Aes Sedai - male

By Martin, The Old Warrior

This is an attempt to create Warhammer Quest versions of some of Robert Jordan’s characters. Many ideas for this character have been taken from his Wheel of Time Series, and many of the basic Sorcerer (“Sorcerer” by Luminos) rules have been used in the creation of this character. There are very important differences between male and female Aes Sedai, so please note them when checking the female version.

A great substitute for the Wizard (but you might want to bring another healer type along), this character may be developed to follow a systematic discipline in wielding the One Power, or may be driven by the threads of the Pattern to become an unusual sorcerer/sorceress type, or may even force the Pattern to weaves threads around him/her, because he/she is ta’veren.  A male Aes Sedai may even be a false dragon, or perhaps “the Dragon” of the prophecies.  Please check out the “Aes Sedai – Female” Document.

This document is divided into three main sections:
I. General Rules for All Types of Male Aes Sedai;
II. Male Aes Sedai Types;
III. Aes Sedai Spell/Weavings Book
(NOTE:  Be sure to see the stats for the new monster type, the Forsaken, under section 6, “the Dragon Reborn”)
To simplify this character for a more casual user, I would suggest ignoring any or all references and instructions on “linking”, “ta’veren” and “the Forsaken”, but the casual user might also avoid using “the Dragon Reborn”, because he necessitates more complications.

Journey through the World of Dreams to the Warhammer World

The magic of the Warhammer World is similar enough, and apparently does use the One Power in some fashion, that the Aes Sedai who happened to stumble upon this world by means of the World of Dreams carefully informed a few others of their kind about this secret training ground that is indeed a real world, just a little different from their own.

Roll 1d6, or choose.  The first three are covered in the “Aes Sedai – Female” document; the last three are covered in this document.  One could try all six for the fun of it, one or two at a time of course, because the party should still have at least two physically strong warriors to stand against the physical dangers of the Warhammer world.  Let's face it, sometimes magic, even Aes Sedai type, is just not enough, when overwhelmed by evil physical onslaughts.  (At the time of this writing, I decided I would take a Martial Artist, a Friendly Giant, a Christian Missionary, and an Aes Sedai as a warrior party.  Hmmm … I wonder why?  The Aes Sedai, the Christian Missionary and the Martial Artist can each offer some healing in their own way, which is especially needed to help a party survive, and the Martial Artist, Friendly Giant and Christian Missionary can provide a good deal of physical fighting where needed.)


A Wilder Woman (from After the Breaking)
She has been discovered by Aes Sedai who do not agree that she is too old to become a Novice or Accepted.  So they have decided to mentor her in their free time.  The best way they could think of to keep their little "experiment" hidden is to literally move her to another world, the Warhammer World, through the World of Dreams.


A Female Aes Sedai (from After the Breaking)
There has been another time of serious trouble in the White Tower.  Many Aes Sedai have run for their lives.  This particular one has decided to run in a different way, by physically hiding in the World of Dreams.  She was given a tip from one of the Brown Ajah that told her how she could find the Warhammer World as a somewhat "safe" place to continue her training.  A few other Aes Sedai, she was told, would be contacting her periodically to make sure she keeps some semblance of structure in her training.


A Female Aes Sedai (From Before the Breaking)
Lews Therin, the Dragon Reborn of her time, is rising in his power and has quite a following of male Aes Sedai.  One of the female Aes Sedai had a Foretelling in her presence speaking of the Breaking of the World that will happen under Lews Therin.  Though this is so very difficult to believe, she knows that Foretellings are never wrong in the facts they relate.  So, she has set out by physically traveling the World of Dreams to visit this Warhammer World in hope that she may at least avoid destruction and misery that await her world.  Little did she realize that she would be compelled to stand against many evils in the Warhammer World.


A Male Aes Sedai (from Before the Breaking)
A man who can channel without the taint of Saidin that comes at the time of the Breaking of the world.  He has been commissioned by the Dragon, Lews Therin to explore other worlds by means of the great stone gateways scattered throughout the world.  One of those gateways has landed him in the Warhammer World.  Part of his commission is to fight against every form of evil, especially evil sorcery, and learn all he can of any possible connection to the Dark One and his schemes.


A Male Aes Sedai (From After the Breaking)
Upon the soon arrival of a group of Aes Sedai from the White Tower, who have been sent to shield him and take him to the Tower, he panics and uses the One Power to make a mysterious gateway into the World of Dreams.  He enters in the flesh and then makes a gateway into another world to cover his tracks.  He finds himself in the Warhammer World.  There is a chance that he may actually be a False Dragon, which means greater power, but greater danger also.


The Dragon Reborn (from After the Breaking)
In order to hide the Dragon Reborn, some Aes Sedai decided it would be better for him to grow and develop his abilities in a world far from his world, so that perhaps none of his enemies would find him before he is ready for the preparation of his world to face the Final Battle against the Dark One.  Therefore, they arranged for him to travel through the World of Dreams in the flesh and arrive here.  From time to time he may get to visit with some knowledgeable and/or powerful Aes Sedai to help him along during this time of development.  However, the Dark One's agents have come upon some little information that may eventually lead them to his whereabouts.  Beware! The time may soon come when the Forsaken will be freed from their prisons!

I. General Instructions
for All Types of Male Aes Sedai Characters

To keep things simpler, while managing your Aes Sedai Warrior in the Warhammer World (during the game), only refer to these general rules and the specific rules for your specific Aes Sedai type, ignoring the others' specific rules. 


(Before the Breaking**)
Type #4*





Weapon Skill


Ballistic Skill      










Power Store


Pinning Roll

(After the Breaking)
Type #5





Weapon Skill


Ballistic Skill










Power Store/
False Dragon (3D6)


Pinning Roll

Type #6





Weapon Skill


Ballistic Skill










Power Store


Pinning Roll


* Numbers 1-6 represent the dice roll, if the player uses a dice roll of 1d6 to determine which type of character this will be.  The dice roll represents the inclusion of female Aes Sedai (see “Aes Sedai – Female” document), but one may roll 1D3 to determine a male Aes Sedai.  Especially notice the difference in the amount of beginning power points.
** The “Breaking” is short for the “Breaking of the World” which took place after the male half of the One Power (Saidin) was corrupted with the taint from the Dark One.  See Robert Jordan’s Wheel of Time books for more details.

Starting Equipment

Each male Aes Sedai has a normal sword that does 1D6+Strength damage.  An Aes Sedai begins with no armour.  It is hoped that he will be able to defend himself with the One Power.


Magical Treasures

Aes Sedai may use any magical treasures within their specific character limitations (noted under each of the six types) except they may not recharge any power-storing items.  Once the power is used the item is worthless for storing power (and worth 0 gold).  A good general rule is that whatever the Wizard may use, the Aes Sedai may use in similar, if not in exactly the same, manner.  One important difference has to do with magic items such as spell scrolls, spell-casting rings (Like the “Ring of Dadaan”), etc. (see under CHANNELING THE ONE POWER/SPELL CASTING, “Wizard’s Spells” below).

Particular Wizard-related treasures
Because, the Aes Sedai is so similar to the Wizard, though different also, they may not use any magic items that enable a non-Wizard to effectively act as a Wizard with varying degrees of success, such as the “Crown of Sorcery”.  An Aes Sedai may use a “Chalice of Sorcery”, “Wand of Jade”, “Wand of Diabolum”, “Crown of Night” (at +1 Magic Resistance) and the “Book of Arcane Knowledge” (but, each “automatic” spell is subject to Aes Sedai spell casting success roll) just like a Wizard.  He/she may not use a “Brooch of Power”, nor a “Talisman of Jet”, but may sell them or trade with a Wizard if one is in the party.  He/she may use a “Tablet of Adain” to re-roll if the chance to learn a Wizard’s spell in the Wizard’s Guild fails, but if the second roll fails, a spell is not learned; and, it may also be used to re-roll the dice that determines the number of new Aes Sedai spells learned when leveling up – the second roll must be accepted.  And, he/she would never use a “Staff of Command” since it is too much like the corrupt Compulsion used by the Forsaken.

Weapons and armour

Any male Aes Sedai may wear any armour and helm that a Barbarian may wear except heavy armour nor any armour or armour combination that restricts their movement.  They never use a shield, since they tend to concentrate on offensive techniques of fighting and wielding the One Power.  Male Aes Sedai may use any weapon (hand-to-hand or ballistic) that both the Barbarian and Elf may use.

Weapon Specialization

All Male Aes Sedai may choose a weapon specialization.  This will reflect that they concentrate most of their physical training in the use of that one weapon.  They may choose one of the following six weapon types: sword, bow, axe (hand-to-hand), spear, halberd, and knives/daggers.  When choosing spear or knife/dagger, the specialization benefits apply to both hand-to-hand and throwing.  He should choose his specialization before advancing to Battle Level 2.  At Battle Level 1, he may choose one of the four benefits listed below.  Then, each time he advances a title (Levels 2, 5, and 9), he should choose one more benefit (one that he does not yet have).  The benefits only apply while using a weapon of his specialization.  These benefits are cumulative with any special abilities a weapon itself may have, because these benefits are dependent upon the skill of the fighter.  The one drawback for choosing a weapon specialization is that using any other type of weapon will incur a penalty of -1 to hit.

Specialization Benefits: (Choose in any order)

1.  +1 to hit.   
2.  +1 attack in any turn when not using the One Power to attack (Not using offensive spells, but, using only physical attacks).   
3.  +1D6 damage on a natural 6 to hit.   
4.  Magical weapon enhancement: he may count one attack as magical for each power point spent – this applies only to a physical attack while using a non-magical weapon of his specialization type (In other words, in order to count a single attack as magical, he must spend one power point, unless of course the weapon itself is magical.)


How Aes Sedai Store the One Power:

All Aes Sedai receive power points during the power phase just like the Wizard: power roll of 1D6 + Battle Level, but, only 1 point of power on a natural roll of 1; but, they may receive more than one point on a natural 1, if they have a “ter’angreal  of power” (+1 power each turn; see “Angreal Table” below) or when using a “powerful angreal” (+50% current power) or a sa’angreal (2 X current power), or while linked with another Aes Sedai (+1 power each turn).  But, unlike the Wizard, Aes Sedai personally store (up to their power characteristic) any unspent power points from the power phase (just like the “Sorcerer” by Luminos). Each Aes Sedai type has a different maximum capacity showing their respective differences in ability to channel.  Also, this represents how their ability to channel lessens as their personal energy is used up in the use of the Power.  Their innate Power characteristic advances each level similar to the Wizard's, re-rolling once any dice rolls of 1 just like wounds.  Also, like the Wizard, they begin each adventure at full power in their personal power store.

How Aes Sedai Channel the One Power/Cast Spells

Since the One Power is present in the Warhammer World in a manner different from that to which Aes Sedai are accustomed, their channeling of the One Power ("Winds of Magic" here), is subject to varying degrees of success.  Practically, they are subject to a sort of chance casting which is negatively or positively affected based upon their character type and other factors.  If the Aes Sedai is fearful or terrified this will subtract from the success roll and add to the cost of spells cast (-1 or -2, and +1 or +2 respectively).  The general rule is that the Aes Sedai must determine which type of spell/weaving he/she will use, spending the appropriate amount of Power Points (current and stored), then roll 1D6 to see whether the spell/weaving works this time.  The success roll does not directly depend on the particular spell, except as that spell falls under a class that may either help or hinder its success based upon the character type and his/her specialization(s) in channeling.  Under each of the six character types you will find the detailed modifiers.  The basic (unmodified) success roll for all Aes Sedai types is 3+.  No matter how modified a success roll of a natural 1 always fails and a roll of natural 6 always succeeds.  Note of clarification:  some modifiers might seem unnecessary, but after figuring in other positive and negative modifiers (such as fear and linking) to spell casting throughout the game, I believe one will find the differing abilities of the Aes Sedai types to be rather appropriate, especially if compared to the way Robert Jordan’s characters differ from one another.

Aes Sedai must divide their number of attacks between physical attacks and attacks using the Power (spells), and may only use attack spells/weavings during their individual turn.  Otherwise, they may weave/cast any number of spells for which they have the power whenever they desire, provided that the success rolls are indeed successful.  Aes Sedai receive 5 gold per wound healed on others, just like a Wizard.

