Fighters
These warrior classes are capable of wielding the most damaging weapons in the game. Their skills and and strengths are geared towards combat. They start off gaining 2 HP per level (up to level 5) instead of the usual 1. Fighter also have the ability to "Lay on Hands." This enables them to heal up to 1/4 of their max HP 3 times per day.
Starting HP: 10 Highest Weapon/Armor Level: 10 Gem Pick: 3 #Spells/combat: 2 Magic Sphere: Battle
Defender: Protector of the weak. Can cast Protective Aura spells 1 level higher than their otherwise maximum spell casting level. Starts with stage 3 armor. (0 skill points)
Guardian: Vigilant sentinel. Starts with stage 3 armor. All armor worn by a Guardian functions at half the character's level rounded up higher (+1 at 1, +1 at 2, +2 at 3, etc.) . (2 skill points)
Highlander: Cunning natural warrior. Wears no armor, but effectively has stage 5 armor from his battle skills. To increase protection beyond that, a Highlander will have to purchase normal Armor, but will lose his starting bonus. (0 skill points)
Swordsman \ Swordswoman: Master of the blade. Every 4 levels gains a +1 on his or her sword. These pluses can exceed the class damage cap. Starts with stage 3 armor. (3 skill points)
Brawler: Assailer. Every 4 levels gains a +1 when using a mace or axe. These pluses can exceed the class damage cap. Starts with stage 3 armor. (3 skill points)
Scion: Noble commander. Call command up to 1 person (of lesser or equal level) per level to perform a quest once per moon. (3 skill points)
Myrmidon: Holy warrior / spirit soldier. Starts with stage 3 armor. Casts Healing or Metaphysical spells, instead of Battle. (1 skill points)
Champion: Gladiator and Resolver of Disputes. Once per moon, can challenge one opponent to single combat, with both combatants having the same armor and weapons for the event. May gain bonus from patron deity if battle is pertinent to that god. This bonus does not count as one of the characters 2 additional combat effects. Starts with stage 3 armor. (3 skill points)
Rogues
Rouges are the second most capable combatants in the game. Their skills are somewhat more defensive than aggressive. Their abilities extend beyond warfare too. All rogues have Avoidance as their sphere of magic and some may have another sphere depending on the specific class.
Starting HP: 8 Highest Weapon/Armor Level: 8 Gem Picks: 4 #Spells/combat: 2 Magic Sphere: Avoidance
Gambler: A gamesman who bets on everything he can. Gains 3 Auguries per Adventure dealing concerning games or odds. (3 luck points and 3 free skill points)
Spheres: Avoidance
Thief: A master of foiling locks. Can cast Unlock spells 1 level higher than their otherwise maximum spell casting level. Has 3 Detect Trap and Locks spells per Adv. Starts with 2 Skill point in Trap Use, 1 Pick Locks and 1 Luck point.
Spheres: Avoidance
Relic Hunter: A seeker of artifacts who sees the professional standards of archaeology as completely optional. Can cast Remove Trap spells 1 level higher than their otherwise maximum spell casting level. Has 3 Detect Trap and Locks spells per Adv. Starts with 2 Skill point in Pick Locks, 1 Trap Use and 1 Luck point.
Spheres: Avoidance
Cutthroat: An assassin or thief who kills for profit. Can cast 3 Mask Aura II spell per adventure. (4 total skill points)
Spheres: Avoidance & Battle
Pariah: A convicted or outcast innocent. Uses skills for redemption or revenge. Usually bears the brunt of most suspicions. Can cast 3 Run spells and 1 Precognition spell per adventure. (2 Prayer points & 2 free skill points)
Spheres: Avoidance
Scavenger: A pillager of the living and dead alike. Can claim any one body per combat or box per bulding as his/her own. This body/box is in addition to their fair share of party loot. Party members can not whine, weasel deal, cheat or complain about this ability. A scavenger must announce his claim before the anything has been done to identify the treasure (ie: before a body is looted, before chest is opened before treasure finder dust points out box etc. Luck points do not count as pre-ID'ing) Scavengers are not allowed to loot a solo chest in any given room. Can cast 1 Sleep spell per adventure and is able to loot, though not harm, this target. (5 total skill points)
Spheres: Avoidance
Miser: A master of hoarding money. Is immune to all money based curses. (4 total skill points)
Spheres: Avoidance
Lore Hunter: Is interested in the recovery of ancient or lost lore. (4 skill points)
Spheres: Avoidance & Information
Jack-Of-All-Trades: A virtuoso of skills. Gets an additional 2 ‘adaptable’ points (These are undesignated skill points that can be used for any skill/skills the player wishes but they can only be allotted once per adventure). Can cast from the Information or Metaphysical spheres in addition to Avoidance. (4 Skill Points)
Spirit Hunter: Is interested in aiding or punishing spirits. (4 skill points)
Spheres: Avoidance & Metaphysical
Druids
Druids are the keepers of the wilderness. In such their gifts come from nature. They are formidable fighters and are apt sages. They are the most profuse order as they seem to balance the warrior and the spell caster quite effectively.
