One Power

The One Power emanates from the True Source and is the source of all arcane power in the universe. The True Source is best described as a pool in which channelers pull magical energies to cast spells, and where that energy returns after the spell takes effect. It is never used up, only manipulated, temporarily, for a purpose.

The One Power has two halves: Saidin, the male half, and Saidar, the female half. Each half can only be used by the associated gender. These halves are direct opposites and yet complement each other, pushing and pulling at each other, creating ripples within themselves; these ripples are constant, and that is what a channeler pulls upon when using the Power to cast spells. Because of the differences in the nature of the two halves of the Power, a man cannot teach a woman to channel, and vice versa. As far as effect on gameplay, some of the new wondrous items are aligned to one side of the power, and so can only be used by one who uses that side of the Power.

Using the One Power is addicting when used for too often, or for too of long durations. If a channeler holds onto the Power often, for long durations, they can become addicted to the power, making them less inclined to release it. All channelers who become Power-addicted must make a Will save (DC 15 + their level) in order to release the True Source.

Wielding the Power

In order to use the One Power, a channeler must spend a swift action opening themselves up to the One Power, with Saidar this is called embracing and with Saidin this is called seizing. Once a channeler has opened themselves to the one power, they may continue to hold it virtually indefinitely, however there are some side effects to holding the Power:
  • Channelers who can use the same side of the power can tell when another channeler is embracing the One Power.
    • Women see a white glow around other women embracing Saidar and have an innate sense that another woman is embracing Saidar within 100ft+10ft/level.
    • Men feel an overwhelming sense of malice when other men seize Saidin with 100ft+10ft/level. While there is no visual sense to this, it does give them a directional sense of where the other man is; men with a CL of 7 or higher can pinpoint this to a 15ft square whereas men with a CL of 13 or higher can pinpoint the wielder’s location exactly, even if they can’t see them.
  • All shadowspawn can sense the presence of a channeler holding the power and are drawn to it.
  • You cannot rest, sleep, recover from fatigue, or heal non-lethal damage while holding the Power.
  • Lastly, using the One Power is addicting when used for too often, or for too of long durations. If a channeler holds onto the Power often, for long durations, they can become addicted to the power, making them less inclined to release it. All channelers who become Power-addicted must make a Will save (DC 15 + their level) in order to release the True Source. This is unlikely to affect player characters unless they are constantly holding the power.

Casting Spells

Once you are wielding the One Power, you may cast spells (also known as weaves within the setting) as normal, with the exception that arcane spells in Elysiar do not have verbal components as arcane magic is solely based upon performing intricate movements in order to cast a spell, effectively weaving strands of the Power together to create the spell. Conversely, divine spells in Elysiar do not require somatic components as they are prayers that are simply spoken aloud. Neither arcane nor divine magic requires material components, with the exception of the offering required for higher level summoning spells. So, if a spell entry calls for Verbal and Somatic components, then only divine spellcasters utilize the verbal and only channelers utilize the somatic.

Because of the change of components, as long as a channeler can move, relatively, freely, they can use magic. Likewise, as long as a divine spellcaster can speak, they can use magic; though being grappled, entangled, paralyzed, or otherwise unable to move will still hinder their ability to deliver touch attacks.

Casting arcane spells requires intricate, often full body movements. During the course of the casting, streams of energy follow the channeler’s movements, the color of the streams is based on the school of magic from which it originates, with the addition of others if there is a specific kind of energy associated with the spell (fire, cold, negative, etc.).

The Spark

Most channelers only have the ability to be taught to use magic. There are, however, a number that are born with “the spark,” an innate draw to touch the Source, be it willing or not. This spark comes from something in their ancestry that gives them an inborn affinity towards the Source. While many with a spark learn as others do anyway, some draw upon this and train their innate connection. One who trains this connection is a sorcerer (or an arcane knight archetype of spellsword), and the spark reflects the lowest level of their bloodline power. When referring to a spark, it is typically identified by the bloodline it grants: e.g., a “draconic spark” or an “arcane spark.”

In some instances, a crossbreed spark develops when pulled from one with two potential bloodlines of significant power. Cases of this are rare, but not unheard of.

Saidar

Saidar is the female half of the One Power. Saidar is most commonly described as gentle, but infinitely powerful; a force which will do what you wish it to, but it requires patience and guidance to properly channel. In order to hold Saidar, a woman must let it flow through them, which women refer to as “embracing” the Power. Channeling Saidar into a spell is described as “guiding” the Power to do the desired task.

