This is an attempt to create Warhammer Quest versions of
some of Robert Jordan’s characters.
Many ideas for this character have been taken from his Wheel of Time Series,
and many of the basic Sorcerer (“Sorcerer” by Luminos) rules have
been used in the creation of this character. There are very important differences
between male and female Aes Sedai, so please note them when checking the male
version.
A great substitute for the Wizard (but you might want to bring another healer type along), this character may be developed to follow a systematic discipline in wielding the One Power, or may be driven by the threads of the Pattern to become an unusual sorcerer/sorceress type, or may even force the Pattern to weave threads around him/her, because he/she is ta’veren. A male Aes Sedai may even be a false dragon, or perhaps “the Dragon” of the prophecies. Please check out the “Aes Sedai – Male” Document.
This document is divided into three main sections:
Journey
through the World of Dreams to the Warhammer World
The
magic of the Warhammer World is similar enough, and apparently does use the One
Power in some fashion, that the Aes Sedai who happened to stumble upon this
world by means of the World of Dreams carefully informed a few others of their
kind about this secret training ground that is indeed a real world, just a
little different from their own.
Roll
1d6, or choose. The first three are
covered in this document; the last three are covered in the “Aes Sedai
– Male” document. One
could try all six for the fun of it, one or two at a time of course, because
the party should still have at least two physically strong warriors to stand
against the physical dangers of the Warhammer world. Let's face it, sometimes magic, even Aes
Sedai type, is just not enough, when overwhelmed by evil physical
onslaughts. (At the time of this
writing, I decided I would take a Martial Artist, a Friendly Giant, a Christian
Missionary, and an Aes Sedai as a warrior party. Hmmm … I wonder why? The Aes Sedai, the Christian Missionary
and the Martial Artist can each offer some healing in their own way, which is
especially needed to help a party survive, and the Martial Artist, Friendly
Giant and Christian Missionary can provide a good deal of physical fighting
where needed.)
1 - A Wilder Woman (from After the Breaking) |
She has
been discovered by Aes Sedai who do not agree that she is too old to become a
Novice or Accepted. So they have
decided to mentor her in their free time. The best way they could think of to
keep their little "experiment" hidden is to literally move her to
another world, the Warhammer World, through the World of Dreams. |
2 - A
Female Aes Sedai (from After the Breaking) |
There has
been another time of serious trouble in the |
3 - A
Female Aes Sedai (From Before the Breaking) |
Lews
Therin, the Dragon Reborn of her time, is rising in his power and has quite a
following of male Aes Sedai. One
of the female Aes Sedai had a Foretelling in her presence speaking of the
Breaking of the World that will happen under Lews Therin. Though this is so very difficult to
believe, she knows that Foretellings are never wrong in the facts they
relate. So, she has set out by
physically traveling the World of Dreams to visit this Warhammer World in
hope that she may at least avoid destruction and misery that await her world. Little did she realize that she would
be compelled to stand against many evils in the Warhammer World. |
4 - A
Male Aes Sedai (from Before the Breaking) |
A man who
can channel without the taint of Saidin that comes at the time of the
Breaking of the world. He has
been commissioned by the Dragon, Lews Therin to explore other worlds by means
of the great stone gateways scattered throughout the world. One of those gateways has landed him
in the Warhammer World. Part of
his commission is to fight against every form of evil, especially evil
sorcery, and learn all he can of any possible connection to the Dark One and
his schemes. |
5 - A
Male Aes Sedai (From After the Breaking) |
Upon the
soon arrival of a group of Aes Sedai from the White Tower, who have been sent
to shield him and take him to the Tower, he panics and uses the One Power to
make a mysterious gateway into the World of Dreams. He enters in the flesh and then makes
a gateway into another world to cover his tracks. He finds himself in the Warhammer
World. There is a chance that he
may actually be a False Dragon, which means greater power, but greater danger
also. |
6 -
The Dragon Reborn (from After the Breaking) |
In order
to hide the Dragon Reborn, some Aes Sedai decided it would be better for him to
grow and develop his abilities in a world far from his world, so that perhaps
none of his enemies would find him before he is ready for the preparation of
his world to face the Final Battle against the Dark One. Therefore, they arranged for him to
travel through the World of Dreams in the flesh and arrive here. From time to time he may get to visit
with some knowledgeable and/or powerful Aes Sedai to help him along during
this time of development.
However, the Dark One's agents have come upon some little information
that may eventually lead them to his whereabouts. Beware! the time may soon come when
the Forsaken will be freed from their prisons! |
To keep things simpler, while managing
your Aes Sedai Warrior in the Warhammer World (during the game), only refer to
these general rules and the specific rules for your specific Aes Sedai type,
ignoring the others' specific rules.
FEMALE WILDER |
Type #1* |
|
FEMALE
AES SEDAI (Before the Breaking**) |
Type #2 |
|
FEMALE
AES SEDAI (After the Breaking) |
Type #3 |
Wounds |
1D6+7 |
|
Wounds |
1D6+7 |
|
Wounds |
1D6+7 |
Move |
4 |
|
Move |
4 |
|
Move |
4 |
Weapon
Skill |
2 |
|
Weapon
Skill |
2 |
|
Weapon
Skill |
2 |
Ballistic
Skill |
6+ |
|
Ballistic
Skill |
6+ |
|
Ballistic
Skill |
6+ |
Strength |
3 |
|
Strength |
2 |
|
Strength |
2 |
Toughness |
3 |
|
Toughness |
2 |
|
Toughness |
2 |
Initiative |
4 |
|
Initiative |
3 |
|
Initiative |
3 |
Attacks |
1 |
|
Attacks |
1 |
|
Attacks |
1 |
Power
Store |
2D6-1 |
|
Power
Store |
2D6+1D3 |
|
Power
Store |
2D6-2 |
Pinning
Roll |
4+ |
|
Pinning
Roll |
4+ |
|
Pinning
Roll |
4+ |
* Numbers 1-6 represent the
dice roll, if the player uses a dice roll of 1d6 to determine which type of
character this will be. The dice
roll represents the inclusion of male Aes Sedai (see “Aes Sedai –
Male” document), but one may roll 1D3 to determine a female Aes
Sedai. Especially notice the
difference in the amount of beginning power points.
** The
“Breaking” is short for the “Breaking of the World” which
took place after the male half of the One Power (Saidin) was corrupted with the
taint from the Dark One. See Robert
Jordan’s Wheel of Time books for more details.
Each Female Aes Sedai has a
normal staff (not a wizard’s staff) that does 1D6+Strength
damage. An Aes Sedai begins with no
armour. It is hoped that she will
be able to defend herself with the One Power.
Magical Treasures: Aes Sedai may
use any magical treasures within their specific character limitations (noted
under each of the six types) except they may not recharge any
power-storing items. Once the power
is used the item is worthless for storing power (and worth 0 gold). A good general rule is that whatever the
Wizard may use, the Aes Sedai may use in similar, if not in exactly the same,
manner. One important difference
has to do with magic items such as spell scrolls, spell-casting rings (Like the
“Ring of Dadaan”), etc. (see under CHANNELING THE ONE POWER/SPELL
CASTING, “Wizard’s Spells” below).
Particular Wizard-related treasures: Because, the Aes Sedai is so similar to
the Wizard, though different also, they may not use any magic items that enable a non-Wizard to effectively act
as a Wizard with varying degrees of success, such as the “Crown of
Sorcery”. An Aes Sedai may
use a “Chalice of Sorcery”, “Wand of Jade”, “Wand
of Diabolum”, “Crown of Night” (at +1 Magic Resistance) and
the “Book of Arcane Knowledge” (but, each “automatic”
spell is subject to Aes Sedai spell casting success roll) just like a
Wizard. He/she may not use a “Brooch of Power”, nor a
“Talisman of Jet”, but may sell them or trade with a Wizard if one
is in the party. He/she may use a “Tablet of Adain”
to re-roll if the chance to learn a Wizard’s spell in the Wizard’s
Guild fails, but if the second roll fails, a spell is not learned; and,
it may also be used to re-roll the dice that determines the number of new Aes
Sedai spells learned when leveling up – the second roll must be
accepted. And, he/she would never use a “Staff of
Command” since it is too much like the corrupt Compulsion used by the
Forsaken.
Weapons
and Armour:
Female Aes Sedai follow the
Wizard’s limitations on armour, except they may wear furs and/or use a
heavy cloth for a shield when available. They may not use any swords at
all. Otherwise, they may use any
hand-to-hand weapon that a Wizard may use.
They will not use any bows, crossbows, or guns, but may use
throwing stars or daggers as ballistic weapons.
LIMITATIONS ON CERTAIN AES SEDAI
Non-Wilder female Aes Sedai
are limited by the “Three Oaths”. These types will never attack until they
are certain that they are going to be attacked, though they may use
non-offensive spells/weavings and actions to minimize suspected dangers. Practically, this means that they must
usually wait one whole turn, or until the monsters first attack the party, before
they may attack physically or by using the One Power. An exception is that they may attack immediately
(as soon as possible) any evil sorcerer, demonic, chaos, undead or Forsaken
that appears on the board. Also,
these Aes Sedai may never tell a literal lie. Yes, they may seem to tell half-truths,
by leaving many things unsaid; but, whatever they actually say will most
certainly be true in itself.
How
Aes Sedai Store the One Power:
All Aes Sedai receive power
points during the power phase just like the Wizard: power roll of 1D6 + Battle
Level, but, only 1 point of power on a natural roll of 1; but, they may receive
more than one point on a natural 1, if they have a
“ter’angreal of
power” (+1 power each turn; see “Angreal Table” below) or
when using a “powerful angreal” (+50% current power) or a
sa’angreal (2 X current power), or while linked with another Aes Sedai
(+1 power each turn). But, unlike
the Wizard, Aes Sedai personally store (up to their power characteristic) any
unspent power points from the power phase (just like the “Sorcerer”
by Luminos). Each Aes Sedai type has a different
maximum capacity showing their respective differences in ability to
channel. Also, this represents how
their ability to channel lessens as their personal energy is used up in the use
of the Power. Their innate Power
characteristic advances each level similar to the Wizard's, re-rolling once any
dice rolls of 1 just like wounds.
Their innate Power characteristic advances each level similar to the
Wizard's, re-rolling once any dice rolls of 1 just like wounds. Also, like the Wizard, they begin each
adventure at full power in their personal power store.
How
Aes Sedai Channel the One Power/Cast Spells:
Since the One Power is
present in the Warhammer World in a manner different from that to which Aes
Sedai are accustomed, their channeling of the One Power ("Winds of
Magic" here), is subject to varying degrees of success. Practically, they are subject to a sort
of chance casting which is negatively or positively affected based upon their
character type and other factors.
If the Aes Sedai is fearful or terrified this will subtract from the
success roll and add to the cost of spells cast (-1 or -2, and +1 or +2
respectively). The general rule is
that the Aes Sedai must determine which type of spell/weaving he/she will use,
spending the appropriate amount of Power Points (current and stored), then roll
1D6 to see whether the spell/weaving works this time. The success roll does not directly
depend on the particular spell, except as that spell falls under a class that
may either help or hinder its success based upon the character type and his/her
specialization(s) in channeling.