Wizard’s Spells

Aes Sedai may learn normal Wizard’s spells at the Wizard’s Guild, explained under the settlements section.  All the instruction concerning Aes Sedai spells also apply when using Wizard spells. When an Aes Sedai uses a Wizard’s spell, once learned, he/she must still perform a normal success roll with any attendant modifiers, then – if successful – the Wizard’s spell is cast exactly as explained in the Wizard’s spell book (in the Role Play Book).  A difference of note between Aes Sedai Healing and Wizard’s healing spells: all Aes Sedai Healing (spells) requires that the Aes Sedai touch (be adjacent to) the warrior to be healed, and they may not Heal themselves with Aes Sedai Healing; Most Wizard’s healing spells can heal at some distance and may be used on himself.  Therefore, if your Aes Sedai is your primary healer, or one of your best healers, it would be good to acquire knowledge of Wizard’s healing spells when possible.  Spell-casting items:  the success roll must be made any time an Aes Sedai attempts to use a magic item, etc. that enables a Wizard’s spell; if the success roll fails, the item has spent the power to cast that spell.  If the item allows repeated use, such as once per turn, then that use is counted as spent.  Yes, an Aes Sedai’s specialization benefit applies to the Wizard’s spells of the same class.

There are three Wizard spells Aes Sedai will definitely not use:  Hounds of Grimnair, because it reminds them too much of the Dark Hounds from their own world; Levitate (because, for some reason they just cannot pick themselves up with the One Power) and can learn their own means of lifting someone else; and, Cause Animosity, because they feel it is too much like Compulsion (used by the Forsaken).  All Wizard spells of casting level 11 and 12 are forbidden to Aes Sedai, because they may only learn up to casting level 10.

Linking (forming a circle)

If a party contains two or more Aes Sedai characters (any combination of male and female), they may form a link (or circle) in an attempt to be more successful and powerful in wielding the One Power.  There are benefits and limitations to forming a link.  In order to do so, they must both agree to the link and agree to which one will control the weaving/spell casting.  Any number may link together, but only one may actually cast spells and will be in full control of how the power will be used.

In order to form a link, the Aes Sedai to be linked must have decided to do so before any of them have taken their turn.  They may form the link for one whole turn at a time.  To form the link they must all be in the same room/corridor and no member of the link may make any physical attacks for the turn(s) while linked, though all of them may defend as normal.  While linked, they gain +1 power point each from the power phase roll, the controller gains +1 to all spell/weaving success rolls per additional member linked, and they share the power drain (cost of spells) equally (cost of spell divided by members in link [round up] = power points to deduct from each member’s current power).  Also, the controller has an increased number of attacks on which to spend the combined power points of the link.  The controller gains +1 attack (attack spell) per additional member in the link @ Battle Level 1.  At higher levels, when any member in the link has more than one attack use this formula:  total attacks with the One Power = (sum of all linked members’ attacks) – [minus] (total number of linked members – [minus] 1).  For example:  three Aes Sedai, each with 2 attacks, link together – the controller gets (3X2=6) – (3-1=2) = 4 attacks using the One Power per turn; if there are two Aes Sedai, each with 3 attacks, linked together – the controller gets (2X3=6) – (2-1=1) = 5 attacks using the One Power per turn.

Only the controller’s knowledge of spells and negative and positive modifiers will apply while the link is used.  Therefore, it might be good to have a controller that is better at attacking when using the link to attack, and/or have a controller that is better at healing when using the link to heal party members.  Only one member of the link may be in control per turn.  If they desire to maintain the link, but wish to pass control to another member, they may pass control at the beginning of the next turn (Warrior Phase).

Any members of the link using angreal, ter’angreal, sa’angreal to augment their power, etc. will benefit the link collectively, meaning that each single benefit of the item will be added to what the controller can do, though any power enhancement applies to the individual using the item – if the controller drains any linked member’s power to zero, he may continue to draw equally on the power of the remaining members.  While linked, the controller gains a +2 (+ 1 more for each member above two) in a contest of shielding (both defending and attacking) and any non-controlling member of the link gains +2 (+ 1 more for each member above two) as a defender in a contest of shielding.  This could come in handy if faced with one or two Forsaken; especially since such a shield on a Forsaken may not be broken, unless the link ceases, as long as the Aes Sedai pay the maintenance cost of 3 points of power each member (in the case of two = cost of 5 divided by 2 members, rounded up = 3) each turn (see under “the Dragon”/“the Forsaken”).

Only one shield may be attempted and maintained by a circle of linked Aes Sedai; if they want to attempt shielding two Forsaken at the same time, they cannot use a link unless there are three or more Aes Sedai in the party (two to link, one to act independently; or in the case of four Aes Sedai, they could form two separate circles of two linked members each).  The controller takes his/her turn in the normal order of initiative while linked.  The link may be maintained indefinitely as long as all members in the link are in the same room/corridor at the end of each turn.  Any member of the link taken to zero wounds is severed from the link, but may rejoin in the next Warrior Phase if no longer on zero wounds.  The link may be voluntarily ended at the end of any full turn of the game.


The Aes Sedai may choose a number of Battle Level 1 spells (found in the spell book at the end of this document) based upon their specific type, noted as “Number of Starting Spells”.


It is possible that any Aes Sedai Character may be ta’veren, meaning that they have a tendency to cause the Pattern (the some total of development of events in the world) to change or mold itself around them.  In the case of the Dragon Reborn, he just IS ta’veren (no doubt about it), and he is more so than any other ta’veren.

There is a chance that an Aes Sedai may be ta’veren.  If a male is the dragon, then he automatically qualifies as ta’veren only more so than other ta’veren. Other males should roll 1D6, on 5+, he is ta'veren.  Ta'veren will be luckier.  This is reflected in the adjusted Luck characteristic in parentheses in the Battle Level Charts (the Dragon's Luck is already correct since he is automatically ta'veren).  A ta’veren may use his/her luck to benefit the whole party or another party member – just like for himself, by forcing a re-roll of any one dice-rolling instance per 1 Luck point spent.

But a ta'veren will also attract more danger.  Ta'veren will automatically gain one of any odd monsters to be placed, before any random placement.  The Dragon gets the first two odd monsters when possible.   Odd monsters defined as any monsters that must be placed randomly because there is no longer an even amount to go around.  But, this rule does not apply when there are not enough monsters for each warrior to get at least one.

When a ta’veren is present for an Unexpected Monster Event and a non-Objective Room monster event, roll 1D6.  If a 1 or 2 is rolled, add 30% more monsters; on a 3+ the normal number of monsters appears.  For the Dragon, if a 1 or 2 is rolled, add 50% more monsters.  Also, when a ta’veren is present, roll another 1D6 on all Unexpected Monster Events.  On a 5+ each party member gets one immediate attack/action and may move up to two squares (not subject to pinning) even before monsters ambush.

While traveling to a settlement with a ta’veren in the party, roll 1D6 for each uneventful week.  On a 1 or 2 the party must re-roll this week of travel; on 3+ it is indeed an uneventful week.

Ta’veren roll two times on settlement events each day; the Dragon rolls two times, then rolls 1d6, on 1-2 he rolls a third settlement event.  Also, the non-ta’veren party members may be affected by the presence of a ta’veren while in the settlement.  For each Uneventful Day, roll 1D6, on a 1 or 2 they should re-roll the settlement event (if it is uneventful a second time then it is indeed uneventful); on a 3+ it is indeed an Uneventful Day.  For characters who already have a possible different outcome for an Uneventful Day, follow their rules first; however, if their day is then considered actually uneventful, roll the 1D6 and do as instructed above.

Aes Sedai in Settlements

Aes Sedai may visit all the places that the Wizard may visit; but, they may also visit the Armourer.  They must roll 1D6+1D3 for the cost of a consultation at the Wizard’s Guild.  While rolling on the Consultation Table (once per settlement), also roll 1D6.  If a 6+ is rolled, he learns one Wizard’s spell of his own battle level or lower casting number – roll a random spell class using 1D4 (healing, defensive, attack, or special); he chooses which particular spell in that class.  Any spell learned at the Wizard’s Guild is subject to the Aes Sedai’s chance casting, just like Aes Sedai spells/weavings.  If a Wizard’s spell has a chance to fail in some way, or the effects depend on chance, this must still be determined as normal.  Aes Sedai may not change their spells; and, a male may not buy or use a Wizard’s Staff – for some reason it only works for female Aes Sedai.

At the Ale House:  Male Aes Sedai roll 2D6-1 (count result of 1 as a 2), a False Dragon rolls 2D6, and the Dragon Reborn rolls 2D6+1 (count 13 as a 12).

All male Aes Sedai may also visit the Pit Fighter’s Fighting School and the School of Martial Arts (see warrior document: “the Martial Artist”, by me).  In both places, normal males roll 2D6, False Dragons roll 2D6+1, and the Dragon Reborn (the True Dragon) rolls 2D6+2.  Rolls greater than 12 should be treated as 12.

There are two new locations for Aes Sedai: the World of Dreams, and a Wise and Helpful Aes Sedai (see below). 

General guidelines for Aes Sedai attitudes and actions in a settlement:  A male Aes Sedai will tend to fight and not back down to challenges, but will back down in some dire circumstances; a False Dragon and the True Dragon will never back down when challenged, but will tend to depend upon their luck and skill to carry them through.

The World of Dreams

This is a special location only visited in a town (2D6) or a city (3D6) on an 8+ (Village roll is 1D6, but only with the use of Dreaming and/or a Dreaming Ter’angreal could an Aes Sedai possibly be able to enter the World of Dreams in a village – they each add a +2 to the roll).  Only the six Aes Sedai character types may visit the World of Dreams, normally only once per settlement.  It is assumed that the journey is made by means of a Traveling Gateway, a Stone Gateway, a ter’angreal, or by the use of the Talent of Dreaming.  It does not cost anything but time.  If able to make the journey, he/she should roll 1D3 for the number of days used.  They must still pay living expenses as normal during this time, but need not roll on Settlement Events for these 1D3 days.  Then roll 2D6 to determine what happens.  If there are two or more Aes Sedai in the party, they may collectively attempt to enter the World of Dreams: 1. They roll individually to see if they enter, but must do so on the same day in the settlement; 2. Only the individual with the Talent of Dreaming or a Dreaming Ter’angreal may benefit from their use on their roll; 3. If two or more successfully enter, they roll once (collectively) on the table below and each enjoy or endure the consequences as though they had done so by themselves – meaning that each may take an angreal from a storage room, or each one may roll once the Wise and Helpful Aes Sedai Table, but in the case of the first two results below, they may all cooperate in the fight against their enemies (even by linking).


While exploring the World of Dreams, you have the unfortunate privilege of spotting one of the Forsaken.  Normally, you would never have to face such a thing, unless you also have a Dragon in your party.  This encounter does not take any extra time.  Roll 1D6 to see what happens (no adjustments are made for more than one Aes Sedai on this table, the more the better then!) (luck may be used if desired to re-roll):


The Forsaken has not only noticed you, but has determined that you are a danger to his/her plans.  Immediately fight a one-on-one battle with the Forsaken.  Roll 1D6 to determine whether male (1-3) or female (4-6).  Refer to the Male Aes Sedai document under the “Dragon Reborn”/”The Forsaken” section for the Forsaken’s characteristics and abilities.  Follow all the rules under that section as though fighting in a dungeon (including the “Shielding Contest”), but you do not have your fellow warriors to help you.  If you are successful in shielding the Forsaken, you may tie off the shield and immediately awaken from the World of Dreams before the Forsaken is able to break free from the shield (This may be advisable if you are considerably weaker than the Forsaken.).  In a worst case scenario, you will not be able to escape and may very well be annihilated.  As with most of the Warhammer World, the longer you live the more likely you are to... live … or to die a horrible death.


You spot the Forsaken while strolling through a city.  The Forsaken, for whatever reason runs in the opposite direction, and you feel compelled to chase after.  Upon rounding the corner of a building, around which the Forsaken recently passed, you run directly through a gateway that the Forsaken apparently placed here.  You find yourself (or selves) in a normal dungeon room with only one door, the gateway that is still open, and you are immediately confronted by 1D3+(1/3 Aes Sedai’s battle level, rounded to nearest whole number) armoured Trollocs (For each additional Aes Sedai make an additional roll for number of Trollocs).  They are half-man half-beast created by the Dark One’s agents, tall as a Minotaur and almost as tough as an Ogre.  You must fight them to the finish or escape by breaking from pinning and moving through the gateway.  These Trollocs have the following characteristics: M – 5, WS – 4, S – 4, T – 4, W – 12, I – 3, A – 2, Arm = +1 T per (1/3 of Aes Sedai’s battle level rounded up), Dam. – 1D6/2D6 (on 6+ to hit), Gold = 385, and cause Fear 6.  Once the battle is over, or you escape, and you have passed through the gateway, you are able to awaken in the Warhammer settlement from which you entered the World of Dreams; but, you have no idea where the Forsaken went.


