Discipline of PATH
Skilled
You can tap into some of the vast and powerful energies that surround you.Free Effect(s)
- Add the [PATH] Trait to any Effect you generate using Energy.
- Use Scrolls of the named Path.
- DEFINE [PATH] items during a Refresh.
Expert
Free Effect(s)
- End an Arcane/Alchemical Effect of the named Path that you have cast but has not been discharged to regain the Energy.
Energy Effect(s)
- Target effects TO [PATH] affecting only targets with the named Trait. For example, a character with an Expert or greater DISCIPLINE OF WATER may cast any spell such as ARCANE WATER DESTROY, ARCANE WATER MAIM or ARCANE WATER DISPEL TO WATER, thereby affecting only targets with the Water Trait.
Mana Effect(s)
- Add the OVERWHELMING trait to all Energy effects with the named Path, affecting creatures that are WARDED AGAINST [PATH] while FOCUS is marked for the current Scene.
- Add the UNERRING trait to all Energy effects with the named Path while FOCUS is marked for the current Scene.
Master
Free Effect(s)
- The character may generate [PATH] Effects without a Weapon, Talisman, Catalyst or Tool.
- Designate a single Skilled Effect that you know as a Flourish by [PATH]. When you are out of Energy, you may use an Action to cast the named QUICK SKILLED EFFECT BY [PATH].
Energy Effect(s)
- Use the DISCIPLINE OF DEFENSE for a target in your zone against [PATH] Effects.
- Cast [PATH] Effects while BOUND, IMPRISONED OR SILENCED with [PATH] Energy effects while FOCUS is marked for the current Scene.
Valid Flourishes
- SLEEP
- RESTRICT [APPROACH/STYLE/NAMED SKILL]
- RESTRICT [TRAVEL]
- DISARM
- MAIM
- PUSH
- DESTROY TO WEAPON
- SLOW
- RESTRICT OFFENSE
- VULNERABLE TO DAMAGE
- ROOT
- SUPPRESS [EFFECT]
- HEALING can be used in the following way: RESTORE 1 STRESS to a target when you begin your turn in a safe zone without enemies.
Choose one from the following list- Fire, Wind, Water, Stone, Spirit, Curses, Warding, Force, Sound, Time, Glamour, Poison, Acid or Disease
Each level of a Path requires a Standard Milestone.
These Paths require special Campaign Skills to learn and maintain-Void, Nature, Light, Shadow, Moon, Thought
Elemental Talent- Fire, Water (Ice), Wind (Lightning), Stone
Spiritual Talent- Spirit, Void, Curses, Nature
Kinetic Talent- Time, Force, Sound, Light
Mental Talent- Glamour (Magic), Thought, Warding (Traps), Moon (Silver)
Toxic Talent- Poison, Acid, Disease
Limitation: The Discipline of Spirit may not generate Offensive damaging effects or affect non-living targets without Campaign skill expansions.
Limitation: The Arcane Styles are restricted from Toxic Talents without a named Campaign skill.
Limitation: The Alchemy Styles are restricted to any Elemental or Toxic Talents without a named Campaign skill.
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