Difference between revisions of "Classes of Liminal"

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These are the classes that are available for player characters in the strange planar city of [[Liminal]]. A class is described by its '''Power Source''' (Arcane, Divine, Martial, Primal, Psionic, Shadow) and its '''Role''' (Controller, Defender, Leader, Striker).
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{{Liminal}}<hr />{{Rinhony}}</div>
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__NOTOC__
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==Barbarian==
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A fierce warrior of primitive background who can enter a battle rage. Barbarian specialties are Paths, which describe how they interact with their rage.
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* '''Path of the Berserker:''' Barbarians who give in to their battle rage, reveling in its wanton destruction.
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* '''[[Path of the Winterson]]:''' Barbarians who have sworn fealty to the Winterborn, and serve him.
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* '''Path of the Totem Warrior:''' Barbarians who find sympathy with a powerful animal spirit.
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==Bard==
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An inspiring magician whose power echoes the music of creation. Bard specialties are Colleges, which describe what focus they use their magic and song for.
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* '''[[College o'the Green]]:''' A bard who seeks out the powers of the fae, and the inspiration they bring.
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* '''[[College of Journeys]]:''' A bard who focuses on journey and travel, discovering the stories of other people.
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* '''College of Lore:''' A bard who focuses on lore and knowledge, seeking out lost secrets and using his wits against his enemies.
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* '''[[College of Epitaphs]]:''' A bard who focuses on dirges and the undead, seeking the stories and legends of the lost.
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* '''College of Valour:''' A bard who focuses on inspiring heroes and being himself courageous in adventure.
  