Starting HP: 7 Highest Weapon/Armor Level: 7 Gem Picks 2: #Spells/combat 2 Magic Spheres: Avoidance & Information
Journeyman: Wanderer of the world. Can cast Travel spells 1 level higher than their otherwise maximum spell casting level. Has knowledge of witch gates. Three times per adv can gate away from a combat when in woods. (0 skill points)
Woodsman \ Woodswoman: A native of the woodlands. Has innate knowledge of woods; Can cast Direction spells 1 level higher than their otherwise maximum spell casting level. Starts with 3 skill points in direction sense.
Forestall: Guardian of the forest. Can command plants in an area three times per adventure. Can commune with nature 3x per adventure. (3 total skill points)
Guide: A seeker of unknown pathways. Can commune with Atu' once per day. Starts with 4 of direction sense and 2 skill points
Totem: A vessel of an animal spirit. Chooses and animal totem, from which abilities will be enhanced. (2 skill points) Totems may call upon their spirit animal once per day in one of two ways. Each can grant one of two powers / day.
BEAR- a spirit of strength and healing
1) the Strength - +5 HP, and add 2 additional damage stages to their weapon ( ie,
turn a red weapon’s damage to yellow damage) for one combat.
2) the Healer - heal 10
WOLF- a spirit of the sly hunter
1) the Hunter - Tracking (as spell), and Detect Aura upon the foe you are tracking.
2) the Eluder - Run (as spell) for 20 seconds, and Mask Aura.
OWL- a spirit of wisdom and a harbinger of death
1) the Herald - Speak with Spirit, with Spirit Shield 1
2) the Ferrier - Animate Dead for 45 minutes
RAVEN- a spirit of macabre mystery
1) the Spectator - Death Lights
2) the Warder - Exorcism 1 & Protection Undead 1
DEER- a spirit of the elusive woodland walker
1) the Listener - Clairaudience & Tongues (spoken languages only)
2) the Runner - Pass Without A Trace
TURTLE- a spirit of the ancient survivor
1) the Endurer - Armor and Aura of Protection 2
2) the Ancient - can see one static scene of the past and ask the history of one
thing in the scene (Limited Retrocognition & Know History)
SWAN- a spirit of purity and serenity
1) the Serene - Dispel Magic 1 with Calm
2) the Pure - Purify Water, this pure water will heal 2 pts. for up to 3 people
BAT- a spirit of the hidden night
1) the Night Herald - Cause 3 people to fall asleep, but no harm may come to the
sleepers.
2) the Dreamer - Brings the totem a vision while they sleep, or rest.
Templars
These classes draw their powers from the Gods or from the Spiritual planes. While they are not as strong as the the above classes in combat they have a greater facility for magic. While Templars lack Battle or Avoidance magic to aid them in winning their battles, the ability to use Healing magic can often enable them outlast their opponents.