Under each of the six character types you will find the detailed
modifiers. The basic (unmodified) success roll for all Aes Sedai types is 3+. No matter how modified a success roll of
a natural 1 always fails and a roll of natural 6 always succeeds. Note of clarification: some modifiers might seem unnecessary,
but after figuring in other positive and negative modifiers (such as fear and
linking) to spell casting throughout the game, I believe one will find the
differing abilities of the Aes Sedai types to be rather appropriate, especially
if compared to the way Robert Jordan’s characters differ from one
another.
Aes Sedai must divide their
number of attacks between physical attacks and attacks using the Power
(spells), and may only use attack spells/weavings during their individual
turn. Otherwise, they may
weave/cast any number of spells for which they have the power whenever they
desire, provided that the success rolls are indeed successful.
Wizard’s
Spells:
Aes Sedai might be able to
learn normal Wizard’s spells at the Wizard’s Guild, explained under
the settlements section. All the
instruction concerning Aes Sedai spells also apply when using Wizard spells.
When an Aes Sedai uses a Wizard’s spell, once learned, he/she must still
perform a normal success roll with any attendant modifiers, then – if
successful – the Wizard’s spell is cast exactly as explained in the
Wizard’s spell book (in the Role Play Book). A
difference of note between Aes Sedai Healing and Wizard’s healing spells:
all Aes Sedai Healing (spells) requires that the Aes Sedai touch (be adjacent
to) the warrior to be healed, and they may not Heal themselves with Aes Sedai
Healing; Most Wizard’s healing spells can heal at some distance and may
be used on himself. Therefore, if
your Aes Sedai is your primary healer, or one of your best healers, it would be
good to acquire knowledge of Wizard’s healing spells when possible. Spell-casting
items: the success roll must be
made any time an Aes Sedai attempts to use a magic item, etc. that enables a
Wizard’s spell; if the success roll fails, the item’s power to cast
that spell has been spent. If the
item allows repeated use, such as once per turn, then that use is counted as
spent. Yes, the Aes Sedai’s
specialization benefit applies to the Wizard’s spells of the same class.
There are three Wizard
spells that Aes Sedai will definitely not use: Hounds of Grimnair, because it reminds
them too much of the Dark Hounds from their own world; Levitate (because, for
some reason they just cannot pick themselves up with the One Power) and can
learn their own means of lifting someone else; and, Cause Animosity, because
they feel it is too much like Compulsion (used by the Forsaken). All Wizard spells of casting level 11
and 12 are forbidden to Aes Sedai, because they may only learn up to casting
level 10.
Linking
(forming a circle):
If a party contains two or
more Aes Sedai characters (any combination of male and female), they may form a
link (or circle) in an attempt to be more successful and powerful in wielding
the One Power. There are benefits
and limitations to forming a link.
In order to do so, they must both agree to the link and agree to which
one will control the weaving/spell casting. Any number may link together, but only
one may actually cast spells and will be in full control of how the power will
be used.
In order to form a link,
the Aes Sedai to be linked must have decided to do so before any of them have
taken their turn. They may form the
link for one whole turn at a time.
To form the link they must all be in the same room/corridor and no
member of the link may make any physical attacks for the turn(s) while linked,
though all of them may defend as normal.
While linked, they gain +1 power point each from the power phase roll,
the controller gains +1 to all spell/weaving success rolls per additional
member linked, and they share the power drain (cost of spells) equally (cost of spell divided by members in link
[round up] = power points to deduct from each member’s current power). Also, the controller has an increased
number of attacks on which to spend the combined power points of the link. The controller gains +1 attack (attack
spell) per additional member in the link @ Battle Level 1. At higher levels, when two or more
members in the link have more than one attack use this formula: total attacks with the One Power = (sum
of all linked members’ attacks) – [minus] (total number of linked
members – [minus] 1). For
example: three Aes Sedai, each with
2 attacks, link together – the controller gets (3X2=6) – (3-1=2) =
4 attacks using the One Power per turn; if there are two Aes Sedai, each with 3
attacks, linked together – the controller gets (2X3=6) – (2-1=1) =
5 attacks using the One Power per turn.
Only the controller’s
knowledge of spells and negative and positive modifiers will apply while the
link is used. Therefore, it might
be good to have a controller that is better at attacking when using the link to
attack, and/or have a controller that is better at healing when using the link
to heal party members. Only one
member of the link may be in control per turn. If they desire to maintain the link, but
wish to pass control to another member, they may pass control at the beginning
of the next turn (Warrior Phase).
Any members of the link
using angreal, ter’angreal, sa’angreal to augment their power, etc.
will benefit the link collectively, meaning that each single benefit of the
item will be added to what the controller can do, though any power enhancement
applies to the individual using the item – if the controller drains any
linked member’s power to zero, he may continue to draw equally on the
power of the remaining members.
While linked, the controller gains a +2 (+ 1 more for each member above
two) in a contest of shielding (both defending and attacking) and any
non-controlling member of the link gains +2 (+ 1 more for each member above
two) as a defender in a contest of shielding. This could come in handy if faced with
one or two Forsaken; especially since such a shield on a Forsaken may not
be broken, unless the link ceases, as long as the Aes Sedai pay the maintenance
cost of 3 points of power each member (in the case of two = cost of 5 divided
by 2 members, rounded up = 3) each turn (see “Aes Sedai –
Male”, under “the Dragon”/“the Forsaken”).
Only one shield may be
attempted and maintained by a circle of linked Aes Sedai; if they want to
attempt shielding two Forsaken at the same time, they cannot use a link unless
there are three or more Aes Sedai in the party (two to link, one to act
independently; or in the case of four Aes Sedai, they could form two separate
circles of two linked members each).
The controller takes his/her turn in the normal order of initiative
while linked. The link may be
maintained indefinitely as long as all members in the link are in the same
room/corridor at the end of each turn.
Any member of the link taken to zero wounds is severed from the link, but
may rejoin in the next Warrior Phase if no longer on zero wounds. The link may be voluntarily ended at the
end of any full turn of the game.
The Aes Sedai may choose a number of Battle Level 1 spells (found
in the spell book at the end of this document) based upon their specific type,
noted as “Number of Starting Spells”.
It is possible that any Aes Sedai Character may be
ta’veren, meaning that they have a tendency to cause the Pattern (the some
total of development of events in the world) to change or mold itself around
them. In the case of the Dragon
Reborn (see Aes Sedai – Male document), he just IS ta’veren (no
doubt about it), and he is more so than any other ta’veren.
There
is a chance that they may be ta’veren. A female Aes Sedai rolls 1d6, on a 6+,
she is ta’veren. Ta'veren
will be luckier. This is reflected
in the adjusted Luck characteristic in parentheses in the Battle Level
Charts. A ta’veren may use
her luck to benefit the whole party or another party member – just like
for herself, by forcing a re-roll of any one dice-rolling instance per 1 Luck
point spent.
But
a ta'veren will also attract more danger.
Ta'veren will automatically gain one of any odd monsters to be placed,
before any random placement. Odd
monsters defined as any monsters that must be placed randomly because there is
no longer an even amount to go around.
But, this rule does not apply when there are not enough monsters for
each warrior to get at least one.
When
a ta’veren is present for an Unexpected monster event and a non-Objective
Room monster event, roll 1D6. If a
1 or 2 is rolled, add 30% more monsters; on a 3+ the normal number of monsters
appear. For the Dragon, if a 1 or 2
is rolled, add 50% more monsters.
Also, when a ta’veren is present, roll another 1D6 on all
Unexpected monster events. On a 5+
each party member gets one immediate attack/action and may move up to two
squares (not subject to pinning) even before monsters ambush.
While
traveling to a settlement with a ta’veren in the party, roll 1D6 for each
uneventful week. On a 1 or 2 the
party must re-roll this week of travel; on 3+ it is indeed an uneventful week.
Ta’veren
roll two times on settlement events each day; the Dragon rolls two times, then
rolls 1d6, on 1-2 he rolls a third settlement event. Also, the non-ta’veren party
members may be affected by the presence of a ta’veren while in the
settlement. For each Uneventful
Day, roll 1D6, on a 1 or 2 they should re-roll the settlement event (if it is
uneventful a second time then it is uneventful); on a 3+ it is indeed an
Uneventful Day. For characters who
already have a possible different outcome for an Uneventful Day, follow their
rules first; however, if their day is then considered actually uneventful, roll
the 1D6 and do as instructed above.
A female Aes Sedai may bond
a Warder if she can find a suitable and willing candidate. Since she is so weak physically, though
strong in the use of the One Power, a warder would be quite useful while
exploring the dangerous dungeons of the Warhammer World. She may only have one warder at a
time. If she loses her warder, she
may try to obtain another warder in any legitimate manner as explained
below. Any MALE warrior that does
not use magic and is not primarily an academic character may be bonded as a
Warder. There are three different
ways to acquire a Warder.
1. Another party member may be a warder if
he is willing to do so with full knowledge of the pros and cons. A party member who becomes a warder,
must willingly agree to the "Requirements and Results of a Bonded
Warder" listed below.
2. A Female Aes Sedai may attempt to
acquire a Warder in any settlement.
This may be attempted twice per settlement. It requires one full day of searching
and on such a day the Aes Sedai will experience two settlement events (three
events if also ta’veren) because of greater exposure to danger. Roll 2D6, on a score of 10+ in a city,
11+ in a town, and 12+ in a village, she has found a suitable and willing
warder. Roll 1D6 on the table below
to determine what type of warder she has found and bonded.
3. Occasionally, a dungeon event or a
Hazard occurs in which a suitable warrior may be found who can become a warder. This may only happen if the character is
apparently friendly, or at least not antagonistic toward the party. For instance, "A knight" shows
up in a dungeon event to warn the party of some nasty creatures in the next
room. Now the Aes Sedai can
evaluate him, if he seems a proper candidate, and she does not already have a
warder, she may roll 2D6. On a roll
of 10+, he is suitable and agrees to be bonded immediately. Roll 1D6 on the table below to determine
what type of warder she has found and bonded. But, if the event specifies his
characteristics (wounds, weapon skill, etc.), then she must accept him as he is
(do not roll on the table below).
WARDER GENERATION TABLE
Note: higher level warders require
that you average their level with the party members' Battle Levels to determine
the Dungeon Level (but not a lower level warder; sure hope you get a good
one!). Anyone with creativity may
substitute any number of warrior types, or even increase the number of possibilities
to include them. For the purpose of
the game, she may only bond one warder at a time.
1 |
Rather Skilled Warrior (Level 2) – Has the same characteristics as
a Chaos Warrior with a normal sword (See Monster Level Table in Role Play
Book). He is unable to
advance. However, he may be given
any enhanced weapons or armour just like a Barbarian may use. |
||||||||||
2 |
Very Skilled Champion (Level 4) - Has the same
characteristics as a Chaos Champion with a normal sword, and no magic armour
(See Monster Level 4 in Role Play Book).
He is unable to advance.
However, he may be given any enhanced weapons or armour just like a
Barbarian may use. |
||||||||||
3 |
Supremely Skilled Hero (Level 7) - Has the same
characteristics as a Chaos Hero with a normal sword, no magic items and no
magic armour (See Monster Level 7 in RolePlay Book). He is unable to advance. However, he may be given any enhanced
weapons or armour just like a Barbarian may use. |
||||||||||
4 |
A Barbarian! (Level ?) - Yes, she has found a
humongous barbarian to fight at her side! His characteristics should be
determined by the normal rules for generating and training a barbarian as
found in the Role Play Book, by leveling up one level at a time, gaining
everything, including skills as his Battle Level table indicates. However, he is to be generated with
only his beginning equipment.
