Men Who Can Channel

It should also be noted that there is a stigma against men where channeling is concerned. Men who can channel are regarded with fear and mistrust. This is because of the taint on the male half of the True Source. Many men try to hide the fact that they can channel, as they will be chased from cities, have stones thrown at them, be refused service or hospitality, be executed or gentled among many other things. There is no system established for teaching men to channel, thus every male channeler is a wilder.

Men tend to be more powerful channelers than women, but they are still threatened with madness and perhaps an early death. In addition to the prejudice male channelers face there are differences in game.

Bonus Weaves: Every male channeler gains five bonus weaves: one of 1st, 2nd, 3rd ,4th and 5th level. As with bonus weaves granted by high ability scores these weaves can only be used when the channeler is of high enough level to cast them.

Block: Male wilders can gain the Eliminate Block feat at 1st level.

Linking: See the rules on linking in the section dealing with The One Power


Every male channeler has a Madness rating. This is a secret statistic maintained by your GM. When you create your character your GM secretly rolls 1d6. That is your madness rating. Every time you overchannel, your GM adds one point, unless using an angreal or sa’angreal, you still gain madness for overchanneling while linked in fact everyone you are linked with gains the madness at the same rate as you do while linked. Every time you advance one HD your GM rolls 1d6 and adds the result to your madness rating. Optionally if you embrace the source more than once per day for a full week (more than 7 times in one week) your GM may add 1 to your madness rating each time you embrace the True Source after this limit is reached. As your rating increases, madness may begin to take over your character. By using the Mental Stability feat to reduce your madness rating.

MADNESS: Any character can have a madness rating but only wolfbrothers and male channelers are mandated to have one.

For male channelers as the madness progresses they may become permanently insane and suffer a horrible rotting disease that consumes men who expose themselves to the tainted saidin too often.

Early on a character might have to make a Will save to prevent momentary outbursts of insanity. Stressful situations may also trigger these attacks, as can exposure to power sa’angreal or ter’angreal. As the madness tightens its grip, these saves grow more frequent and difficult. The table below gives the conditions that can trigger a bout of madness depending on a character’s Madness rating.

Madness Rating Trigger Condition
0-15 -
16-30 Injury
31-40 Will save
41-50 Casting a weave, using ter’angreal
51-60 Threat
61+ Constant

Trigger Conditions: At each threshold point a new trigger condition is added to those already in effect.

Injury: Whenever the channeler takes damage in combat, or dangerous non-combat situations, he must check for madness.

Will Save: Whenever the channeler is required to make a Will saving throw, he must check for madness. This does not include madness checks.

Casting a Weave, Ter’angreal: Merely touching saidin, where through casting a weave or activating a ter’angreal is enough to trigger a check for madness.

Threat: Any stressful situation, where real or imagined, might drive the character to insane behavior. He must make a check for madness.

Constant: By this point the madness is so far gone the character that it is a permanent condition. A check for madness is not longer required–the character is irredeemably insane. Check for Madness: When a triggering condition occurs the character must make a Will saving throw against a DC equal to his madness rating. If the save succeeds, the character suffers no ill effects. If the save fails roll 1d20, subtract the result from the madness rating and consult the table below. The result indicates which symptoms of madness remains with the character for the duration given on the table.

Result Symptoms Duration
5 or less Delusion 2d6 minutes
6-15 Suspicion 2d6 hours
16-25 Panic 2d6 rounds
26-35 Withdrawal 2d6 hours
36-45 Fury 2d6 rounds
46-55 Disease See text
56+ Dementia See text

Symptoms: If the character fails his check madness, he behaves in an erratic manner. The symptoms are described below in general terms; the exact manifestation is up to the GM Delusion: The character suffers from hallucinations–auditory, visual, or both–and is difficult to convince that these delusions are not real.

Suspicion: The character has a deep distrust of everyone, even friends, and suspects them of secretly plotting against him, causing him harm, even being Darkfriends in extreme cases.

Panic: The character is convinced that he is in mortal danger and does his best to flee the threatening situation. If he cannot flee, he attacks desperately.

Withdrawal: The character becomes depressed, argumentative , stubborn, and unwilling to interact with the world.

Fury: The character flies into an insane fit of temper. He lashes out at the nearest available target in combat, or goes on a violent rampage in other situations. Thereafter, he overreacts dangerously to events that would make others irritated, frightened or other wised stress.

Disease: When madness has progressed this far the channeler falls prey to a horrible rotting illness (Fortitude Save DC 20). His body begins to decay around him and the stress of this situation is often enough to propel him to final destruction. The disease incubates for one week and then deals 1d3 points of Constitution damage each day thereafter. Unlike normal diseases, this rotting affliction continues until the victim reaches 0 Constitution and dies. The disease may be cleanses by healing with the One Power but it is likely to return.

Dementia: The character’s personality has been lost entirely to madness. A hero becomes an NPC a almost nothing can save them from the horrible death that awaits them.

Misc Rules
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Men Who Can Channel

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