'''Power Sources:''' Each class has a "power source" that describes where they get their special abilities from.
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==Cleric==
* ''Arcane:'' Arcane heroes gain their abilities from mastery of occult principles, mastering the natural arts of sorcery to accomplish their goals.
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A priestly champion who wields divine magic in service of a higher power. Cleric specialties are Domains, which describe what aspect of divine power they tap into.
* ''Divine:'' Divine heroes gain their abilities from the favor of the gods, channeling holy (or unholy) power to accomplish their goals.
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* '''Death:''' A cleric of one of the gods of death, with a focus on necromantic magic.
* ''Martial:'' Martial heroes gain their abilities from their own physical prowess and specialized training, performing incredible feats of skill to accomplish their goals.
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* '''Knowledge:''' A cleric of one of the gods of knowledge, with a focus on divination and finding out information.
* ''Primal:'' Primal heroes gain their abilities through attunement to the magic of the natural world, wielding powers of spirit and nature to accomplish their goals.
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* '''Life:''' A cleric of one of the gods of life, with a focus on healing.
* ''Psionic:'' Psionic heroes gain their abilities through mastery of ancient psychic techniques, performing mind-shattering feats of mental power to accomplish their goals.
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* '''Light:''' A cleric of one of the gods of light, with a focus on using light as a weapon.
* ''Shadow:'' Shadow heroes gain their abilities through mastery of strange and unwholesome power that draws on the Shadowfell, a place of blackness inimical to life itself.
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* '''Nature:''' A cleric of one of the gods of nature, with a focus on nature magics.
==Controllers==
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* '''Tempest:''' A cleric of one of the gods of storms or chaos, with a focus on using weather as a weapon.
Controllers are masters of the battlefield, limiting the movement of their enemies, and dealing damage in large areas.
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* '''[[Travel]]:''' A cleric of one of the gods of journey and travel.
* '''Druid (Primal):''' ''PHB2'' Wild, untamed and inscrutable, druids are shapeshifters and casters of strange spells that control animals and plants.  
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* '''Trickery:''' A cleric of one of the gods of stealth or deceit, with a focus on charms and illusions.
* '''Invoker (Divine):''' ''PHB2'' Imbued with a shard of divine power, invokers bring the fury of the gods themselves to the enemies of their faith.
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* '''War:''' A cleric of one of the gods of battle, with magic that boosts your own and others' fighting ability.
* '''Psion (Psionic):''' ''PHB3'' Quintessential manipulators of psionic energy, psions can unleash all manner of terrifying psychic phenomenon.
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==Druid==
* '''Seeker (Primal):''' ''PHB3'' Channeling strange natural magics through bow and arrow, seekers imbue their shots with primal power, giving them mastery over their terrain.
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A priest of the Primal Powers, wielding the powers of nature and shapechanging into animal forms. Druid specialties are Circles, bodies of lore that provide a druid a focus for his power.
* '''Wizard (Arcane):''' ''PHB'' Studious and learned in the occult arts, wizards have pried the secrets of the universe from magical texts and mentors, allowing them to wield powerful wizard spells.
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* '''[[Circle of the Mists]]:''' A druid that focuses on interaction with the fey and the Feywild.
==Defenders==
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* '''Circle of the Land:''' A druid that focuses on communion with nature and its magic.
Defenders are mighty warriors who hold the attention of their enemies, and place themselves as shields between their allies and the menaces they face.
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* '''Circle of the Moon:''' A druid that focuses on improving his shapeshifting.
* '''Battlemind (Psionic):''' ''PHB3'' Desiring to test their prowess against all foes, battleminds augment their skill at arms with impressive psychic talents.
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==Fighter==
* '''Fighter (Martial):''' ''PHB'' Fighters are heavily armored, powerful warriors with incredible battlefield skill.
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A master of martial combat, skilled with a variety of weapons and armor. Fighter specialties are Archetypes, which describe the kind of idealized warrior the fighter wishes to emulate.
* '''Paladin (Divine):''' ''PHB'' Holy warriors in service to their gods, paladins channel the power of their patron deity into battlefield prowess.
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* '''Battle Master:''' A fighter who focuses on his skill with weapons.
* '''Swordmage (Arcane):''' ''ForRealmsPG'' Melding occult talent with a swordsman's skill, the swordmage uses his sword to unleash magics in the world, writing glyphs in the flesh of enemies with the edge of his blade.
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* '''Champion:''' A fighter who focuses on the perfection of his physical power.
* '''Warden (Primal):''' ''PHB2'' Defenders of the wild places, wardens channel the power of the land to give themselves limited shapeshifting power to augment their impressive combat skill.
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* '''Eldritch Knight:''' A fighter who also masters a handful of offensive and defense spells to augment his combat ability.
==Leaders==
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==Monk==
Leaders are heroes who boost the abilities of their allies, including granting them healing.
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A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection. Monk specialties are Ways, bodies of study and martial art techniques with different focuses.
* '''Ardent (Psionic):''' ''PHB3'' Powerful empaths, ardents project their emotions onto others as weapons, distracting their foes with fear, and calming their allies.
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* '''Way of the Open Hand:''' A monk who has focused on his mastery of combat and the channeling of ki.
* '''Artificer (Arcane):''' ''EberronPG'' Tinkerers, alchemists and makers-of-magic-items, artificers bring their potions and trinkets to the aid of their allies during battle.
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* '''Way of the Four Elements:''' A monk who has focused on using his ki to learn to manipulate air, earth, water and fire around him.
* '''Bard (Arcane):''' ''PHB2'' Artists and performers, bards pick up a bit of magic and skill here and there, using it to inspire their allies and demoralize their foes.
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* '''[[Way of the Shadows]]:''' A monk who has focused on using his ki to master the shadows and the powers of the Shadowfull.
* '''Cleric (Divine):''' ''PHB'' Clerics are the saints and wonder-workers of their religions, bringing healing and miracles to those who need them.
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==Paladin==
* '''Runepriest (Divine):''' ''PHB3'' Taught the secrets of ancient and powerful runes, runepriests use these ancient sigils of divine power to aid their allies and craft items of wonder.
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A holy warrior bound to a sacred oath. Paladin specialties are Oaths, describing the ideals the paladin is willing to fight and die for.
* '''Shaman (Primal):''' ''PHB2'' Whisperers to strange wild spirits, shamans honor the holy and strange places of the world, which grants them powers of healing and battle.
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* '''Oath of Devotion:''' A paladin devoted to justice, virtue and order.
* '''Warlord (Marital):''' ''PHB'' Battlefield tacticians and inspiring leaders, warlords shout encouraging commands and exhortations to aid their allies.
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* '''Oath of the Ancients:''' A paladin devoted to the protection of life, nature, joy and beauty.
==Strikers==
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* '''Oath of Vengeance:''' A paladin devoted to punishing those who have done wrong.
Strikers inflict a great deal of damage, but can't take a lot of punishment, so they specialize in mobility.
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* '''Oathbreaker:''' A paladin that has violated his vows and now wallows in selfishness and dark ambition.
* '''Assassin (Shadow):''' ''Dragon 379'' Professional murderers and enders-of-life, assassins bring a quick and sudden death to those they engage.
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* '''[[Oath of the Holy Throne]]:''' A paladin who has sworn his vows before the Holy Throne of Tamous.
* '''Avenger (Divine):''' ''PHB2'' Holy slayers and divine crusaders, avengers strike down the enemies of their faith.  
