Wheel of Time Rules Manual

Weapon Craft / Channeling

Weapon Craft

Channeling

The One Power — attributes, disciplines, and weaves. Bigger than the other crafts; start with a mode.

Talent Points Buy +1 ChSTR + 3 ChSP
W/D Formula POT + 3 × ChSTR
Attack Roll d20 + ChSTR + Disc ChSP
First Discipline Weavesight (3 ChSP)
Next Knifecraft

Channelers are the legendary wielders of the One Power. Whether a Wilder or formally trained, channelers share the same combat style — specialization creates very different play experiences.

Unlike other crafts, you do not spend a talent point to buy a single weave. You spend a talent point to raise ChSTR by 1 and receive 3 ChSP to invest in Weavesight, Weavecraft, or Combat Casting. Weaves are learned separately (generally one per channeling talent point, with DM approval).

Choose a Mode

Same rules document — two ways to play at the table.

Recommended if new

Simple Mode

Cast 1 weave per round; deduct W/D; stop when empty. Ignore multiweave, slicing, thicken, affinity math, and the Exceeding W/D rule. Spend ChSP toward the disciplines that match the weaves you care about. Faster turns; less bookkeeping.

Full toolkit

Advanced Mode

Use tying off, multiweave, swiftweave, slice, overchannel, and the exhaustion table. Keep a tidy character sheet — most of the work is between turns. Jump to Casting, Exhaustion, and the discipline trees below.

Channeling Attributes

Four numbers drive everything. Holding the Source also adds ChSTR to initiative, spot, listen, and all saves.

Potential (POT)
(CHA + WIS + INT) ÷ 4 ↑
Cap on ChSTR. Example: INT 12, WIS 14, CHA 15 → POT 11. Raises when those attrs rise (levels 4, 8, 12…).
Channeling Strength (ChSTR)
Talent points in Channeling
Cannot exceed POT. Scales weave magnitude. Required: weave level ≤ ChSTR to cast.
Channeling Skill Points (ChSP)
+1 / level + 3 / talent point
Level ChSP is not cumulative each level-up — at level 2 you gain 1 more, not 2. Spend into the three disciplines.
Weaves per Day (W/D)
POT + (ChSTR × 3)
Example: POT 10, ChSTR 2 → W/D 16. Spent holding the Source, maintaining, and casting.

Learning & Designing Weaves

Use the library below; homebrew needs DM approval and these guardrails.

  • Generally, each talent point in Channeling lets you select a weave (DM approval). Observation learning is DM fiat.
  • Prefer this guide’s library — official book weaves are unbalancing.
  • Follow damage curves of other combat styles. Channeling is “nuclear” in the novels; that does not make a fun table game.
  • Avoid eternal binary locks (permanent walls, forever-compulsion). Build lifespans / HP / ticking saves.
  • Avoid insta-gib / remove-from-combat effects (gateway guillotine, irrevocable KO). Saves alone do not fix that.
  • Give weaves a discipline (school). You cannot max all three trees, so specialization stays meaningful.
  • Scale effects with ChSP in the weave’s discipline — not ChSTR alone — so specialists diverge.

Casting Weaves

Standard Attack Action. No concentration check in combat.

  • Attack: d20 + ChSTR + ChSP in the weave’s discipline.
  • Defense: per weave description.
  • You may cast if you know the weave, can pay W/D (and any ability costs), and weave level ≤ ChSTR.
  • If you know a weave, you can always form it without difficulty when you can pay for it.

Casting sequence

  1. Grasp/Embrace the True Source (if not already) with the appropriate action. Costs 1 W/D to take hold; at the start of each turn pay 1 W/D or lose the Source.
  2. Declare the weave and any modifiers (swiftweave, multiweave, thicken, etc.).
  3. Calculate total weave cost.
  4. Reduce current W/D by that cost (pay even if the weave fails).
  5. Roll attack (d20 + ChSTR + discipline ChSP).
  6. Resolve effects, restrictions, and saves.

What spends W/D

  • Taking hold of the Source — 1 W/D each time you grasp/embrace anew.
  • Holding the Source — 1 W/D at the start of each turn you keep it.
  • Maintaining a weave that is not tied off — 1 W/D each round.
  • Casting — weave cost (level, multiweave/swiftweave/thicken, affinities, angreal).