The Forsaken immediately disappears from your sight, and you immediately leave the World of Dreams, awaking safely back in the Warhammer World settlement.  Whew!  That was too close!


You are caught in someone’s nightmare.  You must fight a battle using all your normal abilities against … Roll once on (your Battle Level) Monster table and divide the monsters by 4 (& multiply by the # of Aes Sedai in the World of Dreams together).  But, the strongest and/or most magical of the monsters are given the preference for against whom you must fight.  If you survive, you arrive back in the settlement with an additional day having been spent in the World of Dreams (1D3+1 instead of just 1D3).


You have been led on a wild goose chase through the World of Dreams.  You thought you saw an Aes Sedai.  You followed, but whoever it was always stayed far ahead of you.  Until finally, you are left alone and go back to your mundane adventuresome experience in the Warhammer World.  However, your visit costs you an extra two days (1D3+2 instead of just 1D3).


You have been able to visit a school of Ashaman, from the time after the Breaking of the World.   While there, you were able to read parts of some of the papers on one of the instructor’s desks, thereby gaining the knowledge of a new weaving/spell.  You learn any one Aes Sedai spell – (roll 1D6: 1-2, below your current battle level; on 3-4, your current battle level or below; 5-6, one level beyond your current level or below.).  This is the only time that an Aes Sedai might possibly learn a spell that is higher than his battle level.


a. You have found a male Aes Sedai who also struggles with the tendency to go insane (madness).  He has learned a special technique for better managing this problem and shares it with you.  From now on, you have a +1 (additional if you already have a character type modifier) to your madness testing at the end of each adventure.  You may only gain this benefit once.  If you are not subject to the madness tests or have already gained this benefit, then follow instructions “b”.
b.  If instructions under “a” do not apply: you are instructed by a male Aes Sedai on how better to use any one spell that you currently know.  Choose any Aes Sedai spell/weaving you have learned; it now costs -1 power points to cast.  This is a permanent decrease in the cost to cast/weave this spell.  This benefit may only be gained once per each Aes Sedai spell.


An unusual Aes Sedai has found you in the World of Dreams.  The Aes Sedai says that he has been to the Warhammer World a number of times and has spent several of those visits in the Wizards’ Guilds.  He has much knowledge of Wizard spells and can teach you one Wizard’s spell of your choice (within your Wizard’s spells limitations), any class and any casting power (your Battle Level or lower).  However, this will take an extra day (roll 1D3+1 instead of 1D3).


You meet with a few Aes Sedai, who have been seeking you out to give you advice and training as needed.  If you are ready to train up to the next level, you may do so at this time, without any more time spent here than the normal 1D3 days.  Plus, whether training or not, you gain +1D3 permanent power points.  Also, the very next time you and/or your party are confronted by any Forsaken any time in the future, you personally have a +1 benefit to any contests of shielding (whether attacking or defending).  This shielding benefit is only good for one whole combat in which one or more Forsaken appear (whether in a dungeon or in the World of Dreams), since it is basically some advice on how to surprise the Forsaken in the near future.  Hopefully, this advice will not be needed.  This benefit should be noted just in case.  Of course, if you are the Dragon or travel in company with him, you will likely be very glad of this advice.


While visiting the World of Dreams, you have met with a Wise and Helpful Aes Sedai.  Roll once on the Wise and Helpful Aes Sedai Table below free of charge, re-rolling a result of 5.  This is in addition to the possibility of finding a “Wise and Helpful” in the Warhammer settlement.


You have used the World of Dreams to visit an angreal storage room back in the world of your birth.  You literally stepped back into that world, quickly grabbed one of the items of the One Power, and passed back through the World of Dreams to the Warhammer World.  Roll one time on the Angreal Table below, under the Wise and Helpful Aes Sedai section.  If any Aes Sedai has obtained all the angreal, etc. below that are possible, then re-roll on this table instead.  Also, any time he rolls a 12 on this table, a False Dragon should roll to see whether he might actually be the True Dragon, if the True Dragon is not already in the party (see under character type #5 below).

Visiting with a Wise and Helpful Aes Sedai

Any Aes Sedai Character may attempt to find (on 9+, rolling 2D6 in town and 3D6 in city) a wise and helpful Aes Sedai (most are females) to impart important knowledge of new and better ways of using the One Power.  Your character must give a donation of 1D3X100 gold to reimburse some of the Aes Sedai’s expenses (no refunds!) involved in making this dangerous journey to the Warhammer World.

As a male, you have trouble submitting yourself to this particular female Aes Sedai’s more than usual snootiness.  Not only do you not gain any benefit, but you also incur her anger, for which you will suffer on your next visit to a Wise and Helpful Aes Sedai (You know how word can spread among these types of women).  You must modify your next roll on this table by -1.  By the way, if you thought you were going to train on this visit, think again.  She will not help you train!  Of course, you might try the Wizard’s Guild (which costs 10% more) or enter the World of Dreams (which can be risky).  Next time, try to be little more civil and submissive!

She has nothing of value for you except a few tidbits of incidental news from your world.

The Wise and Helpful gives you a minor ter’angreal that acts as a “well of power”.  Roll 1D6 to determine how much power it can hold.  On 1-2, it may hold 2 power points; on 3-4, it may hold up to 4 power points; on 5-6, it may hold up to 1D6+3 power points.  This capacity is to be determined once.  From then on, this is the amount of power the ter’angreal may store.  When the Aes Sedai receives it, it has 0 power points stored, and is in need of charging.  This is the only type of item that an Aes Sedai may recharge.  It may not be recharged at a Wizard’s Guild; but, it may be recharged by any unspent power points at the end of any turn in which the Aes Sedai is at maximum personal stored power.  The power points are acquired directly from the power phase roll only.  At the beginning of each adventure, the power points stored are at maximum capacity – 1D3 (minus) (not less than 0).  You may possess any number of these “wells of power”, but only one may be used/drawn upon in any one turn.

The Wise and Helpful is able to impart some instruction on how to weave the One Power.  You may now add a permanent +1 to the success roll of any one spell/weaving that you already know (even a Wizard’s spell).  Note which one you choose with the +1 benefit.  This may only be added once per spell until all the spells you know have this modifier (If that is the case, re-roll on this table instead.).  You may want to note it as “a Wise and Helpful modifier +1”, or “W&H +1”.

The Wise and Helpful assists you in making a journey into the world of dreams.  This is in addition to any such journey made on your own this settlement.  Roll once on the World of Dreams table, re-rolling a result of 11.


The Wise and Helpful gives you a special gift, some type of angreal.  Roll once on the Angreal Table below.  If any Aes Sedai has obtained all the angreal, etc. below that are possible, then re-roll on this table instead.


These angreal only work for male Aes Sedai.  Re-roll all results that have been acquired before, except for result #3.  All references to a “shielding contest” only apply if the Dragon Reborn is in the party and the party is faced with a confrontation by the Forsaken (or in the rare instance of facing a Forsaken while in the World of Dreams).  Ter’angreal may be used at the same time as any other type of ter’angreal, angreal, or sa’angreal , but only one angreal or sa’angreal may be used/drawn upon by a single Aes Sedai at any time.


Type of Angreal

A Ter’angreal of Power
As long as this ring is worn, the wearer gains +1 power point per turn during the power phase; even when the power roll is a natural 1.

A Ter’angreal of Dreaming
This ter’angreal grants +2 to any attempt to enter the World of Dreams in a settlement (once per settlement), and grants +1 success to all spell casting/channeling if needed while in the World of Dreams.


A Ter’angreal of Protection
Roll 1D6.  On 1-2, the ter’angreal protects against being shielded by granting +1 to the contest roll whenever the Aes Sedai is defending against being shielded by a Forsaken; on 3-4, it adds +1 T; on 5-6, it grants +1 magic resistance.  There is a limit of 2 on each type of ter’angreal of protection.  Re-roll until you gain one that you do not already have two of.  If an Aes Sedai already has two of each type of protection ter’angreal, then re-roll on the Angreal Table.


An Angreal
This useful item of the One Power adds 30% to a male Aes Sedai’s Current Power Points (include stored power points) and temporarily increases his maximum personal store of power (both by 30% rounded to nearest whole number) including the current power phase roll.  Once it is used, it offers this 30% bonus to the end of a current combat or until the beginning of a combat if used between combats.  After the initial +30% of current power points, multiply each power phase roll by 30% (rounded to nearest whole number) and add this number to the current power phase for the Aes Sedai using this angreal.  Clarification:  at end of use, the current and maximum stored power of the Aes Sedai immediately drops back to the normal amount, which means the current power could not be more than his maximum stored power.
Immediately at the beginning of the first turn after done using the angreal, the Aes Sedai must take one full turn to recuperate, in which he may do nothing at all and is at +1 to be hit (if shielding interferes with the use of the angreal, the down time only applies after the combat is over).  Also, no angreal or sa’angreal may be used again for 1D6 turns.  (The only exception to this rule of non-use, is in the case of a shielded Aes Sedai, who was using an angreal at the time that he was shielded: such a one may immediately take up where he left off in using the angreal for the same combat, once the shield is broken or dissipated.)  This represents the time it takes the Aes Sedai to regain his full physical and spiritual strength.  Apart from this, there is no limit on how many times the angreal may be used.  While drawing on its power he gains +1 to a shielding contest roll whether he is defending against or attacking a Forsaken.  It also grants +1 magic resistance, but only while being used to augment his power.


A Powerful Angreal
This angreal is a more powerful version of the angreal above (#4).  The only differences are that it adds 50% (round up) instead of 30%; and it takes longer to recuperate:  two turns of doing nothing at +1 to be hit (if shielding interferes with the use of the angreal, the down time only applies after the combat is over), and 1D6+1 turns before he may use any angreal or sa’angreal.  While drawing on its power he gains +1 to a shielding contest roll whether he is defending against or attacking a Forsaken.  It also grants +1 magic resistance.


A Very Powerful Sa’angreal
A very powerful Sa’ angreal works like an angreal (see #4), but provides even more power and takes longer to recuperate; another difference: he may begin to use it prior to a combat and continue to the end of it.  It multiplies the Aes Sedai’s current power and maximum stored power by two.  Which means that in succeeding turns he gets (the power roll times two even if the roll is a natural one) new current power points.  Clarification: the Aes Sedai’s stored power maximum is doubled for the duration of drawing upon the sa’angreal.
It takes a rest between adventures to fully recuperate from using a sa’angreal.  Therefore, only one sa’angreal should ever be in his possession and it may only be used for one combat per adventure.  The only exception to this rule of non-use, is in the case of a shielded Aes Sedai, who was using a sa’angreal at the time that he was shielded: such a one may immediately take up where he left off in using the sa’angreal for the same combat, once the shield is broken or dissipated.  The first turn after he stops using the sa’angreal, he immediately does nothing for three turns (if shielding interferes with the use of the sa’angreal, the down time only applies after the combat is over), while he is at +1 to be hit; and, it takes 1D6+1D3+2 turns of recuperation before he may use any angreal.  Also, while drawing on the sa’angreal’s power, he gains +2 in a shielding contest versus a Forsaken whether defending or attacking.  It also offers +2 magic resistance while being used.


Your Male Aes Sedai character will likely be able to train whenever he finds a wise and helpful Aes Sedai (1D6+3 days)(except when rolling result #1 on the Wise and Helpful Table), or sometimes upon entering the World of Dreams (depending on what happens while there).  If he wants to train at the Wizard’s Guild, it will cost 10% more gold and +1D3 days.  When training to a new Battle Level, he should adjust his characteristics based upon his own specific Battle Level Chart.  If he has chosen a weapon specialization, he should be sure to choose a new benefit at levels 2, 5 and 9 (see “Weapon Specialization” above for the details).