From now on, the Aes Sedai's warder/Barbarian may visit all his normal
locations and etc. in settlements, and he may grow in experience according to
all the normal rules for a Barbarian.
Roll 1D6 to determine his Battle Level:
|
||||||||||
5 |
A Martial Artist! (Level ?) - Yes, she has found a tremendously skilled and
honorable Martial Artist! His
characteristics should be determined by the normal rules for generating and training
a Martial Artist as found in the “Martial Artist” (by Martin, the
Old Warrior), by leveling up one level at a time, gaining everything,
including skills as his Battle Level table indicates. However, he is to be generated with
only his beginning equipment.
From now on, the Aes Sedai's warder/Martial Artist may visit his
|
||||||||||
6 |
A Pit Fighter! (Level?) - Yes, that's right,
your warder is a famed Pit Fighter.
His characteristics should be determined by the normal rules for generating
and training a Pit Fighter found in the Pit Fighter's Rule Book, by leveling
up one level at a time, by spending his normal training points as
desired. However, he is to be
generated with only his beginning equipment, and the Aes Sedai must help him
pay off his debt (randomly determine his debt as though created as Battle
Level 1) as soon as possible (only if he is Battle Level 3 or less;
otherwise, it is assumed that his debt has already been paid). From now on, the Aes Sedai's
warder/Pit Fighter may visit the
|
The
Requirements and Results of a Bonded Warder
A warder is bonded to a
female Aes Sedai so long as both of them live, unless the bond is passed to
another female Aes Sedai, all parties agreeing to the arrangement. The Warder’s gold and treasure,
and etc. should be tracked just like any other warrior; if he perishes, then
his treasure, equipment and gold are lost also. He takes his turn based upon his
Initiative. The following ten rules
are to be followed for proper balance in the game and to show the relationship
between the Aes Sedai and her warder.
1. The warder and the Female Aes Sedai must
share all gold equally, even if it seems at times that the warder has done all
the hard work, and they freely trade treasure between them according to what
will give them the best advantages as a team.
2. The warder will at all cost to himself
protect the Aes Sedai first of all -- even if it means staying behind in a room
full of monsters to block the doorway, while she escapes down the corridor, and
he will always do all within his power to defeat any enemies who threaten her
safety;
3. The warder gains a sense of evil magic
and demonic beings, meaning that he may have a slight forewarning when an evil
sorcerer, demonic being, chaos, undead
or Forsaken are near (It is assumed for Warhammer that they are
creatures that have strong connections to the Dark One). Roll 1D6 whenever a monster event
produces a sorcerer or a demon, on a 4+ the warder and the Aes Sedai gain one
immediate action even before an ambush.
A Pit Fighter warder still may react as normal and receive his
additional full turn.
4. As an ongoing condition of the bond
between warder and Aes Sedai, they each may suffer as an indirect result of
what happens to the other: When
either suffer any actual wounds in any turn the other one will be at -1 to hit
for one turn; if the warder is knocked unconscious, the Aes Sedai is at -1 to
hit, -1 attack, and -1 success roll on all spells for her next turn; if the Aes
Sedai is knocked unconscious, the warder is at -1 to hit and -1 attack for one
turn; If either one is actually
killed, whether resurrected or not, the other is helpless to do anything and is
at +1 to be hit for one whole, because of the tremendous shock to their
emotions.
5. The warder gains a +1 to all Fear and
Terror rolls.
6. The warder must "obey" the Aes
Sedai whether inside or outside a dungeon.
For example, if she says he should attack that sorcerer across the room
rather than staying by her side, he must then attack that sorcerer as the
greater threat even though he may think that the chaos champion next to her is
the greater threat. He doesn't have
to like it, he just has to obey; he may not agree with her judgment, but he
must follow her expressed judgment anyway.
Of course, if she keeps her mouth shut, he may then do what he thinks
would be best within the bounds of the rest of these rules.
7. The Aes Sedai may not throw away the
life of her warder, but must give due consideration to his reasonable safety
(i.e. She shouldn't just rush off without the rest of the party into an
Objective Room and expect her warder to handle any enemies that slip past her
abilities in the use of the One Power.).
8. If the warder is not an original
party member, the Aes Sedai's Cost of Living in settlements is doubled. This also means that whatever events
affect her Cost of Living those affects are doubled. In other words, not only do they share
gold, but they share their expenses.
9. If the warder is not an original
party member, then 25% (assuming original party of four) more monsters will
appear in all monster-producing events.
Also, the Warder's Battle Level (only if higher than the average party
member's Battle Level) or Dungeon Level equivalent must be averaged in with the
members' Battle Levels to determine the dungeon level of an adventure.
10. If an Aes Sedai dies and is not
resurrected by the end of the adventure, the bond is destroyed and the warder
is a free man. Of course, a party
member warder may be bonded again if he so desires should another female Aes
Sedai join the party. A free,
non-party member warder -- only if he is a warrior type that may advance as the
other party members do, may be allowed to adventure with the party provided he
wants to and the party agrees.
Perhaps, they could go on an adventure, or series of adventures in
search of a female Aes Sedai of the deceased Aes Sedai's acquaintance. Maybe, his bond could be passed on to
her, thus necessitating that he find her and protect her in her quest(s). Sounds like someone could work up quite
a series of adventures!
Aes Sedai may visit all the
places that the Wizard may visit; but, they may also visit the Armourer. They must roll 1D6+1D3 for the cost of a consultation at the Wizard’s
Guild. While rolling on the
Consultation Table (once per settlement), also roll a separate 1D6. If a 5+ is rolled, she learns one Wizard’s spell of her own battle level or lower casting
number – roll a random spell class using 1D4 (healing, defensive,
attack, or special); she chooses which particular spell in that class. Any spell learned at the Wizard’s
Guild is subject to the Aes Sedai’s chance casting, just like Aes Sedai
spells/weavings. If a
Wizard’s spell has a chance to fail in some way, or the effects depend on
chance, this must also be determined as normal. Aes Sedai may not change their
spells; and, the females may buy and use a Wizard’s Staff exactly as a
Wizard, except they may not recharge it (+1 T and re-roll one Power
Phase roll per adventure may come in handy) – the Wizard’s Staff
works for them somewhat like a female-tuned ter’angreal.
At the Ale House: A Wilder rolls 2D6-3; other Female Aes
Sedai roll 2D6-4 (count results less than 2 as a 2).
There are two new locations
for Aes Sedai: the World of Dreams, and a Wise and Helpful Aes Sedai (see
below).
General guidelines for Aes
Sedai attitudes and actions in a settlement: A Wilder will generally get into average
trouble, but will back down if the possibility of losing her life (or very much
gold) looms before her; other Female Aes Sedai will avoid most trouble as much
as possible.
This is a special location
only visited in a town (2D6) or a city (3D6) on an 8+ (Village roll is 1D6, but
only with the use of Dreaming and/or a Dreaming Ter’angreal could an Aes
Sedai possibly be able to enter the World of Dreams in a village – they
each add a +2 to the roll).
Only the six Aes Sedai character types may visit the World of Dreams,
normally only once per settlement.
It is assumed that the journey is made by means of a Traveling Gateway,
a Stone Gateway, a ter’angreal, or by the use of the Talent of
Dreaming. It does not cost anything
but time. If able to make the
journey, Aes Sedai should roll 1D3 for the number of days used. They must still pay living expenses as
normal during this time, but need not roll on Settlement Events for
these 1D3 days. Then roll 2D6 to
determine what happens.
2 |
While
exploring the World of Dreams, you have the unfortunate privilege of spotting
one of the Forsaken. Normally,
you would never have to face such a thing, unless you also have a Dragon in
your party. Roll 1D6 to see what
happens (no adjustments are made for more than one Aes Sedai on this table,
the more the better then!) (luck may be used if desired to re-roll):
|
||||||
3-4 |
You are
caught in someone’s nightmare.
You must fight a battle using all your normal abilities against
… Roll once on (your Battle Level) Monster table and divide the
monsters by 4 (& multiply by the # of Aes Sedai in the World of Dreams
together). But, the strongest
and/or most magical of the monsters are given the preference for against whom
you must fight. If you survive,
you arrive back in the settlement with an additional day having been spent in
the World of Dreams (1D3+1 instead of just 1D3). |
||||||
5-6 |
You have
been led on a wild goose chase through the World of Dreams. You thought you saw an Aes Sedai. You followed, but whoever it was
always stayed far ahead of you.
Until finally, you are left alone and go back to your mundane (?),
adventuresome experience in the Warhammer World. However, your visit costs you an extra
two days (1D3+2 instead of just 1D3). |
||||||
7 |
You have
been able to visit the |
||||||
8-9 |
You meet
with a few Aes Sedai, who have been seeking you out to give you advice and
training as needed. If you are ready
to train up to the next level, you may do so at this time, without any more
time spent here than the normal 1D3 days. Plus, whether training or not, you
gain +1D3 permanent power points.
Also, the very next time you and/or your party are confronted by any
Forsaken any time in the future, you personally have a +1 benefit to any
contests of shielding (whether attacking or defending). This shielding benefit is only good
for one whole combat in which one or more Forsaken appear (whether in a
dungeon or in the World of Dreams), since it is basically some advice on how
to surprise the Forsaken in the near future. Hopefully, this advice will not be
needed. This benefit should be
noted just in case. Of course, if
you travel in company with him, you will likely be very glad of this advice. |
||||||
10 |
An unusual Aes Sedai has
found you in the World of Dreams.
The Aes Sedai says that she has been to the Warhammer World a number
of times and has spent several of those visits in the Wizards’ Guilds. She has much knowledge of Wizard
spells and can teach you one Wizard’s spell of your choice (within your
Wizard’s spells limitations), any class and any casting power (your
Battle Level or lower). However,
this will take an extra day (roll 1D3+1 instead of 1D3). |
||||||
11 |
While visiting the World
of Dreams, you have met with a Wise and Helpful Aes Sedai. Roll once on the Wise and Helpful Aes
Sedai Table below at no charge, re-rolling a result of 5. This is in addition to the possibility
of finding a “Wise and Helpful” in the Warhammer settlement. |
||||||
12 |
You have
used the World of Dreams to visit an angreal storage room back in the world
of your birth. You literally
stepped back into that world, quickly grabbed one of the items of the One
Power, and passed back through the World of Dreams to the Warhammer
World. Roll one time on the
Angreal Table below, under the Wise and Helpful Aes Sedai section. If any Aes Sedai has obtained all the
angreal, etc. below that are possible, then re-roll on this table instead. |
Any Aes Sedai Character may
attempt to find (on 9+, rolling 2D6 in town and 3D6 in city) a wise and helpful
Aes Sedai to impart important knowledge of new and better ways of using the One
Power. Your character must give a
donation of 1D3X100 gold to reimburse some of the Aes Sedai’s expenses
(no refunds!) involved in making this dangerous journey to the Warhammer World.
