Here I will be gathering up my conversions of Wheel of Time monsters, items and other character resources over time. I'll start with the One Power, then move on to various Shadowspawn and Ter'Angreal (items of power).
THE ONE POWER
The One Power works like Evocation. It is unaffected by thresholds and does not hex, and channelers can fuel it either with mental or with physical stress. It is easier to cover large areas with the One Power; pay 1 shift for 1 zone or 2 shifts per 1 zone range; powerful channelers can create very large effects. Channelers however do not have enchanted items, potions and foci. They can take specializations normally and they can spend refinements in either specialization or special talents (see below). Each Talent costs 2 specialization points to buy. Channelers are not limited by Lore in their specialization but Lore limits the number of special talents they can take. In addition, channelers can create a number of different effects equal to twice their Lore. Unlike Rotes, the parameters of these self-discovered weaves can be altered. However, these are the only weaves the channeler knows, unless taught. Lawbreaker applies normally to the One Power. However, there is no way to transform another - the One Power has no such ability -, the 6th Law applies to the use of Balefire and other attempts to cause paradox, and the 5th and 7th Laws apply to dealings with the Dark One and uses of the True Power.
[-6] Channeler of the One Power
You get Evocation fueled by both mental and physical stress. You get 6 specializations, if male, and 2 specializations plus linking if female.
Linking: Female channelers have the talent to combine forces. Forming a circle takes 1 exchange per channeler after the first and cannot be broken unless the leader releases. The leader uses her own strength and control when channeling but can also use the power of others; she can force them to channel and add to her own weaving. Other channelers in the weave add their effective discipline or conviction to the amount of power of the weave - whichever is less. They do not add anything to the control roll but the power they add is considered controled.
Overchannel: You can channel more of the One Power than you normally could in exchange for long-term consequences. This talent allows you to take hits to fuel channeling by upgrading your consequences. I.e. if you have a mild mental consequence already, you could upgrade it to moderate, severe or even extreme and take the difference to fuel your channeling. The consequence stays in the same slot but its recovery time and severity increase. Filling all your consequences as Extremes burns you out and you lose the ability to channel altogether.
Maintain Weave: With this talent, you can hold weaves, not letting them rapidly evaporate. For each weave you hold, take -1 to your power and control but said weave's duration does not run out while you hold it.
Tie-off Weave: With this talent, you can tie your weaves and no longer need to maintain them; tying a weave takes an exchange but tied weaves have durations like thaumaturgy, not like evocation. In addition, you can now do Wardings as evocation.
Multiweave: With this talent, you can perform multiple weaves of smaller power instead of a single one when needing to affect multiple targets. Split only your shifts of Power when hitting multiple targets. In addition, you may use those shifts in completely separate effects instead of one effect.
Healing: With this talent, you have access to biomancy as evocation. Without this talent, healing is possible but its effects very limited; you can only know one neuromancy weave.
Compulsion: With this talent, you have access to neuromancy as evocation. It doesn't actually have to be used for compulsion. Without this talent, compulsion is possible but its effects very limited; you can only know one mind-affecting weave.
Cloud-Dancing: With this talent, you have full access to weather-controlling weaves. Weather effects are conjured. Without it, you can still change the weather but there is always a backlash of sorts; a weather effect equally strong to what you conjured but always chaotic happens as fallout after your conjured weather ends.
Earthspinning: With this talent, you have full access to earth and metal shaping weaves. Those are considered conjuration and transformation at the speed of evocation except that a) the material is real and has to come from somewhere and b) the changes are permanent. Without this, you can only do basic attacks, maneuers and blocks with Earth.
Read Ter'Angreal: This talent allows you to read Ter'Angreal, using your total Control to learn their properties instead of your Lore. In addition, you can use weaves to modify their properties - but this is a dangerous proposition.
Craft Ter'Angreal: This talent allows you to craft Ter'Angreal. Craft Ter'Angreal in the way you would do a thaumaturgy ritual. However, you must add enough additional shifts to make the effect permanent. +0 if the Ter'Angreal works only when a flow equal to its base power is channeled into it and held. +50% in total shifts if the weave can be tied-off (standing flow) - but the item must then be immobile. +100% if the item works without weaves, but in this case the item must be immobile and has specific and very weird triggers. Ter'Angreal that work without weaves and are mobile, plus all Angreal and Sa'Angreal (items that act as Foci) are Items of Power instead.
Traveling: This talent allows access to Transportation and Worldwalking. The most well-known is the Gateway for traveling but there are others, such as Skimming, Gateways into the world of dreams, Deathgates, traveling to irregularities in the pattern, activation of portal stones, traveling into reflections of the Wheel and so on.