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Abilities and Limitations of Channelers
Or Do's and Dont's for Channeling and Abilities on Cuendillar MUSH
Dark-Related Abilities
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There seems to be some confusion on the differences between shadowspawn
and darkfriends and the abilities of Tower characters and channelers in
relation to both. Shadowspawn are the monsterous creatures of the Dark
like Trollocs and Fades. They're born evil, their nature is evil,
that's what can be sensed.
Darkfriends are people who follow the Dark rather than the Light.
Channelers and Warders can NOT sense anything about the vast majority
of darkfriends. Darkfriends have no taint to be sensed by the Power and
no visible differences to be seen by the eye. Normal darkfriends don't
taint people or objects that they come in contact with. Tower
characters can't inherently sense whether someone follows the Dark OR
the Light, and there's no weave to determine that either.
That's what makes darkfriends the most dangerous opponents in the
world. If you see a Trolloc or a Fade, you know what to do. But you
can't tell with people, you can never be completely sure of who to
trust, even in the Tower. If Aes Sedai could sense darkfriends, there
would never be a Black Ajah, all they would have to do is periodically
scan all the Aes Sedai and root out those who've turned to the Dark.
Even the Forsaken don't seem to have any taint of evil that's
noticeable to channelers. In the books, there's a Forsaken in the Tower
and no one's noticed. Lanfear spends a fair amount of time around a lot
of the book channelers and none of them detect any taint or foulness
about her.
The only evil that's been strong enough to be sensed in the books is
Padan Fain and his dagger. If anybody wants to rp a character or object
of that nature on Cuendillar MUSH, they'll need to get approval
from the Dark leader and probably the wizards. |
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This same distinction has to be made with the Oaths. The third Oath is
to never use the One Power as a weapon except against shadowspawn. That
means monsters. An Aes Sedai can't attack a person with the Power
because she's decided she suspects he's a darkfriend. She can't even do
it if she knows he's a darkfriend. (There's more on the Oaths in
another section below.) |
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Channelers and Warders can sense when Shadowspawn come into a certain
range, and can occasional sense a residue of one that's recently been
in the area. |
Other Sensing Abilities
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Female channelers can sense other female channelers if they're close to
them. They can also sense a woman using the Power. The distance they
can sense that over depends on the strength of the weave being used. If
skilled enough, and within line of sight, a female channeler can "see"
the flows woven by another woman when using the Power. For most women,
they must see a weave more than once to pick up how to duplicate it
themselves, and even then they can't always pick it up. Female
channelers CANNOT sense a male channeler, and CANNOT see his flows.
(NOTE: In the Age of Legends, when male channelers were common and male
and female channelers worked together, it is possible that weaves to
detect male channeling were known, or that women and the resources to
learn to counter and work with male channeling despite not being able
to directly sense it. Whether or not that was possible in the Age of
Legends, no one in this time period has any abilities of this nature,
and there is no training to prepare a woman for working with male
channelers.)
The ability for a woman to just sense other female channelers is pretty
automatic in the books, it tends to be more deliberate on Cuen - you
have to be looking. The reason for that is that the person you rp'd
with yesterday might be approved tomorrow, so it's a reason for why you
didn't notice originally.
Male channelers get goosebumps when near to a woman who's channeling.
They can dimly sense another man channeling, but cannot "see" the flows
of his weave. Male channelers cannot sense the ability in a man or a
woman who isn't actively channeling.
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Healing creates an affinity between the channeler and the patient. The
channeler can sometimes sense when the patient is nearby, or becomes
more attuned to their moods and feelings. It's a little bit like a
really, really weak version of the warder bond in those two respects
(and those two respects only). |
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Holding the Source enhances the physical senses - you can see farther
and in better detail, hear softer sounds, that kind of thing. It makes
the channeler feel "more alive". It is this sensation that makes use of
the Power so seductive, and that is why the Tower disciplines people to
only channel when necessary. The lure is strong enough that it is not
uncommon for the undisciplined to channel more than they can handle and
burn themselves out. |
Objects: Angreal, Sa'angreal, Ter'angreal
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The only function of an angreal or sa'angreal is to increase the amount
of Power that a channeler can hold. An angreal works either for a man
or a woman, not both. Sa'angreal are more powerful than angreal, and
rarer. Angreal are pretty rare too.