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* '''[[Oath of the Theocracy]]:''' A paladin that has sworn to uphold and strengthen the Almanni Theocracy.
* '''Barbarian (Primal):''' ''PHB2'' Berserkers and furious warriors, barbarians are unpredicatable and chaotic, quick to anger and deadly in their fury.
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==Ranger==
* '''Monk (Psionic):''' ''PHB3'' Initiates into contemplative monastic brotherhoods, monks learn to channel their psychic ''ki'' to achieve feats at the maximum of their potential. Liminal has three monasteries dedicated to the contemplation of these mysteries:
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A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization. Hunter specialties are Archetypes, which describe the sort of ideal nature-warrior the ranger chooses to emulate.
** ''Temple of the Serene Tempest:'' A monastery located in the district known as Rivermouth, the monks of the Serene Tempest temple study the "Eye of the Storm", a martial arts style deeply invested in themes of balance, which uses the roaring elements as inspiration for finding one's center. Many of those who study in this temple take the Elemental Initiate, Watershaper or Windlord themes.
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* '''Hunter:''' A ranger who specializes in hunting down threats and destroying his enemies.
** ''Sanctuary of Worlds:'' A monastery located in the Accord district, the monks of the Sanctuary are dedicated to maintaining the integrity of the Planar Walls of Liminal. They frequently take the Guardian or Primal Warden themes. Many of the Sanctuary's monks are also popular combatants in the Great Arena, taking the Gladiator theme.
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* '''Beast Master:''' A ranger who specializes in the taming of and fighting with an animal companion.
** ''The Penumbral Cloister:'' The shadow-monks of the Cloister - located in the Shadowfell-imbricate district known as the Blackstreets - are a swift and silent order of ascetics. Their style of battle is known as the "Shadow Rising and Falling." Their disciplines include extensive scholarship as well as contemplation, and they frequently take the Scion of Shadow or Scholar themes.
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* '''''[[Pengheniad]]'':''' A ranger who is trained in the woodland techniques of the wood elves.
* '''Ranger (Martial):''' ''PHB'' Skilled in outdoor skirmishes, rangers are quick-moving and deadly with their chosen weapons.
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* '''Rogue (Martial):''' ''PHB'' Stealthy and fond of using dirty fighting tactics, rogues are very skillful.
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==Rogue==
* '''Sorcerer (Arcane):''' ''PHB2'' Magicians born with occult power burning in their veins, sorcerers learn to channel the power of their birthright with devastating effect.
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A scoundrel who uses stealth and trickery to overcome obstacles and enemies. Rogue specialties are Archetypes, describing the rogue's focus and purpose for using his skills.
* '''Warlock (Arcane):''' ''PHB'' Magicians who have made a pact with a strange power from outside their own plane, warlocks are quick and deceptive with their spells.
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* '''Thief:''' A rogue who specializes in picking pockets and locks.
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* '''Assassin:''' A rogue who specializes in stealth and silent, quick death.
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* '''Arcane Trickster:''' A rogue who uses arcane magic to boost his deceit and stealth.
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* '''[[Bandit]]:''' A rogue who specializes in outdoor ambushes and traps.
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* '''Swashbuckler:''' A rogue specialized in blade fighting, using wit and speed to confound his enemy.
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==Sorcerer==
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A spellcaster who draws on inherent magic from a gift or bloodline. Sorcerer specialties are Origins, describing where the sorcerer gets his natural magic from.
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* '''Draconic Bloodline:''' The sorcerer draws his magic from his draconic lineage.
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* '''Wild Magic:''' The sorcerer draws his magic from a connection to wild, chaotic, raw magic.
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* '''[[First-Blooded]]:''' The sorderer draws his magic from a connection to the Primordial powers.
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* '''[[Scion of Foul Blood]]:''' The sorcerer draws his magic from possession of the Foulblood - the presence of aberrations in his lineage.
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* '''Storm:''' The sorcerer's bloodline derives from tempestuous elemental air, whether descended from djinni or born during the night of a terrible howling storm.
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==Warlock==
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A wielder of magic that is derived from a bargain with an extraplanar entity. Warlock specialties are Pacts, describing the nature of the patron with whom they've struck a bargain.
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* '''Pact of the Archfey:''' The warlock has made a pact with one of the archfey, gaining powers of faerie guile and glamour.
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* '''Pact of the Fiend:''' The warlock has made a pact with a devil or demon, gaining infernal powers.
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* '''Pact of the Great Old One:''' The warlock as made a pact with an alien horror, gaining powers of madness and aberration.
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* '''Pact of the Undying:''' The warlock has made a pact with either an undead entity of power or with a creature that was slain but remains as a vestige.
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* '''[[Pact of the Starry Wisdoms]]:''' The warlock has made a pact with the ancient intelligences that reside in the vault of the heavens.
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==Wizard==
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A scholarly magic-user capable of manipulating the structures of reality. Wizard specialties are Traditions, describing the bodies of arcane lore the wizard has delved into for power. The setting of Liminal does not use the standard PHB Traditions.
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* '''[[Wizard of the Alabaster Spire]]:''' A specialty in fey magics, including Feywild phenomena, and certain enchantments and illusions.
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* '''[[Wizard of the Phoenix Tower]]:''' A tradition with a focus on planar magics and warding, from which were drawn both the wizards of the Keepers of the Accord and the Order of the Rose in old Liminal.
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* '''[[Wizard of the Fallen House]]:''' A tradition from the Shadowfell that focuses on magic of death and shadows.
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* '''[[Wizard of the Three Towers]]:''' A tradition originally taught at the Three Towers in Liminal, a school sponsored by the City of Brass and its genie masters of elemental magic.
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* '''[[Wizard of the Spellwright's Guildhall]]:''' A tradition with its roots in dwarven culture, now practiced primarily by wizards in the Spellwrights Guild, focused on practical magics that assist in a craftsman's work.
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* '''[[Wizard of the Nine]]:''' A tradition of draconic magics practiced among the sorcerous lines of the Empire of the Nine.
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* '''[[Wizard of the Perdition Gates]]:''' A tradition of infernal magic, focused on magic that curses, bewitches, and summons devils.
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* '''[[Wizard of the Wanderer]]:''' A tradition of practical and simple magics, used by travelers and those who come from poor backgrounds. Named for the ancient Wanderer, a wizard who affected an impoverished demeanor and wandered among the very poor, teaching the promising youth he found there the arts of magic.
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* '''[[Wizard of the Sisterhood]]:''' A tradition of magic that grew out of the Sisterhood of the Sleer, focused on unlocking elemental magics and summoning elementals.
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* '''[[Wizard of the Pale Winds]]:''' A tradition of ice and weather magic with origins in the tribal traditions of the Frostfells.
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* '''[[Wizard of the Illuminated Cloister]]:''' A tradition of light-wielding mages whose philosophies were honed and perfected in the Illuminated Cloister, a monastery dedicated to the Empyrean Gods.
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* '''[[Wizard of the Blade and Shield]]:''' A tradition of knight-magi who take their arts directly to the battlefield.
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==Previous Editions==
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* [[Liminal Classes4e]]

