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A free sourcebook for the Wheel of TimeÏ Roleplaying Game, Version 1.0

Transcript of A free sourcebook for the Wheel of TimeÏ Roleplaying …wot213.tripod.com/supplement/utdb.pdf · A...

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A free sourcebook for the Wheel of TimeÏ Roleplaying Game,Version 1.0

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CreditsCreditsCreditsCredits

Project Lead:Marc-André Bédard

Edited by:Amber Maberry, David Benson, JohnBornicke, Marc-André Bédard & RandyMadden

With the special collaboration of:Alon van Dam, Brian Zednick & KevinBinswanger

Articles contributed by:Alarius, Andrzej Betolme, Brian Zednick,Clockwork Deity, David Benson, GabbyOvadia, Geoff Hall, Gerome Abesamis,Helge Blonn, Ishamael, Jacob A. Branham,Jax Ryan, John Bornicke, Joshua Borlase,Katharn Quellion, Kevin Binswanger,LuciusT, Marc-André Bédard, MarioMoreau, Mark Etter, Matthew Krebs, PhilNorfleet, Randy Madden, Robert Poulin,Sean Driscoll, Stéphane Côté, TimothyFlinn, Thomas Anderson, Thomas Daniels,& Trevor Phillips

Special thanks:To Anthony Mills, Craig McNamee &Jacob A. Branham, their support had adecisive influence on the creation of thisnetbook. Of course, we would like to thankRobert Jordan for the wonderful world hegave us.

Presented by the websites:

The Tower Library:(http://www.towerlibrary.net/)

&

Call of the Horn:(http://www.mabinogin.com/wot.htm)

Disclaimer: Wheel of Time™ is a trademark of Robert Jordan. All characters, character names, and descriptions thereforeare trademarks and/or copyrights of Robert Jordan. © 2001 Game Mechanic owned by Wizards of the Coast, Inc. This bookdoes not represent a challenge to any trademarks held by either Robert Jordan or Wizards of the Coast, Inc. Neither Wizardsof the Coast nor Robert Jordan are affiliated with this book in any way. All articles are copyrighted by their respectiveauthors, unless otherwise noted. This netbook may be reproduced for personal use, but may not be used to generate revenue.

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IntroductionAt last! The first Wheel of Time netbook forthe d20 RPG comes to life! Oh, it was hardwork and time consuming, but by the lightwe did it. I am proud of what has beenaccomplished in this book. Once again, Iwould dearly like to thank everyone whoparticipated in some way with this netbook.It is your interest and devotion that willkeep this fantasy world alive in our role-playing games.

Why create a WoT netbook? The answerseems obvious to us. While we can’t saynever, we know that Wizards of the Coasthas no plans for another WoT RPGaccessory. So many details were leftunexplained that a good netbook was inorder. Of course, this humble netbook stillfails to fully detail the rich world createdby Robert Jordan. But, it does help to makethe WoT setting a bigger world to play in.

Once again, thank you for your interest inthis netbook, and let the adventurecontinue under the Dragon’s Banner…

Marc-André BédardMontreal, Qc

A word of cautionPlease keep in mind that the rulespresented here are the result of manydifferent people whom did not worktogether. In some cases, these rules mayclash with one another, but in general theyseem to work well together.

Also, while we tried our best to onlyinclude the rules that seemed to be wellbalanced in our eyes. Some may stillpresent a danger to the balance of yourgame. As always, the final judge in thematter will be your gamemaster.

Something frequently askedWill this netbook be periodically updatedor not? Will we create other netbooks?Frankly, we do not know yet. Of course, weall dreamed of creating a widely renownedand acclaimed netbook for the Wheel ofTime setting. But remember that we aresimple fans with a social life to live, withjobs and other responsibilities to fulfill.The feedback we receive about this netbookand the amount of free time we will be ableto spare will greatly determine the futureof this netbook.

This said, we will most assuredly do someminor adjustments to this netbook after itsofficial release. Just make sure to visit thewebsites Call of the Horn and The TowerLibrary from time to time to see if you havethe latest version of this netbook.

Should you have any comments about thisnetbook, send them to:[email protected]

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CREDITS .....................................................2

Introduction ......................................................3A word of caution ..........................................3Something frequently asked...........................3

CHAPTER 1 – BACKGROUNDS & CLASSES.....................................................................7

Backgrounds .....................................................7Illuminator .....................................................7Illuminators Optional Variant ........................8

Seanchan............................................................8Seanchan Ogier..............................................8Tuatha’an (Tinkers) .......................................9

Standard Classes.............................................10Algai’d’siswai (Revised) .............................10Dai’dore .......................................................13Noble (Revised) ...........................................16

Prestige Classes...............................................18Aiel Spear Dancer........................................18Bodyguard Maiden of the Spear ..................20Defender of the Stone ..................................21Dreadlord.....................................................23Friend of the Dark........................................25Hand of the Light (Questioner)....................26Illianer Companion ......................................28Master Illuminator .......................................30Master Treesinger ........................................32The Professional ..........................................33Whitecloak...................................................36Wisdom........................................................38

Class Combos..................................................39Stone Dogs...................................................39Maidens of the Spear ...................................41

Templates ........................................................43The Chosen ..................................................43Forsaken.......................................................44Nae’blis........................................................45Aes Sedai Templates....................................46

CHAPTER 2 – SKILLS & FEATS .............47

Skills.................................................................47Craft (fireworks) ..........................................47Trace Gateway.............................................47

Background Feats...........................................49Hand Fighting ..............................................49Exiled...........................................................49Illuminator Knowledge ................................49

Master Illuminator .......................................49Miner ...........................................................49

General Feats ..................................................50Charisma Talent...........................................50Constitution Talent ......................................50Dexterity Talent ...........................................50Eidetic Memory ...........................................50Enhanced Speed...........................................50Flame & Void ..............................................50Hate..............................................................50Intelligence Talent .......................................51Light Sleeper................................................51Love.............................................................51Rational Thought .........................................51Strength Talent ............................................51Wisdom Talent ............................................51

Channeling Feats ............................................52Attenuated Affinity......................................52Breaking a Shield.........................................52Chain Weave................................................52Double Knot ................................................52Experience with the Power ..........................52Extraordinary Affinity .................................53Extra Slot .....................................................53Favored Weave ............................................53Instant Embrace ...........................................53Improved Counterweaving ..........................53Quickened Embrace.....................................54Sense Wondrous Items ................................54Shield Affinity .............................................54Simultaneous Casting ..................................54Splitting the Flows.......................................54Strong Talent ...............................................55Weave Boon ................................................55

Lost Ability Feats............................................57Battle Cry.....................................................57Dream Capture.............................................57Latent Animal Talker...................................57Animal Talker..............................................57Obscure Knowledge.....................................57Sense Ta’veren ............................................58

Special Feat .....................................................58Minor Weaving............................................58

Wolfbrother Feats ..........................................59Latent Wolfbrother ......................................59Wolfbrother .................................................59Heightened Senses .......................................60Wolfdream...................................................60Acceptance of Fate ......................................60Pack Alpha...................................................60

CHAPTER 3 - NEW EQUIPMENT............ 61

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Fireworks ........................................................61

CHAPTER 4 – WEAVES...........................62

Cloud Dancing ................................................62Crushing Sphere of Air ................................62Fist of the Storm ..........................................62

Conjunction.....................................................64Adoption ......................................................64Awaken........................................................64Imprint .........................................................65Minor Compulsion.......................................65Painted Memories ........................................65Preservation .................................................66Shrouded Mind ............................................66Threading the Needle...................................67Whispers Through the Black Gate...............67

Earth Singing ..................................................68Breaking the World’s Bones........................68Corrosion .....................................................68Earth Cunning..............................................69Embrace of Spring .......................................70Forge Metal..................................................70Liquefy Earth ...............................................71Sculpting the Land.......................................71Spinning Earthfire........................................72Treading the Earth .......................................73Weaken ........................................................73

Elementalism...................................................74Aura of Flame..............................................74Bastion of Force...........................................74Cascaded Lightning .....................................74Cast Off........................................................75Clean............................................................75Create Ice.....................................................75Drawing the Breath......................................76Forge Storm .................................................76Freeze ..........................................................77Geyser..........................................................77Hammerhands ..............................................77Heat..............................................................78Killing Mist..................................................78Kiss of the Storm .........................................79Opening the Way .........................................79Thunderclap .................................................80Wall of Flames.............................................80

Healing.............................................................81Blight of Flesh .............................................81Crisis of Breath............................................81Major Healing..............................................82Quicken........................................................82Rejuvenate ...................................................83Sand Casting ................................................83Taming the Broken Thought........................83Vigil of Silence ............................................84

Illusion .............................................................85Disguise Clothing ........................................85Far Speaking ................................................85Mantle of Shadows ......................................85Mirror of the Mind’s Eye.............................86

Warding...........................................................87Aeriform Shield ...........................................87Circle of Sounds ..........................................87Cut Weave ...................................................88Deflecting the Shot ......................................88Forbiddance .................................................88Shield (Revised) ..........................................89Strangle the Flow.........................................89Ward Against Intrusion................................90Weave Deflection ........................................90

CHAPTER 5 - GAME MASTERING ......... 92

The True Power..............................................92Description...................................................92Addiction Game Mechanic ..........................92True Power Mechanics ................................92Severing True Power ...................................92Reincarnation...............................................93

Other House Rules..........................................93Algai’d’siswai’s Cadin’sor ..........................93Shields and Defense.....................................93Skill Point Conversion.................................93

Linking ............................................................93

Mass Combat Rules........................................95

The One Power Slot Pool System ..................97The Slot Pool ...............................................97Casting of Weaves .......................................97Overchanneling and Angreal .......................97

Wolfbrother Madness, Revised .....................98Randy Madden’s version .............................98Geoff Hall’s version ..................................100

Revised Shadowspawn .................................101Myrddraal ..................................................101Trolloc .......................................................102Draghkar ....................................................102Grey Man...................................................103

Trolloc Development Chart .........................104Grunt..........................................................104Veteran ......................................................104Elite............................................................105Commander ...............................................105

New Creatures ..............................................106Nightmare Spider.......................................106

Spider Puppet........................................106

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Shadow Steed ............................................107Tauroc........................................................107Worm.........................................................108Blight Creature Template...........................109

Practical Charts............................................111Feats Chart .................................................111Weaves Chart.............................................115

CHAPTER 6- WONDROUS ITEMS ........119Affinity Talismans .....................................119Anchors......................................................119Binding Chair ............................................119Brooch of Speed ........................................120Chain of Gazes...........................................120Baldric of Flames.......................................120Chimes of Jen’Hadar .................................120Disk of Waves............................................121Focal Lens..................................................121Earring of Luck..........................................121Heartbeat....................................................121Heightened Senses Amulet ........................122Kondor's Iron Stomach ..............................122Kumera’s Mystery .....................................122Last Chance ...............................................122Medallion of Khiber ..................................123Merchant's Labor .......................................123Pinky Ring .................................................123Portal Lens.................................................123Puzzle Box.................................................124Ring of Sense Channeling..........................124Rod of Night ..............................................124Searing Rod ...............................................124Serpent’s Eye .............................................125Sheath of the Keen Blade...........................125Sheath of Regeneration..............................125The Stone Leaf...........................................125Storage Sphere of Muradar ........................126The Clasp of Vision ...................................126Teaching Crystals ......................................127The Gazing Font of Paraan Disaan ............127The Hourglass of Destiny ..........................128The Hourglass of Salvation........................128The Jade Circle of Bienre Nemora.............128The Veiled Widow.....................................129The Weeping Women ................................129Voraelia’s Ring of Renewal.......................129

Wand of Storage ........................................130Weave Breakers.........................................130Wells..........................................................130Whetstone Scabbard ..................................131White Marble Rod .....................................131Writing Tablet of Guise .............................131

CHAPTER 7 – ADVENTURES ............... 133

A Conspiracy in Shadows ............................133Adventure background...............................133Story Summary ..........................................134Scene 1: Out of the Ways ..........................134Scene 2: To Baerlon we Go .......................135Scene 3: Tinkers on the Road ....................136Scene 4: A Timely Arrival.........................138Scene 5: Scene of the Crime......................141Scene 6: Into the Shadow...........................143Wrapping Up .............................................143Characters ..................................................144

Morella Nolan .......................................144Thugs & Darkfriends ............................144Caleb Nolan ..........................................144Gaelin....................................................144Baerlon City Guard ...............................145

The Trouble with Tinkers............................146Introduction ...............................................146Adventure background...............................146Character Hooks ........................................147The Road to Baerlon..................................147The Tinker Camp.......................................148On the Road, Again ...................................148In Arien......................................................149The Lion’s Rest Inn ...................................149The Song....................................................150The Breather ..............................................151Wrapping it up ...........................................151Characters ..................................................152

Shivan ...................................................152Eramis ...................................................153The Children of the Light......................153White Cloak File Leader.......................153White Cloak Squadman ........................153Under-Lieutenant Valden......................154

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Chapter 1 ò Backgrounds & ClassesChapter 1 ò Backgrounds & ClassesChapter 1 ò Backgrounds & ClassesChapter 1 ò Backgrounds & Classes

Backgrounds

Illuminator(By Brian Zednick)

Illuminators are a very secretive group ofTaraboners who hold the secrets ofcreating illuminations, or fireworks. Everymember is a Taraboner, and only thoseborn into the guild possess the knowledgerequired to create fireworks. On very rareoccasions, a guild member will marrysomeone outside of the guild.

Personality: Illuminators are verysecretive and, aside from those thatperform fireworks displays or sell theguild’s smaller fireworks, are rarely seenoutside their chapterhouses. Illuminators,even rogue ones, never reveal their secrets.

Physical Description: Illuminators appearlike Taraboners, only they rarely masktheir faces. Many women wear their hairwith a multitude of tiny braids.

Relations: The Illuminators are highlysecretive. They routinely sell their smallerfireworks and will, from time to time, offerdisplays of their larger creations, but willnever sell the more powerful fireworks.Those fireworks that they are willing tosell are usually extremely expensive andalways come with a warning against tryingto open the device, as they might go off(which is true, but highly unlikely).

Illuminators and their displays are highlysought by nobility, who can generallyafford the high fees charged by theIlluminator’s Guild. A small village islucky to see a fireworks display maybeonce a generation. Due to the rarity of theitems they sell, Illuminators tend to havethe potential for a lot of political power

and favors. Anyone caught on the groundsof a chapterhouse has a greater thanaverage chance of being killed, and anyIlluminator that goes rogue is considered tohave a death sentence on them by theguild.

Lands: The Illuminators have twochapterhouses, the main one in Tanchicoand a second in Cairhien. The Cairhienchapterhouse was destroyed when Randal'Thor first visited the city, and theTanchico chapterhouse was destroyedduring the fighting following the Dragon’srebirth and the Seanchan invasions.Rumor has it that they are looking toestablish a new chapterhouse in Amadicia,however, they have as of yet been unableto do so.

Adventurers: Illuminators rarely becomeadventurers. The few that do choose thepath of the adventurer often lean towardthe Armsman Class (for guards) or theWanderer class.

Bonus Skills: Craft (Fireworks),Knowledge (Illuminations), Diplomacy,Innuendo.

Background Feats: Artist, Cosmopolitan,Master Illuminator, MercantileBackground.

Home Language: Common (Tarabon).

Bonus Languages: Common (AradDoman), Common (Illian), Common(Cairhien), Common (Tairen).

Equipment:Artisan's tools, bag of gunpowder,firecracker.Short sword, dagger, leather armor.Illuminator’s Rocket

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Illuminators Optional Variant(By Kevin Binswanger)

This version of the Illuminator backgroundwas inspired by Brian Zednick’s version.Only those items that differ from Brian’sversion are listed here.

Bonus Skills: Knowledge (Fireworks),Intimidate, Diplomacy, Innuendo.

Special: For all those with the Illuminatorbackground, regardless of class,Knowledge (Fireworks) and Craft(Fireworks) are cross-class skills, unlessthey multiclass into the IlluminatorPrestige Class.

Background Feats: Cosmopolitan,Mercantile Background, Fire Working,Exotic Weapon Proficiency (Fireworks).

Home Language: The home language ofthe home chapterhouse (pages 26-27 ofThe Wheel of Time Roleplaying Game).

Bonus Languages: Any applicable tohome chapterhouse (page 26-27 of TheWheel of Time Roleplaying Game).

Equipment:Illuminator’s RocketMasterwork Artisan’s ToolsBag of gunpowder (about 10 uses)Short sword, dagger, leather armor

Seanchan(Anonymous)

Background Skills: Diplomacy,Intimidate, Profession (sailor), SenseMotive, Ride

Background Feats: Bullheaded,Disciplined, Militia, Sea Legs

Home Language: Common (Seanchan)

Bonus Languages: Common (Tarabon),Common (Arad Doman), Common (EbouDar), Ogier (Seanchan)

Equipment:Seanchan SpearLacquered armorCrossbow ( light)Seanchan scimitarStudded leather armorNobles receive Noble’s outfit, Seanchanscimitar, jewelry (40 mk)

Seanchan Ogier(Anonymous)

Living on the continent across the ArythOcean, Seanchan Ogiers look, physically,much like their Westlander cousins. It is intheir mentality that they differ. The fewthat have come across the ocean to theWestlands serve as soldiers, and are calledGardeners. They are, generally, membersof the Seanchan Deathwatch Guard. It isnot known whether they need to rest in astedding from time to time as theirWestlander cousins, but as with any otherSeanchan, they take pride in living anddying for their Empress.

Seanchan Ogiers do not automaticallyreceive 4 ranks in one Knowledge orProfession skill, or in Decipher Script. Nordo they gain a +2 background bonus onCraft checks related to working stone orconstructing buildings. Instead, ArmorProficiency (light), Armor Proficiency(medium), Armor Proficiency (heavy),Exotic Weapon Proficiency, and MartialWeapon Proficiency are no longerrestricted feats.

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Tuatha’an (Tinkers)(Anonymous)

A wandering folk who travel and live inwagons and follow a totally pacifisticlifestyle, known as the Way of the Leaf.Tinkers are easily recognized by theirgarishly bright and clashing clothes andequally garish and clashing wagons. Theyare great lovers of music, song anddancing, though their dances scandalizemost women, and many men. Thingsmended by Tinkers are often better thannew. Still, they are shunned by mostvillage folk for their strange lifestyle andrampant rumors that they steal children andcorrupt youths. Background Feats: Seductive,Cosmopolitan, Strong Soul, Dodge

Background Skills: Perform, HandleAnimal, Craft (any), Wilderness Lore

Language: Common (Tuatha’an)

Bonus Language: any Westland dialect

Way of the Leaf: Tuatha’an receive noweapon or armor proficiencies, regardlessof their class and are forbidden fromperforming violence. Any Tuatha’an whobreaks this restriction becomes a Lost One,outcast from their culture. Lost Ones aretreated as Infamous when dealing withother Tuatha’an.

Crafter: Tuatha’an are gifted craftsmen,they receive a +2 competence bonus to anyone Craft skill.

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Standard Classes

Algai’d’siswai (Revised)(By Jax Ryan)

This is a revised version of theAlgai’d’siswai. Taking into account therenowned unarmed combat style of theAiel and adding some new features to thealready fearsome spear-fighter.

(Note: For those who still prefer theformer version of this class, this netbookalso present a special prestige class for theAlgai’d’siswai, 2 class combos torepresent some of the Aiel societies andone new feat to represent the Aiel handfighting style.)

Hit Dice: d10

Class Skills: The Algai’d’siswai's classskills (and the key ability for each skill) areBalance (Dex), Climb (Str), Craft (Int),Hide (Dex), Intimidate (Cha), IntuitDirection (Wis), Jump (Str), Listen (Wis),Move Silently (Dex), Spot (Wis), Tumble(Dex), and Wilderness Lore (Wis).

Skill Points at 1st Level: (4 + Intmodifier) x4.

Skill Points at Each Additional Level: 4+ Int modifier.

Level BAB Fort Ref Will Def Rep Unarmed AB BUD Special

1 +1 +1 +2 +0 +4 0 +1 1d6Spears of Death (Aiel Flurry), Fast movement, Hardiness,Unarmed strike, Ji’e’toh

2 +2 +2 +3 +0 +5 1 +2 1d6Uncanny dodge (retain Dex bonus to Defense), Dance thespears (+2 bonus to initiative)

3 +3 +2 +3 +1 +5 1 +3 1d6 Partial armor compatibility4 +4 +2 +4 +1 +6 1 +4 1d6 Stealthy movement5 +5 +3 +4 +1 +6 2 +5/+1 1d6 Uncanny dodge (can’t be flanked)6 +6/+1 +3 +5 +2 +7 2 +6/+2 1d8 Spears of Death (+1d6)7 +7/+2 +4 +5 +2 +7 3 +7/+3 1d8

8 +8/+3 +4 +6 +2 +8 3 +8/+4 1d8Trackless step (+2 DC), Dance the spears (+4 bonus toinitiative)

9 +9/+4 +4 +6 +3 +8 3 +9/+5/+1 1d810 +10/+5 +5 +7 +3 +9 4 +10/+6/+2 1d8 Uncanny dodge (+1 against traps)11 +11/+6/+1 +5 +7 +3 +9 4 +11/+7/+3 1d1012 +12/+7/+2 +6 +8 +4 +10 5 +12/+8/+4 1d1013 +13/+8/+3 +6 +8 +4 +10 5 +13/+9/+5/+1 1d10 Uncanny dodge (+2 against traps)

14 +14/+9/+4 +6 +9 +4 +11 5 +14/+10/+6/+2 1d10Trackless step (+4 DC), Dance the spears (+6 bonus toinitiative)

15 +15/+10/+5 +7 +9 +5 +11 6 +15/+11/+7/+3 1d10 Spears of Death (+2d6)16 +16/+11/+6/+1 +7 +10 +5 +12 6 +16/+12/+8/+4 1d12 Uncanny dodge (+3 against traps)17 +17/+12/+7/+2 +8 +10 +5 +12 7 +17/+13/+9/+5/+1 1d1218 +18/+15/+8/+3 +8 +11 +6 +13 7 +18/+14/+10/+6/+2 1d1219 +19/+14/+9/+4 +8 +11 +6 +13 7 +19/+15/+11/+7/+3 1d12 Uncanny dodge (+4 against traps)

20 +20/+15/+10/+5 +9 +12 +6 +14 8 +20/+16/+12/+8/+4 1d12Trackless step (+6 DC), Dance the spears (+8 bonus toinitiative)

* BUD stands for Base Unarmed Damage.

Class Features: All of the following areclass features of the Algai’d’siswai.

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Weapon and Armor Proficiency: AnAlgai’d’siswai is proficient with thedagger, Aiel spear, shortbow, and Aielshortbow. Algai’d’siswai are notproficient with any type of armor, exceptthe Aiel buckler.

Ji'e'toh: All Algai’d’siswai follow a strictcode of honor. Should an Algai’d’siswaiever break this code, they must atone fortheir actions or be unable to progress inlevels as an Algai’d’siswai.

Fast Movement: When wearing no armor,the Algai’d’siswai has a speed modifier of+10.

Hardiness: Algai’d’siswai have nearlyunstoppable endurance. Once per day,they may attempt a Con ability check (DC15) when fatigued. If successful, they areno longer fatigued, as if they had rested for8 hours.

Unarmed Strike: Algai’d’siswai arehighly trained in fighting unarmed, givingthem a considerable advantage when doingso against “weaker” Wetlanders. AnAlgai’d’siswai fighting unarmed gains thebenefits of the Improved Unarmed Strikefeat and thus does not provoke attacks ofopportunity from armed opponents. Hemay choose to deal regular or subdualdamage at no penalty, and can also make acritical hit (20/x2) while dealing regulardamage.

An Algai’d’siswai's unarmed attacks maybe with either fist interchangeably or evenfrom elbows, knees, and feet. Making anoff-hand attack makes no sense for anAlgai’d’siswai striking unarmed. AnAlgai’d’siswai using a dagger or Aiel spearcan strike with his unarmed base attack,including his more favorable number ofattacks per round. His damage, however,is standard for the weapon, not hisunarmed damage, but gains the extradamage granted by his Spears of Deathability (see below).

An Algai’d’siswai fighting with a one-handed weapon can make an unarmedstrike as an off-hand attack, but he suffersthe standard penalties for two-weaponfighting. Likewise, an Algai’d’siswai witha weapon (other than a dagger or Aielspear) in his off hand gets an extra attackwith that weapon but suffers the usualpenalties for two-weapon fighting and can'tstrike with Aiel Flurry (see below).

Uncanny Dodge: Starting at 2nd level, theAlgai’d’siswai gains the extraordinaryability to react to danger before his senseswould normally allow him to do so. At2nd level and above, he retains hisDexterity bonus to Defense (if any)regardless of being caught flat-footed orstruck by an invisible attacker. (He stillloses his Dexterity bonus to Defense ifimmobilized.)

At 5th level, the Algai’d’siswai can nolonger be flanked; he can react toopponents on opposite sides of him aseasily as he can react to a single attacker.This defense denies a Wanderer the abilityto use a flank attack to sneak attack theAlgai’d’siswai. The exception to thisdefense is that a Wanderer at least fourlevels higher than the Algai’d’siswai canflank him (and thus sneak attack him). At10th level, the Algai’d’siswai gains anintuitive sense that alerts him to dangerfrom traps, giving him a +1 bonus toReflex saves made to avoid traps and a +1dodge bonus to Defense against attacks bytraps. At 13th level, these bonuses rise to+2. At 16th, they rise to +3, and at 19ththey rise to +4.

Partial Armor Compatibility:Algai’d’siswai are well trained in the useof the Aiel buckler. Beginning at 3rd level,the Aiel’s Defense bonus from class levelsand the bonus granted by an Aiel bucklerwill stack.

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Stealthy movement: Algai’d’siswai mayadd half their Reflex save bonus to allMove Silently and Hide checks.

Dance the Spears: Works exactly as in therulebook.

Spears of Death: The Algai’d’siswaimaster a deadly fighting style of grace andperfection, so smooth and confident aretheir actions that, to others, it looks asbeautiful as a dance. At level one, anAlgai’d’siswai may make a flurry ofattacks. When taking a full-attack action,they can make one extra attack at their fullbase attack bonus, but receive a -2 penaltyon all attack rolls for one round. At levelsix, all their attacks with a single-handedpiercing weapon deals an extra +1d6damage. At level fifteen, this damageincreases by another +1d6. Anythingimmune to critical hits is also immune tothis extra damage.

Trackless Step: An Algai’d’siswai canstep lightly, as to leave no trail. At level 8,when wearing no armor and moving nofaster then a hustle, the DC to track an Aielis increased by two. This bonus rises bytwo at level fourteen, and again at leveltwenty.

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Dai’dore(By Geoff Hall)

The graceful warrior moves swiftly andsurely through the battlefield, as if dancingwith his opponents. This is the Dai’dore,the battle dancer in the common tongue.Dai’dore are among the greatest warriorsin the known world, shunning armor andencumbrance for speed and mobility, theyglide through combats with fluid motionsthat are no less deadly for their darkbeauty. They can also be some of thebasest and lowest individuals, stillundoubtedly skilled, but using that skill fortheir own profit or even for the furtheranceof the Dark One’s plans. Alternately, theycan also be the noblest of men, using theirabilities to further the cause of the Lightand strike out against oppression and evil,often willing to die for their beliefs.

Adventures: Most Dai’dore consideradventuring to be their profession.Whether it is as a mercenary, a lonewarrior wandering the Westlands, abodyguard, champion to a noble, or amember of some military force, fightingand dying is what they do. Some Dai’doreare paid by those who employ them, somedo what they do for the love of it, whetherthat is love for battle itself, or simplyattaining great skill with their chosenweapon. In either case, the Dai’dore willfind that adventure and excitement areoften a part of their lives until the time oftheir death.

Characteristics: Dai’dore are excellent incombat as they are dangerous and deadlyfighters. They do not have the raw speedof Algai’d’siswai, nor the all aroundtraining of an Armsman, but they arefocused at what they do and can readilylearn some of the tricks and fancymaneuvers associated with high level skillat fighting. They will tend to specialize inone or two specific weapons and becomemasters of these; the most frequent choice

is the sword. In fact, most Blademasterswere originally Dai’dore. They use theirDexterity and speed to move gracefully incombat, tumbling past their opponents andspringing up to gain the best position tostrike a killing blow. They are as at homefighting multiple combatants as they are inone on one duels.

Origin: Dai’dore can become as they arethrough many different ways. They mayhave learned their trade through formaltraining in some nobles’ house or in themilitary, although most armed forces in theWestlands tend to train people as armsmen,or they may have taught themselves. Theymay be following in the footsteps of manybefore them or have chosen their path so asto stand out from the norm and makesomething more of themselves than asimple fisherman or farmer. Whatever thereasons, unless they were trained by thesame people Dai’dore are unlikely to feelany special bond to others of their kind.They will undoubtedly recognize others oftheir class from their demeanor and stance,but will have no kinship with them. Theywill, however, generally respect one oftheir own.

Background: Dai’dore can be fromalmost any background, although an Aiel isfar more likely to become anAlgai’d’siswai than a Dai’dore. An Ogierof this class is virtually unheard of. ADai’dore is far more likely to be self taughtor trained by a single mentor than anArmsman, so their nation of origin iscompletely variable. They are not likely tobe a member of one of the armed forcesand are far more likely to be a rogueWanderer, mercenary, or someone in theemploy of a noble. Still, where war andfighting is common, there a Dai’dore ismost likely to take up arms. The constantfighting along the Blight in theBorderlands and the frequent wars andbattles between Tear and Illian andTarabon and Arad Doman has producedmany Dai’dore from those backgrounds.

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Examples of Dai’dore in the Wheel ofTime Novels: Aram, Birgitte, Randal’Thor, Tam al’Thor, Toram Riatan

Game Rule Information: Dai’dore havethe following game statistics:

Abilities: Dexterity is the Dai’dore’s mainforte and is the main ability that they relyon in combat and is also important due tothe benefits to Defense that it provides.Strength is also important to them as itdictates melee bonuses to hit and damageand their lack of armor means that a goodConstitution is also advisable. Some of the

Dai’dore’s more important skills rely onWisdom.

Hit Dice: d10.

Class Skills: The Dai’dore’s class skills(and the key abilities for each skill) areBalance (Dex), Climb (Str), Craft (Int),Intimidate (Cha), Jump (Str), Listen (Wis),Ride (Dex), Spot (Wis), Tumble (Dex).

Skill Points at 1st Level: (4 + Int modifier)× 4

Skill Points at Each Additional Level: 4+ Int Modifier.

Level BAB Fort Ref Will Def Rep Special1 +1 +0 +2 +0 +3 0 Dodge2 +2 +0 +3 +0 +4 1 Bonus Feat3 +3 +1 +3 +1 +4 1 Improved Weapon Finesse4 +4 +1 +4 +1 +4 1 Uncanny Dodge (retain Dex bonus to Def)5 +5 +1 +4 +1 +5 2 Weapon Specialization6 +6/+1 +2 +5 +2 +5 2 Bonus Feat7 +7/+2 +2 +5 +2 +6 3 8 +8/+3 +2 +6 +2 +6 3 Uncanny Dodge (can’t be flanked)9 +9/+4 +3 +6 +3 +6 3 10 +10/+5 +3 +7 +3 +7 4 Bonus Feat11 +11/+6/+1 +3 +7 +3 +7 4 12 +12/+7/+2 +4 +8 +4 +8 5 13 +13/+8/+3 +4 +8 +4 +8 5 14 +14/+9/+4 +4 +9 +4 +8 5 Bonus Feat15 +15/+10/+5 +5 +9 +5 +9 6 16 +16/+11/+6/+1 +5 +10 +5 +9 6 17 +17/+12/+7/+2 +5 +10 +5 +10 7 18 +18/+13/+8/+3 +6 +11 +6 +10 7 Bonus Feat19 +19/+14/+9/+4 +6 +11 +6 +10 7 20 +20/+15/+10/+5 +6 +12 +6 +11 8

Class Features: All of the following areclass features of the Dai’dore.

Weapon and Armor Proficiency:Dai’dore are proficient with simpleweapons and light armor. They are notproficient with medium or heavy armors orshields. Also, at character creation, theymay select three martial weapons that theyare proficient in. These are the weapons inwhich their training has focused and inwhich they are most skilled. Note thatsome armor types incur penalties to the

skills Balance, Climb, Escape Artist, Hide,Jump, Move Silently, Pick Pocket, andTumble. Also, Swim checks suffer a –1penalty for every 5 pounds of armor andequipment carried.

Dodge: At 1st level the Dai’dore gains theDodge feat as a bonus feat. This is inaddition to the feat that any 1st levelcharacter gets.

Bonus Feats: At 3rd level and every 4levels thereafter (6th, 10th, 14th and 18th),

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the Dai’dore gets a bonus feat. These featsmust be drawn form the following list:Ambidexterity, Blind Fight, CombatExpertise (Improved Disarm, ImprovedTrip, Whirlwind Attack), CombatReflexes, Exotic Weapon Proficiency*,Improved Critical*, Improved Initiative,Improved Unarmed Strike, MartialWeapon Proficiency*, Mobility (SpringAttack), Mounted Combat (MountedArchery, Trample, Ride By Attack,Spirited Charge), Point Blank Shot (FarShot, Precise Shot, Rapid Shot, Shot on theRun), Power Attack (Cleave, Great Cleave,Improved Bull Rush, Sunder), QuickDraw, Two-Weapon Fighting (ImprovedTwo-Weapon Fighting), Weapon Finesse*,Weapon Focus*, Weapon Specialization*.

Some of the bonus feats available to aDai’dore cannot be acquired until theDai’dore has one or more prerequisitefeats; these feats are listed parentheticallyafter the prerequisite feat. A Dai’dore canselect feats marked with an asterisk (*)more than once, but it must be for adifferent weapon each time. A Dai’doremust still meet all prerequisites for a feat,including ability score and base attackbonus minimums.

Important: These feats are in addition tothe feat that a character of any class getsevery three levels. The Dai’dore is notlimited to the list given here whenchoosing those feats.

Improved Weapon Finesse: At 3rd level,the Dai’dore can select one weapon that heis proficient with and apply the WeaponFinesse feat to this weapon. He can do thiseven if the weapon does not normallyallow for weapon finesse. The weapon

must be of the same size category orsmaller than the character. The onlyexception to this is the quarterstaff whichcan have this ability applied to it bymedium sized characters.

Uncanny Dodge: Starting at 4th level, theDai’dore gains the extraordinary ability toreact to danger before his senses wouldnormally allow him to. At 4th level andabove he retains his Dexterity bonus toDefense (if any) regardless of being caughtflat-footed or struck by an invisibleattacker. (He still loses his Dexteritybonus to Defense if immobilized.)

At 8th level, the Dai’dore can no longer beflanked; he can react to opponents onopposite sides of him as easily as he canreact to a single attacker. This defensedenies a Wanderer or Thief-taker theability to use a flank attack to sneak attackthe Dai’dore. The exception to this is thata Wanderer or Thief-taker at least fourlevels higher than the Dai’dore can flankhim (and thus sneak attack him).

Weapon Specialization: On achieving 5th

level or higher, as a feat, the Dai’dore maytake Weapon Specialization. WeaponSpecialization adds a +2 damage bonuswith a chosen weapon. The Dai’dore musthave Weapon Focus with the weapon totake Weapon Specialization. If the weaponis a ranged weapon, the damage bonusonly applies if the target is within 30 ft.,because only at that range can the Dai’dorestrike precisely enough to hit moreeffectively. The Dai’dore may take thisfeat as a bonus feat or as a regular one.Other classes may not take WeaponSpecialization as a feat unless so noted intheir descriptions.

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Noble (Revised)(By John Bornicke)

Here is a revised version of the Noblecharacter class presented in the rulebook.The general description of what is a noblehas obviously not changed, but this versionpresents alternate game mechanics to dealwith favors and the ruling of those of lowerstation in life.

Hit Die: d8.

Class Skills: The Noble’s class skills (andthe key ability for each skill) are Appraise(Int), Bluff (Cha), Diplomacy (Cha),Gather Information (Cha), Innuendo (Cha),Intimidate (Cha), Knowledge (all skills,taken individually (Int), Listen (Wis),Perform (Cha), Ride (Dex), Search, SenseMotive (Wis), and Speak Language(None).

Skill Points at 1st level: (4 + Int Modifier)x 4

Skill Points at Each Level: 4 + Intmodifier.

Level BAB Fort Ref Will Def Rep Special1 +0 +0 +1 +2 +3 3 Favor +12 +1 +0 +2 +3 +4 4 Inspire Confidence3 +2 +1 +2 +3 +4 4 Favor +2, Resource Access4 +3 +1 +2 +4 +4 5 Coordinate +15 +3 +1 +3 +4 +5 56 +4 +2 +3 +5 +5 6 Bonus Feat7 +5 +2 +4 +5 +6 6 Favor +38 +6 /+1 +2 +4 +6 +6 7 Coordinate +29 +6 /+1 +3 +4 +6 +6 7 Bonus Feat10 +7 /+2 +3 +5 +7 +7 811 +8/+3 +3 +5 +7 +7 8 Inspire Greatness12 +9/+4 +4 +6 +8 +8 9 Favor +413 +9/+4 +4 +6 +8 +8 9 Coordinate +314 +10/+5 +4 +6 +9 +8 10 Bonus Feat15 +11/+6/+1 +5 +7 +9 +9 1016 +12/+7/+2 +5 +7 +10 +9 11 Favor +517 +12/+7/+2 +5 +8 +10 +10 1118 +13/+8/+3 +6 +8 +11 +10 12 Coordinate +419 +14/+9/+4 +6 +8 +11 +10 12 Bonus Feat20 +15/+10/+5 +6 +9 +12 +11 13 Coordinate +5

Weapon and Armor Proficiency: ANoble is proficient with all simple andmartial weapons, light armor, mediumarmor, and shields. Note that some armortypes incur armor check penalties to theskills Balance, Climb, Escape Artist, Hide,Jump, Move Silently, Pick Pocket andTumble. Also, Swim checks suffer acumulative -1 penalty for every 5 lbs. ofarmor and equipment.

Favor: The Noble has the ability to call infavors from those she knows. By making afavor check, the noble can call uponcontacts to gain important informationwithout going through the time and troubleof doing a lot of research. Favors can alsobe used to acquire the loan of equipment ordocuments from influential acquaintances.

To call in a favor, the Noble makes a favorcheck. Roll a d20 and add the character’sfavor bonus plus Charisma bonus. TheGM sets the DC based on the scope of thefavor being requested. The DC ranges

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from 10 for a simple favor to as high as 25for highly dangerous, expensive, or illegalfavors. The Noble may not take 10 or 20on this check, nor can she retry the checkfor the same (or virtually the same) favor.A Noble may try to call in a favor anumber of times in a game week equal tohalf her Noble levels, rounded down(minimum of one).

Inspire Confidence: At 2nd level, theNoble may use oratory to inspireconfidence in allies. The Noble mustspeak for at least 1 round, with the effectlasting for 5 rounds. The Noble can inspirea number of allies equal to half her Noblelevels, rounded up. An ally inspired withconfidence gains a +2 moral bonus onsaving throws and a +1 moral bonus onattack and weapon damage rolls. TheNoble cannot inspire confidence in herself,only her allies.

Resource Access: With this ability, theNoble has access to an array of resources(usually from family, influential friends orpatrons). Once per day, the noble canmake a Charisma check to use thoseresources during the adventure.

The value of the resources gained equalsthe Noble’s class level multiplied by theresult of the Charisma check, multiplied by20. These resources can take almost anyform the Noble wishes (within reason) andare hers to do with as she pleases. She cangive them away, or sell them as she seesfit. The resources gained arrive in theNoble’s possession 1d8 hours after shemakes the check. These resources must bereasonably available. Should the Nobleattempt to access resources in a more ruralenvironment, such as the countryside, thevalue multiplier is reduced to 10. While in

an area controlled by unfriendly forces, thevalue multiplier is reduced to 5.

Resource access tends to be monetary,whereas favors tend to be benefits thatcan’t necessarily be measured in coin.

Coordinate: A Noble has a knack forcommanding groups and getting people towork together. When a Noble can aidothers and give directions, she provides abonus to the task at hand by making an aidanother check. This bonus is in addition tothe normal aid another bonus of +2, and itincreases as the Noble gains levels. Thisbonus cannot be used to assist in combat.

Bonus Feat: Nobles may pick a bonus featfrom the following list (must meetprerequisites). Ambidexterity, Dodge,Exotic Weapon Proficiency, Fame, HeroicSurge, Improved Initiative, Influence, IronWill, Mounted Combat (Trample, Ride-ByAttack, Spirited Charge), Persuasive, SharpEyed, Skill Emphasis, Trustworthy,Weapon Finesse, Weapon Focus.

Inspire Greatness: Beginning at 11th

level, a Noble can inspire greatness in anally, granting extra fighting capability.This works in a fashion similar to inspireconfidence, except it affects but a singleally. An ally inspired to greatness gains+2d6 temporary hit points, a +2competence bonus to attacks, and a +2morale bonus to saving throws. Theeffects last for 5 rounds. The Noble caninspire greatness once per day, and forevery three Noble levels attained beyond11th level, the Noble can inspire greatnessin one additional ally. The effects ofinspire greatness stack with inspireconfidence.

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18

Prestige Classes

Aiel Spear Dancer(By John Bornicke)

These fast and agile warriors are theepitome of the Algai’d’siswai and are thepinnacle of the Aiel warrior. Clad in theirshoufa and cadin’sor, these warriors strikequickly and then softly fade back into theterrain. In order to become a SpearDancer, the character can be of anysociety, but must be picked by anotherSpear Dancer. The mentor usually watchesa young warrior (or maiden), looking forthe dedication and mindset required. Theyare looking for others who have thestrength, skill, and desire to become aliving weapon, not for clan or sept, but forthe shear joy of the Dance of the Spears.

Hit Die: d10

Requirements: To qualify to become aSpear Dancer, a character must fulfill thefollowing criteria:

Base Attack Bonus: +7

Skills: Run 5 ranks, Hide 5 ranks, MoveSilently 5 ranks

Feats: Expertise, Dodge, Weapon Finesse(Aiel spear).

Special: Must have been selected byanother Spear Dancer.

Class Skills: The Aiel Spear Dancers classskills (and the key ability for each skill) areBalance (Dex), Climb (Str), Craft (Int),Hide (Dex), Intimidate (Chr), IntuitDirection (Wis), Jump (Str), Listen (Wis),Move Silently (Dex), Spot (Int), Search(Int), Tumble (Dex), Run (Con), andWilderness Lore (Wis)

Skill Points at Each Level: 4 + Intmodifier.

Level BAB Fort Ref Will Def Rep Special1 +1 +0 +2 +0 +2 +1 Mobility Feat2 +2 +0 +3 +0 +3 +0 Bonus Feat3 +3 +1 +3 +1 +3 +1 4 +4 +1 +4 +1 +4 +0 Sand in the Wind5 +5 +1 +4 +1 +4 +1 Bonus Feat6 +6/+1 +2 +5 +2 +5 +0 7 +7/+2 +2 +5 +2 +5 +1 Spring Attack8 +8/+3 +2 +6 +2 +6 +0 Bonus Feat9 +9/+4 +3 +6 +3 +6 +1 Moving Target10 +10/+5 +3 +7 +3 +7 +0 Storm of Spears

Class Features: All of the following areclass features of the Spear Dancer:

Weapon and Armor Proficiency: SpearDancer’s do not gain additional proficiencywith weapons or armor.

Mobility: The character gets a +4 dodgebonus to Armor Class against attacks ofopportunity caused when the character

moves out of or within a threatened area.Note: A condition that makes the characterlose the Dexterity bonus to Armor Class (ifany) also makes the character lose dodgebonuses. Also, dodge bonuses stack witheach other, unlike most types of bonuses.

Sand in the Wind: While fighting, theSpear Dancer’s constant movement andrapid changes of direction serve to confuse

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his opponent so that they lose track of hisexact location from moment to moment.The Dancer gains the benefit of one-halfconcealment (20% miss chance). If thedancer uses the Full defense combatoption, he gains three-quartersconcealment (30% miss chance). He losesthis benefit whenever he loses hisDexterity bonus to AC.

Spring Attack: When using this attackaction with a melee weapon, the charactercan move both before and after the attack,provided that the character's total distancemoved is not greater than the character'sspeed. Moving in this way does notprovoke an attack of opportunity from thedefender the character attacks. Thecharacter can’t use this feat if in heavyarmor.

Moving Target: If the Spear Dancermoves more than 5 ft. during his combat

action, he gains a +4 bonus to his ArmorClass until his next action.

Storm of Spears: The Character may,once per day as a full round action, give upall regular attacks and, instead, make onemelee attack at the full base attack bonusagainst each opponent within 5 feet. Hemay move no more than 5 feet betweentargets and this action continues until thereare no more targets within range.

Bonus Feat: The character may choose abonus feat from the following list; AielHandfighting, Ambidexterity, Blindfight,Combat Reflexes, Great Fortitude, InstantStand, Improved Initiative, ImprovedCritical, Iron Will, Power Attack, PointBlank Shot, Far Shot, Precise Shot, RapidShot, Shot on the Run, Quick Draw, Two-Weapon Fighting, Improved Two-WeaponFighting, Run, Weapon Focus, WeaponSpecialization.

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Bodyguard Maiden of the Spear(By Mario Moreau)

This is a prestige class for the Maidenswho protect Rand and other importantpeople. As the main purpose of theMaiden of the Spear is scouting, this willgive the Maiden abilities inspired by theWarders, but while the Warders arepowerful with their cleaving attacks, theMaidens are lightning fast

Hit Dice: d10

Requirements: To qualify to become aMaiden bodyguard, a character must fulfillall the following criteria:Must be a female Algai’d’siswai.

Base Attack Bonus: +6

Feats: Alertness, Improved Initiative,Combat Reflex

Skills: Spot 8 ranks, Listen 8 ranks,Intimidate 5 ranks

Class Skills: The Bodyguard Maiden ofthe Spear’s class skills (and the key abilityfor each skill) are Balance (Dex), Bluff(Cha) Climb (Str), Hide (Dex), Intimidate(Cha), Jump (Str), Move Silently (Dex),Search (Int), Sense motive (Wis), Spot(Wis) Tumble (Dex)

Skill Points at Each Level: 4 + Intmodifier.