Also, each character type rolls to determine how many new spells (and/or spell levels) are learned each time they advance a level (see each type for specific roll).  Then they should choose any spells of the same Battle Level requirement or lower, but may only choose one in each spell class.  However, they may choose a maximum of two in a class of specialization.  All Aes Sedai Characters may specialize in one spell class, chosen at the creation of the character.  A False Dragon may change his specialization once in his entire career as a warrior.  The Dragon Reborn may choose two specializations (a primary and a secondary) AND may change one specialization once in his entire career as a warrior.  When changing a specialization, this does not change any previous spell knowledge; it changes in which class he may add two spells at new Battle Levels; and this changes which spell class gets the specialization advantages mentioned above (under “Spells and Spell Casting”).  But, only a male Aes Sedai from Before the Breaking may specialize in Healing, because the others are more inclined towards destruction.    If for some reason, he already knows all the Aes Sedai spells/weavings for which he qualifies by battle level, he should roll 1D6 for each unspent spell slot.  On each 5+, he may choose from a random Wizard spell class just like explained above (under “Male Aes Sedai in Settlements”); but, on 1-4, he does not learn a new spell for that slot.  A further requirement in choosing new Aes Sedai spells is that the higher levels of a particular spell have as their prerequisites all the lower levels of the same spell.  You cannot gain Healing 2, for instance unless you have first learned Healing 1, though an Aes Sedai with a specialization (up to 2 new spells in a specialization class is allowed) in Healing could choose both of those levels at Battle Level 2.


Male Aes Sedai are more capable physically and tend to be more powerful in the One Power (on average) than female Aes Sedai; but, they are not as good at Healing.  Their use of the One Power (Saidin) tends to be more unreliable and turbulent.  Also, those from after the Breaking must be careful not to give in to the madness that the Dark One’s taint can cause.  Each of these Aes Sedai acts a little differently and has varying degrees of ability in channeling the One Power.  Please note the different number of starting spells, the modifiers for using the different classes of spells (normal spell classes, Healing class, and specialization spell class[es]), the variations in their Battle Level tables, and etc.  When generating your Aes Sedai character, be sure to decide the spell class(es) in which he will specialize (Healing – only a male from before the Breaking, Defensive, Attack, or Special).  Then he should also choose his beginning spells – must be battle level 1 spells.  He may choose one spell in each class until his spell slots are filled; but, he may choose up to two spells from a class of specialization.  All males, except those from before the Breaking, must test versus madness on certain occasions; they will have differing modifiers for this purpose also.  Please remember to include all the general rules above with the specific rules under each type for a complete picture.

Madness Testing

At the end of each adventure, just before traveling to a settlement, a male Aes Sedai from after the Breaking of the World using Saidin (tainted by the Dark One), must make a test to see whether he has gone mad.  Roll 2D6:  on a score of 2-5 he has gone mad and immediately leaves the party; on a score of 6+, he still retains his sanity and may continue to adventure with the party .  Who knows where he will go or what he will do.  Perhaps the party will have to confront him in a future adventure (any ideas?).  Be sure to add the madness test modifiers given under each type (no matter how many modifiers a roll of double 1’s, 11, is a failure.  As usual a luck point may be used to re-roll the dice, but the second roll must be accepted as is unless another luck point is spent, and so on.  This may require a male Aes Sedai to have to make some hard decisions on how to spend his luck points during an adventure.

4 AES SEDAI MALE (From Before the Breaking)

The male Aes Sedai from before the Breaking is the only male who may specialize in Healing.  If he chooses to do so, this will result in a Healing success roll of 3+, because the specialization reverses the Healing penalty (-1 Healing penalty and +1 Specialization = no mod).*  Remember that the basic spell success roll (for all spells) is 3+, and all modifiers (character mods., specialization mods., fear and terror and linking mods., and incidental improvements elsewhere gained) are to be applied to the 3+.

Character Differences Table

Area of Difference Number/Modifier Adjusted Success Roll (where applicable)

Number of Beginning Spells:


Spell Class of Specialization

+1 2+

Other Spell Classes

-1 (include Healing) 4+

Penalty in Healing Spell Class*

-1 (add “Other” mod. = -2) 5+

Number of New Spells at Level-up


AES SEDAI MALE (From Before the Breaking) BATTLE-LEVEL TABLE (Type 4)

Gold Title WS BS STR M Dam. Dice T W I A* Power** Luck*** WP Pin
1 0 Aware 3 5+ 3 4 1D6 3 1D6+7 3 1 2D6+1D3 0 (1) 3 5+
2 2,000 Apprentice 3 5+ 3 4 1D6 3 2D6+7 3 1 3D6+1D3 1 (2) 4 5+
3 4,000 Apprentice 3 5+ 3 4 1D6 3 3D6+7 3 2 4D6+1D3 2 (3) 4 5+
4 8,000 Apprentice 4 4+ 3 4 1D6 3 4D6+7 4 2 5D6+1D3 2 (4) 4 5+
5 12,000 Aes Sedai 4 4+ 3 4 2D6 4 4D6+7 4 2 6D6+1D3 2 (4) 4 4+
6 18,000 Aes Sedai 4 4+ 4 4 2D6 4 5D6+7 4 3 7D6+1D3 3 (5) 4 4+
7 24,000 Aes Sedai 4 4+ 4 4 2D6 4 5D6+7 5 3 8D6+1D3 3 (5) 5 4+
8 32,000 Aes Sedai 5 3+ 4 4 2D6 4 6D6+7 5 3 9D6+1D3 4 (6) 5 4+
9 45,000 Aes Sedai Adept 5 3+ 4 4 3D6 4 6D6+7 5 4 10D6+1D3 4 (7) 5 3+
10 50,000 Aes Sedai Adept 5 3+ 4 4 3D6 4 7D6+7 6 4 11D6+1D3 4 (7) 5 3+

* His attack characteristic is to be divided between the number of physical attacks and the number of attacks using the One Power that she may perform in a single turn.  **  Re-roll power dice once each if a 1 is rolled.
 *** If the Aes Sedai, is tavern (see beginning of document), the number in parentheses under Luck applies.

5 aES sEDAI MALE -from after the breaking- (or false dragon)

All male Aes Sedai/channelers from after the Breaking may not specialize in healing, since they are more bent toward destruction.  Remember that the basic spell success roll is 3+, and all modifiers (character mods., specialization mods., fear and terror and linking mods., and incidental improvements elsewhere gained) are to be applied to the 3+.

A normal male Aes Sedai from after the Breaking may actually be a false dragon.  To determine this, before generating his stats, roll 2D6.  If a 10, 11 or 12 is rolled, then he is a False Dragon and should refer to the characteristics below and generate his stats based upon the False Dragon’s.  The only original differences are found in the Character Differences Table (False Dragon) and the amount of power points that are to be rolled.  False Dragons and other male Aes Sedai from after the Breaking use the same Battle Level chart.

Character Differences Table

Area of Difference Number/Modifier Adjusted Success Roll (where applicable)

Number of Beginning Spells:


Spell Class of Specialization

0 (no mod.) 3+

Other Spell Classes

-2 (include Healing) 5+

Healing Spell Class

+ 1 (+ “Other” mod. = -1) 4+

Number of New Spells at Level-up


Madness Test Modifier

0 (no mod.) 6+ (on 2D6)

The False Dragon

He is like any other male from after the Breaking, but he believes, or at least wants others to believe, that he is the Dragon of the Prophecies, the Dragon Reborn, but he really isn’t (at least I don’t think he is).  He is more powerful than the average male Aes Sedai.  Please note his character differences.  He begins with more power points and gains a little bit more than the average male Aes Sedai.

There is just one more matter to discuss: there is a chance that he may actually be the Dragon if he does not travel with a party that already has the Dragon Reborn as one of its members.  Whenever he visits the World of Dreams in a settlement, there is a small chance that he may discover evidence in the world of his birth that he has indeed fulfilled one or more of the Prophecies of the Dragon Reborn.  Upon a roll of 12 (on 2D6) when visiting the World of Dreams, he should also roll 1D6.  On a roll of 5+ (luck may not be used on this dice roll), he finds the evidence and immediately declares that he is the Dragon Reborn.  In order to make the proper changes, all of his characteristics should be immediately adjusted to match those of the Dragon Reborn given below.  Be sure to roll any extra power dice, change his luck, add 1 wound, and etc.  Change his Character Differences Table.  He should immediately choose one new Aes Sedai spell for each battle level he has attained, including BL 1 (the prerequisites of having the lower levels of the same spells before gaining the higher levels should keep this process balanced).  Remember, from now on he is ta’veren, whether he was before or not – be sure to check the Ta’veren section above, because the Dragon is handled a little differently than other ta’veren.

Character Differences Table (FALSE DRAGON)

Area of Difference Number/Modifier Adjusted Success Roll (where applicable)

Number of Beginning Spells:


Spell Class of Specialization

+1 2+

Other Spell Classes

-1 (include Healing) 4+

Healing Spell Class Penalty

-1 (+ “Other” mod. = -2) 5+

Number of New Spells at Level-up


Madness Test Modifier

+1 5+ (on 2D6)

AES SEDAI MALE -or False Dragon- (From After the Breaking) BATTLE-LEVEL TABLE (Type 5)

Gold Title
Aes Sedai/
False Dragon
WS BS STR M Dam. Dice T W I A* Power




WP Pin
1 0 Aware / Aware 3 5+ 3 4 1D6 3 1D6+8 3 1 2D6/3D6 0 (1) 4 4+
2 2,000 Apprentice/ Channeler 3 5+ 3 4 1D6 3 2D6+8 4 1 3D6/4D6 1 (2) 4 4+
3 4,000 Apprentice/ Channeler 4 4+ 3 4 1D6 3 3D6+8 4 2 4D6/5D6 2 (3) 4 4+
4 8,000 Apprentice/ Channeler 4 4+ 3 4 1D6 4 4D6+8 4 2 5D6/6D6 2 (4) 4 4+
5 12,000 Channeler/ False Dragon Hero 4 4+ 4 4 2D6 4 4D6+8 5 2 6D6/8D6 2 (4) 5 4+
6 18,000 Channeler/ False Dragon Hero 4 4+ 4 4 2D6 4 5D6+8 5 3 7D6/9D6 3 (5) 5 3+
7 24,000 Channeler/ False Dragon Hero 5 3+ 4 4 2D6 4 5D6+8 5 3 8D6/10D6 3 (5) 5 3+
8 32,000 Channeler/ False Dragon Hero   3+ 4 4 2D6 4 6D6+8 6 3 9D6/11D6 4 (6) 5 3+
9 45,000 Adept Channeler/ False Dragon Lord   3+ 4 4 3D6 4 6D6+8 6 4 10D6/12D6 4 (7) 5 3+
10 50,000 Adept Channeler/ False Dragon Lord 6 3+ 4 4 3D6 4 7D6+8 7 4 11D6/13D6 4 (7) 5 3+

* His attack characteristic is to be divided between the number of physical attacks and the number of attacks using the One Power that he may perform in a single turn.  **  Re-roll power dice once each if a 1 is rolled.  The second number is for a False Dragon.  Only a few male channelers are False Dragons.
 *** If the Aes Sedai, is ta'veren (see beginning of document), the number in parentheses under Luck applies.



The Dragon has a very difficult time following anyone else.  Therefore, he must be the leader unless a 1 or 2 is rolled on 1D6.  Exception: if another character’s rules mandate that they are to be the leader, then the one with highest initiative wins; or you could roll dice to decide.

The Forsaken

There is no doubt about it.  The Forsaken are definitely on your trail.  How soon they catch up to you is another matter.  See “the Forsaken” below (Warning: definitely not for casual user!).  The “Dragon Reborn’s” Battle Level Table is immediately after that.

In choosing spells, the Dragon may choose up to 2 Aes Sedai spells/weavings in each of his two specialization spell classes.  He should specify which spell class is his primary and which is his secondary class.  This will be very important during game play.

Remember that the basic spell success roll is 3+, and all modifiers (character mods, specialization mods, fear and terror and linking mods, and incidental improvements elsewhere gained) are to be applied to the 3+.  He may not specialize in Healing.  The modifiers are very important, the Adjusted Success Roll only lets you know what the success roll would be if nothing but his characteristic modifiers are applied.

Character Differences Table

Area of Difference Number/Modifier Adjusted Success Roll (where applicable)

Number of Beginning Spells:


Primary Class of Specialization

+2 2+

Secondary Class of Specialization

+1 2+

Other Spell Classes

-1 (include Healing) 4+

Penalty in Healing Spell Class

-1 (+ “Other” mod. = -2) 5+

Number of New Spells at Level-up


Madness Test Modifier

+2 4+ (on 2D6)


A Little History

The Forsaken are the very powerful users (or abusers) of the One Power who have joined the Dark One in his warfare against the Light.  Though they follow the Dark One’s expressed plans to the best of their ability wherever their actions may be observed or clearly followed, they have been known to act out of their own motives and secret plans, which are also rather dark even if not exactly in accord with the Dark One himself.  Upon the discovery of the Dragon Reborn and the subsequent loosing and breaking of some of the Seven Seals which have held the Dark One in his prison, the Forsaken have been able to break out of their respective places in that same prison.  Now the Forsaken roam the world, the World of Dreams, and occasionally, one or two are able to track the Dragon down in the Warhammer World, where he has been hidden until the time when he should unite and lead his world against the Dark One in the Final Battle.  The following rules show how this is worked out in game play in the Warhammer World, when the Dragon is part of a warrior party.  I did say that he should attract greater danger … didn’t I?  – not only as ta’veren, but also by virtue of being the actual Dragon of the prophecies.  This section has been developed in such a way that the Forsaken may seem surprisingly easy to beat or even nearly impossible to beat.  Act quickly and fight wisely – survive to fight another day!

