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 female
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 weaves 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 – Female” 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 the “Aes Sedai – Female” document; the last three are covered in this
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.
MALE
AES SEDAI (Before the Breaking**) |
Type #4* |
|
MALE
CHANNELER (After the Breaking) |
Type #5 |
|
THE
DRAGON REBORN |
Type #6 |
Wounds |
1D6+7 |
|
Wounds |
1D6+8 |
|
Wounds |
1D6+9 |
Move |
4 |
|
Move |
4 |
|
Move |
4 |
Weapon Skill |
3 |
|
Weapon Skill |
3 |
|
Weapon Skill |
4 |
Ballistic
Skill |
5+ |
|
Ballistic Skill |
5+ |
|
Ballistic Skill |
4+ |
Strength |
3 |
|
Strength |
3 |
|
Strength |
3 |
Toughness |
3 |
|
Toughness |
3 |
|
Toughness |
4 |
Initiative |
3 |
|
Initiative |
3 |
|
Initiative |
5 |
Attacks |
1 |
|
Attacks |
1 |
|
Attacks |
1 |
Power
Store |
2D6+1D3 |
|
Power
Store/ False Dragon
(3D6) |
2D6/3D6 |
|
Power
Store |
3D6+1D3 |
Pinning Roll |
5+ |
|
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 female Aes Sedai (see “Aes Sedai – Female”
document), but one may roll 1D3 to determine a male 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 male Aes Sedai has a
normal sword that does 1D6+Strength damage. An Aes Sedai begins with no armour. It is hoped that he will be able to
defend himself 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:
Any male Aes Sedai may wear
any armour and helm that a Barbarian may wear except heavy armour nor any armour
or armour combination that restricts their movement. They never use a shield, since
they tend to concentrate on offensive techniques of fighting and wielding the
One Power. Male Aes Sedai may use
any weapon (hand-to-hand or ballistic) that both the Barbarian and Elf may
use.
Weapon Specialization:
All Male Aes Sedai
may choose a weapon specialization.
This will reflect that they concentrate most of their physical training
in the use of that one weapon. They
may choose one of the following six weapon types: sword, bow, axe
(hand-to-hand), spear, halberd, and knives/daggers. When choosing spear or knife/dagger, the
specialization benefits apply to both hand-to-hand and throwing. He should choose his specialization before advancing to Battle Level
2. At Battle Level 1, he may choose
one of the four benefits listed below.
Then, each time he advances a title (Levels 2, 5, and 9), he should
choose one more benefit (one that he does not yet have). The benefits only apply while using a
weapon of his specialization. These
benefits are cumulative with any special abilities a weapon itself may have,
because these benefits are dependent upon the skill of the fighter. The one drawback for choosing a weapon
specialization is that using any other type of weapon will incur a penalty of -1
to hit.
Specialization Benefits: (Choose in any
order)
1. +1 to hit. 2. +1 attack in any turn when not
using the One Power to attack (Not using offensive spells, but, using only
physical attacks).
3. +1D6 damage on a natural
6 to hit. 4. Magical weapon enhancement: he may count
one attack as magical for each power point spent – this applies only to a
physical attack while using a non-magical weapon of his specialization type (In
other words, in order to count a single attack as magical, he must spend one
power point, unless of course the weapon itself is
magical.)
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.
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 may 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 has spent the power to cast that spell. If the item allows repeated use, such as
once per turn, then that use is counted as spent. Yes, an Aes Sedai’s specialization
benefit applies to the Wizard’s spells of the same class.
There are three Wizard
spells 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 any member in the
link has 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 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
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, he just IS ta’veren (no doubt about it), and he is more so
than any other ta’veren.
There is
a chance that an Aes Sedai may be ta’veren. If a male is the dragon, then he
automatically qualifies as ta’veren only more so than other ta’veren. Other
males should roll 1D6, on 5+, he is ta'veren. Ta'veren will be luckier. This is reflected in the adjusted Luck
characteristic in parentheses in the Battle Level Charts (the Dragon's Luck is
already correct since he is automatically ta'veren). A ta’veren may use his/her luck to
benefit the whole party or another party member – just like for himself, 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. The
Dragon gets the first two odd monsters when possible. 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
appears. 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 indeed 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.