Level BAB Fort Ref Will Def Rep Special1 +1 +1 +2 +1 +2 +1 Maiden's Shield2 +2 +2 +3 +2 +3 +0 Dark One's Own Luck3 +3 +2 +3 +2 +3 +1 Deflect Arrow4 +4 +2 +4 +2 +4 +05 +5 +3 +4 +3 +4 +1 Heroic Surge6 +6/+1 +3 +5 +3 +5 +0 Maiden's Eyes7 +7/+2 +4 +5 +4 +5 +1 Lightning Reflex8 +8/+3 +4 +6 +4 +6 +0 No Man's Bride9 +9/+4 +4 +6 +4 +6 +1 Endurance10 +10/+5 +5 +7 +5 +7 +0 Maiden's Fury

Class Features:

Weapon and Armor proficiency: Sameas Algai’d’siswai.

Maiden's Shield: The Maiden becomes aliving shield for her ward. If the Maiden isless than 5 feet away, she can take anyattack directed at her ward on a Ref savevs. the total attack roll of the attacker onceper round.

Maiden's Eyes: At 6th level, when takingthe full attack action in melee, thecharacter may make one attack perencounter per level in this class with suchspeed that it strikes her opponent as if theywere flat footed.

No Man's Bride: The Maidens are knownfor their stubbornness and theirindomitable will, even in the face ofoverwhelming odds. At 8th Level, amember of the Maiden Bodyguard gains amorale bonus of +2 to all attack anddamage roll while defending their ward.

Maiden's Fury: At level 10, the MaidenBodyguard can sacrifice her ability todefend herself in order to gain an extraattack for the round. The Maiden isconsidered flat footed (even if she cannotbe flat footed normally) for the rest of theturn. The extra attack is made at thehighest bonus modifier and can only bedone if the character takes the full attackaction in melee combat.

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21

Defender of the Stone(By Randy Madden)

Clad in breastplates and welding spear andsword, the Defenders of the Stone are thefinest Tear has to offer. The Defendersserve both their own lords and the Stone asneed arises. Their allegiance is noted bythe colored slashes on their arms. Theycarry a strong military history and havesuccessfully resisted siege over onehundred times.

Hit Die: d10

Requirements: To qualify to become aDefender of the Stone, a character mustfulfill the following criteria.

Base Attack Bonus: +7

Skills: Intimidate 5 ranks, Ride 3 ranks,Spot 3 ranks.

Feats: Combat Reflexes, Cleave.

Special: Must have Armor Compatibilityand have been selected to become amember of the Defenders of the Stone.

Class Skills: The Defender of the Stonesclass skills (and the key ability for eachskill) are Bluff (Cha), Climb (Str),Diplomacy (Cha), Intimidate (Cha), GatherInformation (Cha), Innuendo (Wis), Jump(Str), Ride (Dex), Search (Int), SenseMotive (Cha), Spot (Wis), Swim (Str).

Skill Points at Each Level: 4 + Intmodifier.

Level BAB Fort Ref Will Def Rep Special1 +1 +2 +1 +0 +1 +1 The Stone Still Stands

2 +2 +3 +2 +0 +2 +0 Defending the Lords

3 +3 +3 +2 +1 +2 +14 +4 +4 +2 +1 +2 +0 Bonus Feat

5 +5 +4 +3 +1 +3 +1

6 +6/+1 +5 +3 +2 +3 +0 Keeping the Stone

7 +7/+2 +5 +4 +2 +4 +1

8 +8/+3 +6 +4 +2 +4 +0 Inspire Courage

9 +9/+4 +6 +4 +3 +4 +1 Bonus Feat

10 +10/+5 +7 +5 +3 +5 +0 Supreme Cleave

Class Features: All of the following areclass features of Defenders of the Stone:

Weapon and Armor Proficiency:Defenders of the Stone do not gainadditional proficiency with weapons orarmor.

Keeping the Stone: While defending theStone or his High Lord, the Defender iscapable of withstanding tremendouspunishment. He gains the followingbenefits when the Stone or his Lord isthreatened: +2 Strength. +4 Constitutionand +2 bonus on all saves.

The Constitution bonus will increase theDefender’s hit points, giving him 2 moreper level. These hit points are not lost first.When the Defender’s Constitution returnsto normal, all bonus hit points will also goaway. If the character’s hit points fallbelow -10, he has perished.

The Stone Still Stands: A rally cry for theDefenders. All allies who can hear the crygain a +1 morale bonus to attack rolls forthe next 5 rounds.

Defending the Lords: When using theDefend Another action, the Defendergrants a +4 bonus to AC instead of thenormal +2 (pg 135 of PHB).

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Inspire Courage: Functions as theGleeman ability - Inspire Courage (pg 213WoT RPG).

Supreme Cleave: The Defender of theStone is allowed to make a 5-foot stepbetween an attack and his Cleave or GreatCleave. Only a single 5-foot step isallowed.

Bonus Feat: These feats may be selectedfrom the Armsman list, as long as allprerequisites are met.

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23

Dreadlord(By Randy Madden)

There have always been men and womenwilling to serve the Dark One, but none areas feared as the Dreadlords. Dreadlordsare channelers, who use the One Power tokill and destroy. All Dreadlords musttravel to Shayol Ghul to dedicatethemselves to the Great Lord. During theAge of Legends many flocked to thebanner of the Shadow, but Dreadlords havebeen known to exist in other ages. Hit Die: d4

Requirements: To qualify to become aDreadlord, a character must fulfill thefollowing criteria. Base Attack Bonus: +2.

Skills: Concentration 8 ranks, KS: theShadow 3 ranks.

Feats: Multiweave, Tie off Weave

Channeling: Two or more Talents

Special: Must travel to Shayol Ghul anddedicate life to the Dark One.

Class Skills: The Dreadlord’s class skills(and the key ability for each skill) are Bluff(Cha), Composure (Wis), Concentration(Con), Disguise (Cha), Gather Information(Cha), Innuendo (Wis), Invert (Int),Knowledge (any) (Int), Sense Motive(Cha), Speak Language (Int), Spot (Wis),Weavesight (Int). Skill Points at Each Level: 4 + Intmodifier.

Level BAB Fort Ref Will Def Rep Special1 +0 +2 +1 +0 +0 +1 Shadow Sign, Dark Resources

2 +1 +3 +2 +0 +1 +0 Weave Power +1

3 +1 +3 +2 +1 +1 +1 Offensive Control

4 +2 +4 +2 +1 +1 +0 Reckless

5 +2 +4 +3 +1 +2 +1 Weave Power +2

Class Features: All of the following areclass features of the Dreadlord:

Channeling: A Dreadlord’s channelingfunctions in the same manner as that of allother channeling prestige classes. Add allchanneling levels together to determineweaves per day.

Weapon and Armor Proficiency:Dreadlords gain no proficiency with anyweapon or armor.

Shadow Sign: at the beginning of theirindoctrination, Dreadlords are taught aspecial set of codes which allow them toidentify themselves. Some measure of aDreadlord’s power can be gauged by thecodes they use.

Dark Resources: a Dreadlord is allowedto call on the resources of the shadow toperform their duties. This functionsexactly like the Aes Sedai ability of thesame name. An Aes Sedai who has takenlevels as a Dreadlord may attempt to useboth of the abilities, as they representdifferent means to achieve the same ends.If an Aes Sedai is ever exposed as aDreadlord, each attempt to use Aes Sedairesources risks capture and gives theenemy valuable information.

Weave Power: All offensive weaves castby the channeler add this value to the DCfor saving throws. This value is a +1 at2nd level, and goes up to a +2 at 5th level.

Offensive Control: As the Asha’manability of the same name, pg 208.

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Reckless: At 3rd level, the Dreadlord’srecklessness has expanded their ability tochannel. This power functions like the AesSedai and Asha’man ability calledResolve, pg 208. This does not representan increase in ability, merely a greatercapacity to channel. Notes: This prestige class is meant to betaken by Aes Sedai or Asha’man who havegone over to the Shadow. It is short to

accommodate an Initiate/ Aes Sedai/Dreadlord. Where similar abilities aregained in both classes, they are consideredto stack.

Example: Reckless and Resolve: IfMazrim had both of these abilities, hewould stack the bonuses. If he alsomanaged to have Improved Resolve (1 epiclevel required) the bonus would be a +6instead of the normal +4.

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Friend of the Dark(By Randy Madden)

Many serve the Great Lord, yet few risehigh enough in rank to achieve the manyrewards promised them. For those whoexcel in the shadows, it is a small matter tocommand all but the mightiest of the GreatLord's servants. From king to beggar, theFriends of the Dark measure their successby whom they answer to while in theshadows, rather than the false power ofthose outside this elite circle. There arefew who deserve the distinction ofcommanding the forces of the shadow.These men and women serve the Chosendirectly. They are privy to secret signs andare often given missions of importance bythe Great Lord himself. They inspire terroramong other Darkfriends. They cancommand the beasts that serve the GreatLord. They are Friends of the Dark.

Hit Dice: d6

Requirements: To qualify to become aFriend of the Dark, a character must fulfillthe following criteria.

Base Attack Bonus: +4

Skills: Intimidate 8 ranks, KS: the Shadow3 Ranks.

Reputation: 4

Special: The character must have attractedthe attention of the greater servants of theshadow through cunning, resourcefulness,and ruthlessness. The character will thenbecome an assistant to one of them. If theyplease their new master, eventually theywill be elevated to Friend of the Dark. Class Skills: The Friend of the Dark classskills (and the key ability for each skill) areAppraise (Int), Bluff (Cha), DecipherScript (Int), Disguise (Cha), Escape Artist(Dex), Forgery (Int), Gather Information(Cha), Innuendo (Wis), KS: The Shadow(Int), Sense Motive (Cha), Speak Language(Int) Skill Points at Each Level: 6 + Intmodifier.

Level BAB Fort Ref Will Def Rep Special1 +0 +2 +1 +2 +0 +0 Shadow Sign, Resources

2 +1 +3 +2 +3 +1 +0 Authority

3 +2 +3 +2 +3 +1 +1 Hard to Kill

Class Features: All of the following areclass features of the Friends of the Dark:

Weapon and Armor Proficiency: Friendsof the Dark gain no proficiency with anyweapon or armor.

Shadow Sign: At the beginning of theirindoctrination, Friends of the Dark are taughta special set of codes which allow them toidentify themselves. Some measure of theDarkfriend’s power can be gauged by thecodes they use.

Resources: a Friend of the Dark is allowedto call on the resources of the shadow toperform their duties. This functionsidentically to the Aes Sedai ability of thesame name.

Hard to Kill: At 3rd level, the Friend of theDark has learned how to sacrifice hisservants in order to ensure his survival. If aFriend of the Dark is attacked and has aminion within 5 feet, they may make aReflex save with a DC of 10 + Attacker’sBAB. If the save is successful, they havemanaged to place their minion in the way ofthe danger. The minion takes the damage.

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Hand of the Light (Questioner)(By John Bornicke)

Known amongst themselves as the Handthat digs out the Truth, they are morecommonly known as the Questioners,although never to their face. The purposeof the Hand of the Light is to discover thetruth in disputations and uncoverDarkfriends. They are hampered by fewrules, and torture is used extensivelyduring most of their inquiries. Theirmethods, and the fact that anyone at allmay be put to the question, including otherChildren of the Light, have made themdeeply feared, within the Children andwithout. Their symbol is the Goldensunburst with a red shepherd’s crookbehind it.

Hit Die: 1d6

Requirement: To qualify to become aWhitecloak Questioner, a character mustfulfill all the following criteria.

Base Attack Bonus: +3

Skills: Intimidate 4 ranks, Sense Motive 6ranks

Feats: Iron Will, Dark One’s Own Luck

Special: Membership of the Hand of theLight order.

Class Skills: The Whitecloak Questioner’sclass skills (and the key ability for eachskill) are Concentration (Con), Diplomacy(Cha), Gather Information (Cha), Heal(Wis), Hide (Dex), Innuendo (Wis),Intimidate (Cha), Knowledge (any) (Int),Listen (Wis), Move Silently (Dex), Spot(Int), Search (Int), and Sense Motive(Wis).

Skill Points at Each Level: 4 + Intmodifier.

Level BAB Fort Ref Will Def Rep Special1 +0 +0 +1 +2 +1 +1 Negative Perception, Infamous

2 +1 +0 +2 +3 +2 +0 Authority

3 +2 +1 +2 +3 +2 +1 Sharp Eyed

4 +3 +1 +2 +4 +2 +0 Penetrate Falsehoods

5 +3 +1 +3 +4 +3 +1

6 +4 +2 +3 +5 +3 +0 Devotion to the Light

7 +5 +2 +4 +5 +4 +1 Relentless Pursuit

8 +6/+1 +2 +4 +6 +4 +0

9 +6/+1 +3 +4 +6 +4 +1 Zeal

10 +7/+2 +3 +5 +7 +5 +0 The Creator’s Work

Class Features: All the following are classfeatures of the Whitecloak Questioner.

Weapon and Armor Proficiency: TheQuestioner gains no new weapon or armorproficiencies.

Negative Perception: The Questioner andhis ways are perceived in a very negativeway outside of Amadicia and their ownorganization; they therefore suffer a –4penalty on all Charisma based skill checks

when trying to influence others(Diplomacy, Bluff, and GatherInformation).

Infamous: The Questioner’s reputationgains him a +2 bonus on intimidate checks.

Authority: In pursuit of his duties, theQuestioner is granted special privilegeswithin the Children to facilitate the captureand trial of Darkfriends. The Questionermay add his Intimidate skill rank to his

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Diplomacy checks when dealing with otherChildren or those in occupied areas.

Sharp Eyed: The character gains theSharp-Eyed feat for free.

Penetrate Falsehoods: The Questioner’ssearching nature and vigilant attitudeallows him to spot lies and disguises moreeasily. He gains a +4 competence bonus tospot checks when opposing Disguisechecks, and Innuendo checks.

Devotion to the Light: With his increasedimportance in the war against the shadow,the character begins to understand hisplace is not in the forefront of battle.When executing the total defense action,he gains a dodge bonus to his AC equal tohis Will save.

Relentless Pursuit: A Questioner mayselect a single opponent within 60 feet anddeclare that opponent a Darkfriend. Aslong as the Questioner is pursuing thatperson, he gains a +4 competence bonus onSkill checks and Will saves against thatopponent. Furthermore, wheneverconfronting the declared Darkfriend, theQuestioner may impart a +2 morale bonuson melee attack rolls and weapon damagerolls made against the Darkfriend by hisallies. The Questioner may impart thisbonus to a number of allies equal to halfhis Questioner level. The Questionercannot pursue more Darkfriends than hislevel at any one time.

Zeal: The Questioner’s knowledge ofDarkfriends and his realization that,without him, many other evil acts will beperpetrated, gives the Questioner a sense ofself-preservation in order to continue hiscause. Once per day, the Questioner, whenreduced to 0 hit points or less, may attempta Reflex save to roll with the damage andlive to fight another day. The DC of theRef save is equal to the amount of damagedealt to him. If successful, he only suffershalf damage from the blow. He must beaware of the attack and able to react to it.If he is denied his Dex modifier, thisability does not work.

The Creator’s Work: The Questionermay, in the pursuit of Darkfriends, bringthe fear of the Creator upon a targetedcreature. The Questioner may, once perday, invoke a despair effect on up to 10subjects who can understand and hear him.The affected creature must make a Willsaving throw (DC = 15 + Cha modifier), orsuffer a -2 morale penalty to savingthrows, attack rolls, ability checks, skillchecks and damage rolls. Furthermore, thetargets of this ability who failed their saveare unable to attack the Questioner for 1d6rounds, but may still defend themselves.

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Illianer Companion(By John Bornicke)

Clad in full plate, shield, and wieldinglance and sword, the Companions are thefinest Illian has to offer. These cracktroops traditionally ride with thecommanding general during any militaryaction; to be deployed wherever theirextraordinary abilities are needed, usuallyin the heart of the battle. They also act asthe personal bodyguards to the King ofIllian.

Hit Die: d10

Requirements: To qualify to become aCompanion, a character must fulfill thefollowing criteria.

Base Attack Bonus: +7

Skills: Intimidate 3 ranks, Ride 8 ranks,Spot 2 ranks.

Feats: Mounted Combat, Ride-by Attack,Spirited Charge.

Special: Must have Armor Compatibilityand have been selected to become amember of the Companions.

Class Skills: The Illianer Companion’sclass skills (and the key ability for eachskill) are Bluff (Cha), Climb (Str),Diplomacy (Cha), Handle Animal (Cha),Intimidate (Cha), Gather Information(Cha), Innuendo (Wis), Jump (Str), Listen(Int), Ride (Dex), Search (Int), SenseMotive (Cha), Spot (Wis), Swim (Str).

Skill Points at Each Level: 4 + Intmodifier.

Level BAB Fort Ref Will Def Rep Special1 +1 +2 +1 +0 +1 +1 Ride Bonus +2, Expertise

2 +2 +3 +2 +0 +2 +0 Deadly Charge 1/day

3 +3 +3 +2 +1 +2 +1 Burst of Speed

4 +4 +4 +2 +1 +2 +0 Deadly Charge 2/day, +4 Ride Bonus

5 +5 +4 +3 +1 +3 +1 Bonus Feat

6 +6/+1 +5 +3 +2 +3 +0 Deadly Charge 3/day, Full mounted attack

7 +7/+2 +5 +4 +2 +4 +1 Ride Bonus +6

8 +8/+3 +6 +4 +2 +4 +0 Deadly Charge 4/day

9 +9/+4 +6 +4 +3 +4 +1 Bonus Feat

10 +10/+5 +7 +5 +3 +5 +0 Deadly Charge 5/day, +8 Ride Bonus

Class Features: All of the following areclass features of the Companions.

Weapon and Armor Proficiency:Companions do not gain additionalproficiency with weapons or armor.

Expertise: At first level, a Companionlearns to use his weapon to help protectvital parts of himself and his mount. Hegains the Expertise feat for free, even if hedoes not have the prerequisite Intelligencescore.

Ride Bonus: A Companion gains acompetence bonus on all ride skill checks.The bonus is +2 at first level and increasesby +2 every three levels thereafter.

Deadly Charge: When mounted andusing the charge action, A Companion of2nd level or higher deals triple damage witha melee weapon (or quadruple damagewith a lance). Up to a number of timesindicated per day. This ability supersedesthe spirited charge feat.

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Burst of Speed: At third level, theCompanion can urge his mount to greaterthan normal speeds. This ability doublesthe distance of the mount’s normal chargemovement. This ability can be used onceper day without penalty. Each additionaluse of the ability in a single day requiresthe mount to make a Will save (DC 20)immediately after the charge; failureresults in the mount taking 2d6 subdualdamage.

Full Mounted Attack: At 6th level, theCompanion gains the ability to make a fullattack from horseback, even if the mounthas moved more than 5 ft. in that round.

Bonus Feat: These feats may be selectedfrom the Armsman list, as long asprerequisites are met.

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Master Illuminator(By Kevin Binswanger)

The secret art of illumination may not beas powerful as channeling the One Power;it is however, a very powerful tool to use.A good Illuminator earns much respect forhis abilities, often using his skills to gainfavors of all sorts. When it comes tocombat, the Illuminator is able to put hisknowledge of fireworks to good use, oftensurprising his enemies. As always, onlyone born to an Illuminator family maybecome a Master Illuminator.

Hit die: d6

Requirements: To qualify to become anIlluminator, a character must fulfill all thefollowing criteria.

Background: Illuminator Background -Must be the child of Illuminators.

Skills: Intimidate 4 ranks, Concentration 6ranks, Perform 8 ranks, Craft (Fireworks) 4ranks, Knowledge (Fireworks) 6 ranks

Feats: Exotic Weapon Proficiency(Fireworks)

Class Skills: The Illuminator’s class skillsand the key ability for each skill are:Concentration (Con), Craft (Fireworks)(Int), Diplomacy (Cha), Innuendo (Wis),Intimidate (Cha), Knowledge (Fireworks)(Int), Perform (Cha), Sense Motive (Wis).

Skill Points at Each Level: 4 + Intmodifier.

Level BAB Fort Ref Will Def Rep Special1 +0 +0 +2 +1 +1 +0 Fire Caution

2 +0 +0 +3 +1 +1 +1 Dazzle

3 +1 +1 +3 +2 +2 +1 Illuminator Connections, Illuminator Protection

4 +1 +1 +4 +2 +2 +15 +2 +1 +4 +3 +2 +1 Sleight of Hand, Illuminator’s Tools

6 +2 +2 +5 +3 +3 +1 Aura of Danger

7 +3 +2 +5 +4 +3 +0 Firestarter

8 +3 +2 +6 +4 +3 +1 Powerful Fireworks

9 +4 +3 +7 +5 +4 +0 Bonus Feat

10 +4 +3 +7 +5 +4 +2 Lethal fireworks, Master Illuminator

Class Features:

Weapon and Armor Proficiency:Illuminators gain no proficiency with anyweapon or armor

Dues: If an Illuminator sells a firework,and passes through a city with anotherIlluminator (that they know of) orchapterhouse and does not pay thechapterhouse its due for the sale of thefireworks, they are considered rogue, andthe chapterhouse will hunt them down.

Support: Through the alliance with thechapterhouse, the Illuminator can expect toreceive all the necessary requirements of

life from their chapterhouse. This includesroom and board, necessary weapons, andequipment, and funds needed for specificpurposes or missions. This does notinclude Illuminator’s Rockets, which mustbe bought from the chapterhouse for 10Gold Crowns each, and cannot be resold orgiven away. Illuminators may purchaseflares or firecrackers for 7 Crowns each,and are generally resold for no less than 10Crowns. When an Illuminator is in thesame city as a chapterhouse or anotherIlluminator, they may requisition for traveltwice as many units of gunpowder as theyhave ranks in Craft (Fireworks).

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Fire Caution: It is deeply ingrained inIlluminator’s from the beginning of theirtraining how to control a fire and prevent itfrom getting out of control. As a result,they gain +1 save against fire for everylevel in the class.

Dazzle: Illuminators are capable of usingfireworks to blind, but not damage. Theattack is made as normal, but theIlluminator must state his intent to dazzle.Every creature within a five-foot radius ofthe firework is blinded for 10 rounds (RefDC 14), and any creature less than five feetaway is blinded for 20 rounds (Ref DC 17).

Illuminator Connections: Through theconnections with the chapterhouse, if theIlluminator is in any city hosting achapterhouse, they may requisitionfireworks for their own benefit. Thesemay be sold to others, but fifty percent ofthe profit must be returned to thechapterhouse. They may also requisitionflares or firecrackers for free, but if sold,the Illuminator must pay 50% of all profitto the chapterhouse.

Illuminator Protection: Fireworks areprecious commodities and Illuminatorsmore so. The chapterhouse takes pains toprotect valuable Illuminators. They mayrequisition from the chapterhouse(assuming they are in a city hosting one)an Enforcer (warrior class NPC, level halfthat of the player’s total level). He isutterly loyal to the Illuminator, and will dieto protect the Illuminator.

Sleight of Hand: Illuminators learn to usegestures to make it seem like somethinghappens when it really doesn’t. They gain+1 to Intimidate or Perform checks.

Illuminator’s Tools: At this level, theIlluminator receives a set of artisan’s toolsfor crafting fireworks. When used to craftfireworks, they grant a bonus of +2. Theyalso receive a set of fireproof gloves thatgrant +2 save against fire when worn.

Aura of Danger: An Illuminator whohandles fireworks handles fire itself, andthe people notice. Illuminators who havebeen seen or are performing with fireworksor are in uniform gain +2 to Perform andIntimidate checks.

Firestarter: Illuminators are capable ofkindling fire in adverse conditions, exceptin heavy rain, provided they have fuel andtools to produce a spark.

Powerful Fireworks: These kinds offireworks are too dangerous to hand out tonon-Illuminators. They cannot be sold orgiven out, nor are they ever evenmentioned to commoners. When used incombat, Powerful Fireworks give a +1 toall attack and damage rolls.

Lethal Fireworks: Only entrusted tosenior Illuminators, lethal fireworks are themost powerful fireworks Illuminatorsmake. Like Powerful Fireworks, LethalFireworks cannot be sold, given out, ormentioned. They give +2 to all attack anddamage rolls.

Master Illuminator: Once an Illuminatorhas reached the title Master, they gainspecial privileges and skills. Illuminatorsat this rank gain +2 to any skill checksusing fireworks, and never have theirfireworks explode on them (fumbledattack, craft, or perform).

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32

Master Treesinger(By Gabby Ovadia & Marc-André Bédard)

Treesinging is a talent exclusive to Ogier,and it is a rare talent even among them.Treesinging is a unique cooperation withnature. Treesingers are thus gifted with thefabulous ability to work wood inmarvelous ways and to help trees andvegetation to grow strong and healthy.The Master Treesinger has spent his entirelife developing this close relationship withnature, advancing their skill and power to alevel far beyond the ability of mostTreesingers.

Hit Die: 1d8

Requirements: To qualify to become aMaster Treesinger, a character must fulfillthe following criteria.

Background: Ogier

Skills: Animal Empathy 4 ranks,Wilderness Lore 4 ranks, Profession(Herbalist) 8 ranks, Craft (Treesinging) 8ranks.

Feats: Treesinger, Treewarden, LatentOld-Blood.

Class skills: The Master Treesinger’s classskills are Animal Empathy (Cha), Climb(Str), Concentration (Con), Composure(Wis), Jump (Str), Handle animal (Cha),Heal (Wis), Intuit direction (Wis), Listen(Wis), Spot (Wis), Swim (Str), WildernessLore (Wis), Knowledge (Plants, Nature,Animals) (Int).

Skill Points at Each level: 2 + IntModifier.

Level BAB Fort Ref Will Def Rep Special1 +1 +2 +0 +2 +0 +1 Natural Attitude, Nature Feel2 +1 +2 +0 +3 +0 +0 Entangle3 +2 +2 +1 +3 +1 +0 Wooden Skin4 +2 +3 +1 +4 +1 +1 Nature Ode5 +3 +3 +1 +4 +1 +0 Blend in Nature6 +3 +4 +2 +5 +2 +07 +4 +4 +2 +5 +2 +1 Nature Hymn8 +4 +4 +2 +6 +3 +0 Nature Speech9 +5 +5 +3 +6 +3 +0 Nature Sense, Plant Passage10 +5 +5 +3 +7 +3 +1 Nature Symphony

Class Features: All the following are classfeatures of the Master Treesinger.

Weapon and Armor Proficiency: MasterTreesingers are only allowed to use naturalweapons such as stone or sung wood. Theymay not wear or use un-sung wood items.

Natural Attitude: The Master Treesingerreceives +2 to all Spot, Listen, Climb andHide checks in natural areas.

Nature Feel: The Master Treesingerreceives a +1 bonus per 2 class levels to allCraft (Treesinger), Knowledge (Plant), andProfession (Herbalist).

Entangle: When in a natural environment,the Master Treesinger may call upon thebushes, trees, vines, and even grasses toentangle and disable his foes. Unless thevictim of this power succeeds in a reflexsave DC 10 + level in the MasterTreesinger class + Wis modifier, he willfind himself trapped in the restrainingvegetation, unable to move and suffering a–4 penalty to hit nearby targets. Toactivate this power, the Master Treesingermust sing for at least a full combat roundand it will remain active as long as theMaster Treesinger is singing + 1d4 roundafter that.

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Wooden Skin: The Master Treesinger isable to turn his skin to wood by mergingwith a wooden object (Treesinging DC 15,casting time: full round, Duration: 5 roundsper Class level). The Master Treesingermust touch the wood. The object isconsumed after the song, being one withthe singer. Then, after the duration is over,it turns to ashes and seeds returning backto the earth. The defense provided by theskin is +2 per 3 class levels.

Nature Ode: A Master Treesinger singingthe Nature Ode will not only help a tree togrow healthy as per the Tree Warden feat,but will also cause a healing dew to formon the leaves and trunk of that tree. TheTreesinger must sing at least 10 minutesfor the dew to form in sufficient quantity tobe of use. Carefully collected and brewedfor 20 minutes, this dew can make up to1d6 portions of a healing elixir. Eachportion can heal 1d6 hit points + theMaster Treesinger’s Wisdom modifier.These healing potions last only up to 1week. This Treesong may only be usedonce a week.

Blend in Nature: As he takes care of theforest, the forest takes care of the MasterTreesinger. In an almost imperceptibleway, all the vegetation helps the masterTreesinger to blend and hide easily in itssurrounding, thus giving a +1 bonus toHide check for each level in the MasterTreesinger class.

Nature Hymn: A Master Treesingersinging the nature hymn will not only helpa tree to grow healthy as per the TreeWarden feat, but will also cause a healingdew to form on the leaves and trunk of thattree. The Master Treesinger must sing atleast 20 minutes for the dew to form insufficient quantity to be of use. Carefullycollected and brewed for 40 minutes, thisdew can make up to 1d4 portions of astrong healing elixir. Each portion canheal 1d12 hit points + the Master

Treesinger’s Wisdom modifier. Thesehealing potions last only up to 1 week.This Treesong may only be used twice in amonth.

Nature Speech: The ability allows theMaster Treesinger to speak with plants andanimals. To speak with plants, the singermust succeed in a Treesinger check vs. DC20. With animals, the Master Treesingerwill have to succeed in an AnimalEmpathy check vs. DC 20.

Nature Sense: The Master Treesinger isable to detect all life forms (includinggeneral type and size), water and plantsources within a one mile radius.

Plant Passage: The Master Treesinger,with all his gear, is able to travel from aplant to another plant up to 25 miles away.The entrance and exit plants must be ableto contain the character’s volume. In orderto leave the “gate” open for more creaturesto pass, the Treesinger will have to sing tothe tree one additional full round per roundthe passage is to be left open, and succeedin a skill check (DC 20+1 per additionalround).

Nature Symphony: It is said that when theMaster Treesinger sings the EarthSymphony it is as if all the sounds of theforest join in a majestic, unearthly choir.After a full hour of singing, a potent mysticdew to forms on the leaves and trunk of thetree. When it is carefully collected andbrewed for a full hour, it may produce upto 1d2 portions of a powerful elixir thatcan instantly heal any wounds or poisons,except wounds caused by somethingextremely powerful and evil, like thedagger of Shadar Logoth. The NatureSymphony can only be sung once a monthand the dew it creates keeps its potency fora full month.

The Professional (By Randy Madden)

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34

In each age, there are those who are willingto kill for fame, belief, power, or money.The most feared are those who kill formoney. They strike without provocation orwarning. Using subterfuge and stealth,they study their prey and choose when andwhere to strike, often with deadly results.

Hit Die: d6

Requirements: To qualify to become aProfessional, a character must fulfill all thefollowing criteria.

Skills: Bluff 5 ranks, Disguise 5 ranks,Hide 8 ranks, and Move Silently 8 ranks.

Feats: Improved Initiative, WeaponFinesse.

Special: The Professional must kill anotherperson in cold blood.

Class Skills: The Professional's class skills(and the key ability for each skill) areBalance (Dex), Bluff (Cha), Climb (Str),Craft (Int), Diplomacy (Cha), Disguise(Cha), Gather Information (Cha), Hide(Dex), Innuendo (Wis), Intimidate (Cha),Jump (Str), Listen (Wis), Move Silently(Dex), Perform (Cha), Profession (Wis),Search (Int), Sense Motive (Wis), Spot(Wis), Swim (Str), Tumble (Dex).

Skill Points at Each Level: 8 + Intmodifier.

Level BAB Fort Ref Will Def Rep Special

1 +0 +1 +2 +1 +1 +1 Sneak Attack +1d6, Death Attack

2 +1 +2 +3 +2 +2 +0 Uncanny Speed

3 +2 +2 +3 +2 +2 +1 Blend with the Crowd

4 +3 +2 +4 +2 +2 +0 Sneak Attack +2d6

5 +3 +3 +4 +3 +3 +1 Improved Critical

6 +4 +3 +5 +3 +3 +0 Opportunist

7 +5 +4 +5 +4 +4 +1 Sneak Attack +3d6

8 +6/+1 +4 +6 +4 +4 +0 Focused Attack

9 +6/+1 +4 +6 +4 +4 +1 Critical Focus

10 +7 +5 +7 +5 +5 +0 Sneak Attack +4d6, Greater Critical

Class Features: All the following are classfeatures of the Professional.

Weapon and Armor Proficiency:Professional's gain no additional armor,shield, or weapon proficiency.

Sneak Attack: If the professional cancatch an opponent when they are unable todefend, the Professional may strike vitallocations. Anytime an opponent is deniedtheir Dexterity bonus to AC or thecharacter is flanked, the Professional doesadditional damage. Ranged sneak attacks

may be delivered as long as the target iswithin 30 feet.

Death Attack: If the Professional canstudy their victim before striking, they maydeal a fatal blow. After spending 5 rounds(1 min) studying the intended victim, theProfessional performs a sneak attack. Ifthe attack deals damage, the victim mustmake a Fortitude save DC (10 +Professional level + Int modifier). Failureindicates that the victim is brought to zerohit points and is dying. The Professionalmay move casually during the period ofstudy, but may not engage in any otheractions (except using Hide in Plain Sight).The Professional has but one minute after

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35

this period of study to launch the attack, ifmore time elapses, he will be forced tostudy the victim again.

Uncanny Speed: The Professional haslearned to anticipate his target’s reactions;The Professional may add his Intelligencemodifier to his Initiative.

Blend with the Crowd: The Professionalhas learned to blend into large gatheringsof people. They may use their Hide skillwhen approaching the target in any areathat is well populated, such as a market,great hall, tavern, or any other suitableassemblage.

Improved Critical: As the feat of thesame name.

Opportunist: Once per round, theProfessional may make an attack ofopportunity against an opponent that hasbeen struck for damage by anothercharacter. This counts toward themaximum number of attacks ofopportunity that the Professional can makein a round.

Focused Attack: The Professional haslearned to focus on the kill. This abilityfunctions in everyway as the feat, PowerAttack. The character may perform thismaneuver even if they lack the requisitestrength.

Critical Focus: The character may selectone weapon with which they have the featWeapon Focus. The critical damagemultiplier for that weapon is increased byone step. This may only be used with sizesmall weapons. For example, if a characterchose the shortsword as his Weapon Focus,the multiplier for that sword wouldincrease from x2 to x3. Characters maytake Improved Critical with the sameweapon.

Greater Critical: When the Professionalreaches 10th level, they have mastereddealing death with their weapons. Theyreceive the Improved Critical feat with anew weapon or they can elect to increasethe threat range of their weapon of choice.If they elect to further improve a weaponthat they already have Improved Criticalwith, they may add an additional +2 to thethreat range. This +2 is applied last, afterall multipliers are considered.

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Whitecloak(By Jax Ryan)

The Children of the Light, disparaginglycalled Whitecloaks, are an organization ofzealous foes of the Dark and defenders ofthe Light. They were organized during theWar of the Hundred Years by LothairMantelar to combat the increasing numberof Darkfriends. They follow the teachingsof Mantelar, written down in his book, TheWay of the Light. Their symbol is agolden sunburst on a field of white, andtheir trademark is a spotless white cloak,from which they gained their nickname.Their headquarters is the Fortress of theLight in the city of Amador in Amadicia, anation which they in truth (if not openly)rule. They believe that any use of the OnePower is the work of the Dark One andthus all Aes Sedai are Darkfriends. Bothfeared and respected, most give a widegirth to those called Whitecloaks.

Hit Die: d10

Requirements: To qualify to become aWhitecloak, a character must fulfill all thefollowing criteria.

Base Attack Bonus: +6

Feats: Combat Reflexes, MountedCombat, Trustworthy

Skills: Diplomacy 5 ranks, Intimidate 10ranks, Ride 10 ranks

Special: At least six months of trainingafter meeting all other requirements.

Class Skills: The Whitecloak's class skills(and the key ability for each skill) are Bluff(Cha), Climb (Str), Craft (Int), Diplomacy(Cha), Gather Information (Cha), HandleAnimal (Cha), Heal (Wis), Intimidate(Cha), Jump (Str), Listen (Wis), Profession(Wis), Ride (Dex) Search (Int), SenseMotive (Wis), Spot (Wis), Swim (Str), andUse Rope (Dex).

Skill Points at Each Level: 4 + Intmodifier.

Level BAB Fort Ref Will Def Rep Special1 +1 +2 +0 +1 +1 +0 Armor Compatibility, Unnerving Aura

2 +2 +3 +0 +2 +2 +0 Hold the Line

3 +3 +3 +1 +2 +2 +1 Tall in the Saddle +2

4 +4 +4 +1 +2 +2 +0 Shield Expertise

5 +5 +4 +1 +3 +3 +0 Tall in the Saddle +3

6 +6/+1 +5 +2 +3 +3 +1 Persuasive Feat

7 +7/+2 +5 +2 +4 +4 +0 Tall in the Saddle +4

8 +8/+3 +6 +2 +4 +4 +0 Regroup

9 +9/+4 +6 +3 +4 +4 +1 Tall in the Saddle +5

10 +10/+5 +7 +3 +5 +5 +0 Burning Hatred

Class Features: All of the following areclass features of the Whitecloak.

Weapon and Armor Proficiency:Whitecloaks are proficient with all simpleand martial weapons, all types of armor,and shields.

Support: A Whitecloak can expect toreceive all the necessary requirements oflife from the Children of the Light. Thisincludes room and board, necessaryweapons and equipment, and funds neededfor specific purposes or missions.

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Code of Conduct: A Whitecloak isexpected to uphold the virtues set forth inThe Way of the Light and laws of theirorganization. Should a Whitecloak ever befound guilty, by the Hand of the Light, ofbreaking this code, he is expelled from theChildren of the Light. This means they canno longer gain levels in the Whitecloakprestige class, and lose their Support,Standard Issue, and Unnerving Auraabilities.

Standard Issue: At first level, aWhitecloak receives a masterpiecebreastplate and pure-white cloakemblazoned with the Children of theLight’s insignia. When wearing bothpieces of equipment, the Whitecloak gainsa +4 enhancement bonus to Charisma.

Armor Compatibility: Children of theLight take great pride in their clean andgleaming armor, and are well trained in itsuse. When a Whitecloak wears armor orcarries a shield, his class Defense bonusstacks with the equipment bonuses of thearmor and shield. An Armsman who addslevels in the Whitecloak prestige class mayadd both class Defense bonuses togetherand add that total to the equipment bonusesof the armor and shield.

Unnerving Aura (Ex): Whether feared orrespected, people typically pause to giveway to members of the Children of theLight, and obey when confronted. Whenwearing their cloaks, Whitecloaks add theirnumber of class levels to all Intimidatechecks.

Group Fighting: If you and an ally bothhave this ability and are flanking anopponent, you both get a +4 flankingbonus on attack rolls, rather than thestandard +2.

Capture: At first level, a Whitecloak canuse flexible weapons to bind and capturean enemy without causing harm. He must

be within melee attack range and make amelee attack roll, modifying it with hisDexterity bonus rater than his Strengthbonus. If he hits, he has entangled thetarget. The entangled creature can attemptto escape with a Strength or Escape Artistcheck opposed by the Whitecloak's attackresult; on a success, it slithers or fights itsway free (of course, a Whitecloak canalways use a net or whip in the usual wayif he prefers). This ability works only onSmall and Medium-size creatures.

Hold the Line: You may make an attackof opportunity against an opponent whocharges you when he enters an area youthreaten. Your attack of opportunityhappens immediately, before the chargeattack is resolved.

Tall in the Saddle: Whenever attackingfrom higher ground (including medium-sized or smaller opponents while onhorseback), the Whitecloak receives thisnumber as a circumstance bonus to attackrolls, replacing the usual +1 bonus. Thissame number is also added as a bonus toride checks.

Shield Expertise: Whitecloaks are trainedto use shields to their maximum efficiency.When making an off-hand attack with theirshield, they retain its Defense bonus forthat round.

Persuasive: At sixth level, Whitecloaksgain this feat for free.

Regroup: If a Whitecloak disengages fromcombat, the next round he receives a +2insight bonus to all attack and damagerolls.

Burning Hatred: At level 10, whenever aWhitecloak is battling a known Darkfriendor Channeler, or when fightingShadowspawn, he receives a +2 moralebonus to all attack and damage rolls.

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Wisdom(By John Bornicke)

Part healer and part arbiter, the Wisdomstands in a unique position in most villagesand even some small towns. They usuallywork hand in hand with the women’s circle(or the equivalent). The Wisdom tends tothe injured (emotional and physical) andcares of her people (whether they want itor not). Most Wisdoms cannot use the OnePower. The few who can and survive theordeal usually barely manage to overcometheir block. Fewer still are able to teachothers the use of the One Power.

Hit Die: d4

Requirements: To qualify to become aWisdom, a character must fulfill thefollowing criteria.

Base Attack Bonus: +2

Skills: Intimidate 5 ranks, Sense Motive 5ranks, Profession: Herbalist 6 ranks,Knowledge: Nature 4 ranks

Special: Must have been chosen as aWisdom from a village council or was anapprentice Wisdom.

Class Skills: The Wisdom’s class skills(and the key ability for each skill) are Bluff(Cha), Composure (Wis), Concentration(Con), Craft (Int), Diplomacy (Cha),Gather Information (Cha), Innuendo (Wis),Intimidate (Cha), (Int), Knowledge (any)(Int), Profession (any) (Int), Sense Motive(Cha), Speak Language (Int), Spot (Wis),Weavesight (Int).

Skill Points at Each Level: 4 + Intmodifier.

Level BAB Fort Ref WillDef Rep Special1 +0 +1 +0 +1 +0 +1 Iron Will, Wisdom Presence2 +1 +2 +0 +2 +1 +0 Bonus Channeling Level3 +1 +2 +1 +2 +1 +1 The Still Waters4 +2 +3 +1 +3 +1 +0 Bonus Channeling Level5 +2 +3 +1 +3 +2 +1 The Eyes See the Heart Class Features: All of the following areclass features of the Wisdom.

Weapon and Armor Proficiency:Wisdoms gain no proficiency with anyweapon or armor.

Iron Will: The Wisdom gains the IronWill feat for free.

Wisdom Presence: The Village Wisdomis respected for both their abilities and theiroften strong personalities. These womengain a +4 bonus to their Intimidate rolls.

Channeling: Some Wisdoms have theability to channel. Those that do, increasetheir channeling class at 2nd and 4th level inthe same manner that all other channelingprestige classes function. Add all

channeling levels together to determineweaves per day.

The Still Waters: You are able to read aperson’s motives and motivations clearly,like a reflection in still water. At 3rd level,the Wisdom’s ability to read other peopleis so ingrained that it becomes secondnature. The Wisdom adds +5 to all SenseMotive checks.

The Eyes See the Heart: The Wisdom hasdeveloped a keen awareness of lying.Anyone attempting to lie in the Wisdom’spresence must make a Will save (DC 15 +Wisdom’s Charisma modifier). If this saveis fails, the Wisdom immediately knowsthe subject is lying.

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Class Combos

Stone Dogs(By Randy Madden)

Stone Dogs are one of the 12 WarriorSocieties of the Aiel. They often performrear-scouting duties, using their skills inthe wilderness to prevent surprise attacks.Stone Dogs take a pledge that oncefighting begins, they will fight until deathor victory. They have a high opinion oftheir worth to the Aiel military institutionand are very touchy about Ji’e’toh. KnownStone Dogs include (Quick List thanks toEncyclopedia WOT):Turol (leader of the Society), Darin (aShaido), Gaul (a Shaarad and friend ofPerrin) and Mangin (a Taardad.)

Compared to single-class Algai’d’siswaiAdvantages- Better Saving Throws and Defense than awoodsman

- Much better saves than an Algai’d’siswai- More skill points than an Algai’d’siswai- Access to Weapon Specialization- Access to Nature’s Warrior

Disadvantages- With Commander, slightly lower BAB- Lose 1 from Defense Bonus- Lose 1 from Reputation

Character ChoicesStone Dogs have a great number of crossover skills with the Woodsman, but fewerwith the Armsman. Several of the outdoorskills, including Spot, Listen, andWilderness Lore, play a vital part in theirfunction as a rear guard and should be keptat near max

Feat selection for the Stone Dogs shouldfocus on making their attacks morepowerful. To qualify for Commander, thecharacter will need to increase Diplomacyas a cross-class skill.

Level Class levels BAB Fort Ref Will Def Rep Hp Abilities gained1 Wood1 +1 +1 +0 +0 +3 0 10 Nature’s Warrior, Track

2 Wood1/Alg1 +2 +1 +1 +0 +5 0 15 Fast Move, Wpn Focus

3 Wood2/Alg1 +3 +2 +1 +0 +6 0 20 Partial II, Feat

4 Wood2/Alg2 +4 +2 +2 +0 +7 1 25 Dance the Spear +2

5 Wood2/Alg2/Arm1 +5 +4 +3 +0 +7 1 30 Bonus Feat

6 Wood3/Alg2/Arm1 +6 +4 +4 +1 +7 2 35 Woodland Stealth, Feat

7 Wood4/Alg2/Arm1 +7 +4 +4 +1 +7 2 40 Bonus Feat

8 Wood4/Alg3/Arm1 +8 +5 +4 +2 +7 2 45 Uncanny Dodge

9 Wood4/Alg4/Arm1 +9 +5 +4 +2 +8 2 50 Stealthy Move, Feat

10 Wood5/Alg4/Arm1 +10 +6 +4 +2 +9 2 55

11 Wood6/Alg4/Arm1 +11 +6 +5 +3 +9 3 60 Weapon Specialization

12 Wood6/Alg5/Arm1 +12 +6 +6 +3 +9 4 65 Feat

13 Wood6/Alg6/Arm1 +13 +7 +6 +4 +10 4 70 Uncanny Dodge

14 Wood7/Alg6/Arm1 +14 +8 +6 +4 +11 4 75

15 Wood8/Alg6/Arm1 +15 +8 +6 +4 +11 4 80 Nature’s Warrior, Feat

16 Wood8/Alg7/Arm1 +16 +8 +7 +4 +11 5 85

17 Wood8/Alg8/Arm1 +17 +8 +7 +4 +11 5 90 Dance the Spear +4

18 Wood9/Alg8/Arm1 +18 +8 +8 +5 +11 5 95 Feat, Bonus Feat

19 Wood9/Alg8/Arm1/Commander1 +18 +9 +9 +6 +12 6 99 Strategy

20 Wood9/Alg8/Arm1/Commander2 +19 +10 +10 +7 +13 7 103 Battle Cry

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40

Recommended Feat Progression: [BG]Blooded, [1st] Survivor, [Class] Track,[Class] Weapon Focus, [Class] PartialImproved Initiative, [3rd] Run, [BF 5th]Power Attack, [6th] MA, [BF 7th] CombatExpertise, [9th] Improved Trip, [Class]Weapon spec., [12th] Improved Critical,[15th] Combat Reflexes, [18th] Iron Will,[BF 18th] Cleave.

