House Rules

Over the course of the year we have been playing, many questions on rules have come up. This is where I post my rulings and tell why I chose that ruling over the other option. While it's hard to remember many of the rulings I have made over the year, all rulings from now on will go on this page.


Rule 1: Item creation is allowed for channelers of the opposite sex. The requirement is that you must have at least one person of the opposite sex within a circle with you while creating this feat and at least half of the experience loss due to item creation must come from members of the sex for which the item is being created. In the case where members of both sexes can use the item, exactly half of the experience cost must be paid by each sex.

Reasoning: I was trying to decide whether members of one sex should be able to create Angreal and Sa'angreal for members of the other sex.The main reason I chose this method was because the likelihood of having more then one member of the party able to create power wrought items is slim to none and the chance that each of those people is of a different sex is less so. And truthfully, I just don't think its fair for the men if the only item creator in the group is female and can't make anything for men.


Rule 2: Spirit is no longer a requirement to get to the affinities of the opposite sex. Originally men were required to have Fire, Earth, and Spirit before they were allowed to take Air or Water and women were require to have Air, Water, and Spirit before they were allowed to take Earth or Fire. This ruling removes the requirement for Spirit from both sexes. Spirit can instead be taken at any time during the channelers advancement.

Reasoning: In the books, there are multiple instances of men and women being strong in one of the other affinities not belonging to their sex long before the original ruling would ever allow it. Also, if you look at Moiraine and Egwene in the WOT RPG book, one has Fire and one has Earth yet neither has all three of the other affinities. Even further, if you look at their feat advancement, it implies that the Fire or Earth affinity that either has was their first affinity. At least with this ruling I can change their Spirit affinity to the other, be it Air or Water, whichever they are missing, and flip one of those with the Earth or Fire and their character sheets become legal without completely revamping their feats.


Rule 3: Wilders are not allowed to channel above level 2 on cross talent weaves and initiates are not allowed to channel above level 0 on cross talent weaves. The rules in the book were not clear on this fact, possibly allowing channelers to channel high level weaves from cross talents as long as the minimum level for the weave was below their maximum cross talent weave ability. This does not stop them from using Angreal or other methods of increasing the level of their weave level as long as the spell slot they are using is not above that allowed. Overchanneling is not allowed to be used to increase the level beyond maximum.

Reasoning: In the books, people always talk about being able to channel a weave, but being relatively weak with it (I.E. healing is always spoken of this way). This rule creates that environment. No longer can channelers without the healing talent heal at 9th level just because the minimum level for healing is level 0.


Annulled Rule 4: Channelers may attempt to hide their ability to channel with a concentration check. A channeler must make a concentration check DC 16. Making the check brings DC of the "Measuring the Power" ability of other channelers to a base of whatever the roll was. In other words, the DC for "Identifying the ability to channel" with a weavesight check is now a DC of the concentration check made by the other channeler. The other two parts to the "Measuring the Power" rule are raised by the same amount. If the Identify the ability to channel was raised from 15 to 21, then the DC 20 is raised to 26 and the DC 25 is raised to 31. This ability must be trained, but does not take long to learn.

Reasoning: With the Prophecies of the Dragon addition, they allowed channelers to measure the degree of talent within another channeler with a weavesight check. This brought up the question about hiding the ability to channel within oneself which happens in the books. the minimum DC of the concentration check being 16 means that you raise the minimum DC of the "Measuring the Power" ability by at least 1. If you fail, it remains at 15; being the easiest it is to measure the power within another person. Beware, having a Weavesight of 15+ means the channeler automatically identifies the ability to channel within other channelers.

I annulled Rule 4 due to reading book 6. In it, Elayne masks her ability to channel with a weave. She says the weave requires only spirit and it is harder to do then disguising yourself. Hense the new Hide the Power weave under Illusion.


Rule 5: The base ability for Wilders is Charisma and the base ability for Initiates is Intelligence. Wilders use Charisma for their weave save DC and Initiates use Intelligence. I'm not sure if it is actually used specifically in anything else.

Reasoning: In the WOT RPG book, they change base ability for wilders a few times, switching from charisma to wisdom and back. There was an official Errata to the WOT RPG book released which fixed this, but I made the ruling before this Errata came out and so I stick with my ruling. I merely followed the 3rd Ed DnD standards for my decision.


Rule 6: The requirement for maximum weave level is the base ability for the channeler being 10+the level of the weave. In other words, a Wilder with a 16 Charisma can weave 6th level weaves maximum(16-10 = 6) and an Initiate with a 16 Intelligence can weave 6th level weaves maximum as well.

Reasoning: Apparently I had ruled that channelers required both Wisdom and their base ability to be used towards their max level(I.E. a wilder with an 18 charisma and a 15 wisdom could only channel level 5 weaves maximum). When asked about this ruling recently I decided I didn't like my original decision and changed it to this. I just don't know if I have been following my own rules for this up till now.


Rule 7: Channelers are not allowed to heal themselves in any manner. This rule speaks for itself and needs no explaining.

Reasoning: In the books, channelers cannot heal themselves, why should they be able to in the game.


Rule 8: When channelers are channeling cross talent weaves and have none of the affinities, they are only allowed to channel at 1 level lower using the same spell slot. Therefore wilders are only allowed to channel first level weaves and initiates may not channel the weave at all. It is too complex for them. This does not stop the channeler from learning the weave if it is below the minimum weave level for cross talent weaves. This works in reverse when you have all of the affinities for the weave alowing initiates to use normally level 1 weaves and wilders to use normally level 3 weaves.

Reasoning: There was a question on ruling #3 concerning wilders, cross talent weaves and lack of affinities for that weave. They asked if the wilder could channel second level weaves, but required a 3rd level weave slot or if it was using the 2nd level weave slot to channel a first level weave. I decided that it was a 2nd level weave slot because the original ruling states that channelers may only channel UP TO 2nd or 0th level weaves. If they don't have the affinities, the weave only becomes harder and more complex, therefore not allowing the weave as much power.


Rule 9: Aiel can use bucklers and it stacks with thie defense bonus. This is the only thing that stacks with their defense bonus.

Reasoning: Every Aiel in the books uses a buckler. If it doesn't stack with their defense bonus, they ruin their AC by using it. It only makes sense to be the same as the books.


Rule 10: When using Arms of Air to throw one creature into another, it only does 1 damage per 25 lbs of the creature. This damage is split by percentage of the weight difference between the creatures. The equation goes like this (Damage taken By Creature One = (Weight of Creature Thrown/25)(Total weight of Creatures - Weight of Creature One)/(Total weight of Creatures)). Therefore if creature one is being thrown into creature two, creature one weighs 375 lbs and creature two weighs 250 lbs Creature one takes 6 damage((375/25)(625-375)/(625)) and creature two takes 9 damage ((375/25)(625-250)/(625)).

Reasoning: This question came up during game while throwing one creature(who I determined to be 3k lbs) into another creature(who was about the same size). This technically delt 120 damage to the creature who was thrown into but I decided that it should be split between them since they were the same (soft/hard)ness. The nice little equation is due to physics. Afterall, a child thrown into a Trolloc will do more damage to the child and a Trolloc thrown into a child will still do more damage to the child. But a child thrown into the Trolloc will merely bounce off the trolloc whereas a trolloc thrown into a child will probably smash the child flat as well as the Trolloc skidding across the ground and such taking more damage as well.


Rule 11: Craft Masterpiece is DC 30

Reasoning: Well its gotta be beautiful, right? So only the very best can do it.