Exceeding Weaves per Day

Hard cap with a narrow heroic push — not a license to dump your biggest weave as a freebie.

The Rule

If you currently have greater than 0 W/D, and casting your next weave would drop the tally below 0, roll against the Exhaustion Table.

DC = 5 + weave cost + 2 × |how far negative W/D will be|

Example: cost 4 brings you to −2 → DC = 5 + 4 + 2×2 = 13. Add Fort save + ChSTR to the throw.

Miss margin Outcome
Pass DC Weave succeeds. Subdual = how far negative W/D. Gracefully release the Source.
Miss by ≤4 Weave succeeds. Subdual = 2× how far negative. Gracefully release the Source.
Miss by 5–8 Weave fails. Abruptly lose Source. Double attempted weave cost in HP and subdual.
Miss by 9–12 Weave fails. Violently lose Source. Quadruple cost in HP and subdual; stunned 1 round.
Miss by 13–16 Weave fails. Catastrophic loss — half remaining HP. Lose 1 Standard Action / round for 1d4 rounds.
Miss by ≥17 Weave fails. Unconscious 1d6 rounds. Permanently lower POT by 1d4 (still applies if attrs later rise).

Disciplines

Each tree goes to 24 ChSP. Maxing all three is 72 ChSP — a 20+ level project. Filter abilities across trees.

24 abilities
Discipline

Weavesight

See and direct flows. Required first — 3 ChSP unlocks the Source. Read top to bottom by ChSP.

  • 3ChSP

    Grasp / Embrace the True Source

    0 Phys Full Round Action

    You grasp (saidin) / embrace (saidar) the True Source, gaining +X to your saving throws, spot and listen checks, and initiative, where X equals your ChSTR. This must be the first discipline taken — spend your first 3 ChSP here to actually channel.

  • 6ChSP

    Read Weave / Learn Weave

    0 Phys Free Action

    You clearly see another channeler's weave and attempt to learn it. Roll against DC 15 + weave level. Add your ChSP in Weavesight to the check.

  • 9ChSP

    Quickening

    0 Phys Standard Action

    You may grasp/embrace the Source as a Standard Action.

  • 12ChSP

    Invert Weave

    0 Phys Swift Action

    Invert the weave so only you may see it. Another channeler will see you draw upon the Source, but your flows disappear.

  • 18ChSP

    Endurance

    0 Phys Passive

    Add your POT to your total allowed W/D. Stacks with Endurance from other disciplines.

  • 21ChSP

    Alacrity

    0 Phys Free Action

    You may grasp/embrace the Source as a free action, in or out of turn.

  • 24ChSP

    Weavesight Affinity

    0 Phys Passive

    Remove 1 from the individual W/D cost of any Weavesight-disciplined weave you cast. Minimum weave cost is 1.

Discipline

Weavecraft

Delicacy and accuracy — tie off, thicken, multiweave, unweave. Read top to bottom by ChSP.

  • 3ChSP

    Tie off Weave

    0 Phys Standard Action

    Tie off a weave so you no longer maintain it by spending W/D. Effect lasts for ChSTR rounds. You may also use this action to untie one of your tied weaves.

  • 6ChSP

    Thicken Weave

    1 Phys Passive

    Spend 1 Phys to access the Thicken Weave section of any weave you cast.

  • 9ChSP

    Multiweave 2

    0 Phys 2 W/D Swift Action

    Cast 2 weaves at once this turn. Each weave cost remains the same. Incur half the total weave cost in subdual damage, rounded down.

  • 12ChSP

    Swiftweave

    2 Phys 2 W/D Immediate Action

    Cast a single weave as an Immediate Action. Incur half the total weave cost in subdual damage, rounded down.

  • 15ChSP

    Unweave

    0 Phys X W/D X Standard Actions

    Attempt to unweave a tied-off weave. X is the weave level. DC is 15 + weave cost + weave level; add Weavecraft ChSP to the roll. Roll X successful consecutive DC checks as Standard Actions. On any failure, play Failed Unweave.

