Introduction:

The Great Hall has a system of "points" for detemining an Aes Sedai's strength and talents within the roleplay. These points are accumulated in several different manners. For every point earned, the character's roleplay strength increses an equivalent amount. This system exists to ensure not all channelers will be the same in the distribution of their abilities.

At the completetion of requirements for each rank, novices, Accepted, and Aes Sedai will distribute their accumulated OP points between each of the five elements of saidar: Air, Earth, Fire, Spirit and Water. The skill rating of each element (as determined by number of assigned points) will then equate to the channeler's ability when using that element. For example, a random Aes Sedai has 25 points and she decides to assign her points as thus: Air - 6, Water - 9, Earth - 3, Fire - 2, Spirit - 5. In the roleplay these values mean the channeler has a very strong ability weaving Water, average abilities weaving Air and Spirit, and is quite weak in Earth and Fire. The strengths considered "average ability" for a full channeler in each element are 4-6. Special talents and weaves (as listed at the bottom of this page) require minimum skill levels in specific elements for the channeler to be able to use/perform them.

It is important to note that most channelers will be strong in one or two elements and quite weak in others (normally Air and Water tend to be strongest in women, Earth and Fire are weakest, and Spirit is usually equal between the sexes). There is a lot of variation and how points are distributed will be based on what strengths each member wants their character to have. As channelers grow and increase their abilities with saidar so too will their strengths in specific areas. Points are awarded on a graduated system based on what rank the channeler is currently at and the amount of effort (or "studying" if you think in a book context) they make. Novices start with zero (0) points as they are brand new to channeling and are learning to grasp and basically manipulate saidar, not develop strengths. Also note that not all earned strength points must be assigned to elements. Any unassigned strength points will not be considered viable ability within the roleplay. This is useful for those intending to maintain weaker characters.

The OP scale is measured from zero (0) being a brand-new novice to thirty-five (35) being a extraordinarly strong, full Aes Sedai. A newly raised sister will have a minimum OP strength of twenty (20). Most Aes Sedai, after reaching their full potential, will have an average strength near twenty-five (25). Some will work extra hard and rise to as strong as thirty (30). It is only possible to obtain a strength of thirty-five (35) via unique roleplay activities and special permission of the Amyrlin Seat. As channelers of such strength are in extreme rarity, permission for extra points is very difficult to obtain.


How points are earned:

Novices

  • Begin with zero (0) points
  • Earn two (2) points for each required class completed
  • Earn one (1) point for each elective class completed
  • Earn one (1) point for completing their Three Arches RP

- minimum number of points to be raised to Accepted: eight (8)

Accepted

  • Begin with minimum eight (8) points
  • Earn three (3) points for each required class completed
  • Earn one (1) point for each elective class completed
  • Earn two (2) points for teaching a novice class
  • Earn two (2) points for completing their Final Exam RP

- minimum number of points to be raised to Aes Sedai: twenty (20)

Aes Sedai

  • Begin with minimum twenty (20) and can earn a maximum total thirty-five (35) points
  • Earn one (1) point for each elective class completed
  • Earn two (2) points for each class taught that involves channeling
  • Earn one (1) point for each class taught that does not involve channeling
  • Earn one (1) point for each new elective class written 
  • Earn undetermined bonus points for Amyrlin approved activities (rare)

* Maximum Points Allowed For All Levels *

  • Novices, Accepted, and Aes Sedai may all "attend" as many elective classes as they wish, but a maximum of two (2) OP points may be earned in this method (after requirements) at each rank. Any other classes completed do not earn points. 
  • Accepted may teach as many classes as they wish, but a maximum of four (4) OP points may be earned in this method. Any other classes taught will not earn points. Accepted may only teach novice lessons that involve channeling.
  • Aes Sedai may teach as many classes as they wish. Points will only be awarded for in-character classes. A maximum of four (4) OP points may be earned teaching classes that involve channeling, whether required or elective. A maximum of two (2) OP points may be earned teaching any class that does not involve channeling. Any other classes taught will not earn points. 
  • Aes Sedai may earn bonus points in addition to points earned teaching electives. These points will be awarded for writing the class being taught in addition to teaching it. A maximum of two (2) bonus points may be earned. 
  • Other activities and projects may be eligible for One Power points. Approval must be gained from the Amyrlin Seat.


Talent Requirements:

Cloud Dancing (Weaving the Winds)

  • Manipulating the weather
  • Minimum required strengths: Air - 8, Water - 8

Compulsion *FORBIDDEN*

  • Controlling a person against his/her will
  • Minimum required strengths: Spirit - 10

Delving

  • Locating ores/metals underground (extremely rare)
  • Minimum required strengths: Earth - 10

Dreaming

  • Predictive dreaming and dreamwalking (extremely rare)
  • Minimum required strengths: none

Earth Singing

  • Manipulating the earth
  • Minimum required strengths: Earth - 9, Fire - 9

Foretelling

  • Predicting future events through seeing the Pattern (rare)
  • Minimum required strengths: none

Healing

  • Undoing physical harm done to a living being (highly variable)
  • Required strengths: All elements - 5 (and up, depending on degree of ability)

Listening to the Wind

  • Sensing the weather
  • Minimum required strengths: Air - 6, Water - 6, Spirit - 6

Skimming *RESTRICTED*

  • Sliding outside the Pattern from place to place
  • Minimum required strengths: Spirit - 9

Travelling *RESTRICTED*

  • Moving in one step outside the Pattern from place to place
  • Minimum required strengths: Spirit - 11