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It is analogous to a character class in other role-playing systems. All characters that follow a discipline are known as adepts. Disciplines can only be pursued by individuals that have an innate aptitude for magic. All disciplines use magic in the form of talents. There are fifteen disciplines in the core rules, and numerous others introduced in various sourcebooks.
A character that does not follow a discipline is called a non-adept. Because of the high level of ambient magic, 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 skills. 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. Circles range from first to fifteenth. Circles are arranged into tiers. Tiers provide a mechanic that helps 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 talents.
Tiers are structured as follows: Circle.
Post Apocalyptic Fantasy Wild West Cthulhu setting We Live in an Age of Legend Stories in the world called Eerrath After centuries of hiding underground, humanity has ventured out into the sunlight to reclaim the world. Dwarfs, elves, halflings, and humans live side by side with other, more exotic, races: the lizard-like dragonborn, the feral shifters, the infernal blooded teiflings, and the living constructs called warforged. Creatures both magical and mundane dwell once more in the forests and jungles. Arcane energies offer power to those willing to learn the ways of magic. Once, long ago, the land grew lush and green.
Earthdawn Character Editor
DavidStallard said: I recall thinking that 1E spellcasting was Something about weaving threads into a limited amount of slots or something? I do recall some parts of magic were awesome, like how you unlock the power of magic items over time by learning more about it. Click to expand Simplifications - not massively. But then the way it works is part of the sell for me. Magic still works the way it always has at its core.