Women are only able to tell when another woman is wielding the Power, though magical energies from Saidin are still, very much so, able to be seen as they are being cast or whilst in effect. When another woman is channeling the Source; a white glowing aura appears around their body, only visible to those trained to touch Saidar. While women can’t see when a man is channeling, women do, however, feel a tingling sensation when another person (man or woman) is holding the power in close proximity (15 ft.). This sensation is subconscious and only occurs when the woman is otherwise unaware of the presence of someone who can channel in close proximity.

Saidin

Saidin is the male half of the One Power. Saidin is most commonly described as a raging torrent of the power that must be controlled by strong-willed channeler. Using saidin requires strict control of the Power, forcing it to do your bidding. For this reason, only about two in three men attempting to learn to channel succeed; the rest are either killed in the process or burn themselves out, severing them from the Source. Taking control of Saidin is universally referred to as “seizing” it and channeling it as a spell is “wielding” it, as one would a weapon.

Male channelers are able to detect others who are actively holding the Source due to an emotional reaction caused by having an affinity for Saidin. Men feel women channeling as a tingling sensation on their skin, much like goosebumps. Men feel other men channeling as a feeling of awe and menace. In both cases, there is no visible aspect. These sensations are subconscious and typically only appear when the man is otherwise unaware of another person channeling in their vicinity, as the sensation can be suppressed. Holding Saidin is breathtakingly exhilarating, with many men (even weaker channelers) describing experiencing a feeling of what can almost be described as omnipotence when they first touched Saidin. While the exhilaration stays, the feeling of omnipotence fades as they get more used to wielding Saidin.

During the Fall of Atlantis, the Emperor Consort of Atlantis used a sa’angreal (see below) to attack Zolena direct and the second it impacted her, Saidin was tainted by Zolena’s dark influence. This taint drives men trying to wield Saidin mad (see below). Despite all efforts from Nieyr, he cannot cleanse the taint, due to Zolena being a significantly older, and more powerful deity than he is, however, he has imbued mortals with an innate resistance to the taint, however, the level of resistance is random throughout the population.

Saidin has recently been cleansed of the taint, by a joint group of Aes Sedai, Asha’man, and Wychlaran led by the Dragon of Elys. While existing effects of the taint remain, no new cases can arise.

Gender & the One Power

Due to the dual nature of most living creatures (having a separate physical body and metaphysical soul), and the metaphysical nature of magic, the soul (an individual’s metaphysical aspect) determines which part of the One Power they channel. For example, if someone who is born male physically, but is actually female in relation to their identity (which is derived from the soul), would channel Saidar, not Saidin. Another example, in the case of reincarnation (via the spell), if a male is reincarnated as a female, he is still a male in spirit, even though his physical body is female, and so would channel Saidin, not Saidar. Beings that do not have a dual nature (such as outsiders) typically draw from the side of the Power that best fits their nature, so, taking devils for example, an Erinyes would channel Saidar, while a Pit Fiend would channel Saidin. Those that do would use the side that matches their metaphysical gender (the gender they identify as). Ultimately, this system is strictly for role-playing purposes and setting aesthetic, and so should be up to the player which way they wish to role-play it, however, there are three rules that must be followed:
  1. Souls who identify as male MUST channel Saidin
  2. Souls who identify as female MUST channel Saidar.
  3. Once selected, their source cannot change, barring a metamorphosis of the soul due to a wish, miracle, or other incident involving a similar or more powerful degree of magical or cosmic power.
Additionally, souls who are genderless, or creatures from monogender or androgynous races are dealt with on a case-by-case basis by the DM. Construct races channel Saidar, as channeling Saidin requires an emotional investment to control its power that constructs don’t have. Here after, for simplicity’s sake, those who channel Saidin will be referred to as “men”, and those who channel Saidin will be referred to as “women”.