1 |
She has
nothing of value for you except a few tidbits of incidental news from your
world. |
2 |
The
“Wise and Helpful” Aes Sedai, turns out to be a not-so-wise male,
who seems to think he knows much more than you do. By just a few sharp words and stern
looks, you are able to make him see that he is definitely inferior to you
just on general principle. You
leave with a measure of consternation that quickly fades into satisfaction
and then greater confidence as you reflect on how well you handled yourself. For the next adventure, you may add a
+1 to all spells success rolls in a spell/weavings class of your choice. However, because you are a little
overconfident perhaps, you must also spend +1 power point for each of the
spells of that class to be cast/weaved. |
3 |
The Wise
and Helpful gives you a minor ter’angreal that acts as a “well of
power”. Roll 1D6 to
determine how much power it can hold.
On 1-2, it may hold 2 power points; on 3-4, it may hold up to 4 power
points; on 5-6, it may hold up to 1D6+3 power points. This capacity is to be determined
once. From then on, this is the
amount of power the ter’angreal may store. When the Aes Sedai receives it, it has
0 power points stored, and is in need of charging. This is the only type of item that an
Aes Sedai may recharge. It may not
be recharged at a Wizard’s Guild; but, it may be recharged by
any unspent power points at the end of any turn in which the Aes Sedai is at
maximum personal stored power.
The power points are acquired directly from the power phase roll only. At the beginning of each adventure,
the power points stored are at maximum capacity – 1D3 (minus) (not less
than 0). You may possess any
number of these “wells of power”, but only one may be used/ drawn
upon in any one turn. |
4 |
The Wise
and Helpful is able to impart some instruction on how to weave the One
Power. You may now add a
permanent +1 to the success roll of any one spell/weaving that you already
know (even a Wizard’s spell).
Note which one you choose with the +1 benefit. This may only be added once per spell
until all the spells you know have this modifier (If that is the case,
re-roll on this table instead.).
You may want to note it as “a Wise and Helpful modifier
+1”, or “W&H +1”. |
5 |
The Wise and Helpful
assists you in making a journey into the world of dreams. This is in addition to any such
journey made on your own this settlement. Roll once on the World of Dreams
table, re-rolling a result of 11. |
6 |
The Wise
and Helpful gives you a special gift, some type of angreal. Roll once on the Angreal Table below. If any Aes Sedai has obtained all the
angreal, etc. below that are possible, then re-roll on this table instead. |
ANGREAL TABLE
These angreal only work for female Aes Sedai. Re-roll all results that have been acquired
before, except for result #3,. All
references to a “shielding contest” only apply if the Dragon Reborn
is in the party and the party is faced with a confrontation by the Forsaken (or
in the rare instance of facing a Forsaken while in the World of Dreams). Ter’angreal may be used at the
same time as any other type of ter’angreal, angreal, or sa’angreal
, but only one angreal or sa’angreal may be used/drawn upon by a single
Aes Sedai at any time.
Type of Angreal |
Special
Rules |
1 A Ter’angreal of Power |
As long
as this ring is worn, the wearer gains +1 power point per turn during the
power phase for use or for storing; even when the power roll is a natural 1. |
2 A Ter’angreal of Dreaming |
This
ter’angreal grants +2 to any attempt to enter the World of Dreams in a
settlement (once per settlement).
This may be used in addition to the Talent of Dreaming. |
3 A Ter’angreal of Protection |
Roll 1D6. On 1-2, the ter’angreal protects
against being shielded by granting +1 to the contest roll whenever the Aes
Sedai is defending against being shielded by a Forsaken; on 3-4, it adds +1
T; on 5-6, it grants +1 magic resistance. There is a limit of 2 on each type of
ter’angreal of protection.
Re-roll until you gain one that you do not already have two of. If an Aes Sedai already has two of
each type of protection ter’angreal, then re-roll on the Angreal Table.
|
4 An Angreal |
This
useful item of the One Power adds 30%
to a female Aes Sedai’s Current Power Points (include stored power
points) and temporarily increases her maximum personal store of power
(both by 30% rounded to nearest whole number) including the current power
phase roll. Once it is used, it
offers this 30% bonus to the end of a current combat or until the beginning
of a combat if used between combats.
After the initial +30% of current power points, multiply each power
phase roll by 30% (rounded to nearest whole number) and add this number to
the current power phase for the Aes Sedai using this angreal. Clarification: at end of use, the current and maximum
stored power of the Aes Sedai immediately drops back to the normal amount,
which means the current power could not be more than her maximum stored
power. Immediately
at the beginning of the first turn after done using the angreal, the Aes
Sedai must take one full turn to recuperate, in which she may do nothing at
all and is at +1 to be hit (if shielding interferes with the use of the
angreal, the down time only applies after the combat is over). Also, no angreal or
sa’angreal may be used again for 1D6 turns. (The only exception to this rule of
non-use, is in the case of a shielded Aes Sedai, who was using an angreal at
the time that she was shielded: such an one may immediately take up where she
left off in using the angreal for the same combat, once the shield is broken
or dissipated.) This represents
the time it takes the Aes Sedai to regain her full physical and spiritual
strength. Apart from this, there
is no limit on how many times the angreal may be used. During use it also grants +1 to a
shielding contest roll, whether she is defending against or attacking a
Forsaken; and, it also grants +1 magic resistance, but only while being used
to augment power. |
5 A Powerful Angreal |
This
angreal is a more powerful version of the angreal above. The only differences are that it adds 50% instead of 30%; and it takes
longer to recuperate: two turns
of doing nothing at +1 to be hit, and 1D6+1 turns before she may use any
angreal or sa’angreal (if shielding interferes with the use of the
angreal, the down time only applies after the combat is over). While drawing on its power she gains
+1 to a shielding contest roll whether she is defending against or attacking
a Forsaken. It also grants +1
magic resistance, but only while being used. |
6 A Very Powerful Sa’angreal |
A very
powerful Sa’ angreal works like an angreal (see #4), but provides even
more power and takes longer to recuperate; another difference: she may begin
to use it prior to a combat and continue to the end of it. It
multiplies the Aes Sedai’s current power by two (including the
power from the power phase roll).
Remember only to multiply the power points gained from the power phase
each turn after the first turn, in which the current power should have been
doubled. Clarification: the Aes
Sedai’s stored power maximum is also doubled for the duration of
drawing upon the sa’angreal. It takes
a rest between adventures to fully recuperate from using a sa’angreal. It may only be used for one combat per
adventure. The first turn after
she stops using the sa’angreal, she immediately does nothing for three turns, while she is at +1 to be hit (if
shielding interferes with the use of the sa’angreal, the down time only
applies after the combat is over); and, it takes 1D6+1D3+2 turns of recuperation before she may use an
angreal. Also, while drawing on
the sa’angreal’s power, she gains +2 in a shielding contest
versus any Forsaken whether defending or attacking. It also offers +2 magic resistance
while being used. |
An Aes Sedai may train
whenever she finds a wise and helpful Aes Sedai (1D6+2 days), or sometimes upon
entering the World of Dreams (depending on what happens while there). If she wants to train at the
Wizard’s Guild, it will cost 10% more gold and +1D3 days. When training to a new Battle Level, she
should adjust her characteristics based upon her own specific Battle Level
Chart. If she has a warder that may
gain battle levels, he must do so on the merits of his own gold/experience, and
he trains according to his own rules/document explanation.
Also, each character type
rolls to determine how many new spells (and/or spell levels) are learned each
time they advance a level (see each type for specific roll). Then they should choose any spells of
the same Battle Level requirement or lower, but may only choose one in each
spell class. However, they may
choose a maximum of two in their class of specialization. All Aes Sedai Characters may specialize
in one spell class, chosen at the creation of the character. If for some reason, she already knows
all the Aes Sedai spells/weavings for which she qualifies by battle level, she
should roll 1D6 for each unspent spell slot. On each 4+, she may choose from a random
Wizard spell class just like explained above (under “Female Aes Sedai in
Settlements”); but, on 1-3, she does not learn a new spell for that slot.
Female Aes Sedai and Talents:
At Battle Levels 2, 5, and
8, a female Aes Sedai should roll 1D6; on a 4+, she becomes aware that she has
a Talent (may have up to three Talents).
Luck may not be used
to determine whether a Talent is in evidence (the previous roll), but it may be
used to re-roll the specific Talent; but, the second roll must be accepted
unless another Luck point is spent to re-roll again. If there is more than one female Aes
Sedai in the party and each have the same Talents, they each work as
normal. For instance, if two Aes
Sedai have the Foretelling, they may each make a roll to see whether it works;
but, if both are successful, only one actual result should be rolled for a
particular Objective Room or Catastrophic Event (and benefits against the
Forsaken are not enhanced) – they both Foretell the same information. In the case of Viewings, more than one
Viewing result shall be rolled for one warrior if two or more Aes Sedai’s
Viewings Talents work on him; if two or more Viewings at the same time are the
same, re-roll until a different result is rolled (It is assumed that each
Viewer sees something different.
Roll 2D6 on the Talent Table (re-roll until a new one is gained):
Talent Table
Dice Roll |
Talent |
How it Works |
||||||||||
2-5 |
Dreaming |
From now
on, she has a +2 modifier on all attempts to enter the World of Dreams. This may be used in addition to a
Ter’angreal of Dreaming. Also,
from time to time, she may have a True Dream. From now on, whenever the party is
confronted with 2 or more monster events at the same time (i.e. during a
combat, an Unexpected Monster Event occurs) (does not apply to
Objective Room unless an Unexpected monster event occurs, while
Objective Room monsters are still on the board), roll 1D6. On 5+, she has had a True Dream
(presumably before this adventure) that has prepared the party for the probable
dangers. She gains +1 Luck point
to be used only during this combat, and it may be used for herself, another
party member, or for the entire party (such as to force a Power Phase
re-roll). If the Luck point is
not spent during this combat, it is lost. If two Dreamers or more have had a
True Dream about the same event, then they each one will have an extra Luck
point for the combat. |
||||||||||
6-7 |
Viewings |
Before
each adventure, roll 1D6 for each party member (including any warders, but not for yourself), to see whether you
have an understandable Viewing concerning that member. On a 5+, you have seen a Viewing, know
what it means, and share the information with that member. Roll 1D6 for what the Viewing involves
for each party member:
|
||||||||||
8-9 |
Foretelling |
A
Foretelling is good versus Objective Rooms, Forsaken encounters, and
Catastrophic Events in settlements. Objective Rooms: Upon first entering a dungeon/adventure,
roll 1D6. On a 5+, the
Foretelling works. You have
Foretold exactly what the Objective room monsters will be. Roll on the Objective Room/Advanced
Objective Room Table and make all dice rolls on the Monster Tables, including
all quantity and type random rolls, and all random equipment/abilities of the
monsters. All this information
should be written down. Now the
party cannot say that they were not forewarned. Beware and Prepare! Forsaken Encounters: Having an Aes Sedai in the party that
has the Foretelling, can be helpful when facing the Forsaken, whether in an
adventure or in the World of Dreams.
Whenever facing the Forsaken, roll 1D6 before the combat begins. On a 5+, the encounter has been Foretold. This means that any Forsaken present
get -1 on their roll to ambush, and all Aes Sedai get +1 in a Shielding
Contest versus any Forsaken whether attacking or defending. Catastrophic Events: When you first enter a settlement, you
should roll 1D6. On a 5+, you
have had a Foretelling of what will certainly happen if the warriors remain
long enough for a Catastrophic Event.
