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| .:. WEAVE |
Weave lets a channeler shape the One Power into a spell. You must grasp the Source first, know the weave, and meet its flow and prerequisite requirements. Syntax: > weave '<name>' <1-4> [target/payload] > weave '<name>' [target/payload] Choosing a level The number after the weave's name selects one of the weave's Endurance tiers. It is not the weave's complexity or your mastery of it. The tiers run from 1 to 4; higher tiers can spend more Endurance, but some weaves have the same spend at more than one tier. An explicit level chooses the spend independently of your grasp amount. It does not grasp the Source for you or bypass any weave requirements. Without a level, the weave uses your grasp-derived spend within its allowed range. Grasping without an amount uses the weave's normal spend. Targets and arguments Use a named target for a weave such as Fireball. Area weaves such as Earthquake, and create-weapon weaves, do not need a named target. Other weaves take their own arguments: Project Voice takes quoted text. Use Inform and the weave's own help page to check what it needs. Example: > weave 'fireball' 3 loth > weave 'fireball' loth > weave 'earthquake' 1 > weave 'earthquake' > weave 'create flamesword' > weave 'project voice' 1 'Hold the gate!' In a fight, an accepted weave is held until its charging round ends. Outside combat it resolves without that charging delay. See Combat Channeling for timing, defenses, cancellation and failed charges. Spending beyond your Endurance can be dangerous even on the cast that first takes you below zero; see Overchanneling before risking it. See also: Grasp, Release, Tie, Inform, Spells, Combat Channeling, Overchanneling, Fireball, Project Voice |
| :: Beginning |

