Available Wayfarer's Song Disciplines

Animal Tongues

It has been a long inheritance in the blood of your family that you have been able to understand the language of some beast or other. Being a familial talent one of your parents and perhaps brothers and sisters may share in it.

Animal tongues runs with varying strengths in different bloodlines. Choose one of the following strengths for your Character.
Average: You have a talent for speaking the language of one species of animal. For instance you can eavesdrop on the language of ravens, cats, sparrows or mice but not of all four – you must choose which.
Strong: You can speak the language that the sparrow uses to talk to the jay, and the hawk, and is known a little by foxes. It is the common language of birds – all birds – but of little else.
Very Strong: You understand the language that the wolf uses to speak to the deer and the fox uses to speak to the crow, it is the most primal language, a common tongue for all animals. Animals do not often use this tongue amongst their own kind but if you address them they will understand you and reply in a way that you will hear as an echo of words

Rank One You can understand by listening carefully and concentrating. Too much noise or too many sounds make your understanding of the animal voices impossible. You cannot, however speak the animal tongue.
Rank Two You can understand many and complex voices all at once. You can speak a few halting words and be understood.
Rank Three You have no difficulty understanding the animal tongues and can replay in simple sentences.
Rank Four You can converse in the animal tongue as if you were speaking normally in your cradle tongue.
Rank Five Your talent with the animal-tongue is so eloquent and talented that animals you speak to are impressed by you, and will generally respond kindly and helpfully

Brotherhood of the Hunt

You are a one of the stag-warriors, a cult dedicated to the spirits of the wild and woodland, and the strength and grace of deer. You are known for your stealth, and mastery of the bow of hunting and war. You are trained also in skills of spying and survival and make a masterful scout.

Rank One You can take an hour to bless an arrow, so that when you shoot it, it cannot miss its mark. The arrow loses its blessing once it has struck a target
Rank Two As long as you are moving through woodland, or natural surrounds you can fade into the background with ease. At a distance grater than ten feet other Characters will need to make a Test of Perception to see you.
Rank Three Any arrow that you make by your own hands gains +1 Menace and can hit targets normally only subject to injury by magic
Rank Four Lights and shadows seem to fall across you, making you merge into natural backgrounds. As long as you are moving through woodland, or natural surrounds a Test of Perception is needed to see you at more than a few paces. Any arrow that you make by your own hands can wound targets normally only subject to injury by magic.
Rank Five You can move through forest at a rate that most people could run over a field. You do not need sleep. Any arrow that you make by your own hands gains a +2 Menace and can wound targets normally only subject to injury by magic.

Chanter at the Forge

There are those who know the ancient ways to mingle the blood of dragons, with drops of poison, and iron dug from enchanted land and make enchanted things. If a character
possesses this Discipline, but has no crafting or forging skills, then it is assumed she takes an overseer role in the crafting, uttering charms, and working rituals when need be.

Although you could assume a character can gather the appropriate enchanted base elements to craft anything given enough cost, it is also fun to refer to the Core Rules, work out a ritual to enchant an object and then require the Chanter at the Forge to hunt down and find the necessary elements before beginning.

Rank One Given the appropriate help and tools you can craft Relics of Least Enchantment. It takes you a full month of work to create such a relic.
Rank Two Given the appropriate help and tools you can craft Relics of Least Enchantment. It takes you a full three weeks of work to create such a relic.
Rank Three Given the appropriate help and tools you can craft Relics of Least Enchantment. It takes you a full week of work to create such a relic.
Rank Four Given the appropriate help and tools you can craft Relics of Lesser Enchantment. It takes you a full week of work to create such a relic.
Rank Five Given the appropriate help and tools you can craft Relics of Lesser Enchantment. It takes you a full day of work to create such a relic

Charmed Life

You have the luck of the charmed. Perhaps you are a youngest child or some spell was worked over your cot so that the winds of fortune are always in your favour.

In game-play, Charmed Life allows you to change failed rolls of the dice to successes. If for instance you fail a Test of Aptitude, and would prefer have passed, you may state so have pass the attempt.

Rank One Unlikely Luck: You can change one failed dice roll to a success by taking five Soulburn.
Rank Two Fair Fortune: You can change one failed dice roll to a success by taking four Soulburn.
Rank Three Favourite of Fate: You can change one failed dice roll to a success by taking three Soulburn.
Rank Four Unseemly Luck: You can change one failed dice roll to a success by taking two Soulburn.
Rank Five Ridiculous Luck: You can change one failed dice roll to a success by taking one Soulburn.

