Classes


Pyraas is home to a few special classes, as described below.
Dragon Knight prestige class.

Shifters are a special kind of shapechangers, detailed here. (2nd edition AD&D)
Neomancers are a sort of specialist sorceror, detailed here. (2nd edition AD&D) *note: While I may eventually update Neomancers as a sorceror prestige class, you could probably achieve the same effect using the Wheel of Time channeling rules.
Coming soon: Daressun Daemon Slayer, Makaanan Shadow Ninja, and Tempest prestige classes.

Also, while mages are now able to use magic as normal, one may still opt to use the following system as a 'novelty.' Note that the sashes, medallions, testing, etc. still apply to normal mages.
Wizards in Pyraas:
All wizards in Pyraas have taken their tests at one of the five Towers of High Sorcery, and always wear a symbol of their class. Unlike other orders of magic (i.e. those of Krynn), they are not required to wear bulky, inconvenient robes. Instead, the lower level mages (level 1-6) wear a short sash. The trim is red for a specialist wizard, blue for a general one, and the inside is either white, gold, or black, depending on their alignment. Mid-level mages (level 7-14) wear an amulet with either ruby or sapphire inside, depending whether they are specialist or not (as above), and platinum, gold, or black steel on the outside (as a mark of alignment). High level spellcasters (level 15+) wear a finely wrought star of the same materials. Wizards who stay in towns to perform their experiments often disguise any magica crystals they are using as jewels or finery. Those who do more adventuring have specially fitted bracelets or staves with numerous crystal receptacles. Crystals must be either stored in special containers or left equipped, lest they lose their charge. The container can be of any sort, from old sack to ornate chest, so long as it has been properly enchanted. One crystal can be taken out of a slot, or replaced with another, in approximately 2 turns (20 min.), so long as the user is not interrupted. The advantage is that they recharge overnight, without having to be memorized. The wizard simply has to make a 'learn spell' check upon finding a new crystal, and if he/she passes, they can use it immediately (after equipping it, of course). If a check is failed, they can try again after going up a level. Wizards may only use an amount of crystals equal to the number of spells they could have memorized, provided they have the slots, but they can have an unlimited amount in their storage container. Again, this is provided that they have the necessary space. Non-wizards can typically use only 4 or 5 at a time. To use green or red crystals, they must make a successful intelligence check at DC 20.
Most crystals are green, but there are tales of other, rarer types floating around in the pubs at night. Some have told of yellow and purple ones that grant the user special skills, and are usable even by non-wizards! There are tales of red ones that can summon powerful entities, and blue ones that, when properly linked, can enhance the effect of others.

I know I'm not really fooling anybody, I may as well call them materia. Special thanks to Squaresoft for not suing me yet.
In the case of red ones, they are usually a one-shot attack, usable a certain amount of times per week. PC's should defeat or otherwise encounter the summoned entity before being able to use it. Yellow and purple ones might give the equivalent of, say, a new proficiency as long at it is used, or give a slight HP bonus. Be creative!