Latest revision as of 14:38, 21 May 2015

The Crossroads City
Quintains
Districts
Imbricate Cities

Rinhony
The Lands of Liminal
Rinhony1.jpg
Gazetteer
Culture
Races
Organizations
Gods & Religion
Greater Gods
Aevo, the King of Gods • Edyma, the Hearthmother • Ulandira, the Earthmother • Aeldryn, the Magicwright • Ildinmara, the Divine Seas
Lesser Gods
Aldinmure, the Crossroads God • Kaedlah, the Great Mystery • Khoro, the Sun Goddess • Xanayr, the Moon God • Elbitara the Triple Goddess of Love
The Gaunt, God of Death • Augdos, Underworld God • Makoryn, the Iron God • Gildammar, the Plaguewright • The Red Lady, Queen of War • Varum, God of Murder • Iritsa, Goddess of Seduction and Deceit • Admaak'Raas, the Mad God
Heresies
Primordials, the First Makers • The Archfey of the Feywild • The Primal Spirits of the Natural World • The Starry Wisdoms of the Firmament • The Dark Powers of the Shadowfell • Alien IntelligencesAbyssal Lords, Masters of Demonkind • Vestiges of Power, Ancient and Fallen

Barbarian

A fierce warrior of primitive background who can enter a battle rage. Barbarian specialties are Paths, which describe how they interact with their rage.