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 1D6. If a 6+ is rolled, he learns one Wizard’s
spell of his own battle level or lower
casting number – roll a random spell class using 1D4 (healing, defensive,
attack, or special); he 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 still be determined as normal.
Aes Sedai may not change their spells; and, a male may not
buy or use a Wizard’s Staff – for some reason it only works for female Aes
Sedai.
At the Ale House: Male Aes Sedai roll 2D6-1 (count result
of 1 as a 2), a False Dragon rolls 2D6, and the Dragon Reborn rolls 2D6+1 (count
13 as a 12).
All male Aes Sedai may also
visit the Pit Fighter’s Fighting School and the School of Martial Arts (see
warrior document: “the Martial Artist”, by me). In both places, normal males roll 2D6,
False Dragons roll 2D6+1, and the Dragon Reborn (the True Dragon) rolls
2D6+2. Rolls greater than 12 should
be treated as 12.
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 male Aes Sedai will tend to fight and
not back down to challenges, but will back down in some dire circumstances; a
False Dragon and the True Dragon will never back down when challenged,
but will tend to depend upon their luck and skill to carry them
through.
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, he/she 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. If there are two or more Aes Sedai in
the party, they may collectively attempt to enter the World of Dreams: 1. They
roll individually to see if they enter, but must do so on the same day in the
settlement; 2. Only the individual with the Talent of Dreaming or a Dreaming
Ter’angreal may benefit from their use on their roll; 3. If two or more
successfully enter, they roll once (collectively) on the table below and each
enjoy or endure the consequences as though they had done so by themselves –
meaning that each may take an angreal from a storage room, or each one may roll
once the Wise and Helpful Aes Sedai Table, but in the case of the first two
results below, they may all cooperate in the fight against their enemies (even
by linking).
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.
This encounter does not take any extra time. 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 |
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). | ||||||
6 |
You
have been able to visit a | ||||||
7 |
a.
You have found a male Aes
Sedai who also struggles with the tendency to go insane (madness). He has learned a special technique
for better managing this problem and shares it with you. From now on, you have a +1
(additional if you already have a character type modifier) to your madness
testing at the end of each adventure. You may only gain this benefit
once. If you are not subject
to the madness tests or have already gained this benefit, then follow
instructions “b”. b.
If instructions under “a” do
not apply: you are instructed by a male Aes Sedai on how better to use any
one spell that you currently know.
Choose any Aes Sedai spell/weaving you have learned; it now costs
-1 power points to cast. This
is a permanent decrease in the cost to cast/weave this spell. This benefit may only be gained
once per each Aes Sedai spell. | ||||||
8 |
An
unusual Aes Sedai has found you in the World of Dreams. The Aes Sedai says that he has
been to the Warhammer World a number of times and has spent several of
those visits in the Wizards’ Guilds.
He 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). | ||||||
9-10 |
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 are the Dragon or travel in company with him, you will
likely be very glad of this advice. | ||||||
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 free of 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. Also, any
time he rolls a 12 on this table, a False Dragon should roll to see
whether he might actually be the True Dragon, if the True Dragon is not
already in the party (see under character type #5
below). |
Any Aes Sedai Character may
attempt to find (on 9+, rolling 2D6 in town and 3D6 in city) a wise and helpful
Aes Sedai (most are females) 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 |
As a
male, you have trouble submitting yourself to this particular female Aes
Sedai’s more than usual snootiness.
Not only do you not gain any benefit, but you also incur her anger,
for which you will suffer on your next visit to a Wise and Helpful Aes
Sedai (You know how word can spread among these types of women). You must modify your next roll on this table
by -1. By the way, if you
thought you were going to train on this visit, think again. She will not help you
train! Of course, you
might try the Wizard’s Guild (which costs 10% more) or enter the World of
Dreams (which can be risky).
