Channeling
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Channeling is a complicated skill that takes years of training to learn properly. There are of course, fundamental differences between men and women Channeling, but the mechanics are very similar. First, the Channeler must take hold of the power. For a woman, this means surrendering to Saidar, for a man this means bending Saidin to their will. After this, the Channeler takes strands of the Five Powers (Earth, Water, Fire, Air and Spirit) and weaves them into different patterns dependant upon the effect, or weave, they wish to create.
Once a weave has been created, there are several things that can be done with it. In many cases, the weave will disappear as soon as the effect has taken place. This is the case is the Channeler has, for example, created a Fireball. If the weave remains, the Channeler has an important choice to make. They can continue to Maintain the weave, or they can 'Tie It Off'. This means that the weave maintains itself, but control over it is lost, and it is easier for another Channeler to remove it. If the weave is tied off, it can be 'Inverted', which makes it invisible to all eyes other than the Channeler's. However, as stated, it must be tied off to be inverted.
Finally, after every weave, there is a risk of Addiction, and in the case of most men, Madness. After every weave created or manipulated, you must test for Addiction (and Madness if you are male).

Taking Hold Of The Power
Saidar
To a woman, taking in the Power is a case of surrender. The woman imagines a flower in their mind that they consider to represent themselves, until the flower is the only thing in their mind. At this point, they imagine a light shining on the flower and the flower's bud opening to the light. The light is, in fact, the One Power, and the Flower opening represents the woman opening herself to Saidar. At this point, the woman must surrender to the power of Saidar - if they try to force it then it will not come - and this is in fact the hardest part of Channeling for a Novice to learn. A woman that is full of the Power will have a glow around them that is visible to other female Channelers.

For the most part, Surrendering to Saidar is so simple to a trained Channeler that it does not require a roll. However, in some cases, for example if Shielded improperly, it will be harder, and a roll must be made. The roll is Intelligence+your highest Channeling Knack, with a TN dependant upon the reason it is harder.

Saidin
For a man, it is a very different story. A man imagines a Flame in their mind, into which they push all emotion and thought, until their mind is a Void. At this point, they sense the light of Saidin in the distance of their minds and they pull at it to draw it into themselves. However, once it is within them, it does not get easier. The man must constantly fight against Saidin in order to both stop it escaping, and to restrain it so that it doesn't destroy them. A man full of the Power will be felt by any other man close enough, with how close they have to be dependant on how much Power has been taken.

Again, for the most part, familiary breeds ease and Grasping Saidin does not require a roll. However, if it should be required, the rules are identical to those for Saidar.

Weaving
Once a Channeler is full of the Power, they can begin to create Weaves. It would be impossible to describe all of the different possible weaves here, but lower on the page will be a few specific examples. The mechanics for any weave are approximately the same.

First you choose how much Power you want to put in, and of which Elements. All weaves will require at least one 'Dot' of Power in particular Elements (e.g. Healing requires at least one Air, one Water and one Spirit). Count up how many 'Dots' of Power you are using. This is your Power for the current weave.

Then roll your Intelligence+Power, keeping Intelligence. The weave will either happen, or it won't, but that isn't relevant at the moment. Now we move onto the aftermath of the Weave.

Add your Power-Intelligence (minimum 0) to your Temporary Addiction, and if you are a man, your Power to your Temporary Madness. Next roll your Willpower with a TN of your Temporary Addiction, and if you are a man, roll your Intelligence with a TN of your Temporary Madness. If you fail the Willpower roll, remove all of your Temporary Addiction and add 1 to your Permanent Addiction, plus an additional 1 for every 20 that you fail the roll by. If you fail the Intelligence roll, remove all of your Temporary Madness and add 1 to your Permanent Madness, plus an additional 1 for every 20 that you fail the roll by.

Once you take 10*Willpower in Permanent Addiction, the next time you Channel, everything will be as normal, but after one weave, you will be Burned Out (i.e. unable to Channel again). Once you take 10*Intelligence in Permanent Madness, you go completely mad, and probably become an NPC.

N.B. All references to Intelligence in the matter of Madness will change to Awareness after the exams. The delay is to allow people to buy up their Awareness as the decision is a recent thing. The change will happen, because I think it makes more sense this way.

A point of Permanent Addiction can be lost by not Channeling for an entire Session. If there is a way to remove Permanent Madness, it has not yet been discovered.

Finally, make a note of the number you rolled when you created the weave. If the weave was successful, this number will help to determine TNs later.

Also note that anybody may innately defend against a weave by trying to roll its Construction Roll with their relevant Ring. (e.g. to defend against a weave that was mainly Air, then by rolling the Air Ring (i.e. the lower of Reflexes and Awareness)).

Tying Off A Weave
Tying off a weave is simple, and will very, very rarely require a roll.

Picking up your own weave is also a simple thing. However, you cannot tie off a weave and pick it up in the same Action.

Picking up somebody else's weave, whilst possible, is much harder. You must roll your Intelligence+(The Power of the Weave) with a TN of the weave's Construction Roll. You must be able to raise the appropriate amount of Power, and the elements must be correct. Obviously, a woman can only pick up a weave created from Saidar and a man only one made from Saidin.

Maintaining A Weave
Maintaining a Weave, is of itself a simple thing. However, creating another Weave whilst Maintaining another is harder. For every Weave that you are Maintaining, two raises must be made to create another Weave. You may not Maintain more weaves that you have Intelligence.