This should also be rolled immediately after each catastrophic Event
actually takes place to see whether she is able to Foretell the next
Catastrophic Event. A Foretelling
will be very specific. Roll the
Catastrophic event and roll all dice rolls for every warrior as though the
event has already happened. These
results must be noted down. If
any warrior remains for the Catastrophic event, he/she will suffer the event
exactly as rolled in the Foretelling.
In such a case Luck points may not be used to change the
outcome, unless the warrior would like to spend the luck points during the
Foretelling rolls of the event – then the use of the luck will also be
Foretold. Of course luck points
may be spent on dice rolls that might affect a warrior’s length of stay
in the settlement. |
||||||||||
10-12 |
Healing |
You now
realize that you have a rare Talent of Healing. This means that all of your healing
spells, Aes Sedai and Wizard spells, will cost 1 less power point (not less than 1) to cast, will heal +1 wound, and will have a +1 to the success roll (but a natural
1 always fails). |
Each of these Aes Sedai act
a little differently and have varying degrees of ability in channeling the One
Power. Please note the different
number of starting spells, the modifiers for using the different classes of
spells (normal spell classes and specialization spell class), the slight
variations in their Battle Level tables, and etc. Upon generating your Aes Sedai
character, be sure to decide the spell class in which she will specialize
(Healing, Defensive, Attack, or Special).
Then she should also choose her beginning spells – must be battle
level 1 spells. She may choose one
spell in each class until all her spell slots are filled; but, she may choose
up to two spells from her class of specialization.
The Wilder is an Aes Sedai
that is not really considered Aes Sedai by the White Tower, because of her lack
of formal training and of not having sworn the “Three Oaths” upon
the Oath Rod, a ter’angreal that binds the Aes Sedai to keep the oaths so
sworn. This being so, the Wilder
may have little compunction of conscience for lying and even for using the One
Power as a weapon, when not first attacked. Therefore, the Wilder is not bound by
these restrictive rules like other female Aes Sedai. She may attack like normal
warriors. However, since she has
not had formal training, her abilities with the One Power are a little more
lop-sided than the average Aes Sedai.
It is important to know the
modifiers for your particular Aes Sedai type, because it will matter, especially
when they are afraid/terrified, hindered through a hurt done to their warder,
or when adding the benefits of various angreal or the act of linking with other
Aes Sedai.
Channeling the One Power:
As mentioned before, the basic success roll for an Aes Sedai to
cast/weave a spell is 3+ (on
1D6). Remember that the basic spell
success roll of 3+ will be modified in a number of ways (character mods.,
specialization mods., fear and terror and linking mods., and incidental
improvements elsewhere gained).
These modifiers are to be applied to the 3+. The following table gives the modifiers
that will adjust this number for the Wilder and her other important specifics (She
should probably choose at least one spell in her specialization class.):
Character Differences Table
Area of Difference |
Number/Modifier |
Adjusted Success Roll (where applicable) |
Number of Beginning Spells: |
2 |
|
Spell Class of Specialization |
+2 |
2+ |
Other Spell Classes |
-2 |
5+ |
Number of New Spells at Level-up |
1D3+2 |
|
|
Gold |
Title |
WS |
BS |
STR |
M |
Dam. Dice |
T |
W |
I |
A* |
Power** |
Luck*** |
WP |
Pin |
1 |
0 |
Aware |
2 |
6+ |
3 |
4 |
1D6 |
3 |
1D6+7 |
4 |
1 |
2D6-1 |
0 (1) |
4 |
4+ |
2 |
2,000 |
Apprentice |
2 |
6+ |
3 |
4 |
1D6 |
3 |
2D6+7 |
4 |
1 |
3D6-1 |
1 (2) |
4 |
4+ |
3 |
4,000 |
Apprentice |
3 |
6+ |
3 |
4 |
1D6 |
3 |
3D6+7 |
4 |
2 |
4D6-1 |
2 (3) |
4 |
4+ |
4 |
8,000 |
Apprentice |
3 |
5+ |
3 |
4 |
1D6 |
3 |
3D6+7 |
5 |
2 |
5D6-1 |
2 (4) |
4 |
4+ |
5 |
12,000 |
Wilder |
3 |
5+ |
3 |
4 |
2D6 |
3 |
4D6+7 |
5 |
2 |
6D6-1 |
2 (4) |
4 |
3+ |
6 |
18,000 |
Wilder |
4 |
5+ |
4 |
4 |
2D6 |
4 |
4D6+7 |
5 |
2 |
7D6-1 |
3 (5) |
5 |
3+ |
7 |
24,000 |
Wilder |
4 |
5+ |
4 |
4 |
2D6 |
4 |
5D6+7 |
6 |
3 |
8D6-1 |
3 (5) |
5 |
3+ |
8 |
32,000 |
Wilder |
4 |
5+ |
4 |
4 |
2D6 |
4 |
5D6+7 |
6 |
3 |
9D6-1 |
4 (6) |
5 |
3+ |
9 |
45,000 |
Experienced Wilder |
4 |
4+ |
4 |
4 |
3D6 |
4 |
6D6+7 |
7 |
3 |
10D6-1 |
4 (7) |
5 |
3+ |
10 |
50,000 |
Experienced Wilder |
4 |
4+ |
4 |
4 |
3D6 |
4 |
6D6+7 |
7 |
3 |
11D6-1 |
4 (7) |
5 |
3+ |
* Her attack characteristic
is to be divided between the number of physical attacks and the number of
attacks using the One Power that she may perform in a single turn. **
Re-roll power dice once each if a 1 is rolled.
*** If the Aes Sedai, is tavern
(see beginning of document), the number in parentheses under Luck applies.
As mentioned before, the basic success roll for an Aes Sedai to
cast/weave a spell is 3+ (on
1D6). Remember that the basic spell
success roll of 3+ will be modified in a number of ways (character mods.,
specialization mods., fear and terror and linking mods., and incidental
improvements elsewhere gained).
These modifiers are to be applied to the 3+. The following table gives the modifiers
that will adjust this number and her other important specifics.
Character Differences Table
Area of Difference |
Number/Modifier |
Adj. Success Roll (where applicable) |
Number of Beginning Spells: |
4 |
|
Spell Class of Specialization |
+1 |
2+ |
Other Spell Classes |
No mod. |
3+ |
Number of New Spells at Level-up |
1D3+2 |
|
|
Gold |
Title |
WS |
BS |
STR |
M |
Dam. Dice |
T |
W |
I |
A* |
Power** |
Luck*** |
WP |
Pin |
1 |
0 |
Novice |
2 |
6+ |
2 |
4 |
1D6 |
2 |
1D6+7 |
3 |
1 |
2D6+1D3 |
0 (1) |
3 |
4+ |
2 |
2,000 |
Accepted |
2 |
6+ |
2 |
4 |
1D6 |
2 |
2D6+7 |
4 |
1 |
3D6+1D3 |
1 (2) |
4 |
4+ |
3 |
4,000 |
Accepted |
2 |
6+ |
2 |
4 |
1D6 |
2 |
3D6+7 |
4 |
2 |
4D6+1D3 |
2 (3) |
4 |
4+ |
4 |
8,000 |
Accepted |
3 |
6+ |
2 |
4 |
1D6 |
2 |
3D6+7 |
4 |
2 |
5D6+1d3 |
2 (4) |
4 |
4+ |
5 |
12,000 |
Aes Sedai |
3 |
5+ |
2 |
4 |
2D6 |
2 |
4D6+7 |
5 |
2 |
6D6+1d3 |
2 (4) |
4 |
3+ |
6 |
18,000 |
Aes Sedai |
3 |
5+ |
3 |
4 |
2D6 |
3 |
4D6+7 |
5 |
2 |
7D6+1d3 |
3 (5) |
4 |
3+ |
7 |
24,000 |
Aes Sedai |
4 |
5+ |
3 |
4 |
2D6 |
3 |
5D6+7 |
5 |
3 |
8D6+1d3 |
3 (5) |
5 |
3+ |
8 |
32,000 |
Aes Sedai |
4 |
4+ |
3 |
4 |
2D6 |
3 |
5D6+7 |
6 |
3 |
9D6+1d3 |
4 (6) |
5 |
3+ |
9 |
45,000 |
Aes Sedai Adept |
4 |
4+ |
3 |
4 |
3D6 |
3 |
6D6+7 |
6 |
3 |
10D6+1d3 |
4 (7) |
5 |
3+ |
10 |
50,000 |
Aes Sedai Adept |
4 |
4+ |
3 |
4 |
3D6 |
3 |
6D6+7 |
7 |
3 |
11D6+1d3 |
4 (7) |
5 |
3+ |
As mentioned before, the basic success roll for an Aes Sedai to
cast/weave a spell is 3+ (on
1D6). Remember that the basic spell
success roll of 3+ will be modified in a number of ways (character mods.,
specialization mods., fear and terror and linking mods., and incidental
improvements elsewhere gained).
These modifiers are to be applied to the 3+. The following table gives the modifiers
that will adjust this number and her other important specifics.
Character Differences Table
Area of Difference |
Number/Modifier |
Adj. Success Roll (where applicable) |
Number of Beginning Spells: |
3 |
|
Spell Class of Specialization |
+1 |
2+ |
Other Spell Classes |
-1 |
4+ |
Number of New Spells at Level-up |
1D3+1 |
|
|
Gold |
Title |
WS |
BS |
STR |
M |
Dam. Dice |
T |
W |
I |
A* |
Power** |
Luck*** |
WP |
Pin |
1 |
0 |
Novice |
2 |
6+ |
2 |
4 |
1D6 |
2 |
1D6+7 |
3 |
1 |
2D6-2 |
0 (1) |
3 |
4+ |
2 |
2,000 |
Accepted |
2 |
6+ |
2 |
4 |
1D6 |
2 |
2D6+7 |
4 |
1 |
3D6-2 |
1 (2) |
4 |
4+ |
3 |
4,000 |
Accepted |
2 |
6+ |
2 |
4 |
1D6 |
2 |
3D6+7 |
4 |
2 |
4D6-2 |
2 (3) |
4 |
4+ |
4 |
8,000 |
Accepted |
3 |
6+ |
2 |
4 |
1D6 |
2 |
3D6+7 |
4 |
2 |
5D6-2 |
2 (4) |
4 |
4+ |
5 |
12,000 |
Aes Sedai |
3 |
5+ |
2 |
4 |
2D6 |
2 |
4D6+7 |
5 |
2 |
6D6-2 |
2 (4) |
4 |
3+ |
6 |
18,000 |
Aes Sedai |
3 |
5+ |
3 |
4 |
2D6 |
3 |
4D6+7 |
5 |
2 |
7D6-2 |
3 (5) |
4 |
3+ |
7 |
24,000 |
Aes Sedai |
4 |
5+ |
3 |
4 |
2D6 |
3 |
5D6+7 |
5 |
3 |
8D6-2 |
3 (5) |
5 |
3+ |
8 |
32,000 |
Aes Sedai |
4 |
4+ |
3 |
4 |
2D6 |
3 |
5D6+7 |
6 |
3 |
9D6-2 |
4 (6) |
5 |
3+ |
9 |
45,000 |
Aes Sedai Adept |
4 |
4+ |
3 |
4 |
3D6 |
3 |
6D6+7 |
6 |
3 |
10D6-2 |
4 (7) |
5 |
3+ |
10 |
50,000 |
Aes Sedai Adept |
4 |
4+ |
3 |
4 |
3D6 |
3 |
6D6+7 |
7 |
3 |
11D6-2 |
4 (7) |
5 |
3+ |
This is the complete Spell/Weavings Book (all levels). There are more than 25 named spells (more
than 80 that may be learned counting the advancement of spell levels; each
level of a spell enhances the spell in one or more ways.) in the four basic
categories of Healing, Defensive, Attack, and Special. The Aes Sedai may choose a number of the
following spells based upon their specific type, noted as “Number of
Starting Spells”. Also, as
specified under each character type, a number of spells shall be chosen each
time he/she gains a level. BL means
Battle Level, and BL after a spell name means Battle Level Required; DL means
Dungeon Level; and, PP means power points required (or cost of casting). As stated elsewhere, a higher level of a
spell may only be learned by gaining a new spell and only after learning
all the lower spell levels of the same name. Once a higher level of a spell is
learned, the Aes Sedai may still cast/weave a lower level, this shows his/her
ability to control their use of the One Power. Thus, they may be able to reserve the
more extravagant uses of the Power for the things that really require it. Unless otherwise instructed, magic
resistance and magic dispel do work against these spells. There are two spells that female Aes
Sedai will not learn (to be consistent with Robert Jordan’s
tradition): Sword of Fire and Death
Wave. Whoever would like to use
these spells must use a male Aes Sedai character type (see the “Aes Sedai
– Male” document).
