Wheel of Time
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The wheel of time mud
Wheel of Time > weaves

WHEEL OF TIME MUD WEAVES

The channelers of the Wheel of Time MUD are the "spellcasters". They are designated as Male Channelers (MC) and Female Channelers (FC). Channeling is the process of "casting a spell", though each gender does so differently. For FCs, the channeler must first embrace, connecting her to her spell points (SPs), and allowing her to channel. A female channeler embraces the true source in order to construct weaves (spells) to affect her surroundings. male channelers, on the other hand must sieze. A channeler can only use her weaves while embracing or siezing the Source. Around the world there are places where you can not "feel the source" (embrace or sieze). Such places are Steddings, some Super MOBs (smobs), and Far Madding.

What are weaves?

Weaves are the "spells" that channelers can weave, or "cast". Yes, you weave a weave. There are 50+ weaves that can be used, each with their own abilities and requirements. A weave can only be practiced or learned if you have learned the right skills in the elements Air, Earth, Fire, Spirit, and Water. Some weaves can only be learned by FCs who are clanned. While MCs can practice all of the weaves, they will be hunted if they become known, and they have no clans they can openly join.

Listing, holding, tieing, and releasing weaves

When typed with no arguments "weave" will output a list of weave affects that are controlled by you, and their current status, tied or held. It is important to note the number associated with the affect as you will use it to control those weaves.

When weaves are woven naturally, some like Warding Vs Damage have a duration that it lasts (3 tics in this case). This is called "tieing off a weave", and is the default when casting a weave with a duration. if you want the weave to last longer, you must "hold the weave." When given the argument "weave hold #" the weaves command changes the status of the weave to held. In this mode its normal duration is suspended while you maintain the weave with a cost of 10 SPs per tic per weaves. If you should run out of SP while holding a weave in this manner you run the risk of overchanneling. Held weaves may not be maintained without being in touch with the Source (embraced or siezed). They also will not be maintained if your target enters a Stedding.

When given the argument "weave tie #" the weaves command changes the status of the weave to tied. In this mode the normal duration of the weave in resumed, and the 10 sp cost per tic is removed. You may also release the source to conserve sps. when given the argument "release weave #" the weaves command will remove the weaves affects from the target and will dispel the weave.

Syntax for channeling

  • embrace or sieze
  • chann 'weave name' 'target'
  • ex: chann 'light ball'
  • ex: chann 'ice spikes' 3.tree
  • release source
  •  
  • Embrace or Sieze
  • Weave hold
  • Weave tie #
  • Release weave
  • release source

Stats effect on channeling

intelligence - Affects channeler practices. Lower int takes more pracs to learn a weave.

willpower - affects your ability to resist status weaves, affects channelers ability to cast status weaves and affects how many SP (spell points) and regen a channeler has. At level 30 it is: 163 - 7x(19-Will) for your SP pool.

Weave List

Armor

Effect
Adds 10 db to the target.
Element Requirement
2 Spirit
Weave Duration
A Tic per level, about. Increases with level.
Energy Cost
5 sps
Pulse
-=+*
Weave While Engaged
NO
Weave On Engaged
YES
Self-Cast-able
YES

Blind

Element Requirement
1 Earth, 1 Fire, 1 Spirit
Weave Duration
3 Tics
Energy Cost
10 sps
Pulse
-=+**+=-
Weave While Engaged
NO
Weave On Engaged
YES
Self-Cast-able
YES

Call Lightning

Effect
Summons a bolt of lightning during stormy weather at target (hint - type weather, it will tell if there is lightning or not)
Element Requirement
3 Air, 1 Fire, 2 Water
Damage Dealt
65-160 hps
Energy Cost
12 sps
Pulse
-=+**+=-
Weave While Engaged
YES
Weave On Engaged
YES
Self-Cast-able
NO