Clear Sight

A talent said to be the boon of Fey blood or magical gifts; clear sight allows one to see through impenetrable fog and darkness as if you were in the bright light of a summers day.

Rank One You can see through a light fog and in twilight as if it were clear air.
Rank Two You can see through any natural fog or mist, and through the half-light of a starry night.
Rank Three You can see through any natural fog or mist, and through the darkness of a moonless and cloudy night.
Rank Four You can see through magical and enchanted mists, and through the utter darkness of a cave.
Rank Five You can see through all mists and dark airs irrespective of whether they are natural or otherwise. You can also make a test of awareness when studying an object or
person to see through all illusions.

Deathspeaker (Deathspeaker Seer)

The rituals and rites of the seer are those of the caller and beseecher of ancestral spirits and shades of the dead. For the seer may with his magic summons the shades of the dead.

The practices of the Seer are highly ritualised and require sympathetic objects to work with. The skull, bones or corpse of the dead, candles to represent spirits or basins of blood are typically used in elaborate rituals that may last up to an hour. To work a ritual to summon the dead back to the mortal world a character must undergo a ritual performance, usually in private and for at least ten minutes.

Rank One You can summon back the Shade of a person dead no longer than a week. The Shade remains in your presence for ten minutes and although unable to do you harm it may well feel hostile. Gain one Soulburn when you invoke the dark arts at this level.
Rank Two You can summon back the Shade of a person dead no longer than a month. The Shade remains in your presence for twenty minutes and will answer questions dutifully. Gain two Soulburn when you invoke the dark arts at this level.
Rank Three You can summon back the Shade of a person dead no longer than a year. The Shade remains in your presence for an hour and is bound to do your bidding or answer questions dutifully. Gain three Soulburn when you attempt to invoke the dark arts at this level.
Rank Four You can summon back the Shade of a person dead no longer than a century. The Shade is bound to do your bidding until the next full moon. Gain four Soulburn when you invoke the dark arts at this level.
Rank Five You can summon back the Shade of a person dead no longer than a century. The Shade is bound to do your bidding for one full year. Gain five Soulburn when you attempt to invoke the dark arts at this level.

Enchanted Voice

You have a certain charm to you voice, your words are strange rich and magical. The power of persuasion comes easily to you, as do the arts of etiquette, guile and seduction.

Rank One Your voice has the enthralling quality of a half-remembered song from childhood. Others will in preference to music or entertainment, sit and listen to
your words.
Rank Two You may inspire a specific emotion, happiness, fear, desire, unease, in your audience as you recite to them a ballad or poem. The emotion is felt strongly while the poem last but lingers only as a weak sensation afterwards.
Rank Three You make cause a specific person to stop all actions to the exclusion of listening to your voice. You cannot give commands or orders, and the person may become
quite angry, but he or she can do nothing else but listen to the charm of your voice as long as you are speaking.
Rank Four By winning a Contest of Willpower you can suggest to a person that he or she does one small and specific thing – be it a task or simple to stand and listen to you.
Your suggestions will seem utterly reasonable as if coming from a sensible friend, but you cannot make a person do anything that will cause them to endanger their own life.
Rank Five By winning a Contest of Willpower, you can put a target completely under your control. Suggestions you make will be believed, and the enthralled will believe you over any other voice of reason. The target Character will also act to help and defend you even if it means endangering themselves.

Healing/Purifying Touch

From your hands warmth and light in a glow of life energy emanates and flickers causes blood to staunch and wounds to knit and mend.

You have learned the powers of channeling your own life force into the healing of others and lifting diseases from them . To do so you must first cut runes into your palms, then lay hands on a wounded individual, without disturbance and perform a series of chants. When you heal injury a similar injury appears at the same point on your body, diseases are cleansed and not transferred in this manner.As a side affect of this any food or drink that you prepare is purified of spoilage or poisons.