Because of the variety of things that can permanently alter physical gender (ranging from potions to spells to miscellaneous wondrous items), transgendered people are just accepted as they are, transitions are handled as they want, and, due to the nature of the magic involved, are seamless, nearly instantaneous, and thorough (a more in-depth explanation of LGBTQ people in this setting can be found in Life in Jalirûn). Because of this, adult channelers who channel the side of the power opposite of their physical gender are exceedingly rare. Only one person is known to be able to channel the source opposite of their physical gender: Stephanie Manston, who is able to channel Saidin, due to a fluke caused by a Primal Magic event which turned her into a woman, she was later taken as Zolena's Divine Herald, who granted her the ability to channel Saidar in order to conceal her identity more effectively.

Aging

All who can touch the True Source have their aging slowed to a fraction of what it normally would be, and the more skilled the channeler, the slower it is. A channeler divides their highest caster level for an arcane class and divides that by four (rounded down) adds one and that is the number of years it takes for a channeler to age one year (minimum 1). For example, a 6th Wizard would age one year every two years; while a 16th level Wizard would age one year every 5. It is theoretically possible for a human channeler to reach nearly 2,000 years old, though most do not live to see 500.

Except in extremely rare, all but unheard of, cases, this does not affect a channeler’s adolescence since their caster level is usually 0 until at least age 15. However, it is theoretically possible for a strong enough spark to appear in a child to affect their adolescence, although, even in those of the highest strength, the spark has not appeared early enough.

When discussing the age of a channeler, their actually age is the number of years that they have been alive, while their physical age is the age that their body appears. A channeler’s maximum age is tied to their physical age. Once they reach their maximum age, they will die at some point within the span of time it will take them to reach the next year of their physical age. For example, a 6th level human wizard determines their maximum age to be 95, once their body reaches the physical age of 95, they would die sometime in the next two years.

Amongst the Aes Sedai, it is considered incredibly disrespectful discuss a channeler’s age except in a couple of instances:
  1. The channeler is in their first century.
  2. The channeler brings up their own age.
  3. The discussion focuses on succession within the White Tower.
  4. The subject is brought up by the Warder of the channeler, but only when discussing it with his charge.
    • In all actuality, in a conversation between a Warder and their charge, no topic is considered disrespectful to either party. This is due to the intimate bond the two share.
In contrast, amongst the Red Wizards, age is a symbol of authority, especially amongst men. The longer you’ve been able to survive, the more powerful you must be.

Severing

It is possible for a channeler to be severed the True Source. This is called “gentling” for men and “stilling” for women. Severing is done for anyone of a number of reasons, the most common being to gentle a male channeler before they succumb to the taint on saidin. There are other reasons as well, but none so common as the this. Since the cleansing of saidin, gentling has become significantly less common.

There are numerous ways to sever a channeler: using a Source knife (a ter’angreal) is the most common and humane, as it is, to willing subjects, painless and leaves the mind intact. However, if the subject is unwilling the results can be brutal, even resulting in the death of the channeler. Another common method is a spell developed by Tamers (Mages of the Red Ajah) to sever a channeler, aptly named severence; this spell is difficult to cast, very brutal, and can often leave permanent physical and mental damage to the target. Stilling is typically done through a Source knife where gentling is typically done through the severance spell, since it is easier for women to use the spell on a man and, typically, the man being gentled is already lost to the madness of the taint.

If one is severed it is possible for them to have their connection to the True Source healed. Reversing the effects of severing may be done through a restore connection spell; however, this works only if the target is willing to have the gentling undone. Since gentling via a Source knife must be done willingly, one rarely desires to have their connection restored. The ritual may be reversed in a similar manner, but it requires a successful Caster Level check (DC 10 + [3* number of casters involved in the ritual]) in order to work. Usually, the Red Ajah typically utilizes 13 mages (the largest a circle of all women can be) to ensure the permanence of any given ritual. There is only one instance of a severance coming undone with out a spell, and that was when a blast of Mythic Power surged through Ellair MacIain restoring his connection to the True Source (and increasing his Mythic Tier).

Once severed, the former channeler ages at the rate a non-channeler of their race would age normally, starting at their physical age.

Channelers who are severed speak of feeling hollow and empty, as well as completely powerless.