Change Weather

Effect
Changes the weather in one of several ways. Worse - Causes it to storm during hot weather, snow during cold, Better - Ceases to let it storm or snow, Hotter - Raises the temperature, increasing the strength of heat based weaves, Colder - Lowers the temperature, increasing the strength of cold based weaves.
Element Requirement
2 Air, 3 Water
Weave Duration
Less you have to change it, longer it lasts.
Energy Cost
7 sps
Pulse
-=+**+=-
Weave While Engaged
YES
Weave On Engaged
YES

Chill

Effects
This weave causes an all-around drop in combat effectiveness (-10 ob, pb, and db)
Element Requirement
1 Water
Weave Duration
6 Tics
Energy Cost
10 sps
Pulse
-=+*
Weave While Engaged
YES
Weave On Engaged
YES
Self-Cast-able
YES

Contagion

Effect
Halves offensive bonus, dodge, and parry of the target.
Element Requirement
4 Earth, 3 Spirit
Weave Duration
3 Tics
Energy Cost
13 sps
Pulse
-=+**+=- -=+*
Weave While Engaged
YES
Weave On Engaged
YES
Self-Cast-able
YES

Create Fog

Effect
When used repeated, it can create a dense fog in zone for one hour that cannot be seen through.
Element Requirement
2 Air, 2 Water
Weave Duration
1 Tic
Energy Cost
7 sps
Pulse
-=+**+=-
Weave While Engaged
YES
Weave On Engaged
YES

Create Food

Effect
Creates a strange fruit in the caster's inventory.
Element Requirement
1 Earth
Energy Cost
5 sps
Pulse
-=+*
Weave While Engaged
YES

Create Phantom Object

Effect
Creates an object in the room by the name provided which cannot be picked up or removed. The ITEM must not have spaces in it.
Element Requirement
3 Earth
Weave Duration
15 Tics
Energy Cost
15 sps
Pulse
-=+**+=-
Weave While Engaged
NO

Create Water

Effect
Fills the container as if you were filling it from a well.
Element Requirement
2 Spirit, 1 Water
Energy Cost
5 sps
Pulse
-=+*
Weave While Engaged
YES

Cure Blindness

Effect
Removes blindness from target.
Element Requirement
1 Fire, 1 Spirit
Energy Cost
10 sps
Pulse
-=+**+=-
Weave While Engaged
YES
Weave On Engaged
YES
Self-Cast-able
YES

Cure Critical Wounds

Effect
Revives a target that is in an incapacitated or mortally wounded state.
Element Requirement
3 Are, 4 Earth, 5 Spirit, 5 Water
Health Recovered
about 50 hps
Energy Cost
12 sps
Pulse
-=+**+=- -=+**+=- -=+*
Weave While Engaged
NO
Weave On Engaged
NO
Self-Cast-able
NO

Cure Fear

Effect
Removes the status of fear from the target.
Element Requirement
UNKNOWN
Energy Cost
10 sps
Pulse
-=+**+=-
Weave While Engaged
NO
Weave On Engaged
YES
Self-Cast-able
NO

Cure Light Wounds

Effect
Target regenerates some small amount of hp. Not self-castable.
Element Requirement
1 Earth, 2 Spirit, 1 Water
Health Recovered
about 12 hp
Energy Cost
7 sps
Pulse
-=+*
Weave While Engaged
YES
Weave On Engaged
NO
Self-Cast-able
NO

Cure Poison

Effect
Removes poison from the target.
Element Requirement
4 Earth, 1 Spirit, 3 Water
Energy Cost
12 sps
Pulse
-=+**+=- -=+**+=-
Weave While Engaged
NO
Weave On Engaged
YES
Self-Cast-able
YES

Cure Serious Wounds

Effect
Regenerates a large amount of hps to target. Not self-castable.
Element Requirement
1 Earth, 3 Spirit, 4 Water
Health Recovered
about 40 hps
Energy Cost
10 sps
Pulse
-=+**+=- -=+*
Weave While Engaged
YES
Weave On Engaged
NO
Self-Cast-able
NO

