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DisciplinesTalentProgression

This page is still a work in progress. This information is no longer available in print, since the classic version of EarthDawn is no longer being published. Even so, this information is not all inclusive and is only intended as a quick reference. For the full details of each Discipline and their abilities, please reference either EDC Player's Compendium or the Name Giver's Compendium.

For all Talents, * indicates Discipline Talent

Table of contents


Air Sailor

Racial Restrictions: Obsidiman
Karma Ritual: To begin his Karma ritual, the Air Sailor sits alone for several minutes in silent meditation under the open sky, picturing in his mindís eye his ship sailing through the clouds at the start of a long journey. The Air Sailor envisions an aerial journey he hopes to make one day, imagining scenes of this journey, including the risks and perils, and how his training and skills might help make the journey a safe one. The ritual is complete when, a half hour later, the imagined journey ends safely.

First Circle
Talents: Acrobatic Strike, Air Sailing*, Avoid Blow*, Climbing*, Karma Ritual, Melee Weapons*

Second Circle
Talents: Durability (6/5), Great Leap*, Throwing Weapons

Third Circle
Talents: Wind Catcher*, Wound Balance*

Fourth Circle
Karma on Dex
Talents: Thread Weaving (Sky Weaving)*, Unarmed Combat

Fifth Circle
Karma on Strength
Talents: Air Dance, Haggle*, Ritual of the Ghost Master*

Sixth Circle
+1 to Social Defense
Talents: Riposte, Taunt

Seventh Circle
Karma on Melee Weapon Damage
Talents: Second Weapon, Speak Language*

Eighth Circle
+1 to Physical Defense
Talents: Gliding Stride*, Missile Weapons, Leadership

Ninth Circle
+1 to Spell Defense
Karma on Recovery Tests
Talents: Lion Heart*, Resist Taunt*, Second Attack

Tenth Circle
+1 to Social Defense
+1 Recovery Test per day
Talents: Endure Cold*, Swing Attack

Eleventh Circle
+1 to Physical Defense
+1 Recovery Test Per day
Talents: Defense*, Shield Beater

Twelfth Circle
+1 to Spell Defense
+1 to Initiative
Talents: Critical Hit, Life Check*

Thirteenth Circle
+1 to Social Defense
+25 to Max Karma
Talents: Second Chance*, Talent Pattern, Weapon Breaker

Fourteenth Circle
Special Ability: Safe Passage:

3 permanent Damage. For 3 Strain Points of damage, the adept can navigate the safest path through unfamiliar territory.

+1 to Initiative
Talents: Matrix Strike, Quickblade

Fifteenth Circle
+1 to Physical Defense
+2 to Social Defense
Talents: Attribute Pattern, Quick Shot, Vitality*

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Archer

Racial Restrictions: Obsidiman
Karma Ritual: The Archer spends the first several minutes of the Karma ritual oiling and stringing his bow. He then starts meditating, with the bow in front of him and all of his arrows fanned out beside him on the ground. At the end of the half hour long ritual, the Archer fires three arrows at a target, forming a rough triangle no more than a foot wide, then fires a fourth arrow into the center of the triangle. The ritual is complete as soon as the last arrow strikes its target.

First Circle
Talents: Avoid Blow, Direction Arrow*, Karma Ritual, Missile Weapons*, Mystic Aim*, True Shot

Second Circle
Talents: Durability (6/5), Sprint, Throwing Weapons*

Third Circle
Talents: Flame Arrow*, Wound Balance

Fourth Circle
Karma on Dexterity
Talents: Melee Weapons, Thread Weaving (Arrow Weaving)*

Fifth Circle
Karma on Perception
Talents: First Impression, Ritual of the Ghost Master*, Stopping Aim*

Sixth Circle
+1 to Physical Defense
Talents: Bank Shot*, Speak Language

Seventh Circle
Karma on Missile Weapon Damage Tests
Talents: Anticipate Blow, Call Arrow*