Channeling the Power

Angreal & Sa'angreal

Angreal are objects which allow those who can channel to draw more of the One Power than they normally could, making casting higher leveled spells easier. While all angreal offer this power, they do so with varying strength, on top of that, sa’angreal are more powerful than angreal. Angreal are rated on a scale of 1-3, and sa’angreal are rated on a scale of 4-10 (this is a continuous scale from 1-10, where 4 is where an angreal becomes a sa’angreal). Angreal and sa’angreal reduce the spell point cost of a spell cast by its rating, to a minimum of 0. So, an angreal of rating 2 would reduce the cost of a 2nd level spell to 0 or a 5th level spell to 3. It is possible to wield multiple angreal and sa’angreal at the same time, so long as you are in contact with all of them and have a free hand to cast. Angreal jewelry (necklaces/amulets and rings) take up neck and finger slots, respectively, limiting the number of other magical items the wielder can wear and benefit from.

Overchanneling

The limit to the number of spells a channeler can cast in a day is not hard and fast. Using angreal and sa'angreal allows a channeler to use higher-level spells with less effort, but overchanneling has similar results. Characters can cast a higher-level spell than they are able, or cast more spells per day than they are able, but not without risks of dire consequences. To overchannel, make a Spellcraft skill check and consult Table: Overchanneling DCs. If you succeed on this check, the overchanneled spell takes effect as it normally would if you were capable of casting it. If you fail, the spell does not work and you must make a Fortitude save. If you succeed on the Fortitude save, you are unharmed by the attempt. If you fail, subtract your roll (not your total Fortitude save) from the Spellcraft skill DC and consult Table: Overchanneling Failure Result.

Table: Overchanneling DCs
Attempt DC Fort Save
Cast a level 1 spell with no SPs left 20 25
Cast a level 2 spell with no SPs left 30 35
Cast a level 3 spell with no SPs left 40 45
Cast a level 4 spell with no SPs left 50 55
Cast a level 5 spell with no SPs left 60 65
Cast a level 6 spell with no SPs left 70 75
Cast a level 7 spell with no SPs left 80 85
Cast a level 8 spell with no SPs left 90 95
Cast a level 9 spell with no SPs left 100 105
Cast a spell using 1 fewer SP 15 15 + spell level
Cast a spell using 2 fewer SPs 25 25 + spell level
Cast a spell using 3 fewer SPs 35 35 + spell level
Cast a spell using 4 fewer SPs 45 45 + spell level
Cast a spell using 5 fewer SPs 55 55 + spell level
Cast a spell using 6 fewer SPs 65 65 + spell level
Cast a spell using 7 fewer SPs 75 75 + spell level
Cast a spell using 8 fewer SPs 85 85 + spell level
Cast a spell using 9 fewer SPs 95 95 + spell level

Table: Overchanneling Failure Result
Miss By Results
1-5 Severe headache and overwhelming fatigue. You suffer -1 penalty on all skill and ability checks, attack rolls, and saves. You recover after at least 6 hours of rest.
6-10 Headache and fatigue result in -2 penalty on all skill and ability checks, attack rolls, and saves. You also take 1d6 damage and cannot overchannel until after at least 6 hours of rest.
11-15 Headache and fatigue result in -3 penalty on all skill and ability checks, attack rolls, and saves. You also take 2d6 damage and cannot channel at all until after at least 24 hours of rest.
16-20 Headache and fatigue result in -5 penalty on all skill and ability checks, attack rolls, and saves. You also take 3d6 damage and cannot channel at all until after at least 48 hours of rest.
21-25 Headache and fatigue result in -7 penalty on all skill and ability checks, attack rolls, and saves. You also take 4d6 damage and cannot channel at all until after at least 2 weeks (20 days) of rest.
26+ The channeler is stilled—completely unable to channel. In addition, headache and fatigue result in -10 penalty on all skill and ability checks, attack rolls, and saves. You also take 5d6 damage.

Linking

Linking is another method by which channelers can magnify their abilities. Linking involves two or more channelers working together, gathering their power for a single spell (although the group can stay linked and cast additional spells, if they wish). One of the channelers leads the group, and one of them, although not necessarily the leader, casts the spell. This is typically only used to cast high level spells (whether they are true spells that exceed level 10 or standard spells that have had their spell level increased to greater than level 10 by metamagic).

To link, the channelers gather must embraces the True Source and channel it through the leader of the link. Link members can be of any level or class, so long as they can channel. Due to the differences between the two sides of the One Power, there are some restrictions on the makeup of the link. The link must always include women (men alone cannot link). With the exception of a one man/one woman, or two men/two women links, the women must always outnumber the men. See Table: Linking for details.