Starting HP: 6 Highest Weapon/Armor Level: 6 Gem Picks: 2 #Spells/combat: 3 Magic Spheres: Metaphysical & Healing
Healer: Protectors of the body. Can cast Healing spells 1 level higher than their otherwise maximum spell casting level. Can identify types of wounds and common diseases. (3 total skill point)
Inquisitor: The hands of Judgment. Can cast 2 damage causing Battle spells (Spell Strike or Enchant Weapon) per spell period by sacrificing 1 Templar spell, but only if these spells are to be cast on someone or something that is under judgement. Starts with 3 Skill points in truth sense. (3 total skill points)
Priest \ Priestess: Active practitioner of faith / religion. Has the ability to pray once per adventure for divine intercession The effect will be roughly equal to 4th lvl in power and must be appropriate to God/Goddess beseeched. Will not always be what is asked for as the Deity may decide to give something else instead. (2 total skill points)
Believer: The binder of faith and magic. Can attempt the impossible quest once per year. Once per day can causes anyone to believe what he says. (3 total skill points)
Medium: Orator to and the voice of spirits. Can cast Spirit Communication spells 1 level higher than their otherwise maximum spell casting level. Has superior knowledge of the magics of speaking with spirit. (3 total skill point)
Sorcerer \ Sorceress: Controller of spirits. Can command one spirit (of lesser or equal level) per level per day, maximum of 3/day. (3 total skill points)
Exorcist: A repeller of foul spirits and nemesis of undead. Can cast Exorcism 1 or Protection Undead 1 1 level higher than their otherwise maximum spell casting level. Can often sense the presence of the undead and necromancy. (3 total skill points)
Restorer: Returner of life. Once per day can cast a Raise Dead spell. Can analyze the method of a corpse’s death and the chances of its returning to life. (3 total skill points)
Crafters
The ability to create items of magic belongs to the order of Crafters. These classes are able to fashion potions, scroll and charms. They are weaker in combat situations but no other order except possibly mages can match their versatility.
Starting HP: 5 Highest Weapon/Armor Level: 5 Gem Picks: 2 #Spells/combat: 2 Magic Spheres: 2 Varied Spheres
Alchemist: Learned in the art and science of Alchemy. An alchemist is not limited by spheres but can only craft potions for which he knows the formula to.
Spheres: Information & Metaphysical
(1 total skill points)
Channelers: Forgers of magic charms. Channelers can only channel spells from the spheres they can cast but they do not have to be able to cast a specific spell in order to channel it into a charm.
There are three types of Channelers:
Tower Channelers prefer to work in metal and are the most scholarly of the bunch. They can cast spells from the Information and Metaphysical spheres
Tree Channelers are kin to the druids and favor charms of wood. Their spheres are Information and Avoidance
Temple Channelers create charms of a spiritual nature. They most often work with the gem stone associated with the God or Goddess whose influence they are seeking to use. They utilize the spheres of Metaphysics and Healing.
(1 skill points)
Scribes: Creators of magic scrolls. Scribes can only inscribe spells from the spheres they can cast but they do not have to be able to cast a specific spell in order to fashion it into a scroll.
The three types of Scribes mirror the three houses of Channelers with the exception of materials. Except for the greatest of works, all scrolls are fashioned on parchment.
Tower Scribes - Information & Metaphysical
Tree Scribes - Information & Avoidance
Temple Scribes - Metaphysical & Healing.
(1 skill point)
Scholars
As most adventures require the ability to uncover answers equally if not more so than ones ability squash ones enemies Scholars are very powerful characters. They have access to the two most disclosing spheres of magic and often have abilities that enable them to delve deeper into the ShadowLand's lore.
Starting HP: 5 Highest Weapon/Armor Level: 5 Gem Picks: 1 #Spells/combat: 3 Magic Spheres: Metaphysical & Information
Runologist: The Symbolist. Has knowledge of common symbols. Can cast 4 Know Rune spells /day. When able to cast 2nd level spells the Runologist can cast 4 Know Rune spells / day or 2 Know Glyphs /day. When able to cast 4th level spells the Runologist can cast 4 Know Rune spells / day or 2 Know Glyphs / day or 1 Know Sigil / day. (3 total skill points)
Savant: Savants are the magic item researchers of the realm. They can use two Identify 2 spells per day. (3 total skill points)
Mystic: A reader of auras. Gains clearer impressions from seeing the auras of living beings and spirits. Starts with Detect Aura in addition to their normal 2 starting spells. Can cast Detect Spirit spells 1 level higher than their otherwise maximum spell casting level. (2 total skill points)
Pantheist: An expert on curses. Can cast three improved Detect Curse Spells per Adv (Spell's range and limitations are the same as the Detect Magic 3 spell). Will often be able to glean information about curses and cursed items by observation. Starts with 2 points of Luck.
