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.

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