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| .:. CHANNELING EXHAUSTION |
Overchanneling means drawing on the One Power beyond the Endurance you have left. The weave command does not automatically refuse a cast just because your Endurance is low or already negative. Being allowed to attempt it does not make it safe. When the risk applies When you cast a weave, exhaustion, burnout and death risk use your Endurance after that cast's base cost has been paid. This includes the first cast that takes you below zero. You do not get a safe first overdraw followed by danger only on the next attempt. In combat, an accepted charge pays when it resolves, not when you begin gathering. Cancelling it before resolution avoids its base weave cost. A lower spend tier may use less Endurance, but choosing level 1 is not a promise of safety. Read the weave's own information and watch your remaining Endurance. Burnout cuts you off from the Source; drawing too much can also kill you. These are overchanneling consequences, not the same failure as a combat weave collapsing and backfiring. Backfire and failed trials A failed initial weave skill trial costs Endurance without beginning a charge. A held weave can instead collapse at maturity, or backfire when a heavy hit interrupts it. Backfire costs additional Endurance and stuns you. Failed-trial and fizzle/backfire penalties do not by themselves add another overchanneling burnout or death check. Heal and releasing the Source Heal pays its base spend before its final caster exhaustion. Its risk check still uses the Endurance left after that payment. The final exhaustion effect does not erase the debt or make an unsafe draw safe. If you still hold the Source, negative Endurance alone does not block another cast. Taking a fresh grasp is different: you cannot do that while your Endurance is negative. Letting go while exhausted makes you fall asleep, and does not undo a risk already taken. Example: > weave 'fireball' 1 loth This chooses a spend tier; it is not a safe-overchanneling command. See also: Weave, Grasp, Release, Combat Channeling, Heal, Endurance |
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