Eighth Circle
+1 to Spell Defense
Talents: Eagle Eye*, Leadership, Second Attack*

Ninth Circle
Karma on Recovery Tests
+1 Recovery Test per day
Talents: Impressive Shot*, Silent Walk, Trace Missile*

Tenth Circle
+1 Social Defense
+1 to Initiative
Talents: Rushing Attack*, Warning Shot*

Eleventh Circle
+1 to Physical Defense
+1 to Initiative
Talents: Blind Fire*, Dominate Arrow*

Twelfth Circle
+1 to Social Defense
+1 to Spell Defense
Talents: Create Arrow*, Spot Armor Flaw

Thirteenth Circle
+1 to Physical Defense
+25 to Max Karma
Talents: Defense, Screaming Arrow*, Talent Pattern

Fourteenth Circle
+1 to Physical Defense
+1 to Spell Defense
Talents: Multi-Shot*, Second Chance

Fifteenth Circle
+1 to Physical Defense
+1 Recovery Test per day
Talents: Attribute Pattern, Ethereal Weapon*, Wind Bow

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Beast Master

Racial Restrictions: Obsidiman, T'Skrang
Karma Ritual: The Beastmaster walks off a large circle, at least 20 yards in diameter, around the area on which he last slept. Then he sits in the center of the circle and makes a silent, meditative call to the animals of the area. At the end of the half hour long ritual, an animal typical of the local wildlife approaches, but does not enter, the circle. The Beastmaster motions for the animal to enter the circle, thus completing the ritual. The animal then leaves the circle and departs.

First Circle
Talents: Animal Bond*, Claw Shape*, Dominate Beast*, Karma Ritual, Tracking, Unarmed Combat

Second Circle
Talents: Animal Training*, Creature Analysis*, Durability (7/6)

Third Circle
Talents: Lizard Leap*, Catís Paw*

Fourth Circle
Karma on Charisma
Talents: Frighten Animals* or Enduring Art*, Thread Weaving (Beast Weaving)*

Fifth Circle
Karma on Willpower
Talents: Borrow Sense*, Heal Animal Servant*, Ritual of the Ghost Master*

Sixth Circle
Karma on Toughness
Talents: Endure Cold, Incite Stampede*

Seventh Circle
+1 to Physical Defense
Talents: Claw Frenzy*, Sense Poison

Eighth Circle
+1 to Spell Defense
Talents: Leadership, Lion Heart*, Poison Resistance

Ninth Circle
Karma on Recovery Tests
Talents: Animal Possession, Bestial Toughness, Howl*

Tenth Circle
+1 to Social Defense
Talents: Animal Leadership*, Lion Spirit

Eleventh Circle
+1 to Physical Defense
Talents: Develop Animal Sense*, Tame Mount*

Twelfth Circle
Special Ability: Death Claw:

2 permanent Damage Points. Can spend a total of 2 Karma points on Claw Shape tests.

Talents: Bestial Resilience*, Chameleon

Thirteenth Circle
+1 to Social Defense
+1 to Spell Defense
+25 to Max Karma Points
Talents: Second Chance, Talent Pattern, Trample

Fourteenth Circle
+1 to Physical Defense
+1 to Spell Defense
+1 on Initiative
Talents: Echo Location *, Spirit Strike

Fifteenth Circle
+2 to Physical Defense
+1 Recovery Test Per Day
Talents: Astral Web, Attribute Pattern, Venom*

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Boatman

Racial Restrictions: Tískrang only
Karma Ritual: To begin his Karma ritual, the Boatman must be moving somewhere on the surface of a body of water, whether on a boat or swimming under his own power. He must fix his gaze on a point on the shore and remain focused on that point until his movement carries it beyond his view. During this time, he must concentrate and remove all fear from his mind. When the ritual is complete, he says aloud: ďI have passed beyond my fearĒ.