HEALING
All Aes Sedai Healing
requires that the Aes Sedai touch (be adjacent to) the candidate for
Healing. Also, any one instance Aes
Sedai Healing may only affect one candidate for healing. If an Aes Sedai wants to be able to heal
more than one model at a casting, or would like to be able to heal at a
distance, he/she must acquire some Wizard’s spells. Also, I highly recommend learning
Progressive Healing and Delving for an Aes Sedai that is the primary healer in
a warrior party. Because Aes Sedai
Healing draws upon the healing candidate’s own strength, most of these
spells slow the healed one down for a short time.
Negligible Healing 1 (BL 1) (PP 1) Heals 1 wound on one target.
Negligible Healing 2 (BL 2) (PP 2) Heals 1D3 wounds on one target.
Healing 1 (BL 1) (PP 5) Heals 1D6 wounds; the healed one may not move
for one turn, but may fight and defend as usual.
Healing 2 (BL 3) (PP 7) Heals 1D6+3 wounds; the healed one may not
move for one turn, but may fight and defend as usual.
Delving 1 (BL 1) (PP 2) Heals an additional +2 wounds. Delving enables the Aes Sedai to
understand better what harm has been done to the candidate for healing, and
thus provides a greater effectiveness to the healing that is done by another
healing spell. By itself it cannot
do any direct healing. The effects
are immediate upon the casting of an additional Aes Sedai Healing spell of any
other type. In order for this to
work, Delving must be successfully cast before
any other Healing class spell is successfully cast in the same turn. If both
are successful, then Delving enhances the results of the second Healing
spell. When Delving is used with
Progressive Healing in the same turn, the extra wounds are only granted in the
first turn of Progressive Healing effects.
Also, Delving is not needed when using Complete Healing.
Delving 2 (BL 4) (PP 4) Same as level 1, but heals +4 extra wounds.
Delving 3 (BL 7) (PP 6) Same as level 1, but heals +6 extra wounds.
Effective Healing 1 (BL 2) (PP 6) Heals 1D6+1D3+1 wounds; the healed
may not move and is at +1 to be hit for one turn, but may otherwise fight and
defend as normal.
Effective Healing 2 (BL 3) (PP 8) Heals 1D6+1D3+3 wounds; the healed
may not move and is at +1 to be hit for one turn, but may otherwise fight and
defend as normal.
Effective Healing 3 (BL 4) (PP 10) Heals 2D6+3 wounds; the healed may
not move and is at +1 to be hit for one turn, but may otherwise fight and
defend as normal.
Progressive Healing 1 (BL 2) (PP 8) Heals +2 wounds at the end of each
turn for 1D6 turns, or until the healing candidate attacks, is attacked, or is
healed to full wounds. No penalties,
because the gradual healing does not drain much of the healed one’s
energy.
Progressive Healing 2 (BL 3) (PP 9) Same as level 1, but heals +2
wounds for 1D6+1 Turns.
Progressive Healing 3 (BL 4) (PP 10) Same as level 1, but heals +3
wounds for 1D6+1D3 Turns.
Progressive Healing 4 (BL 5) (PP 11) Same as level 1, but heals +3
wounds for 1D6+2 Turns.
Progressive Healing 5 (BL 6) (PP 12) Same as level 1, but heals +4
wounds for 1D6+1D3+1 Turns.
Progressive Healing 6 (BL 7) (PP 13) Same as level 1, but heals +4
wounds for 1D6+3 Turns.
Progressive Healing 7 (BL 8) (PP 14) Same as level 1, but heals +5
wounds for 1D6+1D3+2 Turns.
Progressive Healing 8 (BL 9) (PP 15) Same as level 1, but heals +5
wounds for 2D6+1 Turns.
Progressive Healing 9 (BL 10) (PP 16) Same as level 1, but heals +6
wounds for 2D6+1D3 Turns.
Maximum Healing 1 (BL 3) (PP 6) Heals 2D6+6 immediately. The healed one may not move or attack
and is at +1 to be hit for one whole turn.
Maximum Healing 2 (BL 5) (PP 8) Same as level 1, but heals 5D6+3.
Maximum Healing 3 (BL 7) (PP 10) Same as level 1, but heals 7D6+3.
Maximum Healing 4 (BL 9) (PP 12) Same as level 1, but heals 9D6+3.
Complete Healing 1 (BL 4) (PP 16) Heals the candidate up to his full
starting wounds. The healed one may
not move or fight and is at +1 to be hit for two whole turns.
Complete Healing 2 (BL 6) (PP 15) Same as level 1, but costs less.
Complete Healing 3 (BL 8) (PP 14) Same as level 1, but costs less.
Complete Healing 4 (BL 10) (PP 13) Same as level 1, but costs less.
Advanced Healing (BL 3) (PP 12+[BL of target]) This spell will heal one problem
such as sickness, poison, limp; but cannot replace severed limbs. It also may do a little healing of
wounds at the same time. When the
spell is successfully cast the problem is repaired. Then roll 1D6, on a roll of 5+ the
candidate also is healed +1D6 wounds if needed. Delving may be used just before this
spell to provide a guarantee of additional wounds healed. The healed may not move or fight and is
at +1 to be hit for two whole turns.
DEFENSIVE
Defensive spells
require that the Aes Sedai must have line of sight (LOS) to the target area,
target enemy/enemies, or the target warrior and/or warder.
Defend Against Magic 1 (BL 1) (PP 3) To represent the Aes Sedai ability to defend
themselves and others against magic, whenever this spell/weaving is cast, it
provides +1 magic resistance (resist on
6+) to one target on the same board section, (targeting one’s self is
allowed). This resistance is in
addition to any other magic resistance they may already have. It may be used at any time during a turn
before the actual target(s) of an evil magic user’s magic is
determined. For instance, one might
wait to see what type of spell will be cast, then decide whether to Defend
Against Magic, upon whom to use it, and whether to use a higher or lower level
of the same. In the case of a spell
that targets a party member magic user, this narrows the possibilities of who
will need to be protected (an added benefit). Just consider that the Aes Sedai and
other magic uses have a greater chance of being protected against magic because
of their (and especially the Aes Sedai’s) magical awareness.
Defend Against Magic 2 (BL 3) (PP 7) Same as level 1, but gives +2 magic resistance (resist on 5+) to any
two targets on the same board section as the Aes Sedai. The effects of this level may be
extended to additional single targets at a cost of +4 PP for each target
added. These additional power
points do not have to be spent until the spell is successfully cast.
Defend Against Magic 3 (BL 5) (PP 10) Same as level 2, but gives +2 magic resistance to any three targets on
the same board section as the Aes Sedai.
Defend Against Magic 4 (BL 8) (PP
12) Same as level 2, but gives +3 magic resistance (resist on 4+) to any
four targets.
Bind with Air 1 (BL 1) (PP = DL or
BL of target + target strength) Normally, this
would only be used on monsters, but if a party member is acting stupid
(subjective), Bind with Air might be used to prevent them from harming themselves
and others. By wrapping the
target’s arms/appendages with weaves of air, the Aes Sedai is able to
restrain it. The bound target may
not attack, but may move, and an evil magic user may still cast spells. Also, the target is at +1 to be hit.
Bind with Air 2 (BL 3) (PP = 2 + {DL or BL of target} + {target strength}) Same as #1, but the bound target also may not move and is at +2 to be hit, because the target’s feet are also bound.
Bind with Air 3 (BL 8) (PP = 4 + {DL or BL of target} +
{target strength}) Same as #2, but the bound target also
may not cast any spells, since the weavings of air also gag the target’s
mouth. However, this will not
prevent Aes Sedai or Forsaken from using Aes Sedai spells/weavings.
Nudge with Air 1 (BL 1) (PP 1+DL/BL of target) A firm and pointed weaving of air that
“nudges” any one target (likely a monster). The target loses 1 attack while trying
to figure out “Who nudged me?”
May be used during the monster phase; and, does not count against the
Aes Sedai’s number of attacks.
No Nudge with Air spell will work against any Aes Sedai or
Forsaken. If any level of this
spell is to be used against a Large Monster, it requires the spending of an
additional 5 power points.
Nudge with Air 2 (BL 2) (PP 3+DL/BL of target) Same as level 1, but the nudge is more
of a hardy push. Not only does the
target lose1 attack, but if it has more than one attack, it will use its second
attack on a random adjacent model – must be a model, not
originally intended as its target.
Nudge with Air 3 (BL 3) (PP 4+DL/BL
of target) Same as level 2, but the Aes Sedai is
better able to direct the “push”, thus he/she may decide which
model is attacked by the target’s second attack.
Wall of Air 1 (BL 2) (PP 6) The Aes Sedai may weave a wall of air to
block any one doorway attached to the same board section. When this is done, no model, friend or
foe, may pass through the doorway for one full turn until the wall of air
dissipates. Neither will any
ballistic missiles be able to pass through the doorway. It will not stop magic of any type,
unless a particular spell actually sends a material substance through the
doorway.
Wall of Air 2 (BL 5) (PP 8) Same as Level 1, but the wall of air may
be placed across any doorway within LOS
and it will last for two full turns.
Cloak of Mirrors (BL 3) (PP 7) This is the Aes Sedai equivalent of Invisibility, but it works exactly as the Wizard’s spell except for the following differences (and higher initial casting cost): It may be maintained by spending 4 power points per turn; also, there is a chance that any monster with magic resistance will see the hidden model. Each turn, while Cloak of Mirrors is being used, roll magic resistance one time for each specific type of monster with magic resistance, at the beginning of the Monster Phase. Each group that successfully resists the spell effects may attack the cloaked model according to the normal monster placement/attack rules. If more than one model is so cloaked, magic resistance rolls should be made in relation to each separate instance of Cloak of Mirrors each turn that they are in effect.
