Revised Arms of Air
By Brandon Stolz
[Air](Common)
Level: 0-12
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Lift items with air; weight of items varies
Duration: Concentration
Saving Throw: Reflex negates
Weave Resistance: No

Same As Regular Arms of Air Spell Except With Modified Saving Throw, See Above


Revised Create Gateway
By Calvin Fort [Spirit](Lost) Level: 4-8 Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Effect: Creates a Gateway to another place Duration: Instantaneous Saving Throw: None Weave Resistance: No

Same as normal except with extra addition


+0 Casting Level: The channeler creates the vertical slit to start the gateway, but then holds actually opening the gateway as he causes the sound of a crystalline chime to ring loudly at his destination. The channeler then waits for a channeler on the other end to channel the Entry Chime weave before opening the gateway.


Revised Immolate
By Calvin Fort [Fire, Spirit](Common) Level: 3-8 Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One object or creature Duration: Instantaneous Saving Throw: Will half Weave Resistance: Yes

Same As Regular Immolate Spell Except With Modified Table, See Below


Casting Level Target
4th Medium-size, flammable (chest, bush)
5th Large, flammable (tree, shed)
6th Medium-size, nonflammable (person); or Huge, flammable (barn)
7th Large, nonflammable (horse)
8th Huge, nonflammable (S'redit)

Revised Raise Fog
By Brandon Stolz [Air, Water](Common) Level: 2-8 Casting Time: 1 full round Range: Medium (100 ft. + 10 ft./level) Area: See Text Duration: Instantaneous, See text Saving Throw: None Weave Resistance: No

Same As Regular Raise Fog Spell Except With Modified Duration, See Below


I noticed that the Raise Fog weave has no duration. Technically its instantaneous, but that means the fog dissipated right away. Or perhaps it just means that it lasts inefinitely but the channeler need not hold the weave. To combat this, my modification is that it lasts for 24 hours from the casting of the weave.


Revised Shield
By Calvin Fort and Brandon Stolz [Spirit](Common) Level: 3-7 Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One channeler Duration: Concentration Saving Throw: Will Negates Weave Resistance: No

Same As Regular Shield Spell Except With Modified DC, See Below


I got to thinking about the Shield weave and realized that while the game designers placed a lot of though into it they got it completely wrong. Say a channeler, Fred, is 15th level and is being shielded by Sam (who has oh a 18 wis / int). Now if Sam is 20th level, she uses a 3rd level weave and the DC is thus 17. But if Sam is 10th level, she must use a 7th level weave (and over channel to do so), but the DC is 21 now. THUS IT IS EASIER TO RESIST BEING SHIELDED BY SOMEONE MORE POWERFUL THAN YOU!! IT IS TIME TO STAGE A REVELUTION; THE INITIATES WILL OVER THROW THE TOWER!! Oh, wait, got carried away with myself.

Ok, what I was thinking was that the DC for the will save has a modifier equal to the level difference between the caster and target, with an additional -2 modifier if the target is embracing the source at the time. For the example above, the DC when cast by 20th level Sam would be 22 (17 + 5) and for 10th level Sam would be 16 (21 - 5).


Now I also have a revision to this. In the books, they always say that 13 of the weakest Aei Sedai could shield any man. Therefore the number of channelers in the circle matters. The way I have worked this out, for a circle of 13 1st level female initiates to shield a 20th level male channeler, they need an 8th level weave. To reach this level we start with the weave from the head of the circle(1st level), then add 2 for a circle of 13(3rd level), in my game, each person in the circle can hold an angreal and they each add their power to the weave but you can only use your channeling level in power of angreal or double your channeling level in power for sa’angreal. In this case, 5 of the initiates in the circle would have to use 1st level angreal. This brings the weave to 8th level(7 for difference in level, +1 for shielding a channeler of the opposite gender). The Channel need only to be able to cast 1st level weaves since the additions to the weave all occur outside of the max weave level for the channeler. This leaves the minimum int and wis scores at 11 giving no DC bonus to DC. So at this point, the DC is 18, and following Calvin’s addition, the DC drops to -1 (18-19 for the level difference 1-20= -19). Wow, really hard for the 20th level guy to get out. How bout we add a second modifier of +5 for each person beyond the first in the circle. This brings the DC to 59. I would say that its next to impossible for any man to get out of that shield. If multiple channelers are all holding a shield, it acts in the same fashion as a circle except it requires more power with the person who started the shield in the 'lead'. Tying off the shield one person is holding will drop their DC bonus for numbers down to +2. If the DC is 59 with 13 people holding the shield and 2 tie off, the DC drops to 53 (59-10(+5 for each channeler)+4(+2 for each tied off shield). If the final persons shield is tied off, it remains at the DC of that person plus all other bonuses from tied-off shields.

And last, the books always speak of channelers trying to break free after being shielded. In order to incorperate this with all the other shielding rules, I allowed the channeler a will save each round to attempt to break free. The difference is that because they are already shielded, there is a +5 circumstance modifier to the DC. Meaning that if the DC was 21 to resist being shielded, it is 26 to break free after having been shielded. This stacks with the bonus from a circle and if one or more people leaves the circle, the DC drops accordingly.

Another point brought up is the fact that the WoT RPG book states that a channeler is considered embraced while shielded. I don't like this because the fastest way for a channeler to embrace then is to let the lesser level channeler in the party shield her and then immediately let go of the shield. The channeler is now embraced. Instead I will change this. If the channeler breaks out of the shield, they are immediately embraced. If the shield is let go, the channeler is not embraced and must do so in the normal fashion to channel again. This, I believe, follows much closer to the books.


Revised Ward Against Channelers
By Calvin Fort Level: 1-10 Casting Time: 1 full round Range: Close (25ft + 5ft/2 levels) Target: See text Duration: Concentration Saving Throw: None Weave Resistance: No

Same as the ‘Ward Against Channelers” weave from the WOT Web Enhancement, with the following addition:


+1 Casting Level: The barrier created by the dome is intangible, and anyone can cross it. Whenever a channeler of your gender channels within the warding, you will know their general position within the area of the warding.



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