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Ter'angreal are a bit like magic objects. Each performs only one
function, though depending on the function it can be used in many ways.
There are three basic types.
- Some need to have something channeled at or into them to
activate their function.
- Some don't need to be activated, but only work when used by
channelers.
- Some will work for anybody in the right conditions.
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Ter'angreal are like recorded weaves. For the most part they can only
do things that can be done through channeling. Because more could be
done with channeling in the Age of Legends when ter'angreal were made,
there may be ter'angreal that can do things modern Aes Sedai can't. All
ter'angreal proposed for use in role-play, or to be purchased in
chargen must be approved by the wizards. If you want to propose a
ter'angreal that is part of the Tower stores contact the Amyrlin about
it and she'll contact the wizards for final approval if it needs it.
Approval is needed to make sure things keep in theme. |
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The Tower considers all ter'angreal and angreal to be its rightful
property because no one else knows how to use them properly. It doesn't
steal them, or force people to give them away, but it will buy them
when it gets the chance or use manipulation and persuasion to try and
get them out of people. |
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The ter'angreal and angreal in the possession of the Tower are held in
common, they belong to the Tower, not any of its individual members.
Aes Sedai who come into possession of an angreal or ter'angreal are
expected to turn it over to the Tower. If you get hold of one and would
like to role-play otherwise, you need to contact the Amyrlin for
approval on that OOCly. |
The Amyrlin assigns use of ter'angreal and angreal to individual Aes
Sedai for use in missions or to study how they work. If you need one
for one of these reasons contact the Amyrlin. A list of the objects
currently in the possession of the Tower is available in the basement
of the Tower. Suggestions for new ones are always welcome.
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Even the Tower doesn't know how most of the ter'angreal it has work.
The study of ter'angreal is difficult. It is also dangerous, Aes Sedai
have been stilled or died during the studies. There is no master list
of all the ter'angreal ever created. There are plenty of ter'angreal in
the world that the Tower has never seen or heard of and doesn't know
how they work.
If you come into contact with an object you think might be a
ter'angreal and you'd like to try and study it, contact Saidar for
information on how to get the results of your experiments and study.
Non-channelers can also experiment with ter'angreal with mundane means.
On Cuendillar there is a Talent of Ter'angreal Insight. Those
who have it are the best at figuring out how ter'angreal work. |
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The making of ter'angreal and angreal has been lost. The Talent of
Ter'angreal Creation is available on the game, so rediscovery of this
ability can be role-played. The first uses of the talent will be
considered TinyPlots and should be run past the wizards or the
Amyrlin. |
Channeling Limitations
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Channelers usually have difficulty grasping the Source and can lose
their current hold on it if they're in massive pain, experience a
sudden shock (like tripping and falling down a hill) or are mentally
impaired by alcohol, fever, hangover, etc. |
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Channelers cannot even feel the Source if they're in an Ogier stedding.
The stedding are geographical areas where the Source just doesn't seem
to exist. It's nothing to do with the Ogier themselves, you can be
around an Ogier and still channel. The Ogier Grove in Tar Valon is not
a stedding, it's just a park and channelers can channel there. |
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You need to be able to see something to channel at it for the most
part. Only the most skilled could channel to cure an internal injury,
and channeling something at parts of yourself you can't see is
difficult. So in general you need line of sight and to be able to see
where something is. If you're blindfolded or in a deep fog it would be
very difficult if not impossible to channel unless you were extremely
skilled. |
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We've seen no evidence in the books that matter can be created out of
nothing or out of pure magical energy in the Wheel of Time magic
system. I know that's a staple of many magic systems, but it doesn't
seem to be a part of the WoT world. The closest it comes are things
like this:
- A channeler can make a flow take on substantial form, like making a weave of Air in the shape of a sword that would cut like a sword, or making a fire sword out of Fire. As soon as the weave is dropped, the sword would disappear.