A few design notes: The Stone Dogreceives some of his fighting ability fromDexterity. A score of 14 yields a +1, whilean 18 gives him +2 to his attack bonus.The Stone Dog is also very fast; by 4thlevel he has a +8 to Initiative withoutadding his Dex. When the characterreaches 4th level in Algai’d’siswai, theyhave a bonus of +6 to Move Silently andHide skills.

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41

Maidens of the Spear(By Randy Madden)

The Maidens of the Spear are the onlyfemale Warrior Society among the Aiel.This distinction may be related to theirnearly foolish bravery. The Maidens act asadvance scouts for large formations andare often the first to see battle. TheMaidens hold the honor of the Car’a’carn,a duty they take very seriously, even if hedoes not. Like the Stone Dogs, they have ahigh opinion of their worth to the Aielmilitary institution and a very touchy aboutJi’e’toh.

Compared to single-class Algai’d’siswai

Advantages- Better Saving Throws and Defense than awoodsman- Better saves than an Algai’d’siswai- More skill points than an Algai’d’siswai- Access to Sneak Attack- Access to Nature’s Warrior

Disadvantages- A reduced BAB- Lower Hit Points- Lose 1 from reputation Character ChoicesThe Maidens have a great number of crossover skills with both the Wanderer and theWoodsman. Like the Stone Dogs, theMaidens act as scouts, many of the outdoorskills, including Spot, Listen, andWilderness Lore, play a vital part in theirfunction as a forward scout and should bekept at near max.

The Maidens rely on hit and run tactics.They rely on speed and agility, rather thanraw power. Many have found, much totheir surprise that it is a mistake to think ofthe Maidens as weak.

Level Class levels BAB Fort Ref Will Def Rep Hp Abilities gained1 Alg1 +1 +0 +1 +0 +4 0 10 Fast Move, Weapon Focus

2 Alg2 +2 +0 +2 +0 +5 1 15 Dance the Spear +2

3 Alg2/Wood1 +3 +1 +2 +0 +6 1 20 Nature’s Warrior, Track, Feat

4 Alg2/Wood1/Wand1 +3 +1 +4 +1 +7 1 23 Illicit Barter

5 Alg2/Wood1/Wand2 +4 +1 +5 +2 +8 2 27 The Dark One’s Own Luck

6 Alg2/Wood2/Wand2 +5 +2 +5 +2 +9 2 32 Partial Improved Initiative, Feat

7 Alg3/Wood2/Wand2 +6 +3 +5 +3 +9 2 37 Uncanny Dodge

8 Alg4/Wood2/Wand2 +7 +3 +5 +3 +10 2 42 Stealthy Move

9 Alg4/Wood2/Wand3 +8 +4 +5 +3 +10 2 45 Feat

10 Alg4/Wood2/Wand4 +9 +4 +6 +3 +10 2 48 Skill Emphasis

11 Alg4/Wood2/Wand5 +9 +4 +6 +4 +11 3 51 Sneak Attack +2d6

12 Alg4/Wood3/Wand5 +10 +4 +7 +5 +11 4 56 Woodland Stealth, Feat

13 Alg4/Wood4/Wand5 +11 +4 +7 +5 +11 4 61 Bonus Feat

14 Alg5/Wood4/Wand5 +12 +4 +8 +5 +11 5 66

15 Alg6/Wood4/Wand5 +13 +5 +8 +6 +12 5 71 Uncanny Dodge, Feat

16 Alg7/Wood4/Wand5 +14 +5 +9 +6 +12 6 76

17 Alg8/Wood4/Wand5 +15 +5 +9 +6 +13 6 81 Dance the Spear +4

18 Alg9/Wood4/Wand5 +16 +6 +9 +7 +13 6 86 Feat

19 Alg10/Wood4/Wand5 +17 +6 +10 +7 +14 7 91

20 Alg10/Wood4/Wand6 +18 +7 +11 +7 +14 7 95

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42

Recommended Feat Progression: [BG]Blooded, [1st] Dodge, [Class] WeaponFocus, [Class] Track, [3rd] Mobility, [Class] Dark One’s Luck, [Class] PartialImproved Init, [6th] Spring Attack, [9th]Combat Expertise, [10th] Skill Emphasis[12th] Hamstring (S&S pg 39), [BF 13th]Imp. Disarm, [15th] Combat Reflexes,[18th] Improved Trip.

A few design notes: Dexterity is importantto the Maiden. Not only do a large numberof her skills rely on it, but she gets somecombat bonuses from Nature’s Warrior.As she advances, she gains sneak attackability, which is capitalized on by havingthe best initiative. If the GM allowsWeapon Finesse with the Aiel Spear, thatshould be your first feat. Bump the otherfeats back 3 levels. Another feat toConsider is the Great Teamwork from OAas it increases the bonus from flankingattacks to +4.

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43

Templates(By Randy Madden)

To simulate diverse creatures that have acommonality, the d20 system uses a set ofrules that are added to the base creature orcharacter. These rules are calledTemplates. Many creatures in 3e are madefrom templates, such as the vampire, lich,ghost, and others. The Template allows foran equitable bonus to all characters thatreceive it, the major difference is the basecharacter. Conan the vampire is a muchtougher opponent than Peewee Herman thevampire, but using a Template you canmake both into a vampire. I think that aTemplate is the best route to creating theForsaken and for differentiating the Ajahsof the Aes Sedai. A bonus to usingTemplates is that you can use these rules tocreate new Forsaken in your home game.

The Forsaken are the most powerfulservants of the Dark One from the Age ofLegends. The Hundred Companionstrapped 13 of the Forsaken in the Borewith the Dark One during the War ofPower. Now they are once again free.

The Great Lord of the Dark has given thempower and ability, transforming theForsaken into something beyond human,but short of divinity. The greatest enemyof the Forsaken is other Forsaken. TheDark One wants only the strongest to servehim, and encourages a deadly powerstruggle within the ranks of his greatestservants. They have been promised manythings by the Great Lord, but none yet havebeen raised to the rank of Nae’blis – theone above all others. This elusive title iswhat all of the Forsaken seek and they arewilling to destroy anything that stands inthe way of ultimate power.

There are 3 Templates provided for theForsaken: Chosen, Forsaken, and Nae’blis.These templates can change if the Dark

One is unsatisfied with the service of hischosen. In the books, it is not uncommonto see a Forsaken reincarnated or be raisedor lowered in power depending on thewhim of Sightblinder. Choose the mostappropriate Template for each individual,but remember that it can easily be removedand replaced with a more or less powerfulTemplate. This is a new use of Templatesin 3e, if you are uncomfortable with it -assign a Template to a character and ensurethat there is no reason to change it.

The ChosenThe Chosen are the lowest rank among theForsaken. When the servants of the DarkOne fail, they often receive a demotion tothis rank. Should they fail their masteragain, final death awaits.

Chosen is a template that can be added toany human, provided they can channel theOne Power and have dedicated themselvesto the service of the Great Lord. Thecharacter’s type changes to ‘immortal.’ Ituses all of the base character’s statisticsand special abilities except as noted here.

Hit Dice: Increase to d8

Speed: Same as base character

AC: Defense improves by +1.

Attacks: Same as base character.

Special Attacks: Same as base character.

Special Qualities: A Chosen retains all ofthe special qualities of the base characterand those listed below.

Immortal (Su): A Chosen no longer ages,nor will they succumb to natural diseases.They may still be affected by poison andtraumatic death.True Power (Su): The Chosen may tapinto the power of the Dark One directly.This is incredibly dangerous for all but the

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44

most favored of his servants and most areunwilling to attempt it. See notes on theuse of True Power.

Command (Ex): The Chosen are able tocommand nearly all servants of the DarkOne. They can gather armies ofShadowspawn including Myrddraal andDraghkar, but are unable to command themost feared Shadowspawn such as theDark Hounds or Gray Men.

Immunity to the Taint (Su): All maleDreadlords and Forsaken are immune tothe Taint on saidin. See notes on TruePower.

Weave Power (Ex): The DC of all weaveschanneled by a Chosen is increased by 1.

Dark Resolve (Ex): The Chosen have avirtual +2 to their Wisdom. This bonus isonly used for determining the number, DC,and level of weaves they channel.

Saves: Same as base character.

Abilities: Same as base character – but seereincarnation.

Skills: All Age of Legends Forsakenreceive a +8 to KS: Age of Legends,otherwise same as base creature.

Feats: All Forsaken gain the feat ExoticWeapon Proficiency, Age of Legendssimple weapons, Latent Dreamer, andDreamer.

ForsakenThe Forsaken have pleased their darkmaster, or more importantly, they have notdispleased him. Nearly all of the Forsakenhave this template.

Forsaken is a template that can be added toany human, provided they can channel theOne Power and have dedicated themselvesto the service of the Great Lord. The

character’s type changes to ‘immortal.’ Ituses all of the base character’s statisticsand special abilities except as noted here.

Hit Dice: Increase to d8

Speed: Same as base character

AC: Defense improves by +2.

Attacks: Same as base character.

Special Attacks: Same as base character.

Special Qualities: A Forsaken retains allof the special qualities of the basecharacter and those listed below.

Immortal (Su): A Forsaken no longerages, nor will they succumb to naturaldiseases. They may still be affected bypoison and traumatic death.

True Power (Su): The Forsaken may tapinto the power of the Dark One directly.Few servants of the Dark One choose touse the True Power at this level, thoughthey might attempt it if their life dependedon it. Forsaken receive a +2 on theirWisdom check to avoid the addictioneffects of the True Power. See notes onthe use of True Power.

Command (Ex): The Forsaken are able tocommand nearly all servants of the DarkOne. They can gather armies ofShadowspawn, including the most fearedShadowspawn such as the Dark Hounds orGray Men. Even favored as they are, atthis level they are unlikely to be able tocommand the Slayer or a Gholam.

Immunity to the Taint (Su): All maleDreadlords and Forsaken are immune tothe Taint on saidin. See notes on TruePower.Weave Power (Ex): The DC of all weaveschanneled by a Forsaken is increased by 2.

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45

Dark Resolve (Ex): The Forsaken have avirtual +4 to their Wisdom. This bonus isonly used for determining the number, DC,and level of weaves they channel. It doesnot affect skills or saves.

Saves: Same as base character.

Abilities: Same as base character – but seereincarnation.

Skills: All Age of Legends Forsakenreceive a +8 to KS: Age of Legends,otherwise same as base creature.

Feats: All Forsaken gain the feat ExoticWeapon Proficiency, Age of Legendssimple weapons, Latent Dreamer, andDreamer.

Nae’blisThe Nae’blis is the one above all others;the highest rank among those sworn to theshadow. There can only be one Nae’blis atany given time. He is the voice of theDark One himself and all others aresubservient.

Nae’blis is a template that can be added toany human, provided they can channel theOne Power and have dedicated themselvesto the service of the Great Lord. Thecharacter’s type changes to ‘immortal.’ Ituses all of the base character’s statisticsand special abilities except as noted here.

Hit Dice: Increase to d10

Speed: Same as base character

AC: Defense improves by +2.

Attacks: Same as base character.

Special Attacks: Same as base character.

Special Qualities: The Nae’blis retains allof the special qualities of the basecharacter and those listed below.

Immortal (Su): The Nae’blis no longerages, nor will he succumb to naturaldiseases. He may still be affected bypoison and traumatic death.

True Power (Su): The Nae’blis may tapinto the power of the Dark One directly.This is incredibly dangerous for any nottruly favored by the Great Lord. TheNae’blis receives a +5 on his Wisdomcheck to avoid the addiction effects of theTrue Power. See notes on the use of TruePower.

Command (Ex): The Nae’blis is able tocommand all servants of the Dark One. Hecan gather armies of Shadowspawn,including Myrddraal and Draghkar. Hecan command the greatest Shadowspawn,including the Slayer and the Gholam.

Immunity to the Taint (Su): The Nae’blisis immune to the Taint on saidin. Seenotes on True Power.

Weave Power (Ex): The DC of all weaveschanneled by the Nae’blis is increased by3.

Dark Resolve (Ex): The Nae’blis has avirtual +6 to Wisdom. This bonus is onlyused for determining the number, DC, andlevel of weaves they channel.

Saves: +1 to all saves.

Abilities: Same as base character – but seereincarnation.

Skills: All Age of Legends Forsakenreceive a +8 to KS: Age of Legends,otherwise same as base creature.

Feats: All Forsaken gain the feat ExoticWeapon Proficiency, Age of Legendssimple weapons, Latent Dreamer, andDreamer.

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46

Aes Sedai Templates

The Aes Sedai Ajahs focus on specialskills based on interest. The Ajah's arecollections of Aes Sedai with similarinterests and ambition. To reflect this ingame play, a simple template can providethat distinction. Each Aes Sedai gains thefollowing bonus based on the Ajah theyselect.

Red Ajah - The largest of the seven Ajahs.Their mission is to protect the Westlandsfrom men who can channel. They aretrained and prepared to deal withchanneling males in combat.

Bonus: Male channelers who face a Red inbattle suffer a +2 DC to all One Powersaves.

Blue Ajah - One of the smaller Ajahs.Blues champion just causes throughout theWestlands. They are skilled diplomats andadministrators. They are also skilled atcollecting information.

Bonus - Blue sisters receive a bonus +2 totheir Resources check (+4 at 2nd level and+6 at 5th). Their chance for obtaining thedesired resource is +10% higher.

Brown Ajah - A Brown sister has devotedher life to preserving and discoveringknowledge. Bonus - Gleeman's lore, pg 214.

Green Ajah - Also called the Battle Ajah.They lead the fight against the Shadow.

Bonus - A Green sister may Bond morethan one Warder. Her Charisma* iscounted as +2 higher for this purpose.

Yellow Ajah – Yellow sisters specialize inHealing. They are devoted to helping thesick and injured.

Bonus - Yellow sister are more proficientat healing weaves; reduce time requirementto lower time increment. [Example - a 3 rdlevel Heal weave takes 10 min for effect. AYellow sister would act as if the weavewas 2nd level for casting time only, taking1 min to finish].

Grey Ajah - A Grey sister is usually askilled mediator and diplomat. They seekunity and consensus.

Bonus - Grey sisters receive a +2 in anycontested Charisma roll.

White Ajah - The White sisters arededicated to philosophy and logic.

Bonus - White sisters receive a +2 bonuswhen resisting mind affecting weaves orpowers.

Black Ajah - Black sisters have dedicatedthemselves to the Shadow. They operatein secret within the ranks of the other AesSedai.

Bonus - Black sisters retain their Ajahbonus and are freed from the Three Oaths.

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Chapter 2 ò Skills & FeatsChapter 2 ò Skills & FeatsChapter 2 ò Skills & FeatsChapter 2 ò Skills & Feats

Skills

Craft (fireworks)(Intelligence skill)(By Brian Zednick, slightly modified byKevin Binswanger)

You are trained in the creation offireworks.

Check: Fireworks are different thannormal crafting skills. Guild members canobtain the materials for creating an objectfrom the chapterhouse, or from naturalsurroundings. If they have to obtainmaterials themselves, raw materials cost1/4 the selling price (instead of 1/3 likenormal items). Like normal craft skills,there is a -2 penalty if artisan's tools arenot used.

Item DC GunpowderFlare 15 5Firecracker 20 10Rocket 30 20Powerful Rocket 40 30Lethal Rocket 50 40If the craft check fails, the item is useless.If it fails by 5 or more, a mishap occursand the object explodes. A firecrackercauses 1d4 damage to the crafter, afirework causes 1d8, and an Illuminator'srocket causes 2d6. Splash damage occursfor a firework (1d4) and a rocket (2d4), apowerful rocket (3d4) and a lethal rocket(3d6). If there are other fireworks in thearea, there is a 10% chance that they willgo off as well. The Illuminator maydouble the gunpowder used in thefirework. This adds 10 to the DC, and +2to all checks, and –2 to all saves when thefirework is used. In addition, fireworkscreated in this manner give an additional+1 to all hit and damage rolls (if

applicable) stackable with all the otherbonuses.

Special: This is a cross-class skill for allnon-Illuminators, and may only be learnedthrough specific instruction from a guildmember. Only a rogue guild memberwould even consider it, and then it wouldbe extremely rare. If the guild finds outthat a non-guild member knows how tomake fireworks, they will attempt to killboth that person and whoever taught him.

Trace Gateway(By John Bornicke)

Not actually a new skill, but an alternateuse for the Weavesight skill. With theSense Residue feat, a channeler may, witha successful Weave sight skill check,recreate a gateway to the same location towhich another channeler has just gone.The channeler must still cast the CreateGateway weave himself in order to open it.Furthermore, with a successfulconcentration roll (DC of 20 + castinglevel of the weave) the channeler may alterthe destination so as not to appear at theexact location. Use the grenade chart(p.152 of the WoT Rulebook) to determinedirection and 2d100 (percentile) todetermine distance from the originaldestination of the gateway.

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Background Feats

Hand Fighting(By Randy Madden)

You are skilled in the Aiel techniques offighting with your hands and feet.Prerequisite: You must be trained by theAiel.Benefit: Your hand-to-hand combat does1d6 damage. You are considered armed forprovoking attacks of opportunity. You alsothreat for a critical hit with a natural 20 onthe die, doing double damage.

Exiled(By Sean Driscoll)

You were exiled for some crime, sent awaywith nothing but the clothes on your back.You had to fend for yourself, cold andalone for so many years.Prerequisite: Any background must betaken at 1st level.Benefit: +1 damage with simple Meleeand Ranged weapons.Penalty: You are hunted in your homelandand may be killed if you return.

Illuminator Knowledge(By Brian Zednick)

You are familiar with the skills needed tobe an Illuminator.Prerequisite: Illuminator background.Benefit: Craft (fireworks) and Knowledge(Illuminations) are class skills. NormallyCraft (fireworks) and Knowledge(Illuminations) are cross-class skills, andmay only be learned through specificinstructions.

Master Illuminator(By Brian Zednick)

You have mastered the craft of theIlluminators.Prerequisite: Illuminator background,Craft (fireworks) 6 ranks, Knowledge(Illuminations) 6 ranks.Benefit: +2 to Craft (Fireworks) andKnowledge (Illuminations) checks, as wellas +1 to Diplomacy checks for guildmatters (including arranging for displaysand selling fireworks).

Miner(By Sean Driscoll)

All your life you have worked in themines, assisting your Father and brothersto mine gold, jewels, and precious metalsfor the Lords of your homeland. You havegained much strength from this work, butalso a couple of scars to boot.Prerequisite: Any background exceptAtha’an Miere and Aiel. This feat mayonly be taken at 1st level.Benefit: +2 bonus to Strength.Penalty: -2 to Charisma.

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General Feats

Charisma Talent(By Jax Ryan)

You are gifted with great natural Charisma.Prerequisite: Cha 15+, Persuasive.Benefit: You gain a +1 inherent bonus toCharisma.Special: This feat can be gained up to twotimes, for a maximum +2 inherent bonus.

Constitution Talent(By Jax Ryan)

You are gifted with great naturalConstitution.Prerequisite: Con 15+, EnduranceBenefit: You gain a +1 inherent bonus toConstitution.Special: This feat can be gained up to twotimes, for a maximum +2 inherent bonus.

Dexterity Talent(By Jax Ryan)

You are gifted with great natural Dexterity.Prerequisite: Dex 15+, NimbleBenefit: You gain a +1 inherent bonus toDexterity.Special: This feat can be gained up to twotimes, for a maximum +2 inherent bonus.

Eidetic Memory(By Brian Zednick)(Alternate version as presented in CoreRulebook IV)You can recall anything you have everread, seen, or heard.Prerequisite: Int 17+Benefit: Knowledge skills require onlyhalf the cost after the first rank. (Example:Knowledge (Shadowspawn) requires 1skill point if it is a class skill to earn thefirst rank. Afterwards, it only requires 1/2 askill point).Special: You may only take this feat as a1st-level character.

Enhanced Speed(By Gerome Abesamis)

You are faster than the average person.Benefit: Your speed is increased by 5 feet.Special: You can gain this feat oneadditional time to have a total of 10 feetadded to your speed.

Flame & Void(By Randy Madden)

You have learned to focus past externalstimuli. Body, mind, and soul become onein combat. Instinct and intuition guide yourblade as surly as muscle and agility.Prerequisite: Base attack bonus +5, Wis13+, Training by a Blademaster.Benefit: By spending a Standard Actionfocusing, the character can use theirWisdom modifier in place of their Strengthmodifier for the remainder of the melee.With a Composure check (DC 25), the twomodifiers will stack.

Hate(By Sean Driscoll)

You hate someone with all the depths ofyour soul, you want to kill them, maimthem and make them suffer.Prerequisite: You must hate someone.Benefit: If you are fighting the person youhate, you gain a +3 morale bonus to attackrolls. If you are fighting followers of thatperson, you gain a +1 morale bonus toattack rolls against them.Restriction: You can’t benefit from theRational Thought feat.

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Intelligence Talent(By Jax Ryan)

You are gifted with great naturalIntelligence.Prerequisite: Int 15+, Skill Emphasis (forany skill with Intelligence as the modifier).Benefit: You gain a +1 inherent bonus toIntelligence.Special: This feat can be gained up to twotimes, for a maximum +2 inherent bonus.

Light Sleeper(By Jax Ryan)

Through either the experience of manyadventures or pure chance, loud or unusualnoises easily wake you from slumber.Benefit: Even while asleep, you can makea Listen skill check at no penalty to detectany noise (such as footsteps or voices) thatmight wake you.

Love(By Sean Driscoll)

You are in love. Your heart is set on fire bya man or woman you care about.Prerequisite: You must love someonewith great passion.Benefit: If your love is endangered, yougain a +5 to initiative to protect him or her.Otherwise, you gain a +2 initiative bonuson any actions that directly benefit yourlove.Restriction: You can’t benefit from theRational Thought feat.

Rational Thought(By Sean Driscoll)You like to ponder things over, slowly andcarefully; trying to ensure that your actionsare wise.Benefit: +2 to Composure, Concentrationand Spot Checks.Penalty: You always go last in battle, nomatter your Initiative.Restriction: You can’t benefit from theLove or Hate feats.

Strength Talent(By Jax Ryan)

You are gifted with great natural Strength.Prerequisite: Str 15+, Athletic.Benefit: You gain a +1 inherent bonus toStrength.Special: This feat can be gained up to twotimes, for a maximum +2 inherent bonus.

Wisdom Talent(By Jax Ryan)

You are gifted with great natural Wisdom.Prerequisite: Wis 15+, Iron Will.Benefit: You gain a +1 inherent bonus toWisdom.Special: This feat can be gained up to twotimes, for a maximum +2 inherent bonus.

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Channeling Feats

Attenuated Affinity(By John Bornicke)

Your strength and knowledge of anaffinity afford you greater understandingand allow you to better defend yourselfagainst weaves that use that affinity.Prerequisite: For Initiates Wisdom 13+,for Wilders Charisma 13+, must possessbase affinity.Benefit: The character gains a +5enhancement bonus to identify any weaveswith the Weavesight check that uses theaffinity he is strong in. Furthermore, thecharacter gains a +2 bonus to savingthrows against weaves with this affinity.

The character must be able to see theweave being used in order to gain thisbonus; therefore, it is useless againstchannelers of the opposite gender.

Breaking a Shield(By Kevin Binswanger)

Once per combat round as a move action(or once a minute outside of combat), ashielded channeler may make an additionalWill save against the shield weave beingheld against them. If the weave ismaintained, the Will save has a –4circumstance penalty, and a tied weave hasa –2 circumstance penalty to the save.Failure means that the character did notbreak the shield and cannot access the OnePower.

Chain Weave(By Robert Poulin)

You can cast weaves that arcs to othertargets after striking the primary target.Prerequisite: Channeling levels 2+.Benefits: You can chain any weave thatspecifies one target and has a range greaterthan touch. The primary target is affected

by the weave normally, and then the weavearcs to a number of secondary targets equalto half the channeler’s levels. Secondarytargets are chosen by the channeler, butmust be within 30ft from the primarytarget. Secondary targets take ½ the dicedamage (rounded down) that the weavenormally deals and may save for half.Non-damaging affects allow the target a +4bonus to their saving throw. ChainWeaves are cast at 2 slots above the levelof the weave being cast + another slot levelfor each additional target after the second.

Double Knot(By David Benson)

You are especially adept at tying offweaves, so much so that your tied-offweaves last twice as long before they beginto unravel.Prerequisite: Wisdom 16+, Tie off WeaveBenefit: The duration of your tied-offweave is equal to twice your channelerlevel in days, minus 2 times the castinglevel of the weave, in hours. Take, forexample, a 4th-level weave cast by a 7th-level Initiate with the Double Knot feat andtied off. Tied off, the weave remains ineffect for thirteen days and 16 hours(fourteen days minus 8 hours).

Tying off a weave with the Double Knotfeat is a full-round action.

Experience with the Power(By Kevin Binswanger)

You have been channeling long enough tohave experience holding on to the OnePower.Prerequisites: Wis 13+, at least level 4 ina channeling class.Benefit: You gain a +3 bonus to yourConcentration checks when dealing withusing the One Power in distractingcircumstances.

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Extraordinary Affinity(By John Bornicke)

You are strong in an affinity that is unusualfor your gender.Benefit: With this feat, you are able to usethe Extra Affinity feat to choose an affinitythat is not normally available to yourgender. A woman can choose from Earthor Fire, even if she does not have Air,Spirit, and Water. A man can choose fromAir or Water. This feat does not give youthe affinity, only the ability to choose it outof order.Special: This feat must be chosen at 1st

level.

Extra Slot(By Robert Poulin)

You are able to cast an additional weaveeach day.Prerequisite: Channeler Level 4.Benefit: You gain an extra slot in yourdaily allowance. The slot can be at anylevel up to one level below your highestweave slot.Special: This feat can be taken multipletimes.

Favored Weave(By Matthew Krebs)

You are so familiar with a specific weavethat you can cast it almost withoutthinking.Prerequisites: Composure 6 Ranks, Wis12+ for Wilders or Int 12+ for Initiates,Talent for favored weave, all affinities offavored weave.Benefits: Choose one, single-action weavein one of your Talents and for which youhave all the necessary affinities. You cancast that weave as a free action once foreach point of primary ability modifier foryour channeling class (Wis for Wilders,and Int for Initiates), per day. For example,if your Wilder has a Wisdom modifier of

+2, you can cast your favored weave twiceper day as a free action.

You cannot take this free action morefrequently than once per round. Youcannot cast the favored weave at a levelhigher than the primary ability modifier foryour channeler class (i.e. Int for Initiates,Wis for Wilders).

In the example above, your Wilder couldonly use weaves up to 2nd level. This featcan only be taken once. Weave slots areused up normally when using this feat.

Instant Embrace(By John Bornicke)

Embracing the True Source comesnaturally to you.Prerequisite: Composure 11 ranks,Quickened Embrace feat.Benefit: You embrace the True Source as aFree-action. Embracing the True Sourcethis quickly is tiring, allowing you to onlyuse this feat once per day for every threechanneler levels you have acquired.Normal: Without this feat, embracing theTrue Source is a full-round action.Special: Wilders cannot acquire this featbefore they have taken the Eliminate Blockfeat.

Improved Counterweaving(By John Bornicke)

You are able to react quickly to weavescast by opponents.Prerequisite: Improved InitiativeBenefit: Once per round, you mayCounterweave an opponent as a freeaction, even if you have not first readied anaction. The Counterweaving action takesthe place of your regular action for theround. You are unable to use this feat flat-footed or to use it with SimultaneousCasting. The character must be able to seethe weave being used in order to react;therefore it is useless against channelers ofthe opposite gender.

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Quickened Embrace(By Alarius)Embracing the True Source comesnaturally to you.Prerequisite: Composure 8 ranks.Benefit: You embrace the True Source as amove-action. Embracing the True Sourcethis quick is tiring, forcing you to only usethis feat once per day for every twochanneler levels you have acquired.Normal: Without this feat embracing theTrue Source is a full-round action.Special: Wilders cannot acquire this featbefore they have taken the Eliminate Blockfeat.

Sense Wondrous Items(By John Bornicke)

You can use the One Power to detectangreal, sa’angreal, and ter’angreal.Prerequisite: Primary Attribute Modifierof 13+Benefit: You are able to sense the presenceof the Once Power within an item. Yourcharacter must first embrace or seize theOne Power (saidin or saidar) and, whileholding the item, make a successful SearchCheck (DC 15) to feel the echo of the TrueSource within the item. You can detect thepresence of the One Power within an itemthat you are not touching on a successfulSearch Check (DC 20 + number of feetaway you are from the item). Items thatare attuned to either saidin or saidar canonly be felt by the appropriate gender.Using this ability is a standard action.

Shield Affinity(By John Bornicke)

The character’s skill with the Shield weaveis so great that it could almost beconsidered a talent.Prerequisite: Must have the StrongTalent feat in Warding.Benefit: The character gains a +2 CastingLevel bonus to his Shield weave.

Simultaneous Casting(By John Bornicke)

You are able cast more than one weave at atime.Prerequisites: For Initiates Wisdom 16+,for Wilders Charisma 16+, MultiweaveBenefit: You may cast more than oneweave at the same time. Attempting tosimultaneously cast multiple weavesrequires a Concentration check (DC10 +the total number of weave levels beingcast). If the check fails, you cannot castany weave this round.

The caster gains the ability to cast a second(or more) weave each time that he takesthis feat. He can only cast a maximumnumber of weaves equal to 1/3 hischanneler level and no more than he can“hold” at one time. If he is distractedwhile holding multiple weaves, he mustmake a separate Concentration check foreach one held (see Distractions, page 162).Note: This feat cannot be used while thecharacter is attempting to overchannel.The character can use this feat tocounterweave multiple threats at once, andcan both counterweave and cast a weave inthe same round; all other aspects ofcounterweaving apply.Special: This feat can be taken multipletimes, each time add +1 to the base numberof weaves the caster can channel.

Splitting the Flows(By Matthew Krebs)

You are deft with the One Power and cansplit the flows of your weaves so that youcan cast more than one weave at the sametime, albeit at a weaker effect.Prerequisite: Concentration 9 ranks,Multiweave.Benefits: You can create a number ofsimultaneous weaves equal to yourIntelligence modifier (for Initiate) orWisdom modifier (for Wilder). Eachweave still requires a weave slot, but it's anumber of levels higher equal to the

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number of simultaneous weaves. Also, itrequires a Concentration check for eachweave. The DC is 16 for the first weave,and then each additional weave addsanother +4 to the DC.For example, Lexia Sedai wishes to cast alevel-3 Harden Air, a level-4 Harden Air,and a level-4 Shield on a Black Ajah AesSedai attacking her. She has the Airaffinity, so the Harden Air weaves are 1-level lower in cost. However, there arethree simultaneous weaves, so the weavecost is level 5, 6, and 7, respectively. Sherolls a concentration check that beats DC16, so she forms the first weave. She rollsagain and beats the concentration check atDC 20, which means she splits the weavein two. She rolls poorly and fails theConcentration check at DC 24, meaningshe's not able to split the weave any furtherthis round. She decides the two weaveswill form a Shield around the Black Sisterand a barrier of Air directly in front ofherself (to protect from being hit by otherobjects). She spends level 5 and level 7weave slots, but doesn't have to sacrifice aweave slot for the Harden Air she didn'tget to cast. Although, the attempt to cast 3weaves at once still made the 2 successfulweaves more expensive, in terms of weaveslots.

Strong Talent(By Randy Madden)

You are stronger in one Talent thancomparable channelers.Benefit: With this feat, weaves from aselected Talent you posses are consideredto be one level lower than the listed level.For Example, a character who had the feat- Strong Talent: Healing could cast Restorethe Power, normally a 6th level weave, as a5th level weave. If they have all of theAffinities for that particular weave, theseabilities stack. Restore the Power requiresall Affinities. If Jahar has all five Affinitiesand the Strong Talent: Healing then hecould channel this weave as a 4th level slotinstead of the normal 6th level.

Weave Boon(By Clockwork Deity)

You can use an inanimate object to gainbetter focus while channelling the power.Prerequisite: Wis13+Benefits: Choose a normal, solid, non-angreal object, up to a maximum weight of5 pounds. By spending five minutes ofmeditation with it, you can attune it to thepreparation of one type of weave. For theremainder of the day, whenever youattempt to cast the attuned weave whileholding the object in your hand, you gain a+4 bonus to all Concentration checks madein relation to it. Only one weave boon maybe created per day. A weave boon lasts 24hours, but may be refreshed with anadditional period of meditation.

Offensive weaves (fireball, lightning, etc)attuned in this matter may force the objectto make a save (DC 10 + casting level) ortake the amount of damage that weavewould normally do. This side effect doesnot harm the channeler. Example: achanneler casting a 2nd level fireball weavewould inflict 2d6 + channeler level of firedamage to her weave boon, should it failits save.

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Lost Ability Feats

Battle Cry(By Jax Ryan)

The ancient cries of war re-establish oldties and inspire confidence.Prerequisite: Latent Old Blood.Benefit: When making a charge action andshouting a battle cry of your forebears, youreceive a +1 morale bonus to attack anddamage rolls, for that round. Any ally withLatent Old Blood gains a +2 morale bonusto all Will saves for the same round.Normal: A character receives no specialbonus for shouting out their battle cries.

Dream Capture(By John Bornicke)

You can enter into another person’sdreams and forcefully pull them intoTel’aran’rhiod, keeping them there untilyou release them.Prerequisites: Latent Dreamer,Dreamwalk, Dreamwatch.Benefit: Using the Dreamwatch feat, youmay enter another person’s dream. If youare able to resist being pulled into theirdream, you can then attempt to pull thatperson into Tel’aran’rhiod by making aConcentration check (DC 25). The targetreceives a Will saving throw (DC is equalto the Concentration skill check) or anopposed Concentration check.Furthermore, a character with this feat canprevent someone in Tel’aran’rhiod fromleaving by making an opposedConcentration check.

Latent Animal Talker(By Sean Driscoll)

You have the untapped ability to speak toanimals.Benefit: This feat is a prerequisite to theAnimal Talker feat.

Animal Talker(By Sean Driscoll)

You have the ability to speak with andunderstand animals. Your communicationwith animals is mental and cannot be heardby others, even if they, too, can speak withanimals.Prerequisite: Latent Animal TalkerBenefit: You can talk to animals bymaking a successful Animal Empathy skillCheck (DC on chart below). No modifiersare applied to that roll.

Animal Size Examples DCSmall Squirrels, Rabbit 10Average Fox, Dog, Cat 15Large Wolf, Bear, Lion 20

Obscure Knowledge(By Jax Ryan)

You can pull strange, obscure knowledgefrom the bits of other people’s memoriesfilling your head.Prerequisite: Latent Old BloodBenefit: To recall any obscure or trivialfact that any given person would have areasonable chance of knowing, you canmake an Int check at a DC of 10 to pull theinformation from the dim recesses of yourmind. If it is unlikely someone wouldknow the fact, the DC is 15; improbablehas a DC of 20; and impossible a DC of25.Special: The knowledge gained from thisfeat is always considered trivial, such asthe motto of a forgotten nation orpopulation of a city. It can never be used togain the knowledge necessary to performsome important function, only a single,irrelevant fact about something.

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Sense Ta’veren(By Brian Zednick)

You can sense when you are near aTa’veren possibly seeing a luminous glowaround them.Benefit: You can either sense when youare near a Ta’veren or see a glow aroundthem. Sensing can only be done withinthirty feet (modified slightly by the powerof the Ta’veren), and if a glow is seen, it isbrighter depending on how strong theTa’veren is.

Special Feat

Minor Weaving(By Marc-André Bédard)

You discovered that you posses a veryminor talent for channeling. You can onlyuse very basic weaves; perhaps becauseyour potential is still unfulfilled or that yousimply are not strong enough in the OnePower to reach the standard required of fullInitiates and Wilders.Prerequisite: Any non-Initiate and non-Wilder.Benefit: You know 2 0-level weaves thatyou may use each once per day, or one ofthem twice a day.Restriction: The weaves are always cast asif the character was 1st level. The charactercan never overchannel, nor can they use anangreal to boost the level of the weave.The character is just not attuned enough tothe True Source to be able to use them. Ifthe character is a male, he gains 1d4madness points when he selects this featand gains another madness point each timehe reaches a new level. Should thecharacter multiclass into the Initiate orWilder class, he still knows the weaves,but this feat is not cumulative with thenumber of weaves the character can casteach day. This feat cannot be taken morethan once.Optional rule: A non-channeling charactermust have this feat for at least one levelbefore multiclassing into Initiate or Wilder.

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Wolfbrother Feats(By Geoff Hall)

Old things come again, what once was lostis discovered again and what is moves asmuch backwards as it does forward.Abilities and talents lost to Man since timeunrecorded once more emerge in the mostunlikely of individuals.

Sniffers, Viewers, and Wolfbrothers allhave abilities not linked to the One Power,but to something else, something different.They are linked to some power from theold times, which return with the infiniteturnings of the Wheel at the decree of thePattern.

This article describes an alternate methodof handling Wolfbrothers from thatpresented in the core rulebook. The gamedesigners decided to use a prestige class tohandle Wolfbrother characters and yet, forall of the other lost abilities they used anew mechanic, Latent feats. I have alwayshad the impression that a tree of Latentfeats, like the Dreaming feats, would farbetter represent Wolfbrothers than aprestige class and so below I present a setof feats to be used in this manner: LatentWolfbrother, Wolfbrother, HeightenedSenses, Wolf Dream, Acceptance of Fateand Pack Alpha. Below these I alsopresent an alternate set of madnesscharacteristics for Wolfbrothers.

Note from the editors: See chapter 10 forGeoff’s Wolfbrother madness system.

Latent WolfbrotherYou have an untapped ability tocommunicate with wolves.Benefit: This feat is a prerequisite forother feats associated with the lost abilityto be a Wolfbrother. It provides no otherbenefits in and of itself.

WolfbrotherYour ability as a Wolfbrother manifestsitself and you begin to communicate withthe pack.Prerequisites: Latent Wolfbrother.Benefits: You gain the ability tocommunicate with wolves telepathicallyover a distance of your level × 5 miles.This link allows you to ask for the aid ofwolves within your communication range.1d6 wolves will come to you if yousucceed at an Animal Empathy check (DC15), unless it specifically endangers thewolves. In that case, the DC rises to 20.No check is needed if you are asking foraid against Shadowspawn creatures andyou gain an extra 1d3 wolves if you ask foraid in fighting a Myrddraal. The wolveswill arrive 10 minutes × your distance inmiles from them when they are summonedand will leave once their aid has beengiven for that situation. This can only bedone once per day. You also developgolden eyes like those of a wolf. Thisgrants the character a +2 circumstancebonus to Bluff and Intimidate checks, but a-2 penalty to Diplomacy and Disguisechecks and adds +1 Reputation.Special: Wolf Rage: Each time theWolfbrother fights, he must make a Willsaving throw, DC 15 (DC 20 when fightingalongside wolves), or he will go into arage. This rage grants him a temporary +2bonus to Str and Con, but a -2 penalty toAC. All of these modifiers cease at the endof the fight (note that the Con bonus givesthe Wolfbrother a temporary boost in HPfor the duration of the fight and that theseextra HP are lost at the end of the fightalong with the other effects of the WolfRage which could conceivably lead to thedeath of the Wolfbrother).Wolf name: The wolves that you firstbefriend give you a wolf name to describeyou in your dealings with wolves. Thisname and the associated image (and scent,etc.) may develop and change as youbecome more integrated with the pack.Madness: Upon taking this feat, thecharacter gains a madness rating (1d6

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rolled secretly by the GM) and gains 1point of madness each time hecommunicates telepathically with wolvesor enters a Wolf Rage. Taking the MentalStability feat can still reduce this rating.Additionally, for every 10 points ofmadness gained through communicatingwith wolves or entering a Wolf Rage, thecharacter may gain one of the featsHeightened Senses or Wolfdream for free.Accelerated Madness: At a cost of anadditional 1d6 madness points, thecharacter may take the Wolfbrother feat inconjunction with the Latent Wolfbrotherfeat at 1st level.

Heightened SensesYou gain the senses of a wolf.Prerequisites: Wolfbrother.Benefits: The character gains senses farsuperior to an ordinary human. He gainsthe ability to see twice as far as a normalhuman in daylight and in dim light (such asstar light) and can see as far in moonlightas a normal human can during the daytime.The character also gains the Scent andSense Emotion abilities as described in theWolfbrother prestige class. Also, yourrelationship to the pack has grown. Youcan now summon an additional 1d4 wolvesto your aid as described in the Wolfbrotherfeat (this die stacks with the otherWolfbrother feats) and the AnimalEmpathy check to summon them isreduced to DC 10, or DC 15 if they will beendangered.Special: Madness: Upon taking this featthe character gains 1d6 madness points.

WolfdreamYou gain the ability to enter the wolfdream in Tel'aran'rhiod.Prerequisites: Wolfbrother.Benefits: You gain the ability to enterTel'aran'rhiod as if possessed of theDreamwalk feat. While there, you mustmake a successful Concentration check(DC 15) or assume the form of a wolf.Also your relationship to the pack has

grown. You can now summon anadditional 1d4 wolves to your aid asdescribed in the Wolfbrother feat (this diestacks with the other Wolfbrother feats)and the Animal Empathy check to summonthem is reduced to DC 10, or DC 15 if theywill be endangered.Special: Dream Jump: The character maynow take the Dream Jump feat as a regularfeat but may take no other Dreaming feats.Madness: Upon taking this feat thecharacter gains 1d6 madness points.

Acceptance of FateYou have finally come to accept andunderstand your fate as a Wolfbrother.Prerequisites: Wolfbrother.Benefits: Your Madness rating no longerincreases when you communicate withwolves or enter a Wolf Rage and you maysubtract 10 points from your madnessrating. Also, the Will save to enter a WolfRage is no longer needed. The characterhas the strength of will and experience tochoose whether or not to enter the WolfRage at any point during a fight.

Pack AlphaYou have mastered your abilities as aWolfbrother and become the leader of thepack.Prerequisites: Heightened Senses,Wolfdream.Benefits: The wolves of the Westlandsrecognize your wolf name and respect it.They will now answer your call to battle oroffer other aid in great numbers. Inaddition to the wolves that you are able tosummon to your aid from the otherWolfbrother feats, you can now summon2d6 × your character level in wolves andall the wolves respond twice as quickly asdescribed in the Wolfbrother feat. Inaddition, an Animal Empathy check is nolonger required to summon the wolveseven if, in giving their aid, they willendanger themselves.

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Chapter 3 - New EquipmentChapter 3 - New EquipmentChapter 3 - New EquipmentChapter 3 - New Equipment

Fireworks(By Kevin Binswanger)

Type Cost Direct Hit Splash RangeIncrement

Weight

Illuminator’s Flare 5 mk 1 pt None 10 ft ½ lbIlluminator’s Firecracker 10 mk 1d4 1pt *** 10 ft ½ lbIlluminator’s Rocket 100 mk 2d6 ** 1d6 *** 40 ft 2 lbIlluminator’s Powerful Rocket 1000 mk * 2d6 +1 ** 1d6 + 1

***50 ft 3 lb

Illuminator’s Lethal Rocket 5000 mk * 2d6 +2 ** 1d6 + 2***

60 ft 5 lb

* Not available on the open market** This damage is to every creature withina five-foot radius*** Fireworks deal splash damage to allcreatures within 10 feet, not just 5

General Rules: Fireworks are not thrownlike most grenade-like weapons. Instead,make a ranged attack roll at a –4 penalty(unless you possess the Exotic WeaponProficiency (Fireworks) feat). You mustignite the firework before throwing it.

Illuminator’s Flare: Flares are smalltubes that create a bright light. Oftencolored and used as decoration, flares canalso be used in self-defense. Everythingwithin a ten-foot radius that is looking atthe flare when it goes off gets a –5 to Spotchecks and –1 to defense for 5 rounds.Any creatures less than five feet from theflare when it goes off are blinded for fiverounds.

Illuminator’s Firecrackers: Firecrackersare simple fireworks that create a loudbang and a colorful display of light.Everything within a five-foot radius whenit goes off receives –5 Listen checks for 20rounds and for those that are lookingdirectly at it in a five-foot radius get a –5to Spot checks for 5 rounds. Those in aten-foot radius receive –5 to Listen checksfor 10 rounds. Any creatures less than fivefeet from the flare when it goes off aredeafened for ten rounds and blinded forfive rounds.

Illuminator’s Rocket: Rules for anIlluminator’s Rocket are on page 128 ofThe Wheel of Time Roleplaying Game.Additionally, any creature less than fivefeet of the rocket when it goes off isblinded for 5 rounds.

Illuminator’s Powerful Rocket: AnIlluminator’s Rocket +1

Illuminator’s Lethal Rocket: AnIlluminator’s Rocket +2

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Chapter 4 ò WeavesChapter 4 ò WeavesChapter 4 ò WeavesChapter 4 ò Weaves

Cloud Dancing

Crushing Sphere of Air(By Jacob A. Branham)

[Air] (Rare)Level: 7Casting time: 1 actionRange: Close (25 ft + 5 ft. / 2 levels)Area: 20 ft. radius circleTarget: creature or creatures within area ofeffect.Duration: ConcentrationSaving Throw: Reflex negatesWeave Resistance: No

This weave creates a sphere of air thatencompasses a target, similar to the weaveharden air, and then collapses, dealingcrushing damage to those trapped within.The target, or targets, of the weave take1d4 points of damage per round. Thisdamage is cumulative (i.e. 1d4 the firstround 2d4 the second 3d4 the third, etc). Ifthe target makes its reflex save, it managesto jump clear of the area and takes nodamage. The sphere of air will act as abarrier to all physical objects, but not to theOne Power or the True Power.