    Failed Unweave

    Free Action · roll % for a 1-round effect

    • 1–25%: Flash of light — blind everyone within 30'.
    • 26–50%: Concussion — everyone within 100' sent to the ground; 3d6 damage.
    • 51–75%: Double rainbow that fades to an odd smell.
    • 76–100%: Ring of heat and light — 10d6 damage to all within 100'.
  • 18ChSP

    Endurance

    0 Phys Passive

    Add your POT to your total allowed W/D. Stacks with Endurance from other disciplines.

  • 21ChSP

    Multiweave 3

    0 Phys 6 W/D Swift Action

    Cast 3 weaves at once this turn. Each weave cost remains the same. Incur half the total weave cost in subdual damage, rounded down.

  • 24ChSP

    Weavecraft Affinity

    0 Phys Passive

    Remove 1 from the individual W/D cost of any Weavecraft-disciplined weave you cast. Minimum weave cost is 1.

Discipline

Combat Casting

Offense, defense, slice, and overchannel. Read top to bottom by ChSP.

  • 3ChSP

    Combat Reflexes

    0 Phys Passive

    While holding the Source, add ChSTR to Attack, CTR, and Defense. DM note: keeps channelers viable in melee relative to ChSTR — not a melee power fantasy.

  • 6ChSP

    Weave Resilience

    1 Phys 1 W/D Swift Action

    Add ChSTR to the DC to slice any weaves you cast this turn.

  • 9ChSP

    Barrier

    1 Phys 2 W/D Immediate Action

    Weave a momentary wall of air. Attempt to block a single incoming ranged attack or missile-like weave with Reflex + Combat Casting ChSP. DC is the attacker's total attack value. The same channeler whose weave you blocked cannot slice your barrier; another channeler could, if they have the actions.

  • 12ChSP

    Slice

    1 Phys X W/D Immediate Action

    X is the weave level being sliced. Disrupt a still-forming non-inverted weave with Reflex + Combat Casting ChSP. DC is attacker total attack value + any Weave Resilience. You cannot slice a slice.

  • 15ChSP

    Storm of Light and Power

    X Phys Full Round Action

    Cast X Combat Casting weaves this turn in succession (no Multicast penalty), paying their normal W/D cost. May not be tied off.

  • 18ChSP

    Endurance

    0 Phys Passive

    Add your POT to your total allowed W/D. Stacks with Endurance from other disciplines.

  • 21ChSP

    Overchannel

    X Phys Free Action

    Add X to your ChSTR for the next weave you cast. After casting, incur Weave Cost in subdual damage and play Risk Burnout.

    Risk Burnout

    Free Action · Fort save + POT · DC 10 + Total Weave Cost

    • Pass: No ill effect.
    • Miss by ≤4: Lose the Source gracefully.
    • Miss by ≤8: Lose the Source clumsily. Lose ChSTR W/D.
    • Miss by ≤14: Lose the Source painfully. Lose ChSTR W/D & HP.
    • Miss by >14: Lose the Source catastrophically. Unconscious; POT permanently lowered by 1.
  • 24ChSP

    Combat Casting Affinity

    0 Phys Passive

    Remove 1 from the individual W/D cost of any Combat Casting-disciplined weave you cast. Minimum weave cost is 1.

Angreal & sa'angreal

DM approval for availability. Simple while in use.

  • Each artifact has a level: angreal 1–3, sa'angreal 4+.
  • While using it: +1 ChSTR and −1 weave cost per level.
  • Weave cost can never be reduced to 0.

Weave Library

Filter by discipline or search. You do not need ChSP in a weave’s discipline to cast it — effect may be weaker.

11 weaves
  • Chain Lightning

    Combat Casting Level 3+ W/D 1 + 1 per level (lvl 3 = 4)

    From your hand strings a blinding bolt of white lightning that jumps from target to target until distance or weave level stops its spread.

    Level
    3+
    Discipline
    Combat Casting
    Cost
    1 + 1 per level (lvl 3 = 4)
    Effect
    1d4 per weave level + Combat Casting ChSP to first target. Jumps to nearest person within 5' for 1d6; one jump per weave level. Ties go to highest HP. Allies can be hit.
    Thicken
    Increase damage to 1d6 per weave level, or jump distance to 10 ft.
    Restrictions
    LOS on first target. Cannot jump to the same target twice per weave.
    Defense
    All targets: Fort save. Chain continues regardless. DC = caster attack roll.
  • Fireball

    Combat Casting Level 1–3 W/D 1 per weave level

    From your hand streaks a ball of pure orange flame, flying at the target as fast as an arrow.