Rank One Allows you to cause a minor natural illness, such as a cold or sniffles to be cured. Your touch also eases pain and minor aches. You cannot use this power on
yourself, but you are also immune to all natural diseases. You suffer one Soulburn when you use this power. You can also heal one level of injury and suffer one level of injury on a one to one basis. For instance, if you choose to heal three levels of Health you suffer three levels of
injury. This magic inflicts three Soulburn on you when used.
Rank Two Purifies as above but, the power allows you cause a serious natural illness, such as influenza or pox to be cured. Sicknesses take a week to cure. You touch also eases serious pain, or can encourage an easy childbirth. You suffer one Soulburn when you use this power. Healing goes as above except that the magic inflicts two levels of Soulburn.
Rank Three As above but, the power allows you to cause a deadly natural illness, such as plague to be cured. Sicknesses take a week to cure. You suffer one Soulburn when you use this power. Healing as above except that you round up the levels of injury you want to heal and suffer half the number of injuries yourself. For instance, if you want to heal five levels of
injury round this up to six and divide in two: this inflicts three levels of injury to yourself.
Rank Four As above but, partial loss of sight or hearing can be cured by your touch. Lame legs, arthritis, and minor deformities can be corrected over the course of a month. You suffer one Soulburn when you use this power. Healing as above except that the magic inflicts two levels of Soulburn.
Rank Five As above but, complete loss of sight or hearing can be cured by your touch. Serious inherent conditions, such as deformities or haemophilia, as well as magical curses
can be ‘cured’ over the course of a month. You suffer one Soulburn when you use this power. Healing as above except that you cannot suffer more than three levels of injury per person you heal, no matter how serious their wounds.

Illusory Arts

A sign of some Fey, Demon or stranger blood running in your veins, you have a talent for the shaping and conjuring of illusions – made up of the stuff that learned man call Glamour.
You power, even at its most developed is that of a child to a master, when compared to the glamours that deeply mystical creatures can weave, but it is enough to impress common mortals and get you out of tricky situations.

Laws of Illusion
Some basic laws apply to all illusions, both the most powerful fey kings and queens and cannot break them.
Never Perfect: Illusion can never be used to perfectly mimic anything some small flaw or tiny detail will always give it away under close examination.
Mirrors Never Lie: Illusions never reflect in mirrors. Your illusion if viewed in a mirror will show up the truth beneath.
Cast no Shadows: Illusions never cast shadows and creating a shadow with illusion is impossible. No taste nor Smell: At your humble level of power neither tastes nor smells can accompany an illusion. You can make a rotten apple look but not taste whole.

In game-play, Illusionary Arts allows you to create illusions much as if you were simply wishing images, shapes and colours into existence. Any illusion you create will vanish if contradicted. Thus if you create the illusion of a doorway, and a person runs into it and
crashes into a solid wall the illusion promptly vanishes.

Rank One You can invest illusion in any small object that can be held in your hand. The illusion can change the appearance but not the overall form of the object. For instance an apple could be made to look rotten or golden but not to look like a rock. Any illusions you conjure vanish if removed more than five feet from your person. You suffer one Soulburn
when you use this power.
Rank Two As above but you can make any small hand-held object look like any other object of a comparable size. Dry leaves can be made to look and feel like gold coins. Poisonous mushrooms could be made to look, but not taste like bread. Any illusions you conjure vanish if removed more than ten feet from your person. You suffer one Soulburn when you use this power.
Rank Three As above but you can conjure an illusionary object out of thin air. The llusionary object must be of a weight that can be carried. If an attempt is made to use the object as a tool or weapon or clothing it vanishes. Any illusions you conjure vanish if removed more than
fifteen feet from your person. You suffer one Soulburn when you use this power.
Rank Four As above but you can cause anything up to the size of a barrel appear to be larger, or smaller or a completely different object. You can also cast simple illusions on
people or animals making them look younger, older, and more or less beautiful but not otherwise changing characteristics. Any illusions you conjure vanish if removed more than
twenty feet from your person. You suffer one Soulburn when you use this power.
Rank Five As above expect that you can dramatically change the appearance of a person or animal – making he, she or it look, feel and sound to all intents and purposes to be someone or something else. No physical benefits are conferred however. A dog made to look like an eagle cannot fly. Any illusions you conjure vanish if removed more than
twenty-five feet from your person. You suffer one Soulburn when you use this power.

Piercing Gaze

You have eyes that can see right through to the soul. Those with a guilty conscious feel your gaze as strong and discomforting, and feel as if you know every small detail of their crimes.

By locking eye contact you can cause a person with a guilty conscious to variously suffer irritation and distraction, through to causing the guilty to break down and confess everything to you.