- Fireballs, flames to light candles, balls of light, etc. They seem to come out of nowhere, although I suspect the rationale behind it is that it's more like collecting the Power into a concentrated level in one place at one time. Again, all of these are temporary and disappear when the channeler stops weaving the effect. Their EFFECTS can continue - if you light some wood on fire with the Power, the wood will continue to burn after the weave that lit it is gone. If you make a weave of flame burning in a hearth with no fuel, the flames will vanish when you stop channeling.
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It is possible to transmute matter, but it is very rare, in many cases
unknown in this Age. People with the ability to make ter'angreal could
take a ring of plain metal or stone and transmute it into a different
substance that has magical properties. The vast majority of channelers
can't do it. ICly it hasn't been seen since the Age of Legends (3000
years ago), but people on the game with the ability will begin to
rediscover it soon. (To have the ability you need to purchase
Ter'angreal Creation in chargen.)
Matter can be affected - if you light a pile of wood on fire, it'll
burn until the wood is exhausted, if you cause an earthquake the chasm
will remain after the weave is gone, etc. |
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There are few effects in channeling that directly affect the mind. You
cannot channel to read thoughts, although some people believe in the
Wheel of Time world believe that Aes Sedai can do that. In the books,
channelers with the knowledge of it can use Compulsion to influence
people's minds. That ability is unknown in the Cuen world. It existed
in the Age of Legends so ter'angreal that use Compulsion from that time
are possible. They require approval like any ter'angreal. |
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Both training and raw power affect the strength of what you can
channel. People at an early stage of training can generally only do
pretty small stuff, regardless of their raw power. Two people with
equal training will have different abilities depending on their
abilities in the Power. One might be strong enough to call lightning
from the sky while the other isn't. Note that on Cuendillar MUSH
there is no significant difference between the average strengths of
male channelers and those of female channelers. However, as in the
books, males can maintain a larger number of split or simultaneous
weaves. (See below.) |
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Channeling is fatiguing. The stronger you are and the higher your
current Fatigue rating, the more you can do before getting really
tired, but everyone has limits. When you get to the point of being
pretty tired you can only channel minor effects. When you get
completely exhausted you may not be able to channel at all. A good
night or two of sleep is generally all that's needed to restore a
channeler to full capacity. |
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Channelers can "shield" other channelers. A shield is like putting a
block between the victim and the Source - the victim can sense the
Source, but can't touch it. It's harder to shield someone who's already
in contact with the Source than someone who isn't. A fully-trained Aes
Sedai probably couldn't be shielded by just one other channeler. A
group of 13 linked channelers of average or good strength can shield
any victim regardless of his/her strength. |
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Weaves are usually pretty temporary - they last only while the
channeler's attention to them lasts. A trained channeler can "tie off"
a weave. A tied off weave still requires a small flow of the Power, but
doesn't take much conscious attention. Tied off weaves involving Fire
can spiral out of control so it's usually a bad idea. Even tied off
weaves are rarely left around for that long. Except for a few
exceptions they are probably released before the channeler sleeps. |
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The only Element that can be channeled while asleep is Spirit. |
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Channelers cannot fly, or even pick themselves up with the Power,
although they can pick up objects and other people using flows of Air.
The total weight you can lift depends on your strength. The books state
that lifting things with Air is difficult. |
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Unravelling or undoing another person's weave can be done, but is very
difficult, and even more difficult if it's cross-gender, since you
can't see the other gender's flows. It's easier if the person trying to
undo the weave is stronger than the person making the weave. It's a bit
like physically unravelling a knot of unbelievable complexity.
