Multi-Classed Spellcasters (POSM)

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Demihuman characters are some of the most popular and flexible characters in the AD&D game. In addition to their various racial advantages, most demihumans also have the ability to advance as multi-classed characters, such as an elf fighter/mage or a dwarf fighter/cleric. Generally, a multi-classed character may freely use abilities of either class but must also abide by class restrictions and penalties. For example, a fighter/mage can't cast spells while wearing armor, nor could a fighter/thief try to move silently while wearing plate mail.
==Multi-Classed Wizards==
Armed with the spells of a wizard as well as fighting ability, stealth, or priestly magic, multi-classed wizards are powerful, flexible, and popular characters. The great range of powers offered by a wizard's magic serve as a potent weapon for the character and augment the abilities of his other class. A thief/mage with access to spells such as spider climb, invisibility, and wraithform can do things no ordinary thief could attempt. A fighter/mage with a strength, stoneskin, or fire shield spell in operation is a deadly fighting machine. And the versatility and spell selection of a mage/cleric is truly impressive.
Elves, half-elves, and gnomes may be multi-classed wizards. Elves may be fighter/mages or mage/thieves; half-elves may be fighter/mages, cleric or druid/mages, thief/ mages, fighter/mage/clerics, or fighter/mage/thieves; and gnomes may be fighter/illusionists, cleric/illusionists, or illusionist/thieves. Other PC races from specific world-settings may be able to multi-class as wizards, too.
Specialist Wizards: Under most circumstances, a multi-classed wizard must be a mage; the single-minded study and devotion of a single magical specialty would demand the character's full attention. The only exception is multi-classed gnome characters, who may be illusionists but can't be mages.
However, if the DM agrees, a limited number of additional specialties may be available to the multi-classed character. Selecting one of these optional specializations costs a multi-classed character 20 character points under the Skills & Powers character design rules, or an experience point penalty of 20% for standard characters. The specializations available for each PC race are shown below:
Race 	New Specialties Allowed
Elf 	Enchanter, Song Mage, Wild Mage
Half-elf	Transmuter, Force Mage, Song Mage, Wild Mage
Gnome* 	Artificer
:* Gnomes may be multi-classed illusionists without paying a CP or experience point penalty.
Restrictions: Multi-classed wizards gain the full benefits of all their classes, but must abide by any restrictions that aren't specifically negated by a class benefit. For example, a wizard/priest can use more weapons than a single-classed wizard, but is still limited to Type B weapons. The most important restriction is the character's inability to cast spells while wearing armor. While a multi-classed fighter/wizard may wear any armor he chooses, the armor itself interferes with the character's ability to cast spells. In order to cast a spell, the character must remove his armor. The only kinds of armor that do not interfere with spellcasting are elven chain mail and elven plate mail. (Note that single-classed wizards can't use these special armors because they're not trained in the wearing of armor.)
Optional powers: With the DM's permission, multi-classed wizards may select some of the optional abilities described in Chapter 2 , including armor, automatic spell acquisition, bonus spells, casting time reduction, no components, detect magic, dispel, enhanced casting level, extended duration, immunity, learning bonus, range increase, read magic, research bonus, and any restriction except reduced hit points. These can be paid for by balancing advantages with restrictions of equal value, or the character can accept an experience point penalty of 30% plus 1% for each point he spends on additional abilities. For example, a wizard who chooses the read magic ability (5 points) reduces the number of experience points he earns by 35 percent.
==Multi-Classed Priests==
Priests are versatile characters, with good fighting skills, potent spells, and a variety of special powers and talents. Combining the priest's range of spell powers with the talents of another class results in a very capable character. As described in the Player's Handbook , dwarves, gnomes, and half-elves may all be multi-classed priests: dwarves may be fighter/clerics; gnomes may be fighter/clerics, cleric/illusionists, or cleric/thieves; and half-elves may be fighter/clerics, fighter/druids, cleric or druid/rangers, cleric or druid/mages, or fighter/mage/clerics or druids.
Specialty Priests: Unless otherwise noted, a multi-classed priest character must be a cleric and not any other kind of specialty priest. Some campaign settings may have world-specific guidelines for multi-classed specialty priests; the campaign setting rules take precedence over other material in the Player's Handbook , Player's Option: Skills & Powers , or Player's Option: Spells & Magic.
At the DM's option, some of the varieties of specialty priest presented in Chapter 2 may be added to the list of multi-classed combinations. (See the chart below.) Since the capabilities of the various specialty priests are comparable to each other, there is no penalty for choosing to be a crusader or druid instead of a cleric.
Race 	Specialty Priesthoods Allowed
Dwarf 	Cleric, Crusader
Half-elf	Cleric, Crusader, Druid
Gnome 	Cleric
Restrictions: The only limitation that applies to a multi-classed priest is the restricted selection of weapons available to a cleric or druid. Regardless of the character's other class, he must abide by the weapon selection of his priest class. Of course, crusaders are able to wield any weapon, since they are not normally limited in this regard.
Optional powers: With the DM's approval, multi-classed priests may select optional abilities described in Chapter 3 , including animal empathy, casting time reduction, cold resistance, communication, detect evil, detect undead, expert healer, extended spell duration, fire/electrical resistance, identify plants and animals, immunity to charm, immunity to magic, immunity to natural disease, inspire/enrage allies, know alignment, lay on hands, pass without trace, purify water, resist energy drain, secret language, spell-like granted power, and turn undead. These can be paid for by balancing advantages with restrictions of equal value; the priest may choose any limitation except armor restriction (for druids) or weapon restriction. Optionally, the priest can accept an experience point penalty of 30% plus 1% for each point he spends on additional abilities. For example, a priest who chooses know alignment (15 points) reduces the number of experience points he earns by 45 percent.