First Circle
Talents: Avoid Blow, Climbing*, Karma Ritual, Melee Weapons*, Pilot Boat*, Swimming*

Second Circle
Talents: Cast Net*, Durability (6/5), Throwing Weapons

Third Circle
Talents: Haggle*, Wound Balance*

Fourth Circle
Karma on Dexterity
Talents: Thread Weaving (River Weaving)*, Unarmed Combat

Fifth Circle
Karma on Charisma
Talents: Acrobatic Strike, Evaluate*, Ritual of the Ghost Master*

Sixth Circle
+1 to Social Defense
Talents: Engaging Banter*, Speak Language

Seventh Circle
Karma on Melee Weapon damage
Talents: Heartening Laugh, Second Weapon*

Eighth Circle
+1 to Physical Defense.
Talents: Great Leap, Missile Weapons, Leadership

Ninth Circle
+1 to Spell Defense
Karma on Recovery tests
Talents: Disarm, Lion Heart*, Second Attack

Tenth Circle
+1 to Social Defense
+1 Recovery Test per day
Talents: Detect Falsehood, Swing Attack*

Eleventh Circle
+1 to Physical Defense
+1 Recovery Test per day
Talents: Defense*, Shield Beater

Twelfth Circle
+1 to Spell Defense
+1 to Initiative
Talents: Critical Hit, Life Check*

Thirteenth Circle
+1 to Social Defense
+25 to Maximum Karma Points
Talents: Second Chance*, Talent Pattern, Whirlwind

Fourteenth Circle
Special Ability: Safe Passage

3 permanent Damage Points, can navigate the safest path through unfamiliar territory on a river.

+1 step to Initiative
Talents: Matrix Strike, Quickblade

Fifteenth Circle
+1 to Physical Defense
+2 to Social Defense
Talents: Attribute Pattern, Quick Shot, Vitality*

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Cavalryman

Racial Restrictions: Obsidiman
Karma Ritual: To perform his Karma ritual, the Cavalryman plants a target in the ground, then rides his mount several minutes distance away. First blindfolding himself, he directs his mount to return to the target. Once he closes to about 100 yards, which takes him half an hour to do so, the Cavalryman uses the almost psychic connection with his mount, and whatever other empathic talents he possesses, to urge his mount to charge the target. Still blindfolded, the Cavalryman strikes the target with one of his weapons. He then removes the blindfold to end the ritual.

First Circle
Talents: Animal Bond, Avoid Blow, Charge*, Karma Ritual, Melee Weapons, Trick Riding*

Second Circle
Talents: Blood Share*, Durability (7/6), Empathic Command*

Third Circle
Talents: Spirit Mount*, Wheeling Attack

Fourth Circle
Karma on Strength
Talents: Resist Taunt*, Thread Weaving (Rider Weaving)*

Fifth Circle
Karma on Toughness
Talents: Ritual of the Ghost Master*, Sure Mount*, Wheeling Defense*

Sixth Circle
Karma on Charisma
Talents: Dominate Beast, Mount Durability (6/5)

Seventh Circle
Karma on mount's Damage tests
Talents: Lasting Impression, Missile Weapons

Eighth Circle
+1 to Physical Defense
Talents: Fearsome Charge*, Leadership, Trample*

Ninth Circle
Karma on Recovery tests
Talents: Call Mount*, Down Strike, Rally*

Tenth Circle
+1 to Social Defense
+1 to Spell Defense
Talents: Armor Mount, Champion Challenge

Eleventh Circle
+1 to Physical Defense
+1 to Spell Defense
Talents: Heal Animal Servant*, Tame Mount

Twelfth Circle
+1 to Physical Defense
+1 to Social Defense
Talents: Frighten Animals*, Momentum Attack

Thirteenth Circle
Special Ability: Resurrect Mount:

3 permanent Damage Points, may ressurect a mount, with the following restrictions: 1) Mount has been dead less than a week, 2) Must make physical contact with the body of the mount, 3) Lose an additional 1 permanent Damage with each use of this ability. Mount is restored at full capacity.