Weaving Winds 1 (BL 4) (PP 6 + DL) The Aes Sedai weaves swirling powerful
currents of air through the room where he/she desires protection. All non-magic missiles entering or
leaving this room become less accurate for the rest of the turn. All monster Ballistic attacks are at -1
to hit when passing through or into this room. Roll 1D6, on a 1 or 2, the effects carry
over into the next turn through the Warrior Phase, who will also suffer -1 to
hit while using ballistic attacks that pass through the affected area.
Weaving Winds 2 (BL 8) (PP 8 + DL) Same as level 1, but the affected area
covers any two adjacent board sections (one of which contains the Aes Sedai,)
in LOS, OR the Aes Sedai may choose any one board section in LOS at a distance
from the Aes Sedai; and, all ballistic attacks are at -2 to hit.
Towering Appearance 1 (BL 4) (PP = DL) The enemies may be taken aback by this
ruse for a time. For one turn the Aes
Sedai appears to tower above all normal to moderately large monsters (does not
work against Large Monsters or Forsaken).
All monsters attacking the Aes Sedai are at -1 to hit because they are
afraid, well “just a little afraid”. If the Aes Sedai would like to maintain
this ruse, he/she must spend ½ the initial casting cost (round up) per
turn to perpetuate it. This may
continue to the end of the combat as long as desired and the power points are
available. Magic resistance (roll
once for each type of monster for the entire combat) and magic dispel may work
against this illusion.
Towering Appearance 2 (BL 7) (PP = 1 ½ X DL rounded
up) Same as level 1, but the Aes Sedai is
more fierce looking and terrorizes her enemies. The monsters are at -2 to hit the Aes
Sedai.
ATTACK
All Aes Sedai Attack
spells require LOS to target or target area.
Balls of Fire 1 (BL 1) (PP 3) One ball of fire travels in a straight
line from the Aes Sedai to the target – there must be no obstructions
between. This ball of fire is
smaller but more concentrated than a Wizard’s Fireball. It does 1D6+1+(Aes Sedai’s BL)
wounds on a single monster. At
higher levels, with more than one ball of fire, they still travel in a straight
line and the spell still counts as only one attack; but, if the target is
destroyed, the rest of the balls of fire continue in a straight line to any
model directly behind the original target (watch out for warriors). If a monster has the dodge ability, roll
to dodge for each ball of fire. If
a monster dodges he avoids the ball of fire, but that ball of fire may hit any
other available monster in a strait line behind the one that dodged. Of course, magic resistance should also
be rolled; but, only after a dodge attempt if the monster tries to dodge. If magic resistance is successful, the
ball of fire is extinguished out as it hits the monster.
Balls of Fire 2 (BL 3) (PP 6) Same as level 1, but there are two balls of fire in succession,
each does 1D6+2+(Aes Sedai’s BL) wounds.
Balls of Fire 3 (BL 5) (PP 9) Same as level 1, but there are three balls of fire in succession, each
does 1D6+3+(Aes Sedai’s BL) wounds.
Balls of Fire 4 (BL 7) (PP 12) Same as level 1, but there are four balls of fire in succession, each does
2D6+1+(Aes Sedai’s BL) wounds.
Balls of Fire 5 (BL 9) (PP 15) Same as level 1, but there are five balls of fire in succession, each
does 2D6+2+(Aes Sedai’s BL) wounds.
Earthquake (Mini) 1 (BL 1) (PP 6) Any one square in the Aes Sedai’s
LOS immediately erupts with stones and dirt flying up into the face of the
model occupying it. The model is
tossed about and may suffer varying degrees of damage. Be careful with this one, because the
ground where Earthquake is used could become impassable. If magic resistance works, it will only
allow a monster to move (up to its move characteristic) spaces in any direction
to avoid the earthquake (It is assumed that the model is able to zigzag through
any models in its way, since they are all being jostled about, except in the
case of Level 1 – if surrounded in this case, his magic resistance does
him no good.); but, if it ends on an earthquake square it must still suffer the
effects of that square. Because the
debris is being tossed into the air, all of the effects except result #1 will
apply to any flying model. Roll 1D6
to see what happens:
1
|
The Model immediately falls into a bottomless pit and dies. The square is now treated just like a square covered by the Wizard’s Pit of Despair – no model may enter, except by flying over or crossing a bridge of some type. Models that fly will suffer no damage in such a space; they may hover over the pit and move and fight as normal (unless bound bond by air weavings). |
2
|
A huge slab of stone flies up into the air on lands on top of the model’s head. Roll 1D6: 1-2, the model is killed outright; 3-4, the suffers 2D6+DL (Dungeon Level) wounds with no modifier for armour, and (if not killed) may do nothing for one turn while getting out from under the slab; 5-6, the model suffers 2D6 wounds with no modifier for armour, but (if not killed) manages to escape being pinned under the slab (may move and fight as normal this turn). This square is no longer passable unless cleared according to the instructions in Dungeon Event #34 (see Roleplay Book). |
3
|
The model is so tossed and battered that it suffers 1D6+DL wounds with no modifier for armour and is at -1 on its to hit rolls for one turn. |
4
|
Same as #3, but the model does not suffer the to hit penalty. |
5
|
This model suffers (roll 1D6): on 1-3, 1D6+DL wounds (modified as normal); on 4-6, 1D6+2 wounds (modified as normal) and -1 to hit for one turn. |
6
|
The instability and flying debris do not directly harm a model on this space, but the model is at -1 to hit while attacking for one turn, and a magic user is at -1 to a success roll or -1 on a random spell table (for monsters). |
Earthquake (Moderate) 2 (BL 5) (PP
12) Same as Mini Earthquake, but area
affected is 2X2. Roll on the Earthquake
Table for each square in the area; even if there is no model on the square,
because it is important to know the final condition of each square in the area
– whether it might be blocked or become a pit.
Earthquake (Major) 3 (BL 9) (PP 24) Same as Moderate Earthquake, but area
affected is 4X4. Roll on the Earthquake Table for each
square in the area. Level three is
so powerful that it costs the Aes Sedai three
attacks.
Lightening Bolt 1 (BL 2) (PP 4) Similar to the Wizard’s Lightening
Bolt with important differences.
The Lightening Bolt strikes any one monster in LOS. It does 1D6+3 wounds +1D6 wounds if the
monster is wearing armour.
Lightening Bolt 2 (BL 4) (PP 7) Same as level 1, but it does 1D6+6
wounds + 1D6 wounds if monster has armour.
Lightening Bolt 3 (BL 6) (PP 9) Same as level 1, but it does 2D6+3
wounds + 1D6+3 wounds if monster has armour.
Lightening Bolt 4 (BL 8) (PP 11) Same as level 1, but it does 2D6+6
wounds + 2D6 wounds if monster has armour.
Lightening Bolt 5 (BL 10) (PP 13) Same as level 1, but it does 3D6+3
wounds + 2D6+3 wounds if monster has armour.
Lightening Blast 1 (BL 8) (PP 12) The Aes Sedai weaves a mighty blast of
lightening and sends it crashing down upon a group of unsuspecting
monsters. Designate a 2X2 target area; roll 1D3+1, this is
the number of random monsters within the target area that are hit (each monster
may only be hit once per casting/weaving); and, roll (1D3+2) D6’s for
each monster hit – this is the number of wounds the monster takes, +2D6
wounds if monster has armour.
Lightening Blast 2 (BL 9) (PP 17) Same as level 1, but designate a 3X3 area; roll 1D6+3 for random
monsters hit; and, roll (1D6+1) D6’s for wounds on each monster, + 3D6 if
monster has armour. Level 2 is so powerful
that it costs two attacks.
Lightening Blast 3 (BL 10) (PP 22) Same as level 1, but designate a 4X4 area; roll 2D6+4 for random number
of monsters hit; and, roll (1D6+1D3+2) D6’s for wounds on each monster,
+4D6 wounds if the monster has armour. Level 3 is so powerful that it costs three attacks.
Wall Slam 1 (BL 3) (PP 6) Weaving strong currents of air, the Aes
Sedai causes a monsters to crash into a nearby wall. Similar to the Wizard’s Spell,
Wind Blast, but throws the target against a wall of the Aes Sedai’s
choosing (rearrange monsters if need be).
It also does different damage: 3D6+3 wounds with no modifiers for
anything. The monster does nothing
for one whole turn.
Wall Slam 2 (BL 6) (PP 10) Same as level 1, but causes 6D6+6
wounds.
Wall Slam 3 (BL 9) (PP 14) Same as
level 1, but causes 9D6+9 wounds.
Death Wave 1 (Male only) (BL
2) (PP 5+[# of targets]) This highly destructive and powerful weaving of the One Power is hard
to describe. It flows out from the
male Aes Sedai literally as a wave of death melting the lives of his enemies
away. It seems that all who observe
this have the feeling that they have just watched the lives of the targets
flowing quickly away, like the rolling of the ocean waves upon a sea
shore. For all levels of this spell
the first number of the area of coverage is the width and the second number is
the depth or length (moving away from the male Aes Sedai). The area
of damage for Death Wave 1 is 1X2. It always begins at a square adjacent to
the Aes Sedai. Make sure that no
friendly models are in the area of damage.
It causes 1D3+(male Aes
Sedai’s BL) wounds with no
modifiers for anything. It may not be dodged, but magic
resistance, may work. However, this
uses so much of the Aes Sedai’s power and concentration that it defies
his normal one-for-one trade between attacks and attack spells – he may not
make any other attacks this turn, physical or magical, unless the spell failed
(wasting the power points), in which case the unsuccessful attempt will count
as only one attack spent. Also, the
male Aes Sedai may not use Death Wave (of any level) more than (1/2 his BL, rounded up) successful times
per adventure.
Death Wave 2 (Male only) (BL 3) (PP 8+[# of targets in damage area]) Same as Death Wave 1, but area of damage is 2X2 and damage is 1D3+2+(male Aes Sedai’s BL) wounds.
Death Wave 3 (Male only) (BL
5) (PP 11+[# of targets in damage area]) Same as Death Wave 1, but area of damage is 2X3 and damage is 1D6+1+(male Aes Sedai’s BL) wounds.
Death Wave 4 (Male only) (BL 6) (PP 14+[# of targets in damage area]) Same as Death Wave 1, but area of damage is 3X3 and damage is 1D6+3+(male Aes Sedai’s BL) wounds.
Death Wave 5 (Male only) (BL 8) (PP 17+[# of targets in damage area]) Same as Death Wave 1, but area of damage is 3X4 and damage is 2D6+1+(male Aes Sedai’s BL) wounds.
Death Wave 6 (Male only) (BL 9) (PP 20+[# of targets in damage area]) Same as Death Wave 1, but area of damage is 4X4 and damage is 2D6+3+(male Aes Sedai’s BL) wounds.