+1 Casting level: For each additionalcasting level, the channeler may target oneadditional creature, as long as they arewithin the 20 ft. radius area of effect.+2 Casting Levels: By casting the weavetwo levels higher, the channeler can causethe sphere to collapse faster. This willraise the damage one step (1d4 to 1d6, 1d6to 1d8, etc). Damage can be raised in thismanner multiple times.

Fist of the Storm(By John Bornicke)

[Air, Water] (Rare)Level: 5-9Casting Time: 1 actionRange: Long (400 ft. + 40 ft. / level)Area: See textDuration: ConcentrationSaving Throw: Reflex halfWeave Resistance: No

This weave allows you to conjure acyclone of powerful raging winds thatmove through the air, along the ground orover the water at a speed of 100 ft. perround. With concentration (moveequivalent action) you may direct thecyclone’s movements, otherwise itcontinues on its previous course. If thewhirlwind exceeds your maximum rangeor is tied off it will move in a random,uncontrolled fashion for 1d4 rounds andthen dissipate.

Any huge or smaller creature that comes incontact with the whirlwind must succeed ata Reflex saving throw or suffer the damagelisted on the chart below; if successful hereceives only half damage. Medium sizedor smaller creatures, or objects, that failtheir save must succeed at a second one orbe picked up bodily by the cyclone andheld suspended for 1d3 rounds andsuffer1d8 points of damage per round, withno save allowed. Creatures are ejected in arandom direction (use the random grenadelike weapons chart on pg 152.) and sufferfalling damage from the height of thewhirlwind (see chart below).

CastingLevel Area of Cyclone Damage Brew

time

5 5 ft radius wide at the bottom, 15 ft. radius wide at the top,and 30 ft. tall

2d6 2 rounds

7 10 ft radius wide at the bottom, 30 ft. radius wide at the top,3d6 4 rounds

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63

and 60 ft. tall

9 15 ft radius wide at the bottom, 45 ft. radius wide at the top,and 90 ft. tall

4d6 6 rounds

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64

Conjunction

Adoption(By John Bornicke)

[Spirit] (Common)Level: 5Casting Time: 1 MinuteRange: TouchTarget: Person touchedDuration: InstantaneousSaving Throw: Will negatesWeave Resistance: Yes

You are able to create a special, permanentbond between two subjects. This weave iscommonly used among the Aiel Wise Onesin the adoption ceremony between Firstsisters or brothers; although it is almostentirely unknown outside of that selectgroup. The Wise Ones are very carefulregarding the suitability of the candidates,as the emotional connection could cause agreat deal of pain to both unless there wasalready a deep respect and caring. Thebond that this weave creates has severalspecial properties.

The subjects gain a deep and personalconnection. They each have a sense of thedirection, distance (very roughly), andemotional and physical state of the other.Each knows when the other is awake,asleep, injured, or in pain. Awareness ofthe other's state dims over greaterdistances, but can be sensed over anunlimited distance with a bit ofconcentration (DC 10). It is assumed thatthe subject could temporarily mask thisconnection, as the Aes Sedai can with theirWarder bond, with a successfulconcentration check against DC 20.

If more than two people wish to be bondedtogether, or an additional person is to beadded at a later time, then the channelermust recast this weave at the higherCasting level (see below). The subject(s)of this weave may only be bonded to one

such person (or group) at any one time;this does not include other weaves such asthe Bond Warder weave. All members ofthe bond must be present at the time ofcasting or the weave fails.The bond this weave creates ends onlywith the death of either party, or in the caseof several people, with all but one subject.The death of any member of the bond is apowerful emotional and physical blow tothe other. Subjects take 1d6 points ofsubdual damage per level of the deceased.+1 Casting Level: The weave affects oneadditional person, allowing you to add athird person to the bond. This effect canbe added multiple times (in other words, at+2 casting levels, the channeler may addtwo additional people to the bond).

Awaken(By John Bornicke)

[Air, Spirit] (Rare)Level: 0-3Casting Time: 1 actionRange: Close (25 ft + 5 ft. / 2 levels)Target: See textDuration: ConcentrationSaving Throw: Will negates (harmless)Weave Resistance: Yes

This weave will cause an unconscioustarget to become immediately awake andalert. If the target has been renderedunconscious, or is below 0 hit points, thecreature affected will remain conscious foras long as the channeler remainsconcentrating. Otherwise the target willremain awake or return to sleep as hechooses.

CastingLevel Area of Effect

0 1 creature ortarget

1 5ft. radius circle

2 10 ft. radiuscircle

3 20 ft. radiuscircle

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65

Imprint(By John Bornicke)

[Spirit, Water] (Rare)Level: 5-9Casting Time: One full roundRange: TouchTarget: One personDuration: InstantaneousSaving Throw: Will negates (harmless)Weave Resistance: YesThis unique weave enables the caster tocreate an echo of knowledge that hepossesses, and temporarily place thatknowledge into the mind of his target.At the time of casting, the channelerchooses the skill he wishes to impart. Thecasting level depends on whether the skillchosen is a “mental” skill, such as any skillmodified by the Intelligence or Wisdomattributes or a “physical” skill, one that ismodified by an attribute such as Strength,Dexterity, or Constitution. Skills that aremodified by the Charisma attribute maynot be imprinted. Skills that are associatedwith Channeling, regardless of theirmodifying attribute, are more difficult toimprint and require a higher casting level.The subject gains the chosen skill at ½ thechanneler’s base rank, rounded down, or, ifhe already possesses that skill, gains a +2enhancement bonus to his existing skilllevel. The knowledge will stay with thetarget for a number of hours equal to thecaster’s channeling level, minus the skilllevel bonus gained, and will then fade at -2points per hour thereafter. For example, a12th level wilder wishes to impart herWilderness Lore skill to a noble. Thechanneler possesses 8 ranks, while thenoble does not possess any ranks in thatskill. The result of the weave will grantthe noble 4 ranks in the Wilderness Loreskill, modified by the noble’s Wisdomattribute modifier. The knowledge grantedwill last for 8 hours, but will begin to fadeby 2 points per level beyond that time untilit is gone completely.While this weave is in effect, the channelerdoes not lose the use of the chosen skill.

Casting Level Skill Type5 Mental Skill7 Physical Skill9 Channeling Skill

Minor Compulsion(By Geoff Hall)

[Spirit] (Common)Level: 1Casting Time: 1 actionRange: Close (25 ft. + 5 ft. /2 levels)Target: One personDuration: ConcentrationSaving Throw: Will negatesWeave Resistance: Yes

The use of this weave allows the caster toimplant a suggestion into the mind of histarget. The suggestion must be simple,such as “meet me at the corner in an hour.”Any suggestions that put the subject atrisk, or are counter to their nature, willallow them a second saving throw tonegate the weave’s effect.

This weave can never be used to implantmore than one suggestion in a target’smind at a time. If a new suggestion isimplanted later using a new casting of theweave, it supersedes the old suggestion,even if the old one has not yet beenfulfilled. Multiple targets cannot beaffected with a single casting of thisweave.

Painted Memories(By John Bornicke)

[Air, Earth, Fire, Water, Spirit] (Lost)Level: 4Casting Time: 1 actionRange: Close (25 ft. + 5 ft. / 2 levels)Target: One person or creatureDuration: InstantaneousSaving Throw: Will negatesWeave Resistance: Yes

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66

With a successful casting of this weave,the channeler is able to insert a memory ofher choosing into the mind of her target.The memory to be implanted may not haveoccurred more than one week prior to thecasting of the weave, and may not be morethan one minute per caster level induration.

This weave does not allow the caster toread the target’s memory, so unless thecaster has specific knowledge of hertarget’s activities in the last week, can onlyimplant memories that are vague andgeneral in nature.

Inserting a false memory is tricky. If it isnot done right, the subject’s mind canrecognize the memory as false. If theimplanted memory is too out of contextwith the subject’s past activities, adissonance may occur, allowing the subjecta second save Will save with a +1 to +4modifier, based on the magnitude of thedissonance, as determined by the DM.Inserting a memory that could not possiblyhave occurred, like the subject’s death, willcause the weave to automatically fail.

+1 Casting Level: The weave affects oneadditional person per casting. This effectcan be added multiple times (in otherwords, at +2 casting levels, the weaveaffects two additional people, and soforth).

Preservation(By John Bornicke)

[Earth, Spirit, Water] (Rare)Level: 0-2Casting Time: 1 roundRange: Close (25 ft. + 5ft. / 2 levels)Area: 1 Creature or objectDuration: ConcentrationSaving Throw: NoneWeave Resistance: No

This little used weave prevents organicmatter from drying out, decaying, or

putrefying. It can be used to prevent suchmundane things as food or drink fromspoiling, or flowers from wilting, but canalso be used to prevent a body fromdecomposing. This weave is obviouslymost useful when tied off.

CastingLevel

Area of Effect

0 Tiny sized creatures orobjects

1 Small sized creature orobject

2 Medium sized creature orobject

Shrouded Mind(By John Bornicke)

[Air, Earth, Fire, Water, Spirit] (Lost)Level: 3Casting Time: 1 actionRange: Close (25 ft. + 5 ft. / 2 levels)Target: One creature or personDuration: ConcentrationSaving Throw: Will negatesWeave Resistance: YesThis weave was developed during the warof power to allow a channeler to movethrough hostile areas without beingnoticed, or forcing them to resort to suchintrusive measures as Compulsion. Thisweave subtly diverts the targets attention;causing them to look in the other direction,to daydream, or allows their eyes to slidearound the caster without seeing him.Subtle noises made by the caster areassumed to have come from anothersource.The weave is in effect as long as the castermakes a reasonable effort to remain quietand move slowly and steadily. Any loudnoises (like screaming, yelling, or combat)or sudden, quick movements allow thesubject an additional saving throw.Attacking the target of this weaveautomatically negates it.

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67

Threading the Needle(By John Bornicke)

[Air, Earth, Fire, Water, Spirit] (Lost)Level: 3Casting Time: 1 actionRange: See textDuration: ConcentrationSaving Throw: NoneWeave Resistance: No

This weave allows a channeler to detect theuse of either saidin or saidar, dependingon their sex. Female channelers can detectthe male use of saidin, while malechannelers can detect a female usingsaidar.

The channeler may determine whether theopposite power has been embraced orchanneled within the area of effect. Theymay not ascertain the strength of thepower, nor the direction or location of thechanneler.

Use of this weave requires a great deal ofconcentration and can be very taxing onthe channeler. A Concentration check (DCof 20) is required each round to maintainthis weave. Failure means the channelermust drop the weave and suffers a -4circumstance penalty to all skill/abilitychecks for a number of rounds equal to thetime the weave was held. If the weave washeld for four rounds prior to a failedconcentration check, then the channelersuffers the penalty for four rounds.

The range at which a channeler can sensethe One Power in the opposite sex is 50 ftradius circle per channeler level.

Whispers Through the Black Gate(By John Bornicke)

[Earth, Fire, Spirit] (Lost)Level: 2Casting Time: 1 Full RoundRange: Close (25 ft. + 5 ft. / 2 levels)Area of Effect: See textDuration: ConcentrationSaving Throw: NoneWeave Resistance: No

This weave allows the channeler to use theOne Power to access the visual memoriesof a corpse and see the final moments of avictim’s life, from the victim’s perspective.This weave causes the subject’s mind totemporarily begin working again in alimited fashion. Since it actually uses thetarget’s physical mind, decomposition willcause access to these memories to becomeincreasingly difficult. Originally createdshortly after the bore was drilled into theDark One’s prison, the drastic increase ofviolence made its use unfortunatelynecessary.

By casting this weave and peering into thedead person’s eyes, the caster may recallone minute per level of visual memoriespreceding the corpse’s death. The casterviews the events in a compressed amountof time, one round for every minute of thecorpse’s past he envisions. A successfulConcentration check against a DC of 15 (+2 to the DC for every 5 min since the targethas died) will give near perfect recall ofthe events; failure indicates fuzzy recalland partial details. Rolling a natural onegives the caster a mangled, inaccurateversion of the events leading up to thecorpse’s demise.

The caster may dismiss the viewing at anypoint. However, if he witnesses thevictim’s final moment and the victim diedviolently, the caster immediately suffers2d6 points of subdual damage from theempathic resonance of the victim’s death.

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68

Earth Singing

Breaking the World’s Bones(By John Bornicke)

[Earth, Fire, Spirit] (Lost)Level: 4-9Casting Time: 1 roundRange: Close (25 ft. + 5 ft. / 2 levels)Area: One creature of objectDuration: InstantaneousSaving Throw: NoneWeave Resistance: Yes

Casting this weave upon an inanimateobject allows the channeler to release thebonds that hold it together, reducing it todust. This weave will only affect a singleobject or a group of objects connectedtogether (a pile of stones, a building). Ifthe area of effect is not large enough toencompass the entire object, the target ispartially destroyed (see chart below).Channeling this weave requires that theobject is not moved at any time during thecasting or the brew time.

The level of the spell must exceed thehardness rating of the object being affectedas per the chart below. Objects that are notreduced to dust completely take structuraldamage as a result of the weave. Damageis listed per casting level on the chartbelow.

CastingLevel HardnessArea of

Effect DamageBrewTime

4 5 5 cubicft. 5d6 2

rounds

5 10 10 cubicft. 6d6 3

rounds

6 15 20 cubicft. 7d6 4

rounds

7 20 30 cubicft. 8d6 5

rounds

8 25 40 cubicft. 9d6 6

rounds

9 30 50 cubicft. 10d6 7

rounds

+1 Casting Level: You may increase ordecrease the area affected by this weave byone step on the table above.

Corrosion(By John Bornicke)

[Earth] (Rare)Level: 0-4Casting Time: 1 actionRange: Close (25 ft + 5 ft. 2/level)Area: See textDuration: InstantaneousSaving Throw: Reflex negatesWeave Resistance: Yes

This weave targets all the iron or steelobjects within the area of effect, causingtarnish, rust and corrosion to appear on anitem or group of items (the area of effectand degree of corrosion must be selected atthe time of casting the weave, use thehighest selection as the casting level). A weapon or armor that is heavily rustedis reduced to half it effectiveness, be itdamage or protective value (roundingdown). Items that are crumbling arereduced to 1/4 effectiveness.Damage done to object does not bypass theobject’s hardness rating.

CastingLevel

Degree ofCorrosion

Damagedone

Area ofeffect

0 Surface tarnishedor lightly rusted

1D6 handsizedobject

1Surface crustedwith corrosion orrust

2D6 Onecreature

2 Objects seized up,heavily rusted

4D6 10-ftradiuscircle

3Objectscrumbling,heavily pitted

6D6 25-ftradiuscircle

4

Objects crumbleto dust,completelydestroyed

8D6 50-ftradiuscircle

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69

Common Weapon Hardness & Hit PointsWeapon Example HardnessHit PointsTinyBlade

Dagger 10 1

SmallBlade

Shortsword 10 2

MediumBlade

Longsword 10 5

LargeBlade

Warder’sSword

10 10

SmallMetalHaftedWeapon

Light Mace 10 10

MediumMetalHaftedWeapon

HeavyMace

10 25

SmallWoodHaftedWeapon

Handaxe 5 2

MediumWoodHaftedWeapon

Battleaxe 5 5

LargeWoodHaftedWeapon

Hafted Axe 5 10

SmallMetalObject

Shield orchest

10 25

LargeMetalObject

Door orGate

10 60

Earth Cunning(By John Bornicke)

[Earth] (Rare)Level: 2-5Casting Time: 1 actionRange: See textEffect: See textDuration: ConcentrationSaving Throw: NoneWeave Resistance: No

This weave is similar in effect to EarthDelving, in that the channeler uses threadsof Earth to cast his senses deep into theground beneath him. For the duration ofthe weave, the caster may make a Searchskill check with a +10 enhancementmodifier to detect unusual stonework(different kind of stone, freshly dug dirt,rich natural soil, etc) sliding walls, unsafeor shaky stone surfaces, hollows within theearth or stone, new construction, andstonework traps. He may intuitivelydetermine his approximate depthunderground and gain a sense of thegeneral layout of an area (stone corridors,caves, etc) as long as it’s made of earth orstone.

This weave can be used in total darkness,as the character senses the makeup of theearth around him.

CastingLevel

Area of Effect

2 5 ft. radiuscircle

3 25 ft. radiuscircle

4 150 ft. radiuscircle

5 750 ft. radiuscircle

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70

Embrace of Spring(By John Bornicke)

[Earth, Spirit, Water] (Lost)Level: 2-5Casting Time: 1 roundRange: Long (400 ft. + 40 ft. / level)Area: See textDuration: InstantaneousSaving Throw: NoneWeave Resistance: No

Embrace of Spring has different effectsdepending on the version chosen.Overgrowth: The first effect causesnormal small vegetation (grasses, briars,bushes, creepers, thistles, vines, etc.)within long range (400 feet + 40 feet perlevel) to become thick and overgrown. Theplants entwine to form a thicket or junglethat creatures must hack or force their waythrough. Speed drops to 5 feet, or 10 feetfor Large or larger creatures (The DM mayallow faster movement for very small orvery large creatures). The area must havebrush and trees in it for this weave to takeeffect.

At the character's option, the area can be acircle with a radius of 100 feet, asemicircle with a radius of 150 feet, or aquarter circle with a radius of 200 feet. Thecharacter may also designate exclusionareas that are unaffected within the overallarea of effect.

In order to affect a Tree or large bush, thechanneler must exclusively focus on thatobject.

Enrichment: The second effect targetsplants within a range of one-half mile,raising their potential productivity over thecourse of the next year to one-third abovenormal.

Any area or tree that has been affected bythis weave cannot be affected again for 1month per casting level of this weave, as

the nutrients and energy of the plants mustbe replenished naturally.

The area of effect or the type of plant thatmay be affected is shown on the chartbelow.

CastingLevel

Totalgrowth:Tree

Totalgrowth:smallplants

Brewtime

2 50% 250% 5 min3 100% 500% 10 min4 150% 750% 15 min5 200% 1000% 20 min

Forge Metal(By Brian Zednick)

[Air, Earth, Fire, Spirit] (Rare)Level: 3-6Casting Time: See TextRange: TouchDuration: InstantaneousSaving Throw: None (harmless)Weave Resistance: Yes

This weave allows you to fashion metalinto any shape you wish, tempering it withthe One Power and your hands alone. Indays past, this weave was used to shapeextraordinary suits of armor and weaponsof the finest quality, including Power-wrought blades. Objects wrought with theOne Power are indestructible, lighter, moreflexible, and easier to use.

This power has been outlawed by the AesSedai, as it conflicts with the Second Oath,which forbids any Aes Sedai from creatinga weapon with which one man may killanother.

Blades wrought with the One Power aresupernaturally sharper and stronger thanordinary blades, giving them a +1 bonus toboth attack and damage rolls. Armor andother items made are consideredmasterwork items, if applicable.

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71

Furthermore, item hardness is increased by2. Note that this weave only creates themetal parts. An appropriate Craft skill rollwill still be necessary to finish the item.However, the difficulty rating for creatingan item made with power-wrought materialis 10 less than if the item were made withmundane material. If the item to becreated is made entirely of metal, then acraft check may not be necessary, at theDM’s discretion.

Arrow and bolt heads are considered tiny.Dagger blades, darts, spear points, andlance heads are considered small. Axe

blades, Pole arm blades, and mace and flailheads are considered medium in size.Sword blade sizes are consistent with thesize listed in the WOT manual, Pages 116-117.

+2 Casting Levels: Blade created is a +2power-wrought blade. Object hardness isincreased by 4. Tools and armor areconsidered masterpiece.

+3 Casting Levels: Blade created is a +3power-wrought blade. Object hardness isincreased by 6. Tools and armor areconsidered masterpiece.

CastingLevel

VolumeRequired

CastingTime

BladeSize Armor/Shield Type Typical Items

3 1 in^3 1 min Tiny N/A Thief’s picks4 1 ft^3 10 min Small Light, bucklers Tankards

5 1 span^3 30 min Mediu

mMedium, small/mediumshields Chamber pot

6 3 span^3 1 hour Large Heavy Bath tub

Liquefy Earth(By Matthew Krebs)

[Earth, Fire, Water] (Common)Level: 3-7Casting Time: Full-RoundRange: Medium (100 ft + 10 ft/level)Area: See TextDuration: ConcentrationSaving Throw: Reflex negatesWeave Resistance: No

You can change solid rock, stone or metalinto a liquid form, only slightly thickerthan water. This weave generates no heat;it only makes the matter affected unable tohold its form. Any creature caught in thearea of effect must make a Swim check orstart drowning. Another Swim check isnecessary to move about while in theliquefied pool. When the weave ends, therock begins to solidify. Anyone oranything still in the pool 5 rounds after theweave ends is trapped inside.

Objects composed of a single type ofmatter, all gold or iron for example, areeasier to affect. The casting level of theweave is reduced by one when cast uponsuch objects.

CastingLevel

Area Affected

3 5 ft radius; medium object (orsmaller)

4 15 ft radius; large object5 25 ft radius; huge object6 50 ft radius; gargantuan object7 100 ft radius; colossal object

Sculpting the Land(By John Bornicke)

[Earth] (Rare)Level: 0-12Casting Time: See TextRange: Long (400 ft. + 40 ft / level)Target: A hard non-metal earthen surfaceDuration: ConcentrationSaving Throw: None

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72

Weave Resistance: Yes

This powerful weave allows a channeler toreshape a volume of earth, or other naturalmaterial, into any simple shape.Throughout the casting time, the castermust maintain concentration and sculpt theshape with the force of his willpower. Athigher levels, the casting times can bequite long, often requiring channelers toovercome physical and mental exhaustion.At the DM’s discretion, Willpower checksmay be required to complete these gruelingsessions.

This weave does not allow the channeler todisregard the basic laws of nature, so suchthings as inverted pyramids and tiltingtowers are not possible to shape.

CastingLevel

VolumeAffected

CastingTime

0 1 cubic in. 1 action1 5 cubic in. 1 round2 1 cubic ft. 2 rounds3 3 cubic ft. 3 rounds4 10 cubic ft. 1 minute5 30 cubic ft. 5 minutes6 100 cubic ft. 10 minutes7 300 cubic ft. 30 minutes

8 1,000 cubicft. 1 hour

9 3,000 cubicft. 3 hours

10 1 cubic mile 6 hours

11 3 cubicmiles 12 hours

12 1 cubicleague 24 hours

+1 Casting Level: The channeler maysculpt and shape more complex structures,such as buildings or bridges. The DMmay, at his discretion, require theappropriate knowledge skill check toaccomplish this shaping, such asengineering or architecture.

Spinning Earthfire(By John Bornicke)[Earth, Fire] (Lost)Level: 9-12Casting Time: 1 full roundRange: Long (400 ft. + 40 ft. / level)Area of Effect: See text.Duration: InstantaneousSaving Throw: Reflex halfWeave Resistance: NoFor those who know to listen, the land hasa rhythm; the slow grinding of themountains, the pulse of fire far beneath thecities, the music of the ages. The pinnacleof the Earth Singing talent is the ability tosense the slow dance of the earth itself andto manipulate it; to feel the pulsing of theplanet’s life blood and to shape it to yourbidding.

During the Age of Legends, this weavewas used to protect the people of the landfrom vulcanism and earthquakes. At thetime of the breaking, this same weave wasused by insane male channelers to destroyand reshape great swaths of the world.

This weave touches and awakens pocketsof magma lying dormant deep in the earth,causing them to surge upward in great,fiery geysers. Anyone caught in theprimary area of effect will suffer 20d6points of damage per round. Those peoplein the secondary zone of effect suffer 12d6damage. In both cases, a Reflex savedrops the damage to half.

Castinglevel

PrimaryArea ofEffect

SecondaryArea ofEffect

BrewTime

9 5 ft. radiuscircle

10 ft. radiuscircle 1 minute

10 10 ft. radiuscircle

20 ft. radiuscircle

5minutes

11 15 ft. radiuscircle

30 ft. radiuscircle

10minutes

12 20 ft. radiuscircle

40 ft. radiuscircle

30minutes

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Treading the Earth(By John Bornicke)

[Air, Earth] (Rare)Level: 0-3Casting Time: 1 actionRange: See textEffect: Allows detection of those walkingon groundDuration: ConcentrationSaving Throw: NoneWeave Resistance: Yes

This weave was recently discovered byDedicated Jaram Son’l, Asha’man of theBlack Tower and its discovery is only nowbecoming known to others. It is unknownwhether this was an instinctive casting of alost weave or something he created.

When this weave is cast, the channeler isable to sense even the most minutevibrations along the surface of the ground,within the area of effect. Whilemaintaining concentration, the channelergains a +20 bonus to his spot check todetect any creature moving within the areaof effect. He need not see the creaturedetected and can act as if he had theBlindsight feat. The channeler can attemptto determine the direction, distance, andnumber of creatures moving within hissphere of detection by making anIntelligence check (DC 12, with a -2modifier to DC for every 3 people movingwithin the area).

Casting Level Area of Effect0 20 ft. radius circle1 40 ft. radius circle2 80 ft. radius circle3 160 ft. radius circle

Weaken(By Katharn Quellion)

[Earth, Fire, Water] (Lost)Level: 3-7Casting Time: 1 ActionRange: TouchDuration: InstantaneousSaving Throw: See textWeave Resistance: No

With this weave, a channeler may weakenobjects of metal, stone, and wood, makingthem easier to bend and break. The use ofthis weave reduces the hardness rating ofan object and lowers the DC required tobreak it. Objects being used or worn byanother person, such as armor andweapons, receive a reflex save to avoid theeffect.

Only one material type may be affected percasting of this weave.

+1 Casting Level: The range of the weaveis extended to close (25 ft. + 5 ft/2 levels).

+2 Casting Levels: You affect all objectsof one type in a 5 ft. radius circle.

+3 Casting Levels: You affect all objectsof one type in a 10 ft. radius circle.

CastingLevel Effect3 The hardness and DC is lowered by 24 The hardness and DC is lowered by 45 The hardness and DC is lowered by 66 The hardness and DC is lowered by 87 The hardness and DC is lowered by 10

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Elementalism

Aura of Flame(By Robert Poulin)

[Air, Fire] (Common)Level: 3-5Casting Time: 1 ActionRange: 5ft.Area of effect: 5 or 10 feet radiusemanating from the caster.Duration: ConcentrationSaving Throw: Reflex halfWeave Resistance: Yes

The channeler creates a pulsing ring of firethat appears to emanate from her body.The pulsing flames spread 5 feet from thecaster in all directions and do 1d6+1 of firedamage per casting level. If cast at thirdlevel, for example, the weave would do3d6+3 points of damage. Creatures within5ft of the weave may make a Reflex savefor half damage. The channeler cannotwalk while maintaining the aura of flame.

+2 casting levels: The channeler mayextend the radius of the pulsing ring to10ft.

Bastion of Force(By John Bornicke)

[Air, Earth, Fire] (Rare)Level: 7-9Casting Time: 1 actionRange: SelfEffect: Creates a personal shield aroundyourself that will block most forms ofdamage.Duration: ConcentrationSaving Throw: NoneWeave Resistance: No

A channeler may create a cocoon of forcearound herself in order to deflect physicaldamage. Like the weave harden air, thisweave will block out physical damage

directed at the channeler. It will alsoprotect the caster from any weave of aphysical nature, short of balefire. By thesame token, the caster cannot cast weavesoutside of the mantle.

The mantle created is formed closelyaround the body of the caster, resting justoutside of her clothing. Damage reductionvaries with the casting level (see chartbelow) and any damage that exceeds thisamount is applied to the target. Savingthrows made by the caster may reduce thedamage dealt by a weave targeted at aprotected channeler before the damagereduction is factored in. The shield createdprevents actual physical contact andimposes a ½ move penalty and a -5 to allskill check requiring feeling or deftmanipulation by the caster. Furthermore,this cocoon is airtight, with enough air forthe caster to last 4 rounds without holdingher breath.

CastingLevel

DamageReduction

7 25 / -8 30 / -9 35 / -

Cascaded Lightning(By John Bornicke)

[Air, Fire] (Rare)Level: 2-5Casting Time: 1 actionRange: Close (25 ft. + 5 ft. / 2 levels.)Area: 5 ft. wide to range limit.Duration: InstantaneousSaving Throw: Special (see text)Weave Resistance: Yes

This weave allows a channeler to conjureforth a crackling stream of lightning thatleaps from his hand, striking all targets in a5 foot wide swath that extends in a straightline from the caster to the range limit of theweave.

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All those in the lightning’s path may makea Reflex save to have the damage reducedto half. Those who failed their Reflexsaving throw must make an additionalFortitude saving throw or drop whateveritems they are holding and suffer thesecondary effects listed below.

CastingLevel

Damage SecondaryEffect

2 2d4 + channelerlevel

Shaken for 1d4rounds

3 3d4 + channelerlevel

Dazed for 1d2rounds

4 4d4 + channelerlevel

Dazed for 1d4 +2 rounds

5 5d4 + channelerlevel

Stunned for 1d4rounds

Cast Off(By John Bornicke)

[Air] (Common)Level: 2Casting Time: 1 actionRange: See textDuration: InstantaneousSaving Throw: Fort negatesWeave Resistance: Yes

With this weave, a channeler is able toemit from her hands a 25-foot cone offorce. Those in the area of effect who failstheir Fortitude save are swept from theirfeet and toppled to the ground. Objects inthe area of effect are swept away from thecaster, to the limit of the cone. Largecreatures, or objects that weigh more than300 pounds, receive a +2 to their savingthrow. For every size increment increaseover Large, or for every additional 100pounds over 300, the creature or objectreceives another +2 to its save.

This weave does not cause damage in andof itself. Nor does it discriminate betweenfriend and foe. It is a sudden push, not asustained force.

+2 Casting Levels: The caster may emitthe force of this weave in a full circlearound her, with a 25 ft. radius.

Clean(By John Bornicke)

[Earth] (Common)Level: 0-2Casting Time: 1 actionRange: TouchArea: See textDuration: InstantaneousSaving Throw: Will negates (harmless)Weave Resistance: Yes

This simple weave allows the caster todraw out particles of dirt, mud, grease,blood, etc from an object or area (see text),leaving a clean, freshly scrubbed look. Ifdirected at an object, the excess matter willfall to the floor or if an area, then it will bepushed to the outer edge of the effect. Achanneler may not move more materialthan is allowed by the level of the spell.

CastingLevel Area of effect Maximum

Weight

0 3 ft. radius circle ormedium sized object. 2 lbs.

1 5 ft. radius circle orlarge sized object 8 lbs.

2 10 ft. radius circle orhuge sized object. 16 lbs.

Create Ice(By Brian Zednick)

[Air, Water] (Common)Level: 0-5Casting Time: 1 actionRange: Medium (100 ft + 10 ft. /level)Area: See textDuration: PermanentSaving Throw: NoneWeave Resistance: No

This weave draws forth moisture from theair and freezes it into a block of ice.

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76

Larger blocks require more time to create(see brew times on table below).

A skilled sculptor may use this weave tocreate sculptures of ice. The quality andcomplexity of the sculpture is determinedby the sculptor’s skill (Craft: Sculpting).The sculpture’s size is based upon the levelat which the weave is cast, as shown on thetable below.

The weave may be used to create icearound a creature, entrapping it. Damagecaused by such use is 1d4+1 per round tothe creature entrapped. If the creature iscompletely covered, there is a chance thatit may suffocate (see Harden Air).

CastingLevel Area of ice created Brew

Time0 1 cubic inch (ice cube) none

1 3 cubic inches (smallblock) none

2 1cubic ft (large block) 1 round

3 3 cubic feet (sculpture-size block) 2 rounds

410 cubic feet(largesculpture, encase mostcreatures)

3 rounds

5 25 cubic feet 4 rounds

Drawing the Breath(By John Bornicke)

[Air, Water] (Rare)Level: 0-4Casting Time: 1 actionRange: TouchTarget: One creature or objectDuration: ConcentrationSaving Throw: Will negates (See text)Weave Resistance: YesThis simple weave allows the caster tocreate a sphere of pure air around himself,another person, or an object designated bythe caster. The sphere’s size and amountof air it will hold is based on the castinglevel (see chart below). The air pressure ofthe sphere is enough to hold out water (upto 50 ft. below the surface of water) and

will filter out most harmful gases andsmoke, unless those effects were createdinside the sphere. The amount ofbreathable air within the sphere is based onthe chart below. After the designatednumber of rounds elapses, the air becomesstale and unbreathable.If more than one person or creature sharesthe sphere, then divide the number ofrounds of usable air by the number ofcreatures, with 4 small equaling onemedium and 4 mediums equaling onelarge.

CastingLevel

Area ofeffect

Usableair

Example

0 1 ft.radius

20 roundsof air

Head sized

1 3 ft.radius

40 roundsof air

Closet sizedbubble

2 6 ft.radius

80 roundsof air

Small room

3 9 ft.radius

160rounds ofair

Normal room

4 12 ft.radius

320rounds ofair

Large room

Forge Storm(By John Bornicke)

[Air, Fire] (Rare)Level: 7-10Casting Time: 1 actionRange: Long (400 ft. + 40 ft. /level)Area: See textDuration: InstantaneousSaving Throw: Reflex halfWeave Resistance: YesThis little know weave is neither subtle,nor quiet, throwing roaring sheets of flamethroughout the entire area designated bythe casting level and causing damage to allcreatures within this area. The storm offire ignites all combustibles material, suchas parchment, straw, sticks, and cloth; itcan also melt metals with a low meltingpoint, such as lead, gold, copper, silver orbronze. As this effect takes place

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simultaneously over the entire area, targetsonly gain a cover bonus if the cover is atleast ¾ and from all direction (such as ahole in the ground, or a small building).Damage and area affected vary with thecasting level (see below).

CastingLevel

Radius ofSphere Damage

7 50 ft. radiuscircle

8d6 + the channeler’slevel.

8 75 ft radiuscircle

12d6 + the channeler’slevel.

9 100 ft.radius circle

16d6 + the channeler’slevel.

10 150 ft.radius circle

20d6 + the channeler’slevel.

+1 Casting Level: You may increase ordecrease the area affected by this weave byone step on the table above.

Freeze(By Matthew Krebs)

[Air, Spirit] (Rare)Level: 4-7Casting Time: 1 actionRange: Close (25 ft + 5ft/level)Area: ConeDuration: InstantaneousSaving Throw: Will halfWeave Resistance: Yes

All objects or creatures caught within thecone of effect of this weave start to freezesolid, suffering cold damage as indicatedbelow. If a target of this weave is reducedto zero hit points, it becomes brittle andcan shatter easily. Treat the target as if itwere ice (Hardness: 0; HP 3 per inch ofthickness).

CastingLevel Damage

4 1d10 + 1/level of channeler5 2d10 + 1/level of channeler6 4d10 + 1/level of channeler7 8d10 + 1/level of channeler

Geyser(By Andrzej Betolme)

[Fire, Water] (Common)Level: 4-8Casting time: 1 full RoundRange: Long (120 ft. + 5 ft. /2 levels)Area of effect: See textTarget: See effectDuration: InstantaneousSaving Throw: Reflex halfWeave Resistance: YesThis weave causes a great explosion toerupt upwards from any large body ofwater. This weave can only be used inbodies of water at least as large as a smalllake. Ponds, rivers etc. are too small.Although created in water, the geysererupts with potentially lethal force andheat, but will not ignite combustiblematerials.

Casting Level Damage Area of Effect4 2d8 20ft radius5 2d8+4 20ft radius6 3d8+2 30ft radius7 4d8 35ft radius8 4d8+4 35ft radius

Hammerhands(By Andrzej Betolme)

[Air, Earth, Spirit] (Rare)Level: 3Casting time: 1 actionArea of effect: One targetRange: Close (25 ft + 5ft/level)Duration: InstantaneousSaving Throw: Reflex halfWeave Resistance: Yes

With this weave, a channeler can createfrom the One Power a net of pure force andhurl it at a potential target. The netresembles a spider web, 4’ wide x 4’ highand is invisible to those who cannot seesaidar or saidin.

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The net is hurled in a straight line from thecaster toward his target and strikes for 2d8points of damage. The channeler mustmake a ranged touch attack to strike histarget and the target may make a reflexsave for half damage. The net does notpass through or around obstacles. Shouldthe net strike an object in its path, itdelivers the damage to the object.

Although requiring a certain level ofstrength in the One Power to produce,these nets are remarkably simple to weave.As a result, it is possible to spin and hurlmultiple nets in a very short time.

+1 Casting Level: One extra net createdand hurled per round. Only one rangedtouch attack is required to hit with multiplenets.+2 Casting Levels: Two extra nets fired.Only one ranged touch attack is required tohit with multiple nets.

Heat(By John Bornicke)

[Fire] (Common)Level: 0-5Casting Time: 1 actionRange: Close (25 ft. + 5 ft. / 2 levels)Target: One objectArea: See textDuration: InstantaneousSaving Throw: Fortitude halfWeave Resistance: Yes

This simple weave enables the channeler toheat an object without a catalyst, such asfire. It is commonly used to heat objectssuch as water and metals or to cook food,and can cause damage to those in sustainedcontact with the heated material.

The maximum weight that a channeler canaffect with this weave per round is shownon the table below. For example, a 100pound object being heated with a secondlevel channeling of this weave would take

4 rounds to increase one heat category onthe effect table instead of one.

Casting LevelWeightEffected

0 2 lbs.1 5 lbs.2 25 lbs.3 100 lbs.4 200 lbs.5 400 lbs.

The table below lists the damage and brewtime for affected objects. Each round,those in contact with the object sustaindamage. Once the object is heated, it willremain at the desired heat for a number ofrounds equal to its weight category andthen will lose heat, dropping one step onthe chart below each round.

Heatlevel Damage Brew

TimeWarm None 1 roundHot 1 pt 2 roundsScalding 1d4 pts 3 roundsSearing 2d4 pts 4 rounds

Killing Mist(By John Bornicke)

[Air, Earth, Water] (Rare)Level: 3-7Casting Time: 1 actionRange: Medium (100 ft + 10 ft. /level)Area: See textDuration: InstantaneousSaving Throw: Fortitude halfWeave Resistance: No

With this weave, a caster may create avolume of highly acidic vapors. Thosecaught within the mist suffer 2d6 points ofacid damage per round, but are allowed aFortitude save for half damage. The mistwill dissipate completely over a period oftime as detailed on the chart below. Mildwinds will cut the duration of the mist inhalf, while strong winds will completelydissipate the mist in one round.

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In addition to the sustained damage, allthose within the weave receive a ½concealment bonus.

CastingLevel

Area of Effect Duration

3 5 ft. radius circle 1 round4 10 ft. radius circle 2 rounds5 20 ft. radius circle 3 rounds6 30 ft. radius circle 4 rounds7 40 ft. radius circle 5 rounds

Kiss of the Storm(By John Bornicke)

[Air, Water] (Rare)Level: 1-5Casting Time: 1 actionRange: Medium (100 ft. + 10 ft. /level)Target: See textDuration: InstantSaving Throw: Reflex halfWeave Resistance: Yes

With this weave, a channeler is able toconjure a ball of highly compressed air.He may then direct the ball toward hisintended targets, where it detonates.

All creatures and objects within the burstradius take damage from the blast pressureand flung debris. The caster mustdesignate the direction and determinerange (distance and height) at which theball is to burst.

Those within the area of effect may make aReflex save for half damage. Those thatfail must make an additional Fortitude saveor be knocked to the ground by theoverpressure effect of the detonation.

CastingLevel Area of effect Damage

1 Person 2d42 5 ft. radius 4d43 10 ft. radius 6d44 20 ft. radius 8d45 30 ft. radius 10d4

+1 Casting Level: the channeler maymodify this weave in order to reduce theamount of damage, while maintaining theoverpressure effect.

Opening the Way(By John Bornicke)

[Air or Earth] (Common)Level: 2Casting Time: 1 actionRange: Close (25 ft. + 5 ft. /2 levels)Area: One lockDuration: ConcentrationSaving Throw: NoneWeave resistance: NoThis weave allows a female channeler tofocus strands of Air into the keyhole of alock, twisting and manipulating the lockuntil it opens. Male channelers canaccomplish the same feat, but use strandsof Earth to directly manipulate the metal ofthe lock.Especially complex locks may, at theDM’s discretion, require an open lock rollby the channeler when using this weave. Ifsuch is the case, the channeler receives a+20 situational modifier to the roll andmay use the Open Lock skill even if shedoes not have it.This weave will unlock one lock per usebut will not prevent a trapped lock fromtriggering.

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80

Thunderclap(By John Bornicke)

[Air, Fire] (Rare)Level: 0-3Casting Time: 1 actionRange: Medium (100 ft. + 10 ft. /level)Area: See textDuration: InstantaneousSaving Throw: See textWeave Resistance: No

Casting this weave creates a thunderousexplosion of sound and pressure. Allcreatures caught within the area of effect(as given on the chart below) must make aWill save or suffer the damage listed basedon their casting level. Those that fail thefirst save must make an additional Willsave or be stricken deaf. Duration of thedeafening effect is determined per castinglevel and is also detailed on the chartbelow.

CastingLevel

Area ofeffect Damage Rounds

Deafened

0 5 ft. radiuscircle

Shaken for1 round

1d2rounds

1 10 ft. radiuscircle

Dazed for1 round

1d4rounds

2 20 ft. radiuscircle

Stunnedfor 1round

2d4rounds

3 30 ft. radiuscircle

Stunnedfor 2rounds

3d4rounds

+1 Casting Level: You may increase ordecrease the area affected by this weave byone step on the table above.

Wall of Flames(By John Bornicke)

[Air, Fire] (Rare)Level: 2-6Casting Time: 1 actionRange: Medium (100 ft. + 10 ft. /level)Area: See textDuration: ConcentrationSaving Throw: Reflex halfWeave Resistance: Yes

This weave allows a channeler to create awall of roaring flames, 10 feet high and upto 80 feet long. Without fuel, the wall willonly last for the duration of the weave, butit will ignite combustible objects that comein contact with or pass through the wall.

Those creatures or objects within the areaof effect when the wall is created or chooseto pass into or through the wall will suffer1D10 + casting level of fire damage perround that they remain within.Additionally, one side of the wall, asdetermined by the channeler, emits wavesof searing heat. Any creatures or objectswithin 10 feet of the wall suffers 2d4points of damage per round; any creaturesor objects up to 20 feet from the wallsuffers 1d4 points of damage per round.

CastingLevel

Length ofthe wall

Brewtime

2 5 ft. 0 rounds3 10 ft. 0 rounds4 20 ft. 1 round5 40 ft. 2 rounds6 80 ft. 3 rounds

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81

Healing

Blight of Flesh(By John Bornicke)

[Air, Fire, Spirit, Water] (Lost)Level: 4Casting Time: 1 actionRange: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw: Fortitude negatesWeave Resistance: Yes

This particularly nasty weave induces achemical reaction to occur within the bodyof a victim, causing the subject’s own bodyto slowly consume and destroy itself.

The casting of this weave requires thechanneler to touch the bare skin of hisvictim. No immediate effect is noticed, butthe victim must make a Fortitude savingthrow or begin to suffer numbness andfatigue within the next 1d6 hours. Thiseffect causes a -2 circumstance penalty toall attacks and Dexterity based skillchecks. The victim must make a Fortitudecheck thereafter every day or suffer 1d4 hitpoints of damage as his body is ravaged byits own immunity system. During thistime, no wounds can be healed naturallyand no subdual damage may be recoveredthrough rest.

The effects of this weave will continueuntil the victim dies or until a Healingweave is administered, or the subjectsuccessfully makes 4 consecutive Fortitudesaves.

Crisis of Breath(By John Bornicke)

[Air, Fire, Spirit, Water] (Lost)Level: 5Casting Time: 1 full roundRange: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw: Will negates (harmless)Weave Resistance: Yes

By touching your target and channeling theOne Power, you are able to take control ofthe target’s autonomic bodily functions(breathing, heart beat, etc.) therebyattempting to resuscitate a body after it hasdied.This weave can only be used on a creaturethat has stopped breathing due tosuffocation or drowning within 9 rounds ofits death. After casting this weave, thesubject is allowed a Fortitude saving throw(DC of 20). If the saving throw issuccessful, the character is now considereddisabled at 0 hit points and is permanentlydrained of 1 Constitution point.+3 Casting Levels: This weave can be caston a creature that has died in the last 9rounds by violence or trauma. The targetmust first have all damage converted tosubdual through Healing before this weavemay be attempted. As above, a successfulFortitude save (DC 25) will revive thecorpse, but drain it of 1 point ofConstitution permanently.

Should this weave be rediscovered, it isunlikely that any Aes Sedai would use it,as it violates their strong belief that onlythe Creator may give life.

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Major Healing(By Geoff Hall)

(Healing)[Air, Earth, Fire, Spirit, Water] (Rare)Level: 1-9Casting Time: See textRange: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw: Will negates (harmless)Weave Resistance: No

This more complex form of Healing isharder to cast and requires all five affinitiesof the One Power. Instead of convertingreal damage to Subdual damage, thispowerful weave fully heals the damage.Subdual damage may not be healed withthe use of this weave. The amount ofdamage healed is dependant upon the levelat which the weave is cast, as detailed onthe chart below.

Though this weave fully heals a damagedcreature, it is also extremely draining to thetarget and the caster alike. A caster whouses this weave must make a Fortitudesave (DC 15 + casting level) or beextremely exhausted, suffering a -4 penaltyto all rolls for the next 8 hours. Likewise,the target of the weave is similarlyexhausted, but receives no saving throw.

This weave can only be cast once pertarget per day and cannot be combinedwith the Healing weave on the same target.

