Wheel of Time Magic

kengar

First Post
Can someone give me a basic overview of how the magic system works in this game? I've read a few of the RJ books, so I'm familiar with the concepts like "the Source" etc.

What I'm really wondering about is how magic works in play and in which ways the WoT system varies from the D&D model of Vancian "Fire & Forget" (if at all).
 

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Each channeling class can cast so many weaves per day (based on level) safely. After that they can overchannel but must make a saving throw each time risking headaches up to stilling. The weaves are broken down by level, with most of them having mulitple levels, giving you the choice of what level to cast it at.

The system does a fair job of replicating the feel of the books. The only gap, IMHO, is a lack of any sort of measure for strength in the power (ie Rand and Aviendha are more powerful than most other channelers), but it's still a pretty good system.

Starman
 

Starman said:
Each channeling class can cast so many weaves per day (based on level) safely. After that they can overchannel but must make a saving throw each time risking headaches up to stilling. The weaves are broken down by level, with most of them having mulitple levels, giving you the choice of what level to cast it at.

So, is a "weave" essentially a spell? Does it have a specified effect, like Fireball? Or is it more open-ended than that?
 

A "weave" what they call spells in the WOT rpg, correct. While the WOT's system still makes use of slots, it's not quite "fire and forget" because you can overchannel all day if you want to and are lucky - you'll just risk burning out. Also the use of a slot is more flexible.

Most weaves have variable effects depending on what level you cast them at. For example, if you cast your fireball using a first level slot, it'll be little more than light spell. Cast it at fifth level, however, and it'll be enough to incinerate a man.

Also, each weave has several descriptors that stand for each of the 5 strands (air,earth,water,fire and spirit IIRC) and if a channeller has affinity with all the descriptors, she can cast the weave at a lower level. If she has none of the descriptors, it costs a level higher. In this way, it sort of simulates how some channellers have an easier time with some weaves.
 

Starman said:
[...]
The system does a fair job of replicating the feel of the books. The only gap, IMHO, is a lack of any sort of measure for strength in the power (ie Rand and Aviendha are more powerful than most other channelers), but it's still a pretty good system.

Starman

I found this sort of disapointing. According to the rules, anyone strong in the One Power would need to be intelligent, wise, and charismatic. However, there are some characters in the book strong in the One Power but without high stats in those abilities.

Did anybody tried to include a seventh ability, One Power Strength in the game?
 




Ron said:
I found this sort of disapointing. According to the rules, anyone strong in the One Power would need to be intelligent, wise, and charismatic. However, there are some characters in the book strong in the One Power but without high stats in those abilities.

Did anybody tried to include a seventh ability, One Power Strength in the game?

Err... you have to be intelligent, wise, OR charismatic to be a powerful channeler in d20 WoT. You don't have to be intelligent, wise, AND charismatic.

A lot of variations on a seventh stat have been proposed on WotC's d20 WoT boards, but I've yet to see anything that's balanced. If everyone has the stat at character creation, it would be a completely free dump stat for non-channelers. If not, dealing with characters who later multiclass into a channeling class becomes messy.
 

Hmmm...what if the GM randomly determined it at char. creation (or later if the char. multied into a channeling class)?

Starman
 

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