If the link has thirteen or fewer members, it may be made exclusively of women, but if more than thirteen are to be involved, it must include at least one man. In a one man/one woman link, any link of thirteen or fewer women containing at least one man, or groups of seventy-two channelers (the absolute maximum), the leader must be a man. For any other possible combination of groups, a woman may lead.

Each member of the link embraces the True Source and makes a spellcraft skill check. The leader rolls against a DC 20 + 1/4 the total number of participants; all other participants against a DC 5 + 1/4 the total number of participants. For example, for a link of 13 channelers, the DC is 23 for the leader and 8 for the other participants. If each member succeeds, the group is linked and may cast weaves normally. If one or more participants in the group fail, they are not included in the link, although they may re-attempt. If the exclusion of that member would make the group illegal, the entire group fails to form a linking link. A linked link remains linked until the leader becomes distracted or chooses to break the link. If casting the spell would cause backlash damage to the caster, the damage is divided evenly amongst the members. Odd amounts of damage are taken by the leader and those physically closest to them.

Linking allows the channeler to boost the level of the spell cast, effectively treating the linked group as an angreal. For example, using a linked group, a caster leading a group of seven channelers could cast a level 7 spell using only 5 spell points instead of 7. Members of the link may contribute their own angreal and sa’angreal to the link.

So long as they are not a target of the link’s spell, a channeler may be linked with against their will and be used as a conduit for their connection to the Power. The leader of the link and the unwilling member making opposing spellcraft checks; if the leader wins, the unwilling member is used as a full member of the link and is rendered helpless, this member does not need to make the spellcraft check that a member would normally have to make; if the unwilling member wins, they are not included in the link, as though they failed the spellcraft check to be a willing member. If the exclusion of that member would make the group illegal, the entire group fails to form the link. Most often, an unwilling member is the second man or woman in a two man/two women link; however, this is not always the case. Except in the direst of circumstances, channelers try not to unwillingly link someone in a two-person link. Additionally, a single person can attempt to force multiple people into a link simultaneously. There is only one known instance of this, in which multiple members of the link are unwilling, and that was when Natasha Pendragon used the sa’angreal sword Excalibur and forced three channelers: Ernst Locte, Savina de Simone, and Amisa Kyros; into a link in order to destroy a True Power sa’angreal being used by Amisa. This was also the only known instance in which Saidin (from Ernst), Saidar (from Natasha and Savina), and the True Power (from Amisa) were all used together.

More often than not, the Warders of the link members protect the link from attack. However, even then, sometimes attackers get through. For as long as the link member is linked, they are considered flat-footed (and so lose all dexterity and dodge bonuses to AC). If a member of a link were to take damage from an outside source, and not as a result from the backlash of a spell cast by the link, that member is immediately excluded from the link. If the exclusion of that member would make the group illegal, the link for the entire group breaks. How links work is basic arcane theory and is not a secret.
Table: Linking
Link Size Minimum # of Men Additional Levels
2-6 0 +1
7-13 0 +2
14-27 1 +3
28-36 2 +4
37-45 3 +5
46-54 4 +6
55-63 5 +7
64-72 6 +8

Circle Magic

Some of the most powerful and spectacular spells worked across Jalirûn are cast in the form of circle magic. Circle magic is a type of cooperative spellcasting that allows the spellcaster leading the circle to increase her caster level significantly and achieve results otherwise unavailable to the spellcasters composing the circle. The Red Wizards of Vechon and the Witches of Ashia and Vólkerstadt make frequent use of circle magic. Stories of other forms of circle magic abound in Jalirûn.

Participation

The ability to participate in circle magic requires the selection of the Ethran or Red Wizard Apprentice trait. One spellcaster, usually the most powerful or experienced character present, stands at the center of the circle. This character is the circle leader. A circle leader must be a Hathran of 4th level or higher or a Red Wizard of 5th level or higher. A circle requires a minimum of two participants plus the circle leader. Up to five participants can aid a circle leader in a standard circle, but a hathran or red wizard of 10th level can lead a great circle containing up to nine participants.

All participants in a circle must stand within 10 feet of the circle leader, who stands in the center.