Next time, try to be little more civil and
submissive! |
2 |
She
has nothing of value for you except a few tidbits of incidental news from
your world. |
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 male 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.
1D6 |
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; 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), and grants +1 success to all spell casting/channeling if needed while in the World of Dreams. |
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 male Aes
Sedai’s Current Power Points (include stored power points) and
temporarily increases his 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 his 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 he 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 he was shielded: such a one may immediately take up where he 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 his full physical and spiritual strength. Apart from this, there is no limit on how many times the angreal may be used. While drawing on its power he gains +1 to a shielding contest roll whether he is defending against or attacking a Forsaken. It also grants +1 magic resistance, but only while being used to augment his power. |
5 | A Powerful Angreal | This angreal is a more powerful version of the angreal above (#4). The only differences are that it adds 50% (round up) instead of 30%; and it takes longer to recuperate: two turns of doing nothing at +1 to be hit (if shielding interferes with the use of the angreal, the down time only applies after the combat is over), and 1D6+1 turns before he may use any angreal or sa’angreal. While drawing on its power he gains +1 to a shielding contest roll whether he is defending against or attacking a Forsaken. It also grants +1 magic resistance. |
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: he may begin to use it prior to a combat and
continue to the end of it. It multiplies the Aes Sedai’s current power
and maximum stored power by two. Which means that in succeeding turns he
gets (the power roll times two even if the roll is a natural 1) new
current power points. Clarification: the Aes Sedai’s stored power
maximum is doubled for the duration of drawing upon the sa’angreal.
It takes a rest between adventures to fully recuperate from using a sa’angreal. Therefore, only one sa’angreal should ever be in his possession and it may only be used for one combat per adventure. The only exception to this rule of non-use, is in the case of a shielded Aes Sedai, who was using a sa’angreal at the time that he was shielded: such a one may immediately take up where he left off in using the sa’angreal for the same combat, once the shield is broken or dissipated. The first turn after he stops using the sa’angreal, he immediately does nothing for three turns (if shielding interferes with the use of the sa’angreal, the down time only applies after the combat is over), while he is at +1 to be hit; and, it takes 1D6+1D3+2 turns of recuperation before he may use any angreal. Also, while drawing on the sa’angreal’s power, he gains +2 in a shielding contest versus a Forsaken whether defending or attacking. It also offers +2 magic resistance while being used. |
Your Male Aes Sedai
character will likely be able to train whenever he finds a wise and helpful Aes
Sedai (1D6+3 days)(except when rolling result #1 on the Wise and Helpful Table),
or sometimes upon entering the World of Dreams (depending on what happens while
there). If he wants to train at the
Wizard’s Guild, it will cost 10% more gold and +1D3 days. When training to a new Battle Level, he
should adjust his characteristics based upon his own specific Battle Level
Chart. If he has chosen a weapon
specialization, he should be sure to choose a new benefit at levels 2, 5 and 9
(see “Weapon Specialization” above for the details).
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 a class of specialization. All Aes Sedai Characters may specialize
in one spell class, chosen at the creation of the character. A False Dragon may change his
specialization once in his entire career as a warrior. The Dragon Reborn may choose two
specializations (a primary and a secondary) AND may change one specialization
once in his entire career as a warrior.
When changing a specialization, this does not change any previous spell
knowledge; it changes in which class he may add two spells at new Battle Levels;
and this changes which spell class gets the specialization advantages mentioned
above (under “Spells and Spell Casting”).
But, only a male Aes Sedai from Before the Breaking may specialize
in Healing, because the others are more inclined towards destruction.
If for some reason, he
already knows all the Aes Sedai spells/weavings for which he qualifies by battle
level, he should roll 1D6 for each unspent spell slot. On each 5+, he may choose from a random Wizard
spell class just like explained above (under “Male Aes Sedai in Settlements”);
but, on 1-4, he does not learn a new spell for that slot. A further requirement in choosing new
Aes Sedai spells is that the higher levels of a particular spell have as their
prerequisites all the lower levels of the same spell. You cannot gain Healing 2, for instance
unless you have first learned Healing 1, though an Aes Sedai with a
specialization (up to 2 new spells in a specialization class is allowed) in
Healing could choose both of those levels at Battle Level
2.