When the Forsaken find the Dragon

At the beginning of each adventure in which the Dragon is in a party, roll 1D6.  On a roll of 1 or 2, there is a great chance that one or more of the Forsaken have located the Dragon.  In such an adventure, for every Unexpected Event that produces monsters, roll 3D6.  If two or more dice turn up one’s (11, or 111), the Forsaken will make an appearance instead of the normal monster event.   Roll 1D6 on the Forsaken monster table below instead of placing the normal dungeon monsters.  In this instance only, ignore the rule about ta’veren possibly increasing the number of monsters.  In addition to the 1D6 for the table, also roll 1D6 to determine the DL (Dungeon Level in relation to the current DL) of each Forsaken that appears:  1 = 2 DL above, 2 = 1 DL above, 3-4 = same DL, 5 = 1 DL below, 6 = 2 DL below (any guards’ DL is the same as the DL of the particular Forsaken they are guarding).

Forsaken Monster Event Table

1D6 Monsters
1 1 Male and 1 Female Forsaken (roll 1D6, guards* on 1-3)
2 2 Female Forsaken (roll 1D6, guards* on 1-3)
3 1 Male Forsaken with guards*
4 1 Female Forsaken with guards*
5 1 Male Forsaken
6 1 Female Forsaken

Notes on placement:
All female Forsaken will be placed in LOS of the Dragon, but as far away as possible within the same or an adjacent board section.  A male Forsaken will be placed adjacent to the Dragon, except in #3, in which he will be placed like a female Forsaken, because he is taking advantage of his guards.

*Notes on guards:
#1 = the Female Forsaken gets the guards if any; 
#2 = both female Forsaken will be guarded, determine guards’ DL randomly unless both Forsaken are the same DL;
#3 = the only case in which a male Forsaken will have guards around him.  The guards will be one roll on the normal monster tables of the same DL as the Forsaken that they guard.  Re-roll any rolls of 11 and 66 or that produce a magic user.


For the purpose of the game, a Forsaken will be treated like a monster, but will also act something like a warrior.  Please note the following statistics for male and female Forsaken, some of which are dependent upon the DL of the Forsaken:

Characteristics Female Forsaken Male Forsaken


30 35


4 4

Weapon Skill

4 5

Ballistic Skill      

4+ 3+


3 4


4 4


2 (counts as magical) 2 (counts as magical) + (1/3 DL, rounded) (non-magical armour)


7 6


4 4

Power Store

Roll (Forsaken’s DL+3) D6 (re-rolling any one’s once each) Roll (Forsaken’s DL+3) D6 (re-rolling any one’s once each)

Current Power

Roll 1D6: 1-3= full power; on 4+, full power – (1D6+2) Roll 1D6: 1-3= full power; on 4+, full power – (1D6+2)

Spell Success Roll

3+ 4+

Class of Weakness Success Roll

5+ 5+

Pinning Roll

3+ 4+

Monster Notes

Magic Resistance 4+, Ambush Magic 4+, Magic Items X 3, Shield from the Power contest, Terror 10/ Fear 10 (cause fear to Aes Sedai, Terror to others) Magic Resistance 4+, Ambush Magic 4+ (roll separately for each Forsaken present), Magic Armour, Magic Weapon, Shield from the Power contest, Terror 10/ Fear 10 (cause fear to Aes Sedai, Terror to others)


DL 3 or lower = 1335; otherwise, (DL divided by 3) X 1335 DL 3 or lower = 1500; otherwise, (DL divided by 3) X 1500

The Forsaken have all Aes Sedai spells equal to their DL and below available to them.  However, each Forsaken will be weak in one of the three major classes of spells/weavings (Roll 1D6: 1-2, Attack; 3-4, Defense; 5-6 Healing).  Plus, Forsaken of DL 3 or higher may attempt to use Compulsion (see under “How Combat Proceeds”) versus any warrior, henchman, or warder (even the Friendly Giant’s pet or a Christian Missionary’s convert).  The Forsaken are subject to all the general rules of Aes Sedai for how they channel the One Power (i.e. store power, use the power phase power points, cast spells, etc.)


Shielding Contest

During the first turn of combat a Shielding Contest will take place.  This means that the Forsaken and any Aes Sedai Characters will try to shield one another from channeling the One Power.  There are two sides to each model’s turn during the Shielding Contest, the attacking side and the defending side.  During a model’s active turn, he/she is the attacker and the one that he is trying to shield is the defender.  The attacker must pay 10 power points and sacrifice 2 attacks (an Aes Sedai with less than 2 attacks may not attack in a Shielding Contest unless he/she is the controller while linked to one or more Aes Sedai, but any Aes Sedai may defend against shielding); the defender does not lose any power (he also pays 10 power points on his turn to attack during the first round of combat).

Who goes first in a Shielding Contest?  Each Forsaken, who ambushes gets to attack first, which means that if an Aes Sedai character is shielded by an ambushing Forsaken, he/she may not attempt to shield the Forsaken or do anything else with the One Power while shielded, except try to break the shield.  During the first warrior phase of the combat, a non-shielded Aes Sedai character (who has at least 10 power points) may attempt to shield a Forsaken.  If successful, then the Forsaken will not be able to use the One Power, and may not attempt to shield another (if not already attempted because of Ambush).  Magic resistance does not work against shielding.

How a Shielding Contest is Won or Lost:
Only the defender may be shielded.  The attacker and the defender each roll 1D6 and add and/or subtract any modifiers that apply: 
A Forsaken that ambushes = +1; 
Forsaken that is afraid of any enemy present (such as a Friendly Giant that is “scary looking”) = -1; Highest Initiative = +1
; Greatest Current Power Points (stored and current power phase after subtracting the 10 PP to attempt the shield) = +1; 
Aes Sedai if no Forsaken has ambushed = +1; 
Aes Sedai having received advice from other Aes Sedai (World of Dreams Table) = +1; 
Linked Aes Sedai +2 (or more)(see “Linking” under “Channeling the One Power” above for details); 
Aes Sedai using a shielding protection ter’angreal = +1 (but only while defending), using an angreal = +1, using a sa’angreal = +2; 
Aes Sedai who is afraid = -1, terrified = -2.  In the case of angreal and sa’angreal in connection with an ambushing Forsaken, the Aes Sedai only gets the benefit if he/she was already using the item to draw upon the One Power.  Take the results with all applicable modifiers and compare them.  If the Attacker’s score is 2+ greater than the defender’s score, then the defender is shielded.  For instance, if an attacker scores 7 versus a defender’s score of 5, then the attacker has barely won the contest and the defender is shielded.

Maintaining a Shield:
The Winner of a shielding Contest may maintain the shield on the loser in each subsequent turn by sacrificing 1 attack and 5 power points per turn.

Breaking through a Shield:
The shielded one may attempt to break the shield, but, it is difficult.  He/she must spend 15 power points, sacrifice 2 attacks, then roll versus the opponent just like a normal Shielding Contest, but, the shielded has an additional modifier of -2 to the roll.  The shielded one must win by a margin of 2+.  Once the shield is broken, the formerly shielded cannot be shielded again until after the current combat is over.  Note:  one who is shielded may not use an angreal or a sa’angreal to benefit in this test, because they are shielded, but a protection from shielding ter’angreal will work, because it does not require channeling of the One Power.

Shielding Contests and Linking:
See “Linking” under “Channeling the One Power” above.

Tying Off a Shield: 
The winner of a Shielding Contest may “tie off” the shield by paying an extra 10 Power Points and by sacrificing 2 attacks.  This may be done in the first turn in which the defender is shielded if the attacker has a total of 4 attacks to sacrifice; or in any subsequent turn instead of maintaining the shield.  However, the shield will begin to lose its strength as time progresses.  Each time one who is shielded by a tied-off shield attempts to break through the shield, they gain an additional +1 modifier to represent the fact that it is easier to break and is weakening with each attempt.  This means that on the second and third time they attempt to break the shield they will have a +2 and +3 modifier respectively.

Other rules concerning shielding:
No shielded one may cast/weave any spells whatsoever until the shield is broken; but, a shielded one may move and attack physically unless otherwise bound.  A maintained shield will immediately disappear when the maintaining model is taken to zero wounds or has fled the scene of battle.

How Combat Proceeds?

In addition to the Shielding Contest, combat will proceed as normal except the Forsaken should be controlled by a Dungeon Master or by one of the game players.  The Forsaken should be controlled by one person who is able to think as though he were the enemy.  The following are some guidelines to help provide a feeling for how the Forsaken will act in combat, along with some rules that should be followed:

Compulsion (power point cost = [Forsaken’s DL + target’s BL or DL]):  Once per turn each Forsaken (DL 3 or higher) may attempt to use Compulsion (considered an attack spell) instead of a normal attack on any non-Dragon member in the warrior party.  Compulsion is subject to the normal spell-casting success roll (3+ female, 4+ male, 5+ if attack is class of weakness).  If successfully cast/weaved, the target rolls any magic resistance.  If magic resistance fails, the target becomes entirely controlled by the Forsaken for the target’s next turn (includes all the target’s abilities – might be a good chance to gain back some of the Forsaken’s wounds? or use a Barbarian to flatten a pesky Warrior Priest, or to compel a Friendly Giant to pounce on the warrior party, or even to use a Martial Artist’s special abilities to defeat the Dragon himself).  If the target is an Aes Sedai character (not Dragon), and magic resistance fails, he/she also gets to try a willpower test (at 9+), if both fail then the Aes Sedai character is “compelled”.  However, a target under Compulsion will not do anything to directly harm himself.

Forsaken, whenever possible, will try to disable and destroy all the warriors, but especially the Dragon.  Therefore, some method should be used to decide (weighted toward the Dragon) which warrior each Forsaken will attack.  Perhaps a 1D6: on 1-3, the Forsaken attacks the Dragon; on 4-6, a random non-dragon enemy.  But, the Forsaken will seek his/her preservation first of all, even above the preference for destroying the Dragon.  As much as possible, the Forsaken will use most, if not all, of his/her power points on attacks against the party.  You know what they say, “A strong offense is the best defense”.  If maintaining a shield on an Aes Sedai character, the Forsaken will spend the power points and the one attack necessary to maintain the shield, rather than let the enemy loose to attack him or her.  If a Forsaken runs out of power points before using all his/her attacks, he/she will then attack physically if adjacent to an enemy, unless it seems safest to keep his/her distance.  Also,  a Forsaken may divide his/her attacks between different targets when needed, or when a warrior falls at zero wounds.  The Forsaken may use area effect spells/weavings in order to attack more than one or even all of the warrior party at one time.

Forsaken may certainly use the One Power to protect themselves, especially if they have a weakness in the Attack spell class.

Forsaken, like Aes Sedai, cannot use the One Power (Aes Sedai spells) to heal themselves; but, if they have enough power left after using all their attacks, they may attempt to heal an adjacent guard or another (adjacent Forsaken).  But, they may at times decide that this might be an opportune time to “let another Forsaken be eliminated” from their contest for the favor of the Dark One.  Therefore, one might roll 1D6 to see whether such Healing will be offered (1-3 = not offered; 4-6 = Heal other Forsaken).

Forsaken at Zero Wounds:
A Forsaken will be unconscious until the end of the turn when at zero wounds, just like a warrior character, but will also die if not healed before the next turn begins.

Tying off a Shield:
If it seems prudent, the Forsaken may tie off a shield in order to free power points for more aggressive combat.

Retreating Forsaken:
If the Forsaken has less than 10 wounds at the end of any whole turn -- after another Forsaken attempts to Heal him/her, roll 1D6: on 1-3, the Forsaken stays taking the risk to destroy the Dragon; but, on 4+ the Forsaken creates a gateway and jumps through it (and no one gets any gold), escaping death once more. However, this may not be attempted while the Forsaken is shielded.  If the Forsaken escape, they will leave their guards behind.  An escaped Forsaken will result in the automatic possibility that Forsaken will arrive during the next adventure.  This means that the 1D6 will not need to be rolled at the beginning of the next adventure, just roll the 3D6 for each unexpected monster-producing event.

