Discipline-Based Classes
All Discipline-based Classes have Discipline as their Primary Class, followed by a Secondary Class that shapes their strengths and weakness.
At every new level attained, the player:
- Rolls 1d6 and distributes the value between Brawn + Discipline Core Stats, and then increases their associated Attributes as desired from the distributed points.
- Rolls 1d6 and distributes the value between Reflex + Wit Core Stats, and then increases their associated Attributes as desired from the distributed points.
- 1d3 new Spells/Enhancements per additional Discipline Stat point gained. (1d3 is half the value of 1d6, rounded down)
All Discipline-based Classes gain the following:
- Level 1:
- Create Spell Chart and populate with 1d3 Spells (1d3 is half the value of 1d6, rounded down)
- Level 3:
- Agile Focus: Focus while maintaining Dodge bonuses.
- Second Mind: Create a second Spell Chart (two new sets of opposites) and populate them with 1d3 Spells.
- Level 5:
- Simultaneous Casting: Magic Users can cast two spells at the same time, including the same spell twice.
Battle mage
(Discipline + Brawn)
The Battle Mage embodies the intersection of inner discipline and raw physical power, channeling their energy into potent, direct magic.
Abilities
- Fortified Will: Battle Mages can ignore one instance of Balance Shock per day
Combat
- Arcane Strike: +2 to Attack due to magical damage *
- Magic Shield: Defense Dice are rolled with 1d6 + static 6. **
Levels
- Level 1:
- +1 Weapons Familiarity
- Level 3:
- Level 5:
* For Arcane Strike, a Magic quadrant must be selected at time of character creation for effect.
** A static 6 is simply setting a dice on the table in the 6 position. Because this is not a rolled dice, bonuses are always added to the other 1d6.
Cleric
(Discipline + Brawn)
The Cleric channels their energy into healing and restorative balance while remaining a formidable fighter.
Abilities
- Healing Wave: Action: Restore 2 Health Points to up to two allies within 10 feet at the cost of 1 Discipline Stat Point
Combat
- Smite: Damage Spells gain +2 to Attack
- Balance Shield: Allies within range (10’) get +2 to Defense
Levels
- Level 1:
- +2 Health points
- Clerics start with a maximum of 2 spells but gain spells as normal after level 1
- Level 3:
- Level 5:
ILLUSIONIST
(Discipline + Reflex)
Illusionists use their control and speed to craft deceptions and mislead their enemies, thriving on creating chaos.
Abilities
- Illusory Distraction: +4 to Hide (Discipline: Attune)
Combat
- Mirror Magic: +2 to Attack for magical attacks due to illusion of multiple spells
- Blurred Motion: +2 to Defense
Levels
- Level 1:
- Level 3:
- Level 5:
Elementalist
(Discipline + Wit)
Elementalists see Balance in the collision of the elemental forces of the world.
Abilities
- Elementalists start with one additional Spell point per day
- Elementalist Spell Charts must include at least one of the four natural elements (earth, air, fire, water)
Combat
- Elemental Might: Combat spells involving one or more natural elements gain +2 to Defense
Levels
- Level 1:
- Level 3:
- Elementalists have three additional Spell points per day
- Level 5:
- Elementalists have five additional Spell points per day
MIND-MAGIC/TRICKSTER
(Discipline + Wit)
Mind-Magic practitioners exploit their mental discipline and cleverness to manipulate the thoughts and actions of others.
Abilities
- TBD
Combat
- Mind Shield: +2 to Defense against spells that target the character. This has no effect against area-affect spells.
- Enchanted Distraction: The character may target an enemy during combat. On a successful attack against Discipline (2d6 + Discipline Stat), if the enemy has not taken action yet this round, the enemy’s initiative position is delayed 1d6 turns.
Levels
- Level 1:
- Level 3:
- Level 5:
Balance: The World of Isora © 2025 NEWPROTEST Publishing