    Level
    1–3
    Discipline
    Combat Casting
    Cost
    1 per weave level
    Effect
    1d6 per weave level + Combat Casting ChSP.
    Thicken
    On success, target catches fire and rerolls damage once at the start of their next turn.
    Restrictions
    Line of sight to target.
    Defense
    Dex save to flinch or deflect. DC = caster attack roll.
  • Gust

    Weavecraft Level 1–5 W/D 1 per weave level

    A howling gust shoves your target away at great speed — lifted slightly, then deposited a distance away.

    Level
    1–5
    Discipline
    Weavecraft
    Cost
    1 per weave level
    Effect
    Push target away along the ground 5' per weave level. No damage. Target is attacked at +1 Advantage per weave level until their next turn (must roll).
    Thicken
    +1 Disadvantage per weave level on any AoO the target makes until their next turn.
    Restrictions
    Target within 10 feet. Barrier can block this.
    Defense
    Fort save to hold ground. DC = caster attack roll.
  • Immolation

    Combat Casting Level 5+ W/D 3 + 1 per level (lvl 5 = 8)

    The ground under several enemies bursts into flames six feet tall, howling with the heat.

    Level
    5+
    Discipline
    Combat Casting
    Cost
    3 + 1 per level (lvl 5 = 8)
    Effect
    1d6 + weave level + ChSTR to each enemy in AoE. AoE: one 5×5 square per 5 Combat Casting ChSP, edge-connected (Tetris shapes).
    Thicken
    Damage or save DC may be increased (DM guidance).
    Restrictions
    LOS to all targets. Within 10' of closest square. May not be tied off.
    Defense
    Dex save to dive clear. Hit or miss, target spends a Full Round Action getting up. DC = 10 + total weave cost.
  • Lesser Heal

    Weavecraft Level 1+ W/D 1 + 1 per level (lvl 3 = 4)

    They feel as though splashed with freezing water. Wounds and bruising close within seconds.

    Level
    1+
    Discipline
    Weavecraft
    Cost
    1 + 1 per level (lvl 3 = 4)
    Effect
    Heal ally Xd4 + Weavecraft ChSP HP, where X is weave level.
    Thicken
    Target rolls again for additional healing at the start of their next turn.
    Restrictions
    Must touch target's skin. Cannot multiweave on the same target.
    Defense
    None.
  • Lightning Rod

    Combat Casting Level 4+ W/D 1 per weave level

    Forks of electricity burn the target and charge them — movement across the ground jumps painfully from their body.

    Level
    4+
    Discipline
    Combat Casting
    Cost
    1 per weave level
    Effect
    2d4 + Combat Casting ChSP now. For X rounds (weave level), deal Weavecraft ChSP damage per 5' the target moves. Standing still for X rounds avoids the DoT.
    Thicken
    Extra movement damage (DM guidance).
    Restrictions
    LOS; within 10' of target. Must be tied off or maintained or effect ends.
    Defense
    None. Submerging (or being splashed) ends the effect without extra damage; splash counts as walking 5'.
  • Refresh

    Weavecraft Level 1+ W/D 1 per weave level

    Fatigue and clouded thinking fade, as after a long, peaceful rest.

    Level
    1+
    Discipline
    Weavecraft
    Cost
    1 per weave level
    Effect
    Heal Xd4 + Weavecraft ChSP subdual damage, where X is weave level.
    Thicken
    Amount healed may be increased (DM guidance).
    Restrictions
    Must touch target's skin. Cannot multiweave on the same target.
    Defense
    None.
  • Searing Steel

    Combat Casting Level 1–5 W/D 1 per weave level

    Threads of fire and earth make the weapon bite deeper. A soft red glow shows in low light.

