Anneal and TemperBy Calvin Fort [Earth](Common) Level: 1 Casting Time: Full Round Action Range: Touch Target: A small metal object Duration: Instantaneous Saving Throw: None Weave Resistance: Yes
Using this weave, you can anneal or temper an object with the One Power. Unlike a blacksmith’s process, the channeler bypasses the need for heating and quenching by simply manipulating the metal on a molecular level. Each casting hardens or weakens one small object one step per the following chart. Using this weave on a weapon to give it a +2 Break DC does not create a Masterwork Weapon. The term masterwork here refers to chains and manacles in the book. The break DC adjustment is not cumulative, a flawed chain would have a break DC 16 (normally 26 – 10) not 11. This weave may not be used on power wrought items. The break DC adjustment due to this weave is static(I.E. if a channeler channels this weave into a sword, making it weaker, the sword remains weak. Should another channeler wish to make the sword strong again, they start at the step the sword was brought down to during the first channeling. This also means that a channeler may not leave the table shown below by channeling into the sword twice.). An object may start at any point along this path up to stronger then normal but if the object is masterwork or masterpiece and it is brought below it due to this weave, the object may not be brough back to masterwork or masterpiece through this weave, only back to its original break DC.
Quality | Break DC Adjustment |
Flawed: Object is far weaker than normal and riddled with fractures, which may or may not be visible | -10 |
Non-Tempered: Object is weak | -5 |
Tempered: Object is of normal of purchased strength | 0 |
Object is stronger then normal (Masterwork Quality strength) |
+2 |
Object is far stronger then normal,beyond what a blacksmith could do | +5 |
+1 Casting Level: +1 addition step. +1 Casting Level: Affect an object one size larger per casting increase. +2 Casting Levels: This weave can be used to affect stone and stonework. Example: Strengthening a Scythesword (size large) one step would use a 3rd level weave.Arms of EarthBy Calvin Fort [Earth](Common) Level: 0-12 Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Remove object/mineral deposit from the earth, or bury object Duration: Concentration Saving Throw: None, Reflex negates Weave Resistance: No
You can remove a single item or a mineral deposit from below ground that you know the location of. The object moves at 20 ft. per round. The earth opens in front and seals behind the object as it moves, leaving no damage or trace of it’s passage. You may also bury an object or creature, but the person receives a reflex save to negate as arms of earth reach out of the ground to grab her. The weight of the target varies with the casting level.
Casting Level | Weight(lbs) |
0th | 5 |
1st | 25 |
2nd | 100 |
3rd | 200 |
4th | 400 |
5th | 800 |
6th | 1500 |
7th | 3000 |
8th | 6000 |
9th | 12000 |
10th | 25000 |
11th | 50000 |
12th | 100000 |
ForgeBy Calvin Fort [Earth](Rare) Level: 3, 4, 5, 6, 8, 12 Casting Time: See Text Range: Touch Target: A quantity of metal or stone Duration: Instantaneous Saving Throw: None Weave Resistance: Yes
Some of the greatest wonders, or at least most recognized, were crafted with this weave. By channeling the One Power, you can turn a lump of raw stone or metal into a usable object. The caster must make a craft check using the appropriate skill (weaponsmithing, stonemasonry, gemcutting, etc.), but instead of making a check every week for progress, it is determined by the following chart. This weave gives the caster a +10 bonus to the skill check, and the caster can not gain a bonus for tools as all the work is done with the One Power. Progress and completion is determined by the craft skill rules. The caster may continue to make checks as long as he can continue to concentrate, if at any time he stops or is interrupted he may pick up where he left off later with a new casting.
This weave can also be used to repair damage to objects or merge two object together, so a sword broken in two could be put back together and would in as good of quality as new with no joint. The level of the weave would be determined by the combined size of the two objects. Objects crafted by this weave (and the joint area in repairs and mergers) are considered Tempered but could be further strengthened by the Anneal and Temper weave.