Sometimes it's a bit easier than other times, but it's always a pain
and sometimes impossible. |
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The One Power can be used to move long distances quickly. How to do
this is currently unknown in the Cuen timeline but will be
rediscovered. There are limitations to it. |
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The number of split flows you can maintain is determined by your
Finesse. Women can maintain a number equal to their Finesse divided by
two (rounded down), men a number equal to their Finesse. |
Healing
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Channelers cannot use the Power to Heal themselves, it only works on
other people. So one channeler can Heal another channeler, just not
herself. |
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Stilling, gentling or being burned out cannot be Healed. A severed limb
can't be regrown. Death cannot be cured. |
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An injury that has already undergone a fair amount of natural healing
cannot be completely Healed with the Power. Scars can't be Healed away. |
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Most mental illnesses cannot be Healed. Even in the Age of Legends work
on the mind was difficult, and not always successful. |
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Healing does not work as well on a wound received in the dream world of
Tel'aran'rhiod. |
Wards
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A ward is a bit like a fire detector that triggers a sprinkler system.
A ward monitors for a specific situation, and if that situation occurs,
it triggers a reaction. Wards require a bit of training to know how to
make, and there are several limitations with them. |
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Only one ward at a time can be set in a specific area or on a specific
thing, or all wards set will fail. |
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The trigger and reaction must both be fairly simple. If either are too
complex, the ward won't work.
Example: A ward created on a doorway to monitor all people that pass
through.
If the ward was triggered when a man walks through and the reaction is
to rain some water on his head, that's a simple trigger and reaction
and would work.
If you tried to set it to only trigger for blond men, that's too
complex a trigger, it probably wouldn't work. Setting it to to rain on
men but blow wind on women is two reactions and probably wouldn't work. |
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Ward reactions are channeling, and subject to all the general limits of
channeling. If you can't channel it, you can't program a ward to do it. |
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Ward reactions are also limited by your abilities. If you don't have
the strength or Finesse to channel something, you couldn't make a ward
that does it. |
Channeling Limitations
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The Three Oaths of the Aes Sedai
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The Oaths an Aes Sedai swears are:
- To speak no word that is not true.
- To make no weapon for one man to kill another.
- Never to use the One Power as a weapon except against Shadowspawn,
or in the last extreme of defending her own life, that of her
Warder, or that of another Sister.
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The Three Oaths are sworn while holding a ter'angreal called the Oath
Rod. The Rod makes the Oaths as binding as if they were "bred in the
bone". They literally cannot be broken while in effect. Always keep
this in mind in role-play. Novices and Accepted are expected to follow
the Oaths, but in their case it's a code of expected conduct, not an
absolute. |
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At the same time, the Oaths have a strong subjective element - a lot
depends on the view of the oath taker. This is particularly true of the
first and third Oaths. |
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The first Oath only relates to what an Aes Sedai believes to be true,
not absolute truth. The Oath can't be used as some sort of divination.
If Bob's in Tarabon but Sue Sedai thinks he's in Cairhien, if asked she
would say he's in Cairhien, she wouldn't just "know" he's really in
Tarabon.
Aes Sedai cannot plainly speak a lie, but they frequently get around
the limits of that by using misdirection and other tricks to imply
something else. If Sue Sedai knows Bob's in Cairhien but wants to imply
he's elsewhere, she might answer a question like "Where is Bob?" with
"Bob knows his place is in Cairhien, and he is a man who always does
his duty". Or if she is asked "Do you support House Smith in the civil
war in Murandy?" she might reply "That is the prudent thing to do". She
hasn't actually said yes or no, she's hoping the listener will assume
she's prudent, so she means yes.
NOTE: We know from the novels that the first Oath applies to written as
well as verbal communication, so an Aes Sedai can't get around it by
lying in a letter. |
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The third Oath is to never use the One Power as a weapon except against
Shadowspawn (and extreme defense). Shadowspawn means Fades, Trollocs
and other monsterous creatures of the Dark One. An Aes Sedai can't
attack a person with the Power because she's decided she suspects he's
a darkfriend because he told a lie or she thinks he's shift-eyed. She
can't even do it if she KNOWS he's a darkfriend.
With the third Oath, note that the word "weapon" can be subjective, the
Oath does not forbid an Aes Sedai to cause harm to another person with
the One Power. One example would be to paddle an errant Novice with a
weave of Air. An Aes Sedai could do that if she believes she's using
the One Power to "correct" the Novice rather than using it as a weapon.
It also seems as though using the One Power to interrogate someone can
be rationalized in some situations. If you want to role-play something
like this, you must get the permission of the other party, and you
should also try and notify a member of the Tower administration.