Male Aes Sedai are more
capable physically and tend to be more powerful in the One Power (on average)
than female Aes Sedai; but, they are not as good at Healing. Their use of the One Power (Saidin)
tends to be more unreliable and turbulent.
Also, those from after the Breaking must be careful not to give in to the
madness that the Dark One’s taint can cause. Each of these Aes Sedai acts a little
differently and has 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, Healing class, and specialization spell class[es]), the
variations in their Battle Level tables, and etc. When generating your Aes Sedai
character, be sure to decide the spell class(es) in which he will specialize
(Healing – only a male from before the Breaking, Defensive, Attack, or
Special). Then he should also
choose his beginning spells – must be battle level 1 spells. He may choose one spell in each class
until his spell slots are filled; but, he may choose up to two spells from a
class of specialization. All males,
except those from before the Breaking, must test versus madness on certain
occasions; they will have differing modifiers for this purpose also. Please remember to include all the
general rules above with the specific rules under each type for a complete
picture.
Madness Testing:
At the end
of each adventure, just before traveling to a settlement, a male Aes Sedai from
after the Breaking of the World using Saidin (tainted by the Dark One),
must make a test to see whether he has gone mad. Roll 2D6: on a score of 2-5 he has gone mad and
immediately leaves the party; on a score of 6+, he still retains his sanity and
may continue to adventure with the party .
Who knows where he will go or what he will do. Perhaps the party will have to confront
him in a future adventure (any ideas?).
Be sure to add the madness test modifiers given under each type (no
matter how many modifiers a roll of double 1’s, 11, is a failure. As usual a luck point may be used to
re-roll the dice, but the second roll must be accepted as is
unless another luck point is spent, and so on. This may require a male Aes Sedai to
have to make some hard decisions on how to spend his luck points during an
adventure.
The male
Aes Sedai from before the Breaking is the only male who may specialize in
Healing. If he chooses to do
so, this will result in a Healing success roll of 3+, because the specialization reverses
the Healing penalty (-1 Healing penalty and +1 Specialization = no mod).* Remember that the basic spell success
roll (for all spells) is 3+, and all modifiers (character mods., specialization
mods., fear and terror and linking mods., and incidental improvements elsewhere
gained) are to be applied to the 3+.
Character Differences
Table
Area of
Difference |
Number/Modifier |
Adjusted Success Roll (where
applicable) |
Number of Beginning
Spells: |
3 |
|
Spell Class of
Specialization |
+1 |
2+
|
Other Spell
Classes |
-1 (include
Healing) |
4+ |
Penalty in Healing Spell
Class* |
-1 (add “Other” mod. =
-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 |
3 |
5+ |
3 |
4 |
1D6 |
3 |
1D6+7 |
3 |
1 |
2D6+1D3 |
0 (1) |
3 |
5+ |
2 |
2,000 |
Apprentice |
3 |
5+ |
3 |
4 |
1D6 |
3 |
2D6+7 |
3 |
1 |
3D6+1D3 |
1 (2) |
4 |
5+ |
3 |
4,000 |
Apprentice |
3 |
5+ |
3 |
4 |
1D6 |
3 |
3D6+7 |
3 |
2 |
4D6+1D3 |
2 (3) |
4 |
5+ |
4 |
8,000 |
Apprentice |
4 |
4+ |
3 |
4 |
1D6 |
3 |
4D6+7 |
4 |
2 |
5D6+1D3 |
2 (4) |
4 |
5+ |
5 |
12,000 |
Aes
Sedai |
4 |
4+ |
3 |
4 |
2D6 |
4 |
4D6+7 |
4 |
2 |
6D6+1D3 |
2 (4) |
4 |
4+ |
6 |
18,000 |
Aes
Sedai |
4 |
4+ |
4 |
4 |
2D6 |
4 |
5D6+7 |
4 |
3 |
7D6+1D3 |
3 (5) |
4 |
4+ |
7 |
24,000 |
Aes
Sedai |
4 |
4+ |
4 |
4 |
2D6 |
4 |
5D6+7 |
5 |
3 |
8D6+1D3 |
3 (5) |
5 |
4+ |
8 |
32,000 |
Aes
Sedai |
5 |
3+ |
4 |
4 |
2D6 |
4 |
6D6+7
|
5 |
3 |
9D6+1D3 |
4 (6) |
5 |
4+ |
9 |
45,000 |
Aes Sedai
Adept |
5 |
3+ |
4 |
4 |
3D6 |
4 |
6D6+7 |
5 |
4 |
10D6+1D3 |
4 (7) |
5 |
3+ |
10 |
50,000 |
Aes Sedai
Adept |
5 |
3+ |
4 |
4 |
3D6 |
4 |
7D6+7 |
6 |
4 |
11D6+1D3 |
4 (7) |
5 |
3+ |
* His 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.