This weave does not create a Power-Wrought weapon, to do that requires the feat Craft Ter’Angreal, although weapons created by this weave can be used as the base weapon.
Example: Janid wants to craft a Masterwork Breastplate, and has a +9 in craft armorsmithing for a total of +19 when using this weave. The armor has a craft DC of 15 and 20 for the masterwork. Even on a roll of a 1, Janid would make progress. At the most it would take Janid 2 hours to craft his masterwork breastplate (see pg 74 Craft for specifics).
Casting Level | Size of Object | Casting Time per skill check |
3rd | Small | 1 minute |
4th | Medium | 10 minute |
5th | Large | 30 minutes |
6th | Huge | 1 hour |
8th | Gargantuan | 2 hours |
12th | Colossal | 5 hours |
Grasp the Cliff-faceBy Calvin Fort [Earth](Common) Level: 0-5 Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: See text Duration: Concentration Saving Throw: None Weave Resistance: No
This weave alters an earthen wall (stone, brick, rock) causing handholds, footholds, even ladders or stairs to form. The exact height of the object created and what is created out of the wall is determined by the level of the weave.
Casting Level | Area | Effect |
0th | 10 ft. high | Roughens wall lowering climb DC by 2 |
1st | 20 ft. high | Handholds form lowering climb DC by 5 |
3rd | 50 ft high | Ladder forms in the wall lowering climb DC by 10 |
5th | 100 ft high | Stairs form from all surrounding rock lowering climb DC by 20 |
+1 Casting Level: Raise the effect of the weave by one step +1 Casting Level: Raise the area of the weave by one stepRobes of EarthBy Eric Nickel [Earth](Lost) Level: 1-12 Casting Time: 1 action Range: Touch Effect: Turn clothing into temporary armor Duration: Concentration Saving Throw: None Weave Resistance: No
The target’s clothing becomes harder and stronger, able to withstand blows as armor does. The interesting thing is that the clothing feels like normal clothes to the wearer. They resist outside influences such as attacks or falling damage while remaining flexible for movement. This allows class defense bonuses and agility bonuses to stack with this weave. All falling damage is halved for the duration of the weave.
Casting Level | Effect |
1st | Leather equivalent (+1 AC) |
2nd | Wood equivalent (+2 AC) |
3rd | Bronze equivalent (+3 AC) |
4th | Steel chain mail (+4 AC) |
5th | Steel plate equivalent (+5 AC) |
6th | Adamantium equivalent (+6 AC) |
8th | Granite equivalent (+8 AC) |
10th | Corundum equivalent (+10 AC) |
12th | Diamond equivalent (+12 AC) |
Shatter StoneBy Calvin Fort [Earth, Fire] (Common) Level: 5-7 Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One Stone (see text) Duration: Instantaneous Saving Throw: Reflex half Weave Resistance: Yes
You cause a stone to explode in a burst of fire and shrapnel. The explosion does 5d6 damage to all creatures within its burst radius (Reflex save for half damage). The stone explodes as soon as the weave is cast. The burst radius is based on the size of the stone. This weave can be used to very quickly bring down stone buildings by targeting the walls or pillars, although for larger building the caster may have to be within the building.
Casting Level | Rock size | Burst Radius |
5th | Medium | 20 ft. |
6th | Large | 30 ft. |
7th | Huge | 50 ft. |
+1 Casting Level: The weave affects one additional stone within range, as though you had cast the weave on two targets at once. This effect can be added multiple times.
SmeltBy Calvin Fort [Earth](Rare) Level: 3 Casting Time: 1 minute Range: Touch Target: A quantity of metal ore Duration: Instantaneous Saving Throw: None Weave Resistance: Yes
By use of this weave, a channeler can turn raw ore into refined metal. If he has all the necessary materials on hand, he could also create alloys (bronze, brass, steel, etc.). You affect up to 5 ft3 per channeler level.