Note that the Oath specifically says "last extreme of defense". An Aes
Sedai confronted with bandits on the road would have to wait until they
seriously attacked her before she could throw fireballs at them. The
Oath does not prevent an Aes Sedai from placing herself into danger, so
another thing she could do is deliberately provoke them to attack or
jump into the battle. (And non-weapon defensive weaves like trying to
bind people with Air can be used in any situation.)
The third Oath only applies to the One Power. The Aes Sedai confronted
by bandits could fire a bow at them, or order her Warder to attack
them, and that would not be against the Oaths (although in a slightly
different situation might be against the laws of the Tower or the land
she is in.) |
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The second Oath forbids an Aes Sedai from making weapons people can
kill one another with. Note that this one does NOT refer to the One
Power in any way, so it's our assumption on Cuendillar that this
also applies to mundane weapons. If an Aes Sedai was a swordsmith, she
would find herself unable to craft a sword, since a sword has no other
purpose than killing other people. |
Some Specific Channeling Examples
A few things to note:
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A lot of these examples come from combat situations.
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The majority of these examples relate to book characters who are either
extremely strong (8-10 on the Cuen scale for Power), or extremely
skilled and well-trained (8-10 on the Cuen Finesse skill), or both. So
the fact that these people from the books can do these things does not
necessarily mean that every character on the game can do them, or
should be doing things of this scale often. The examples are included
here to illustrate some of the possibilities and limitations of the
magic system created by Robert Jordan, not as examples of things people
should be role-playing on Cuen.
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In particular, references that mention these characters are referring
to channelers from the Age of Legends who are both at the highest end
for raw power and have a level of training unknown in the modern game
world: Lanfear, Semirhage, Grendael, Rahavin, Balthemal, Aginor,
Asmodean, Be'lal, Demandred, Moghedien, Ishamael and Sammael.
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Rand is the most powerful channeler ever, far above the strengths of
game characters.
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These examples come from the Wheel of Time Concordance, also written by
Rhonda Peters. A full copy of the document is at
ftp://fantasyalternative.org/pub/tales/WOT-concordance.txt. There should
not be any significant spoilers of the books in the examples below.
The Concordance does contain spoilers. |
Air
- the she simple act of picking something up is one of the hardest in
channelling. (VI: 426)
- the eavesdropping trick is mostly Air, with a touch of Fire. It
requires a precise flow. It brings the sound of the target area where
you aim it at to where you are, and is audible to anyone in your
vicinity. The volume varies with the strength of the weave. (VI: 363)
- the eavesdropping trick could be adapted to talk to someone at a
distance, maybe a mile or two. (VI: 26)
- Egwene uses Air to restrain a captive, and stop her ears. (IV: 114)
- Suian binds Egwene and Nynaeve with air, then levitates them. Says
one cannot levitate oneself. (II: 276-7)
- Rand and Lanfear trap each other against a wall with Air. (IV: 193)
- Semirhage binds person, hangs her in the air with Air, and lifts
flask with Air. (VI: 139-140)
- the Aes Sedai who catch Aiel Maidens sneaking into their house wrap
them in the Power and beat them. (VI: 446)
- Rand and Egwene use Air to "pinch" each other. (IV: 148)
- Nynaeve knocks Min over with a gust of directed Air. (II: 536)
- Liandrin and Riana clear a path through people by pushing them aside
with Air. (IV: 914)
- Egwene tidies up feathers with Air. (IV: 150)
- Rand could blindfold Min using Air. (VI: 578)
- Suian makes a sword out of Air. (II: 275)
- Nynaeve makes a crowbar out of the One Power. (III: 304)
- Elayne channels Air to make a platform. (V: 233)
- Egwene smothers a fire with Air. (V: 297)
- Rand makes a chimney of Air to carry acrid smoke away. (V: 634)
- Taim throws up Air shield to protect self from shards of explosion. (VI: 213)
- the Sitter weaves simple flows of Air to make her voice carry when
making an announcement. (VI: 266)
- Moraine's voice increases in volume. (I: 254-255)
- Rand stops an arrow with a silvery-blue mass of Air. (VI: 374)
- Elayne contracts Fades into a ball with Air. (III: 454)
Earth
- Egwene is able to pick out different types of metal while blindfolded
through the use of the One Power. She can "feel" iron ore within the
ground. (II: 597)
NOTE: Egwene is very strong in Earth.