All male Aes Sedai/channelers from after the Breaking may not specialize in
healing, since they are more bent toward destruction. Remember that the basic spell success
roll is 3+, and all modifiers (character mods., specialization mods., fear and
terror and linking mods., and incidental improvements elsewhere gained) are to
be applied to the 3+.
A normal male Aes Sedai
from after the Breaking may actually be a false dragon. To determine this, before generating his
stats, roll 2D6. If a 10, 11 or 12 is rolled, then he is a
False Dragon and should refer to the characteristics below and generate his
stats based upon the False Dragon’s.
The only original differences are found in the Character Differences
Table (False Dragon) and the amount of power points that are to be rolled. False Dragons and other male Aes Sedai
from after the Breaking use the same Battle Level chart.
Character Differences
Table
Area of
Difference |
Number/Modifier |
Adjusted Success Roll (where
applicable) |
Number of Beginning
Spells: |
3 |
|
Spell Class of
Specialization |
0 (no
mod.) |
3+ |
Other Spell
Classes |
-2 (include
Healing) |
5+ |
Healing Spell
Class |
+ 1 (+ “Other” mod. =
-1) |
4+ |
Number of New Spells at
Level-up |
1D3+1 |
|
Madness Test
Modifier |
0 (no
mod.) |
6+ (on
2D6) |
The
False Dragon:
He is like any other male
from after the Breaking, but he believes, or at least wants others to believe,
that he is the Dragon of the Prophecies, the Dragon Reborn, but he really isn’t
(at least I don’t think he is). He
is more powerful than the average male Aes Sedai. Please note his character
differences. He begins with more
power points and gains a little bit more than the average male Aes
Sedai.
There is just one more
matter to discuss: there is a chance
that he may actually be the Dragon if he does not travel with a party
that already has the Dragon Reborn as one of its members. Whenever he visits the World of Dreams
in a settlement, there is a small chance that he may discover evidence in the
world of his birth that he has indeed fulfilled one or more of the Prophecies of
the Dragon Reborn. Upon a roll of
12 (on 2D6) when visiting the World of Dreams, he should also roll 1D6. On a roll of 5+ (luck may not be used on this
dice roll), he finds the evidence and immediately declares that he is the Dragon
Reborn. In order to make the proper
changes, all of his characteristics should be immediately adjusted to match
those of the Dragon Reborn given below.
Be sure to roll any extra power dice, change his luck, add 1 wound, and
etc. Change his Character
Differences Table. He should
immediately choose one new Aes Sedai spell for each battle level he has
attained, including BL 1 (the prerequisites of having the lower levels of the
same spells before gaining the higher levels should keep this process
balanced). Remember, from now on he
is ta’veren, whether he was before or not – be sure to check the Ta’veren
section above, because the Dragon is handled a little differently than other
ta’veren.