+25 to Maximum Karma Points.
Talents: Life Check, Shield Beater*, Talent Pattern

Fourteenth Circle
+1 to Physical Defense
+1 to Spell Defense
+1 Recovery Test per day
Talents: Mount Attack*, Spot Armor Flaw

Fifteenth Circle
+1 to Physical Defense
+1 to Initiative
+1 Recovery Test per day
Talents: Attribute Pattern, Ethereal Weapon, Multi-Charge*

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Elementalist

Racial Restrictions: None
Karma Ritual: To perform his Karma ritual, the Elementalist first draws a triangle on the ground. While sitting in the triangle, the Elementalist boils a pot of water, singing to the fire all the time to encourage its heat. Then the Elementalist extinguishes the fire and adds earth to the water, turning it into hot mud. When cool enough, the Elementalist covers his face with the mud like war paint, then sings to the wind, calling a small breeze. As the wind dries the mud over the next half hour, much of it cracks and blows away, leaving behind a series of intricate, swirling patterns. The Karma ritual is then complete.

First Circle
Talents: Karma Ritual, Read and Write Language, Read and Write Magic*, Spellcasting*, Spell Matrix, Spell Matrix, Thread Weaving (Elementalism)*

Second Circle
Talents: Durability (4/3), Fire Heal*, Spell Matrix

Third Circle
Talents: Air Speaking*, Elemental Tongues*

Fourth Circle
Karma on Perception
Talents: Astral Sight, Spell Matrix

Fifth Circle
Karma on Willpower
Talents: Elemental Hold*, Ritual of the Ghost Master*, Summon (Elemental Spirits)*

Sixth Circle
Special Ability: Fire and Ice

1 permanent Damage point, may do one of the following for 1 Strain: 1) Create a small flame between his index finger and thumb, lasts 1 round, intense enough to light a torch. If used to attack, make Spellcasting Test, does step 3 damage, physical armor protects. 2) Freeze up to 1 quart of water by touching it with his three middle fingers. If used to attack, make Spellcasting Test, does step 3 damage, physical armor protects.

Talents: Cold Purify*, Willforce

Seventh Circle
+1 to Spell Defense
Talents: Enhanced Matrix, Unshakable Earth

Eight Circle
Karma on Spell Effects
Talents: Enhanced Matrix, Leadership, Temperature*

Ninth Circle
Karma on Recovery Tests
Talents: Armored Matrix, Metal Ward*, Safe Path*

Tenth Circle
+1 to Social Defense
Talents: Plant Shelter*, Reshape Object*

Eleventh Circle
+1 to Spell Defense
+1 to Physical Defense
Talents: Animate Object, Summoning Circle*

Twelfth Circle
Special Ability: Earth and Wind

2 permanent Damage points. For 2 strain, may do one of the following: 1) Create a 3 yard circle in the earth which adds +3 to the Spell Defense of anyone standing in it, friend or foe. May last up to 24 hours. 2) Create a flow of cold, clean, fresh air in a 10 by 10 yard area for up to 24 hours.

Talents: Armored Matrix, Bargain With Summoned Creature*

Thirteenth Circle
+1 to Social Defense
+1 to Spell Defense
+25 to Max Karma
Talents: Moving Earth*, Talent Pattern, Water Dancing*

Fourteenth Circle
+1 to Physical Defense
+2 to Spell Defense
+1 Recovery Test per day
Talents: Earth Armor*, Shared Matrix

Fifteenth Circle
Special Ability: Element Matrix

3 permanent Damage. For 3 points of Strain, the adept can create a temporary Rank 5 Spell Matrix from a piece of any element (a rock, a piece of wood, etc.). The Matrix lasts up to 24 hours.

+1 to Social Defense
Talents: Attribute Pattern, Hold Thread, Shared Matrix

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Page last modified on November 27, 2010, at 01:50 PM