Wheel of Time Rules Manual

Other Rules / Physicality

Other Rules

Physicality

Phys points, stack caps, Intercept / Interdict, and Rite of Consumption — plus prestige trees.

Start 1 Phys · Max Phys 1
Order Spend in order
Everyone Rite of Consumption
Level 7 Pick one permanent

All characters begin each encounter with 1 physicality point (Max Phys 1) and access to Rite of Consumption. Talent points in this tree must be spent in order.

Physicality Tree

Read top to bottom by talent points spent in this tree.

  • 1Talent

    Level 1

    Unlocks

    Gain Intercept. Max Stacks becomes 4 (maximum class or fighting-style stacks).

    Intercept · 1 Phys · Immediate

    Move 20 feet to block an enemy’s movement toward an ally. You enter their AoI — they may take an AoO if they have one remaining.

  • 2Talent

    Level 2

    Unlocks

    Regenerate 1 physicality counter per round. Max Stacks becomes 6.

  • 3Talent

    Level 3

    Unlocks

    Gain Interdict. Max Stacks becomes 7.

    Interdict · 1 Phys · Immediate

    Move up to 20 feet to block an enemy’s movement toward an ally. This movement does not trigger an AoO for either of you. You may make any Standard Attack you can pay for.

  • 4Talent

    Level 4

    Unlocks

    Start each encounter with 2 physicality counters (Max Phys is 2). Max Stacks becomes 9.

  • 5Talent

    Level 5

    Unlocks

    Gain Tai’Shar. Max Stacks becomes 10.

    Tai’Shar · 0 Phys · Swift

    Voluntarily sustain 10% of your total HP in subdual damage (rounded up). Gain 1 physicality point. For one round, your Max Phys is 3 (can affect abilities that use Max Phys).

  • 6Talent

    Level 6

    Unlocks

    Start each encounter with 3 physicality counters (Max Phys is 3). Max Stacks becomes 11.

  • 7Talent

    Level 7

    Choose one

    Max Stacks becomes 12. Choose one permanent ability below for the rest of the game. You may not spend further Physicality Tree talent points for additional picks — choose wisely.

Level 7 — Choose One

Permanent for the rest of the game. No further picks from this tree.

  • Mettle

    0 Phys Swift Action

    Forego 1 Standard Action this turn to gain 1 physicality point. Max Phys is 4 until you spend any Physicality Points.

  • Overreach

    1 Phys Swift Action

    Make an additional standard action this turn.

  • Fury

    Passive

    If you made no movement this turn (including the free 5-foot step), your APM is +1. Affects abilities that reference APM, and adds an additional attack at lowest attack bonus to your Full Attack Action.

  • Body and Mind

    X Stacks Free Action

    Lower the weave cost of a single weave by 2×X. Minimum weave cost is always 1.

  • Anticipation

    0 Phys Passive

    At the start of an encounter, gain 3 class / fighting style stacks. Max Stacks becomes 13.

Rite of Consumption

Once per turn, on your turn — Free Action. Spend stacks for a listed benefit.

  • 2Stacks

    Take a Dodge Action — forego 1 Standard Attack this turn; for 1 round, opponents attack you at Disadvantage.

  • 3Stacks

    When you attack this turn, gain an additional Advantage.

  • 3Stacks

    Gain Max Phys × 2 HP.

  • 4Stacks

    Gain a physicality counter (cannot exceed your normal limit).

  • 4Stacks

    Your AoO limit this turn increases by 1.

  • 5Stacks

    Gain Max Phys × 3 HP.

  • 6Stacks

    Gain a Swift Action.

  • 6Stacks

    Gain an Immediate Action.

  • 7Stacks

    Gain Max Phys × 4 HP.

  • 7Stacks

    Take an additional Standard Action this turn.

  • 8Stacks

    Gain an additional Full Round Action this turn.

  • 8Stacks

    Replenish 2 physicality counters. Max Phys increases by 2 for one round.

Prestige Trees

Rare professions — any class, DM approval. Buy in with a talent point on tier 1.

Prestige trees model special-purpose paths (Warder-adjacent roles, wolf brothers, tree singers, power-wrought crafting). They do not belong to a single class. Access requires DM approval so the table does not produce an angreal-crafting warder who dreamwalks with a tree-sung power-wrought sword.

Wolf Brother

Affinity with wolves — benefits and complications as the wolf-self matures.

  • 1 TP: Yellow eyes. +5 reputation, spot, listen, sense motive, intimidate, move silently. May be treated differently. Communicate with nearby wolves (Gather Information vs wolves). +2 Will. See in the dark outdoors.
  • 2 TP: Enter the dream world to gather information (Gather Information in T’A’R’; poor checks may carry penalties).
  • 3 TP: +10 spot/listen/sense motive/intimidate/move silently; +5 Will (replaces earlier bonuses to those). Cannot be blinded (smell/hearing → ~25% visibility). Gain Summon Wolfpack.
  • Summon Wolfpack [0 Phys] · Standard: Summon Max Phys + 1 wolves. Shared HP 10×Max Phys; Defense 10+Max Phys; 1d6 bite at HAB. Enter from nearest edge; act right after you. Priority: closest shadowspawn, then your attackers. Don’t take space; targetable. One collective Standard Attack during one 80′ move.
  • 4 TP: +1 STR and DEX; +2d4 HP. Enter T’A’R’ in the flesh when asleep. +20 Will while in T’A’R’.
  • 5 TP — Dream Stalker [1 Phys] · Standard: Move via the dream to any place in LOS. Will vs T’A’R’ with +25 Wolf tree bonuses. DC 20 + 5 for each use of Dream Stalker. Fail: take subdual equal to the DC. May bring allies (they Will save without Wolf bonus).

Tree Singer

Grow trees healthy — or shape them into hafts, bows, and fine small goods.

  • 1 TP: Basic healthy growth. +10 Wilderness Lore; +5 Move Silently in a forest.
  • 2 TP: Create one simple item per day (several uninterrupted hours). Use or sell; details per DM.

Power-wrought Item Crafting

Requires channeling. Commit to one affinity when you buy in — not master of all crafts.

Cuendillar Smithing

  • 1 TP: Small metal item → cuendillar. 1 W/D and 1 hour per ounce. Non-martial; finish in one sitting.
  • 2 TP: 1 W/D per 3 ounces.
  • 3 TP: 1 W/D per 4 ounces; may be martial (stats per DM).
  • 4 TP: 1 W/D per 8 ounces.

Angreal Smithing

  • 1 TP: Simple angreal → +2 W/D.
  • 2–4 TP: Level 1 / 2 / 3 angreal.
  • 5–6 TP: Level 4 / 5 sa’angreal.

Ter’angreal Smithing (DM approval)

  • 1 TP: Sense a ter’angreal by touch. Create 1 simple non-combat ter’angreal for 10 W/D.
  • 2 TP: Non-damaging combat utility (light, sound, detect channeling…). Use has a cost. 15 W/D to craft.
  • 3 TP: Affects combat rolls (luck, lighter weight, etc.). Use has a cost. 20 W/D to craft.

Wheel of Time RPG · Physicality Tree Rules manual