Character Differences Table (FALSE
DRAGON)
Area of
Difference |
Number/Modifier |
Adjusted Success Roll (where
applicable) |
Number of Beginning
Spells: |
3 |
|
Spell Class of
Specialization |
+1 |
2+ |
Other Spell
Classes |
-1 (include
Healing) |
4+ |
Healing Spell Class
Penalty |
-1 (+ “Other” mod. =
-2) |
5+ |
Number of New Spells at
Level-up |
1D3+2 |
|
Madness Test
Modifier |
+1 |
5+ (on
2D6) |
|
Gold |
Title Aes Sedai/ False
Dragon |
WS |
BS |
STR |
M |
Dam. Dice |
T |
W |
I |
A* |
Power ** |
Luck *** |
WP |
Pin |
1 |
0 |
Aware/Aware |
3 |
5+ |
3 |
4 |
1D6 |
3 |
1D6+8 |
3 |
1 |
2D6/3D6 |
0 (1) |
4 |
4+ |
2 |
2,000 |
Apprentice/Channeler |
3 |
5+ |
3 |
4 |
1D6 |
3 |
2D6+8 |
4 |
1 |
3D6/4D6 |
1 (2) |
4 |
4+ |
3 |
4,000 |
Apprentice/Channeler |
4 |
4+ |
3 |
4 |
1D6 |
3 |
3D6+8 |
4 |
2 |
4D6/5D6 |
2 (3) |
4 |
4+ |
4 |
8,000 |
Apprentice/Channeler |
4 |
4+ |
3 |
4 |
1D6 |
4 |
4D6+8 |
4 |
2 |
5D6/6D6 |
2 (4) |
4 |
4+ |
5 |
12,000 |
Channeler/ False Dragon
Hero |
4 |
4+ |
4 |
4 |
2D6 |
4 |
4D6+8 |
5 |
2 |
6D6/8D6 |
2 (4) |
5 |
4+ |
6 |
18,000 |
Channeler/ False Dragon
Hero |
4 |
4+ |
4 |
4 |
2D6 |
4 |
5D6+8 |
5 |
3 |
7D6/9D6 |
3 (5) |
5 |
3+ |
7 |
24,000 |
Channeler/ False Dragon
Hero |
5 |
3+ |
4 |
4 |
2D6 |
4 |
5D6+8 |
5 |
3 |
8D6/10D6 |
3 (5) |
5 |
3+ |
8 |
32,000 |
Channeler/ False Dragon
Hero |
5 |
3+ |
4 |
4 |
2D6 |
4 |
6D6+8
|
6 |
3 |
9D6/11D6 |
4 (6) |
5 |
3+ |
9 |
45,000 |
Adept Channeler/ False Dragon
Lord |
5 |
3+ |
4 |
4 |
3D6 |
4 |
6D6+8 |
6 |
4 |
10D6/12D6 |
4 (7) |
5 |
3+ |
10 |
50,000 |
Adept Channeler/ False Dragon
Lord |
6 |
3+ |
4 |
4 |
3D6 |
4 |
7D6+8 |
7 |
4 |
11D6/13D6 |
4 (7) |
5 |
3+ |
*
His attack characteristic is to be divided between the number of physical
attacks and the number of attacks using the One Power that he may perform in a
single turn. ** Re-roll power dice once each if a 1 is
rolled. The second number is for a
False Dragon. Only a few male
channelers are False Dragons.
*** If the Aes Sedai, is ta'veren (see
beginning of document), the number in parentheses under Luck
applies.
Leadership: The Dragon has a very difficult time
following anyone else. Therefore,
he must be the leader unless a 1 or 2 is rolled on 1D6. Exception: if another character’s
rules mandate that they are to be the leader, then the one with highest
initiative wins; or you could roll dice to decide.
The Forsaken: There is no doubt about it. The Forsaken are definitely on your
trail. How soon they catch up to
you is another matter. See “the
Forsaken” below (Warning: definitely not for casual user!). The “Dragon Reborn’s” Battle Level
Table is immediately after that.