Deafen

Effect
Target can no longer hear tells, chats, narrates, or says. Can see emotes.
Element Requirement
2 Earth, 1 Spirit
Weave Duration
UNKNOWN
Energy Cost
10 sps
Pulse
-=+*
Weave While Engaged
NO
Weave On Engaged
YES
Self-Cast-able
YES (No effect)

Earthquake

Effect
Targets are thrown from their horses, and are forced into a sitting position. After quaking, the caster is engaged on all targets in the room.
Element Requirement
4 Earth
Damage Dealt
28
Energy Cost
15 sps
Pulse
-=+**+
Weave While Engaged
YES
Weave On Engaged
YES
Self-Cast-able
NO

Elemental Staff

Effect
Must not be wielding a weapon or shield at the time of casting. The caster begins to wield a woven staff for the duration of the weave.
Element Requirement
4 Air, 5 Earth, 4 Fire, 5 Water
Weave Duration
3 Tics
Energy Cost
25 sps
Pulse
UNKNOWN
Weave While Engaged
UNKNOWN
Self-Cast-able
YES

Fear

Effect
Causes fear status in target. Unable to attack while feared.
Element Requirement
2 Spirit
Weave Duration
3 Tics
Energy Cost
15 sps
Pulse
-=+**+=- -=
Weave While Engaged
YES
Weave On Engaged
YES
Self-Cast-able
NO

Fireball

Effect
Hurls a fireball at the target, doing a lot of damage. Better when hot
Element Requirement
7 Fire
Damage Dealt
100-150
Energy Cost
15 sps
Pulse
-=+**+=- -=
Weave While Engaged
YES
Weave On Engaged
YES
Self-Cast-able
NO

Flame Strike

Effect
Small amount of fire damage to target. Can be woven between rounds.
Element Requirement
4 Fire
Damage Dealt in <= 55 degree weather
about 32 hps
Energy Cost
10 sps
Pulse
-=+**+=
Weave While Engaged
YES
Weave On Engaged
YES
Self-Cast-able
NO

Freeze

Effect
Target is encased in a block of ice preventing any action and rendering any physical attack against the same fruitless. Note - Attacks with the Power will disintegrate the shield otherwise it will naturally decay in a matter of hours.
Element Requirement
3 Air, 5 Spirit
Weave Duration
UNKNOWN
Energy Cost
15 sps
Pulse
-=+**+=-
Weave While Engaged
NO
Weave On Engaged
YES
Self-Cast-able
NO

Gate

Effect
Gateways last a limited time and the weave requires 5 additional SPs for each person that goes through it while it is open.
Element Requirement
7 Earth, 4 Spirit
Energy Cost
40 sps
Pulse
-=+**+=- -=+**+=- -=+**+=- -=+**+=- -=+**+=-
Weave While Engaged
NO

Hailstorm

Effect
Damages a target for light amount. Can be wove between rounds. More damage when it is colder.
Element Requirement
3 Air, 4 Water
Damage Dealt in <= 55 degree weather
about 30 hps
Damage Dealt in >= 60 degree weather
about 22 hps
Energy Cost
10 sps
Pulse
-=+**+=
Weave While Engaged
YES
Weave On Engaged
YES
Self-Cast-able
NO

Hammer of Air

Effect
Does a medium amount of damage to the target. Has a percent chance of bashing the target.
Element Requirement
4 Air
Damage Dealt
25 hps
Energy Cost
12 sps
Pulse
-=+**+=
Weave While Engaged
YES
Weave On Engaged
YES
Self-Cast-able
NO

Heal

Effect
Totally regenerates the target, bringing him/her to max hp.
Element Requirement
3 Air, 4 Earth, 5 Spirit, 6 Water
Health Recovered
about 100 hps
Energy Cost
50 sps
Pulse
-=+**+=- -=+**+=- -=+**+=- -=+**+=- -=+**+=-
Weave While Engaged
NO
Weave On Engaged
NO
Self-Cast-able
NO

