The updated Wayfinder magic system (introduced summer ’10) is, in most ways, very similar to the old system. Rather than create something entirely new, we have attempted to keep our structure as familiar as possible, and most things work exactly how you remember them, especially from a reacting standpoint. What we have attempted to do is produce a system that is more intuitive, consistent and balanced, provides more character options without adding elements that must be explained in a reacting to magic workshop, and is flexible enough to fit into any fantasy setting with ease, and even non-fantasy settings with a bit of adjustment.
Rather than assigning powers to the base classes according to some combat “meta role,” such as offensive, defensive or support, each base class represents a broad series of archetypes and characters that can be found in stories throughout time and across the earth (For more on this subject, we suggest reading the masterpiece, “Hero With a Thousand Faces” by Joseph Campbell). In our system, you will not find “tanks” and “meatshields,” “glass cannons” or “crowd controllers.” If you want that, go play World of Warcraft(© Blizzard Entertainment). Our system is designed to produce paladins, spies, witchdoctors, assassins, mercenaries, hedge wizards, tinkers, enchanters, bodyguards, abbots, cultists and outcast mages, to name a few. Toward this end, we have removed some powers, added some others, and moved a few around. Finally, we have officially added the rogue as a “base class,” and transformed the Alchemist into the Artisan.
In this section of the website, you will find a brief overview of each class, including some sample powers and abilities.