CastingLevel Casting Time

Recovered Hit Points

1 1 action 1d8 + channeler level2 full action 2d8 + channeler level3 1 minute 3d8 + channeler level4 5 minutes 4d8 + channeler level5 10 minutes 5d8 + channeler level6 15 minutes 6d8 + channeler level7 20 minutes 7d8 + channeler level8 25 minutes 8d8 + channeler level9 30 minutes 9d8 + channeler level

Quicken(By David Benson)

[Air, Spirit, Water] (Rare)Level: 3-6Casting Time: Full round actionRange: TouchTarget: Creature touchedDuration: ConcentrationSaving Throw: Fortitude negatesWeave Resistance: Yes

This weave allows the caster to increasethe flow of adrenaline in a target, offeringthem heightened strength and speed. Theeffect lasts as long as the caster maintainsconcentration. The longer the weaveaffects a target, though, the more physicaldamage might result.

Effect:Level Str/Dex

ModInitMod

Damage/Round

FortitudeSave

3 +2 +2 1D4 154 +4 +3 1D6 205 +6 +4 1D8 256 +6* +4 1D10 30

* Target also receives an extra move-equivalent action each round.

Each round that a creature is Quickened, itis subject to subdual damage according tothe level that the weave was cast as per thechart above, unless a Fortitude save issuccessfully rolled. Additionally, when thetarget is released from the weave, he mustmake an additional Fortitude Save at thesame DC as the per round damage rolls.Failure means that the character suffers1d4 temporary STR loss as a result of theintense strain placed upon his body. Thisstrength loss can be regained at a rate of 1point per day of rest. Complete bed restrestores 2 points per day.

Bonuses applied by stat increases due toQuickening are enhancements. Therefore,they do not stack with any otherenhancement bonuses, such as those

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83

supplied by some ter’angreal. Initiativemodifiers resulting from the increase inDexterity are NOT applied, as they areinclusive of the Initiative modifier on theEffect table.

Should a creature lose consciousness whileunder the effects of the Quicken weave, theweave automatically ends as the bodyshuts down and will no longer respond tothe weave. A channeler may not use thisweave on himself as it is impossible tochannel while Quickened.

Rejuvenate(By Robert Poulin)

[Fire, Spirit, Water] (Rare)Level: 5Casting Time: 5 minutesRange: TouchDuration: 5 hoursSaving Throw: Will negates (harmless)Weave Resistance: No

The weave, a specialty of the Yellow andGreen Ajahs, allows a channeler toaccelerate the healing potential of hertarget, allowing them to naturally healtwice their level per hour of damage,regardless of their activity level.

In order to fuel this accelerated healing, thetarget is required to consume largequantities of food. If the target does notconsume the equivalent of three largemeals during the duration of the weave, hewill succumb to exhaustion as his bodywill run out of fuel and begin to consumeitself. Targets so exhausted suffer a -4circumstance penalty to all rolls until theygain 8 hours of uninterrupted rest.

This weave may only be cast upon anindividual once every 2 days due to thehigh demands placed upon the body.

Sand Casting(By John Bornicke)

[Air, Spirit, Water] (Rare)Level: 2Casting Time: 1 actionRange: TouchTarget: One person or creatureDuration: ConcentrationSaving Throw: Will negatesWeave Resistance: Yes

This weave allows a channeler to deepen atarget’s level of exhaustion. It can be usedto make a rested person feel suddenly tiredand sluggish, or cause a person who issleeping to slip so deeply into sleep thatthey are difficult to awaken.

While the channeler maintainsconcentration, exhausted targets suffer a -2circumstance penalty to all rolls. Sleepingtargets require one full round of shakingand shouting to be awakened; they cannotbe awakened by peripheral noise, evennoise generated by combat. Sleepingtargets awaken normally 1d3 hours afterthe weave ends.

+1 Casting Level: The channeler cancause an alert target to immediately fallinto a comatose-like slumber and aretreated thereafter as sleeping targets asdetailed above.

Taming the Broken Thought(By John Bornicke)

[Air, Earth, Fire, Spirit, Water] (Lost)Level: 8-9Casting Time: 1 full roundRange: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw: Will negates (harmless)Weave Resistance: YesWith this lost weave, a channeler is able topermanently heal damage inflicted uponthe mind of a targeted creature, whether it

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was caused by blunt trauma or the OnePower. This ability is considered to beimpossible by modern Aes Sedai.

Successful casting of this weave enablesthe channeler to remove any Compulsioneffects, including implanted suggestions,remove implanted memories, and restoreerased memories and drained ability points(wisdom, charisma, and intelligence only).This weave may also be used to reduce thelevel of insanity suffered by malechannelers and Wolfbrothers.

Targets of this weave that have InsanityPoints reduced must make a successfulWill saving throw (DC is equal to thetargets Insanity Point total). With asuccessful save, the target’s insanity totalwill be reduced by 2d6. However, thetarget must pay 100 XP per point ofinsanity reduced. Primary Ability stats arerestored at a rate of 1d4 points per casting.

CastingLevel

Magnitude

8 Cure mental damage, erasedmemories, remove compulsion

9 Remove insanity points, restorelost attribute points

Vigil of Silence(By John Bornicke)

[Air, Spirit, Water] (Rare)Level: 3-5Casting Time: 1 full roundRange: TouchTarget: Creature touchedDuration: ConcentrationSaving Throw: Will negates (harmless)Weave Resistance: YesThis weave places a creature in a state ofnear suspended animation; slowingbreathing, heart rate, and metabolismalmost to the point of death. As a result ofthis stasis, blood loss is greatly slowed andpoisons in the system are prevented fromspreading and damaging tissue.The level of suspension is determined bythe casting level, as shown on the tablebelow. For example, an injured andunconscious character placed intosuspension with a 3rd level casting of thisweave would lose an additional hit pointfrom bleeding every 4th round, instead ofevery round.So deep is the suspension that a creature isplaced into that it is almostindistinguishable from actual death(healing skill check DC 25). While insuspension, the target is unaware of whatoccurs around him and cannot reawakenuntil the weave ends.CastingLevel

Magnitude slowed

3 1/4 of normal4 1/8 of normal5 1/12 of normal

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Illusion

Disguise Clothing(By Kevin Binswanger)

[Air, Fire, Spirit] (Common)Level: 1-4Casting Time: 1 full roundRange: TouchTarget: Person touchedDuration: ConcentrationSaving Throw: Will negatesWeave Resistance: Yes

This weave allows a channeler to place acomplex weave around a person, changingthe appearance of their clothing. Thisweave cannot alter the actual appearanceof a target, only the clothing that they arewearing. The weave allows almost anyimaginable change to a target’s clothing,including making them appear as if theywere wearing no clothes at all! The actualproperties of the clothing, their comfortlevel, protective value, and material cannotbe altered. A silk dress may look like stoutTwo Rivers woolens, but to the touch it isstill a silk dress.

Minor changes, such as clothing color orpattern, allow the target a +2 circumstancebonus to Disguise checks. Major changes,such as nudity or major style changes,offer a bonus ranging from +4 to +10 toDisguise checks, at the DM’s discretion.

Anyone interacting with a person withillusory clothing is allowed a Will save torecognize the illusion.

CastingLevel

Change

1 Minor change to self2 Major change to self3 Minor change to other4 Major change to other

Far Speaking(By John Bornicke)

[Air, Spirit] (Rare)Level: 1Casting Time: 1 actionRange: Medium (100 ft + 10 ft. /level)Target: One creatureDuration: ConcentrationSaving Throw: Will negates (harmless)Weave Resistance: No

With this weave, you are able to extend anarrow tendril of intertwined Air and Spiritto any target within range. Anyone incontact with the tendril may communicatewith you as if they were standing rightbeside you. As long as you maintainconcentration, you may move the tendrilonce per round to any other target withinrange or maintain contact with the originaltarget. The target may move about, but theweave will end should he move outside ofthe range of the weave. Tied-off, thisweave becomes immobile, so is broken ifyou or your target move from the locationyou were in when the weave was tied-off.

While this weave is in effect, you areunable to speak to those around you asyour voice is propagated through thetendril of Air and Spirit.

Mantle of Shadows(By John Bornicke)

[Air, Fire] (Rare)Level: 2-7Casting Time: 1 actionRange: Medium (100 ft + 10 ft. /level)Area of Effect: See textDuration: ConcentrationSaving Throw: NoneWeave Resistance: No

With steady concentration, a channelermay use this weave to manipulate theamount and the diffusion of light in a givenarea in order to intensify the shadows

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within that area. Depending upon thecasting level, the channeler can vary thesize of the area to be cast into deep shadowand can even manipulate the weave enoughto cause the shadows to seem to move athis command.

The area of shadow is dependant upon thelevel at which the weave is cast, per thetable below. Anyone within the area ofshadow receives a +4 circumstance bonusto their Hide skill checks as long as thearea of darkness is large enough tocompletely encompass them. Strong andconstant light introduced into the area ofshadow, such as sunlight, a glowbulb, orlight generated from the One Power, isenough to dispel the shadow. Weakersources, torches, lanterns, or campfires forexample, will generally not be strongenough to dispel the weave.

The channeler may, alternately, us theshadows to conjure images and figures.He may manipulate these shadows to makethem appear as if they are moving, but thisrequires a Concentration skill check (DC10 + weave level).

CastingLevel

Area ofEffect

Example

2 1 ft. radiuscircle.

A persons face or smallobject

3 5 ft. radiuscircle

Cover a large creature or 4people

4 10 ft. radiuscircle

A pair of horses withriders

5 20 ft. radiuscircle

A small building

6 40 ft. radiuscircle

A large group of men

7 80 ft. radiuscircle

A troop of cavalry withhorses. Or a medium sizedbuilding.

Mirror of the Mind’s Eye(By John Bornicke)

[Air, Fire, Spirit] (Lost)Level: 0-6Casting Time: 1 roundRange: Medium (100 ft + 10 ft. /level)

Area: See textDuration: ConcentrationSaving Throw: Will negates (See text)Weave Resistance: No

By casting this complex and powerfulweave you may create a number of effectsincluding realistic sights and sounds. Theeffects created by this weave are made upof actual light and sounds produced by theOne Power and guided by the imaginationof the caster and can, therefore, be seen aswell as heard well beyond the range limitnoted in the weave description. You maymove the image within the limits of thearea of effect while concentrating;otherwise the image remains static aftercasting.

A creature may make a Wisdom check(DC 20) in order to determine a flaw in theillusion and realize its unreal nature.Otherwise, the save for this power onlyapplies to those who actually touch orinteract with the illusion.

A caster who has an appropriate Performor Craft skill of +8 or higher (singing,painting, sculpting, instrument,ventriloquism etc. at the DM’s discretion),may add a +2 synergy bonus to theWisdom check difficulty number.

CastingLevel

Area ofeffect Effect Example

0Handsizedobject

Simple soundsor sights only,no movement.

Animal growling, a tree,a wall over a door.

1 Man sizedobject

Able to produceboth simplesights andsounds together.

A door opening with acreak, a crossbow firinga bolt.

210-ftradiuscircle

Detailed images,people, andconversations.

Two people talking inanother room, a leadergiving a speech, awagon traveling on aroad.

425-ftradiuscircle

Multiple images,landscapes.

A group of lancerscharging, or hide abridge over a river;create a small grove oftrees, etc.

650-ftradiuscircle

Alter sounds andsights fromoriginal.

Change a scream to alaugh, change group tolook like Trollocswalking and grunting

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Warding

Aeriform Shield(By David Benson)

[Air] (Lost)Level: 2-5Casting Time: 1 actionRange: PersonalEffect: Creates mobile shield of air thatprotects the caster while in melee combatDuration: Concentration (see text)Saving Throw: NoneWeave Resistance: No

The Aeriform Shield weave allows a casterto create a shield of air, similar to thatwhich is created with the zero level HardenAir weave. The Aeriform Shield, however,can be moved about quickly so as toprotect the caster during melee combat.The caster need not actually wield theshield; it hovers about his body and ismoved mentally. Maintaining the shieldduring combat is difficult and requiresconcentration checks each round,regardless of the caster’s activity duringthe round (DC determined by level andversion of weave used). Aeriform Shieldmay not be tied-off; to do so would renderit immobile and of little value as aprotective device. The actual size of theshield and its protective value varies withthe level of the weave, as detailed below.Entries marked with an asterisk denotealternate castings of the weave at eachlevel. When casting the alternate version,the additional persons being protected mustbe within 10 feet of the caster and must bevisible.

CastingLevel

DefenseBonus

ConcentrationCheck

2 +2 AC 152* +1 AC, 1

additionalperson

25

3 +3 AC 20

3* +2 AC, 2additionalpeople

30

4 +4 AC 254* +3 AC, 3

additionalpeople

35

5 +5 AC 305* +4 AC, 4

additionalpeople

40

Circle of Sounds(By John Bornicke)

[Air, Fire, Spirit] (Common)Level: 0-7Casting Time: 1 Full roundRange: Close (25 ft + 5 ft. / 2 levels)Area: See textDuration: ConcentrationSaving Throw: NoneWeave Resistance: NoWith this weave, a channeler is able tocreate a dome-shaped area, within whichall sound is amplified, but only for thechanneler. The dome is invisible to thosewho cannot see saidin or saidar. Whileinside the dome, the channeler receives a+30 circumstance bonus to all listen checksmade to hear sounds generated inside thedome.Physical objects and people can passthrough the boundaries of the domewithout affecting the weave.

CastingLevel Area of Effect

0 5 ft. radius circle1 10 ft. radius circle or small room2 25 ft. radius circle or large room

3 50 ft. radius circle or moderate sizedbuilding

4 150 ft. radius circle or large building

5 300 ft. radius circle or very largebuilding

6 750 ft. radius circle7 1,500 ft. radius circle

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88

Cut Weave(By Kevin Binswanger)

[Spirit] (Common)Level: See textCasting Time: 1 actionRange: Medium (100ft + 10ft. /level)Target: One weaveDuration: InstantaneousSaving Throw: NoneWeave Resistance: No

This weave fashions a knife made of pureSpirit and attacks any weave it’s directedat, be they just forming, tied-off or heldthrough concentration. The casting level ofthis weave must be at least one higher thanthe weave it is used against. The weavedoes not need to be identified, but it mustfirst be known that the weave is being cast.To cut a weave, make an opposingconcentration check, where bothchannelers add their Power Level (sum ofthe subject’s Intelligence bonus, Wisdombonus, Charisma bonus, and levels inchanneling class, as detailed in Prophesiesof the Dragon). For every level cast higherthan the target weave affords the channelera +1 modifier to her opposed skill check. Asuccess instantly unravels or cuts a held ortied-off weave. If used as a ready action tosever a weave as it is being formed, theweave is disrupted and does not form, butthe weave is lost as if it had been cast.

Deflecting the Shot(By Randy Madden)

[Air] (Lost)Level: 3Casting Time: 1 Action Range: PersonalEffect: Protects caster from projectileattacksDuration: ConcentrationSaving Throw: NoneWeave Resistance: No

The channeler of this weave is able tocreate an immobile shield of air, 6 feet talland 3 feet wide. The shield is invisible toanyone who cannot see saidin or saidar.While behind the shield, the channeler isafforded 100 percent cover from incomingmissiles attacks, up to and including largeprojectiles such as ballista and catapultshot. The channeler, at his option, mayelect to leave the projectiles that strike theshield suspended in the air, or allow themto harmlessly deflect away.

Notes: This weave was used by Aginor inEotW & Rand in FoH.

Forbiddance(By John Bornicke)

[Air, Earth, Spirit] (Rare)Level: 1-6Casting Time: 1 Full roundRange: Close (25 ft + 5 ft. / 2 levels)Area: See textDuration: ConcentrationSaving Throw: Will negatesWeave Resistance: YesWith this weave, a channeler is able tocreate a zone of forbiddance. Any livingcreature passing into the zone must make aWill save or suffer one of two effects,determined by the caster at the time theweave was created.Fear: This effect causes all living beingsthat enter the area of effect to have feelingsof imminent danger; fear and unease.Creatures suffering the fear effect have a -4modifier to attack and skill rolls and willattempt to leave the area of effectimmediately. Once outside of the area ofeffect, the feelings of dread will subside in2d4 rounds.Distraction: This effect is much moresubtle, causing those who fail their Willsaves to easily forget their intended courseof action and become distracted by allmanner of irrelevant events. Those that areso distracted suffer a -2 AC penalty and a -2 penalty to all attack roles.

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89

CastingLevel Area of Effect

1 5 ft. radius circle2 10 ft. radius circle or small room3 25 ft. radius circle or large room

4 50 ft. radius circle or moderatesized building

5 150 ft. radius circle or largebuilding

6 300 ft. radius circle or very largebuilding

+1 Casting Level: The channeler is able todesignate a group of people who areimmune to the effect of the weave(women, channelers, Aiel, Ogier, etc).

Shield (Revised)(By Kevin Binswanger)

[Spirit] (Common)Level: Level 3+Casting Time: 1 actionRange: Line of Sight to cast, No range tomaintainTarget: One personDuration: ConcentrationSaving Throw: Will negatesWeave Resistance: Yes

You cut a channeler of the same gender offfrom the True Source, preventing him fromchanneling and immediately ending anyweaves he is maintaining throughconcentration. Although the target cannotchannel, he remains embraced to the TrueSource and does not need to embrace itagain once the shield is dropped.

Revised version 1:

The level of the weave cast must be at leastequal to the level of the target. Each levelat which the weave is cast higher than thelevel of the target increases the DC of hisWill save by one. For example, a 6th levelshield cast against a 4th level target willincrease the DC of the target’s Will saveby two.

-2 Casting Levels: If the target is notembracing the True Source, reduce thelevel of this weave by 2 casting levels.The target’s Will save is still modified as ifthe weave were cast two levels higher. So,in the example above, the effect of theweave is still cast at 6th level, but thechanneler only uses a 4th level weave slot.

Revised version 2:

This version of shield is cast at 3rd level.

To shield a target, make an opposedConcentration check. The Concentrationcheck for both participants is modified bytheir Power Rating (sum of the subject’sIntelligence bonus, Wisdom bonus,Charisma bonus, and levels in channelingclass, as detailed in Prophesies of theDragon). A victory by the shieldingcharacter indicates that the victim isshielded, as detailed in the weavedescription. Should the victim win theopposed roll, she is not shielded. Shouldshe win by 10 or more, and has the abilityto weave shield herself, she mayimmediately attempt to shield her attacker.This is a free action and requires anotheropposed skill roll. The battle of wills maycontinue until one character is shielded or acharacter wins the opposed skill check byless than 10, which disallows a retaliativeshielding attempt.

If the target is not channeling and has notembraced the True Source, the channelerreceives a +6 modifier to the opposed skillcheck.

Strangle the Flow(By Andrzej Betolme)

[Air, Earth, Fire, Spirit, Water] (Lost)Level: 9Casting Time: 1/2 hourRange: TouchEffect: Restricts a channeler's strengthwith the One PowerArea: One person

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90

Duration: Concentration (must be tied-offto be used effectively)Saving Throw: Will negatesWeave Resistance: Yes

This powerful weave allows a channeler torestrict a target’s access to the One Power,reducing the amount of saidin or saidarthat they can draw upon.

To represent this restricted access, thetarget’s channeler levels are cut in halfwhile this weave is in effect. So, a 10 levelchanneler would function as if she wereonly 5th level. No channeler may bereduced below 1st level in this manner.The target does not lose feats, skills, savingthrows, or hit points, nor are non-channelerlevels affected in any way.

+1 Casting Level: The target is reducedto ¼ effective channeling level, rounddown. So, an 8th level channeler is reducedto level 2 while the weave is in effect.Channeling the weave at this level usuallyrequires the use of linking or an angreal.

Ward Against Intrusion(By John Bornicke)

[Air, Spirit] (Rare)Level: 1-5Casting Time: 1 Full roundRange: Close (25 ft + 5 ft. / 2 levels)Area: See textDuration: ConcentrationSaving Throw: NoneWeave Resistance: NoThis weave enables a channeler to create adome shaped weave around herself throughwhich no person, object or the One Powermay pass without collapsing the ward andsounding an alarm. The alarm itself can beaudible or mental, as determined by thechanneler and triggers each time a creatureof Tiny or larger size enters the wardedarea. A creature that speaks a password,determined by the channeler at the time ofcasting, does not set off the alarm.

Mental Alarm: A mental alarm alerts thechanneler that the warded area has beenbreached. The alarm will sound as amental “chime” which can only be heardby the channeler. The mental alarm willawaken the channeler from normal sleep,but not otherwise disturb herconcentration. The channeler must tie-offthe weave in order to sleep while thisweave is in effect.Audible Alarm: An audible alarm warnsthose within the area of effect that thewarded area has been breached. Theaudible sound that is created can be eitherthat of a small bell ringing, or a spokenmessage in the channeler’s voice. Themessage may be no longer than a fewsentences and is spoken during the creationof the weave. The alarm can be heard byanyone within the area of effect.

CastingLevel Area of Effect

1 5 ft. radius circle2 10 ft. radius circle or small room3 25 ft. radius circle or large room

4 50 ft. radius circle or moderatesized building

5 150 ft. radius circle or largebuilding

Weave Deflection(Unkonwn)

[Spirit] (Common)Level: 1+Casting time: See textRange: Medium (100 ft. + 10 ft./round)Target: One weaveDuration: InstantaneousSaving Throw: SpecialWeave Resistance: No

This weave is used to deflect harmfulweaves sent by other channelers. Onlyweaves that directly affect objects orpeople, such as Fireball, Shield or CuttingLines of Fire may be deflected. Stationaryweaves, such as Fiery Sword, Current orWand of Fire may not be deflected. Weave

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91

deflection must be cast at a level equal toor greater than the weave being deflected.To use this weave, an action must be heldready. When an opponent casts a weaveyou wish to deflect, make opposingconcentration checks, both channelersadding their Power Rating (sum of thesubject’s Intelligence bonus, Wisdombonus, Charisma bonus, and levels inchanneling class, as detailed in Prophesiesof the Dragon). If you succeed, the weavewill be deflected from its intended target.With a success of 10 or more, the weavecan be directed to a different target at thedeflecting character’s discretion. Asuccess of 15 or more allows the deflectingcharacter to retarget the weave back at theoriginal caster. A failure means that theweave hits its intended target.

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92

Chapter 5 - Game MasteringChapter 5 - Game MasteringChapter 5 - Game MasteringChapter 5 - Game Mastering

The True Power(By Randy Madden)

Description

The True Power is different from the OnePower. It originates from the Dark One andis accessible only to his greatest servants.Male or female channelers can use itequally well.

It is far more addicting than the OnePower; many of the Forsaken believe thatit would be impossible to resist. The lure ofits use is that it cannot be detected byeither sex and it appears to be impossibleto cut a weave made of the True Power(see Cut Weave in chapter 6). It appearsnot only to be an extra source of power,but also a more potent one. The physicalmanifestation of the addiction seems to bethe saa, black flecks that float across theeyes. Eventually, the use of the True Powerwill lead all those who use it to insanity,death, or possibly even worse. Even amongthe Forsaken, it is believed that only 29people have ever used this power. Only theForsaken, Moridin, freely uses the TruePower.

Addiction Game Mechanic

Use of the True Power will eventuallyaddict anyone, unless the Dark Lordshields him or her from it. Only theNae'blis has the possibility of earning thisdistinction. Each time the True Power isused, it requires a Wisdom check vs. a DCof 12 (a 1 automatically fails). Each failureaccumulates until the number of failuresreaches half of the character’s currentWisdom; at that time the character isconsidered addicted. They must make aWill saves (DC 25) from that point on inorder to use the One Power. They have

taught themselves to instinctually reach forthe True Power.

A character with even 1 failed check willhave the saa markings, the closer they areto addiction the more pronounced the saa.If a character accumulates as many failuresas they have points in Wisdom, they willpay the Dark Lord’s price.

True Power Mechanics

Any person entitled to use the True Powermay draw upon it to channel any weavethat they know, even if they do not havethe Talent. They do not use a One Powerslot for this weave. They must immediatelymake a Wisdom Check vs. a DC of 12;handle failure as noted in the Addictionsection. This weave may not be detected orcut. It leaves no residue that is discernibleto other channelers.

Severing True Power

If a Forsaken is in the place betweenworlds with someone of the same gender,that person can see the black tendril of theDark One touching the Forsaken. It ispossible in that place to either Shield orSever the Forsaken from his master. Themechanics for doing this work in anidentical fashion to the two weaves, butthey have a different effect. Cutting aForsaken free of the Dark One instantlystrips them of their Forsaken Template.They may not wield the True Power, theybegin to accumulate Madness, and they nolonger have command over Shadowspawn.The Dark One looks unfavorably on anyservant that has been sundered from him.

It might be possible to come back into thegraces of the Dark One. This would requirea trip to Shayol Ghul and a re-pledging offealty. This unenviable task is just as likely

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93

to result in the death of the Forsaken as itis to restore his connection to the DarkOne.

Reincarnation

The Forsaken have the possibility to bereincarnated if they are killed whileserving the Dark One. The new body theyinhabit is often a sign of the Great Lord’sesteem for that character. The rules for thisare left to individual DMs, but there aresome things to consider:The reincarnated Forsaken should keeptheir Int, Wis, and Cha, but the host willdetermine new values for Str, Dex, andCon.

If pleased, the Great Lord will have hisservants go to great lengths to find asuitable host. This results in above averageStr, Dex, and Con in the new body.

Some who have been reincarnated havelost some of their ability with the OnePower. Treat this as being subject to aRestore the Power weave.

Sex of the host is not an issue. Areincarnated male Forsaken is just as likelyto return in a female body as a male one.

Other House Rules

Algai’d’siswai’s Cadin’sor(By Kevin Binswanger)

An Algai’d’siswai wearing a cadin’sor inthe environment for which the garmentwas intended will receive a +1circumstance bonus to all Hide skillchecks. For example, If the cadin’sor wasdesigned for use in the Waste, anAlgai’d’siswai will receive the Hide bonuswhile in that environment. The Aiel havedesigned cadin’sor to be used in otherenvironments, such as forests, green fields,and even in snow.

Shields and Defense(By Mark Etter)

Using this rule, shield defense bonusesstack with the class defense bonuseswithout the need for armor compatibility.

Skill Point Conversion(By Mark Etter)

With the permission of the Gamemaster, aplayer may convert 10 skill points into abonus feat of the player’s choice.

Linking(By Stéphane Côté)

Roles

The Leader is the channeler who drawspower from the circle and uses that powerto increase the effectiveness of her weaves.This role is normally assumed by thechanneler who initiates the circle, or thehighest level channeler in the circle. Theleader may transfer control of the circle toany other member at any time. The Leaderis the channeler who controls the flow ofthe One Power and actually casts theweaves.The Linked are channelers who supplytheir weave slots to the circle. They haveno control over how the weaves are beingused, but they may drop from the linkedcircle at any time.

Actions

Transfer of Leadership within the circlerequires a standard action. Leadershipmay be changed as a free action, but thechanneler receiving the transfer mustsucceed at a Will save (DC 15) or bestunned for 1d4 rounds and ejected fromthe circle. Leadership remains with theoriginal channeler if the transfer target isejected from the circle.

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94

New members may be added at any timeby the Leader. This action also requires astandard action. Dropping from the link isa free action.

Weaving

The Leader chooses which weave to cast;but instead of using her own weave slots,may draw weave slots from those Linked inthe circle. The Leader determines whichcircle member to draw the slot from. Forexample, the Leader of a circle of 10 castsa 5th level weave. Because of the addedpower granted from the circle, she wouldcast the weave at 8th level, but only burn a5th level slot. She may, at her discretion,burn that 5th level slot from any member ofthe circle instead of her own. When aLinked member has no more weave slots tocontribute to the circle, she is mentally andphysically exhausted, but remains in thelink.

While in the circle, Linked members canonly perform partial actions.

Angreal and sa'angreal possessed by circlemembers may be used in the followingways by the circle Leader:

If there are multiple angreal owned bymembers within the circle, the Leader mayonly use the highest powered angreal toincrease the level bonus afforded to her bythe circle. For example, a 10 membercircle has among its members a +1 angrealand two +2 angreal. The Leader may onlyuse one of the +2 angreal to increase thelevel bonus from +3, the normal levelincrease allowed based on the circle size,to +5. The Linked members mustvoluntarily allow their angreal to be usedin the circle.

The Leader may elect not to use an angrealto increase the additional levels suppliedby the circle. She may, instead, use theangreal to reduce the level of the weaveburned by a Linked member. She may use

the angreal to decrease the level of weaveburned for any member of the circle,regardless of who within the circle ownsthe angreal. For example, the Leader of a10 member circle casts a 5th level weave.She elects to burn the 5th level slot fromone of her members, but, using a +1angreal, burns only a 4th level slot. Theweave is still cast at 5th level, modified bythe +3 bonus afforded by the circle. ALinked member may also elect to hold backan angreal from the circle and use it toreduce the level of the weave that theLeader takes from her. If the angreal isheld back for this reason, it may not beused by the leader to assist in channeling.

TotalCircleSize

NumberofLinked*

AdditionalLevels

MinimumNumberof Males

2 1 +1 05 4 +2 010 9 +3 014 13 +3 117 16 +4 226 25 +5 337 36 +6 450 49 +7 565 64 +8 672 71 +9 7

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Mass Combat Rules(By Robert Poulin)

Here are some simple rules to resolvelarge-scale battles:

Unit Statistics(Definitions and Explanations):

Size: This represents the number ofwarriors in a given unit. There are fourunit Size Scores, based on the numericalstrength of the unit. The Size Score is usedin subsequent calculations:

Numerical UnitSize

Size Score

500 11000 22000 34000+ 4

Hit Points: This stat represents theamount of damage a unit can take beforebeing destroyed. To get a unit’s Hit Pointtotal, multiply the Class Hit Die of the unitby 4, then multiply that figure by the unit’ssize, as calculated on the unit size chartabove.

(4xHD) x Size Score. A unit that loses50% its total hit points is reduced one SizeScore category level.

Defense: The Defense rating of a unit isdetermined by the skill and training of theparticular unit. To determine a unit’sDefense rating, add 10 + Size Score + ACmodifier. Armor bonuses have the samevale to a unit as they would to a character.It is assumed that all members of a givenunit are wearing similar armor.

Attack: This score is used to determinehow well a unit performs in battle. Theunit’s skill level value (as determined onthe chart below) plus the unit’s Size Scoredetermines the attack score.

Unit Skill Level Skill Level ValueCommoner 1Recruit 2Militia/Grunt 3Veteran 4Elite 5

Damage: Damage is determined by thedamage code of the primary weapon usedby a unit in any given round and ismultiplied by the unit’s size. (example: Aunit of 1000 men use longswords againstenemy Trollocs, the damage they inflict is1d8x2=2d8). A minimum amount ofdamage is always done in mass combat andis equal to half of a unit’s size modifier,rounded down.

Survivability: This number determineshow many of the casualties are able tokeep on fighting. This number is purelybased on the heartiness of a people or race.After taking damage in a round, make asurvivability roll against the followingDCs: If the unit you are fighting is 1 sizecategory smaller than you are, the DC is12; if the enemy unit is the same size, theDC is 15; if the other unit is 1 size larger,the DC is 18; if the opposing unit is 2 sizeslarger, then the DC is 21; and if the unit is3 times larger, the DC is 25. For everypoint above the DC, you add that numberback to your unit’s Hit Points. Each raceof creature has a base survivabilitybetween 1 and 6 with 6 being the heartiestof folk and 1 being the weakest.

Speed: This represents how far a unit canmove in a single round. Movement is donethe same way as a single character, with aunit’s movement being represented by itsslowest components. A mixed unit ofcavalry and infantry will have the basemovement score of the infantry.

Initiative: Initiative is determinednormally. The roll is modified based onthe Units Commander’s initiative modifier.

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Morale: The loss of morale in battlesubtracts from the survivability of a unit.A unit loses 2 points of survivability whentheir commander is killed. A unit loses 2points of survivability for every 25% ofcasualties they take in the course of battle.

Detachment: It is possible for a largerunit to split into a smaller unit; the stats foreach unit will now change to reflect itssmaller size.

Flanking: A unit that manages to flank orattack another unit from the rear receivesthe same standard bonuses to attacks as docharacters.

The One Power: The One Power can beparticularly dangerous in mass combat.Because troops are densely packed, they donot get saving throws and damage can beheightened by their fellows trampling eachother in an attempt to be somewhere else.A channeler rolls their normal weavedamage and it applies to the whole unitthey are attacking, that’s a lot of damagefrom one person.

Order of Battle:InitiativeMovementRanged and Spell attacksMelee AttacksDamageDetermine survivors and Unit Morale

Example of Unit Stats:

Trolloc Grunt UnitUnit Size: 3 (2000 Trollocs)Unit Hit Points: (8x4)3=96Unit Defense: 10+3+3=16Unit Attack: 3+3=+6Unit Damage: 2d4x3 (scythes)Unit Speed: 40Survivability: 3

Aiel Stone Dogs (veterans)Unit Size: 2 (1000)

Unit Hit Points: (10x4)2=80Unit Defense: 10+4+2=16Unit Attack: 4+2=+6Unit Damage: 1d6x2(Aiel Spear)Unit Speed: 40Survivability: 6

Example of Battle:The Aiel Chief wins the initiative andstrikes the Trollocs. The Aiel unit rolls a12 with its skill of +6 to attack and hits (12+ 6 = 18) the Trollocs, whose defense is16. The Aiel rolls a 4 on damage andmultiplies that by its unit size of 2 for atotal damage of 8 hit points to the Trollocunit. The Trolloc makes survivability saveto see if any of those casualties can remainin the fight. The Trolloc unit rolls a 6 andadds it to its heartiness of 3 for a total of 9,but it needed a 12 to save, so all casualtiesare out of the fight. Now the Trollocsattack. They roll a 7 and add it to theirattack of +6 for a total of 13, which missesthe Aiel defense of 16. Since it’s unlikelythat an entire unit would miss, theminimum damage is done, which is 1 halfof the units size modifier rounded down.In this case, The Trolloc unit would stillinflict 1 hit point of damage on the Aielunit. The combat continues in this fashionuntil one side loses or is driven from thefield.

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The One Power Slot Pool System(By Ishamael)

The Slot Pool system functions, in mostways, identically to the system alreadyestablished in the Wheel of Time RolePlaying game produced by Wizards of theCoast. This system was designed to bettersimulate how the One Power functions inthe series of novels that the game wasbased from. Changes to the existing systemare as follows:

The Slot Pool

All channeling characters have a Slot orWeave Pool. The number of slots in thepool is determined by adding up all theslots granted under the Initiate’s andWilder’s Weaves per day table. The valueof each slot is as fallows:

Level Slots per level of Weave0 ½ slot (Round down.)1st 1 slot2nd 2 slots3rd 3 slots4th 4 slots5th 5 slots6th 6 slots7th 7 slots8th 8 slots9th 9 slots

Example: Kale, a Wilder has three 0 levelslots, two 1st level slots, and two 2nd levelslots and one 3rd level slot. To determinehis slot pool, he adds one slot from his 0levels slots, two from his 1st level slots,four from his 2nd level slots, and 3 fromhis 3rd level slot. He now has a slot pool of10 weave slots. (1+2+4+3=10)

Casting of Weaves

Casting of weaves is done the same way asdescribed in the original rules. If you wantto cast a 4th level Fireball, you simply burn

4 weave slots. The 4 slots are deductedfrom the weave pool.

0 level weaves are handled differently. Thechanneler may make a Concentrationcheck (DC: 20) to attempt to weave the 0level power at no cost. If he fails, he mustspend 1 slot. A channeler must have atleast one slot in his pool to attempt to use a0 level slot.

Overchanneling and Angreal

Overchanneling is different, in that you donot have to be out of slots to attempt it. Atany time, you may attempt to overchannelto get a higher level effect.

Example: You have a weave pool of 10.You want to cast a 4th level Fireball. Youmay spend 3 slots and attempt tooverchannel. If successful, you cast theFireball at 4th level and still have 7 weaveslots in your pool.

Angreal and sa’angreal are not changed;you simply get to add their level bonus towhatever you’re trying to weave.

Example: You have a +2 angreal and wantto cast a 7th level weave. You need onlyuse 5 slots. Additionally, you may alsoattempt to overchannel. This couldpossibly reduce the cost from 2-4 slots.

CAUTION:This system potentially makes channelerclasses much more versatile. It was createdto more accurately imitate the One Poweras it was described in Robert Jordan’snovels, and little attention was given togame balance. Use only if you are notoverly concerned with the power level ofthe channeling classes in your campaign.Gamemasters are strongly encouraged tolook over this system before letting playersuse it.

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Wolfbrother Madness, Revised

Randy Madden’s version

Like male channelers, a Wolfbrother risksmadness. Unlike a male channeler, themadness does not stem from the taint, butrather from the animalistic urges thatthreaten to overwhelm their human side.The speed at which Wolfbrother powersare developed has a great deal to do withthe risk of madness. Slow integrationallows the Wolfbrother time to deal withthe changes. Rather than use the generic chart on page210 of the WoT RPG guide, a specificmadness progression for the Wolfbrothershould be used. Madness Rating Trigger Conditions0-15 -16-30 Injury31-40 Injured friend or mate41-50 Large crowd, hostile

scent51-60 Threat61+ Constant

Explanation of Trigger Conditions:

Injured friend or mate:Pack instinct has begun to take root in theWolfbrother's mind. If he witnesses harmoccurring to someone that might beconsidered part of his pack, he must checkfor madness effects.

Large crowd, hostile scent:The Wolfbrother has become accustomedto the instincts of the wolves and hasdeveloped a distrust of humans in largecrowds. When placed in densely populatedareas, such as at large feasts or publicgatherings, the crush of humanity triggers afight or flight response in the Wolfbrother.Also at this stage, if the Wolfbrother scents

someone who intends him harm, He willhave great difficulty controlling himself. Check for Madness: See second columnpage 210.

MadnessRating

Symptoms Duration

5 or less Pacing 1d6 hours06-15 Withdrawal 2d6 hours16-25 Animal Fury 2d6 rounds26-35 Hostile 2d6 minutes36-45 Panic 2d6 rounds46-55 Fury 2d6 rounds56+ Lost See Text Explanation of Symptoms: When aWolfbrother fails a madness check, heoften behaves in an animalistic anddangerous fashion. The effects listed serveas guidelines for role-playing, but thespecific effects are left to GM’s discretion.

Pacing: The Wolfbrother feels a greatneed to escape the situation; this oftenmanifests itself as pacing and irritability.

Withdrawal: The Wolfbrother wages aninternal struggle against his feral side. Theconcentration required often leads him tosequester himself from others for fear ofdoing them harm.

Animal Fury: The Wolfbrother stillcontrols the animal inside, butmanifestations have begun to show. Hegrowls, shed his clothes, and looks off intothe distance, as if talking to someone else.Others who see this behavior will oftenassume he is insane and likely dangerous.

Hostile: The Wolfbrother is threatening tothose around him. Like a wounded animal,He is lost in himself. Any stimulus isperceived to be a threat, even from friends.He will remain disassociated from thosearound him for the duration of this effect.

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Panic: The Wolfbrother has lost allidentity, unsure if he is wolf or human. Hewill flee without thought or plan, seekingonly to escape.

Fury: The Wolfbrother, in a state offrenzy and confusion, behaves as a rabidanimal. He will attack any available target.

Lost: The human side of the Wolfbrotheris lost to the animal. There is no returnfrom this stage. He will always seek to befree and running with his pack.

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Wolfbrother Madness, revised

Geoff Hall’s version

This is not a completely new madnessmechanic but rather a reworking of thetrigger conditions and symptoms presentedin the core book. I contend that the systemin the core book works perfectly well formale Channelers affected by the Taint, butthat Wolfbrother madness is a differentcondition. It is about losing yourself to thepack rather than succumbing to a diseasecreated by the Dark One.

Hence the trigger conditions and symptomsgiven in the core rules should be retainedfor male channelers, but the followingtables should be used for Wolfbrothermadness. In addition, Wolfbrothermadness and Taint madness should berecorded separately as they are separateconditions.

MadnessRating Trigger Condition0-15 None16-30 Injury31-40 Will save41-50 Communicating with Wolves51-60 Threat61+ Constant

MadnessRating

Symptoms Duration

5 or less Wolf Aspect 2d6 minutes06-15 Aversion 2d6 hours16-25 Paranoia 2d6 minutes26-35 Claustrophobia 2d6 minutes36-45 Rage 2d6 rounds46-55 Run with the

Wolves2d6 hours

56+ Lost to the Pack See Text

Wolf Aspect:The character displays wolf-like actions;sniffing the air, panting, trotting with awolf’s easy gait, etc.

Aversion:The character develops a distinct aversionto humans and their trappings, especiallybuildings. They will want to head off intothe wilderness and spend time away fromother humans and their world.

Paranoia:They’re all out to get you! The characterdevelops acute paranoia and begins tobelieve that all of the humans around himare out to get him. He will fight or run atthe slightest provocation.

Claustrophobia:The character suffers from acuteclaustrophobia. The confined and enclosedplaces of the human world are too muchfor him and he has to get out, back tonature, now.

Rage:The character flies into a fit ofuncontrollable rage, lashing out at thenearest person or object to him.

Run with the Wolves:The character develops an irresistible urgeto run with the pack. He will seek out thenearest wolves and run with them, losinghimself to them for the duration of themadness before he comes around, perhapsmany miles from where he started.

Lost to the Pack:His wolf side has permanently subsumedthe character’s personality. He has ceasedto be a thinking, reasoning human and isnow fully a wolf, if not in body thencertainly in mind. He will flee humansettlements and head into the wilderness tojoin his pack, with whom he will run asanother wolf. At this point, the characterbecomes an NPC.

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Revised Shadowspawn(By LuciusT)

I have made some revisions to some of theexisting Shadowspawn. With the exceptionof the Draghkar, most of these revisionscenter on the skills of the variousShadowspawn creatures. In creating myown Shadowspawn, I found that thereappeared to be no logical consistency inthe number of starting skill points thevarious Shadowspawn creatures received.So, using the D&D 3E Monster Manual asa guide, I created my own system forcreating Shadowspawn and revised theexisting Shadowspawn, both to fit thatsystem and to better reflect the books. It isinteresting to note that under this system,Darkhounds needed no revisions. Also, Idid not revise the Gholam stats for thesimple reason that we have no intension ofever using a Gholam in our campaign. Thegeneral descriptions of theseShadowspawn stay the same as in therulebook.

Shadowspawn are divided into two types:Shadowspawn humanoids andShadowspawn beasts.

Shadowspawn humanoids receive 6+Intmod skill points, plus 2 skill points perExtra Hit Die (as defined by the D&D 3EMonster Manual).

Shadowspawn beasts receive 2xInt skillpoints, plus 2 skill points per Extra Hit Die(as defined by the D&D 3E MonsterManual).

Myrddraal

Type: Medium Shadowspawn HumanoidHit Dice: 9d8+36 (76 hp)Initiative: +6 (Dex)Speed: 40 ftDefense: 22 (+6 Dex, +2 natural, +4 blackplate)Attacks: Shadow - Blade +13/+8 melee

Damage: Shadow - Blade 1d10+4 anddiseaseFace/Reach: 5 ft by 5 ft / 5 ftSpecial Attacks: Shadow Blade, FearGazeSpecial Qualities: Blightsight, DarkVitality, Trolloc Link, One Power Sense,Shadow WalkSaves: Fort +10, Ref +12, Will +5Abilities: Str 18, Dex 22, Con 18, Int 15,Wis 14, Cha 16Skills: Hide +10, Intimidate +10, Listen+6, Move Silently +10, Ride +8, Spot +6Feats: Cleave, Dodge, Power AttackClimate/Terrain: Any LandOrganization: Solitary or Band (2 - 4)Challenge Code: E (CR 11)Advancement: As character class

CombatShadow Blade: Wounds delivered by aShadow Blade never heal naturally; onlythe One Power can restore hit points lost inthis way.Furthermore, wounds caused by a ShadowBlade fester easily. Any hit by such aweapon must make a Fortitude check (DC18) or contract a terrible wasting disease.The disease deals 1d6 points of temporaryCon damage and has an incubation periodof one day. Anyone, other thanShadowspawn, foolish enough to carry aShadow Blade is also subject to thisdisease and must make a Fortitude checkeach day he carries the weapon.Fear Gaze: Anyone facing a Myrddraalwithin 30 feet must make a Will save (DC17) or be shaken for 1d6 minutes. Shakencreatures suffer a -2 morale penalty toattack rolls, damage rolls and savingthrows.Dark Vitality: Myrddraal do not die,regardless of damage, until the next sunset.Myrddraal who suffer enough damage tobe killed can only make partial actions andoften attack randomly. They do not healnaturally, but can be revived.Trolloc Link: A Myrddraal canpsychically link with 20 + 1d6 Trollocs,directing their actions. If the Myrddraal

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suffers enough damage to be killed, alllinked Trollocs die immediately.Shadow Walk: By entering a shadow, aMyrddraal can instantly travel to anothershadow many miles away.

TrollocType: Large Shadowspawn HumanoidHit Dice: 3d8+3 (16 hp)Initiative: +1 (Dex)Speed: 40 ftDefense: 14 (-1 size, +1 Dex, +4 mailshirt)Attacks: scythesword +4 melee; or shortbow +3 rangedDamage: scythesword 2d4+3; or shortbow 1d6Face/Reach: 5 ft by 5ft / 10 ftSpecial Qualities: Low Light Vision,Light Sensitivity, Myrddraal linkSaves: Fort +4, Ref +3, Will +1Abilities: Str 15, Dex 12, Con 13, Int 9,Wis 10, Cha 9Skills: Climb +2, Hide +4, Listen +4,Move Silently +4, Spot +4Feats: AlertnessClimate/Terrain: Any LandOrganization: gang (2 - 6), band (11 - 20plus 1 2nd level warrior sergeant andsometimes 1 Myrddraal) or fit (100 - 200plus 5 2nd level warrior sergeants, 1 3rd -5th level warrior leader, and 1 - 4Myrddraal)Challenge Code: B (CR 3)Advancement: by character class

CombatLight Sensitivity: Trollocs suffer a -2circumstance penalty to attack rolls inbright lightMyrddraal Link: A Myrddraal canpsychically link itself to 20+1d6 Trollocs,directing their actions. If the Myrddraalsuffers enough damage to be killed, alllinked Trollocs die immediately.Skills: Trollocs receive a +4 racial bonusto Hide and Move Silently checks.Scent: 1 in 6 Trollocs have the Scentability.