In choosing spells, the
Dragon may choose up to 2 Aes Sedai spells/weavings in each of his two
specialization spell classes. He
should specify which spell class is his primary and which is his secondary
class. This will be very important
during game play.
Remember that the basic spell success roll is 3+, and all modifiers (character mods, specialization mods, fear and terror and linking mods, and incidental improvements elsewhere gained) are to be applied to the 3+. He may not specialize in Healing. The modifiers are very important, the Adjusted Success Roll only lets you know what the success roll would be if nothing but his characteristic modifiers are applied.
Character Differences
Table
Area of
Difference |
Number/Modifier |
Adjusted Success Roll (where
applicable) |
Number of Beginning
Spells: |
4 |
|
Primary Class of
Specialization |
+2 |
2+ |
Secondary Class of
Specialization |
+1 |
2+ |
Other Spell
Classes |
-1 (include
Healing) |
4+ |
Penalty in Healing Spell
Class |
-1 (+ “Other” mod. =
-2) |
5+ |
Number of New Spells at
Level-up |
1D3+3 |
|
Madness Test
Modifier |
+2 |
4+ (on
2D6) |
A Little
History:
The Forsaken are the very
powerful users (or abusers) of the One Power who have joined the Dark One in his
warfare against the Light. Though
they follow the Dark One’s expressed plans to the best of their ability wherever
their actions may be observed or clearly followed, they have been known to act
out of their own motives and secret plans, which are also rather dark even if
not exactly in accord with the Dark One himself. Upon the discovery of the Dragon Reborn
and the subsequent loosing and breaking of some of the Seven Seals which have
held the Dark One in his prison, the Forsaken have been able to break out of
their respective places in that same prison. Now the Forsaken roam the world, the
World of Dreams, and occasionally, one or two are able to track the Dragon down
in the Warhammer World, where he has been hidden until the time when he should
unite and lead his world against the Dark One in the Final Battle. The following rules show how this is
worked out in game play in the Warhammer World, when the Dragon is part of a
warrior party. I did say that he
should attract greater danger … didn’t I?
– not only as ta’veren, but also by virtue of being the actual Dragon of
the prophecies. This section has
been developed in such a way that the Forsaken may seem surprisingly easy to
beat or even nearly impossible to beat.
Act quickly and fight wisely – survive to fight another
day!
When the Forsaken find the
Dragon:
At the beginning of each
adventure in which the Dragon is in a party, roll 1D6. On a roll of 1 or 2, there is a great
chance that one or more of the Forsaken have located the Dragon. In such an adventure, for every
Unexpected Event that produces monsters, roll 3D6. If two or more dice turn up one’s (11,
or 111), the Forsaken will make an appearance instead of the normal monster
event. Roll 1D6 on the
Forsaken monster table below instead of placing the normal dungeon
monsters. In this instance only,
ignore the rule about ta’veren possibly increasing the number of monsters. In addition to the 1D6 for the table,
also roll 1D6 to determine the DL (Dungeon Level in relation to the current DL)
of each Forsaken that appears: 1 =
2 DL above, 2 = 1 DL above, 3-4 = same DL, 5 = 1 DL below, 6 = 2 DL below (any
guards’ DL is the same as the DL of the particular Forsaken they are
guarding).