    Level
    1–5
    Discipline
    Combat Casting
    Cost
    1 per weave level
    Effect
    One-time burst on the first person struck: add weave level to weapon damage and crit threat range.
    Thicken
    Increase damage or number of procs (cannot exceed total APM).
    Restrictions
    Only the weapon you are using. Can be tied off. Cast once per weapon if dual-wielding / knives / arrows.
    Defense
    If tied off, lasts as many rounds as its weave level.
  • Spoke Lightning

    Combat Casting Level 2–9 W/D 1 + 1 per level (lvl 3 = 4)

    The target crackles with electricity; forks fire outward parallel to the ground like spokes on a wheel.

    Level
    2–9
    Discipline
    Combat Casting
    Cost
    1 + 1 per level (lvl 3 = 4)
    Effect
    Xd4 + Combat Casting ChSP to target, and Xd4 to anyone within 5' of that target (X = weave level).
    Thicken
    Add damage to additional people hit (DM guidance).
    Restrictions
    LOS to target. Can hit friendly targets.
    Defense
    None.
  • Temper

    Weavecraft Level 2+ W/D 1 per weave level

    Armor or clothing strengthens with tightly woven strands of the Power — still flexible, rougher to the touch — until damage dissipates the weave.

    Level
    2+
    Discipline
    Weavecraft
    Cost
    1 per weave level
    Effect
    Ally armor absorbs the next (1d6 per weave level + Weavecraft ChSP) damage. May be tied off or maintained at weave cost each round.
    Thicken
    Target's defense increases by weave level until the effect dissipates.
    Restrictions
    Line of sight to target.
    Defense
    None.
  • Wall of Wind

    Combat Casting Level 1+ W/D 1 per weave level

    A thin wall of shimmering heat; from afar a breeze through grass, up close a roaring gale.

    Level
    1+
    Discipline
    Combat Casting
    Cost
    1 per weave level
    Effect
    Wall resists physical objects. Always blocks physical ranged attacks. Max 5' tall and 5' wide per level; shape has 4 straight edges (no curves).
    Thicken
    Wall is 10 feet wide per weave level.
    Restrictions
    LOS to location. May be tied off.
    Defense
    Fort save to pass (standard movement action, not part of approach). DC = caster attack. If tied off, each attempt (by anyone) reduces next person's DC by 5; below 5, wall dissipates.

Combat Scenarios

Illustrate W/D only — ignore whether the stated ChSTR would have unlocked every ability mentioned.

Scenario 1 — Sparky

Level 4 · ChSTR 3 · POT 10 · W/D 17 · 5-round fight

  1. R1: Embrace (−1 → 16). Level 1 Fireball (−1 → 15).
  2. R2: Hold Source (−1 → 14). Multiweave two level 2 Fireballs (cost 6 → 8).
  3. R3: Hold (−1 → 7). Level 1 Wall of Wind (−1 → 6).
  4. R4: Hold (−1 → 5). Maintain Wall (−1 → 4). Level 2 Searing Steel (−2 → 2).
  5. R5: Hold (−1 → 1). Drop Wall. Maintain Searing Steel (−1 → 0). Melee (Combat Reflexes +3). Release Source after combat.

Scenario 2 — Heels

Level 5 · ChSTR 2 · POT 9 · W/D 16, already down to 9 · Exceeding W/D

  1. R1: Embrace (−1 → 8).
  2. R2: Hold (−1 → 7). Level 2 Temper + Thicken (cost 3 → 4).
  3. R3: Hold (−1 → 3). Multiweave two level 1 Heals (cost 4) → would go to −1. Exhaustion DC (as written in source example) 20. On a pass: 1 subdual, gracefully release Source; no more channeling this encounter.

Scenario 3 — Wynd

Level 9 · ChSTR 9 · POT 11 · W/D 29, down to 5 · Combat Casting Affinity · Slice mid-fight

  1. R5: Hold (−1 → 4). Level 1 Fireball (affinity cannot go below 1 → 3).
  2. Between R5–R6: Enemy ChSTR 6 casts level 4 Fireball. Wynd Slices (needs Read Weave). Slice DC example 20. Pays 1 Phys, −4 W/D (3 → −1), Exhaustion check, then Slice roll + Combat Casting ChSP.
  3. After exhaustion from going negative, cannot channel for the rest of the encounter.

Wheel of Time RPG · Channeling Needs review for V2 (source note)