DraghkarType: Medium Shadowspawn HumanoidHit Dice: 5d8 (23 hp)Initiative: +3 (Dex)Speed: 30 ft; fly 40 ft (poor)Defense: 15 (+3 Dex, +2 natural)Attacks: 2 talons +4Damage: talon 1d4-1Face/Reach: 5 ft by 5 ft / 5 ftSpecial Attacks: Captivating song; kissSpecial Qualities: low light visionSaves: Fort +4, Ref +6, Will +3Abilities: Str 8, Dex 17, Con 11, Int 6, Wis14, Cha 22Skills: Listen +8, Move Silently +7, Spot+8Feats: Alertness, Flyby AttackClimate/Terrain: Any landOrganization: Solitary or Band (2 - 4)Challenge Code: D (CR 7)Advancement: 6 - 8 HD (medium)

CombatCaptivating Song: The song of theDraghkar has a range of 120 feet. Usingthe song is a free action and can affect onecreature. The target must make a Will save(DC 19) or become utterly captivated. Acaptivated target will move toward theDraghkar, unable to take any other action.If the path to the Draghkar is dangerous,the target is allowed a second savingthrow. Once within 5 ft of the Draghkar thetarget stands, docile, and offers noresistance to the Draghkar’s kiss.

Kiss: The Draghkar must make a meleetouch attack to kiss an unwilling victim,which provokes an attack of opportunity.The kissed target must make a Fortitudesave (DC 19) every round or bepermanently drained of 1d6 Wis. When thetarget’s Wis is reduced to 0, their soul isdestroyed. While effectively dead, thetarget’s body continues to live. If theDraghkar continues the kiss, the targetlosses 1d6 Con until the body dies.

Creator’s notes: The Draghkar have beencompletely revised from their original

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write-up to bring them more into line withthe books.

Grey ManType: Medium Shadowspawn HumanoidHit Dice: 4d8+12 (30 hp)Initiative: +2 (Dex)Speed: 30 ftDefense: 14 (+2 Dex, +2 natural)Attacks: Dagger +7 meleeDamage: Dagger 1d4+3Face/Reach: 5 ft by 5 ft / 5 ftSpecial Attacks: Sneak Attack, DeathAttackSpecial Qualities: Beneath NoticeSaves: Fort +7, Ref +4, Will +1Abilities: Str 16, Dex 15, Con 16, Int 10,Wis 10, Cha 2Skills: Hide +14, Listen +4, Move Silently+14, Spot +4Feats: Alertness, StealthyClimate/Terrain: Any landOrganization: Solitary or band (2 - 4)Challenge Rating: E (CR 10)Advancement: -

CombatSneak Attack: If a target is unable to usetheir Dex bonus for defense or the GreyMan flanks the target, the Grey Man’sattack deals +3d6 extra damage. Thisability works in the same manner as aWanderer’s Sneak Attack ability.Death Attack: If the Grey Man spends 3rounds studying a target and than makes asuccessful Sneak Attack that deals damage,the attack has the additional possibility ofkilling the target, regardless of their totalhit points. If the victim of the attack fails aFortitude Save (DC 14) he dies, otherwisethe damage is resolved as normal.Beneath Notice: A Grey Man can use hisHide skill even when completely in theopen, with no cover. Once a Grey Manattacks, he suffers a -10 penalty to his Hidecheck until he can escape immediateobservers.Skills: Grey Men received a +8 racialbonus to Hide and Move Silently

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Trolloc Development Chart(By Robert Poulin)

The following Trolloc stats represent the Trollocs at different stages of their development.

Grunt Veteran Elite CommanderHit Points 3d8+3(16) 5d10+5(38) 7d10+14(64) 10d10+30(96)Initiative +1 (Dex) +1 +2 (+2 Dex) +6Defense 14 (-1 size,

+1 Dex, +4mail)

18 (-1 size, +4 class,+4 mail, +1 Dex)

20 (-1 size, +2 Dex, +5class, +4 mail)

22 (-1 size, +2 Dex, +6class, +6 plate, -1 Dexadjustment)

Attack +5scythesword,+4 shortbow

+8 scythesword, +6shortbow, +8 spear

+12 Axe, +9 shortbow +15 Axe, +14 spear, +12shortbow

Damage 2d4+3scythesword,1d6 shortbow

2d4+3 scythesword,1d6 shortbow,1d8+3 spear

1d12+4 Axe,1d6 shortbow

1d12+6 Axe, 1d8+4spear,1d6 shortbow

Saves Fort 4, Ref: 3,Will: 1

Fort 5, Ref: 4, Will:2

Fort 7, Ref: 6, Will: 4 Fort 12, Ref: 8, Will: 6

Attributes Str 16, Dex12, Con 13,Int 9, Wis 10,Cha 9

Str 17, Dex 13, Con13, Int 9, Wis 10,Cha 9

Str 18, Dex 14, Con14, Int 9, Wis 10, Cha9

Str 19, Dex 14, Con 16,Int 11, Wis 10, Cha 11

Feats Alertness Alertness, PowerAttack

Alertness, PowerAttack, Cleave,Weapon focus (Axe)

Alertness, Power attack,Cleave, Imp. Initiative,Weapons Focus (Axe),Weapons Specialization(Axe)

-All Trollocs are large-All Trollocs have a base movement of 40-Trollocs all speak Trolloc, a few Elitesand higher may speak common.-The Following are base skills for theGrunt. To find skill levels for eachadditional rank of Trolloc, at 1 rank to 5skills for each level of development aTrolloc has achieved. For example, aCommander will have 3 additional ranks inat least 5 skills.

Grunt Skills:Climb 3, Hide 2, Intimidate 5, Jump 2,Knowledge (Blight) 4, Listen 3, MoveSilently 2, Search 1, Spot 3, WildernessLore 3.

Trolloc Categories:

GruntThis is the common Trolloc fighter. Theyare the most numerous and least skilled.

VeteranThese Trollocs are experienced warriorswho have been blooded in several battles.Veterans are slightly stronger, faster, andheartier than Grunts. Veterans also gain thearmor compatibility feat, which makesthem much tougher than grunts. Althoughnot as numerous as grunts, veterans arestill fairly common.

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105

EliteThe Elite Trolloc is the special operationstrooper of the Dark One. Elites are veteransoldiers who have survived a multitude ofraids and military campaigns and, as aresult, have developed skills that surpassthe common veteran. Elite Trollocsbecome the leaders of Fists and othermilitary units. They sometimes form theirown highly specialized units which arecapable of striking behind enemy lines ortaking on special missions. These Trollocsare stronger and faster than others and theirskills with various weapons and armormake them a real threat to even the besttroops the Borderlands can put in the field.Fortunately, most Trollocs don’t live longenough to become as skilled as an Elitetrooper. Elites make up less than 10percent of the Trolloc armies.

CommanderA Trolloc Commander is exceedingly rare.They are by far the most powerful ofTrollocs, perhaps even able to stand up to aMyrddraal, though they rarely have tocourage to do so. These Commandersbecome the leaders of Trolloc tribes. Anytribe lucky enough to have a realCommander soon dominates other tribesthat don’t have one. Being a TrollocCommander is even more dangerous thannormal because they are often a target fromtheir own kind. These Trollocs are seldomseen outside the Blight. In fact, none havegone south since the Trolloc Wars, but

with Tarmon Gai’don approaching,perhaps they will issue forth from theBlight once more.

Trolloc Organization:

The Fist: The Fist is the most commonTrolloc organizational Unit. It consists of200 Trollocs led by an Elite Trolloc.Usually there are about 20 Elites in a Fist.The rest of the Fist is comprised of around80 veterans and 100 grunts. The Fist iseasily split into a Half-Fist (100 Trollocs)and a Quarter-Fist (50 Trollocs).

Trolloc Tribes: Trollocs have formed into12 tribes according to the animal form theyrepresent. (Disclaimer-This match-up ofthe tribes with the animal head is mostlyguess work. The books do give us somematches but most of the rest remain guesswork. If we should learn that some ofthese, indeed many of them, are wrong wewill simply make the adjustments)

Ahf’frait- HawkAl’Ghol- PantherBhansheen- HyenaDhjin’nen- LeopardGhar’ghael- BoarGhob’hlin- WolfGho’hlem- BearGraem’lan- Mountain LionKo’bal- EagleKno’mon- RhinoDha’vol- RamDhai’mon- Goat

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106

New Creatures

Nightmare Spider(By Helge Blonn)

There are many alternate worlds,Tel’aran’rhiod is one of them, but beyondthe world of dreams is the world of darkdreams. If someone dreams himself intothis realm, he may become caught by anightmare spider. The spider hooks aNightmare thread into him and separateshis soul from his body. The soul must stayin the dark realm, but the body is nowunder the control of the spider.

Most of the time, the spider simply killsthe body of the victim; usually by forcinghim to jump to his death from a highposition, so that the soul is forever trappedinto the world of nightmares. Theconnection to the body of the victim isweak, if the spider is in the realm of darkdreams and the body of the victim is in ourworld, the body only moves clumsily andis not able to manipulate delicate devices.If the spider and the victim are on the samerealm, the control is more complete and thebody can function normally.

The Nightmare Spider looks like a greatspider, 8 feet in diameter and 5 feet high. Itis a horrifying sight to behold. A characterwho first gazes upon a Nightmare Spidermust succeed at a Will save against fear(DC 20) or flee in terror as fast as he can.

Large-Size OutsiderHit Dice: 5D8+10 (28 hp)Initiative: +2 (Dex)Speed: 30 ft.Defense: 15 (-1 size, +2 Dex, +4 natural)Attacks: bite +7 melee; Nightmare thread+7 rangedDamage: Bite 1d6 +1 and poison,Nightmare threat (Special Attacks)Special Attacks: Poison, Nightmare threadFace / Reach: 10x10 / 5 ft.Saves: Fort +6, Ref +5 Will +2

Abilities: Str 14, Dex 14, Con 14, Int 18,Win 12, Cha 10.Skills: Hide +14, Move Silently +14

PoisonThe bite of a nightmare spider delivers aweak paralytic poison.Poison type: Injury DC 14Initial Damage: 1d4 DexSecondary damage: 1d4 Dex

Nightmare threadThe nightmare spider can produce anightmarish thread, which it is able toshoot up to 20 feet away. If someone is hitwith this ranged attack, the victim mustsucceed at a Will Save (DC 16) or his souland body become separated. When thishappen, the victim takes 1d6 points ofmadness (whatever his class) and another1D6 points for every 24 hours the soulcannot return to the body. The body is nowunder the control of the nightmare spider.The spider maintains control of the body solong as it remains within 400 feet of thespider. The domination ends should thevictim exceed this range.

Spider Puppet

Type: Same as VictimHP: Same as VictimInitiative: (new Dex Modifier)Speed: 20 ft (cannot run)AC: Same as Victim (calculated with newDex Modifier)Attacks: Fist +1 (+ Str) or Weapon +1 (+Str)Damage: Fist 1D3 (+ Str), by Weapon (+Str)Facing / Reach: Same as VictimSQ: Soulless, ControlledSaves: Same as Victim (Ref modified byreduced Dex)Abilities: Same as Victim except asfollows: Dex 2, Int and Wis as Spider, Cha10Soulless: The body is immune to all mindaffecting spells.

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Controlled: The controlled body isimmune to subdual damage and is moredifficult to kill. The controlled body canstill function at -20 Hit Points, but isutterly destroyed should it receive anymore damage. If the body has beenreduced to -10 Hit Points and then freedfrom the domination, the victim is dead.The body can’t run and can only performpartial actions. If the victim is more than400 ft. away from the nightmare spider, thethread is separated and the victim is free(The Soul returns to the body).

Note: If the victim was caught by theNightmare thread while dreaming inTel’aran’rhiod, his soul remains in thedreamworld. The Nightmare spider hasvery limited control of the victim, onlyable to shuffle it about as if it were azombie. The body has an effective Dex of1 and may only perform partial actions.The body is freed from the Nightmarespider’s domination should it move morethan 400 feet from the location where thevictim entered the dreamworld, normallyhis bed or other sleeping location. Damageto the body will also force the Spider torelease the trapped soul.

Shadow Steed(By LuciusT)

Shadow Steeds are great black horses, bredin the Blight to serve as mounts of theMyrddraals. They are strong and viciouslyaggressive. Worse, the corruption of theBlight has twisted them, giving themunnatural abilities.

Type: Large Shadowspawn BeastHit Dice: 4d8+12 (30 hp)Initiative: +1 (Dex)Speed: 50 ftAC: 16 (-1 size, + 1 Dex, +6 natural)Attacks: 2 hooves +7 melee, bite +2 meleeDamage: Hoof 1d6+4, bite 1d4+2Face/Reach: 5 ft by 10 ft / 5 ftSpecial Attacks: Trample 2d6+8Special Qualities: Scent

Saves: Fort +7, Ref +3, Will +2Abilities: Str 18, Dex 13, Con 17, Int 4,Wis 13, Cha 6.Skills: Move Silently +9, Listen +7, Spot+7Feats: AlertnessClimate/Terrain: Any landOrganization: Domesticated or Herd (6 -20)Challenge Code: CAdvancement: 5 - 6 HD (Large)

Skills: Shadow Steeds are unnaturallyquiet and sure-footed. They receive a +4racial bonus to all Move Silently checksand a +4 racial bonus to any Dexterity rollsor Reflex saves to keep their footing.

Combat: Shadow Steeds are vicious anddangerous, attacking anything they do notfear and fearing very little. Unlike normalhorses, they cannot be spooked. A ShadowSteed can attack while carrying a rider, butthe rider cannot attack in the same roundunless he makes a Ride check (DC 10).

Trample: Their uncanny balance allowsShadow Steeds to run down and trampletheir enemies, doing 2d6+8 damage. Anytarget that does not attempt an Attack ofOpportunity can attempt a Reflex save (DC16) for half damage.

GM note: Shadow Steeds are designed toreflect the abilities of the Myrddraal’smounts seen in Eye of the World.

Tauroc(By Matthew Krebs)

Another dreadful creation made by Aginor.Akin to Trollocs, but whereas Trollocswere made from predator stock, theForsaken made Taurocs from bulls.

Type: Large ShadowspawnHit Dice: 6d8+12 (39 hp)Initiative: 0Speed: 30 ftDefense: 14 (-1 size, +5 natural)

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Attacks: Huge hafted axe +9/+4 melee;gore +4 meleeDamage: Huge hafted axe 2d8+4; gore1d8+2Face/Reach: 5'x5'/10'Special Attack: Charge 4d6+6Special Qualities: Low-light vision, scent,light sensitivitySaves: Fort +6, Ref +5, Will +5Abilities: Str 19, Dex 10, Con 15, Int 7,Wis 10, Cha 8Skills: Climb +4, Hide +2, Intimidate +5,Jump +8, Listen +8, Move Silently+3, Search +6, Spot +6Feats: Alertness, Great Fortitude, PowerAttackClimate/Terrain: Any landOrganization: SolitaryChallenge Code: CAdvancement: By character class

Description:Aginor’s goal was to harness the greatendurance and physical strength of bulls.He succeeded, but he didn't foresee howterritorial they would be. A Tauroc will killany other creature it perceives as a rival.This includes other Taurocs, Trollocs andMyrddraal. For this reason, not manysurvived to maturity and they are notknown in the current age. However,rumors persist that some may have beensaved in stasis boxes known only to theForsaken. With the Forsaken loose in theworld and searching out their hiddencaches of stasis boxes, it is possible a smallnumber of Taurocs may be loose as well.

Combat:Taurocs prefer melee combat, where theirgreat strength serves them well.

Charge: A Tauroc typically begins a battleby charging into play. In addition to thenormal benefits and hazards of a charge,this allows the beast to make a single goreattack that deals 4d6+6 points of damage.Skills: Taurocs receive a +4 racial bonus toHide, Move Silently, Search, Spot, andListen checks.

Light Sensitivity: Taurocs suffer a -2circumstance penalty on attack rolls inbright light.

Worm(By LuciusT)

Nightmarish creatures lurking in theBlight.

Type: Gargantuan Shadowspawn BeastHit Dice: 11d8+77 (127 hp)Initiative: -2 (Dex)Speed: 30 ft; burrow 20 ftDefense: 19 (-4 size, -2 Dex, + 15 natural)Attacks: Bite +19Damage: Bite 2d8+12Face/Reach: 15 ft by 40 ft / 20 ftSpecial Attacks: Improved grab, swallowwhole.Special Qualities: Tremorsense, DamageReduction 15 / SlashingSaves: Fort +14, Ref +3, Will +4Abilities: Str 35, Dex 6, Con 25, Int 3, Wis12, Cha 8.Skills: Listen +15, Spot +15, Climb +14Feats: Power Attack, Improved Bull Rush,Alertness.Climate/Terrain: BlightOrganization: Solitary or pack (2 - 6)Challenge Code: D (CR 12)Advancement: 12 - 31 HD (Gargantuan)

Combat:Improved Grapple: If the worm hits witha bite attack, it may make a grapple check.If it successfully grapples, it automaticallydeals bite damage and can attempt toswallow the opponent.Swallow Whole: A worm may swallow agrappled opponent of size Large or smallerby making a successful grapple check.Once swallowed, the opponent takes2d8+12 crushing damage and 1d8 aciddamage every round. A swallowed targetcan try to cut their way out using a Tiny orSmall weapon to deal 25 points of damageto the Worm’s gut (Defense 20). A Wormgullet can hold up to 2 Large or Mediumcreatures.

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Tremorsense: A Worm can automaticallysense any creature within 60 feet of it, aslong as they are in contact with the ground.Damage Reduction: A Worm has aDamage Reduction of 15 against allattacks, except those that do slashingdamage.

Creator’s note: I created the Wormsbased on scaled down Purple Worm fromthe D&D 3E Monster Manual. The intentwas to create a creature which Lan couldhave a slim hope of defeating single-handedly, but which could crediblythreaten a Myrddraal.

Blight Creature Template(By John Bornicke)

The legendary dangers of the Creaturesfrom the Blight are known throughout allthe Westlands. The following tables willhelp GMs build these nasty creatures. Thiswork uses many of the concepts found inthe various beastie manuals.

Hit Dice: The base creature’s hit diceincreases by one die type. For instance, ifthe creature had 4d4 hit dice, it nowbecomes 4d6 HD.Speed: Same as base creature.AC: Defense improves by +2.Attacks: Same as base character.Attacks: The creature gains a bite attackif it did not already have one. If thecreature does not have a claw attack, thereis a 25% chance that it will grow longclaws or twisted limbs and gain one.Damage: Use the table below to determinethe damage value of the new bite/clawattack if the creature does not already haveone.

Size BiteDamage

ClawDamage

Fine 1d2 1Diminutive 1d3 1d2Tiny 1d4 1d3Small 1d6 1d4Medium 1d8 1d6

Large 1d10 1d8Huge 2d8 2d4Gargantuan 2d10 2d6Colossal 4d8 2d8

Special Attacks: The Blight Creatureretains all special attacks of the basecreature, plus there is a 50% chance thatthe creature will develop a special attack.If a special attack is indicated, roll a 1d10on the table below. Alternately, the GMmay assign a special attack to the creature.

Roll Special Attack1 Electrical Discharge : The creature is able

to make a Touch Attack, and if successful,release a discharge of electricity into thevictim doing 1d6 / per 2 HD in damage.The victim may attempt a Reflex savingthrow for half damage (DC: 10 + 1/2 thecreature’s base HD + Constitutionmodifier.)

2 Blinding Attack : The creature is able tospit out a stream of corrosive saliva at onetarget that may blind the victim if it hits, usethe creature’s Base Attack Bonus plus anymodifiers. If the victim is hit, it mustsucceed at a Fortitude saving throw (DC: 10+ 1/2 the creature’s base HD + Constitutionmodifier.) or be blinded for 2d8 minutes.

3 Lashing Tentacles : The creature gains aset of long tentacles that grow from its bodyand enables the creature to use theImproved Grab feat.

4 Poison Attack : The creature’s biteintroduces into the victim a poison. Typevaries (Select effect from Table 11-5, pg231 core rulebook I)

5 Bleeding Wounds : The saliva of thiscreature interferes with the normal bloodclotting process of any living victim that itbites. Any wound from the creaturecontinues to bleed for 1 extra point ofdamage per round until it is healed or by asuccessful first aid application using theHeal skill.

6 Spines : The creature has one or morelayers of spines on its body that it may bringto bear when the creature is involved incombat or is enraged. Whenever anopponent makes a successful hit in meleecombat, the creature may make a free attackof opportunity with the spines (Base attackBonus) doing 1d6 + the creature’s HD indamage.

7 Crushing Jaws : The creature’s massivejaws are capable of biting through, or

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crushing even the strongest armor. Whenmaking a bite attack, ignore any armormodifiers, although the victim still retainsDexterity and Size modifiers to it AC.

8 Drain Blood : With a successful grappleattack, the creature is able to drain bloodfrom the victim. The creature deals 1d2points of temporary Constitution damage tothe victim per round it remains in contact.Creatures drained to 0 Constitution pointsor below are dead.

9 Foul Odor : The stench of corruptionclings to the creature’s body. Upon firstencountering the creature, all those within10 ft. must succeed at a Fortitude check(DC 12) or become nauseated, suffering a -2 penalty to all attacks, saves and skillchecks for 2d4 rounds.

10 Terrifying Howl : Before the creatureattacks, it is able to, once per day, emit ahorrifying and ear-shattering howl.Everyone within earshot must make aWillpower saving throw (DC 18) or suffer a-3 morale modifier to initiative and attackrolls for the duration of the fight.

Special Qualities: Blight creatures retainall special qualities of the base creature andgain the following special qualities.

Bloodlust (Ex): The creature is such aferocious and terrible opponent that it willcontinue to fight without penalty evenwhile disabled or dying.

There is a 25% chance that the BlightCreature has a random special quality anda 10% chance that it will have two specialqualities from the table below. If a specialquality is indicated, roll 1d12 on thefollowing table. (0 – 65 none, 66 – 90 oneability, 91 – 00 two abilities).

Roll Special Quality1 Abnormally Large : The creature is one

size larger than is normal for its type. Itgains all the modifiers as listed on table 11-8 and 11-9 pg 236, core rulebook I.

2 Extraordinary Senses : Creatures gains anextraordinary sense (1-2 Tremor sense, 3-4Blindsight, 5-6 Scent). As per the abilitiesin the core rulebook III.

3 Swiftness : The blight creature is muchfaster than its normal type. The creaturemay take one extra partial action per roundwith no penalty.

4 Keen Senses : The creature is able to seefour times as far as a human in both day andnight and gains a +6 to Search and Spotchecks.

5 Extra Limbs : The creature gains one ormore extra limbs on its body. (1-4 extralegs or arms, 5-6 extra head). These extralimbs may be useless or can give thecreature extra bite/claw attacks or morespeed (GM’s discretion)

6 Leap : The mutant has extraordinary stronglegs that will propel it much farther than isnormal for its type. The creature gains a+10 to its Jump skill and is no longerlimited by its height.

7 Iron Hide : The creature gains either a +6bonus to its armor class or a 5/- damagereduction due to its thick hard hide or bonyridge-like armor.

8 Fast Healer : The creature gains the fasthealing ability (1 + 1d4 is the healing rate.)

9 Camouflage : The creature’s mottled andsickly hide blends in with the corruption ofthe blight. The animal gains a +10 to itsHide skill.

10 Enhanced Attributes : The creature gainsa +1d4 to one of its attributes (1-2 Str, 2-3Con, 5-6 Dex.)

11 Frenzy: 1d4 rounds after entering battle;the blight creature enters a frenzied statefrom the blood scent. A frenzied blightcreature adds +2 to its Str and Con and +2hit points per hit die and remains frenziedfor 1d6 rounds after the fight ends.

12 Death Throw : Once the creature has beenbrought to -10 HP or lower, the body willthrash around for 2d4 rounds causing 1d4points of damage per size category, mediumand above, in a 5 ft. radius.

Saves: Same as base creature.Abilities: Increase from the base creatures’abilities as follows: Str +2, Con +2, andDex 2.Skills: Same as base creature.Feats: Same as base creature.Climate/Terrain: BlightChallenge Rating: Same as base creature+1 (+1 for special quality/attack)Advancement: Same as base creature.

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Practical Charts

Feats Chart(By Marc André Bédard)

This chart updates the one found in page 90 of the Wheel of Time rulebook (WoTRB),correcting some errors and also including the feats found in the web enhancement (WE), thisnetbook (UtDB), and the game module Prophecies of the Dragon (PotD).

Background Feats Prerequisite SourceArtist Ogier, Seanchan, Taraboner WoTRBBlooded Aiel, Borderlander, Seanchan WoTRBBullheaded Aiel, Midlander, Seanchan WoTRBCosmopolitan Cairhienin, Domani, Ebou Dari, Illianer, Tar Valoner WoTRBDisciplined Aial, Atha'an Miere, Seanchan WoTRBDuelist Ebou Dari WoTRBEducation Tar Valoner, Ogier WoTRBGambler Ebou Dari, Tairen WoTRBHandler Seanchan PotDHand Fighting Aiel UtDBIlluminator Knowledge Illuminator UtDBLiving History Taraboner, Ogier WoTRBLuck of Heroes Midlander WoTRB

Master IlluminatorIlluminator (Craft (fireworks) 6 ranks, Knowledge (Illuminations) 6ranks.) UtDB

Mercantile Background Atha'an Miere, Ebou Dari, Illianer, Taraboner, Tairen WoTRB

MilitiaCairhienin, Domani, Illianer, Midlander, Tar Valoner, Tairen,Seanchan WoTRB

Miner Any, except Atha'an Miere and Aiel UtDBSaddleback Borderlander, Tairen WoTRBSea Legs Atha'an Miere WoTRBSeductive Domani WoTRBShadowspawn Hunter Borderlander WoTRBSilver Palm Atha'an Miere, Cairhienin, Illianer WoTRBSmooth Talk Atha'an Miere, Cairhienin, Ogier, Tar Valoner WoTRBStealthy Aiel, Borderlander WoTRBStreet Smart Cairhienin, Domani, Ebou Dari, Illianer WoTRBStrong Soul Borderlander, Midlander WoTRBSurvivor Aiel WoTRBWealth Tar Valoner, Taraboner, Tairen WE General Feats Prerequisite SourceAlertness WoTRBAmbidextery Dex 15+ WoTRBAnimal Affinity WoTRBArmor Proficiency (Heavy) Medium Armor Proficiency WoTRBArmor Proficiency (Light) WoTRBArmor Proficiency (Medium) Light Armor Proficiency WoTRBAthletic WoTRBBlind Fight WoTRBCharisma Talent Cha 15+, Persuasive UtDBCleave Power Attack WoTRBCombat Expertise Int 13+ WoTRBCombat Reflexes WoTRBConstitution Talent Con 15+, Endurance UtDBThe Dark One Own's Luck WoTRB

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Dexterity Talent Dex 15+, Nimble UtDBDodge Dex 13+ WoTRBEidetic Memory Int 17+ UtDBEndurance WoTRBEnhanced Speed UtDBExotic Weapon Proficiency Base Attack Bonus +1 WoTRBFame WoTRBFar Shot Point Blank Shot WoTRBFlame & Void BaB +5, Wis 13+, Training by a Blademaster UtDBGreat Cleave Cleave, Base Attack Bonus +4 WoTRBGreat Fortitude WoTRBHate Hate someone with passion UtDBHeroic Surge WoTRBImproved Bull Rush Power Attack WoTRBImproved Critical Proficient with weapon, Base Attack Bonus +8 WoTRBImproved Disarm Combat Expertise WoTRBImproved Initiative WoTRBImproved Trip Combat Expertise WoTRBImproved Two-WeaponFighting Two-Weapon Fighting, Ambidextery, BaB +9 WoTRBImproved Unarmed Strike WoTRBInfamy WoTRB

Intelligence TalentInt 15+, Skill Emphasis (for any skill with Intelligence as themodifier). UtDB

Iron Will WoTRBLightning Reflexes WoTRBLight Sleeper Love someone with passion UtDBLove UtDBLow Profile WoTRBMartial Weapon Proficiency WoTRBMental Stability WoTRBMimic WoTRBMobility Dodge WoTRBMounted Archery Mounted Combat WoTRBMounted Combat Ride Skill WoTRBNimble WoTRBPersuasive WoTRBPoint Blank Shot WoTRBPower Attack Str 13+ WoTRBPrecise Shot Point Blank Shot WoTRBQuick Draw Base Attack Bonus +1 WoTRBRapid Shot Point Blank Shot, Dex 13+ WoTRBRational Thought Ride-By Attack Mounted Combat WoTRBRun WoTRBSharp-Eyed WoTRBShield Proficiency WoTRBShot on the Run Point Blank Shot, Mobility WoTRBSimple Weapon Proficiency WoTRBSkill Emphasis WoTRBSpirited Charge Ride-By Attack WoTRBSpring Attack Mobility, Base Attack Bonus +4 WoTRBStealthy WoTRBStrength Str 15+, Athletic. UtDBToughness WoTRBTrack WoTRBTrample Mounted Combat WoTRBTrustworthy WoTRBTwo-Weapon Fighting WoTRBWeapon Finesse Proficient with weapon, Base Attack Bonus +1 WoTRB

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Weapon Focus Proficient with weapon, Base Attack Bonus +1 WoTRBWisdom Talent Wis 15+, Iron Will. UtDBWhirlwind Attack Combat Expertise, Spring Attack WoTRB

Channeling Feats Prerequisite Source

Attenuated AffinityFor Initiates Wisdom 13+, for Wilders Charisma 13+, must possessbase affinity. UtDB

Breaking a Shield UtDBChain Weave Channeling levels 2+. UtDBCombat Casting WoTBRDouble Knot Wisdom 16+, Tie off Weave UtDBExperience with the Power Wis 13+, at least level 4 in a channeling class. UtDBExtra Affinity WoTBRExtra Slot Channeler Level 4 UtDBExtra Talent WoTBRExtraordinary Affinity UtDB

Favored WeaveComposure 6 ranks, Wis 12+ for wilders or Int 12+ for initiates, talentand all affinities of favored weave. UtDB

Improved Counterweaving Improved Initiative UtDBImproved Multiweave For Initiates Wisdom 13+, for Wilders Charisma 13+ UtDBInstant Embrace Composure 11 ranks, Quickened Embrace. UtDBMultiweave Wis 13+ WoTBRPower-Heightened Senses WoTBRQuickened Embrace Composure 8 ranks UtDBSense Residue WoTBRSense Wondrous Item Primary Attribute Modifier of 13+ UtDBShield Infinity Must have the Strong Talent feat in Warding. UtDBSimultaneous Casting Wis 16+ for initiates, Cha 16+ for wilders, Multiweave UtDBSplitting the Flows Concentration 9 ranks, Multiweave. UtDBStrong Talent UtDBTie Off Weave Wis 13+ WoTBRWeave Boon Wis13+ UtDB Lost Ability Feats Prerequisite SourceLatent Animal Talker UtDBAnimal Talker Latent Animal Talker UtDBLatent Dreamer WoTBRDreamwalk Latent Dreamer WoTBRBend Dream Dreamwalk WoTBRDream Jump Dreamwalk WoTBRWaking Dream Dreamwalk WoTBRDreamwatch Latent Dreamer WoTBRDream Capture Latent Dreamer, Dreamwalk, Dreamwatch UtDBLatent Foreteller WoTBRForeteller Latent Foreteller WoTBRLatent Old Blood WoTBRBattle Cry Latent Old Blood UtDBObscure Knowledge Latent Old Blood UtDBOld Blood Latent Old Blood WoTBRLatent Sniffer WoTBRSniffer Latent Sniffer WoTBRLatent Treesinger Ogier WoTBRTreesinger Latent Treesinger WoTBRLatent Viewer WoTBRViewer Latent Viewer WoTBRSense Ta’veren UtDB Special Feats Prerequisite SourceEliminate Block 1st level male wilder or 3rd level female wilder WoTBRMinor Weaving Any non-initiate and non-wilder UtDB

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Weapon Specialization 4th Armsman or 6th level Woodsman WoTBR Wolfbrother Feats Prerequisite SourceLatent Wolfbrother UtDBWolfbrother Latent Wolfbrother UtDBAcceptance of Fate Wolfbrother UtDBHeightened Senses Wolfbrother UtDBPack Alpha Heightened Senses, Wolfbrother UtDBWolfdream Wolfbrother UtDB

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Weaves Chart(By Marc-André Bédard, original idea byRandy Madden)

This chart is based on 2 charts first createdby Randy Madden to help players to planthe progression of their channelers. It isalso a handy tool to use during the creationof channeler characters, as it makes theselection of starting weaves easier.

While his first chart sorted the rulebook’sweaves by talent and level, his secondsorted all weaves by affinities. I combinedthese charts and added a few touches of myown.

First of all, I included all the weavespresented in this netbook, the weaves fromthe web enhancement, and the ones inProphecies of the Dragon, indicating thesource for each. WoTRB refers to theWheel of Time rulebook, WE to the webenhancement, UtDB to this netbook, andPotD refers to Prophecies of the Dragon.

I also indicated the frequency of theweaves, indicating which ones are rare andwhich are common.

Finally, the category code column act as anindex to quickly find weaves withparticular affinities. Refer to the sub-tableon the right to learn which code is

associated with which affinities on themain chart.

Air AEarth BFire CSpirit DWater EAir, Earth FAir, Fire GAir, Spirit HAir, Water IEarth, Fire JEarth, Spirit KEarth, Water LFire, Spirit MFire, Water NSpirit, Water OAir, Earth, Fire PAir, Earth, Spirit QAir, Earth, Water RAir, Fire, Spirit SAir, Fire, Water TAir, Spirit, Water UEarth, Fire, Spirit VEarth, Fire, Water WEarth, Spirit, Water XFire, Spirit, Water YAir, Earth, Fire, Spirit ZAir, Earth, Fire, Water AAAir, Earth, Spirit, Water BBAir, Fire, Spirit, Water CCEarth, Fire, Spirit, Water DDAir, Earth, Fire, Spirit, Water EE

Name of the Weave Levels Affinities Frequency Source Category BALEFIRE Balefire 8-13 Air, Earth, Fire, Water, Spirit Lost WoTRB EE CLOUD DANCING Crushing Sphere of Air 7 Air Rare UtDB AFist of the Storm 5-9 Air, Water Rare UtDB IFortell Weather 0-3 Air, Water Common WoTRB IHarness the Wind 0-7 Air, Water Common WoTRB ILightning 5-9 Air, Fire Common WoTRB GRaise Fog 2-8 Air, Water Common WoTRB IWarmth 0-3 Air, Fire Common WoTRB GCONJUNCTION Adoption 5 Spirit Common UtDB D

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Awaken 0-3 Air, Spirit Rare UtDB HBond Warder 5 Spirit Common WoTRB DCompulsion 3-5 Air, Earth, Fire, Water, Spirit Lost WoTRB EEFalse Trail 0-8 Air, Earth, Spirit Common WoTRB QImprint 5-9 Spirit, Water Rare UtDB OMinor Compulsion 1 Spirit Common UtDB DPainted Memories 4 Air, Earth, Fire, Water, Spirit Lost UtDB EEPass Bond 7 Spirit Common WoTRB DSense Shadowspawn 0 Spirit Common WoTRB DShrouded Mind 3 Air, Earth, Fire, Water, Spirit Lost UtDB EEThreading the Needle 3 Air, Earth, Fire, Water, Spirit Lost UtDB EETrace 0-4 Spirit Common WoTRB DWhispers Through the Black Gate 2 Earth, Fire, Spirit Lost UtDB V EARTH SINGING Breaking the Worlds Bones 4-9 Earth, Fire, Spirit Lost UtDB VCorrosion 0-4 Earth Rare UtDB BEarth Cunning 2-5 Earth Rare UtDB BEarth Delving 0-3 Earth Common WoTRB BEarthquake 7-12 Earth Common WoTRB BEmbrace of Spring 2-5 Earth, Spirit, Water Lost UtDB XForge Metal 3-6 Air, Earth, Fire, Spirit Rare UtDB ZGrenade 0-4 Earth, Fire Common WoTRB JLiquefy Earth 3-7 Earth, Fire, Water Common UtDB VPolish 0-2 Earth Common WoTRB BRiven Earth 4-6 Earth, Fire Common WoTRB JSculpting the Land 0-12 Earth Common UtDB BSpinning Earthfire 9-12 Earth, Fire Lost UtDB JTreading the Earth 0-3 Air, Earth Rare UtDB FWeaken 3-7 Earth, Fire, Water Lost UtDB V ELEMENTALISM Aura of Flame 3-5 Air, Fire Common UtDB GArms of Air 0-12 Air Common WoTRB ABastion of Force 7-9 Air, Earth, Fire Rare UtDB PBlade of Fire 1-5 Air, Fire Common WoTRB GCascaded Lightning 2-5 Air, Fire Rare UtDB GCast Off 2-4 Air Common UtDB AClean 0-2 Earth Common UtDB BCreate Fire 0-6 Fire Common WoTRB CCreate Ice 0-5 Air, Water Common UtDB ICurrent 0-7 Spirit, Water Common WoTRB OCutting Lines of Fire 7-9 Air, Fire Lost WoTRB GDrawing the Breath 0-4 Air, Water Rare UtDB IDry 1 Water Common WoTRB EFalse Wall 1-6 Air, Earth Common WoTRB FFiery Sword 2-4 Air, Fire, Spirit Common WoTRB SFireball 2-6 Air, Fire Common WoTRB GFly 5 Air, Spirit Lost WoTRB HForge Storm 7-10 Air, Fire Rare UtDB GFreeze 4-7 Air, Spirit Rare UtDB HGeyser 4-8 Fire, Water Common UtDB NHammerheads 4 Air, Earth, Spirit Rare UtDB QHarden Air 0-5 Air Common WoTRB A

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Heat 0-5 Fire Common UtDB CImmolate 4-7 Fire, Spirit Common WoTRB MKilling Mist 3-7 Air, Earth, Water Rare UtDB RKiss of the Storm 1-5 Air, Water Rare UtDB ILight 0-3 Air, Fire Common WoTRB GMove Water 3 Water Common WoTRB EOpening the Way 2 Air or Earth Common UtDB A or BThunderclap 0-3 Air, Fire Rare UtDB HWall of Flames 2-6 Air, Fire Rare UtDB HTools of Air 0-4 Air Common WoTRB AWand of Fire 1 Earth, Fire Common WoTRB JWhirlpool 3-7 Spirit, Water Common WoTRB O HEALING Blight of Flesh 4 Air, Fire, Spirit, Water Lost UtDB CCCleanse 3 Spirit, Water Common PotD OCrisis of Breath 5 Air, Fire, Spirit, Water Lost UtDB ODelve 0-3 Spirit Common WoTRB DHeal 0-8 Air, Spirit, Water Common WoTRB UHeal the Mind 1-4 Air, Spirit, Water Common WoTRB UMajor Healing 1-9 Air, Earth, Fire, Water, Spirit Rare UtDB EEQuicken 3-6 Air, Spirit, Water Rare UtDB URend 0-4 Air, Spirit, Water Rare WoTRB URenew 0-4 Air, Spirit, Water Common WoTRB URestore 2-6 Earth, Spirit, Water Common PotD XRestore the Power 6-12 Air, Earth, Fire, Water, Spirit Lost WoTRB EERejuvenate 5 Fire, Spirit, Water Rare UtDB YSand Casting 2 Air, Spirit, Water Rare UtDB USever 6 Spirit Common WoTRB DTaming the Broken Thought 9-10 Air, Earth, Fire, Water, Spirit Lost UtDB EETouch of Death 5-8 Earth, Fire, Spirit, Water Lost WoTRB DDVigil of Silence 3-5 Air, Spirit, Water Rare UtDB U ILLUSION Disguise 1-4 Air, Fire, Spirit Common WoTRB SDisguise Clothing 1-4 Air, Fire, Spirit Common UtDB SDistant Eye 3 Air, Spirit Lost WoTRB HEavesdrop 1 Air, Spirit Common WoTRB HFar Speaking 1 Air, Spirit Rare UtDB HFolded Light 1-4 Air, Fire Common WoTRB GMantle of Shadows 2-8 Air, Fire Rare UtDB GMirror of Mists 0-2 Air, Fire, Spirit Common WoTRB SMirror of the Mind’s Eye 0-6 Air, Fire, Spirit Lost UtDB SVoice of Power 0-1 Air, Fire Common WoTRB G

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TRAVELING Bridge between Worlds 7-11 Earth, Spirit Lost WoTRB KCreate Gateway 4-8 Spirit Lost WoTRB DHold Gateway 5 Spirit Lost WE DSkimming 4-8 Air, Earth, Spirit Lost WoTRB QUse Portal Stone 4-7 Spirit Rare WoTRB D WARDING Aeriform Shield 2-5 Air Lost UtDB ABarrier to Sight 1-10 Air, Fire, Spirit Common WoTRB SCircle of Silence 0-9 Air, Fire, Water Common WoTRB TCircle of Sounds 0-7 Air, Fire, Spirit Common UtDB SCut Weave See text Spirit Common UtDB DDeflecting the Shoot 4 Air Lost UtDB ADream Shielding 1-11 Spirit Common WoTRB DFire Trap 3-5 Air, Fire, Spirit Rare WoTRB UForbiddance 1-10 Air, Earth, Spirit Rare UtDB QMaster Ward 4-12 Air, Earth, Fire, Spirit, Water Common WoTRB EESeal 2-4 Air, Fire, Spirit Common WoTRB SShield 3-7 Spirit Common WoTRB DShield (Revised) 3+ Spirit Common UtDB DStrangle the Flow 9-10 Air, Earth, Fire, Spirit, Water Lost UtDB EEStrike of Death 8-12 Air, Fire, Spirit Common WoTRB S

Ward Against Channelers 1-10 Fire, Spirit CommonPotD &WE M

Ward Against Intrusion 1-10 Air, Spirit Rare UtDB HWard against People 2-11 Air, Fire, Spirit Common WoTRB SWard against the One Power 3-12 Air, Earth, Fire, Spirit, Water Common WoTRB EEWard against Shadowspawn 1-10 Air, Fire, Spirit Common WoTRB SWard Bore 4 Air, Earth, Fire, Spirit, Water Lost WoTRB EEWeave Deflection 1+ Spirit Common UtDB D

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Chapter 6- Wondrous ItemsChapter 6- Wondrous ItemsChapter 6- Wondrous ItemsChapter 6- Wondrous Items

Affinity Talismans(By Randy Madden)Activation: WearAffinities: VariesSize: SmallWeight: 1 lb.Occurrence: CommonThese ter’angreal are common, but oftengo unnoted. In the Age of Legends, thesewere used to teach young channelers thefeel of the different Affinities. Some arestill used for that purpose. Though simpleand weak, these small talismans are oftenunder appreciated.

Description: Affinity talismans come inmany different shapes and designs, but areassociated with the Affinity they represent.A Fire Talisman might appear as a rubybrooch, while a Water Talisman might be astring of pearls.

Affinity Talismans grant their user theFeat: Extra Affinity X. Only for theAffinity they represent and only while heldor worn.

Anchors(By John Bornicke)Activation: Wield or carryAffinities: NoneSize: variesWeight: variesOccurrence: CommonThese ter’angreal were used during theAge of Legends to teach novice users ofthe One Power how to hold multipleweaves at once and to assist in castingwhen the channeler became distracted

Anchors come in many different shapes,often appearing as jewelry or small statues.These ter’angreal allow the user to holdone weave as if he had the Multiweave featwithout requiring a Concentration check,

regardless of the circumstances. The usermust still hold saidin or saidar and mustremain in contact with the item.

Binding Chair(By John Bornicke)Activation: Weave Sacrifice; 5 levelAffinities: Fire, SpiritSize: MediumWeight: 120 lb.Occurrence: UniqueThis item appears as a plain four legged,high back chair made of cut and polisheddull red crystal. Centered on the back, andslightly raised from the surface is theDragon’s Fang. After placing a malechanneler on the chair and directing a flowof the One Power into the symbol on theback, the caster is able to place restrictionsupon the subject that act as bindings to hisactions for the rest of his days (unlessremoved by the chair at a later date).

If a channeler directs a weave of Fire andSpirit into the center of the Dragon’s Fang,he or she is able to place restrictions of thesubject’s actions similar to that of the OathRod. The major difference in this case isthat the subjects need not swear toanything or even have an active part in it.Each separate restriction uses a newWeave Sacrifice slot, although they can beaccomplished in the same session ormultiple. Once instilled into the subject,anytime he attempts to perform that actionhe suffers extreme pain (4d6 subdualdamage) and must attempt a Will savingthrow or Concentration check (DC equal tothe damage suffered) to perform any actionthat round. If the channeler is ever gentled/ stilled then the restriction placed uponhim are nullified and do not come back ifhe is restored.

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Brooch of Speed (By Thomas Daniels)Activation: WearAffinities: NoneSize: SmallWeight: 1 lb.Occurrence: RareMade from Power hardened silver or gold,and crafted to look like various animals,mythological beasts, or monsters, theseter’angreal were worn by commandos onboth side of the War of Shadow. Theyprovided the wearer with a boost of speed,allowing them to act and move morequickly. There are more silver broochesthan gold, making the Tower believe thatonly the leaders of the commandos worethe gold brooches.

When used, the brooch of speed affords theuser one extra partial action, which may betaken before or after his regular action. Inaddition, the user gains a +2 Defensebonus, which is lost should the user alsolose his Dex bonus. Finally, the user isgranted a +4 initiative modifier when thebrooch is activated. The brooch may beactivated but once per day and the effectslast for 5 rounds.

Chain of Gazes(By John Bornicke)Activation: Weave sacrifice; level one slotAffinities: Fire, SpiritSize: TinyWeight: 1 lb.Occurrence: RareThe Chain of Gazes is a smoky ambermedallion, 3 ½ inches in diameter with acarved relief of a chora tree attached to a 2ft. chain with 13 ½ in. amber beads evenlyspaced along it.

Once activated, this item causes anycreature to which the channeler presents itto make a Will saving throw (DC 15) or beovercome by a powerful aversion to thewielder. The creature will not approachwithin 30 ft. and will avoid even looking at

the bearer, if possible. This effect will lastfor 5 + 1d4 minutes and can be used nomore than 3 times a day.