Hurricane

Effect
All other mobs and players in the room are seperated throughout the zone randomly (can be thrown into water but not into conventional DTs). Note - Targets are dismounted in the event, so be wary of running out of moves.
Element Requirement
6 Air
Energy Cost
15 sps
Pulse
-=+**+=- -=+*
Weave While Engaged
YES
Weave On Engaged
YES

Ice Spikes

Effect
Hurls deadly spikes of ice at target. Better when colder.
Element Requirement
3 Air 3 Water
Damage Dealt in 0 degree weather
about 75 hps
Damage Dealt in <= 55 degree weather
about 71 hps
Damage Dealt in >= 60 degree weather
about 30 hps
Energy Cost
15 sps
Pulse
-=+**+=- -=
Weave While Engaged
YES
Self-Cast-able
YES

Incinerate

Effect
Brings the target to minimal HPs. If he/she does not die within the hour by other means, he/she will fall down on where they stand and any equipment will be destroyed. Note, this weave CAN turn and hit the caster instead.
Element Requirement
7 Earth, 7 Fire, 7 Spirit
Energy Cost
25 sps
Pulse
-=+**+=- -=+**+=- -=+*
Weave While Engaged
NO
Weave On Engaged
YES
Self-Cast-able
UNKNOWN

Light Ball

Effect
Creates a light that has the effect of a lantern.
Element Requirement
1 Air, 1 Fire
Weave Duration
1 Tic per level, perhaps. Higher level increases duration.
Energy Cost
5 sps
Pulse
-=+*
Weave While Engaged
YES
Weave On Engaged
YES
Self-Cast-able
YES

Locate Life

Effect
Returns the direction, distance, and port code of a target.
Element Requirement
2 Air, 2 Earth, 2 Spirit, 4 Water
Energy Cost
12 sps
Pulse
-=+**+=- -=+*
Weave While Engaged
NO
Weave On Engaged
YES
Self-Cast-able
YES

Locate Object

Effect
Returns the direction, distance, and port codes for all objects that are classified as the target.
Element Requirement
2 Air, 4 Earth, 2 Spirit
Energy Cost
12 sps
Pulse
-=+**+=- -=+*
Weave While Engaged
NO

Poison

Effect
Poisons the target, leaving them unable to regenerate moves or hp.
Element Requirement
4 Earth, 3 Water
Weave Duration
3 Tics
Energy Cost
10 sps
Pulse
-=+**+=- -=+*
Weave While Engaged
YES
Weave On Engaged
YES
Self-Cast-able
YES

Refresh

Effect
Restores moves to all following the caster.
Element Requirement
2 Earth, 3 Spirit, 2 Water
Moves Recovered
156 mvs
Energy Cost
15 sps
Pulse
-=+**+=- -=+**+=-
Weave While Engaged
NO
Weave On Engaged
YES
Self-Cast-able
NO

Remove Contagion

Effect
Removes the status contagion from a target.
Element Requirement
2 Earth, 2 Spirit
Energy Cost
10 sps
Pulse
-=+**+=- -=+**+=-
Weave While Engaged
NO
Weave On Engaged
YES
Self-Cast-able
YES

Remove Warding

Effect
Removes wards created by 'ward object' weave.
Element Requirement
1 Air 1 Earth 3 Spirit
Energy Cost
10 sps
Pulse
-=+**+=- -=+**+=-
Weave While Engaged
YES

Shield

Effect
The target is unable to sense the True Source while shielded.
Element Requirement
UNKNOWN
Energy Cost
UNKNOWN
Pulse
UNKNOWN
Weave While Engaged
NO
Weave On Engaged
YES
Self-Cast-able
UNKNOWN