Circle Powers

The first use of circle magic is to empower the circle leader with the strength of all the participants. This requires 1 full hour of uninterrupted concentration on the part of all participants and the circle leader. Each participant casts any single prepared spell, which is consumed by the circle and has no effect other than expending the prepared spell. The spell levels expended by the circle participants are totaled as circle bonus levels. Each bonus level may be used to accomplish the following effects:
  • Increase the circle leader’s caster level by one for every bonus level expended (maximum caster level increase of 30).
  • Add Empower Spell, Maximize Spell, or Heighten Spell metamagic feats to spells currently prepared by the circle leader. Each bonus level counts as one additional spell level required by the application of a metamagic feat to a spell. The circle leader may add the feats listed to a spell even if he does not know the feat or if the addition of the feat would raise the spell level past the circle leader’s normal maximum spell level (maximum spell level 20th or twice the leader’s maximum spell level).
  • Increase the circle leader’s level by one for level checks (dispel checks, caster level checks, and so on) for every bonus level expended (maximum level 40th or twice the leader’s character level).
These effects last for 24 hours or until expended. Circle bonus levels may be divided up as the circle leader sees fit. For example, the 4th level Hathran Larysa Tysmbal leads a circle in which four participants each cast 2nd-level spells. Larysa chooses to use three circle bonus levels to maximize her cone of cold spell, three to increase her caster level from 10th to 13th level for all level-based variables in her spells, and two to add a +2 bonus to any level checks she needs to make. The maximized spell is used up whenever she casts her cone of cold, and the other two effects remain for the next 24 hours. Many high-level Hathran and Red Wizards lead circles on a daily basis to exact magical power from their apprentices.

Spellpools

The Imperial Guild of Mages makes use of a spellpool: a magical reservoir of spells that can be drawn upon by their members (see the Imperial Guild Mage prestige class). Each member receives a special brooch at the time of their initiation that serves as a special focus, allowing the guild mage access to the spellpool. The focus only works for its owner, and if the owner loses his focus, she must obtain another through another initiation.

Casting a Spell

A spell can be called from the spellpool from any distance. The act of calling is a spell-like ability. Calling a spell from the spellpool requires enough spell points to cast the spell, access to the desired spell level, and access to the spellpool class ability. A spellcaster can call a number of spells per day whose total spell level is equal to or less than half of her caster level.

The spell, if available, appears in the caster’s mind at the beginning of his next round of action, and can then be used immediately. If the called spell is not used within 1 minute per level of the spellcaster, the spell fades if cast. A spellcaster cannot learn the called spell via spellpool access, despite it being temporarily resident in their minds.

Spell Availability

The spells in the spellpool change daily, based on the contributions of member casters. The percentage chance that a desired spell is available in any given 24-hour period is equal to 65% minus 5% per level of the spell. For example, a 1st level spell is 60% likely to be available. On the other hand, a given 9th-level spell is only 20% likely to be available. If a spell is available and called, the caster may later attempt to call for the same spell with the same chance of availability minus 5%; however if a spell is unavailable, the caster cannot check for it again until the following day. If the desired spell is unavailable, the caster can continue checking other spells until an available spell is revealed, which does not add any time to the full-round action required for calling a spell. Spells stored in the spellpool include the list of wizard/sorcerer spells, as well as the lists of bard, bloodrager, spellsword, summoner, and witch spells; additionally, the list of Cleric/Oracle spells is available to 10th level Guild Mages, but the chance of them being available is 15% lower. A spellcaster may only pull a spell from her class’ list of spells.

Access to the spellpool is granted in three stages (I–III spellpool I grants access to 1st-3rd-level spells, spellpool II grants access to 4th-6th-level spells, and spellpool III grants access to 7th-9th-level spells (0-level spells are not stored in the spellpool).

Spellpool Debt

Every time a spellcaster calls a spell, she incurs a debt. The caster must return a number of spell points equal to the combined level of spells she previously called. For instance, if a 5th level spell is called, her spell debt is 5 levels, which she must pay off with as many spell points. Returning magic to the spellpool is a full-round action, just like calling a spell, and depletes spell points from the caster’s available reserve.

The caster need not repay her spellpool debt immediately. In fact, the spellcaster can accumulate a spell-level debt equal to three times her caster level before facing penalties. Thus a 10th level caster (Wizard 5/Guild Mage 5) could call up to 30 levels of spells from the spellpool. However, upon incurring 31 or more spell levels of debt, call access is automatically suspended until her debt fall back to 30 or less.