Baldric of Flames(By John Bornicke)Activation: WearAffinities: NoneSize: SmallWeight: 2 poundsOccurrence: RareThe Baldric of Flames is made of a strangesubstance with the flexibility of cloth, butthe hardness of metal; a deep red colorwith golden flames across the front andback. Made before the War of Power, thister’angreal both empowers the channelerand helps to protect him.

First, this ter’angreal increases the effect ofany weave cast by the channeler with thefire affinity by +1 casting level. Second, itgives the bearer a +2 bonus to all savingthrows against all fire based damage (fireballs, torch, alchemist fire, etc.)

Chimes of Jen’Hadar(By John Bornicke)Activation: WieldAffinities: NoneSize: SmallWeight: 4 poundsOccurrence: UniqueThis ter’angreal consists of a 2 ft. tallcrescent made of a silver-like substancewith four 1 ft. long hollow cylindershanging from it in succession. Writtenalong the side of the crescent in the OldTongue is “Silence sings the safety of theworld”. On each of the four chimes is theancient symbol of the Aes Sedai.

This ter’angreal is activated when a manchannels saidin within 400 ft. The chimeswill sing out with a clear, soft tone, easilyheard by anyone within 60 feet. Thechimes will make no sound if actuallystruck.

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Disk of Waves(By John Bornicke)Activation: WearAffinities: NoneSize: TinyWeight: ½ lb.Occurrence: RareThis ter’angreal is an eight-sided, palm-sized disc made of a watery blue/greenstone engraved with a stylized crashingwave on both sides. The disc feels slightlydamp to the touch, although no traces ofwater have ever been discovered on it. Tothe bearer, the disc affords two powers.

First, this ter’angreal doubles the user’sbase movement rate and adds a +10enhancement bonus to the Running skillcheck.

Furthermore, the character receives a +20enhancement bonus to his jump skill, whileremoving the height and distancemaximum based on the character’s height.

Focal Lens(By John Bornicke)Activation: WearAffinities: NoneSize: TinyWeight: 1 lb.Occurrence: RareLittle mention of these ter’angreal exists inthe surviving documents of the Towerlibrary, and until recently, no actualexample of these devices was thought tostill exist. It is assumed that these itemswere made in a variety of shapes anddesigns suited to the bearer.

The one focal lens that has been discoveredis a sturdy bronze bracer, 6 in. in lengthwith a raised stag across the upper surface.

Each focal lens comes with a power ratingsimilar to an angreal or sa’angreal. Whenheld or worn, they allow the channeler toextend the range increment of any spellcast at a lower level than the power ratingof the lens. For example, a lens with a

rating of 4 will extend the range of anyweave cast at 4th level or lower. No weavemay be extended beyond Long range.

Earring of Luck(By Mark Etter)Activation: WearAffinities: NoneSize: DiminutiveWeight: negligibleOccurrence: Very RareVery few of these silver earrings were evermade. They are linked by a small chainthat connects to a small stud, which isworn on the upper part of the ear. Whileworn, the earring grants the wearer a +1bonus to all saves and increases the user’sdefense by one.

Heartbeat(By Joshua Borlase)Activation: Weave sacrifice equals totarget’s character level.Affinities: Fire, Spirit, WaterSize: SmallWeight: 1.5 lb.Occurrence: UniqueRange: CloseSaving throw: Negates (Fort)This device appears to be a small leatherdrum, colored red with blue flecks. It wasoriginally created to aid in healing bymaintaining the patient’s heart beats.Unfortunately, power is amoral. As such, itcan be used to kill as well as to heal. If thetarget chooses, she can make a Will save toresist the effect. If she fails, the wieldertakes control of the beating of her heart.This control will last for a number ofrounds equal to the wielder’s channelerlevel. During this time, the wielder caninflict 1d4 points of damage per round orstabilize a character with less than 0 hitpoints.

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Heightened Senses Amulet(By Kevin Binswanger)Activation: WearSize: SmallWeight: 2 lb.Occurrence: RareTer’angreal of this type may vary slightlyin appearance, but all have the sameattributes. They are small circles, usuallyporcelain, in the design of the ancientsymbol of the Aes Sedai. They are wornabout the neck on a chain or rope of somesort; this rope or chain is part of theter’angreal.

While wearing the amulet, anyone,channeler or not, gains the ability Power-Heightened Senses (p. 97). This does notstack with anyone actually having the featand holding the True Source.

Kondor's Iron Stomach(By Joshua Borlase)Activation: WearAffinities: NoneSize: MediumWeight: 1 lb.Occurrence: UniqueThis ter'angrael is a thin tan colored vestthat clings to the wearer’s body as thoughit was specially fitted for them. It was inthe possession of a Ghealdan soldier whomade bets on drinking and eatingunorthodox foods. While this vest is wornthe user is impervious to food and alcoholpoisoning. The downside is that everythingconsumed tastes bland, which led Kondorto sell the article.

Kumera’s Mystery(By John Bornicke)Activation: Weave Sacrifice; level 1weave slotAffinities: SpiritSize: smallWeight: 2 lb.Occurrence: Unique

This ter’angreal is named for KumeraSedai, who found it during the Trolloc war;though she never discovered its use oractivation. This ter’angreal resembles asmall sphere, 4 in. diameter and made ofsome kind of dark brownish stone. Thesphere itself is hollow and carvedthroughout with shapes of branches andbirds, leaving the entire object perforated.

In order to activate this item, it must firstbe moistened or immersed in water. Oncethat is done and a thread of spirit ischanneled into the item, the channeler mayseize control of any bird within 500 paces.The channeler uses the birds’ senses andcontrols the creature’s actions for theduration. This ter’angreal ceases to workonce it has completely dried, usually in 5to 10 minutes (4 + 1d6). The channelermay use the item again once the durationhas expired, but there is no guarantee thatthe same target will be accessed again aseach use affects a random bird withinrange. If there are no suitable targetswithin range, this item does not function.

Last Chance(By John Bornicke)Activation: CarryAffinities: NoneSize: TinyWeight: 1/8 lb.Occurrence: UniqueThis odd ter’angreal was just recentlyfound in the possession of a Domani sailor,who won it in a game of chance. It appearsto be a small cube of age darkened bonewith unidentifiable symbols on 5 sides. Onthe sixth side is the ancient symbol of theAes Sedai. This ter’angreal gives thebearer a +2 bonus to Reflex saves and a +2enhancement bonus to the Tumble, EscapeArtist, and Spot skills.

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Medallion of Khiber(By John Bornicke)Activation: WearAffinities: NoneSize: TinyWeight: 1/2 lb.Occurrence: UniqueThis simple bronze, circular medallionengraved on one side with a picture of amountain is the famous ter’angreal spokenof in the legends of the warrior heroKhiber and thought lost long ago.

Recently unearthed during an enlargementof the cellar of a tavern in Saldea, themedallion seems to conform to legends andincreases the bearer’s strength andresistance.

As long as the bearer is in contact withunworked earth or stone he gains a +2bonus to his strength attribute and a 4/-damage reduction.

Merchant's Labor(By Joshua Borlase)Activation: TouchAffinities: NoneSize: SmallWeight: 1 lb.Occurrence: RareThis object resembles an oversized goldcoin, but is heavier than it should be.When held, mathematical problems andtasks become exceedingly easy. Balancingaccounts that used to take hours now takeminutes. Add +8 to all checks usingProfession (mathematician). The onlydiscovered exemplar of this ter'angreal isrumored to be owned by the Cargo masterof the Mistress of the Ships.

Pinky Ring(By Kevin Binswanger)Power Rating: 1Attunement: FemaleSemirhage found this angreal amongSammael’s possessions in Illian; a rarity

for him to have an angreal attuned towomen. It barely fits on any finger but thelast, and has only a small amount of thePower, but enough to catch someone off-guard.

Portal Lens(By John Bornicke)Activation: WieldAffinities: NoneSize: SmallWeight: 3 lb.Occurrence: Unique

This unique ter’angreal has been lying inthe secret storerooms of the White Towerfor generations, its use entirely unknownuntil recently. Alaindra, an accepted in thetower, working under the supervision ofthe Janya Sedai, linked the descriptionfrom an ancient text with this item in thestorerooms. So far she has not been able totest the application of it, but is certain itwill work as described.

The appearance of this item is of an agedarkened silver ring, 1 ft. across andflattened in 13 places along both sides as ifby a precise hammer blow. The channelermay use this item to assist in the casting ofthe Use Portal Stone weave, consider it anangreal with a power level of 1.Furthermore, if the channeler cast theweave through the lens she (only thechanneler) may see into the world or placeshe is traveling (see Use Portal Stoneweave) before she enters and may choosewhether or not to cross. The duration of theweave is changed to “concentration” for aslong as the ring is held. The view seenduring the initial casting may not bechanged around by moving and will onlylast for as long as touch is maintained withthe Portal Stone.

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Puzzle Box(By John Bornicke)Activation: Weave Sacrifice; level 1weave slotAffinities: SpiritSize: TinyWeight: 1 lb.Occurrence: UniqueThis ter’angreal was recently brought in tothe sisters at Salidar by a young womanhoping to test for novice and claimed thather family had possessed it for generations.She said that she felt something funnyabout it and thought that maybe she toocould be Aes Sedai. As it turns out, shewas correct on both counts and it is hopedthat her surprising strength and seemingaffinity with these items will allow her tobecome adept at the creation of ter’angreal.

The appearance of this item is a black glassstone box, 4 in. square. Across the surfaceon five sides are gold seams in odd shapessimilar to a child’s toy puzzle box.Spanning across the remaining surface is asolid gold circle. It is surmised that thisdevice was used during the Age ofLegends as a teaching tool.

While touching this device, the userchannels Spirit into the gold circle andcreates a dome-shaped weave, in a 25ftradius circle. The user must maintainconcentration and be within Long range orthe Puzzle Box will stop functioning. Allthose who enter the area of effect mustmake a Will saving throw (DC 18) orbecome entrapped in a mental maze, whiletheir bodies stand unmoving andunresponsive. Those entrapped are awareof what happens to their bodies but can donothing about it while still in the maze.Targets must make three IntelligenceCheck (DC 16) to successfully navigate themaze. Each consecutive time a characterenters the maze, the Int check DC isreduced by 2.

Ring of Sense Channeling(By Mark Etter)Activation: WearAffinities: NoneSize: DiminutiveWeight: NegligibleOccurrence: CommonA ring made of silver with several criss-cross patterns of gold wire surrounding it.It grows cold whenever the One Power isused within a range of 60ft.

Rod of Night(By John Bornicke)Activation: TouchAffinities: NoneSize: SmallWeight: 3 lb.Occurrence: RareThe ter’angreal that became know as theRod of Night was discovered buried in thefoundation of an inn in Whitebridge. TheRod looks to be made of obsidian, thoughit is harder than steel, and is covered withoddly twisting carvings along its entirelength. It is only 1 inch in diameter withan overall length of 2 ft.It was quickly discovered that any bearerof this item possesses Darkvision out to arange of 120 feet, as long as he remains incontact with it.

Searing Rod(By John Bornicke)Activation: WieldAffinities: NoneSize: SmallWeight: 2 lb.Occurrence: UniqueThis disturbing ter’angreal was found witha cache of items at the hall of Council inthe apartments of Lord Bren, or alsoknown as the Forsaken Sammael byseveral Asha’man. Its appearance is thatof a thin rod, 2 ft. in length and made of adeep black and oily feeling stone. Carvedalong its length are numerous human faceswailing in agony.

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This terrible item inflicts searing damageupon all those by it, as if the rod werewhite hot metal. The wielder of the rod isimmune to this effect. Although this itemwill affect people through clothes or otherlight garments, it is ineffective through anykind of armor. Those affected suffer 2d6hp of damage and must make a Fortitudesave (DC 16) or be stunned for 1 round.This item does not actually produce anyheat and cannot ignite any material.

Serpent’s Eye(By John Bornicke)Activation: TouchAffinities: NoneSize: TinyWeight: ½ lb.Occurrence: RareThis Strange ter’angreal was recentlyfound in the possession of a wilder in AradDoman who graciously turned it over toTeslan Sedai when questioned about it. Itappears to be a snake coiled about itselfinto a ball 2 inches in diameter, madeentirely of a moss colored stone.

When held, this ter’angreal prevents thebearer from speaking any untruth (Willsave DC 30). It does not force the subjectto answer questions and does not preventmisconceptions, it only prevents any wordbeing spoken that the holder knows to be alie.

Sheath of the Keen Blade(By Mark Etter)Activation: SpecialAffinities: NoneSize: MediumWeight: 1 lb.Occurrence: RareMade during the War of Power inconjunction with power-wrought blades,these leather scabbards appear to be wellmade, masterwork sheaths. But when asword is placed in the sheath, anenchantment is placed upon it. The bladebecomes sharper than before and more

powerful. The swords become keen(double the critical threat range) and granta +1 bonus to the critical multiplier(example: x2 becomes x3). This last onlyfor a single strike however, after that thesword must be re-sheathed to use thepower again. Unfortunately many pastusers did not realize that the added powerwas from the sheath, as a consequence,many have been discarded throughout thecenturies.

Sheath of Regeneration(By Thomas Daniels)Activation: WearAffinities: NoneSize: Small or mediumWeight: 1 lb.Occurrence: RareThese finely crafted sheaths may or maynot be decorated, but all are made of ahard, nearly indestructible wood (hardness7, hit points 10, DC to break 28), possiblystrengthen through the one power. Thesesheaths had the power to keep the weareralive through most attacks.When wounded, the sheath instantlyconverts the wounds to subdual damage.One important thing to remember is that,the damage when done, is real, and thenturned into subdual damage (as if healedby a heal weave) so, if the damage done isenough to kill the person, they will die.

The Stone Leaf(Unknown)Activation: WieldAffinities: NoneSize: TinyWeight: ½ lb.Occurrence: RareThis item was recently found in thepossession of a sister of the Green Ajah,suspected of certain actions while in thecompany of Darkfriends, after she waskilled in her capture. It allows a channelerto use the lost (and mostly unknown) skillof inversion while channeling through the

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item. Its appearance is of a small singleleaf, delicate with traces of veins across itmade of a vibrant green stone.

The user of this ter’angreal, whenchanneling a weave through this item maymake a Invert skill check, even if nottrained in that skill (d20 + users Intmodifier + 5). If the user has the Inversionskill, she gains a +5 enhancement bonuswhen using it. A user may not learn theskill from this item, as its function is stillhidden.

Storage Sphere of Muradar(By Trevor Phillips)Activation: SpecialAffinities: SpiritSize: SmallWeight: 3 lb.Occurrence: UniqueThe Aes Sedai, Muradar, was a powerfulyet reclusive male channeler before theBreaking, who researched alternate andvariant weaves, especially in the fields ofspace and time distortion, and related fieldssuch as traveling and alternate worlds. Oneof his greatest accomplishments is theStorage Sphere of Muradar. This sphereappears to be of polished black stone, andis a little less than a hand-span in diameter.Engraved into the black surface is a wavypattern of thin grey lines. This item is astorage device, and can only be unlockedby a channeler touching it with a certaincombination of weaves, at which point,part of the surface will slide back insideitself, revealing the hollowed-out center.What makes this object even moreinteresting is that there may be severalways of opening it, and each way opens anequivalent-sized storage area, withdifferent content. The weave combinationsmay involve saidin or saidar, or even acombination of both.

The basic weave to open it requires a level1 weave of Spirit, while othercombinations may require more complex,and higher levels of channelling. Weaving

in a valid combination, but withinsufficient power, causes some of thelines on the surface of the sphere to glow.Weaving an invalid combination usuallygives the channeler a headache, but somecombinations may have varying effects ofa temporary, permanent, or even fatalcondition. The actual storage space openedby each weave combination is up to thegamemaster.

The Clasp of Vision(By John Bornicke)Activation: Weave Sacrifice; level 1weave slotAffinities: Earth, SpiritSize: TinyWeight: ½ lb.Occurrence: UniqueThis remarkable ter’angreal, whenactivated, allows the user to receive imagesor impressions of objects or locations past,including things about the owners or placesit has been.

The appearance of this item is of an open-ended bracelet, 1 ½ in. wide at the top andtapering at the ends. It is made of agreenish stone and positioned on the top isa circular pattern, layer within layer ofshining copper covering the entire face.

The user may attempt to make a Searchcheck to reveal information about the itemhe is touching. The higher the result, themore information he is presented with in apattern he can understand (image of anowner, events that happened at the locationor with the item, items function, vaguesense of or scene from owner’s currentlocation, emotions associated with thescene or object, etc.) This can be usedmultiple times on the same object orlocation but may result in no newinformation.

DM Note: Use this item as you see fit. It isan item that can help out a party as muchas you want.

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Teaching Crystals(By John Bornicke)Activation: WieldAffinities: NoneSize: SmallWeight: 1 lb.Occurrence: RareWhile several sources in the hiddenlibraries at the White Tower mentionteaching crystals, or Moilin a’tat in the oldtongue, only one has been recentlydiscovered in Rhuidean. These ter’angrealwere used to store knowledge of certainweaves and teach channelers how to castthose weaves. Each of these devices wasattuned to either saidin or saidar, limitingwho could learn from one.

The recovered crystal is a hand-sized bluecrystal flame. It contains the followingweaves; Delve, Heal, Heal the Mind,Renew, Cleanse, and Sever. It is attuned tosaidar (DM’s discretion: This ter’angrealmay contain any other weave, even lostweaves).Each Crystal contains 1d6+1 weaves ofone affinity. The channeler using it musthave the affinity associated with theseweaves, although he can use the Crystal tolearn that affinity (In the case of LostAffinities). The character must make asuccessful Weavesight check (pg 87),which takes 1d4 hours for each weavelearned.

The Gazing Font of Paraan Disaan(By John Bornicke)Activation: Weave Sacrifice; level 3weave slot.Affinities: SpiritSize: MediumWeight: 200 poundsOccurrence: UniqueOne of the many ter’angreal found in thestorage rooms of Tear. This ter’angrealhas two basins in two tiers sitting on top ofa block of oddly glittering charcoal greystone. Each basin is a long silverrectangle, one at waist height and the other

higher than an average man’s head, setslightly back. Carved into the stone face,on either side of the upper basin, are twosymbols of power known as Gazing Keys.

In order to use this item, the channeler firstfills the upper basin with clear water andchannels into the gazing keys. He thenmust place his hands on the propersymbols, one to each side. A knife edgesheet of water will spill across the face ofthe upper basin allowing the caster to seefar off people, places and times.

The user must make a Concentration check(DC of 20). If the check fails, then nothinghappens and the weave slot is lost. If hesucceeds, the Gazing Font displays apicture of the desired place or person. Thepicture displays both sight and sound, andcan be changed as often as the user desires,with a new Concentration check requiredeach time.

The Gazing font can be used only 1/day for5 minutes. If the channeler wishes to viewTel’aran’rhiod, increase the Weavesacrifice slot by +1. If the person he istrying to see is not in the dream world, thedoes not function.

In order to view the past, the charactermust know exactly when and where hewants to view, or else it will not work.Strangely, trying to view a time before thebreaking of the world is almost impossible.Increase the Weave sacrifice by +3 levelsto view this time period.

Note: The character using this ter’angrealmust maintain contact with the Gazingkeys while viewing or risk losing theweave slot sacrificed permanently(requires a Fort save DC 16)

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The Hourglass of Destiny(By Marc-André Bédard)Activation: As any hourglass.Affinities: NoneSize: SmallWeight: 3 lb.Occurrence: UniqueThe secret archives of the White Towerspeak of a dangerous ter’angreal from theAge of Legend, called the Hourglass ofDestiny. The few bits of informationsurviving the Breaking of the Worldmention that this ter’angreal truly was auseful and benevolent tool, if a bit difficultto control. Whatever it might have been, itsutility and the knowledge required for itssafe operation are lost to the mist of time.Now only its most nefarious characteristicis known, and that function makes thister’angreal a wicked tool of sorrow.

Whoever activates the hourglass (willinglyor not) will find himself bonded withweaves of spirit to the passing of thesilvery sand within it. From this moment,should the sand in the hourglass ever stopflowing between the two halves of thedevice, the one bonded to the ter’angrealwill literally drop dead; dying of a suddenheart attack. The hourglass can only bebonded to one person at a time and onceactivated, can be manipulated freely solong as the sands do not stop moving. Inthe present age, no one has ever succeededin freeing someone bonded to thehourglass once activated, but there is away: the Hourglass of Salvation.

The Hourglass of Destiny is made of glass,white ivory and gold; the sand in it has asilver taint and take about 1 hour tocompletely pass from one half to another,but this is a fact no one ever cared to verifyfor obvious reasons. The currentwhereabouts of the Hourglass is unknown,since its mysterious disappearing in 783NE.

The Hourglass of Salvation(By Marc-André Bédard)Activation: As any hourglass.Affinities: NoneSize: SmallWeight: 3 lb.Occurrence: UniqueThe second hourglass is les well knownthan the first one, simply because this oneis not lethal. But again, the sistersmisunderstood its true purpose. Never didit occur to them that it might be linked tothe Hourglass of Destiny.

This ter’angreal has the power to free aperson from their bond to the Hourglass ofDestiny. To free someone from their bondis tricky and dangerous, however, as theone bonded must time the passing of thesands in each hourglass so that both stop atthe exact same time. Easier said then done.Failure to succeed means death all thesame.

Another power of this ter’angreal, the oneknown by the sisters, is the ability toneutralize any poisons in the body of theperson who activates the hourglass, so longas the poisoned person can survive thehour it takes for the hourglass to act. Thehourglass is finely sculpted of an ebonywood and is filled with normal sand. Itscurrent whereabouts are unknown.

The Jade Circle of Bienre Nemora(By John Bornicke)Activation: WieldAffinities: NoneSize: SmallWeight: 4 lb.Occurrence: UniqueNemora Sedai discovered the Jade Circleduring the terrible fighting that occurredduring the Trolloc Wars. From herpartially recover journals, we know whenshe found it, but as to where she was, otherthan in the ancient kingdom of Jaramide,nothing is known. It wasn’t until a shorttime ago that Martine Janata determined its

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use. This ter’angreal is a shaded greenjade circle 2 ft. in diameter with a 1ft.circle centered in it. Across the face onboth sides are intricate geometric, maze-like carvings.

This powerful artifact from the Age ofLegends aids in guarding one’s dreams. Itis considered the equivalent of a sa’angrealwith a power rating of 6 for purposes ofcasting the Dream Shielding weave.

The Veiled Widow(By John Bornicke)Activation: Weave sacrifice; 1 levelweave slotAffinities: Air, Spirit, WaterSize: MediumWeight: 35 lbs.Occurrence: UniqueThis unusual statue was recently unearthedin the ruins of ancient Corantheren in afarmer’s field, south of Baerlon. Throughcircumstance it has been traded severaltimes and eventually ended up in the handsof the Salidar sisters while in Murandy.

This ter’angreal appears to be a brilliantlyclear crystal statue, a pace high, of a veiledand hooded woman with her hands foldedserenely together. Inscribed delicatelyalong the base in the Old Tongue are thewords “Grieve for thou art able, givecomfort to the tears of the widow.”

This ter’angreal has two powers. First, allthose within a 50 ft. radius circle, while itis activated, will be immune to any diseaseor infection. Furthermore, those within thearea of effect also heal 3 extra hit pointsper hour of rest. The duration for thispower is one full day from activation(sunrise to sunrise, or sunset etc.) Theweave used for activation does not have tobe held for this period. Once used, thisfunction only works once per week.

Secondly, it can aid the user in casting anyweave within the Healing talent as anangreal with a power rating of 3.

The Weeping Women(By John Bornicke)Activation: WieldAffinities: NoneSize: TinyWeight: ½ poundsOccurrence: UniqueThis rather simple statuette resembles akneeling, robed woman with long hair,hands to her face as if she was crying. Itseems to be made of age darkened Ivory.

The Aes Sedai of the Tower have knownabout the benefits of this ter’angreal forsome time, thanks to an ancient scrolllocated in the Tower library. It is onlyrecently that it has come back into theirpossession, and is currently being studiedby Elayne Sedai.

In order to use this item, it must be touchedto the bare skin of any person woundedand bleeding. The touch of the statuetteslows bleeding so that an injured personwill only bleed one Hit Point every 10rounds, instead of each round.

Voraelia’s Ring of Renewal(By Timothy Flynn)Activation: wearAffinities: Spirit, Air, WaterOccurrence: UniqueVoraelia was an Aes Sedai of some renownduring the years of the Compact of the TenNations. She was a remarkable healer, andalmost legendary for her help in battlesagainst the Trollocs. She fought with thebrave warriors of Manetheren, but diedroughly 3 years before the fall of that greatnation. It is believed that many of herbelongings were not brought back to thetower; it is believed they could be found inher home that was once on the outskirts ofJara'copan. None have found her homeyet, but many have tried. It is furtherbelieved she kept other “trinkets” hidden,as she often clashed (privately) with theleadership of the White Tower.

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With this ring, all weaves within theHealing Talent use one weave slot lowerthan normal. The effect stacks with allother features of angreal, ter'angreal, oraffinities (i.e., if you have all the listedaffinities for a weave).

Wand of Storage(By Kevin Binswanger)Activation: Weave Sacrifice: LevelVaries; WieldSize: MediumWeight: 5 lb.Occurrence: UniqueThe ter’angreal appears as a long, smoothand pure white rod. No matter thetemperature, the wand feels cool to thetouch. It has a round half-globe at the backend.

The rod has two uses. First, a channelercan imbue the rod with any weave byholding the rod and channeling the weaveinto it. The rod will hold the weaveindefinitely until used. The weave cannotbe cut or seen until released. Only oneweave can be stored at a time.

When the rod is charged, and anyonewields it and presses the bottom to triggerit, the weave will be released as if thechanneler had just woven it. It will persistfor one hour if it is a non-instantaneousweave. The flows will be visible to anyonethat makes an appropriate check. For thesechecks, the gender of the person whocharged the rod, not who released it, willbe used.

Weave Breakers(By Randy Madden)Activation: WearAffinities: NoneSize: SmallWeight: 1 lb.Occurrence: Rare to UniqueVery few of these ter'angreal are believedto have ever been created. In all of thesurviving documents from the Age ofLegends, these items are never even hinted

at. It is possible that they were created afterthe Breaking, but few entertain thatpossibility as realistic. Martine believedthat only 2 or 3 of these items exist.

Description: The one weave breakerstudied was a fragile silver pendant in theshape of a spider’s web. It could be wornas a necklace.Weave breakers provide resistance to OnePower weaves meant to affect them. Achanneler must make a check to overcomethe resistance of these items (d20 +channelers level). The rarity of this itemallows for automatic weave breaking thefirst time a channeler comes against one.Typical resistance of a weave breaker is 21but could be as low as 15.

Wells(By Randy Madden)Activation: Wear (Gender Specific)Affinities: NoneSize: SmallWeight: 1 lb.Occurrence: RareSeveral sources from the Age of Legendsmention the harvesting of the One Powerinto a concentrated essence. Objects thatcan hold this essence are called Wells. Thelargest of these was the Eye of the World.Like all artifacts from other ages, not manyof these survived. It is forbidden by towerlaw to speak of Wells with anyone otherthan Aes Sedai. No more than a dozen ofthese are known.Description: Martine studied two Wells.The first was shaped as a simple thimbleand appeared to be made of gold but wasvery durable. The second was a diamondearring. When full, the diamond took onthe appearance of a rare blue diamond.

Wells store the One Power. Each isuniquely limited in its capacity. The mostcommon type stores 24 levels of weaves.These levels may be taken out in anycombination that the channeler desires.

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Channelers may not overcast their levelwith this item. That is, they are stilllimited to their standard weaves. If a 6thlevel weave is the highest Nicola canchannel by herself, then she could not use aWell to channel a 7th level weave.

Whetstone Scabbard(By Joshua Borlase)Activation: WieldAffinities: noneSize: MediumWeight: 4 lb.Occurrence: RareBecause scabbards were lost far lessfrequently than swords, Aes Sedai duringthe Age of Legends devised thister’angreal to protect and repair damagedweapons. Any sword capable of fitting thescabbard will regain 1hp per full day spentinside the scabbard. All rust or othermaladies of metal will reknit until theblade is identical to the condition whenfirst placed in the scabbard. Only one blademay be repaired at a time.

White Marble Rod(By Mark Etter)Power Rating: 3Attunement: FemaleSize: SmallWeight: 10 lb.This powerful angreal is a polished whitemarble rod, a pace in length. But someconsider it too heavy and unwieldy to useproperly.

Writing Tablet of Guise(By Mark Etter)Activation: SpecialAffinities: NoneSize: MediumWeight: 5 lbs.Occurrence: UniqueOne of the oddest ter’angreal ever found isone that the Aes Sedai have named theWriting Tablet of Guise. The piece wasgiven to the White Tower by an Ogier whohad uncovered its abilities one day when

he left the stedding to write in private. Hegave a verbose tale of how it had been inhis family for 4 generations and then toldwhat had happened. He began writing, thenlaid down the paper and put the quill in theink jar and began to speak his thoughts outload and then the most peculiar thinghappened. The pen jumped up and startedto write what he was speaking on anothersheet of parchment. And it matched thehandwriting of the Ogier perfectly. Afterconsulting the Ogier counsel, he was askedto take the writing tablet to the Aes Sedaiand deliver it to them.

The writing tablet is a very well madewooden box that is 3ft. long, 2ft. wide, and6 inches thick. It has ornate carvings andscrollwork all along the outside. When thecover is removed, the box reveals an inkjar, a feather quill, sealing wax,candleholder, several shapes and sizes ofseal presses, a writing area with enoughspace for two pieces of parchment. Each ofthe seal presses is blank, oddly enough.The Aes Sedai have yet to uncover all ofthe secrets of this ter’angreal. They haveonly been able to reproduce the effect fromthe Ogier’s tale.

This is how it works: Place a copy of thehandwriting of the intended forgery in oneof the writing areas. Place the paper to bewritten in the other. Place the quill in theink jar and begin to speak. The quill willwrite what you speak exactly in thehandwriting of the sample supplied. Theseal presses will simulate any seal face thatit comes in contact with. Press a signet ringor seal to the blank press provided and theimpression will transfer perfectly. If anypiece from the writing tablet is removedfor more than 2 hours it will lose itsabilities until replaced in the tablet.

In game terms, this ter’angreal grants a+10 equipment bonus to all forgery checks(+15 if a seal is used) and allows one forone transfers of any type of seal or signetring. You still need to speak the way the

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other person would have written. So,someone close to the intended authorwould know something is wrong by theway the letter is written (grammar, dialect,inflection, etc).

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Chapter 7 ò AdventuresChapter 7 ò AdventuresChapter 7 ò AdventuresChapter 7 ò Adventures

A Conspiracy in Shadows(By Phil Norfleet)(For 6 Characters of 1st or 2nd Level)Introduction

This is a Wheel of Time adventure suitablefor six 1-2 level characters. It canaccommodate characters of higher or lowerlevel with some adjustment. It may also betailored for fewer adventurers. While it isnot necessary for adventurers to havecompleted the introductory adventure inthe Core Rulebook, it is recommended asthe adventure begins with the characterslost in the Ways. If DM does not plan torun that adventure, some adjustment mustbe made. Further, it is presumed that thecharacters will get lost while attempting tomake their way out of the Ways instead ofbeing able to retrace their steps toCaemlyn.

To run this adventure the DM will need theWheel of Time RPG sourcebook. Whilehelpful, other sourcebooks areunnecessary. Boxed text with light blue shading like thisis to be read aloud or paraphrased to theplayers.

Adventure background

This adventure takes place in Baerlon, atabout the same time as Rand al’Thor isfighting Ba’alzamon at the Eye of theWorld. Once again, the Cloak (or othersuitable MacGuffin as established by theGM in the introductory adventure) has arole, although it is quite a bit lesssignificant than in the previous adventure.By this time, the characters are aware thatthere is something special about this item,although they may still be unaware of its

properties. The adventure presumes thatthey remain ignorant of them.

Baerlon has been in a state of chaos sincethe burning of the Stag and Lion Inn, withseveral near riots being barely containedby the overworked and harassed CityGuard. During the riots, Caleb Nolan, themost powerful Darkfriend in Baerlon,arranged for the abduction of GovernorHeran Adan’s young niece and, throughintermediaries which concealed hisidentity, managed to blackmail theGovernor into banning the Whitecloaksfrom the city. It is a sad irony that theChildren of the Light were actually doinggood work in Baerlon, having begun tosuspect Nolan as a Darkfriend, but wereforced out.

Hoping to avoid problems with the cityguards, Nolan arranged for his nephew,also a Darkfriend, to become one of theofficers. When Aeron Nolan was unable tosubvert the captain of the guards, Calebarranged for the abduction of the captain’sdaughter, hoping to use her as a bargainingtool. Unfortunately, Aeron had a crisis offaith and fled the city with his young wife.Fearing they would reveal too much, ateam of assassins was sent to hunt downthe man. As of the beginning of the game,they are still looking for Aeron, unawarethat he is already dead.

Caleb needs only a few more pieces to bein place before he can make an open grabfor power. He has already set into motiona plan to abduct the son of his primarycompetitor and has plans for the furthersubversion of the Governor. Things aregoing exactly as he had planned them.

When the characters arrive in Baerlon,however, he panics. The character wearingthe Cloak is similar in appearance to a man

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Nolan suspects to be a Tar Valon agent,perhaps even a Warder on a covertmission. Not having actually seen aWarder’s Cloak before, Nolan mistakenlyassumes that the character in questionwearing one since it is (to his eyes),obviously Power-wrought.

Story SummaryFollowing their harrowing journey throughthe Ways, the characters emerge through aWaygate in the broken city of ShadarLogoth. They are quickly drawn to adamsel in distress and save her fromTrollocs (separated from the massive groupsent by Ishmael after al’Thor). MorellaNolan reveals that her husband (a BaerlonCity Guard) had accepted a contract inCaemlyn and they were traveling therewhen the monsters attacked. She begsthem to provide her an escort back toBaerlon.

Upon arrival in the city, the charactersmeet Morella’s uncle who is secretly aDarkfriend and fears that his nephew hashired the characters to kill him. Hecovertly arranges for an assassinationattempt upon the PCs, unaware that theyhave never even met his nephew. Whenthe assassins fall upon the characters, it ismeant to appear like they (the assassins)are common thugs or footpads but thereappearance of a familiar face makes thecharacters begin to wonder. A chanceencounter with a man in the street allowsthe characters to realize a conspiracy isafoot.

In the climatic act, the characters have theopportunity to stamp out the infestation ofDarkfriends by tracing it to its source.

Scene 1: Out of the WaysThe first scene begins in the Ways, as thecharacters have spent the last several daystrying to backtrack their path to Caemlyn.Unfortunately, none of them were payingenough attention to their original route sothey have discovered themselves

thoroughly and completely lost. Now,quite a bit later – they assume it isprobably a couple of days as they havebeen forced to rest – they have discoveredanother of the doors out of this place.

After several long and hungry days ofwandering this unusual place, you havefound the door. Or at least, you think youhave. Finding your way in this place hasbeen nothing short of impossible and youcannot tell if this is actually the same wayyou entered or not, but it sure looks thesame. Hoping against hope, you move theodd Leaf-like object and wait withanticipation as the door slowly opens.Instead of the cellar, however, you findyourself looking out into a ruined city. Notwanting to stay in this dark and hauntingplace any longer, you brave the door andexit.

Broken paving stones crunch underfoot asyou emerge from the odd place, and youinvoluntarily squint at the unexpectedbrightness of the sun. A cool breezecarries a hint of rain to you as you lookaround the shattered city. Nothing moveshere, and weeds, mostly old and dead,sprout from cracked walls and pavement.Few buildings have their roofs intact, andimmense towers rise up into the sky butabruptly stop, like shattered sticks. Thiswas once a grand city, a city the likes ofwhich even Caemlyn would have envied.But now, it is a silent and desolate place,and you can feel the oppressive weight ofcenturies pushing in on you.

Suddenly, a distinctly feminine shriek ofterror breaks the silence. It echoes throughthe hollow city but you can easily tell thatit originated from outside the city. Theguttural howl of a Trolloc follows closelyand the woman, still distant and unseen,screams again. Have the heroes make Listen checks (DC12) to realize that the screams areoriginating from the east. Even if the

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characters do not want to rush toward thelocation, they can feel a sense of danger allaround them. Characters may make aKnowledge (history) check (DC 15) torecognize this city as Shadar Logoth;anyone who makes this check will alsowant to get out quickly since it has aterrible reputation.

While in the city, channeling charactersmust make a Concentration check (DC 15)simply to maintain their grip on the OnePower. Male channelers feel the Taintparticularly strong here; at any time inwhich he overchannels, he receives anadditional 1d4 Madness Points instead ofthe usual 1.

To get out of the city, the characters mustmake their way east for 400 feet. Whenthey reach the edge of the city, they cansee a single man fighting with threeTrollocs about 100 feet away; a blondewoman is cowering behind the man andscreaming like a banshee. Two Trollocsare already on the ground, dead from theirwounds. As the Trollocs are facing awayfrom the city, the heroes may get theopportunity to strike them with surprise; inthis case, the Trollocs do not get thebenefit of their Dexterity to Defense. If,on the other hand, characters bellow outwar cries or announce their presence insome other fashion, the Trollocs suffer a –2 to all actions against them since thecharacters are appearing from ShadarLogoth. In any event, it is essential thatthe man be killed before the charactersarrive.

GM Note: If a character made hisKnowledge (history) check regardingShadar Logoth and knows the OldeTongue, he may make an Intimidationcheck against the Trollocs with a +4circumstance bonus. Should this beat theDC of 13, the Trollocs are shaken to thepoint that they suffer a –4 to all actions(attacks, defense, saves, and skills) for theduration of the combat.

Trollocs: hp 18, 15, 17. Trolloc Tactics: They aren’t very cleverand attempt to overpower their opponentswith brute strength. If two of them arekilled, the third attempts to flee.

Aftermath: Even as the battle is dyingdown (whether it be with the death of thelast Trolloc or his escape), the woman isthrowing herself on the body of the deadman, wailing with anguish and pain. Shepleads with the characters to save him, tokeep him from dying, but even arudimentary glance at his wounds revealsthat he is too far gone for anyone’s help.With another wail, she collapses on him,sobbing and shaking. A Diplomacy check(DC 20) is required to calm the youngwoman down so that the heroes can attendto the deceased man’s body.

GM’s Note: It is possible that thecharacters will choose not to get involvedat all by hiding in the city until the battle isover. If that’s the case, replace the sectionthat follows with the characters being setupon by the same band of Trollocssometime later. Alternatively, you canintroduce them to Mashadar the hard way;although no rules are presented, you couldeasily judge that any character touched bythe mist must make a Fortitude save at aridiculously high DC (natural 20 only?) ordie. That will teach them to screw up theadventure by being cowards.

Scene 2: To Baerlon we GoAfter having calmed the young womandown (although she still chokes up everytime she looks at her husband’s body), thecharacters learn some of her history. Hername is Morella Nolan and her husbandwas named Aeron. She is a potter by tradeand her husband was a Baerlon city guard;they were traveling to Caemlyn when theywere set upon by the terrible creatures;their horses were killed and they fled fromthe road, eventually arriving here only to

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be set upon by the creatures once again. Ifany character reveals that the creatureswere Trollocs, she looks at them with wideeyes and a squeak before commenting in aquiet voice that she thought they were justlegends. She further asks the heroes if theycould escort her back to Baerlon where herhusband’s Uncle, a prominent merchant, issure to reward them for rescuing her. Shewill also solemnly ask that they take herhusband’s Warder’s sword and chain shirt(both Masterwork) as gratitude; “Aeron

would want you to have them,” shewhispers before beginning to cry again.According to Morella, it is about four dayson horseback to Baerlon using theCaemlyn road; however, if the charactersare on foot this will equate to about 8 days(at a regular speed of 30; it becomes 12days with a 20’ movement rate). For everytwo days on the road, roll 1d8 and consultthe following chart - if characters make itto Baerlon without running into theTinkers (Scene 3) go directly to Scene 4.

1 1d4+2 brigands (use Thugs below). These men are dirty, mean and totally withoutredeeming characteristics. They will attempt to ambush the characters using ranged weaponsbefore closing in on the survivors with melee weapons. Heavily armed characters (thosewearing Heavy armor) will cause the bandits to reconsider their ambush, however.

2 1d4+1 wolves. They snarl ferociously for a moment, then sniff at the characters; ifany of the players has expressed an intent to become a Wolfbrother, the wolves seem to lookat him and he gets the impression that they are going to ignore him. On a Wilderness Lorecheck (DC10), characters will know that as long as they do nothing to the pack, the pack donot attack the group. GM Note: This pack is actively hunting the Trollocs in the region;should PCs run afoul of said Shadowspawn and start getting their butts handed to them, feelfree to have the wolf pack charge in to lend a hand.

3 Peddlers. They are a standard group of traveling merchants who are heading towardWhitebridge from Baerlon and would greatly appreciate better directions. Characters may beable to purchase equipment from them. If the GM desires, he may instead substitute anencounter with Darkfriend assassins disguised as peddlers. No stats are provided for thesecharacters.

4 Tinkers. Consult Scene Three: Tinkers on the Road.

5-7 No encounter

8 1d4 Trollocs. Originally part of the massive force sent into Shadar Logoth by Ishmael,these creatures were separated from the rest and have gotten lost in the surroundingcountryside.

Scene 3: Tinkers on the RoadThis encounter can serve as a randomencounter on the road back to Baerlon (seeabove), or it can be a scheduled one inwhich the characters will meet up with theTinkers. If you intend to use RandyMadden’s “The Trouble with Tinkers”adventure later, replace the followinggroup of Tinkers with that group; in this

way, the characters will have a history withMahdi Eramis and Shivan.

In any event, the characters should run intothe Tinkers a little before dusk. Alloweach PC to make a Listen check (DC 10);on a success, they can hear the sounds offlutes and fiddles drifting toward themover the evening air. If the charactersinvestigate, they encounter four immense

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mastiffs that begin growling and barking atthe characters; any hero may attempt aHandle Animal check (DC 12) to calm thebeasts. A brightly dressed man (red pants,obscenely bright yellow shirt) will step outof the woods and challenge them; with arudimentary glance, characters will realizethat he is a Tinker. If the heroes are badlyinjured (say, following an encounter withThugs or Trollocs), he will quickly escortthem to the main camp (of about tenwagons) where the wounds of thecharacters will quickly be attended.

If the characters are uninjured, the Mahdiof the Tinkers (Adolphus unless GM isplanning on using tTwT later in which casehe becomes Eramis) greets them in thetraditional manner.

Mahdi: You are welcome to our fires. Doyou know the song?

The characters may reply in any fashionthey wish but the proper reply (known witha successful Knowledge (local) check at aDC 8) is Your welcome warms my spirit,Mahdi, as your fires warm the flesh, but Ido not know the song. Unless a player cancome up with a good reason as to why hischaracter knows this reply, playerknowledge is unacceptable.

Mahdi: Then we shall seek still, as it was,so shall it be, if we but remember, seek,and find. Welcome to our camp, strangers. Characters will find themselves greetedstiffly, especially if they are heavily armedor armored. The Tinkers treat them withcareful caution and observant heroes maynotice that they always seem poised to runaway; this is especially true of thepreviously mentioned characters equippedwith the accoutrements of war.

There are several significant roleplayingopportunities here that I have only touchedon. GMs are encouraged to use whicheverideas or tactics they desire to use:

· An attempt may be made by theTinkers to convert one, or even all of thecharacters to the Way of the Leaf. Forthose unfamiliar with it, this totallypacifistic way of life preaches that violenceis never the solution to anything and allpeople should live their lives with leaves asan example. “For the leaf lives itsappointed time, and does not struggleagainst the wind that carries it away. Theleaf does no harm, and finally falls tonourish other leaves.” Such a roleplayingopportunity exceeds this adventure’s intentbut could be an excellent opportunity forintense roleplay.

· If converting the characters is not anoption, or the characters are belligerent,Morella is an excellent target instead,being both vulnerable and extremelygullible. By the end of the night, she maybe extremely interested in remaining withthe Tinkers and joining them. Characterswho wish to talk her out of this shouldprobably be urged to roleplay theirattempt; alternatively, they could simplymake a Diplomacy check (DC assigned byGM) to convince her otherwise. If shejoins the Tinkers, she will compose a letterfor the characters to present to herhusband’s uncle and beg the characters topresent it to him. In this case, somealterations to the adventure may benecessary with Caleb Nolan’s wifeassuming Morella’s fate.

· One or even two of the assassinshunting for Aeron Nolan may be amongthe Tinkers, perhaps recovering fromwounds inflicted by bandits or hopingAeron would seek refuge among them.They may attempt to ambush Morella atsome point during the evening and kill her.Needless to say, should this occur, it couldseriously jeopardize the adventure.Attempting to assassinate one of thecharacters that may be wearing Nolan’sarmor and carrying his weapon, however…

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The Tinkers are heading north, so theheroes cannot hitch a ride from them.Since they are planning on leavingtomorrow, the heroes are not expected tostay with them any longer than a singleevening. This is intended to be a lightencounter with no combat; at the first signof violence, every Tinker will immediatelyflee into the woods and hide. Someinformation may be gathered from theMahdi should PCs wish to talk to him.Some of examples of things that may belearned:

· A riot occurred in Baerlon a fewweeks ago, one that culminated in theburning of an inn. The Governor blamedthe Children of the Light and banned themfrom returning to his city.

· There are rumors of Aiel havingcrossed the Spine of the World, althoughonly in small groups. No one has verifiedthis, of course.

· False Dragons are popping up all overthe place. Why they just had one inCaemlyn…oh, you saw him? What was helike?

· Strange things are occurring aroundBaerlon. Unusual shapes have beensighted flying overhead and some peopleeven claim to have seen Trollocs this farsouth!

· Feel free to substitute any rumor thatyou wish that better fits your campaignstyle or goals.

If PCs prove to be trustworthy, the Mahdiwill reveal they are planning to headtoward Falme for the summer since thingsare getting too hot here in Andor. (This isimportant if you plan to run tTwT at a laterdate.)