What if the Dragon has been destroyed?
In such a case, the Forsaken will immediately escape as soon as their wounds fall below 10, except when shielded by another Aes Sedai Character.  Also, if the Dragon is not resurrected, then the Dark One will likely win the Last Battle in the home world of the Dragon Reborn.  How this may or may not affect the Warhammer World is up for speculation.

Other Notes:
When confronted by the Forsaken, the warrior party should dispose of them as soon as possible – the Forsaken are not just normal monsters, they are very formidable foes.  Forsaken will not link with one another since they are in competition.  If a male Forsaken gains the magic armour, armour of carnage (+1 attack), the extra attack may only be used as a physical attack.  If a female Forsaken has the magic item, Mask of Radon, the terror she causes is 13 instead of 10, and her Fear 10 rating for Aes Sedai becomes a Terror 10.

When a Warder senses the Forsaken?
If a female Aes Sedai and her warder are with the party and the warder’s sense of evil gives forewarning of the Forsaken, then the female Aes Sedai and the warder gain their initial immediate action as normal.  This also means that the Aes Sedai may act before any Forsaken that ambush.  In this case, the female Aes Sedai, whose warder sensed the Forsaken, may attack in a Shielding Contest first (by using the immediate action and subtracting 1 attack from her turn this time).  If the Forsaken ambush in this case, the order of attack in the Shielding Contest will be: 1.  Female Aes Sedai whose warder sensed the Forsaken,  2.  Ambushing Forsaken,  3.  Dragon and Aes Sedai not forewarned (during warrior phase),  4.  Non-ambushing Forsaken (during monster phase).  This only affects who gets to attack first in a Shielding Contest; no one gets more than one attempt to shield another.

New Monster Events During Forsaken Combat:
If an Unexpected Event happens that produces monsters (Do not roll for Forsaken event during this combat with the Forsaken.), there is a chance that the new monsters will attack the Forsaken and any Forsaken guards.  Roll 1D6, on a 5+ the new monsters will attack the Forsake and their guards instead of the warrior party.  They will not attack the warrior party until the Forsaken and their guards are gone, unless the warriors attack them.  This will cause each full turn to have two monster phases, one for the Forsaken and one for the new monsters.  Any new monsters that attack the warrior party will take their turns during the Forsaken monster phase.  As long as there are monsters attacking the Forsaken, a round of turns will be in this order: 1. Power Phase, 2. Warrior Phase, 3. Forsaken Monster Phase, 4. Forsaken Attackers’ Monster Phase.  After the Forsaken and their guards are gone, their will again be only one monster phase, with all the monsters attacking the warriors.

After the Combat:
If the Dragon has survived, there is a chance that more Forsaken will show up.  Roll 1D6 just like at the beginning of the adventure.  If a 1 or 2 is rolled, then you must continue to roll 3D6 for each Unexpected monster-producing event.  Otherwise, you will not need to worry about the Forsaken until perhaps(?) the next adventure.


Gold Title WS BS STR M Dam. Dice T W I A* Power** Luck*** WP Pin
1 0 The Dragon Reborn 3 4+ 3 4 1D6 4 1D6+9 5 1 3D6+1D3 1 4 4+
2 2,000 The Dragon Hero 4 4+ 3 4 1D6 4 2D6+9 5 2 5D6+1D3 2 4 4+
3 4,000 The Dragon Hero 4 4+ 4 4 1D6 4 3D6+9 5 2 6D6+1D3 3 4 4+
4 8,000 The Dragon Hero 4 4+ 4 4 1D6 4 4D6+9 6 3 7D6+1D3 4 4 4+
5 12,000 The Dragon Lord 5 3+ 4 4 2D6 4 4D6+9 6 3 9D6+1D3 4 4 3+
6 18,000 The Dragon Lord 5 3+ 4 4 2D6 4 5D6+9 6 4 10D6+1D3 5 5 3+
7 24,000 The Dragon Lord 5 3+ 4 4 2D6 4 5D6+9 7 4 11D6+1D3 6 5 3+
8 32,000 The Dragon Lord 6 3+ 4 4 2D6 5 6D6+9 7 4 12D6+1D3 7 5 3+
9 45,000 The Dragon King 6 2+ 4 4 3D6 5 6D6+9 8 5 14D6+1D3 8 5 3+
10 50,000 The Dragon King 7 2+ 4 4 3D6 5 7D6+9 8 5 15D6+1D3 9 5 3+

* His attack characteristic is to be divided between the number of physical attacks and the number of attacks using the One Power that he may perform in a single turn.  **  Re-roll power dice once each if a 1 is rolled.
 *** The dragon IS ta'veren and more so than others (see beginning of document) and his luck reflects this more than other tavern.


This is the complete Spell/Weavings Book (all levels).  There are more than 25 named spells (more than 80 that may be learned counting the advancement of spell levels; each level of a spell enhances the spell in one or more ways.) in the four basic categories of Healing, Defensive, Attack, and Special.  The Aes Sedai may choose a number of the following spells based upon their specific type, noted as “Number of Starting Spells”.  Also, as specified under each character type, a number of spells shall be chosen each time he/she gains a level.  BL means Battle Level, and BL after a spell name means Battle Level Required; DL means Dungeon Level; and, PP means power points required (or cost of casting).  As stated elsewhere, a higher level of a spell may only be learned by gaining a new spell and only after learning all the lower spell levels of the same name.  Once a higher level of a spell is learned, the Aes Sedai may still cast/weave a lower level, this shows his/her ability to control their use of the One Power.  Thus, they may be able to reserve the more extravagant uses of the Power for the things that really require it.  Unless otherwise instructed, magic resistance and magic dispel do work against these spells.


All Aes Sedai Healing requires that the Aes Sedai touch (be adjacent to) the candidate for Healing.  Also, any one instance Aes Sedai Healing may only affect one candidate for healing.  If an Aes Sedai wants to be able to heal more than one model at a casting, or would like to be able to heal at a distance, he/she must acquire some Wizard’s spells.  Also, I highly recommend learning Progressive Healing and Delving for an Aes Sedai that is the primary healer in a warrior party.  Because Aes Sedai Healing draws upon the healing candidate’s own strength, most of these spells slow the healed one down for a short time.

Negligible Healing 1 (BL 1) (PP 1)

Heals 1 wound on one target.

Negligible Healing 2 (BL 2) (PP 2)

Heals 1D3 wounds on one target.

Healing 1 (BL 1) (PP 5)

Heals 1D6 wounds; the healed one may not move for one turn, but may fight and defend as usual.

Healing 2 (BL 3) (PP 7)

Heals 1D6+3 wounds; the healed one may not move for one turn, but may fight and defend as usual.

Delving 1 (BL 1) (PP 2)

Heals an additional +2 wounds.  Delving enables the Aes Sedai to understand better what harm has been done to the candidate for healing, and thus provides a greater effectiveness to the healing that is done by another healing spell.  By itself it cannot do any direct healing.  The effects are immediate upon the casting of an additional Aes Sedai Healing spell of any other type.  In order for this to work, Delving must be successfully cast before any other Healing class spell is successfully cast in the same turn.  If both are successful, then Delving enhances the results of the second Healing spell.  When Delving is used with Progressive Healing in the same turn, the extra wounds are only granted in the first turn of Progressive Healing effects.  Also, Delving is not needed when using Complete Healing.

Delving 2 (BL 4) (PP 4)

Same as level 1, but heals +4 extra wounds.

Delving 3 (BL 7) (PP 6)

Same as level 1, but heals +6 extra wounds.

Effective Healing 1 (BL 2) (PP 6)

Heals 1D6+1D3+1 wounds; the healed may not move and is at +1 to be hit for one turn, but may otherwise fight and defend as normal.

Effective Healing 2 (BL 3) (PP 8)

Heals 1D6+1D3+3 wounds; the healed may not move and is at +1 to be hit for one turn, but may otherwise fight and defend as normal.

Effective Healing 3 (BL 4) (PP 10)

Heals 2D6+3 wounds; the healed may not move and is at +1 to be hit for one turn, but may otherwise fight and defend as normal.

Progressive Healing 1 (BL 2) (PP 8)

Heals +2 wounds at the end of each turn for 1D6 turns, or until the healing candidate attacks, is attacked, or is healed to full wounds.  No penalties, because the gradual healing does not drain much of the healed one’s energy.

Progressive Healing 2 (BL 3) (PP 9)

Same as level 1, but heals +2 wounds for 1D6+1 Turns.

Progressive Healing 3 (BL 4) (PP 10)

Same as level 1, but heals +3 wounds for 1D6+1D3 Turns.

Progressive Healing 4 (BL 5) (PP 11)

Same as level 1, but heals +3 wounds for 1D6+2 Turns.

Progressive Healing 5 (BL 6) (PP 12)

Same as level 1, but heals +4 wounds for 1D6+1D3+1 Turns.

Progressive Healing 6 (BL 7) (PP 13)

Same as level 1, but heals +4 wounds for 1D6+3 Turns.

Progressive Healing 7 (BL 8) (PP 14)

Same as level 1, but heals +5 wounds for 1D6+1D3+2 Turns.

Progressive Healing 8 (BL 9) (PP 15)

Same as level 1, but heals +5 wounds for 2D6+1 Turns.

Progressive Healing 9 (BL 10) (PP 16)

Same as level 1, but heals +6 wounds for 2D6+1D3 Turns.

Maximum Healing 1 (BL 3) (PP 6)

Heals 2D6+6 immediately.  The healed one may not move or attack and is at +1 to be hit for one whole turn.

Maximum Healing 2 (BL 5) (PP 8)

Same as level 1, but heals 5D6+3.

Maximum Healing 3 (BL 7) (PP 10)

Same as level 1, but heals 7D6+3.

Maximum Healing 4 (BL 9) (PP 12)

Same as level 1, but heals 9D6+3.

Complete Healing 1 (BL 4) (PP 16)

Heals the candidate up to his full starting wounds.  The healed one may not move or fight and is at +1 to be hit for two whole turns.

Complete Healing 2 (BL 6) (PP 15)

Same as level 1, but costs less.

Complete Healing 3 (BL 8) (PP 14)

Same as level 1, but costs less.

Complete Healing 4 (BL 10) (PP 13)

Same as level 1, but costs less.

Advanced Healing (BL 3) (PP 12+[BL of target])

This spell will heal one problem such as sickness, poison, limp; but cannot replace severed limbs.  It also may do a little healing of wounds at the same time.  When the spell is successfully cast the problem is repaired.  Then roll 1D6, on a roll of 5+ the candidate also is healed +1D6 wounds if needed.  Delving may be used just before this spell to provide a guarantee of additional wounds healed.  The healed may not move or fight and is at +1 to be hit for two whole turns.


Defensive spells require that the Aes Sedai must have line of sight (LOS) to the target area, target enemy/enemies, or the target warrior and/or warder.

Defend Against Magic 1 (BL 1) (PP 3)

To represent the Aes Sedai ability to defend themselves and others against magic, whenever this spell/weaving is cast, it provides +1 magic resistance (resist on 6+) to one target on the same board section, (targeting one’s self is allowed).  This resistance is in addition to any other magic resistance they may already have.  It may be used at any time during a turn before the actual target(s) of an evil magic user’s magic is determined.  For instance, one might wait to see what type of spell will be cast, then decide whether to Defend Against Magic, upon whom to use it, and whether to use a higher or lower level of the same.  In the case of a spell that targets a party member magic user, this narrows the possibilities of who will need to be protected (an added benefit).  Just consider that the Aes Sedai and other magic uses have a greater chance of being protected against magic because of their (and especially the Aes Sedai’s) magical awareness.

Defend Against Magic 2 (BL 3) (PP 7)

Same as level 1, but gives +2 magic resistance (resist on 5+) to any two targets on the same board section as the Aes Sedai.   The effects of this level may be extended to additional single targets at a cost of +4 PP for each target added.  These additional power points do not have to be spent until the spell is successfully cast.

Defend Against Magic 3 (BL 5) (PP 10)

Same as level 2, but gives +2 magic resistance to any three targets on the same board section as the Aes Sedai.

Defend Against Magic 4 (BL 8) (PP 12)

Same as level 2, but gives +3 magic resistance (resist on 4+) to any four targets.

