Magic is weird. I’ve already gone over how disorienting it is in the entire history of D&D, how it doesn’t make much sense, how the spells are traditionally rooted in some kind of random assortment of what “feels” right and trying to adjust how powerful a wizard is compared to their compatriots – usually hazarding on making the wizard extremely powerful after a few levels. So first I had to deconstruct that mess before I could get around to Arcanist job descriptions.

But get around to it I am!

So, we know that each Arcanist type will have access to new spell-pieces for making new spells. There’ll also be a list of example spells that show what that kind of Arcanist can do with the pieces they have. Arcanists will be, most likely, the most complex classes to play and have the most flexibility to them. This basically means that the Arcanist player is one who likes to do homework for their hobby. Everyone else will be more about an order of opperations question; when do I do things to get the thing done that I want done. How they do those things is different but it’s the same general idea. Arcanists, though, need to come to the table with these little proofs using weird logic gates that, when finished, we call spells.

So who weaves spells?

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Hooo boy, I have made some work for myself.

I guess I’ve settled on making NINETY FOUR classes for each Base Class. So here’s how it’s going to be set up.

You have your Base Class, who represent neonates, initiates, amateurs, and people who are just finding their talents or dedicating themselves to their new path. We’ve already seen these; Fighter, Rogue, Brawler, Accolyte, Arcanist, and Factotum (working name).

Once you set down that path, though, your class can, and will, change as you grow in both focus and power.

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