I was thinking about the Wheel of Time magic system the other day and the various methods of simulating it in Hero, none of which really satisfy me. Breaking out my trusty WOT d20, copious notes from my old website, and Fantasy Hero – I came up with the following.
The One Power
The One Power is a natural resource. The extent of control over it depends on the user’s skill and innate magical strength. [HERO Terms: Channelers are required to purchase Endurance Reserves and all weaves must cost END]. Any character with a One Power END battery gains One Power Awareness (Exactly like Mental Awareness).
DF: Channeler
It is not available to just anyone. There are two types of channelers – those who can be taught and those who will channel naturally. This has little impact on magical power in the long run. Since impact is minimal, this is best handled as a DF that indicates a born channeler or one who can be taught. Taking the DF is required at character creation and serves to limit who can and who cannot channel.
Skill Roll
Both inborn talent and learned skill aid the channeler in weaving the One Power. All spells are required to take the RSR: One Power with the limitation -1 per 10 Active Points. Each spell will also list a difficulty factor based on the number of threads (-1 per thread beyond the first).
Talents
One Power Strength – As the ability to channel is a gift some are born with while and others are not, so to is an individuals peak power a quirk of birth. Men and Women gain power differently, but neither can strain beyond the gifts they were born with, much like an some people will never run a 5 minute mile no matter how hard they train. The One Power Strength Talent must be purchased at character creation.
0 point – Feeble Channeler – This person will never become an Accepted.
1 point – Weak Channeler – This person will never become an Aes Sedai
3 points – Marginal Channeler – This person barely qualifies for the title Aes Sedai
5 points – Average Channeler – The average Aes Sedai during the book time frame.
10 points – Gifted Channeler – A powerful and respected Aes Sedai
15 points – Strong Channeler – An Aes Sedai renown for her strength (Suiane or Moiraine).
20 points – Elite Channeler – Stronger than the Aes Sedai believe possible (Wonder Girls)
25 points – Legendary Channeler – As Strong as the most powerful Forsaken
Weaves are given a range of power and access to the more powerful versions is determined by this talent.
Affinities - using the One Power has as much to do with a person’s particular talent as it does with study and skill. The One Power is formed from five different elements – spirit, earth, air, fire, and water, most channelers are only proficient with one or maybe two different elements. All Channelers select a base affinity and may purchase other affinities at character creation. The Affinities of Earth & Fire are typically regarded as male dominated while Air & Water are more common among females. Spirit is found equally in men and women. Same gender Affinities cost 4 points while cross-gender Affinities cost 8 points. Channelers suffer a -2 penalty to their One Power skill roll for each element required by a weave in which they have no affinity. Additionally, they suffer an additional -1 for cross gender affinities.
Players may take a disadvantage related to affinities called Weak Affinity: X. Weaves from that Affinity suffer a -5 to the One Power roll.
One Power Talents – certain uses of the One Power do not come easily to even the most powerful channeler while other may find that they have an aptitude for working these unusual types of weaves. Examples include Healing, Foretelling, and Earth Delving. The cost of these talents is listed in the descriptions below.
Weave Familiarities
There are two standard methods to learn new weaves – the first and hardest is study and experimentation. The standard rules for spell research apply (pg 88 5th ED) but the time and penalty for research is -1 per 5 active points rather than the standard -1 per 10 active points. Failing this roll can have disastrous consequences like stilling. If the Inventor roll is missed by more than 5 points the character suffers an END Battery drain equal to 1d6 per 10 AP of the Weave. If the character has no END remaining then they are effectively stilled.
The second and easier method is through observation of a weave being made. Channelers must make an Analyze: Weave roll, success indicates that they may try to attempt to recreate the effect. If the roll was made by more than 2 then it can be immediately attempted but if the roll was close then the character will need a day or two to review what they saw. In either case a standard Weave Research roll is needed but with no active point penalty, if successful they have mastered the weave.
Each weave is purchased as a 1 point Weave Familiarity, although some may be purchased as a group for 2 points.
Example Weaves – not really a good example but it will do.