If you fail any roll involving Channeling, or take a Serious Wound, whilst Maintaining, any Maintained Weaves will fail.

Cutting A Weave
For the most part it won't be possible to pick up someone else's weave and unravel it that way, and so it must be cut. If it has been tied off then it is relatively simple. You must channel, with at least Spirit, though other Elements can be used to add power, against a TN of the weaves Construction Roll.

If it is being maintained, then it is much harder. You must make a Contested Roll, but you must make as many raises as is necessary to get your Raises over the Construction Roll of the weave. (e.g. If Channeler A was holding Channeler B with a weave of Air with Construction Roll 25, then Channeler B must make at least 5 raises to cut through it). However, if the defending Channeler is Maintaining more than one weave, then they must also make two raises for every additional weave.

Shielding
It is possible to place a Shield of Spirit between a Channeler and the True Source. The Weave must be constructed of Spirit, and is the only Weave that more than one person can contribute to without the need for linking. The TN is three times the maximum Power that the defending Channeler could use if they wanted to (e.g. If the defending Channeler has Earth 3, Water 2, Fire 4, Air 1, Spirit 3, then the TN to Shield them is 39). As usual, the defender can still roll their Spirit in order to innately defend.

If the target is actually embracing Saidar/siezing Saidin then it is much harder and raised equal to their highest Elemental Knack must be made.

Linking
The act of linking may only be done by someone Channeling Saidar, though Men may be involved in the link. The woman channels as normal with a TN of 15 plus 5 for each additional member of the Circle (i.e. to Link two Channelers the TN is 15, to Link three it is 20, to Link 4 it is 25 etc) to initiate the Link (the target may defend if they wish though it is not compulsory). After this, Control may either be passed around, or taken.

To pass the Control to another member of the Circle, you merely have to wish it. To take Control, then a Contested Willpower roll is required. However, the person that currently has control can use the Willpower of other members of the circle to aid Him/Her if they are willing.

The advantage of Linking is that the Power can be increased. The Contoller effectively has greater ranks in his/her Channeling knacks.

Example: Moiraine, Verin and Siuan wish to Link, and Moiraine will be initiating. Their stats are: Moiraine (Int 4, Will 5, Earth 2, Water 3, Fire 1, Air 4, Spirit 3), Verin (Int 5, Will 2, Earth 1, Water 2, Fire 1, Air 2, Spirit 3), Siuan (Int 3, Will 4, Earth 1, Water 4, Fire 1, Air 3, Spirit 5). Moiraine first channels at Verin, rolling Int+Power (i.e. anything from 5k4 to 10k10+10) to try to get a 15. She easily manages this and the two women are Linked. Moiraine next tries to Link with Siuan. As she is already linked with Verin, the combined stats of the Circle are (Earth (2+0=2), Water (3+1=4), Air (4+1=5), Fire (1+0=1), Spirit (3+2=5)) so the weave to Link with Siuan could be anything from 5k4 to 10k10+50. Again, the required 20 is easily managed and the three are linked. The Circle now has stats of (Earth (2+0=2), Water (4+3=7), Fire (1+0=1), Spirit (5+4=9)).

The three of them could quite happily pass Control around as they wished, but Siuan is greedy and wants it. She tried to take if from Moiraine. They begin a Contested Roll. However, Verin wishes to help Moiraine. Moiraine is rolling 7 dice and trying to get 20, and Siuan is rolling 4 dice and trying to get 35. Moiraine wins and Siuan gives up gracefully.

There are limits to what numbers and genders can be involved in Circles. For more information follow this link.

When the Controller of the Circle Channels, they are still using their own Intelligence, Willpower and Awareness to test for Addiction and Madness. They are not increased by being a part of the Circle.

If any member of the Circle takes a Serious Wound, the Circle will fall, and the backlash of Power will do a number of dice of damage to the Controller equal to the size of the Circle (e.g. a Circle of 6 which is broken will do 6k6 flesh wounds to the Controller).

Inverting A Weave
To Invert a weave, you must have first Tied It Off. After this you simply make a roll of Int+Power with a TN of the Weave's Power*5. You must use Power equal to the Weave's Power.

Travelling
The important thing about Travelling is that you must know the area you are in very well before it will work. The weave requires all Elements and the TN depends upon how well you know the area, as well as considerations such as if there is something in the way.

Men and Women Travel very differently. A man moves the Pattern so that the two places are next to each other and then Bores a Hole through the Patter. A Woman imagines the place she is in to be the place that she wishes to go to, and the Pattern creates a space that actually is in both places which can be stepped through.

Finally, Travelling is not restricted to the normal world. Tel'aran'rhiod, for example, can be Travelled to.

Healing
The Healing that the Aes Sedai can perform in this Age is nothing compared to that which was possible in the Age of Legends, when nobody died for any reason other than old age as a general rule, but it is still the best option available, if it is available.

Healing requires the use of Spirit, Water and Air, though Fire and Earth can be used as well if desired though this is dangerous. For a TN of fifteen, any Flesh Wounds are healed. After this, a raise is required for each Serious Wound that the Aes Sedai wishes to Heal. Unfortunately, Healing is very strenuous on the person being Healed and very few can survive more than one attempt at being Healed per every couple of hours.

If Fire and/or Earth is used then there is the chance that it may go wrong. If you fail the roll by more than twenty, a Serious Wound will actually be dealt to the person you are trying to Heal, with an additional one for every additional ten that you fail by.

One final note. You cannot Heal yourself.