  • Path of the Berserker: Barbarians who give in to their battle rage, reveling in its wanton destruction.
  • Path of the Winterson: Barbarians who have sworn fealty to the Winterborn, and serve him.
  • Path of the Totem Warrior: Barbarians who find sympathy with a powerful animal spirit.

Bard

An inspiring magician whose power echoes the music of creation. Bard specialties are Colleges, which describe what focus they use their magic and song for.

  • College o'the Green: A bard who seeks out the powers of the fae, and the inspiration they bring.
  • College of Journeys: A bard who focuses on journey and travel, discovering the stories of other people.
  • College of Lore: A bard who focuses on lore and knowledge, seeking out lost secrets and using his wits against his enemies.
  • College of Epitaphs: A bard who focuses on dirges and the undead, seeking the stories and legends of the lost.
  • College of Valour: A bard who focuses on inspiring heroes and being himself courageous in adventure.

Cleric

A priestly champion who wields divine magic in service of a higher power. Cleric specialties are Domains, which describe what aspect of divine power they tap into.

  • Death: A cleric of one of the gods of death, with a focus on necromantic magic.
  • Knowledge: A cleric of one of the gods of knowledge, with a focus on divination and finding out information.
  • Life: A cleric of one of the gods of life, with a focus on healing.
  • Light: A cleric of one of the gods of light, with a focus on using light as a weapon.
  • Nature: A cleric of one of the gods of nature, with a focus on nature magics.
  • Tempest: A cleric of one of the gods of storms or chaos, with a focus on using weather as a weapon.
  • Travel: A cleric of one of the gods of journey and travel.
  • Trickery: A cleric of one of the gods of stealth or deceit, with a focus on charms and illusions.
  • War: A cleric of one of the gods of battle, with magic that boosts your own and others' fighting ability.

Druid

A priest of the Primal Powers, wielding the powers of nature and shapechanging into animal forms. Druid specialties are Circles, bodies of lore that provide a druid a focus for his power.

  • Circle of the Mists: A druid that focuses on interaction with the fey and the Feywild.
  • Circle of the Land: A druid that focuses on communion with nature and its magic.
  • Circle of the Moon: A druid that focuses on improving his shapeshifting.

Fighter

A master of martial combat, skilled with a variety of weapons and armor. Fighter specialties are Archetypes, which describe the kind of idealized warrior the fighter wishes to emulate.

  • Battle Master: A fighter who focuses on his skill with weapons.
  • Champion: A fighter who focuses on the perfection of his physical power.
  • Eldritch Knight: A fighter who also masters a handful of offensive and defense spells to augment his combat ability.

Monk

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection. Monk specialties are Ways, bodies of study and martial art techniques with different focuses.

  • Way of the Open Hand: A monk who has focused on his mastery of combat and the channeling of ki.
  • Way of the Four Elements: A monk who has focused on using his ki to learn to manipulate air, earth, water and fire around him.
  • Way of the Shadows: A monk who has focused on using his ki to master the shadows and the powers of the Shadowfull.

Paladin

A holy warrior bound to a sacred oath. Paladin specialties are Oaths, describing the ideals the paladin is willing to fight and die for.

  • Oath of Devotion: A paladin devoted to justice, virtue and order.
  • Oath of the Ancients: A paladin devoted to the protection of life, nature, joy and beauty.
  • Oath of Vengeance: A paladin devoted to punishing those who have done wrong.
  • Oathbreaker: A paladin that has violated his vows and now wallows in selfishness and dark ambition.
  • Oath of the Holy Throne: A paladin who has sworn his vows before the Holy Throne of Tamous.
  • Oath of the Theocracy: A paladin that has sworn to uphold and strengthen the Almanni Theocracy.

Ranger

A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization. Hunter specialties are Archetypes, which describe the sort of ideal nature-warrior the ranger chooses to emulate.

