My brother's designing a BRP game for the Wheel of Time books and wants some criticism/advice on his rules for channeling.
Channeling is based on several "talents" such as healing, traveling, elements, or binding, each of which is a seperate skill. Each talent represents a collection of "weaves", which are basically spells. Channelers will also have an affinity with one or more of the five elements, which are not skills but function more like RQ:G's sorcerous techniques (you have it or you don't).
To cast a weave at intensity one, a character must have an affinity with at least one of the elements associated with the weave, spend one power point per element in the weave they have an affinity with and two per element they do not, and succeed in an appropriate talent skill test. Weaves can also be made more powerful by spending more power points, at a one per point to one intensity ratio, though if the character doesn't have an affinity with all the elements of the weave it takes two power points to raise the intensity by one.
Weaves normally only last for a single round, but characters can either maintain them at the cost of one power point a round or two points a round of they don't have all required affinities, or they can tie the weave off. Tying a weave off requires another successful talent skill roll but if successful the weave doesn't require any more upkeep though it cannot be changed or altered and permanently reduces power points by one/two points depending on the same criteria as maintaining a weave.
If a character has run out of power points but still wants to channel, they can "overchannel" by spending HP instead of power, but for each point expended they must make a constitution roll or take another point of damage. When overchanneling, if either the constitution roll or talent skill test is fumbled, or if both of them fail, the character must roll on a "channeling fumble table", with one possible result being accidental severance from the One Power.