Cloud Dancing

Ball Lightning
By Brandon Stolz [Air, Fire](Rare) Level: 3-11 Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Target: 1 creature Duration: Concentration Saving Throw: Reflex half Weave Resistance: No

You call a lightning bolt down from the sky, striking the ground in front of you. Out of the ground forms a ball made of lightning. The ball floats one foot off the ground and moves at a speed of 50 in any direction you wish. If and when it strikes something, it creates a small blast which knocks the target back. The lightning ball then dissipates, having used its charge. The amount of damage done to the target changes according to the level of the weave cast. If the ball lightning hits a combustible inanimate object, the object explode.



Casting Level Damage
3rd 4d6 + Caster Level
5th 6d6 + Caster Level
7th 8d6 + Caster Level
9th 10d6 + Caster Level
11th 12d6 + Caster Level
		

Blizzard
By Eric Nickel [Air, Fire, Water](Common) Level: 2-6 Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: See text Duration: Concentration Saving Throw: Fortitude half Weave Resistance: No

This weave brings in moisture from long distances, creating a storm. Then it sucks all the heat from the moisture from the water forming snow. The snow falls in thick sheets over a certain area. This causes damage as per below to anyone within the area. The thick snow also reduces visibility. This effect takes a brew time which could last several rounds. For the higher level castings of the weave, when the brew time reaches that of a lower level, the area and effect are that of the lower level. Also, being prepared for the weather(I.E. Cold Weather Clothing) will buffer the cold damage, dealing only half normal damage. This stacks with the half if the Fortitude Save is made equalling 1/4 damage.



Casting Level Area of Effect Effect Brew Time
2nd 50 ft.-radius circle Visibility is reduced to 20 ft. Causes 1d6 cold damage. 1 round
4th 500 ft.-radius circle Visibility is reduced to 10 ft. Causes 3d6 cold damage. Movement is at half rate 3 rounds
6th 1 mile radius Visibility is reduced to 5 ft. Causes 5d6 cold damage. Movement is at quarter rate. 5 rounds

Blossom
By Calvin Fort [Water, Spirit] (Common) Level: 0 - 10 Casting Time: See Text Range: Close (25 ft. + 5 ft./2 levels) Area: See Text Duration: Instantaneous Saving Throw: None Weave Resistance: No

This weave restores to health plant life within the area of affect. Wilted plants un-wilt and flowers return to full blossom. This weave is very useful during times of drought or other bad-weather to keep crops healthy or gardens beautiful. This weave cannot heal damage from insects, although a plant affected by this weave has a better chance to re-grow then one without. Provided the plants are not dead, this weave can be beneficial. Since the duration of this weave is instantaneous, the plants will begin to suffer from any ongoing conditions; thus this weave may have to be recast every so often during a drought unless the caster can correct the negative conditions. This weave is viewed as a frivolous waste of the Power, but is many times used by Aes Sedai advisors to keep royal gardens beautiful.


Casting Level Area of Effect Casting Time
0th 1 small plant 1 action
1st 5-ft. radius 1 action
2nd 10-ft. radius 1 full round
3rd 25-ft. radius 1 full round
4th 50-ft. radius 1 minute
5th 150-ft. radius 10 minutes
6th 300-ft. radius 20 minutes
7th 750-ft. radius 30 minutes
8th 1,500-ft. radius 1 hour
9th 1 mile radius 1 hour
10th 5 mile radius 2 hours

+4 Casting Level: The duration of this weave becomes concentration, thus allowing a plants to be protected from hazards like hailstorms or early frost as long as the caster concentrates.


Control Weather
By Calvin Fort [Air, Water](Common) Level: 5, 6, 8, 10, 12 Casting Time: See text Range: Close (25 ft. + 5ft./2 levels) Area: See text Duration: Instantaneous Saving Throw: None Weave Resistance: No

You change the weather in the local area. You can only call forth weather appropriate to the climate and season of the area you are in. You can control the general tendencies of the weather, such as the direction and intensity of the wind, although with larger areas this control becomes less beyond your locale. You cannot control specific phenomena, such as targeting lightning strikes or tornado paths. The summoned weather will last until it has blown it self out, a summoned thunderstorm during a drought will quickly pass while a thunderstorm summoned with all the preexisting conditions ripe for one will last longer then normal. Large-scale castings take longer to burn out then small-localized castings. Any damage caused by this weave is at DM’s discretion. This weave can be used to do away with atmospheric phenomena (natural or otherwise) as well as create them, so it could be used to end another channeler’s Blizzard weave.


Season Possible Weather Examples
Spring Tornado, thunderstorm, sleet storm, or hot weather
Summer Torrential rain, heat wave, or hailstorm
Autumn Hot or cold weather, fog, or sleet
Winter Frigid cold, blizzard, or thaw

Casting Level Area of Effect Casting Time Brew Time*
5th 2-mile radius 1 action 5 rounds
6th 5-mile radius 1 full round 1 minute
8th 10-mile radius 1 minute 10 minutes
10th 50-mile radius 10 minutes 30 minutes
12th 250-mile radius 20 minutes 1 hour

*The brew time is to affect the full area; certain locations may begin to be affected sooner as the weather front rapidly moves across the area.


Ice Rain
By Eric Nickel [Air, Fire, Water](Common) Level: 1-3 Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: See text Duration: Concentration Saving Throw: Reflex half Weave Resistance: No

This weave brings in moisture from long distances, creating a storm. Then it sucks all the heat from the moisture from the water forming pieces of ice. The ice falls in the form of hail over a certain area. This causes damage as per below to anyone within the area. This effect takes a brew time which could last several rounds.



Casting Level Area of Effect Effect Brew Time
1st 20 ft.-radius circle Causes 1d8 hail damage 1 round
2nd 50 ft.-radius circle Causes 2d8 hail damage 3 rounds
3rd 200 ft.-radius circle Causes 3d8 hail damage 5 rounds

Zephyr Shield
By Scott Garner [Air] (Rare) Level: 3-7 Casting Time: 1 action Range: Medium (100ft. + 10ft. /level) Effect: Creates wall of wind to protect against projectiles Duration: Concentration / Reduced tie off time (1rnd/caster level) Saving Throw: Reflex(Special) Weave Resistance: None

This weave summons a vertical wall of wind, 20ft. high, of varying intensity. At its most basic level, it is enough to hurl small projectiles upward in order to eliminate their threat to those behind the shield. All objects hurled this way become grenade-like objects, landing in one of the 6 spaces around the area in the wall that the object was flung from and never back onto the wall itself. The wall can also be used to hurl small creatures upward. They act the same as missiles coming down. All creatures smaller then small take the same damage as a small creature would. The damage can be negated by the ability to fly. The wall is clear, the only way to notice its presence is to be within 5ft. of it and to feel the wind passing near the feet. The wall itself actually has no thickness, but rather a point along which the wind is at its greatest.



Casting Level Area of Effect Save
3rd 40ft, continuous line Small creatures(2d6, half)
5th 400ft. continuous line Medium creatures(2d6, half)
Small creatures(3d6, half)
7th 4000ft. continuous line Large creatures(2d6, half)
Medium creatures(3d6, half)
Small creatures(4d6, half)