If this weave is case a second time,
and the target succeeds at both saving throws, the disease ends. If he
fails the save, the disease continues to run its course as normal. The
target does not take any additional damage for failing the save.
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.
+1
Casting Level: The target gains a +5 circumstance bonus on his
Fortitude save. You may stack this bonus by further increasing the casting
level (for example, +3 casting levels grants the target a +15 circumstance
bonus on the save).
Quicken
(by David Benson)
[Air,
Spirit, Water] (Rare)
Level: 3-6
Casting Time: Full round action
Range: Touch
Target: Creature touched
Duration: Concentration
Saving Throw: Fortitude negates (harmless)
Weave Resistance: Yes
This
weave allows the caster to increase the flow of adrenaline in a target,
offering them heightened strength and speed. The effect lasts as long as
the caster maintains concentration. The longer the weave affects a target,
though, the more physical damage might result.
Effect:
Level |
Str/Dex
mod |
Init
mod |
Damage |
Fort |
3 |
+2 |
+2 |
1d4 |
15 |
4 |
+4 |
+3 |
1d6 |
20 |
5 |
+6 |
+4 |
1d8 |
25 |
6 |
+6* |
+4 |
1d10 |
30 |
*
Target also receives an extra move-equivalent action each round.
|
Each
round that a creature is Quickened, it is subject to subdual damage
according to the level that the weave was cast as per the chart above,
unless a Fortitude save is successfully rolled. Additionally, when the target is
released from the weave, he must make an additional Fortitude Save at the
same DC as the per round damage rolls.
Failure means that the character suffers 1d4 temporary STR loss as a
result of the intense strain placed upon his body. This strength loss can
be regained at a rate of 1 point per day of rest. Complete bed rest
restores 2 points per day.
Bonuses
applied by stat increases due to Quickening are enhancements. Therefore,
they do not stack with any other enhancement bonuses, such as those
supplied by some ter’angreal. Initiative modifiers resulting from
the increase in Dexterity are NOT applied, as they are inclusive of the
Initiative modifier on the Effect table.
Should
a creature lose consciousness while under the effects of the Quicken
weave, the weave automatically ends as the body shuts down and will no
longer respond to the weave. A channeler may not use this weave on himself
as it is impossible to channel while Quickened.
Rejuvenate
(by Robert Poulin)
[Fire, Spirit,
Water] (Rare)
Level: 5
Casting Time: 5
minutes
Range: Touch
Duration: 5 hours
Saving Throw: Will
negates (harmless)
Weave Resistance: No
The weave, a
specialty of the Yellow and Green
Ajahs, allows a channeler to accelerate
the healing potential of her target,
allowing them to naturally heal twice
their level per hour of damage, regardless
of their activity level.
In order to
fuel this accelerated healing, the target
is required to consume large quantities
of food. If the target does not consume
the equivalent of three large meals
during the duration of the weave, he will
succumb to exhaustion as his body will
run out of fuel and begin to consume itself.
Targets so exhausted suffer a -4 circumstance
penalty to all rolls until they gain
8 hours of uninterrupted rest.
This weave
may only be cast upon an individual
once every 2 days due to the high
demands placed upon the body.
Restore
[Earth,
Spirit, Water] (Common)
Level: 2-6
Casting Time: See text
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Weave Resistance: Yes
You
lay your hands upon a living creature to convert temporary ability damage
to subdual damage. Each casting of this weave affects damage to only one
ability, which you specify. Each point of ability damage converts to 5
points of subdual damage. The damage thus converted heals at the normal
rate for subdual damage. The amount of ability damage converted depends
upon the casting level, however, the maximum, regardless of the casting
level of the weave, is equal to the target's current hit points divided by
5 (minimum 1).
This
weave cannot be used to heal regular damage or subdual damage. It does not
restore permanent ability drain.
Casting
Level |
Casting
Time |
Recovered
Ability Damage |
2 |
1 action |
1 point |
3 |
full
action |
1d4
points |
4 |
1 minute |
2d4
points |
5 |
10
minutes |
3d4
points |
6 |
20
minutes |
4d4
points |
|