| The following are all of the formally recognised Talents of the Grey Tower. |
| Talent | Description | Notes |
| Balefire | A highly destructive weave of all Five Powers that cannot be stopped. A bar of blinding light shoots forth and burns all it touches out of the Pattern before it hits. Strong Balefire presents a danger to the stability of the Pattern. | Knowledge of this weave is forbidden |
| Cloud Dancing | The ability to control the weather using Air, Water and Fire. Weak Cloud Dancers can cause showers of rain, but stronger ones can create anything up to a tornado or thunderstorm. | Fairly common, especially amongst Sea Folk and female channelers. |
| Compulsion | The ability to spin all Five Powers into a weave upon someone's mind, making them susceptible to your suggestions. Strong Compellers can destroy strong minds and create totally obedient 'zombies'. Weak Compellers need the subject to be emotionally vulnerable for the weave to work. | Knowledge of this weave is forbidden |
Delving (Humans) | The ability to assess a person's physical condition using a weave of the One Power. Weak Delvers can detect serious injuries - strong ones can tell what a person had for breakfast. | Extremely common |
Delving (Metal Ores) | The ability to extract metal from the ground using Earth, also to sense metal underground and affect metal objects, reinforcing or weakening them. | Most common in men. |
| Earth Singing | The ability to control tectonic movements of the Earth using Earth, Fire and Water. Weak Earth Singers can shape rocks slightly, strong ones can smash mountains apart, provided the instabilities are already there. | Most common in men. |
| Foretelling | Occasionally, a channeler with this Talent will make a pronouncement about the future, which will invariably come to pass, although often not in an obvious way. The stronger the Talent, the more reliable and accurate the Foretelling. Not a conscious weave. | Very rare. |
| Healing | The fairly widespread ability to use either Air, Water and Spirit, or all Five Powers, to delve the body as well as heal wounds and illness. | Must be applied for via the Yellow Healing Page. |
| Illusion | The ability to use Fire and Air to create the appearance of objects which are not there, or to mask the existence of other objects. Strong Illusionists can make very complex and dynamic illusions, weak ones can barely make themselves look taller. This sometimes includes the ability to altern, and very rarely, to produce sound by use of the One Power. | Specialised applications include Mirror of Mists, Mask of Mirrors, Folded Light. |
| Imitating ta'veren | The ability to mimic the effects of a ta'veren over small areas, perhaps causing unusual rolls of a die, or strange cuts of cards. Even the strongest Talent here is nowhere near the strength of a real ta'veren | A weave to twist the Pattern in a small area, cannot be taught. |
| Listening to the Wind | Predicting the weather. Weaker Listeners' predictions are less accurate, stronger ones can predict not only the weather, but also human conflict. | Often found in wilders. |
| Making Ter'angreal | The construction of custom-made objects of the Power, also the ability to work with existing ones. | This can be quite easily learned. |
| Plantweaving | Aids the growth and health of plants. Higher skill levels can cause faster growth, though this uses the internal energy of the plant much like Healing, causing the plant to die soon afterwards. At the highest skill level, energy for growth can come from the Power itself, protecting the plant. | Requires affinity for Earth and Water |
| Reading Residues | The ability to see the residues of others' weaves. Weak Readers can only tell that someone has been channeling, strong ones can tell exactly what the weave was. | Rare. |
| Seeing Ta'veren | The ability to recognise ta'veren by a glow. Not really seen in varying degrees of strength. | Rare. |
| Ter'angreal Affinity | This is the ability to determine properties of a *angeral by tough, ranging from vague impressions to knowledge of function and detailed instructions for use. | This is inborn and cannot be taught. |
| Stretching Shields | The ability to shield channelers with stretching weaves of Spirit so that they cannot break out, even if much stronger. The more strongly you have this Talent, the stronger the channeler you can hold. | Often found in weak channelers. |
| Tracking Objects | A minor Talent: ability to place a weave on an object such as a coin, and be able to locate its owner when it is nearby and in his/her possession. | More Talented: can detect object over greater distance. |
| Traveling | Traveling over huge distances instantly via a revolving gateway. Please note this is no longer a Talent. Look here for the Hall's decision. | Almost totally dependent on One Power Strength (see info page). |
| Unweaving | Painstakingly unwrapping a tied-off or held weave, to leave no residue which can be traced. | DANGEROUS- only trained Unweavers should try this. |
| Warding | Wards are static weaves of the One Power placed to accomplish a purpose, ranging from blocking sound to preventing people walking through. The Warding Talent is not required to make these, but indicates great skill and versatility with them. | Large range of wards possible |
| Other Talents | Official authorisation are needed to claim any Talent other than the above, and they must have a strong basis in RJ's writings. Such 'new' or 'rediscovered' Talents will only be authorised only in rare cases, with good reason. | These are not freely available. |