10 Feeble Shielding: Entangle 0 1/2d6, 0 DEF (Stops A Given Sense Group - Magical Group), Takes No Damage From Attacks (+1/4), BOECV (Mental Defense applies; +1), Range Modifiers Apply (-1/4), Invisible to Sight Group, Hide effects of Power (+1) (45 Active Points); Set Effect – entangles the END Reserve (-1), Stops Working If Mentalist Is Stunned (-1/2), Requires An One Power Roll (-1/2), (One Power Strength Adds to EGO; -1/2), Cannot Form Barriers (-1/4), Concentration (1/2 DCV; -1/4), Costs END To Maintain (Half END Cost; -1/4), Subject To Range Modifier (-1/4) 4
13 Weak Shielding: Entangle 0 1/2d6, 1 DEF (Stops A Given Sense Group Mental Group), Takes No Damage From Attacks Limited Group (+1/4), BOECV (Mental Defense applies; +1), Range Modifiers Apply (-1/4), Invisible to Sight Group, Hide effects of Power (+1) (60 Active Points); Set Effect (One Power Only) (-1), Stops Working If Mentalist Is Stunned (-1/2), Requires An One Power Roll (-1/2), (One Power Strength Adds to EGO; -1/2), Cannot Form Barriers (-1/4), Concentration (1/2 DCV; -1/4), Costs END To Maintain (Half END Cost; -1/4), Subject To Range Modifier (-1/4) 6
17 Marginal Shielding: Entangle 1d6, 2 DEF (Stops A Given Sense Group Mental Group), Takes No Damage From Attacks Limited Group (+1/4), BOECV (Mental Defense applies; +1), Range Modifiers Apply (-1/4), Invisible to Sight Group, Hide effects of Power (+1) (75 Active Points); Set Effect (One Power Only) (-1), Stops Working If Mentalist Is Stunned (-1/2), Requires An One Power Roll (-1/2), (One Power Strength Adds to EGO; -1/2), Cannot Form Barriers (-1/4), Concentration (1/2 DCV; -1/4), Costs END To Maintain (Half END Cost; -1/4), Subject To Range Modifier (-1/4) 7
23 Shielding: Entangle 2d6, 3 DEF (Stops A Given Sense Group Mental Group), Takes No Damage From Attacks Limited Group (+1/4), BOECV (Mental Defense applies; +1), Range Modifiers Apply (-1/4), Invisible to Sight Group, Hide effects of Power (+1) (105 Active Points); Set Effect (One Power Only) (-1), Stops Working If Mentalist Is Stunned (-1/2), Requires An One Power Roll (-1/2), (One Power Strength Adds to EGO; -1/2), Cannot Form Barriers (-1/4), Concentration (1/2 DCV; -1/4), Costs END To Maintain (Half END Cost; -1/4), Subject To Range Modifier (-1/4) 10
27 Gifted Shielding: Entangle 3d6, 3 DEF (Stops A Given Sense Group Mental Group), Takes No Damage From Attacks Limited Group (+1/4), BOECV (Mental Defense applies; +1), Range Modifiers Apply (-1/4), Invisible to Sight Group, Hide effects of Power (+1) (120 Active Points); Set Effect (One Power Only) (-1), Stops Working If Mentalist Is Stunned (-1/2), Requires An One Power Roll (-1/2), (One Power Strength Adds to EGO; -1/2), Cannot Form Barriers (-1/4), Concentration (1/2 DCV; -1/4), Costs END To Maintain (Half END Cost; -1/4), Subject To Range Modifier (-1/4) 12
33 Elite Shielding: Entangle 3d6, 5 DEF (Stops A Given Sense Group Mental Group), Takes No Damage From Attacks Limited Group (+1/4), BOECV (Mental Defense applies; +1), Range Modifiers Apply (-1/4), Invisible to Sight Group, Hide effects of Power (+1) (150 Active Points); Set Effect (One Power Only) (-1), Stops Working If Mentalist Is Stunned (-1/2), Requires An One Power Roll (-1/2), (One Power Strength Adds to EGO; -1/2), Cannot Form Barriers (-1/4), Concentration (1/2 DCV; -1/4), Costs END To Maintain (Half END Cost; -1/4), Subject To Range Modifier (-1/4)
Obviously, I am not done yet - just getting the sketchy outline figured out.
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