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In game terms, a Discipline is an abstract framework that defines a character’s capabilities in terms of numbers. It is analogous to a character class in other role-playing systems. All characters in Earthdawn that follow a discipline are known as adepts.

In terms of the setting, a discipline represents how closely an adept’s pattern is attuned to a particular philosophy or way of being. It informs a character’s perception of reality and influences their personality.

Ed3 players guide

The core disciplines are found in the Player's Guide

Disciplines can only be pursued by individuals who have an innate aptitude for magic. All disciplines use magic in the form of talents and karma. A sub-set of disciplines, referred to as magicians, additionally have the ability to cast spells.

There are fifteen disciplines in the core rules, and numerous others introduced in various source books. The core disciplines are Air Sailor, Archer, Beastmaster, Cavalryman, Elementalist, Illusionist, Nethermancer, Scout, Sky Raider, Swordmaster, Thief, Troubadour, Warrior, Weaponsmith and Wizard.

In First Edition the core rules only had 13 disciplines. They added Air Sailor and the Scout. They have been part of the Core 15 Disciplines ever since.

First Edition also added a few more racial disciplines List them here. Fourth edition has taken those disciplines and turned them into Paths.

A that does not follow a discipline is generally referred to as a non-adept. Because of the high level of ambient magic in the setting, non-adepts are still able to make use of minor magical items, but lack access to deeper magic like the ability to weave threads, utilise talents, and cast spells. Non-adepts usually rely on their.

Circles[]

Each discipline is comprised of a number of circles. Circles are equivalent to levels in other role-playing systems. They represent the depth of expertise an adept possesses in their chosen discipline; the higher a circle, the greater the adept’s expertise. Circles range from first to fifteenth.

Circles are arranged into successive tiers. Tiers provide the mechanics which define and limit the range of talents available within any one discipline. Lower tiers grant access to the fundamentals of the discipline; higher tiers allow adepts to access more powerful abilities. Tiers are structured as follows:

Circle Tier
1st Initiate
2nd - 4th Novice
5th - 8th Journeyman
9th - 12th Warden
13th - 15th Master

Circles and tiers allow a character to relate their own abilities to, and judge the strength of others. For example a character may describe themselves as “a Warrior of the Fourth Circle”, or a “Novice Troubadour ”.

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