Tag: Disciplines

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  • List of Disciplines

    | Discipline | Attribute | Attribute | Restrictions | Role | | [[Air Sailor]] | Charisma | Dexterity | Common | Combat/Support | | [[Archer]] | Dexterity | Perception | Common | Combat | | [[Beastmaster]] | Charisma | Willpower | Common | Combat/ …

  • Air Sailor

    Air Sailors are the swashbuckling brotherhood of the sky. Air Sailors never leave their fellows behind and embrace the idea of togetherness, working to protect and spread civilization, rather than preying upon it. [[Important Attributes]]: Charisma, …

  • Archer

    The Archer learns the art of the bow and crossbow, and by extension, all types of ranged attacks. This Discipline stresses accuracy and, to a lesser extent, speed. Most Archers show greatly enhanced perceptive powers, often noticing things that others …

  • Beastmaster

    Beastmasters have an innate affinity for working with animals. Many Beastmasters feel uncomfortable in large cities or towns, and prefer to live in the wild, away from other people. [[Important Attributes]]: Charisma, Willpower [[Karma Ritual]]: The …

  • Cavalryman

    Members of the Cavalryman Discipline are fierce, mounted warriors. They train with their mounts and form a close empathic bond with them. In fact, a Cavalryman respects his mount more than any Namegiver, with the possible exception of other Cavalrymen. …

  • Elementalist

    An Elementalist is a spellcaster who focuses on learning about, and gaining power over, [[The Five True Elements]]: air, earth, fire, water, and wood. [[Important Attributes]]: Perception, Willpower [[Karma Ritual]]: To perform his Karma ritual, the …

  • Illusionist

    Illusionists cast spells that work through deception. However, some Illusionist spells do have real effects; Illusionists learned long ago that if every-thing they did was an [[Illusionism | illusion]], people quickly caught on and their magic became less …

  • Nethermancer

    Nethermancers are spellcasters who specialize in the magic of the netherworlds. Their interests focus on other planes, and the spirits and creatures that inhabit those planes. Most people consider Nethermancers to be a little “off” in an eerie sort of way …

  • Wizard

    Wizards are spellcasters well-trained in the theoretical aspects of magic. Those who follow other spellcasting Disciplines sometimes disparage Wizards as being simple “book magicians,” but it is interesting to note that very few have the guts to call a …

  • Shaman

    Shamans gain their magical abilities by observing how the elements of nature and the forces of magic interact. Practiced chiefly by members of Barsaive’s primitive tribes such as the Cathan of the Servos Jungle, the Tamer tribes of the Liaj Jungle, and …

  • Scout

    Scouts are the vanguard, the tracker, and the brave rangers who go where others cannot. Scouts are masters of becoming one with their environment—be that the wildest primeval forest or the heart of the largest city. [[Important Attributes]]: Dexterity, …

  • Sky Raider

    Sky Raiders are ruthless pirates forming a potent force in Barsaive. Their drakkars raid all over the province, most frequently targeting Therans or their vassals. Sky Raiders are proud, and show great loyalty to other Sky Raiders—unless that raider …

  • Swordmaster

    Swordmasters are fighters who learn the value of a well-handled weapon, training to demonstrate quickness, flash, and panache in a fight. Swordmasters often swagger when they walk. [[Important Attributes]]: Charisma, Dexterity [[Karma Ritual]]: To …

  • Thief

    Thieves learn early to be self-reliant and how to steal. They draw power from their self-confidence and the knowledge that they depend only on themselves. The abundance of rumors governing Thief guilds means such groups may, in fact, exist, but proof or …

  • Troubadour

    Troubadours serve as entertainers, storytellers, actors, and songsmiths. As such, they represent the closest thing to a historian or scholar that common people usually see. [[Important Attributes]]: Charisma, Perception [[Karma Ritual]]: To perform …

  • Warrior

    Warriors are fighters and soldiers trained to use magic to enhance their combat techniques. They often form groups with other Warriors, living in seclusion in self-sufficient settlements similar to monastic orders. [[Important Attributes]]: Dexterity, …

  • Weaponsmith

    A Weaponsmith trains to gain an iron will and a highly critical eye. Weaponsmiths help identify and create legendary weapons. To this end, the Discipline borrows abilities from both Elementalism and Wizardry. Nearly every community places great value on …

