Classes

In the world of Amra, various heroes follow different paths with diverse and subtle differences.

Generally speaking, the various classes available in Amra are as follows:

## Barbarian

For some, their rage springs from communion with wild animal spirits. Others draw on their seething reservoir of rage in the face of a world filled with pain. For barbarians, rage is a power that not only gives them a blind frenzy in battle, but also extraordinary reflexes, endurance and feats of strength.

**Notes**

When a barbarian gains access to spells, he swears to his ancestors to use them correctly. A barbarian who uses magic for purposes that go against the traditions of his tribe is in danger of becoming an outcast barbarian, losing all his magical abilities until he regains the favor of his ancestors. Such favor can be regained by visiting the ancestral burial mound of the tribe to which the barbarian belongs and carrying out the mission entrusted to him by the spirits of the tribe.

## Bard

Whether a scholar, a poet or a scoundrel, a bard weaves his magic through his words and music to inspire allies, demoralize enemies, manipulate minds, create illusions and even heal wounds.

**Notes**

Due to their lack of rigorous training, bardic magic can sometimes be erratic. Each time a bard uses a spell, he must make a Charisma roll, difficulty 10+spell level. On a failure, he must roll on the wild magic table to determine the effect of the spell.

## Cleric

Clerics are intermediaries between the mortal world and the distant divine planes. As different from each other as the gods they serve, clerics strive to embody the works of their deities. No ordinary priests, a cleric is imbued with divine magic. See Gods and Religions for a complete list of the gods of Amra and their domains.

**Notes**

A cleric who uses divine magic for purposes that go against the ethos of his god is in danger of becoming a disowned cleric, losing all his magical abilities until he regains the favor of his god. Such favor can be regained in various ways. For example by making donations to a temple, passing tests set by the god or his superiors in clergy.

## Druid

Whether invoking elemental forces or emulating creatures of the animal world, druids are the embodiment of nature's endurance, cunning and fury. They claim to have no dominion over nature. Instead, they see themselves as an extension of nature's indomitable will. The druids in Amra, follow the designs of Basaj and his court.

**Notes**

When a druid gains access to spells, he swears to Basaj and his court to use them correctly. A druid who uses divine magic for purposes that go against the ethos of his god is in danger of becoming a fallen druid, losing all his magical abilities until he regains the favor of his god. Such favor can be regained by seeking out a druidic circle and performing a complicated ritual to regain the favor of the god of the forests.

## Fighter

All warriors share a masterful command of weapons and armor, and a thorough knowledge of combat skills. In addition, they are closely associated with death, both dishing it out and staring it down, defiantly.

**Notes**

Warriors who have access to spells because of their class, must make an intelligence roll of difficulty 10 + the level of the spell to cast. If they fail, it is necessary to make a roll on the wild magic table to determine the effect of the spell.

## Paladin

Whatever their origins and missions, paladins are united by their oaths to fight against the forces of evil. A paladin's oath is a powerful bond. It is a source of power that turns a devoted warrior into a blessed champion.

**Notes**

When a paladin gains access to spells, he swears to his god to use them correctly. A paladin who uses divine magic for purposes that go against the ethos of his god is in danger of becoming a fallen paladin, losing all his magical abilities until he regains his god's favor. Such favor can be regained in a variety of ways. For example by making donations to a temple, passing tests set by the god or his clergy.

## Mage

Mages are the supreme practitioners of magic, defined and united as a class by the spells they conjure. From the subtle ripple of magic that permeates the cosmos, mages cast explosive spells of fire, voltaic arcs, subtle deception and brutal forms of mind control. The mages of Amra must undergo rigorous training in each of the High Towers of Magic, one for each School of Magic. The rituals that take place within the high towers of magic are secret. A mage who rebels such secrets could, at best, be prosecuted and imprisoned.

Wizards are regarded with respect in the human and elven kingdoms (although the latter consider them dangerous because of their uncontrolled ambition). Dwarves, while understanding the usefulness of magic use, tend to limit themselves to it when forging weapons and objects of great quality and value.

**Notes**

For each character level, the mage may choose one school of magic in which he is proficient. Mages may also attempt to cast spells from schools in which he is not proficient, but doing so may trigger a wild magic effect.

## Monk

Whatever their discipline, monks are united by their ability to magically utilize the energy coursing through their bodies. Whether channeled into a striking display of martial prowess or the subtle focus on defensive skill and speed, this energy drives everything the monk does.

**Notes**

Spend your damn Ki point

## Ranger

Far from the bustle of cities and towns, beyond the defenses that keep the farthest farms protected from the terrors of nature, amidst dense roadless forests and across vast, empty plains, the scouts keep their endless watch.

**Notes**

When a ranger gains access to spells, he swears to his god to use them correctly. A ranger who uses divine magic for purposes that go against his god's ethos is in danger of becoming a fallen ranger, losing all his magical abilities until he regains his god's favor. Such favor can be regained in various ways such as making donations to a temple, passing tests set by the god or his clergy.

## Rogue

Rogues rely on their skills, stealth and the vulnerabilities of their opponents to gain an advantage in any situation. They have a knack for finding the solution to virtually any problem, demonstrating a resourcefulness and versatility, which is the cornerstone of any good group of adventurers.

**Notes**

Rogues who have access to spells because of their class, must make an intelligence roll of difficulty 10 + the level of the spell to cast. If they fail, it is necessary to make a roll on the wild magic table to determine the effect of the spell.

## Sorcerer

Sorcerers have an innate magic, conferred by an exotic bloodline, an otherworldly influence or exposure to unknown cosmic forces. One cannot study sorcery like one who studies a language, any more than one can learn to live a legendary life. No one chooses sorcery, the power chooses the sorcerer. In Amra, the magic of sorcerers is volatile and unpredictable, consuming them if they cannot control it. The High Towers of Magic do not allow Wizards to enter and, as a rule, Wizards regard them with a mixture of disdain and envy.

**Notes**

Sorcerers are in constant tension between mastering their instincts and the magical energies with which they have been endowed. For each spell they cast they must make a charisma roll, difficulty 10+ spell level. With each failure they have to score one level of exhaustion.

## Warlock

Warlocks are seekers of knowledge hidden in the multiverse. Through pacts made with powerful beings of supernatural power, warlocks unleash both subtle and spectacular magical effects and gather arcane secrets to enhance their own power. Witches are viewed with suspicion in almost all civilized lands, with the exception of Alkebu, where such practices are part of the local culture. In the lands of Castell, sorcerers caught performing their rituals often end up at the stake.

**Notes**

Warlocks are in constant conflict, on the one hand they want to please their patron, and on the other they are aware that every time they use their power, part of their mind surrenders to it. For each spell they cast, they must make a charisma roll, difficulty 10+ spell level. Each 3 failures they gain a level of exhaustion.