Bale Fire 1 (BL 5) (PP 15) A stream of thin, white, and unspeakably
hot fire streaks off in any one direction from the Aes Sedai, vaporizing
anything in its path. Use with
extreme caution and use rarely or something really bad could happen. Bale fire range is 6 squares in a straight
line. Make sure no warriors are in
the path. All monsters in a
straight line must make a dodge test of 5+, but any monsters with dodge ability
roll at +1 to their current ability instead. Magic Resistance, magic shields,
and magic dispel do not work
against bale fire. All who do not
dodge are immediately vaporized -- they no longer exist. No one gets any gold (or experience)
from their departure. However,
there could be some unexpected effects of using this "forbidden"
weapon. Roll 1D6 (Luck may be
used), on a 1 or 2, this use of Bale Fire has caused the unweaving of some
threads in the Pattern: roll a second 1D6 on the Bale Fire Effects Table below
– normally, personal luck points may not be used to re-roll on this
table, but a ta’veren may do so, or a Christian Missionary may use a
Providence Point to re-roll, though the second roll must be accepted
unless another ta’veren Luck point or Christian Missionary Prov. Point is
used. The Bale Fire Unexpected
Effects must be resolved before proceeding with normal game play.
Bale Fire 2 (BL 9) (PP 30) Same as Bale Fire 1, but the range is 12 squares AND unexpected
effects will happen on a 1D6 roll of 1, 2, 3, or 4.
Bale Fire Unexpected
Effects Table
Type
of Effect |
Special Rules |
1 Time Freeze for Monsters |
It seems
that time stands still for the monsters, while it flies for the
warriors. The monsters get one
immediate monster phase. Then go
back to where things left off in the normal phases and turns of game
play. If no monsters are present,
roll once on the monster table of this dungeon level instead. The new monsters get an automatic
ambush; if they already have that ability, they each get +1 attack. |
2 Something “Un-happened” |
Something
strange has happened, or something has "un-happened". All warriors have lost (1D3 X 10%)
gold each. Roll separately for
each one. |
3 Unseen Monster Attacks |
Each warrior that is
adjacent to a monster suffers the damage of one normal attack from one monster
(determine randomly if more than one monster is adjacent) as an automatic
hit, since he/she did not see it coming.
If no monsters are adjacent, use monsters with ballistic weapons
instead. If no monsters are
adjacent and no monsters have ballistic weapons, any evil magic user on the
board gets to cast one spell immediately. If none of these can happen, roll one
time on the Monster Tables (this dungeon level) instead. |
4 Room(s) Shimmer |
It seems
that the room(s) has shimmered or wobbled in time: for the next full round of
turns all monsters and warriors are at -1 to hit, spell casters are at -1 to
success rolls, and evil magic users are at -1 on their random spells table. |
5 It Just Disappeared! |
Something
seems different in the warrior party.
Upon glancing at one another you realize that a random warrior no
longer is wearing or using a random item, piece of armour (shield, helm,
etc.), weapon, or treasure, and etc., because it has disappeared! The item must have been in use or been
worn during the turn in which this instance of bale fire occurs. This does not apply to any permanent
equipment that may not be lost or destroyed (such as the Christian
Missionary’s Armour of God and Sword of the Spirit). |
6 Time Freezes for Warriors |
Time seems
to stand still for the warriors, while it flies for the monsters. The warriors get one immediate warrior
phase. Then go back to where
things left off in the normal phases of game play. |
SPECIAL
All Aes Sedai Attack spells
require LOS to target or target area.
Ball of Light 1 (BL 1) (PP 3) A ball of light forms above the Aes Sedai’s head and hovers there, following wherever he/she goes. It provides light just like a lantern. This could be quite useful if the lantern goes out. Or, maybe the Aes Sedai and another party member would like to be adventurous and help explore the dungeon at a T-section. Level 1 of this spell only provides light to the room where the Aes Sedai stands or walks. The light may be maintained for subsequent turns by spending 2 power points per turn.
Ball of Light 2 (BL 2) (PP 4) Same as level 1, but this ball of light
is a bit brighter providing light for all adjacent rooms also.
Open Lock 1 (BL 1) (PP 3) Once per turn, the Aes Sedai may attempt
to open any lock by using weaves of earth to search out and manipulate the
inner workings of the lock. This is
subject only to the spells success roll.
If successfully cast, then the lock is opened and the door, chest,
trapdoor, etc. is now operable.
This level does not work against magical locks or magically enhanced
locks.
Open Lock 2 (BL 3) (PP 6) Same as level 1, but also by weaves of spirit, this weaving searches out and dismantles a magical lock, again only dependent upon the success roll of the spell. One more thing, if the lock has a trap that is triggered when anyone opens the lock/door, there is a chance that this weaving will also dismantle the trap trigger. After the spell/weaving is cast successfully, roll 1D6, on a 4+, the trap trigger is dismantled.
Sword of Fire 1 (Male only)
(BL 2) (PP 5) This
is not in the wrong spell class; it is not to be classified as an attack
spell, and it does not use an attack to cast/weave. It does normal damage +1 wound. It costs 2 power points per turn to
continue to use (without re-casting).
Yes, a male Aes Sedai may use this weapon with his weapon specialization
benefits (if sword was the weapon chosen).
This weapon of the One Power counts as a magical weapon. Females may not use it because oft the
“Three Oaths”, not even a Wilder, because no female may use a
sword.
Sword of Fire 2 (Male only) (BL 5) (PP 6) Same as level 1, but does +3 wounds.
Sword of Fire 3 (Male only)
(BL 8) (PP 7) Same as
level 1, but does +5 wounds.
Air Lift 1 (BL 2) (friendly target PP
5; enemy target PP = 5+[1/2 DL rounded up]) By means of strong weavings of
air, the Aes Sedai is able to lift any one model (not Large Monster, and not a
Friendly Giant, and not himself/herself) into the air and move it one square in
any direction – must land in an empty square. If used on a monster this will qualify
as an attack class spell and should be treated as such in every way (costs 1
attack, may only be used during the Aes Sedai’s turn, and etc.), though
it is to be learned as a special class spell. It may be used in various ways such as
the following: to get a friendly model out of a pit, to free a friendly from
pinning (who was unable to free from pinning on his/her own), or to drop a
monster into a pit or a fire chasm.
Also, a monster may be dropped for 1D6+3
wounds (not modified for armour).
Air Lift may only be used on a flying monster while using Bind with Air
(see Defensive class) – this prevents the monster from using its ability
to fly. Note that the power points
required are different for friendly and for enemy models.
Air Lift 2 (BL 5) (friendly target PP 8; enemy target PP = 8+[1/2 DL rounded up]) Same as level 1, but the target may be moved up to two squares then put down, or dropped, or held up in the Air Lift for an extra 5 power points per turn including the first turn, and a monster (if dropped) will suffer 1D6+6 wounds (no modifier for armour). No matter the type of model being held in an Air Lift, they will gain/suffer all the benefits/penalties of the Wizard’s Levitate spell (see Roleplay Book). In addition to rolling magic resistance when a monster is first air lifted, the magic resistance must be rolled for each succeeding turn that the Aes Sedai maintains the levitation effect on the monster. If magic resistance then is successful, the weaves of air become unraveled and the monster is released from the air lift. Even in this case the monster suffers from the drop.
Air Lift 3 (BL 8) (friendly target PP
12, enemy target PP 12+[1/2 DL rounded up]) Same as
level 2, but the target may be moved up to three
squares then put down, or dropped, or held up in the Air Lift for an extra
5 power points per turn including the first turn, and the monster (if dropped)
will suffer 2D6+3 wounds (no
modifier for armour). Also, at this
level, all of these same effects may be used against a Large Monster or to help
a Friendly Giant, but they may only be moved 1 square for each successful use
of Air Lift. Remember, if the Large
Monster also has the Fly ability it must also be bound with Bind with Air in
order for this to work. However, a
Large Monster or a Friendly Giant will require an extra 5 power points (10 PP
total) per turn to maintain the Air Lift.
Air Bridge (BL 3) (PP 5, 8, or 10) By weaving strong flows of air, the
Aes Sedai forms a bridge of air one square wide to allow passage over a pit,
hole, or chasm. Any model may walk
across it for as long as it is maintained.
The power points required depends on the length (squares). It costs 5 PP for one square in length,
8 PP for 2 squares, and 10 PP for 3 squares; also, it costs 2 PP per square per
turn to maintain. The air bridge
may disappear at the whim of the Aes Sedai any time during the turn. In this case, any monster that cannot
fly that is walking or standing on the air bridge will fall to whatever awaits
below. If this causes the
monster’s death, no one gets any gold from the kill.
Traveling Gateway 1 (BL 3) (PP 10) This spell/weaving provides a magical gateway through which the Aes Sedai and the rest of the warrior party may Travel instantly from one place to another. Making a gateway requires a certain amount of familiarity with the origination ground; more time is required when Traveling greater distances. For this reason, the Aes Sedai may not use it to Travel to a settlement, but may use it to help the party to quickly go from one part of the dungeon to another. To cast this spell, the Aes Sedai must have been present in the current room/corridor for 4 whole turns. When successfully weaved/cast the gateway will cover two adjacent squares on the same board section (you may use a dungeon doorway to represent the gateway) – be sure not to place the gateway where a warrior is standing, it may kill him. The gateway will instantly take all who pass through it to any already-explored room or corridor in the dungeon up to 1D6+3 board sections distant. The gateway must be entered by the warriors just like entering a normal dungeon doorway, subject to their respective movement characteristics. It may be good to place a doorway (anywhere in the chosen board section of destination) as a reference point for how the warriors’ movements are resolved at the destination board section. The Aes Sedai may maintain the gateway beyond the first turn by spending 4 power points per turn; and, may maintain it from either the origination or the destination board section. If monsters are on the board, they may pass through the gateway just like the warriors. Of course, an Aes Sedai might open a gateway where a monster or two are standing, thus killing them outright (but no gold is rewarded, and magic resistance could prevent the gateway from forming in such a case), unless they dodge. The gateway may be voluntarily closed at the end of any warrior’s phase, or it may be left open to dissipate at the end of the turn. A side benefit to learning this spell is that the Aes Sedai gains a permanent +1 to the roll for entering the World of Dreams in a settlement. Note: the use of a gateway could come in handy while using a Ball of Light to explore and/or catch up with the other members of the party; but, the destination board section may not be one that has warriors on it – this is to avoid accidentally damaging or killing them, because the Aes Sedai will not know their exact positioning until he/she arrives at the other end. Note: as long as the gateway is open and the lantern is either on the origination or destination board section, the lantern will provide light to both the origination and destination board sections, because the light passes through the gateway. This same rule applies to a Ball of Light Level 2.
Traveling Gateway 2 (BL 5) (PP 11) Same as level 1, but the Aes Sedai
gains greater skill: The Aes Sedai must be in the board section of origination
for only three whole turns and may
roll 2D6+2 for the distance to
choose where the gateway will take the party.
Note about the creation of these spells: all of the forgoing spells/weavings were inspired by my limited knowledge of the experiences of the female Aes Sedai and wilders, the Dragon Reborn, and other male channelers as depicted in Robert Jordan’s Wheel of Time series. I decided against adding a Ward Against Eavesdropping, since I did not want to have too many spells that act almost exactly like the Wizard’s spells (in this case, Silence); and, because I couldn’t see much practical use for it except as it might apply to role-playing interaction between the warrior party members, who might want to have a few minutes of private discussion without all the players listening in. If there seems to be too much emphasis upon the use of “Air” in the weavings of these spells, it is because of my mostly unswerving purpose to stick with the story as told by Robert Jordan. I have read all the books in the series, and I thought these characters just might fit in quite well in the Warhammer World.