Bind with Air 1 (BL 1) (PP = DL or BL of target + target strength)

Normally, this would only be used on monsters, but if a party member is acting stupid (subjective), Bind with Air might be used to prevent them from harming themselves and others.  By wrapping the target’s arms/appendages with weaves of air, the Aes Sedai is able to restrain it.  The bound target may not attack, but may move, and an evil magic user may still cast spells.  Also, the target is at +1 to be hit.

Bind with Air 2 (BL 3) (PP = 2 + {DL or BL of target} + {target strength})

Same as #1, but the bound target also may not move and is at +2 to be hit, because the target’s feet are also bound.

Bind with Air 3 (BL 8) (PP = 4 + {DL or BL of target} + {target strength})

Same as #2, but the bound target also may not cast any spells, since the weavings of air also gag the target’s mouth.  However, this will not prevent Aes Sedai or Forsaken from using Aes Sedai spells/weavings.

Nudge with Air 1 (BL 1) (PP 1+DL/BL of target)

A firm and pointed weaving of air that “nudges” any one target (likely a monster).  The target loses 1 attack while trying to figure out “Who nudged me?”  May be used during the monster phase; and, does not count against the Aes Sedai’s number of attacks.  No Nudge with Air spell will work against any Aes Sedai or Forsaken.  If any level of this spell is to be used against a Large Monster, it requires the spending of an additional 5 power points.

Nudge with Air 2 (BL 2) (PP 3+DL/BL of target)

Same as level 1, but the nudge is more of a hardy push.  Not only does the target lose1 attack, but if it has more than one attack, it will use its second attack on a random adjacent model – must be a model, not originally intended as its target.

Nudge with Air 3 (BL 3) (PP 4+DL/BL of target)

Same as level 2, but the Aes Sedai is better able to direct the “push”, thus he/she may decide which model is attacked by the target’s second attack.

Wall of Air 1 (BL 2) (PP 6)

The Aes Sedai may weave a wall of air to block any one doorway attached to the same board section.  When this is done, no model, friend or foe, may pass through the doorway for one full turn until the wall of air dissipates.  Neither will any ballistic missiles be able to pass through the doorway.  It will not stop magic of any type, unless a particular spell actually sends a material substance through the doorway.

Wall of Air 2 (BL 5) (PP 8)

Same as Level 1, but the wall of air may be placed across any doorway within LOS and it will last for two full turns.

Cloak of Mirrors (BL 3) (PP 7)

This is the Aes Sedai equivalent of Invisibility, but it works exactly as the Wizard’s spell except for the following differences (and higher initial casting cost):  It may be maintained by spending 4 power points per turn; also, there is a chance that any monster with magic resistance will see the hidden model.  Each turn, while Cloak of Mirrors is being used, roll magic resistance one time for each specific type of monster with magic resistance, at the beginning of the Monster Phase.  Each group that successfully resists the spell effects may attack the cloaked model according to the normal monster placement/attack rules.  If more than one model is so cloaked, magic resistance rolls should be made in relation to each separate instance of Cloak of Mirrors each turn that they are in effect.

Weaving Winds 1 (BL 4) (PP 6 + DL)

The Aes Sedai weaves swirling powerful currents of air through the room where he/she desires protection.  All non-magic missiles entering or leaving this room become less accurate for the rest of the turn.  All monster Ballistic attacks are at -1 to hit when passing through or into this room.  Roll 1D6, on a 1 or 2, the effects carry over into the next turn through the Warrior Phase, who will also suffer -1 to hit while using ballistic attacks that pass through the affected area.

Weaving Winds 2 (BL 8) (PP 8 + DL)

Same as level 1, but the affected area covers any two adjacent board sections (one of which contains the Aes Sedai,) in LOS, OR the Aes Sedai may choose any one board section in LOS at a distance from the Aes Sedai; and, all ballistic attacks are at -2 to hit.

Towering Appearance 1 (BL 4) (PP = DL)

The enemies may be taken aback by this ruse for a time.  For one turn the Aes Sedai appears to tower above all normal to moderately large monsters (does not work against Large Monsters or Forsaken).  All monsters attacking the Aes Sedai are at -1 to hit because they are afraid, well “just a little afraid”.  If the Aes Sedai would like to maintain this ruse, he/she must spend ½ the initial casting cost (round up) per turn to perpetuate it.  This may continue to the end of the combat as long as desired and the power points are available.  Magic resistance (roll once for each type of monster for the entire combat) and magic dispel may work against this illusion.

Towering Appearance 2 (BL 7) (PP = 1 ½ X DL rounded up)

Same as level 1, but the Aes Sedai is more fierce looking and terrorizes her enemies.  The monsters are at -2 to hit the Aes Sedai.


All Aes Sedai Attack spells require LOS to target or target area.

Balls of Fire 1 (BL 1) (PP 3)

One ball of fire travels in a straight line from the Aes Sedai to the target – there must be no obstructions between.  This ball of fire is smaller but more concentrated than a Wizard’s Fireball.  It does 1D6+1+(Aes Sedai’s BL) wounds on a single monster.  At higher levels, with more than one ball of fire, they still travel in a straight line and the spell still counts as only one attack; but, if the target is destroyed, the rest of the balls of fire continue in a straight line to any model directly behind the original target (watch out for warriors).  If a monster has the dodge ability, roll to dodge.  If a monster dodges he avoids the ball of fire, but that ball of fire may hit any other available monster in a strait line behind the one that dodged.  Of course, magic resistance should also be rolled; but, only after a dodge attempt if the monsters tries to dodge.  If magic resistance is successful, the ball of fire is extinguished out as it hits the monster.

Balls of Fire 2 (BL 3) (PP 6)

Same as level 1, but there are two balls of fire in succession, each does 1D6+2+(Aes Sedai’s BL) wounds.

Balls of Fire 3 (BL 5) (PP 9)

Same as level 1, but there are three balls of fire in succession, each does 1D6+3+(Aes Sedai’s BL) wounds.

Balls of Fire 4 (BL 7) (PP 12)

Same as level 1, but there are four balls of fire in succession, each does 2D6+1+(Aes Sedai’s BL) wounds.

Balls of Fire 5 (BL 9) (PP 15)

Same as level 1, but there are five balls of fire in succession, each does 2D6+2+(Aes Sedai’s BL) wounds.

Earthquake (Mini) 1 (BL 1) (PP 6)

Any one square in the Aes Sedai’s LOS immediately erupts with stones and dirt flying up into the face of the model occupying it.  The model is tossed about and may suffer varying degrees of damage.  Be careful with this one, because the ground where Earthquake is used could become impassable.  If magic resistance works, it will only allow a monster to move (up to its move characteristic) spaces in any direction to avoid the earthquake (It is assumed that the model is able to zigzag through any models in its way, since they are all being jostled about, except in the case of Level 1 – if surrounded in this case, his magic resistance does him no good.); but, if it ends on an earthquake square it must still suffer the effects of that square.  Because the debris is being tossed into the air, all of the effects except result #1 will apply to any flying model.  Roll 1D6 to see what happens:


The Model immediately falls into a bottomless pit and dies.  The square is now treated just like a square covered by the Wizard’s Pit of Despair – no model may enter, except by flying over or crossing a bridge of some type.  Models that fly will suffer no damage in such a space; they may hover over the pit and move and fight as normal (unless bound bond by air weavings).


A huge slab of stone flies up into the air on lands on top of the model’s head.  Roll 1D6: 1-2, the model is killed outright; 3-4, the suffers 2D6+DL (Dungeon Level) wounds with no modifier for armour, and (if not killed) may do nothing for one turn while getting out from under the slab; 5-6, the model suffers 2D6 wounds with no modifier for armour, but (if not killed) manages to escape being pinned under the slab (may move and fight as normal this turn).  This square is no longer passable unless cleared according to the instructions in Dungeon Event #34 (see Roleplay Book).


The model is so tossed and battered that it suffers 1D6+DL wounds with no modifier for armour and is at -1 on its to hit rolls for one turn.


Same as #3, but the model does not suffer the to hit penalty.


This model suffers (roll 1D6): on 1-3, 1D6+DL wounds (modified as normal); on 4-6, 1D6+2 wounds (modified as normal) and -1 to hit for one turn.


The instability and flying debris do not directly harm a model on this space, but the model is at -1 to hit while attacking for one turn, and a magic user is at -1 to a success roll or -1 on a random spell table (for monsters).

Earthquake (Moderate) 2 (BL 5) (PP 12)

Same as Mini Earthquake, but area affected is 2X2. Roll on the Earthquake Table for each square in the area; even if there is no model on the square, because it is important to know the final condition of each square in the area – whether it might be blocked or become a pit.

Earthquake (Major) 3 (BL 9) (PP 24)

Same as Moderate Earthquake, but area affected is 4X4.  Roll on the Earthquake Table for each square in the area.  Level three is so powerful that it costs the Aes Sedai three attacks.

Lightening Bolt 1 (BL 2) (PP 4)

Similar to the Wizard’s Lightening Bolt with important differences.  The Lightening Bolt strikes any one monster in LOS.  It does 1D6+3 wounds +1D6 wounds if the monster is wearing armour.

Lightening Bolt 2 (BL 4) (PP 7)

Same as level 1, but it does 1D6+6 wounds + 1D6 wounds if monster has armour.

Lightening Bolt 3 (BL 6) (PP 9)

Same as level 1, but it does 2D6+3 wounds + 1D6+3 wounds if monster has armour.

Lightening Bolt 4 (BL 8) (PP 11)

Same as level 1, but it does 2D6+6 wounds + 2D6 wounds if monster has armour.

Lightening Bolt 5 (BL 10) (PP 13)

Same as level 1, but it does 3D6+3 wounds + 2D6+3 wounds if monster has armour.

Lightening Blast 1 (BL 8) (PP 12)

The Aes Sedai weaves a mighty blast of lightening and sends it crashing down upon a group of unsuspecting monsters.  Designate a 2X2 target area; roll 1D3+1, this is the number of random monsters within the target area that are hit (each monster may only be hit once per casting/weaving); and, roll (1D3+2) D6’s for each monster hit – this is the number of wounds the monster takes, +2D6 wounds if monster has armour.

Lightening Blast 2 (BL 9) (PP 17)

Same as level 1, but designate a 3X3 area; roll 1D6+3 for random monsters hit; and, roll (1D6+1) D6’s for wounds on each monster, + 3D6 if monster has armour.  Level 2 is so powerful that it costs two attacks.

Lightening Blast 3 (BL 10) (PP 22)

Same as level 1, but designate a 4X4 area; roll 2D6+4 for random number of monsters hit; and, roll (1D6+1D3+2) D6’s for wounds on each monster, +4D6 wounds if the monster has armour.  Level 3 is so powerful that it costs three attacks.

Wall Slam 1 (BL 3) (PP 6)

Weaving strong currents of air, the Aes Sedai causes a monsters to crash into a nearby wall.  Similar to the Wizard’s Spell, Wind Blast, but throws the target against a wall of the Aes Sedai’s choosing (rearrange monsters if need be).  It also does different damage: 3D6+3 wounds with no modifiers for anything.  The monster does nothing for one whole turn.

Wall Slam 2 (BL 6) (PP 10)

Same as level 1, but causes 6D6+6 wounds.

Wall Slam 3 (BL 9) (PP 14)

Same as level 1, but causes 9D6+9 wounds.

Death Wave 1 (Male only) (BL 2) (PP 5+[# of targets])

This highly destructive and powerful weaving of the One Power is hard to describe.  It flows out from the male Aes Sedai literally as a wave of death melting the lives of his enemies away.  It seems that all who observe this have the feeling that they have just watched the lives of the targets flowing quickly away, like the rolling of the ocean waves upon a sea shore.  For all levels of this spell the first number of the area of coverage is the width and the second number is the depth or length (moving away from the male Aes Sedai).  The area of damage for Death Wave 1 is 1X2.  It always begins at a square adjacent to the Aes Sedai.  Make sure that no friendly models are in the area of damage.  It causes 1D3+(male Aes Sedai’s BL) wounds with no modifiers for anything.  It may not be dodged, but magic resistance, may work.  However, this uses so much of the Aes Sedai’s power and concentration that it defies his normal one-for-one trade between attacks and attack spells – he may not make any other attacks this turn, physical or magical, unless the spell failed (wasting the power points), in which case the unsuccessful attempt will count as only one attack spent.  Also, the male Aes Sedai may not use Death Wave (of any level) more than (1/2 his BL, rounded up) successful times per adventure.

Death Wave 2 (Male only) (BL 3) (PP 8+[# of targets in damage area])

Same as Death Wave 1, but area of damage is 2X2 and damage is 1D3+2+(male Aes Sedai’s BL) wounds.

