Journey: Disciplines
Here's where we talk about disciplines.
Disciplines
All specials are divided into a variety of disciplines, specific applications of power. For each particular type of special (magic, divine, psionics, etc), there is a unique special, which all users of that force have access to; all other disciplines can be accessed by any force, though doing so requires a higher level of skill.
Every special listed in a discipline is a skill in its own right, and as such has a dice pool. Specials derive their base dice pool from a specific skill that is dependent upon the user and the force it is being used as; for instance, using the Special: Wall as a spell uses the Skill: Spellcraft as its base dice pool, whereas using it as a prayer uses the Skill: Litany as the base dice pool.
Discipline Format
Each discipline has its own nifty little box.
Some specials listed under a discipline may have a term in []'s after or before it, such as [Status] Ward. This means that the special is variable and can be used for a variety of things, and that other disciplines may have something such as Confusion Ward, which will link to the same special, but have the restriction that it function only for the Confusion ailment (for this example).
Discipline List
Here we go!
Barrier
|
---|
Bubble: Create a shield that protects a creature from harm of any sort. |
Contain: Attempt to contain a creature. |
Debarrier: Attempt to remove Barrier effects. |
Null [Energy]: Provide resistance to an energy type. |
Protect: Create a shield that protects a creature from physical harm. |
Reflect [Special]: Causes specials to bounce off of a creature. |
Repel: Stop specific creature from approaching. |
Shell: Create a shield that protects a creature from magical harm. |
Shield: Surround yourself in a field of force. |
Wall: Erect a physical barrier. |
[Status] Ward: Provide resistance to a status ailment. |