Nothing prevents a spellcaster from paying ahead, giving her a “positive balance,” so to speak. Likewise, another guild caster may agree to pay off or pay ahead a guild caster’s spellpool debt in return for a service, money, or other consideration. Thus, a “spell currency” of sort tends to develop within the guild, where spellcasters often pay each other with levels of spellpool debt (informally called “charms”).

Bonding

Through the bond warder spell, a channeler can create a bond with another in order to grant a variety of benefits; this other person is known as a warder. This bond slows the rate aging of both in the bond to match the slowest aging individual (this includes racial age rates, so if an elf and a human bond, in either combination, the human would be affected by the elf’s Gift of the Seldarine, and so have eternal youth). Through the bond, channeler and warder can also exchange life forces, healing one, while weakening the other; the bond also allows the warder to use the channeler’s willpower and the channeler to use the warder’s fortitude; and for the bonded parties to sense the exact location of the other when within a few miles, as well as the general direction of the other when further away. The bond also creates a deep emotional connection, where warder and channeler know how the other is feeling. The channeler may also make the warder come to them, and compel the warder to do things against their will; however, the compulsion is not often used unless the warder is acting irrationally. The drawbacks of the bond only occur upon death of one of the members of the bond: the death of one of the involved parties causes a feedback through the bond physically damaging the other; additionally, the channeler is overwhelmed with emotion at the death of their warder, more so than would normally come, and the warder is sent into a frenzy upon the death of the channeler, which often leads to the warder’s death as well.

A single person can have multiple bonds, while it is rare for a warder to be bonded to more than one channeler, it is not uncommon for a channeler to have multiple warders, in fact, amongst the Green Ajah, having 2-3 is commonplace.

Additionally, it is possible for a warder to, in turn, initiate a bond with their bonded channeler, provided they are a channeler as well. This creates a double bond between the warder and channeler allowing many one-way effects to work both ways as well as amplifying the effects of some and nullifying the effects of others. In the double bond, the warder and channeler use the highest fortitude and willpower of the two of them; additionally, the emotional connection and physical senses are amplified allowing each other to know exactly how the other is feeling and exactly where the other is, no matter the distance between them. Additionally, the compulsion and attraction does not work in the double bond. Another effect is that when both parties hold the Source they are automatically linked and leadership of the link can be seized by force of will, as opposed to the leader of the link having to pass it off. Double bonding is a common practice when the Warder is a Spellsword, though, with the recent cleansing of Saidin and the formation of the Asha'man, many Aes Sedai Apostates and Asha'man have taken to forming double bonds with one another.

Strength

One’s strength in the Power is an indication of the raw power that a channeler can bring to bear. Additionally, it also reflects other abilities, such as enhancements, mutations, godsparks, etc. Strength, in no way, reflects a channeler’s skill in magic; a very skilled, low strength channeler can easily beat a low skill, high strength channeler. However, it does reflect the innate ability of one to learn to channel. It also reflects how quickly a channeler is likely to advance through the ranks of novice and apprentice. PC channelers will likely tend toward the upper end of this scale.

This abstract concept of strength will mostly come into play during interactions between two Aes Sedai or two Imperial Guild Mage, where someone with a lower strength is expected to defer to someone with a higher strength, assuming they have the same rank in the organization.

The True Power

Main article: True Power
The True Power is a separate source of magical power that is more powerful and is not separated into male and female halves. However, it is maintained by Zolena, the Queen of Darkness, and is only usable by those she deems worthy. Because of its alignment towards Zolena, using the True Power is an evil act, except in the direst of circumstances, and has a corrupting influence on the user.

While using the One Power is addicting, it is nowhere near as addicting as the True Power. With the True Power, as soon as you draw on it, you want more.

Extensive use of the True Power has some physical side effects. The first to appear is an increase in pigment in the eyes; all eyes will start turning brown, and gradually getting darker and darker until the iris is as black as the pupil. Soon after the eyes turn black, orange flecks start appearing while channeling the True Power; these get more and more abundant until eventually the channelers eyes become flames while channeling. Shortly after the eyes become flames, the mouth begins similarly spewing fire. After that, except amongst the hardiest of channelers or amongst Zolena’s Chosen, death follows soon after, as the body gives into the shadow.

The subject is a restricted research topic at the White Tower, and, while discussion of it is not restricted, it is considered taboo to even mention the True Power, even in relation to its use by the Forsworn.
Type
Metaphysical, Arcane

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