  • Boatman

    Boatmen serve aboard the countless t’skrang riverboats of the [[Serpent River]]. Not every crew member of a t’skrang riverboat follows this Discipline, but those who do make the best officers and captains on the river. A Boatman must know the river, his …

  • Horror Stalker

    Nearly all [[Namegiver | Namegivers]] stand against the evil of the [[Horror | Horrors]] in one way or another, but only those who follow the way of the Horror Stalker actively seek out and destroy these entities. Followers of the Horror Stalker …

  • Journeyman

    bq. For the Discipline, see [[Journeyman (Discipline)]] "Journeyman" is the third Status Level within a Discipline, encompassing Circles Five through Seven. Journeymen have advanced far enough along their path to be regarded as full, respected members, …

  • Liberator

    A follower of the Liberator Discipline emulates the ork hero [[Hrak Gron]], who freed her people from slavery in the [[Ork Uprising]] centuries ago. Liberators fight all whom they consider slavers and tyrants in order to free every falsely imprisoned …

  • Messenger

    Messengers are determined and reliable couriers carrying important information from one place to another. While the path of the Messenger was originally developed by [[Obsidimen | obsidimen]], other races have learned to follow this path as well, albeit …

  • Outcast Warrior

    Outcast Warriors, or _er’ka’a’kul_ (as they refer to themselves), are highland trolls who have left their clans because of a disagreement over a point of honor. Though an outcast’s clan considers him disgraced, he sees himself as having proved his honor …

  • Purifier

    Purifiers dedicate themselves to healing the scars left upon the world by [[Horror | the Horrors]], [[The Scourge]], and any others who would defile its beauty. [[Important Attributes]]: Strength, Toughness Racial Restriction: [[Obsidimen]] [[ …

  • Songsmith

    The Songsmith Discipline focuses mainly on the arts. As capable of performing as the [[Troubadour]], Songsmiths employ magic to enhance their performances. They are also able to create fine elven art unique to their culture. [[Important Attributes]]: …

  • Taildancer

    Adepts of the Taildancer Discipline are masters of dance and combat. Available only to t’skrang, this Discipline takes advantage of that race’s tail attack to greatly expand its combat options. Taildancers greatly enjoy finding new ways to use their tails …

  • Traveled Scholar

    Dwarfs who follow the Traveled Scholar Discipline choose to learn about the world through experience combined with study, rather than by study alone. An adept of this Discipline spends much of his life journeying across Barsaive in search of experiences …

  • Winddancer

    Winddancers specialize in using aerial motion to communicate and entertain. Winddancers are usually the ones discovering new cultures and bringing the traditions belonging to those cultures back to the windling clans. Other races commonly confuse …

  • Windmaster

    A Windmaster develops the windling aptitude for aerial movement into a way of fighting and possesses special knowledge of how best to use his wings in combat. More than any other [[Warrior]], Windmasters fight equally well on land or in the air. [[ …

  • Windscout

    Windscouts excel at tracking creatures that travel through the air. Like [[Scout | Scouts]], they show great skill in exploration and make excellent guards against all kinds of danger due to their highly developed sense of smell. [[Important Attributes …

  • Woodsmen

    Woodsmen are trained in magic relating to nature and its forms, including animals, plants, and [[The five True Elements]]. Woodsmen usually begin their careers as sentries for elven cities and communities that lie within the forests and jungles of …

  • Journeyman (Discipline)

    Adepts of the Journeyman Discipline are rare in Barsaive. Available only to humans, this Discipline takes advantage of that race’s [[Versatility | versatility]] and adaptability and enables its followers to use powerful magic outside the relatively narrow …

  • Half-Magic

    In addition to [[Talent | Talents]], every Discipline teaches Half-Magic, a base of knowledge vital to the following of a path. The use of Half-Magic resembles [[Skill | Skills]] or [[Talent | Talents]], though is typically more limited. Each …

  • Initiate

    Initiates are Adepts of the lowest Status Level within their Discipline—those at First Circle. They have learned the central tenants of their path through years of training and study, but have not yet delved into the deeper mysteries. Though they are …

  • Discipline

    Player characters in *Earthdawn* are [[Adept | Adepts]], people able to use magic to power special abilities called [[Talent | Talents]]. In order to become an adept, a character must choose a Discipline. In one sense, your character’s Discipline is his …