Hideous ScreamBy Eric Nickel [Spirit] (Rare) Level: 3-7 Casting Time: 1 action Range: Close (25 ft + 5 ft /2 levels) Target: One creature Duration: Concentration Saving Throw: Will negates Weave Resistance: Yes
This weave creates an insane gibbering screaming in the mind of the creature affected. This screaming makes it difficult for the target to concentrate and can even cause a mental breakdown if it continues long enough. The Black Ajah has been known to use Hideous Scream for interrogations. The temporary madness caused by this weave leaves at 1 point per hour after the weave is released. The will save to negate this weave applies to the first round. Every round madness is given thereafter, the target may receive another will save but only to negate the madness caused by the weave for that round.
Casting Level | Effect |
3rd | For the target to take any actions it must pass a concentration check DC 15; 1d4–2 temporary madness every 5 rounds that it is maintained |
5th | The concentration check for actions is DC 20; 1d4–1 temporary madness every 3 rounds that it is maintained |
7th | The concentration check for actions is DC 25; 1d4 temporary madness every 2 rounds that it is maintained |
Remove TaintBy Jeff Grygiel [Air, Spirit, Water] (Common) Level: 6-13 Casting Time: See text Range: Touch Target: Person Touched Duration: Instantaneous Saving Throw: Will negates Weave Resistance: Yes
This weave removes the taint left by a Thakan'dar blade or something such as a Shadar Logoth item. If this weave is cast at a level not high enough to break the taint it does stop the effects of the item for a few months and stop the spread of any taint to others. In either case, the either type of taint is removed. If it is not possible to remove all of the taint, after two months, the taint returns as strong as it would be at that time. If the taint has been there for longer then the maximum casting level of the Weave, the person is lost. Note:These effects do not stack, you may not cast 2 6th level weaves to remove 2 hours of taint, this will only remove up to one hour of taint. You must cast the weave at 7th level to remove 2 hours of taint. Channeling the 6th level will halt the taint at 2 hours for two months though, possibly allowing the tainted person to find someone who can channel the 7th level of the weave.
Casting Level | Casting Time | Effect |
6th | 30 Minutes | Removes 1 hour of taint |
7th | 40 minutes | Removes 5 hours of taint |
8th | 50 minutes | Removes 12 hours of taint |
9th | 1 hour | Removes 1 day of taint |
10th | 2 hours | 1 week of taint |
11th | 3 hours | Removes 1 month of taint |
12th | 4 hours | 3 months of taint |
13th | 5 hours | 1 year of taint |
Restore the Body and MindBy Calvin Fort [Air, Earth, Fire, Spirit, Water] (Common) Level: 3 Casting Time: Read Below Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Weave Resistance: Yes
Through the use of this weave, a healer may use the One Power to heal ability damage. This weave converts a number of permanent ability drain or damage to temporary damage; the amount converted is based on the casting level. This weave can only be cast once per target per day, and will only convert the damage to a single ability.
+2 Casting Level: You can convert damage to one additional ability. This increases the casting time as per the chart, i.e. using a 6th level weave to cast at the 4th level effect would take 10 minutes. This effect can be added multiple times (in other words, at +4 casting levels, the weave will affect 3 abilites).
Casting Level | Casting Time | Converted Points of damage |
3rd | full round | 1d4 |
4th | 1 minute | 2d4 |
5th | 3 minute | 3d4 |
6th | 10 minutes | 4d4 |
7th | 15 minutes | 5d4 |
8th | 30 minutes | 6d4 + channeler level |
10th+ | 1 hour + 30 minutes per level above 10th | 7d4 + 1d4 per level above 10th + channeler level |
Steal the SpiritBy Calvin Fort [Air, Spirit, Water] (Lost) Level: 3 – 11 Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) [see below] Target: One creature Duration: Instantaneous Saving Throw: Fortitude half Weave Resistance: Yes
You channel the One Power to steal the energy of one creature to renew your own. The target takes an amount of subdual damage depending upon the casting level and your class level. You regain one half as many hitpoints as the target is damaged. Regained hitpoints first convert standard damage to subdual. Once you no longer have standard damage, the rest is applied to remove subdual damage at a rate of ¼. (4 points of damage to the target will restore 1 point of subdual on you.)
Casting Level | Damage |
3rd | 1 |
4th | 1d8 + channeler level |
5th | 2d8 + channeler level |
6th | 3d8 + channeler level |
7th | 4d8 + channeler level |
8th | 5d8 + channeler level |
9th | 6d8 + channeler level |
10th | 7d8 + channeler level |
11th | 8d8 + channeler level |
-2 casting level: You must succeed at a melee touch attack upon the target, the target still gets a saving throw.
+2 casting level: You redirect the regained energy to an ally. You do not regain any hitpoints from this casting.
Sunder the MindBy Calvin Fort [Air, Earth, Fire, Spirit, Water] (Lost) Level: 2, 5, 7, 9 Casting Time: Full Round Action Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Will negates Weave Resistance: Yes
With this weave, you send tendrils of the One Power to impair, or destroy, the mental capabilities of your target. The target takes temporary ability damage based on the casting level of the weave. The target may lose the ability to cast higher level weaves, and properly use certain feats. Once an ability reaches zero, the target is comatose.
Casting Level | Damage |
2nd | 1d3 damage, ability determined randomly (Int, Wis, Chr) |
5th | 1d3 damage to each Int, Wis, Chr |
7th | 1d6 damage to each Int, Wis, Chr |
9th | 2d6 damage to each Int, Wis, Chr |