Silence

Effects
Target is not able to speak, send tells, narrate or chat although this result can be partially evaded through the use of emotes.
Element Requirement
2 Earth, 1 Spirit
Weave Duration
6 Tics
Energy Cost
10 sps
Pulse
-
Weave While Engaged
NO
Weave On Engaged
YES
Self-Cast-able
YES (no effect)

Sleep

Effect
Forces the target into a deep sleep which they neither can wake from nor be awakened from. Any attacks on the target will nullify this affect and restore consciousness.
Element Requirement
3 Air, 5 Spiritv
Weave Duration
UNKNOWN
Energy Cost
10 sps
Pulse
-=+**+=- -=+**+=- -=+*
Weave While Engaged
NO
Weave On Engaged
NO
Self-Cast-able
YES

Slice

Effect
Interupts the target's weave.
Element Requirement
4 Fire, 4 Spirit
Energy Cost
8 sps
Pulse
-=+**
Weave While Engaged
UNKNOWN
Weave On Engaged
UNKNOWN
Self-Cast-able
UNKNOWN

Slow

Effect
Reduces the number of moves of the target.
Element Requirement
3 Air, 4 Earth, 5 Spirit
Energy Cost
10 sps
Moves Reduced
halves current moves
Pulse
-=+**+=- -=
Weave While Engaged
YES
Weave On Engaged
YES
Self-Cast-able
YES

Sonic Boom

Effect
Inflicts damage to any in room not following caster. NOTE. Sonic Boom can cause a target to be Deafened on occassions.
Element Requirement
3 Air, 1 Fire, 2 Water
Energy Cost
15
Damage Dealt
35
Pulse
-=+**+=- -=
Weave While Engaged
YES
Weave On Engaged
YES
Self-Cast-able
YES

Strength

Effect
Increases target's str stat. NOTE When weaver is level 30+, gives 3 str bonus. Otherwise just increases str by 2.
Element Requirement
3 Earth 2 Spirit 3 Water
Weave Duration
Changes by level. 15 Tics.
Energy Cost
12 sps
Pulse
-=+**+=- -=+*
Weave While Engaged
NO
Weave On Engaged
YES
Self-Cast-able
NO

Travel

Effect
Transports weaver to location of portcode.
Element Requirement
7 Earth, 2 Spirit
Energy Cost
25 sps
Pulse
-=+**+=- -=+**+=-
Weave While Engaged
YES

Ward Object

Effect
Wards an object from being picked up, except by caster.
Element Requirement
3 Spirit
Energy Cost
10 sps
Pulse
-=+**+=-
Weave While Engaged
YES
Weave While Target Engaged
YES

Warding vs Damage

Effect
Reduces received damage by 1/2 to 1/4. Can't cast while engaged.
Element Requirement
4 Air, 4 Earth, 2 Spirit, 4 Water
Weave Duration
3 Tics
Energy Cost
25 sps
Pulse
-=+**+=- -=+**+=- -=+*
Weave While Engaged
NO
Weave On Engaged
YES
Self-Cast-able
YES

Warding vs Evil

Effect
Makes target un-recognizable to enemy forces. Removes color and *'s around the target's name for enemies looking at them.
Element Requirement
1 Spirit
Weave Duration
4 Tics
Energy Cost
7 sps
Pulse
-=+**+=-
Weave While Engaged
YES
Weave On Engaged
YES
Self-Cast-able
YES

Whirlpool

Effect
Water damage to target. Or moves target to adjacent water room.
Element Requirement
5 Water
Damage Dealt
UNKNOWN
Energy Cost
20 sps
Pulse
-=+**+=- -=
Weave While Engaged
UNKNOWN
Weave On Engaged
UNKNOWN
Self-Cast-able
UNKNOWN

Note: data correct as of March 2008. The staff can and do change stats on items from time to time, please check that this data is still current when you play.

Gesin & Keshara, 2008

 

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Page last updated: April 06 2008.