Rank One You can use the talent on only one person at a time. Your gaze will make a person will a guilty conscious feel uneasy interfering with their ability to concentrate. When you lock gazes the person must make a test of willpower or temporarily loose a level from any subterfuge or deceptive Aptitudes your opponent tries to use against you.
Rank Two As above but when you lock gazes the guilty person must make a test of willpower or temporarily loose a level of Aptitude from all of their Aptitudes.
Rank Three As above, but when you lock gazes the person must make a test of willpower to not appear obviously guilty and evasive to bystanders as well as to you.
Rank Four As above, but if the guilty character scores a 10 on the test of willpower he immediately breaks down and confesses his crimes.
Rank Five As above, but if the guilty character fails the test of willpower he immediately breaks down and confesses his crimes.

Scrying

The he sorcerer who stares into a polished stone of black jet, hunting for lost relics, the farseer, who grants those who can pay a glimpse of far lands, the bog-witch staring at her cauldron. All, are using the art of scrying, the talent, that some have for seeing what is
not, for knowing what they could never know, for reaching out their mind and touching the distant horizons of the world.

By concentrating on a focus, a surface of water, or a fire, or mirror, you can see visions of far away people, places and things. Clarity and how close to current the visions are are dependent on the distance case over and the skill of the practitioner.

Rank One You can summon a vision of either people you feel very close to, or places you know very intimately. You suffer one Soulburn when you use this power.
Rank Two You can summon a vision of places you know reasonably well, things you have once owned, or people you have spent more than a week with. You suffer one Soulburn when you use this power.
Rank Three You can summon a vision of things you have held, people you have meet but once, and places you have passed through. You suffer one Soulburn when you use this power.
Rank Four You can summon a vision of anything by holding something with an association – for instance you can scry out a person if you have a lock of their hair, or a dagger they once owned. You suffer one Soulburn when you use this power.
Rank Five You can summon a vision anything simply by knowing the birth-name of a person, the basic appearing of a thing, and the name of the last owner, and three names
by which a place is know by. You suffer one Soulburn when you use this power.

Second-Sight

You have been born with the Second-Sight, the Kenning it is sometimes called and you yourself may be called a kenning-man or woman. You can see the world or spirits and magic that others are blind to. You see the earth-light welling up when the world is quiet, you see ley-lines, auras, airy spirits and the echoes of spells cast by sorcerers.

In game-play Second Sight allows you to literally see auras, magical or natural as well as invisible spirits such as ghosts.

Rank One At times of stress or passion, or heightened emotion you gain the second-sight. You can see auras of living things, and from this tell the state of health of a plant, person or animal.
Rank Two You can summon the second sight by suffering a rank of Soulburn and with it you can see all invisible spirits, and also the magical auras created by spells and enchanted relics.
Rank Three As with rank two, but you can shift you vision in and out of the second-sight at will – no Soulburn is suffered.
Rank Four Your can recognize the shape and feel of the aura of a spell or ward as belonging to a particular sorcerer. By studying the aura of a magical artifact you will know
what rank of enchantment it is.
Rank Five By studying the weave of an aura surrounding a magical artifact your can determine how it was made, how long ago, and for what purpose. By studying the aura
of a person you can get a feel of their present emotional state.

Skin-Changer

There are some who it is said walk as beasts or fly as birds when the mood takes them. It is a thing that passes in the blood lines, perhaps because distant ancestral bindings to such beasts worked long ago by a sorcerer ancestor or maybe the blood of furry beast or feathered bird does indeed run in your veins.

The talent for skin-changing runs in families and always takes the same form within a given bloodline. The player is allowed to choose their animal form at the discretion of the Gamesmaster. When wearing the animal form the character appears to all intents and purposes as that animal – this is very different from a spell that changes forms, which always results in peculiar and unnatural looking animals. There is nothing obvious magic about a changed character, and indeed their mind as well will blend into the animal, usually to thoughts of food and shelter and mates. To do anything particularly un-animal requires a test of Willpower – i.e. opening a door. Also, although you cannot cast spells in animal form you do retain innate magical talents such as second-sight. Skin-Changers must choose an animal
form. This may be any natural beast up to the size of a horse or bear, and not smaller than a mouse or finch.