  • Hunter: A ranger who specializes in hunting down threats and destroying his enemies.
  • Beast Master: A ranger who specializes in the taming of and fighting with an animal companion.
  • Pengheniad: A ranger who is trained in the woodland techniques of the wood elves.

Rogue

A scoundrel who uses stealth and trickery to overcome obstacles and enemies. Rogue specialties are Archetypes, describing the rogue's focus and purpose for using his skills.

  • Thief: A rogue who specializes in picking pockets and locks.
  • Assassin: A rogue who specializes in stealth and silent, quick death.
  • Arcane Trickster: A rogue who uses arcane magic to boost his deceit and stealth.
  • Bandit: A rogue who specializes in outdoor ambushes and traps.
  • Swashbuckler: A rogue specialized in blade fighting, using wit and speed to confound his enemy.

Sorcerer

A spellcaster who draws on inherent magic from a gift or bloodline. Sorcerer specialties are Origins, describing where the sorcerer gets his natural magic from.

  • Draconic Bloodline: The sorcerer draws his magic from his draconic lineage.
  • Wild Magic: The sorcerer draws his magic from a connection to wild, chaotic, raw magic.
  • First-Blooded: The sorderer draws his magic from a connection to the Primordial powers.
  • Scion of Foul Blood: The sorcerer draws his magic from possession of the Foulblood - the presence of aberrations in his lineage.
  • Storm: The sorcerer's bloodline derives from tempestuous elemental air, whether descended from djinni or born during the night of a terrible howling storm.

Warlock

A wielder of magic that is derived from a bargain with an extraplanar entity. Warlock specialties are Pacts, describing the nature of the patron with whom they've struck a bargain.

  • Pact of the Archfey: The warlock has made a pact with one of the archfey, gaining powers of faerie guile and glamour.
  • Pact of the Fiend: The warlock has made a pact with a devil or demon, gaining infernal powers.
  • Pact of the Great Old One: The warlock as made a pact with an alien horror, gaining powers of madness and aberration.
  • Pact of the Undying: The warlock has made a pact with either an undead entity of power or with a creature that was slain but remains as a vestige.
  • Pact of the Starry Wisdoms: The warlock has made a pact with the ancient intelligences that reside in the vault of the heavens.

Wizard

A scholarly magic-user capable of manipulating the structures of reality. Wizard specialties are Traditions, describing the bodies of arcane lore the wizard has delved into for power. The setting of Liminal does not use the standard PHB Traditions.

  • Wizard of the Alabaster Spire: A specialty in fey magics, including Feywild phenomena, and certain enchantments and illusions.
  • Wizard of the Phoenix Tower: A tradition with a focus on planar magics and warding, from which were drawn both the wizards of the Keepers of the Accord and the Order of the Rose in old Liminal.
  • Wizard of the Fallen House: A tradition from the Shadowfell that focuses on magic of death and shadows.
  • Wizard of the Three Towers: A tradition originally taught at the Three Towers in Liminal, a school sponsored by the City of Brass and its genie masters of elemental magic.
  • Wizard of the Spellwright's Guildhall: A tradition with its roots in dwarven culture, now practiced primarily by wizards in the Spellwrights Guild, focused on practical magics that assist in a craftsman's work.
  • Wizard of the Nine: A tradition of draconic magics practiced among the sorcerous lines of the Empire of the Nine.
  • Wizard of the Perdition Gates: A tradition of infernal magic, focused on magic that curses, bewitches, and summons devils.
  • Wizard of the Wanderer: A tradition of practical and simple magics, used by travelers and those who come from poor backgrounds. Named for the ancient Wanderer, a wizard who affected an impoverished demeanor and wandered among the very poor, teaching the promising youth he found there the arts of magic.
  • Wizard of the Sisterhood: A tradition of magic that grew out of the Sisterhood of the Sleer, focused on unlocking elemental magics and summoning elementals.
  • Wizard of the Pale Winds: A tradition of ice and weather magic with origins in the tribal traditions of the Frostfells.
  • Wizard of the Illuminated Cloister: A tradition of light-wielding mages whose philosophies were honed and perfected in the Illuminated Cloister, a monastery dedicated to the Empyrean Gods.
  • Wizard of the Blade and Shield: A tradition of knight-magi who take their arts directly to the battlefield.

Previous Editions