Antiquarian: One who studies relics. Can cast Know Past spells 1 level higher than their otherwise maximum spell casting level. (3 total skill points)
Sage: A researcher of times past. Can cast Time Perception spells 1 level higher than their otherwise maximum spell casting level. (3 total skill points)
Bard: A collector and teller of tales. Will have a good chance of knowing facts about a local or famous person or of a significant event in history. Can receive experience for artful renditions of stories (can loose XP for really poor re-tellings too). Can cast 4 Tongues spells or 1 Ancient Tongues spell per adventure. Starts with 2 Skill Points in truth sense. (3 total skill points)
Diviners
If knowledge is power then the Scholars greatest rivals would be Diviners. These classes have the ability to use the sphere of Divination. Unlike most other spells divinations are not locked down to specific tasks. They can range into the past or the future and reveal nearly all the worlds secrets. Diviners can cast up to 10 levels of divinations per Adventure
Starting HP: 5 Highest Weapon/Armor Level: 5 Gem Picks: 1 #Spells/combat: 3 Magic Spheres: Avoidance & Information
Astrologer: A star seer. Consults with the stars for future predictions. Divinations regarding the Heavens, Heavenly entities and the Ages function 1 level higher than what the Astrologer casts. Can commune with the heavens 3x per adventure but only at night. (2 total skill point)
Gypsy: A fortuneteller of the crystal ball. Uses a crystal ball to tell the future. Divinations about a person or thing that he is she is touching function 1 level higher than what the Gypsy casts. Can commune with the earth once per adventure.(2 total skill point)
Haruspex: A consulter of the Tarot. Uses cards to tell the future. Can get 10 TRUE readings per adventure. Haruspex must provide cards and give the AM time to set up the deck. The AM will not provide any additional information merely arranges the cards to answer the question. If the AM is not able to use Tarot cards, the Haruspex receives 2 Psychometry spells instead. (2 total skill point)
Seer: A diviner of visions. In addition to the divinations the Seer casts, he or she is afflicted with random visions. These can range from brief flashes to long trances. (1 total skill point)
Soothsayer: A master of runecasting. Casts runes to determine things to be. Starts with 5 Skill Points in truth sense. (5 total skill points)
Oracle: A vessel of the Tome of Ages. Divinations derived from the Tome of Ages. Has no divination levels but receives 1 Vision per adventure. (4 total skill points)
Dowser: A ‘Water-Witch’ who divines about water only. Can cast one Locate Object spell once per day and two Identify 1 spells per day but both only work on liquid items (potions, elixirs, pools, wells, wines, chalices, ). Can identify pure or sullied water. (3 total skill points)
Mages
While they are the weakest in physical combats Mages are by no means weak in combat. They are they only other class capable of casting battle magic and they can cast up to four spells per combat. (Just for OMG's, a 13th level Destroyer cast unload 250 points of damage per combat.). On top of their explosive potential mages can choose spells from four different schools of magic (no divination, sry Merlin) and they get to choose which spheres they wish to know.
Starting HP: 4 Highest Weapon/Armor Level: 4 Gem Picks: 1 #Spells/combat: 4 Magic Spheres: 4 Chosen Spheres (not divination)
Weaver: An unrestricted spellcaster. Casts 1 less spell per period, but can learn spells from all of the 5 spell spheres. (3 total skill points)
Battle Mage: A combat mage. Can cast spells from only Battle spell and one other sphere, but gains 1 additional spell per period. (2 total skill point)
Destroyer: Walking death. Can cast spells from only Battle spell and one other sphere, but can cast Spell Strike spells 1 level higher than their otherwise maximum spell casting level. (2 total skill point)
Nihilist: The destroyer of magic. Hates magic and will use spells only to unmake magic or to stop spellcasters. Can cast Destroy Magic spells 1 level higher than their otherwise maximum spell casting level. (2 total skill points)
Duelist: A magical competitor. Can cast Dispell Magic spells 1 level higher than their otherwise maximum spell casting level. All Duelists must select Battle Magic as one of their spheres. (2 total skill points)
Conjurer: A ‘wild card’ spellcaster. Once per day, may trade one normal spell for a spell not currently known, as long as it is of a level that the Conjurer is able to cast it and the spell belongs to one of the spheres known to the Conjurer. (2 total skill points)
Wizard \ Wizardess: A magical specialist. Can cast one tree of spells (aka spell and upgrades) of their choice 1 level higher than their otherwise maximum spell casting level. The spell tree cannot be one another class already is specializing in. The spell trees currently allotted to other classes are: Prot. Auras, Unlock, Remove Traps, Travel, Direction Sense, Healing, Spirit Communication, Detect Spirit, Prot. Undead, Know Past, Time Perception, Spell Strike, Destroy Magic & Dispel Magic. (1 total skill points)
Warlock: A melee mage. Warlock's have a greater facility for hand to hand combat. They can use up to stage 6 Armor and Weapons. Starts with stage 2 armor. (2 total skill points)