Forsaken Monster Event
Table
Number
Rolled |
Monsters |
1 |
1 Male and 1 Female Forsaken
(roll 1D6, guards* on 1-3) |
2 |
2 Female Forsaken (roll 1D6,
guards* on 1-3) |
3 |
1 Male Forsaken with
guards* |
4 |
1 Female Forsaken with
guards* |
5 |
1 Male
Forsaken |
6 |
1 Female
Forsaken |
Characteristics |
Female
Forsaken |
Male
Forsaken |
Wounds |
30 |
35 |
Move |
4 |
4 |
Weapon
Skill |
4 |
5 |
Ballistic
Skill |
4+ |
3+ |
Strength |
3 |
4 |
Toughness |
4 |
4 |
Armour |
2
(counts as magical) |
2
(counts as magical) + (1/3 DL, rounded) (non-magical armour) |
Initiative |
7 |
6 |
Attacks |
4 |
4 |
Power
Store |
Roll
(Forsaken’s DL+3) D6 (re-rolling any one’s once each) |
Roll
(Forsaken’s DL+3) D6 (re-rolling any one’s once each) |
Current
Power |
Roll
1D6: 1-3= full power; on 4+, full power – (1D6+2) |
Roll
1D6: 1-3= full power; on 4+, full power – (1D6+2) |
Spell
Success Roll |
3+ |
4+ |
Class
of Weakness Success Roll |
5+ |
5+ |
Pinning
Roll |
3+ |
4+ |
Monster
Notes |
Magic
Resistance 4+, Ambush Magic 4+, Magic Items X 3, Shield from the Power
contest, Terror 10/ Fear 10 (cause fear to Aes Sedai, Terror to others) |
Magic
Resistance 4+, Ambush Magic 4+ (roll separately for each Forsaken
present), Magic Armour, Magic Weapon, Shield from the Power contest,
Terror 10/ Fear 10 (cause fear to Aes Sedai, Terror to others) |
Gold |
DL
3 or lower = 1335; otherwise, (DL divided by 3) X 1335 |
DL
3 or lower = 1500; otherwise, (DL divided by 3) X 1500 |
Battle |
Gold |
Title |
WS |
BS |
STR |
M |
Dam. Dice |
T |
W |
I |
A* |
Power** |
Luck*** |
WP |
Pin |
1 |
0 |
The Dragon
Reborn |
4 |
4+ |
3 |
4 |
1D6 |
4 |
1D6+9 |
5 |
1 |
3D6+1D3 |
1 |
4 |
4+ |
2 |
2,000 |
The Dragon
Hero |
4 |
4+ |
3 |
4 |
1D6 |
4 |
2D6+9 |
5 |
2 |
5D6+1D3 |
2 |
4 |
4+ |
3 |
4,000 |
The Dragon
Hero |
4 |
4+ |
4 |
4 |
1D6 |
4 |
3D6+9 |
5 |
2 |
6D6+1D3 |
3 |
4 |
4+ |
4 |
8,000 |
The Dragon
Hero |
4 |
4+ |
4 |
4 |
1D6 |
4 |
4D6+9 |
6 |
3 |
7D6+1D3 |
4 |
4 |
4+ |
5 |
12,000 |
The Dragon
Lord |
5 |
3+ |
4 |
4 |
2D6 |
4 |
4D6+9 |
6 |
3 |
9D6+1D3 |
4 |
4 |
3+ |
6 |
18,000 |
The Dragon
Lord |
5 |
3+ |
4 |
4 |
2D6 |
4 |
5D6+9 |
6 |
4 |
10D6+1D3 |
5 |
5 |
3+ |
7 |
24,000 |
The Dragon
Lord |
5 |
3+ |
4 |
4 |
2D6 |
4 |
5D6+9 |
7 |
4 |
11D6+1D3 |
6 |
5 |
3+ |
8 |
32,000 |
The Dragon
Lord |
6 |
3+ |
4 |
4 |
2D6 |
5 |
6D6+9
|
7 |
4 |
12D6+1D3 |
7 |
5 |
3+ |
9 |
45,000 |
The Dragon
King |
6 |
2+ |
4 |
4 |
3D6 |
5 |
6D6+9 |
8 |
5 |
14D6+1D3 |
8 |
5 |
3+ |
10 |
50,000 |
The Dragon
King |
7 |
2+ |
4 |
4 |
3D6 |
5 |
7D6+9 |
8 |
5 |
15D6+1D3 |
9 |
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.
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 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. 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 monsters 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). |
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.
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. |
All Aes Sedai Attack spells require
LOS to target or target area.
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.
Air Bridge could become useful in the event that an Aes Sedai has used
Earthquake extensively and perhaps a little carelessly.
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.