- Moraine bends a steel sword. (I: 254)
- Egwene Channels to weaken metal. (III: 304)
- Egwene breaks a chain. (III: 453)
- Moiraine opens a lock. (III: 118)
- Moraine makes an earthquake, channeling with an angreal. (I: 268)
- Egwene makes street explode. (II: 650)
- Rand channels fine flows of Earth to smooth out the stone footprints of the Darkhounds. (V: 121)
(A Darkhound leaves a footprint in stone like a dog does in mud.)
Fire
- Rand puts out fires by drawing in their heat and transferring it.
(IV: 153-154)
- a woman couldn't do the same thing with heat no matter her strength,
drawing the heat in burns her, she could burst into flames even doing
it with a small fire. She must use Air or Water to extinguish.
(IV: 154)
- it's dangerous to leave flows of pure Fire tied off. (V: 212)
- it is possible to use Fire to keep a room warm, but Rand almost burns
down a house trying to master the trick. (V: 88)
- Moraine casts fireballs. (I: 737)
- Moiraine uses a switch as a focus to "whip" Trollocs with fire,
shoots fire balls, and lights trees on fire. (III: 75)
- Taim sends a bar of fire directly through a Grey Man. (VI: 404)
- Rand Channels a flame sword to fight with. (III: 650)
- When Balthamel grapples with the Green Man, wherever his hands touch
leave smoldering fire. (I: 751)
- Lanfear fights Aiel with flame arrows and waves of fire. (V: 628)
- Rand traps Grey Man in a ring of fire. (VI: 404)
- Moraine makes a flaming chasm. (I: 752)
- Moraine makes a wall of flame 20ft high as far as the eye can see from
right to left with angreal. (I: 269)
- during a training session with Verin, Nynaeve is only once able to
touch the Source and Channel, and because she's angry, she Channels a
bundle of blankets afire, simply because the image of a small fire
popped into her head. (II: 209)
- a Novice nearly sets the class on fire when she decides to make the
biggest flame she can during an exercise. (VI: 235)
- Rand lights lamps. (IV: 826)
- Egwene lights a lamp and fueless fire. (V: 211)
- after a few days of training sessions during the journey to Tar Valon,
Egwene is able to Channel a small flame and dance it from fingertip
to fingertip. (II: 278)
- Egwene channels Fire to heat up water. (V: 96)
- Aviendha warms Rand's shaving water. (V: 522)
- Egwene channels Fire to heat the stones in the sweat tent. (V: 103)
- Rand channels to melt a path in the snow. (V: 359)
- Rand uses Air and Fire to warm the air in the igloo. (V: 361)
- Nynaeve melts hole in the glass of a display case. (IV: 911)
Spirit
- Channelers strong in Spirit sometimes can force their dreams on
others, even without meaning to. (III: 94)
- Aes Sedai learn to shield their dreams. (III: 95)
- Rand uses Spirit to ward his dreams. (V: 89)
- almost nothing uses pure flows of Spirit. (III: 625)
- Spirit is the only one of the Five Powers that can be channelled in
one's sleep. (IV: 100; VI: 149)
- Spirit is used to shield a channeler from the source, and to gentle or
still them.
- a complicated weave of Spirit is used to make a shield. (III: 641; IV:
114, 758)
- Nynaeve tries to hit Moghedien with Air, but Moghedien slices her flow
with Spirit. (IV: 906)
- one trained Aes Sedai is sufficient to maintain shields on Egwene, El,
and Nynaeve once it's been woven. (III: 639)
(Egwene, Nynaeve and Elayne are the three strongest channelers known
to the Tower in 1000 years, but have not had much training at this
point in the story.)
- Egwene uses Spirit to shield (and accidentally still) Amico.
