Fighters are important, as in any AD&D campaign, but in order for them to remain a viable character class in a magic rich world, specialization and mastery rules from Player's Option: Combat & Tactics should be considered.
Paladins remain largely unchanged; the book version of the paladin is probably a follower of Sol, or maybe Sky. If a different god is chosen, the DM may consider alteration of the paladin's granted powers.
Rangers' chosen goddess is Gaia, almost without exception. However, one ranger varient a DM may want to consider: instead of clerical abilities gained at 8th level, change it to psionic powers of either the Psychometabolic or Clairsentient discipline.
Psypher is a new character class; a warrior with access to a single discipline of psychic powers. They make good Myrmidons or Mercenaries due to their non-chaotic alignment restriction. Click here for character class details.
Thief is unchanged, though Spellfincher kits may be more common.
Bards may use varient spellcasting rules found in Player's Option: Spells & Magic, since, in spite of more prevalent magic, a bard channeler singing spells makes more sense than a bookworm/bard.
The plain vanilla cleric class doesn't exist, as it was the most unbalancing character class in the game (see The Complete Priest's Handbook for details). Only specialty priests exist in Magincia.
Druids are unchanged, though they will try to stay in Gaia's and Luna's good graces.
Magincia is the perfect world to play a variant type of mage; see Player's Option: Spells & Magic for rules on channelers, defilers, warlocks, etc.
The array of specialist wizards has increased, including Song wizards, Geometers, Alchemists, Shadow mages, and the terrifying Wild Mage. Wild surges can be quite distressing (and dangerous) in a magic rich world like Magincia. See Players' Option: Skills & Powers for the new schools of magic and those who specialize in them.
Psionicists should be used as presented in Players' Option: Skills & Powers; use of the old rules in The Complete Psionics Handbook will require some minor modifications to Magincian rules, such as the psypher class presented above.
Psychics are a good alternative to the psioncist. Possessing a non-lawful alignment, and a preference for clairsentience rather than telepathy, the DM can have more fun with them. Click here for character class details.
Monks are a new character class in the Psi group, with a vastly different approach to psionics. Click here for character class details.
Specialists are psionicists who specialize in a given discipline. View the Skills & Powers breakdown of the psionicist class for the appropriate option.
The normal PC races in Maginica are the same eight races presented with a breakdown in Skills & Powers. Some of the subraces, however, are a little different, and not all subraces can be the same character classes.
Humans are humans in nearly any campaign world there is. They have unlimited advancement in any class, and are allowed to dual-class.
There are five subdivisions of elves, the first three of which are normally PCs. All five are presented for thoroughness.
- High: High elves are the most common elf, as well as the shortest elf, averaging below human height. They live in cities molded around nature, and are generally considered the most tolerant kind of elf.
High elves are detailed in the Player's Handbook, receiving the normal +1 to Dexterity and -1 to Constitution. Allowed classes are in the PHB, and high elves may not learn psionics.
- Gray: Gray elves are the most reclusive, the most intelligent, and the tallest variety of elf there is. They live in secluded, spartan cities, where they carry on their day to day lives, discussing philosophy, magic, psionics, battle tactics, or whatever suits their individual desires.
Gray elves receive a +1 to Intelligence and a -1 to Charisma, due to their lifestyle. They may become Fighters, pSyphers, Thieves, Clerics, Mages of nearly any type, and Psionicists. Multi-classed options include F/T, F/M, F/P, F/C, S/T, T/M, T/C, T/P, C/M, F/T/M, F/T/P.
- Wood: Averaging in physical stature equal to humans, wood elves are the wisest variety of elf. Wild and passionate, they live among nature, caring only for themselves and Gaia.
Wood elves receive a +1 to Constitution, +1 to Wisdom, and a -2 to Intelligence. They may become Fighters, Rangers, pSyphers, Thieves, Bards, Clerics, Psionicists, and Monks. Multi-classed options include F/T, F/B, F/C, F/P, R/C, S/T, T/C, T/P, F/T/C.
- Sea: Sea elves are an aquatic variety of high elf, though their temperment more closely matches that of wood elves. They have become masters of Somatic magic.
- Dark: The intensly evil dark elves live underground. They delight in torture and macabre games of hide and go seek. They also seem to be generously endowed with innate magical abilities. They may also learn psionics, but to a very limited degree.
Any elf with a human ancestor, be it parent or great-great-grandmother, is deemed a half-elf. As a side note, if there are more humans in one's ancestory than elves, he is human, or so say the elves. There are three main varieties of half-elf, one coming from each of the three main elf races.
- Half-High Elves are detailed in the Player's Handbook, and are not changed.
- Half-Gray Elves are distinguished from Half-High Elves in only one major point: they are usually quite talented in psionics, and so add may add the pSypher and Psionicist classes to their repetoire, including F/P, P/T, and T/S multiclass options.
- Half-Wood Elves are quite different from the other two subraces. They receive a +1 to Wisdom and -1 to Intelligence, as well as the ability to use psionics. They add the same class and multi-class options as half-gray elves.