Scene 4: A Timely ArrivalThe characters should arrive in Baerlon alittle before dusk. They quickly learn thatthe city guards are keeping a close eye onnew arrivals. They are challenged by aserious-looking man who asks to knowtheir business in Baerlon; at sight ofMorella, his face gets dark and he glares atthe characters, demanding to know where“Captain Nolan” is. He and his menexchange grim looks when it is revealedthat their onetime captain is now dead.When Morella explains that the heroesrescued her, the men allow the charactersentry.

Morella quickly leads them to her uncle’smerchant shop. It is a well-kept two-storybuilding with a large loading platform inthe back. As the characters are arriving,several farmers depart, muttering undertheir breath; if any characters wish toeavesdrop, they must make a Listen check(DC 10) and learn that the sheep farmersconsider Caleb Nolan to be a tightwad.The below should be read or paraphrasedto the characters, and the last bit (fear)should be directed toward the characterwearing the Cloak.

The smell of wool is thick in the shop andyou are momentarily taken aback by itssheer intensity. Shaking your head, youfollow Morella deeper into the shop,noticing that it appears to be more of awarehouse than an actual merchant’s shop.There are several different kinds of woolhere, but all stacked in neat, orderly rows.Morella’s voice snaps your attention backto her and she falls into her aunt’s arms,the story of her husband’s death tumblingfrom her lips. The sound of someoneclimbing down the stairs draws your eyesas a lean man of middle years approaches,his face filled with surprise. His gazeflickers past you for a moment, then dartsback. Although he concealed it well, youare sure that you saw fear in his eyes.But why would he fear you?

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Caleb Nolan greets his nephew’s wife andlistens to her tale with obvious sorrow onhis face but keeps his eyes on thecharacters. Should a character ask to makea Sense Motive check, he must make a rollagainst Nolan’s Bluff check; for purposesof the adventure, presume that Nolan’sBluff result is a 25. Should the charactersucceed, he may gather that Nolan isunsurprised about the death of his nephew,but is very surprised at the manner inwhich he died. The flicker of surprise is soquick that the character(s) should not betotally sure he actually saw it. WhenMorella finishes her tale, Nolan turns tothe character wearing the Cloak.

“I must thank you for your bravery, kindsirs,” he says with sorrow etched on hisface. “Had you not happened along whenyou did, I hate to think of what would havehappened to lovely Morella.” He draws adeep breath and starts to speak but just asquickly chokes up. After a few moments,he recovers his composure and produces apurse that jingles with coins. “This cannotbring my nephew back, but I would askthat you accept these coins as thanks forbringing Morella back to us safely. Wouldthat I could do more but this winter hasbeen hard… There are two options with the purse, bothof which are designed to eventually castsuspicion on Nolan and cause thecharacters to begin investigating him.They are:

· OPTION ONE: Inside the leatherpurse are 20 gold crowns. Later, thecharacters may learn through roleplay or

Gather Information checks that Nolan is anotorious tightwad from whom the leastcopper must be pried. Should someonelearn that the characters received gold fromhim, they will be extremely surprised.

· OPTION TWO: Inside the leatherpurse are 4 gold crowns. The claim that itwas a difficult winter appears to be true.However, characters may learn throughroleplay or Gather Information checksthat Nolan apparently had a surprisinglygood year, despite the winter. Many of hiscompetitors have been unable to discernhow he always manages to make money inrecent years, given his money troubles adecade ago. If he is asked about someplace to stay, hewill direct the characters to the WhiteStallion and give them a quick note for theinnkeeper; paranoid characters may opt toread the note in which case it simply states:These men require rooms. Help them andyou help me. Caleb Nolan. If asked aboutsomeplace to purchase supplies, he willinform them that they must wait until themorrow since the majority of the shopshave already closed for the day, but he candirect them to the best shops of the city.As the characters are exiting the shop, oneof them bumps into a man entering it. Heis instantly recognizable with a massivescar that cuts across his face from templeto opposite jaw, and he gives the charactera sullen glare before apologizing andentering the shop.It is possible that characters may attempt toGather Information regarding CalebNolan, or the Nolan family. Here are somethings they may learn:

DC 10-14: Caleb Nolan is one of the wealthiest men in Baerlon and has a thriving shippingbusiness, trafficking exclusively in wool. He has recently been expressing politicalaspirations and is often at odds with the Governor. His nephew Aeron was a Captain of theGuard but recently left for Caemlyn.

DC 15-19: Caleb Nolan had some money troubles about ten or fifteen years ago. His firstwife died and a nasty illness nearly destroyed the local sheep stock; I heard he named the

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Dark One. Anyway, he traveled to Caemlyn and returned a fairly wealthy man with a prettynew wife. He bought out his competitors and hasn’t had money troubles since.

DC 20-24: You know, it’s odd that Caleb Nolan had such a good year and all, what with thehard winter we had. There’s not a single merchant in the city that didn’t have a lean wintersave Nolan. Wish I knew where he got his money.

DC 25-29: I heard Nolan had something to do with the Governor kicking the Whitecloaks outof the city. Some nut went and scratched the Dragon’s Fang on Nolan’s door and theChildren were poking their noses into his business, bullying him around and accusing him ofbeing a Darkfriend. Then the Stag and Lion was set on fire – Nolan loved that place – and theGovernor kicked the Children out.

DC 30+: I heard that Aeron Nolan got into a shouting match with his uncle before he left forCaemlyn, something about Aeron marrying that cute little lady of his. This friend of mineclaims Aeron actually named the Dark One, said Caleb would get swallowed up or some suchnonsense. The White Stallion is filled nearly to therafters with rowdy miners and visitors. Ifanyone asks why the inn is so full, thereare two reasons. First, the Stag and theLion burned down several weeks ago, andsecond, the Stallion has a live gleemantonight! Initially, the characters areinformed that there are no vacancies, butupon providing the innkeeper with the notefrom Nolan, they are quickly providedrooms – at no charge for one night. TheInnkeeper will act as if the characters arenobility; characters may make a SenseMotive check (DC 5) to realize that the fatinnkeeper thinks they work for Nolan insome capacity and he wants to get in goodwith the wool merchant. As the characterssettle in for the evening, presumably withfull bellies and listening to the gleeman,choose a character and read or paraphrasethe following to him:

The warm glow of the fire feels good afteryour travels and the gleeman is amazing.With simple words and gestures, he hasmade the Great Hunt for the Horn comealive; you can almost see Rogosh Eagle-Eye and Gaidal Cain as they fight theforces of the Dark One. A glance aroundthe room reveals no one not riveted to hiswords. No one save a single man.

He is sitting in the deepest shadows of theinn, a heavy cloak wrapped around hisbody and bound with an oddly shaped pin,but his eyes are staring at you and yourfriends. With a start, he realizes that youhave caught him studying you and hequickly gets up and leaves the inn,prompting several muttered complaintsfrom those he jostled. He seemed familiarsomehow…Then it hits you. He was the man that youran into outside Caleb Nolan’s shop. Butwhy would he be staring at you? The characters have several options here.First, they can ignore the man and continueenjoying the evening. In this case, proceeddirectly to Scene 5: Scene of the Crime.Alternatively, one (or even all) of thecharacters could pursue him. This is whathe is hoping for and the characters areeasily able to track him deeper into thecity. He rounds a sharp corner anddisappears into an alleyway. If thecharacters pursue him around the corner,they find themselves running into anambush. Five armed thugs are waiting inthe shadows and they jump the heroes themoment they round the corner. If three ofthe thugs fall, the rest will flee withouthesitation, even if this means being thetargets of Attacks of Opportunity.

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Thugs: hp 7, 6, 6, 5, 4. Development: It is possible that thecharacters may capture and interrogate oneof these thugs, but they will learn verylittle from them. They were hired by aman in a dark cloak to jump the charactersand kill them. None of the thugs knowwho the man was or why he wants thecharacters dead. Attempts to further locatethe scarfaced man prove to be fruitless.Characters may attempt to determine hisidentity; a Gather Information check (DC15) at the White Stallion will reveal him tobe a man named Gaelin and the fact that hewas once suspected to be a spy for theWhitecloaks who remained in the cityfollowing their departure. Very few in thearea actively trust him but he has not yetdone anything to warrant banishment fromthe city. To figure out exactly what hedoes requires a Gather Information check(DC 20); characters may learn that he is amerchant guard for Caleb Nolan.

Scene 5: Scene of the CrimeThe following morning dawns early and iscrisp. The following assumes thecharacters have business in the many shopsof the city; if the characters simply departfrom the city; skip directly to the CityGates.

MARKETPLACE: While they arepurchasing supplies, have all charactersmake a Spot check (DC 15); on anysuccesses, that character notices Gaelinspeaking with a city Guardsman at theedge of the market. The character(s) is toofar away to make out any words, but thescarred man hands the guards a small pursethat is obviously full of coins and severalpapers before turning away and leaving themarket. The Guard goes in the oppositedirection.

The Guardsman proceeds directly to aguardhouse where he speaks with severalothers; in order to get close enough to

overhear what is said, a character mustmake a Hide check (with a +2circumstance bonus for the crowd) whichis opposed by the Guardsman’s Spot check(+0), followed by a Listen check (DC 12 –due to the noise of the crowd). TheGuardsman’s comments (GM shouldinclude a description of at least twocharacters at the appropriate point):

“I’ve just come from headquarters to passon an alert. There are several Darkfriendtravelers in the city who are wanted for themurder of Morella Nolan. Here is adescription of them; arrest them at once,should you see them. They are consideredvery dangerous.” In the event that one (or more) of thecharacters follows Gaelin, he returnsdirectly to Caleb’s shop. Immediatelyafterward, the wool merchant locks hisdoor and pulls the shades, an indicationthat he is closed for the day. Listen checksmay be attempted but have a base DC of25 due to the size of the building. On asuccess, they will hear the sounds of keysrattling, a door opening and Calebspeaking: They are getting too close. Wemust move quickly.

Should the characters not learn that theyare wanted for murder until the Guardscome looking for them, GMs areencouraged to allow the Guards tonarrowly miss the heroes and ask aboutthem where the characters can hear. Anycharacter that is an outlander (i.e., not aAndoran) should be immediatelyrecognized by anyone they attempt socialinteraction with (Bluff, GatherInformation, etc.) The alarm will besounded immediately.

CITY GATES: The gates of the city havebeen closed and there is a huge mass offarmers and miners waiting for them to beopened again; these men are mutteringangrily and it is possible that the charactersmay learn of the manhunt for them in this

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manner. No less than six guards arestationed at each of the gates.

CALEB’S SHOP: The obvious place tocheck is Caleb’s shop; regardless ofwhether they have visited it today or not,they find it closed up. This is something ofa surprise and characters may learn fromsome angry sheep farmers that CalebNEVER closes early. The main door hasan average lock on it (requiring an OpenLock check of 25), and the rear door has asimple lock on it (requiring an Open Lockcheck of 20). A Search check (DC 20)around the rear of the building will allowthe characters to locate a spare key, hiddenin a hanging plant. Alternatively, thecharacters may attempt to force the dooropen; a Strength check (DC 15) will easilyforce the rear door but will make a greatdeal of noise.On the first floor, characters must make aSearch roll (DC 25) to locate an extremelywell hidden entrance to the cellars below.If they don’t make this check initially, theywill when one of the Darkfriends comesupstairs. Characters with looting in mindcan find pretty much anything the GMdeems feasible, although it is extremelyunlikely (read: almost impossible) thatthese people will have Power-wroughtequipment or angreals/ter’angreals.Upstairs are the living quarters and,although they are abandoned, heroes caninstantly tell which room was Morella’sfrom the overpowering smell of perfume.There is evidence of a struggle and aSearch check (DC 15) will locate an oddlyshaped cloak pin that characters recognizeas belonging to Gaelin; it appears to havebeen ripped or torn from a black cloak.

As the characters are going over the upperlevel of the building, two Darkfriendcultists exit through the cellar entrance andenter the ground floor. If there are anycharacters downstairs (standing guard orsomething like that), they have plenty oftime to find shelter or places to hide (+5circumstance bonus to any Hide checks.)

Use the standard Thug template for thesecharacters; clever characters may be ableto utilize stealth to neutralize one or evenboth of the villains before they are evenaware of the attack.

Darkfriends: hp 7, 6

Tactics: If the Darkfriends outnumber thenumber of attacking characters in the firstround (and are thus unaware of thepresence of other characters), they willboth attack the sole hero present. If thenumber of the characters present is equal tothe villains and they don’t appear to be tooheavily armed (medium or heavier armor),they will each attack a hero. If they areoutnumbered, one of the villains willattempt to block the characters fromentering the secret passageway while theother flees down it, hoping to warn hisallies. If he escapes, 4 additional thugswill reinforce him within 1d6+1 rounds(not including Caleb and Gaelin.) GMmay choose to have the Darkfriends set upan ambush instead of making a frontalassault.

The heroes may question captured orincapacitated thugs. With a successfulIntimidate check (DC 13), they will forcethe man to slip up and curse them,declaring: “You cannot win! The GreatLord will consume you in the end!”Instantly, he recoils in fear at this as itreveals he is a Darkfriend. If characterssearch their bodies, they find a single ironkey.

GM Note: It is necessary for the GM todetermine exactly why these twoDarkfriends were leaving their cellarhideout. Suggestions range from goinghome to grabbing wine casks or gettingfood. This is important since theDarkfriends in the cellar may reactdifferently if they hear the key turning thelock when the two upstairs Darkfriendswere not coming back.

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Scene 6: Into the ShadowShould the characters follow the now-openpassageway, it leads down a narrow set ofstairs (only one hero at a time) for at leastthirty feet, ending at a thick wooden doorthat has been closed. Should GMs wish tobe especially devious, a simple bell trapmay be concealed on the stairs, doingnothing but warning the downstairsDarkfriends of someone’s approach. ASearch check (DC 20) is required to locatethe trap (at about the mid-point) and aDisable Device check (DC 10) is requiredto keep it from ringing. Should it be setoff, the downstairs Darkfriends will bewaiting in ambush.

A Listen check (DC 10 if villains areunaware of characters, DC 20 if ambush iswaiting) may be made to detect noise onthe other side. The door is locked but itcan be picked (Open Lock check [DC 25])or smashed in (Strength check [DC 15]),but hopefully the characters have broughtthe key acquired from the Darkfriendsupstairs.

The secret lair of the Darkfriends is a largecellar, over fifty feet in width and length.There is a single large table in here andnumerous chairs; a bookshelf in one cornerhas a number of books on hereticalsubjects. Another door is set in the westwall. When the characters enter, there areat least 4 Darkfriends within (use standardThugs); what these men are doing isentirely up the GM but the followingassumes the DFs were dicing. If charactersmove carefully and cautiously (MoveSilently checks with +2 circumstancebonus since the DFs aren’t actively payingattention), two of them may get surpriseactions on the seated DFs. If the villainshave set up an ambush for the heroes, thelayout will need to be adjusted as theDarkfriends will usually use the tables ascover and fire ranged weapons (shortbows) at targets entering the cellar.Further, should an ambush be set up,Gaelin will be present and ready to attack.

Darkfriends: hp 4, 5, 8, 6

The door leads to an “off-limits” areawhere Gaelin and Caleb are planning theirnext move to assume control of Baerlon;from this room, there is also a dark tunnelthat leads directly to a nearby warehousebelieved to be empty and owned by one ofCaleb’s rivals. They will enter the battle assoon as they here the sounds of combat; itwill take them 1 full round to exit the roomat which time they will be able to join thebattle. Should the GM wish to make Caleba long-term enemy, he will make hisescape instead of exiting the room andentering combat.

There are three prisoners in the “off-limits”area that will be able to clear the names ofthe heroes; they are: the Governor’s niece(12 years old), the daughter of the GuardCaptain (15), and the son of a prominentmerchant (6). All three have been capturedto provide bargaining chips in the comingcoup.

Tactics: This is a battle to the death. TheDarkfriends cannot allow the characters toescape with knowledge of their trueallegiances and they know that they cannotexpect mercy from the populace ofBaerlon. Should Caleb or Gaelin be killedbefore the remaining DFs, his death will sodemoralize the others that they suffer a –2to their Defense for the remainder of thecombat.

Wrapping UpWith the Darkfriend plot foiled and thehostages freed, the characters must nowclear their names. The GM can make thisas easy or as difficult as he wishes. If theGM wishes to be lenient, the heroes canemerge from Nolan’s shop to find the CityGuard having surrounded the building. Bydusk, everyone in the city has heard oftheir great deeds (and GM may opt to grantthem a Reputation point for their actions).In this case, the city will provide healing

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for them and pay for their stay in the city.A reward may also be in the works… As an alternative to the above ending, theGM could allow Caleb to make a discreteexit during the final combat through ahidden tunnel in the “off-limits” area sothat he may return to plague the heroesagain in the future. If you don’t like thatidea, perhaps his body simply mysteriouslydisappears…

Characters

Morella NolanA beautiful young woman, Morella is thewidow of the recently deceased AeronNolan, the fleeing Darkfriend. Withbrilliant golden locks and sparkling blueeyes, she is captivatingly attractive and hasan amazing ability to talk about absolutelynothing for hours on end. Many (includingher Uncle) believe that this inane chattersecretly conceals a razor-sharp mind, butshe is actually as dull as she appears. Morella, female Midlander Expert 1; HD1d6; hp 6; Init +0; Defense 10; Spd 30 ft.;Attack +0 Melee (1d4); SV Fort +0, Ref+0, Will +4; Rep 0; Str 11 (+0), Dex 10(+0), Con 11 (+0), Int 7 (-2), Wis 11 (+0),Cha 18 (+4).Skills: Craft (pottery) +2, Diplomacy +8,Profession (potter) +4, Ride +4, Search +2,Sense Motive +4Feats: BullheadedPossessions: Dagger, 5 gold marks

Thugs & DarkfriendsStandard Issue Mook. These guys havefew (if any) redeeming qualities and canusually be found in any city. Thugs and Darkfriends, male MidlanderWarrior 1; HD 1d8; hp 7 (average); Init+0; Defense 13 (+3 studded leather); Spd30 ft.; Attack +3 melee (1d8+2longsword), +1 ranged (1d6, shortbow);SV Fort +6, Ref +0, Will +0; Rep 0; Str 14

(+2), Dex 10 (+0), Con 15 (+2), Int 10(+0), Wis 10 (+0), Cha 12 (+1).Skills: Intimidate +4, Jump +4Feats: Great Fortitude, RunPossessions: 1d4 silver

Caleb NolanOstensibly a top wool merchant in Baerlon,the uncle of Aeron harbors a dark anddeadly secret. For nearly thirty years, hehas been a Darkfriend and has become themost powerful of those in Baerlon. Herecruited his nephew into the circle and haslong harbored a thirst for power. With theriots instigated by the Whitecloaks now buta memory, he sees his chance. Hedesperately hopes that his actions inBaerlon will be recognized by the Chosenwhen they return but is terrified that agentsof Tar Valon may be in the city, huntingfor him. There are indications that hisnephew spoke with such an agent… Caleb, male Midlander Wanderer 2/Noble2; hp 18; Init +2; Defense 18 (+2 Dex, +8class, -2 multiclass); Spd 30 ft.; Attack +3melee (1d6 short sword), +4 ranged (1d4,dagger); SQ: Bonus Class Skill (MoveSilently), Call in a Favor, Illicit Barter,Inspire Confidence +1, The Dark One’sOwn Luck; SV Fort +0, Ref +6, Will +6;Rep 4; Str 10 (+0), Dex 15 (+2), Con 9 (-1), Int 14 (+2), Wis 13 (+1), Cha 12 (+1).Skills: Bluff +8, Balance +6, Escape Artist+8, Gather Information +5, Innuendo +5,Intimidate +7, Knowledge (arcana) +8,Move Silently +6, Open Lock +6, PickPocket +8, Profession (merchant) +7, Ride+6, Sense Motive +8, Tumble +6, UseRope +6Feats: Luck of Heroes, Nimble, PersuasivePossessions: 50 gc, masterwork shortsword

GaelinLong a Darkfriend, the man known only asGaelin has had many jobs throughout hislife but his most successful one to date has

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been as a spy for the Whitecloaks. Shortlyafter Lord Captain Bornhald arrived inBaerlon, Gaelin was put in touch with amember of the Captain’s retinue. Heremained in the city when the Whitecloakswere banished and has got a job as amerchant guard. On rare occasions, hisallegiances are invoked and he does specialjobs for Caleb Nolan. Gaelin is easilyrecognizable due to the immense facialscar that crosses his entire face from onetemple to the opposite jaw. He rarelysmiles. Gaelin, male Midlander Armsman2/Wanderer 1; hp 26; Init +2; Defense 15(+3 studded leather, +2 Dex) or 17 (+3leather, +2 large steel shield, +2 Dex); Spd30 ft.; Attack +4 melee (1d8+2 longsword), +3 ranged; SQ: Illicit Barter; SVFort +5, Ref +7, Will +3; Rep 0; Str 15(+2), Dex 14 (+2), Con 13 (+1), Int 12(+1), Wis 10 (+0), Cha 8 (-1).Skills: Climb +7, Handle Animal +5, Heal+5, Hide +6, Intimidate +7, Jump +6,Move Silently +6, Ride +7Feats: Bullheaded, Luck of Heroes, PowerAttack, Weapon Focus (Long sword)Possessions: 65 mk, long sword, darkclothes

Baerlon City GuardMale Midlander warrior 1; hp 7 (average);Init +0; Defense 13 (+3 studded leather);Spd 30 ft.; Attack +3 melee (1d6+2,quarterstaff), +1/+1 melee (1d6+2,quarterstaff); SV Fort +4, Ref +0, Will +0;Rep 0; Str 14 (+2), Dex 10 (+0), Con 15(+2), Int 10 (+0), Wis 10 (+0), Cha 12(+1).Skills: Intimidate +4, Jump +4Feats: Ambidexterity, Two WeaponFightingPossessions: 1d6 mk

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The Trouble with Tinkers(By Randy Madden)(For 4 Characters of 2nd or 3rd Level)

IntroductionThis is a Wheel of Time adventure suitablefor four 2-3 level characters. It canaccommodate characters of higher or lowerlevel with some adjustment. It may also betailored for fewer adventures.

To run this adventure the DM will need theWheel of Time RPG sourcebook. Whilehelpful, other sourcebooks areunnecessary. Text with light blue shading like this ismeant to be read aloud or paraphrased tothe players.

Adventure backgroundThis adventure takes place on the CaemlynRoad, which runs east from Baerlon all theway into the City of Caemlyn. Thelocation can be changed to any of the otherroads as dictated by individual campaigns,but the Caemlyn Road is the most likelyplace. Barely two months ago, Rand foughtBa’azalmon in the sky above Falme.Rumors and gossip are on the minds ofeveryone, but chaos has yet to strike deepinto the Westlands. Many common folkfear what the Dragonsworn of TomanHead will do, or more importantly, wherethey will go. The Children of the Light arereeling from their loss on Toman Head.Rather than retreating and regrouping, thisloss has made the Children of the Lightmore aggressive. Aes Sedai and theirwarders, once unseen in these parts havemade their presence known. Many say thatTrollocs invaded the Two Rivers recently,but that a dozen green sisters and their 100warders defeated them. A tense air ofuncertainty and worry blankets the region.

A wandering band of Tinkers has tried toflee the troubles from Toman Head butunknowingly speed toward disaster.Shivan is a young Tinker, who was atFalme with several others on the day thatRand fought in the sky. While he still doesnot yet realize it Shivan is a Wilder.Within a few moments of Matt soundingthe Horn of Valere, Shivan and his friendswere attacked by some of the battle crazedanimals of the Seanchan. Shivan survivedby answering the siren call of saidin.Unfortunately, Shivan has already begun toshow signs of madness. He believes he hasfound the song of the Tinkers in the notesof the fabled horn. The Tinkers fled East over the Mountainsof Mist hoping to escape the violence.Recently, these Tinkers passed nearBaerlon, caused some trouble there, andattracted the attention of some of theChildren of the Light. They hurriedthrough to Arien intending to turn out ontothe Caralain Grass after reachingWhitebridge. Pursued by Whitecloaks andstrange happenings, the Tinkers arerunning out of time.Story SummaryWhile traveling the Caemlyn Road, theheroes have a run in with a small band ofTinkers. After sharing dinner and songwith them the two parties go their separateways. Not long after parting, the Heroeswill run into a band of Whitecloaks ridingdown the road. The party will be stoppedand asked if they have recently seen anyTinkers. The party should be confident ofthe Tinkers ability to elude theseWhitecloaks and should continue on to thetown of Arien. When they arrive in the town of Arien, theparty discovers several of the buildingshave recently burned and most of the townis in an uproar about the Tinker caravanthat passed north of the town yesterdayafternoon. In the Lion’s Rest Inn, theydiscover several other travelers includingan influential White Cloak. The

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Whitecloaks are looking for a good trackerand will approach the party about huntingdown some Darkfriend Tinkers.

The Heroes will probably return to theTinkers camp at this point, either to givewarning or to help track them. Shortlybefore the party catches the Tinkers, asmall band Whitecloaks attacks thetraveling people. Shivan, already unstable,loses his grip on sanity and kills theWhitecloaks with the One Power. In hismaddened state, he believes he has at lastdiscovered The Song.

Character HooksThe Party needs to be traveling fromWhitebrige to Baerlon. Nearly any reasonwill suffice, but their mission should not beurgent. In my own campaign they arebeing sent from the Black Tower to AradDoman to investigate rumors of a newfalse dragon there.

The Road to BaerlonYou left Whitebridge five days ago; it isearly in the year and judging by thesnowcapped mountains in the distance ifyou had arrived earlier you might have hadwait before crossing the Mountains ofMist. The Caemlyn road has grownincreasingly busy as you approach theBaerlon with people fleeing from therecent trouble on Toman Head. The nexttown, Arien lies some distance away andnight is quickly falling. Allow the party to make camp or press on,as they desire. A short time later ask eachparty member to make a Listen check witha DC of 8. A success indicates that theyhear music from a horn somewhere to theirNorth off of the main road. A PC whosucceeds by with a roll of 18 or greaterbelieves the horn is perhaps a mile or soaway. A PC with the Perform skill shouldbe puzzled by this since horns are nottypically used to make music.

If the Heroes decide to investigate, theywill need to make their way in thedarkness. They will need to make onemore Listen check at a DC of 18 [themusic stops shortly after it begins] but on asuccess they hear softer music comingfrom the same direction. If they fail thissecond roll, they can still find the Tinkerscamp through luck or ingenuity. Climbingto a high vantage point will allow them tospot campfires, or perhaps the bark of adog will spur them on. After traveling through the wild terrain fora while they will see several campfiresthrough the leaves of a large copse of trees.They can hear barking dogs, fiddles, andthe sounds of laughter. Quickly, the soundsgrow quiet. Somewhere to the East of the copse oftrees a loud voice carries “Let me play, Ialmost have it.” If the PC’s approach the voice, theydiscover three men and two women. Ayoung man holds a horn in his hands andseems upset with the others. If the PC’s wish to sneak up, have themmake opposed Move Silently rolls.Assume Eramis, the leader of the grouphas a +1 to his Listen roll [this takes intoaccount a –2 for distraction]. Four largeMastiffs do alert him rather quickly to thepresence of intruders. When he notices the party, he motions thewomen to run back to camp. Eramis stepstowards the party with his arms out andbows “You are welcome to our fires. Doyou know the song?” The young man with the horn chooses thismoment to flee. The party should answerthat they do not, in whatever manner suitsthem best. If one of the PC’s should knowthe proper reply it is: “Your welcomewarms my spirit, Mahdi, as your fireswarm the flesh, but I do not know the

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song.” If a PC has KS: Tinkers - thegreeting is known with a DC of 8.

The thin balding man in bright coloredpants listens carefully to the reply thenstates: “Then we shall seek still, as it was,so shall it be, if we but remember, seek,and find” If the party is not overtly threatening, hewill wait for them to speak. He will usehis Sense Motive skill on the party in aneffort to determine if they pose a danger.If no PC’s are attempting to Bluff,consider his roll automatically successful.For an opposed roll Eramis has a +9 to hisroll. If he believes the party is not a threathe will invite them to share a meal.

The Tinker CampOnce again, the camp explodes with thesound of music and laughing. Eramisescorts you to the central fire, several ofthe Tinkers gather around and begintalking. Many of the younger Tinkersbegin dancing, very close to you. Let the party enjoy themselves. They canattempt to dance with the Tinker women ormen. Have each PC dancer or singer roll aPerform check a DC of 10 avoidsembarrassment, while a 20+ impressesmany. The party should make somefriends in their short stay with the Tinkers. If the party asks about the hornblower, asmile turns to a worried frown. Followedby an explanation that Shivan was inFalme when the Dragon fought the DarkOne in the sky. Many of his friends diedthere and he has become obsessed withhorns since. The Tinkers do not know thatthe Horn of Valere was blown. Eventually, the party should return to theircamp or sleep here if they packed upbefore chasing the horn. Come morning,the Tinkers pack to leave and the partycontinues on.

On the Road, AgainAround mid-morning have the party scoutmake a Spot check DC 12 to notice agroup of men coming up the road at agallop. Perhaps a mile back is a stand oftrees, which could be used for hiding. Thespotter will realize they will more thanlikely be spotted long before they reach thestand. Most of the terrain is grassy,leaving little in the way of cover. Shortly, the party will be able to determinethe riders are a patrol of 30 Children of theLight. As the Children ride past, several ofthem break off and approach the PC’s. Ifany of the PC’s have knowledge of theChildren have them make a Spot check DC8 to notice the silver lightning bolts [rankof Hundredman] on one of the men whoapproaches them. One of the men rides close to the party.“Traveler’s we seek a band of darkfriendswho are posing as Tinkers, have youpassed them on this road?” While demanding, these Whitecloaks havethe scent of the Tinkers and will not beoverly bothersome to the party. The leaderis Granden Brynn he is dedicated to thecause but his skills are with the sword andnot his head. The leader interrupts any negative answerwith another question “Do you walk in theLight?” At this point, he will pick out aPC whose nationality is distinctive and askif he comes from somewhere else.Example: a Shienaran with a topknot mightget the following question “You look to befrom these parts shepard, do the Tinkershave set camps in these parts?” If the party gets long winded- Granden looks over his shoulder at to seehis men vanish in the distance. He looks atthe party briefly. Then he cuts off whoeveris speaking “We must ride. The work ofthe Light does not wait for idle chatter.

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Walk in the Light.” He and his men turnas one and kick their lathered horses into agallop. The party, particularly any Woodsmen,will note a few things. The Whitecloaksdid not have any scouts or outriders. Theyare traveling too quickly to notice anytracks. The horses of the band lookedwinded and lathered. Any experiencedtracker or commander should be verydoubtful that this band could catch theTinkers, even if they were looking in theright places and they are not. The party might elect to turn around nowand go warn the Tinkers. Allow them.Just alter the timing of the final encounter.Granden has split his hundred into 4separate units. Have one of them find theTinkers before the party and run the finalencounter with any small adjustmentsnecessary. Skip the next encounter andproceed to the section titled The Song.

In ArienUntil recently Arien was a sleepy townalong the Caemlyn Road. For close to ayear now things have been different. Someof the families who live on outlying farmshave disappeared. Livestock is missing.Strange cries are heard in the night. A yearago a man was killed within sight of thetown by a large murder of crows, none inthe town had ever seen that many birds. During the last two days the town hassuffered tragedy again. A young Tinkerwas caught playing a horn near one of thelocal farms. He had stolen some eggs anda blanket earlier in the evening, then satdown in the field and started playing hishorn. The farmer and what few hands he had leftcaptured the young man and brought himto town in the morning. He gabbered onabout finding the song and horns. Whenhe was strapped to a tree for lashing, theworld went crazy. The ground started

shaking and lightning ripped from a clearsky. Several of the buildings in towncaught fire and nearly a dozen of the localmen were killed. By chance, a patrol of Whitecloaks arrivedearly this morning and heard the tale.They suspect this Tinker is a shadowspawnor worse a male channeler. Messengerswere sent out and a patrol was sent to findthe Tinker caravan that shelters him. Theparty should arrive in Arien shortly beforenoon.

The Lion’s Rest InnAs you ride into the small town of Arien,several things immediately catch your eye.Close to fifty horses are tethered orhobbled near an Inn. Several local folk,and some Children of the Light standbeneath an old wooden sign that depicts alion sleeping beneath a tree. One of theWhitecloaks notices your party and movestoward you. “Are you travelers come fromthe East?” [It is very apparent they are –remember the townsfolk are around andwould know any other locals]. “Comethen, Lieutenant Valden would have aword with you.” The mail clad child walkstoward the Inn without waiting for a reply. Inside the InnThe interior has been taken over by a largegroup of White Cloaks. They sit aroundseveral tables that have been pushedtogether by a dozen men who seem intenton eating the innkeeper out of business.Several travelers look as if they havedecided to stay in Arien, because of therecent troubles. They frequently comedown stairs, but try to avoid the WhiteCloaks. Two of the visitors are a dangerous lookingmale with a sword, and his charge; abeautiful young noble woman wearing aveil across her face. She is tall and darkwith secretive eyes. Those of a criminalbent might note that she is wearing a great

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deal of Jewelry, including a wide goldbracelet with a crest on it. The DM should play these two up as anAes Sedai and her warder. They are not –but the party could land themselves in hotwater with assumptions. The male isGregos Laggen (Arm2/Wood2) one ofGareth Byrne's men and he is escorting ayoung noble woman from Arad Doman tothe Captain-General. Lady Ivane (Dip3) isfleeing the troubles in Arad Doman. Shehas requested sanctuary from the crown ofAndor. Gareth is meeting her on hisestates to talk to her about the problemsbefore he brings her into Caemlyn. The party can get most of the back-storyfrom the innkeep, provided they are notdetained. Valden gets suspicious whenpeople start asking questions, especially ifthey immediately connect channeling towhat was done. A thin, nervous man waits near the head ofthe table. He frequently rubs his hands onhis dirty apron. He smiles at your entry“Welcome to the Lion’s Rest, good sirs.Will you be needing some food. I don’thave much mind you, and I don’t performacts of chari…” The innkeep looksquickly to one of the children, an olderman with ropes of gold at his shoulder.“We don’t appreciate those who do notwalk in the Light here. But if you’ve coin,I can get you so..”

The older man with the golden knots cutsthe innkeep short by standing. “That won’tbe necessary, innkeep. I am LieutenantValden. Did you come from the East?” The Lieutenant will question the partyabout their travels, destination, and if theyhave seen the Tinkers. He will bewatching for a slip up. If the PC’s tell himabout the Tinkers, he thanks them andsends them on their way. If they lie and hecatches them, he will have them followed.Finally, if he can tell one of the PC’s is a

tracker he will ask that person to help findthe Tinkers. Saying “No” is generally notthe best career choice.The Race to the TinkersThe party should be headed back to theTinker camp by this point, if not theadventure has derailed with little chance ofrecovery. It should take the party most of the rest ofthe afternoon to track down the Tinkers. Ifthe party heads to the last known locationof the Tinkers have them make a Trackingroll vs. a DC of 0 [Base of 10 for softground, +5 they are hiding their trail, -2 forthe wagons, -13 for the number of peopleand animals]. If the party wants to move atfull speed increase the DC to 5. The Party can follow the trail for about 1hour, at which point several [8] shodhorses begin to follow the trail. Tenminutes later the party feels the groundshake. A PC who makes a Listen roll atthis point with a DC of 18 can hearshouting and screaming in the distance. The party can make the wagons in fiveminutes at a run from this point. As theyget closer, they can hear the melody of ahorn.

The SongThis scene should be creepy. Dancingbodies whirling around, the sound of musicmixed with the cries of the dying, and acrazed Tinker killing everything in sight. As you reach the crest of the hill a scene ofcarnage utter devastation comes into view.Eight Whitecloaks lay dying or dead.Most of the Whitecloaks are in a largecrater. Two mail clad things, that appearlike overdone steaks dance around, onewith a mastiff while the other dances withEramis. The sound of horses screaming inpain drowns out everything but a strangemelody coming from Shivan's horn. Thechaos of the scene threatens to make youdizzy. Everywhere, everyone is dancing.

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Many of the dancers have bodies bent atstrange angles. Their heads loll lifelesslyon their shoulders. Others have been runthrough with a sword, or trampled underhoof. While the dancing dead areterrifying to see, those who still live havepure terror in their eyes. From around oneof the wagons you notice a Mastiff dancingon his hind legs, his body shakes with anuncomprehending terror. In the center of itall stands Shivan, horn in hand smilingmadly as bodies twirl and spin around him. Shivan attacks one PC with Arms of Air assoon as they are within range [150 ft]. PC’s are entitled to a Reflex saving throwDC of 16 to avoid dancing. If successful,they feel a tug, as if their bodies want tojoin the dance. If your party contains achanneler and the target makes their save,rather than just stating "you made yoursave" try describing the channeler sensingsome thread made of Air and Spirit.Describe how they sense that it isdangerous to them and that they slicethrough it with a weave of Spirit [You aredescribing the save as an active resistanceto the enemy weave]. Once attackedShivan begins to lash out with deadlyweaves and begins the battle in earnest.Shivan at this point is overchanneling butbecause of his madness and for storysatisfaction it is not recommended that hefail any overchanneling rolls. Let the partybeat him or you run the risk of having ahelpless character who cannot be allowedto live. During this battle, the bodies of thedancers will whirl around frequentlyobstructing line of site and bumping intocharacters.

The BreatherOnce the battle is over allow the party amoment to tend to the wounded, and thenhave a group of Whitecloaks top the risethat the PC’s came over moments before.Depending on how badly the party washurt in the previous battle, have either 1 or2 Whitecloaks per PC. The Whitecloaksare 1st level warriors and the leader is a2nd level Armsman.

Wrapping it upThe party has hopefully has had a roughday. The DM can make their getaway aseasy or as hard as desired. Any survivorsare left to the discretion of the DM. Iwould allow several of the Tinkers tosurvive and get away, including Eramis.He can be used as a recurring character inlater adventures. If you want, the playerscan become wanted by the Whitecloaks forinformation about the death of several ofthe Children. This might mirror the bookstoo much for your tastes though. If thePC's were spotted, they should becomewanted. It would not be a good idea forthem to return to Arien, many locals mightnote that they came back from the East.Valden has left town but he has earnedmany friends for the death of thechanneling Tinker, which the Whitecloaksclaim credit for.

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Characters

Shivan

A graceful young Tinker. He is darklyhandsome with large brown eyes that seemboth lost and enraptured. He has a musicalvoice that many women find veryattractive. Shivan has always been lost. He frequentlyobsessed about some new passion oranother. He was believed to have beenkilled at the great battle near Falme. Sincehis return, he has grown increasing moreobsessive about using horns in music. At Falme, Shivan heard the Horn of Valereand watched the battle in the sky. Severalmasterless Seanchan beasts set on him andhis friends, quickly killing most of them.Shivan ran but was brought down byGrolm. The first manifestation of hischanneling abilities occurred then. Hechanneled without thought and threw thecreature off of him. Shivan was caught upin the pull of Sadin between Rand andBa’alzamon, attempting to drink deeper. Since Falme, Shivan has channeled onnumerous occasions. He is now in theclutches of the madness, just waiting for aspark.

Shivan, male Tinker Wilder5: CR 5; SizeM; HD 5d6+5; hp 26; Init +3 (+3 Dex);Spd 30 ft.; AC 18 (+3 Dex, +5 Class);Attack +2 Melee or +5 Ranged; SQ Block,Slow Aging; SV Fort +3, Ref +7, Will +7;Rep 1; Madness 59; Str 11 (+0), Dex 16(+3), Con 12 (+1), Int 11 (+0), Wis 17(+3), Cha 16 (+3).

Languages Spoken: Common (Midlands).

Skills: Composure +3, Concentration +11,Diplomacy +3, Handle Animal +3, Heal+3, Jump +2, Listen +4, Move Silently +5,Perform +16, Search +0, Sense Motive +3,Spot +3, Weavesight +10 Base Feats: Skill Emphasis (Perform). Channeling Feats: Affinity (Earth &Fire), Combat Casting, Tie Off Weave,Talents (Conjunction & Elementalism). Affinities: Earth & Fire.

Talents: Conjunction & Elementalism.

Weaves Known (4/5/5/3/3): Conjunction:Compulsion; Elementalism: arms of air,fireball; Earth Singing: grenade, rivenearth. Possessions: Several horns, some of themare very fine craftsmanship. A drawing ofRand and Ba’alzamon fighting in the sky.He has a binder for hundreds of sketcheshe has drawn of the Horn or Valere. Notes: In the first round of combat Shivanwill attempt to capture a PC with arms ofair. Allow a Ref save vs a DC of 16,success indicates the PC has gotten free.He continues using Arms of Air until he isinjured, then he switches to more deadlyattacks. Shivan starts the battle with the followingweaves (3/3/5/1/1). He will overchannelwithout thought. His first killer attack will be Riven Earth at4th level. This does 3d10 to everyone in a10 ft. radius with a Ref save of 17 for halfdamage. After Riven Earth, he willconcentrate his attacks on the mostthreatening opponent using Grenade at 2ndlevel (3d6, 10 ft radius, Ref sv of 15). Hewill use his remaining 3rd level weave forCompulsion on anyone engaging in melee.

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Eramis

A tribute to the hard times his people havehad to face. Eramis is a Madhi at 38 yearsold. His prematurely bald head lends himan air of maturity. Aging, but stillgraceful, Eramis seeks to find safety for hispeople by taking them out into the CaralainGrass. His eyes betray a sense of sadnessand he frequently speaks longingly of hisolder sister Leya.

Eramis, male Tuatha'an Exp6: CR 5; SizeM; HD 6d6+6; hp 27; Init +7 (+3 Dex, +4Improved initiative); Spd 30 ft.; AC 14 (+3Dex, +1 Class); Attack +4 melee, or +7ranged; SV Fort +3, Ref +5, Will +6; Str10 (+0), Dex 16 (+3), Con 12 (+1), Int 11(+0), Wis 12 (+1), Cha 17 (+3).

Languages Spoken: Common (AradDomon, Borderlands, Cairhien, Ebou Dar,Illian, Midlands, Tarabon).

Skills: Escape artist +10, Forgery +8,Gather Information +10, Hide +3,Knowledge (nature) +11, Listen +3, Movesilently +3, Perform +9, Sense Motive +9,Speak language +9, Spot +11, Use rope +5 Feats: Alertness, Improved initiative, SkillEmphasis: KS- Nature.

The Children of the Light

The Whitecloaks select men from all walksof life to fill their ranks but many of thosewho are attracted to their teachings havesimilar backgrounds. A quick backgroundfor the common mounted Child of theLight is needed to build generic charactersfor the organization without having tomake an inordinate amount of changes dueto racial variation. Character Background - Feats: Blooded, Saddleback, GreatFortitude

Skills: Profession (any one), Ride, Search,Sense Motive.

White Cloak SoldierMale human War1: CR 1; Size M; HD1d8+2; hp 10; Init +2 (+2 Blooded); Spd30 ft.; AC 14 (+4 mail shirt); Attack +3melee (Longsword 1d8+2/19-20), or +1ranged; SV Fort +4, Ref +0, Will +0; Str14 (+2), Dex 10 (+0), Con 14 (+2), Int 11(+0), Wis 10 (+0), Cha 13 (+1).

Languages Spoken: Common.

Skills: Climb +2, Handle Animal +3,Intimidate +5, Jump +2, Listen +0, Ride+5, Sense Motive +1, Spot +2, Swim +2

Feats: Blooded, Mounted Combat.

White Cloak File Leader

Male human War2: CR 1; Size M; HD2d8+4; hp 16; Init +2 (+2 Blooded); Spd30 ft.; AC 14 (+4 mail shirt); Attack +4melee (Longsword 1d8+2/19-20), or +2ranged; SV Fort +5, Ref +0, Will +0; Str14 (+2), Dex 10 (+0), Con 14 (+2), Int 12(+1), Wis 10 (+0), Cha 13 (+1).

Languages Spoken: Common.

Skills: Climb +3, Diplomacy +2, HandleAnimal +3, Intimidate +6, Jump +3, Listen+0, Ride +5, Sense Motive +3, Spot +2,Swim +2 .

Feats: Blooded, Mounted Combat.

White Cloak Squadman

Male human Armsman 2: CR 2; Size M;HD 2d10+4; hp 20; Init +2 (+2 Blooded);Spd 30 ft.; AC 14 (+4 mail shirt); Attack+5 melee (Longsword 1d8+2/19-20), or +2ranged; SV Fort +5, Ref +2, Will +0; Str14 (+2), Dex 10 (+0), Con 14 (+2), Int 12(+1), Wis 10 (+0), Cha 14 (+2).

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Languages Spoken: Common.

Skills: Climb +4, Craft +1, Diplomacy +4,Handle Animal +5, Intimidate +7, Jump+4, Listen +1, Ride +8, Sense Motive+3, Spot +3, Swim +2

Feats: Blooded, Mounted Combat,Weapon Focus: Longsword.

Under-Lieutenant Valden

Male Tairen Armsman 4/Noble 2: CR 6;Size M; HD 4d10+2d8+6; hp 43; Init +0;Spd 30 ft.; AC 17 (+3 Class, +4 mail shirtor +5 Class w/o armor); Attack +8 melee(Longsword 1d8+2/19-20), or +5 ranged;SQ: Bonus Class Skill, Favor, InspireConfidence; SV Fort +5, Ref +4, Will +4;Rep +6; Str 14 (+2), Dex 11 (+0), Con 13(+1), Int 14 (+2), Wis 12 (+1), Cha 14(+2).

Languages Spoken: Common (Tairen,Midlands, Illian).

Skills: Appraise +2, Bluff +5, Climb +4,Craft +2, Diplomacy +6, GatherInformation +5, Handle Animal +5,Innuendo +2, Intimidate +10, Jump +4,KS: Nobles +6, KS: Children of the Light+5, Listen +3, Ride +10, Sense Motive+6, Spot +3, Swim +5 Feats: Saddleback, Mounted Combat,Power Attack, Spirited Charge, WeaponFocus: Longsword.