- Rand ties off Spirit and Fire to ward a room so that any male
channeler passing through the ward will be enveloped in a wall of
fire, but otherwise it will do nothing. (V: 78-79)
- 6 is the traditional number used to shield a male channeler. (VI: 646)
- it is also custom that all of the strength of those maintaining a
shield must be directed into that shield. (VI: 647)
Water
- Rand Channels water from deep in the ground into a spring to drink
from. (IV: 393)
- Nynaeve dries clothes by sucking the moisture from them with a weave
of Water, the water falling to the floor. (VI: 232)
- Egwene dries the water off of herself after she is dunked. (VI: 449)
- Theodrin uses Water to gather droplets of water on the floor together
into a ball. (VI: 233)
Healing
- Healing is a complex weave, with flows of Air, Water and Spirit. The
same flows are also used to diagnose. (IV: 147)
- the flows involved in Healing are incredibly numerous and complex,
akin to "weaving four carpets at once while blindfolded". (III: 440)
- Healing doesn't work as well on a wound received in Tel'aran'rhiod as
it does on an ordinary wound. (III: 241)
- Channeler should not trying Healing until she's been guided through
the process step-by-step. (III: 137)
- the force of the Power used in Healing can kill the victim? (III: 210)
- the ability to heal can be reversed and used to kill, by boiling
someone's blood in his veins, or stopping her heart. (IV: 630)
- by the time Thom next meets up with Moiraine, it has been too long
since he was injured for Healing to completely mend it, but she is
able to refresh him and ease the pain. (IV: 276)
- physical contact is required for Healing. (V: 400)
- in Age of Legends, different weaves were used to heal different
illnesses. It took more time, but all the strength came from the One
Power, instead of part from the injured person. (VI: 24)
- in the Age of Legends, men were better at certain types of Healing.
(VI: 24)
- even in the Age of Legends, Healing could not cure all mental
illnesses. (VI: 130)
- working on the brain (or anything you can't see) with the One Power is
a difficult task. (VI: 139)
- songbirds are too small/weak to withstand the shock of Healing? (VI:
144)
- Moraine removes sensation of fatigue from 6 horses and 6 people. (I:
151)
the horses are still tired, but don't feel it, would run until they
dropped dead if pushed. (I: 167)
- Rand channels strength and energy to keep a horse going. (I: 149, 768)
- Lanfear squeezes Rand's heart and brain, then he cuts the flows. (V:
630)
- Rianna (a Healer) can stop a person's heart with the One Power to kill
him/her. (III: 608)
- Semirhage stimulates the pain centres of the brain with Spirit and
Fire - stimulating them too much can kill in moments. Later she sets
the "web" a second time, and ties it off. (VI: 139)
- Semirhage kills someone with overdose of pleasure simulation.
(VI: 143)
Weather
Note that large scale weather weaves can be dangerous as their effects can
snowball and affect weather elsewhere. When the Aes Sedai call the winds to
speed their boats up the Erinin to reach Shienar quickly, it causes a
side-effect of flooding along the river. Generally the Tower encourages Aes
Sedai to avoid using large scale weather weaves unless necessary.
- Grendael creates a "net" to keep heat out of part of her palace. (VI:
129)
- Nynaeve's ability to "listen to the wind" and predict the weather is a
thing of Air and Water. (I: 320)
- it is very difficult to channel rain if starting with nothing,
weather-wise. (V: 182)
- the effects of altering the weather tend to keep going along whichever
lines the channelling formed them into. (V: 566)
- Moraine makes a large, precise fog. (I: 154)
- there aren't 10 women in Tar Valon who could do as well as Moiraine.
(I: 165)
- Moraine causes a whirlpool in river Taren. (I: 164)
- Nynaeve channels a huge dust storm. (V: 137)
- Verin calls up a storm. (IV: 547, 659)
- Verin wouldn't be able to stop a big storm by herself, though she
could lessen it within the immediate area, which would noticed by any
channeler within ten miles. (II: 581)
Miscellaneous
The content and text of these files were written by Rhonda Peters © 1999. The administration of Cuendillar have been given permission to use these files.
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