Changing Character Classes

If a character chooses another character class, then the new class becomes the primary class, while the old one becomes secondary. If a character chooses to abandon his current character class altogether, then he or she can advance in the new class without having to split experience. However, the character begins at 1st level in the new class and loses all special abilities associated with his former class. All that remains of his former path is the BAtCh rating, combat and non-combat skills, and hit points. Because spirit points earned were determined by the previous class, the character only retains 1/4 his previous quantity.

A character that is already split classed may swap class designations. This a Wishsinger/Thief can become a Thief/Wishsinger without any penalty. The level of the two classes do not change, however, only the rate at which experience is earned. A class swap can be done only at the beginning or end of each adventure or mission. If a wish is used, the class swap can be done at the beginning or end of the individual gaming session.

Occasionally, a character will wish to start a new class and have no desire to abandon or advance the old class. In this instance, the old class is frozen at the current level, and the new class advances with a 90/10 split. Once the new class is 5 levels higher than the superseded class, the experience split becomes 95/5.

Unless the old character class has been completely abandoned, the player character gains all the advantages of both character classes, but must also abide by the limitations of both classes. Thus a character who is a Wishsinger/Gunslinger combination could use handguns and musical instruments equally well, but could not wear metal armour, and would still have to donate 10% of all earned income to learning institutions. The saving throws that a split classed character uses should be the most advantageous. Thus a Priest/Warrior combination would have very good saving throws versus both death magic and magical weapon. For hit points, the character gets a full hit die when the primary class increases, and half a die when the secondary class increases. The same is true for spirit points. Additionally, the character receives appropriate combat and non-combat skill increases when either of the two classes increase.