Death Wave 3 (Male only) (BL 5) (PP 11+[# of targets in damage area])

Same as Death Wave 1, but area of damage is 2X3 and damage is 1D6+1+(male Aes Sedai’s BL) wounds.

Death Wave 4 (Male only) (BL 6) (PP 14+[# of targets in damage area])

Same as Death Wave 1, but area of damage is 3X3 and damage is 1D6+3+(male Aes Sedai’s BL) wounds.

Death Wave 5 (Male only) (BL 8) (PP 17+[# of targets in damage area])

Same as Death Wave 1, but area of damage is 3X4 and damage is 2D6+1+(male Aes Sedai’s BL) wounds.

Death Wave 6 (Male only) (BL 9) (PP 20+[# of targets in damage area])

Same as Death Wave 1, but area of damage is 4X4 and damage is 2D6+3+(male Aes Sedai’s BL) wounds.

Bale Fire 1 (BL 5) (PP 15)

A stream of thin, white, and unspeakably hot fire streaks off in any one direction from the Aes Sedai, vaporizing anything in its path.  Use with extreme caution and use rarely or something really bad could happen.  Bale fire range is 6 squares in a straight line.  Make sure no warriors are in the path.  All monsters in a straight line must make a dodge test of 5+, but any monsters with dodge ability roll at +1 to their current ability instead. Magic Resistance, magic shields, and magic dispel do not work against bale fire.  All who do not dodge are immediately vaporized -- they no longer exist.  No one gets any gold (or experience) from their departure.  However, there could be some unexpected effects of using this "forbidden" weapon.  Roll 1D6 (Luck may be used), on a 1 or 2, this use of Bale Fire has caused the unweaving of some threads in the Pattern: roll a second 1D6 on the Bale Fire Effects Table below – normally, personal luck points may not be used to re-roll on this table, but a ta’veren may do so, or a Christian Missionary may use a Providence Point to re-roll, though the second roll must be accepted unless another ta’veren Luck point or Christian Missionary Prov. Point is used.  The Bale Fire Unexpected Effects must be resolved before proceeding with normal game play.

Bale Fire 2 (BL 9) (PP 30)

Same as Bale Fire 1, but the range is 12 squares AND unexpected effects will happen on a 1D6 roll of 1, 2, 3, or 4.

Bale Fire Unexpected Effects Table


Type of Effect


Time Freeze for Monsters
It seems that time stands still for the monsters, while it flies for the warriors.  The monsters get one immediate monster phase.  Then go back to where things left off in the normal phases and turns of game play.  If no monsters are present, roll once on the monster table of this dungeon level instead.  The new monsters get an automatic ambush; if they already have that ability, they each get +1 attack.


Something “Un-happened”
Something strange has happened, or something has "un-happened".  All warriors have lost (1D3 X 10%) gold each.  Roll separately for each one.


Unseen Monster Attacks
Each warrior that is adjacent to a monster suffers the damage of one normal attack from one monster (determine randomly if more than one monster is adjacent) as an automatic hit, since he/she did not see it coming.  If no monsters are adjacent, use monsters with ballistic weapons instead.  If no monsters are adjacent and no monsters have ballistic weapons, any evil magic user on the board gets to cast one spell immediately.  If none of these can happen, roll one time on the Monster Tables (this dungeon level) instead.


Room(s) Shimmer
It seems that the room(s) has shimmered or wobbled in time: for the next full round of turns all monsters and warriors are at -1 to hit, spell casters are at -1 to success rolls, and evil magic users are at -1 on their random spells table.


It Just Disappeared!
Something seems different in the warrior party.  Upon glancing at one another you realize that a random warrior no longer is wearing or using a random item, piece of armour (shield, helm, etc.), weapon, or treasure, and etc., because it has disappeared!  The item must have been in use or been worn during the turn in which this instance of bale fire occurs.  This does not apply to any permanent equipment that may not be lost or destroyed (such as the Christian Missionary’s Armour of God and Sword of the Spirit).


Time Freezes for Warriors
Time seems to stand still for the warriors, while it flies for the monsters.  The warriors get one immediate warrior phase.  Then go back to where things left off in the normal phases of game play.


All Aes Sedai Attack spells require LOS to target or target area.

Ball of Light 1 (BL 1) (PP 3)

A ball of light forms above the Aes Sedai’s head and hovers there, following wherever he/she goes.  It provides light just like a lantern.  This could be quite useful if the lantern goes out.  Or, maybe the Aes Sedai and another party member would like to be adventurous and help explore the dungeon at a T-section.  Level 1 of this spell only provides light to the room where the Aes Sedai stands or walks.  The light may be maintained for subsequent turns by spending 2 power points per turn.

Ball of Light 2 (BL 2) (PP 4)

Same as level 1, but this ball of light is a bit brighter providing light for all adjacent rooms also.

Open Lock 1 (BL 1) (PP 3)

Once per turn, the Aes Sedai may attempt to open any lock by using weaves of earth to search out and manipulate the inner workings of the lock.  This is subject only to the spells success roll.  If successfully cast, then the lock is opened and the door, chest, trapdoor, etc. is now operable.  This level does not work against magical locks or magically enhanced locks.

Open Lock 2 (BL 3) (PP 6)

Same as level 1, but also by weaves of spirit, this weaving searches out and dismantles a magical lock, again only dependent upon the success roll of the spell.  One more thing, if the lock has a trap that is triggered when anyone opens the lock/door, there is a chance that this weaving will also dismantle the trap trigger.  After the spell/weaving is cast successfully, roll 1D6, on a 4+, the trap trigger is dismantled.

Sword of Fire 1 (Male only) (BL 2) (PP 5)

This is not in the wrong spell class; it is not to be classified as an attack spell, and it does not use an attack to cast/weave.  It does normal damage +1 wound.  It costs 2 power points per turn to continue to use (without re-casting).  Yes, a male Aes Sedai may use this weapon with his weapon specialization benefits (if sword was the weapon chosen).  This weapon of the One Power counts as a magical weapon.  Females may not use it because oft the “Three Oaths”, not even a Wilder, because no female may use a sword.

Sword of Fire 2 (Male only) (BL 5) (PP 6)

Same as level 1, but does +3 wounds.

Sword of Fire 3 (Male only) (BL 8) (PP 7)

Same as level 1, but does +5 wounds.

Air Lift 1 (BL 2) (friendly target PP 5; enemy target PP = 5+[1/2 DL rounded up])

By means of strong weavings of air, the Aes Sedai is able to lift any one model (not Large Monster, and not a Friendly Giant, and not himself/herself) into the air and move it one square in any direction – must land in an empty square.  If used on a monster this will qualify as an attack class spell and should be treated as such in every way (costs 1 attack, may only be used during the Aes Sedai’s turn, and etc.), though it is to be learned as a special class spell.  It may be used in various ways such as the following: to get a friendly model out of a pit, to free a friendly from pinning (who was unable to free from pinning on his/her own), or to drop a monster into a pit or a fire chasm.  Also, a monster may be dropped for 1D6+3 wounds (not modified for armour).  Air Lift may only be used on a flying monster while using Bind with Air (see Defensive class) – this prevents the monster from using its ability to fly.  Note that the power points required are different for friendly and for enemy models.

Air Lift 2 (BL 5) (friendly target PP 8; enemy target PP = 8+[1/2 DL rounded up])

Same as level 1, but the target may be moved up to two squares then put down, or dropped, or held up in the Air Lift for an extra 5 power points per turn including the first turn, and a monster (if dropped) will suffer 1D6+6 wounds (no modifier for armour).  No matter the type of model being held in an Air Lift, they will gain/suffer all the benefits/penalties of the Wizard’s Levitate spell (see Roleplay Book).  In addition to rolling magic resistance when a monster is first air lifted, the magic resistance must be rolled for each succeeding turn that the Aes Sedai maintains the levitation effect on the monster.  If magic resistance then is successful, the weaves of air become unraveled and the monster is released from the air lift.  Even in this case the monster suffers from the drop.

Air Lift 3 (BL 8) (friendly target PP 12, enemy target PP 12+[1/2 DL rounded up])

Same as level 2, but the target may be moved up to three squares then put down, or dropped, or held up in the Air Lift for an extra 5 power points per turn including the first turn, and the monster (if dropped) will suffer 2D6+3 wounds (no modifier for armour).  Also, at this level, all of these same effects may be used against a Large Monster or to help a Friendly Giant, but they may only be moved 1 square for each successful use of Air Lift.  Remember, if the Large Monster also has the Fly ability it must also be bound with Bind with Air in order for this to work.  However, a Large Monster or a Friendly Giant will require an extra 5 power points (10 PP total) per turn to maintain the Air Lift.

Air Bridge (BL 3) (PP 5, 8, or 10)

By weaving strong flows of air, the Aes Sedai forms a bridge of air one square wide to allow passage over a pit, hole, or chasm.  Any model may walk across it for as long as it is maintained.  The power points required depends on the length (squares).  It costs 5 PP for one square in length, 8 PP for 2 squares, and 10 PP for 3 squares; also, it costs 2 PP per square per turn to maintain.  The air bridge may disappear at the whim of the Aes Sedai any time during the turn.  In this case, any monster that cannot fly that is walking or standing on the air bridge will fall to whatever awaits below.  If this causes the monster’s death, no one gets any gold from the kill.  Air Bridge could become useful in the event that an Aes Sedai has used Earthquake extensively and perhaps a little carelessly.

Traveling Gateway 1 (BL 3) (PP 10)

This spell/weaving provides a magical gateway through which the Aes Sedai and the rest of the warrior party may Travel instantly from one place to another.  Making a gateway requires a certain amount of familiarity with the origination ground; more time is required when Traveling greater distances.  For this reason, the Aes Sedai may not use it to Travel to a settlement, but may use it to help the party to quickly go from one part of the dungeon to another.  To cast this spell, the Aes Sedai must have been present in the current room/corridor for 4 whole turns.  When successfully weaved/cast the gateway will cover two adjacent squares on the same board section (you may use a dungeon doorway to represent the gateway) – be sure not to place the gateway where a warrior is standing, it may kill him.  The gateway will instantly take all who pass through it to any already-explored room or corridor in the dungeon up to 1D6+3 board sections distant.  The gateway must be entered by the warriors just like entering a normal dungeon doorway, subject to their respective movement characteristics.  It may be good to place a doorway (anywhere in the chosen board section of destination) as a reference point for how the warriors’ movements are resolved at the destination board section.  The Aes Sedai may maintain the gateway beyond the first turn by spending 4 power points per turn; and, may maintain it from either the origination or the destination board section.  If monsters are on the board, they may pass through the gateway just like the warriors.  Of course, an Aes Sedai might open a gateway where a monster or two are standing, thus killing them outright (but no gold is rewarded, and magic resistance could prevent the gateway from forming in such a case), unless they dodge.  The gateway may be voluntarily closed at the end of any warrior’s phase, or it may be left open to dissipate at the end of the turn.  A side benefit to learning this spell is that the Aes Sedai gains a permanent +1 to the roll for entering the World of Dreams in a settlement.  Note:  the use of a gateway could come in handy while using a Ball of Light to explore and/or catch up with the other members of the party; but, the destination board section may not be one that has warriors on it – this is to avoid accidentally damaging or killing them, because the Aes Sedai will not know their exact positioning until he/she arrives at the other end. 
as long as the gateway is open and the lantern is either on the origination or destination board section, the lantern will provide light to both the origination and destination board sections, because the light passes through the gateway.  This same rule applies to a Ball of Light Level 2.

Traveling Gateway 2 (BL 5) (PP 11)

Same as level 1, but the Aes Sedai gains greater skill: The Aes Sedai must be in the board section of origination for only three whole turns and may roll 2D6+2 for the distance to choose where the gateway will take the party.

Note about the creation of these spells

All of the forgoing spells/weavings were inspired by my limited knowledge of the experiences of the female Aes Sedai and wilders, the Dragon Reborn, and other male channelers as depicted in Robert Jordan’s Wheel of Time series.  I decided against adding a Ward Against Eavesdropping, since I did not want to have too many spells that act almost exactly like the Wizard’s spells (in this case, Silence); and, because I couldn’t see much practical use for it except as it might apply to role-playing interaction between the warrior party members, who might want to have a few minutes of private discussion without all the players listening in.  If there seems to be too much emphasis upon the use of “Air” in the weavings of these spells, it is because of my mostly unswerving purpose to stick with the story as told by Robert Jordan.  I have read all the books in the series, and I thought these characters just might fit in quite well in the Warhammer World.