Hero creation reference
The Disciplines of Barsaive
There are countless magical Disciplines in the world — farmer, merchant, fisher, and a hundred callings more. What follows are the paths most commonly walked by Heroes. Many rarer, stranger Disciplines surely exist still, hidden away in the chaos and danger left by the Scourge.
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Beastmaster
A Beastmaster doesn't tame the wild — they earn a place in it.
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Nethermancer
Nethermancers reach past the world everyone else can see.
Spellcaster
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Archer
Archers see the world as two things: missiles, and targets.
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Scout
Scouts go first — into unmapped forest, forgotten ruin, or the tangled back streets of a city that doesn't officially exist.
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Swordmaster
A Swordmaster treats a duel the way a Troubadour treats a stage — as a performance as much as a fight, where a killing stroke means less if no one was watching it land with style.
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Thief
Every adept is a thief at heart — magic is something taken from the world, not earned through years of sweat the way an ordinary skill is.
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Troubadour
A hero's deeds die with him unless someone tells the tale.
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Warrior
The way of the warrior cannot be taught in words — it is a way of action, learned in the body, not the mind.
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Weaponsmith
Weaponsmiths don't just live near people — they live among them.
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Elementalist
An Elementalist doesn't summon fire, water, earth, air, and wood so much as they negotiate with what those elements already are.
Spellcaster
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Illusionist
An Illusionist learned long ago that pure deception has a shelf life — fool people with nothing but smoke and mirrors, and eventually they stop being fooled.
Spellcaster
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Wizard
A Wizard believes the world is made of symbols wearing the disguise of ordinary things.
Spellcaster
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Shaman
A Shaman doesn't stand apart from nature the way other casters do — they stand inside it, tribal community and untamed world treated as a single continuous thing rather than two separate concerns.
Spellcaster