Rank One You can take on the form of your animal only by stripping naked and adorning yourself a cloak made from pelts of your soul animal. You suffer one Soulburn when you use this power.
Rank Two As Rank One except that you do not suffer Soulburn when you use the power.
Rank Three As Rank Two, but you no longer need a pelt to change into your animal form. Also, if you are angered you must make a Test of Willpower (diff. 7) to avoid turning
into your animal form on the spot.
Rank Four As Rank Three, except that you no longer need to make Willpower to avoid changing at an unwanted time.
Rank Five As Rank Four, but that, natural animals of your soulform, view you as a natural leader when in their form. When you speak they listen, when you lead they follow.

Spirit Hunter

You belong to one of the most feared and dreaded orders of all warrior-cults – the Spirit Hunters, the warriors of fear itself who are believed to enslave the spirits of those they slay. These warriors of the dead, paint themselves in white and black, and carry shields of blackened wood and armour of pitch-black furs. They shriek like ghosts when they attack, and are most powerful in the dark of night.

Any spells or relics charmed against the dead also affect Spirit Hunters, and if seen with second sight Spirit Hunters appear shrunken, hollowcheeked and milky eyed.

Rank One Shadows of the Night: You can see perfectly in the night as if you were in broad daylight. You do however suffer some sun blindness. This is a passive ability and is always with you.
Rank Two Skulking Ghost: You can hide in shadows and in the benighted air with eerie adeptness. As long as you remain still a test of perception is needed to see you. This is a passive ability and is always with you.
Rank Three Ghastly Shriek: When you scream a war cry it chills the most hardened warrior’s to the bone. In you voice is all the sounds of death and the cries of the damned.
Anyone who is not of the cult who hears your cry must make a Test of Courage (diff. 5) or feel sudden and deep fear of you. You suffer one Soulburn when you use this power. Also, you can suffer one Soulburn to cause any mortal you slay to rise as a Shade in your permanent service.
Rank Four Benighted Cloak: You can become dark and shadowy, seemingly ghostly and unreal. A perception test is needed to see you at night or in shadows. You can also never be tracked and are completely silent when moving over any ground. This is a passive ability
and is always with you.
Rank Five Shape of the Shadow: You can turn yourself into a wraith-like being. In this form, you can only be harmed by enchanted weapons or magic and any weapons you wield are treated as weapons of enchantment. You suffer one Soulburn when you use this power. The Shape of the Shadow can be broken at any time by yourself and otherwise lasts until the next dawn.

Totemist (Wood Haunter)

You know that there is magic to be drawn out of the ghosts of dead birds and beasts. Just as the relic-maker crafts talismans from the pelts and teeth and enchanted things you know how to awaken a more personal magic from the wild dead.

You gain magical advantages by drawing on the spirit of dead birds and beasts. By donning the pelt or feathers of a given creature you can gain a particular power. You may gain cumulative bonuses by wearing several pelts at once.

Rank One By donning a cloak or similar garment made from a deer pelt you can gain a little magic of stealth and swiftness. When wearing such a cloak you gain a +1 bonus to all stealth, hiding, running or dodging Tests of Aptitude.
Rank Two By wearing a pelt of a boar you gain a +1 bonus to all fortitude and strength-related Tests of Aptitude including melee and combat.
Rank Three By wearing a cloak made from the feathers of a falcon or hawk you gain both hawk-like power of vision and a +2 bonus to all tests of perception and hunting related skills.
Rank Four By wearing the fathers of a raven you gain the ability to see invisible spirits, auras of magic, and shades of the dead. You are also able to see through illusions and can speak with the dead.
Rank Five By donning armour or a cloak made from the scales of a dragon or wurum you gain a further +1 bonus to all combat related Tests of Aptitude (i.e. a total of +2 if you are wearing a boar skin). You also become immune to poison and injury by fire.

Valraven Warriors (Valraven Warrioress)

In battle cultists of the Valraven pass into a state of deadly calm, their eyes glimmer and flicker with inner light and they are enchanted with an aura of beauty. Valraven cultists wear cloaks of raven feathers and armour of gold and black.

Rank One Whenever you enter battle you may enter a deadly trance. In this state you do not feel pain, are immune to fear and become aware of the actions of any enemy within twenty feet even if you cannot see them. Also, while entranced become stunningly beautiful. When you use this power you gain three Soulburn.
Rank Two As above, but when entranced your eyes burn gold and red and your beauty is of a Fey, Demonic, or Enchanted quality. Any weapon you wield glows and flickers and has an extra point of menace to a limit of nine.
Rank Three As above but, when entranced your beauty becomes impossible for even the dead to ignore. Any weapon you wield gains two extra points of menace to a limit of nine.
Rank Four As above but, when entranced your beauty and terror are radiant, such that it will draw attention from anyone within sight and overawe them. Any weapon you wield gains three extra points of menace to a limit of nine. Also, you cannot be the subject of spells unless you allow yourself to be.
Rank Five As above but, when entranced your Beauty and Terror is all but god like. Any weapon you wield gains four extra points of menace to a limit of nine. Enemies who are not enraged or entranced themselves must make a Test of Willpower (diff. 7) to attack you.

Wayfinder (Intuit Direction)

There runs in your family a long history of a special knack for the knowing of directions. At its least powerful, the ability means you seldom get lost, raised to its highest potency, you can follow your inner sense, over mountains and forest and deep dells, tracking all the way towards anything at all that you could name.

Rank One You can spend a few minutes carrying out a simple ritual such as casting runes, or staring into a fire, to know the compass points and the direction as the crow flies to any place that you know very well.
Rank Two By tying a piece of something to a string and dangling it, you can watch the spin and bob, and walk towards the nearest source of the substance. For instance you could tie a gold coin to a string and follow it to gold, or a nail to find iron. By using hair or clothing from a
person, you can find that person.
Rank Three You are always aware of which direction is north, be you in the blackest of nights or deep in a cave. You can also, always follow your way back, through any confusing environment, such as a misty forest, or a labyrinth.
Rank Four You know the direction and distance to any place, person or thing that you have seen with your own eyes, and can conjure a clear mental image of.
Rank Five You know the direction and distance to any place, person or thing that you know the name of.

Warrior Blest

There is among the roll of chants worked by sorcerers a charm to work over a babe in the crib and thereby give her the potential to be a great warrior in years to come. You are just such a child.

Rank One As long as you show courage in battle never refuse to fight you gain a charmed rank one protection from injury. This protection works against mundane weapons only.
Rank Two Gain a charmed +1 bonus to the Menace of any weapon you use. You also strike creatures that normally can only be harmed by magic or enchanted weapons.
Rank Three As long as you show courage in battle never refuse to fight you gain a charmed rank two protection from damage. This protection works against mundane and enchanted weapons.
Rank Four You gain five levels of armour versus injurious spells directed at you.
Rank Five Gain a charmed +2 bonus to the Menace of any weapon you use. Also, you may change a failed test of any combat Aptitude to a success by suffering two Soulburn.

Warrior Shaman

You are one of a fierce cult of warriors, prone to fury in battle, in which all thoughts of safety are thrown to the wind. You wear no armour but for a Rhino’s tough hide, and shield, and when passing into a rage, howl in bestial fury bite at your enemy’s throat and have a reputation for Rhino-like strength and ferocity. For you the battle is not a dirty struggle of sweat and blood – it is your worship and your magic. Some may think you a savage but you know better because you fight the way that gods fight – and you are the most mystic of warriors.

While in a rage you must make an Test of Willpower (diff. 4) to take any action that is not combative. When you come out of a rage you will be exhausted to the point of collapse for twenty minutes.

Rank One Eye of the Rhino: You can pass into a berserker rage by donning a Rhino or Mammoth hide and carrying out a small ritual. An Test of Willpower (diff. 4) is needed to come out of the rage. While in a rage you gain Second-Sight (see Disciplines, above).
Rank Two Pierce with the Horn: As with above, except that while enraged, your weapons acquire a little enchantment of their own, and can opponents that normally can only be harmed by magic or enchanted weapons.
Rank Three Ease of the Donned Skin: You can pass into a berserker rage by simply donning a hide – no ritual is needed.
Rank Four Crash of the Rhino: While in a rage you may choose to increase the severity of a wound you inflict, by one rank through suffering a level of Fatigue. For instance your could inflict an extra three levels of injury by suffering three levels of Fatigue.
Rank Five Rage of Toothless Swords: When enraged you can only be hurt by magic, natural dangers (i.e. falling boulders, wolf teeth), bare hands (brawling) or enchanted weapons.

Available Wayfarer's Song Disciplines

Water or Blood The_Stump