Although it is rare, sometimes an individual is born with additional powers not common to their species. These are called "Classes", which are a result of an individual's internal magic, coming out in an atypical way. They are even called classes because they are the "Classifications of Atypical Magical Manifestation". This does not happen often, but it is often enough that there are schools that Apprentices go to to learn how to use their rare abilities. However, it wasn't until the Intergalactic community saw what these individuals could do, when properly trained, that they opened up Citadel approved schools to train an army of such magically superpowered soldiers.

Classes are originally given by Omniva (the conciousness of the universe) to individuals who have done a selfless act, that resulted in their death. As she saw potential in this noble sacrifice, and chose these individuals as her champions. While at least, in regards, for all future reincarnations.

This chapter focuses on the 4 Primary classes: Mage, Warrior, Rogue, and Cleric. Each has their own unique range of powers and bonuses. However individuals with a class also have an Archetype, or rather Secondary Classes, which give them additional powers and natural talents. Any Archetype can come with any class, and some individuals can have a second class as their Archetype.

All Archetypes have the potential to give their individual immortality, however this is an ability which has to be taught.


Primary Classes:

It is possible to train and study enough to gain just the Primary Class, without an Archetype. However, the class is flexible, altering itself between lifetimes.

Arch Mage:

Can learn and cast any Spell from any style of magic. Where most spell casters must specialize in one, with at most knowing a handful of spells from another style, an Arch Mage is instinctively talented with all forms of magic. Able to cast from any school, through any of the 42 Cosmic Elements. Despite most not being able to even use spells that are in opposition to their Elemental Affinity. Arch Mages don't even need a focus to use a spell.

Regardless of their potential, Arch Mages are still bound, and limited by, the laws of magic. As such, they are required to study magic, in order to control it. Manually learning each different spell, and training with it. However, they have an easier time Mastering spells, due to their raw talent.

Arch Mages, due to their sheer level of magical potential, are usually blessed with some kind of telekinetic ability. Able to move things with their thoughts, create shields with it, fly or a number of other skills can be used, by channeling their telekinesis. However, this ability is hard to control, during youth.

Warrior:

Warriors have greater Strength, Dexterity, Speed, Reflexes, and Endurance. They're magic fuels their physical power, and is actually connected to it. The stronger their Chakra pathways become, the greater their physical abilities.

Magic is constantly running through their muscles. Meaning, although an opponent can break their skin, they are unlikely to pierce through their muscular layer. They can feel pain, but are difficult to truly injure.

They can also, temporarily, enhance their physical abilities, by channeling their magic.

Rogue:

Rogues are talented in sneaking about, using marksmen weapons, and Illusion magic. The most powerful Rogues, can even control, and move through, shadows. However, that skill is usually only achieved by masters, though a select few have the skill, from birth.

Rogues are most well known for their "Adrenaline Rush". Which let's them channel their magic, through their adrenaline, in order to become hyper focused and push themselves to incomprehensible limits, for short burst. This increases their speed, the steadiness of their hands, being able to "zoom in" on things that are potentially miles away, processing information so quickly the world seems to slow down, and even jump great distances.

Rogues also have a instinctual talent for picking locks and hacking computers. As well as disabling traps, magical or otherwise.

Cleric:

Clerics have a particular talent for magics involving both life, and death. Holding a great affinity for these Cosmic forces. This makes them have natural healing powers, as well as the ability to inflict injuries with a touch. Even bring the recently deceased back to life.

Clerics can also call on the power of a diety, to unlock minor control of their 3 Cosmic Forces.


Hybrid Classes:

Although it is not possible to learn an Archetype. It is possible to work hard enough to learn up to two Classes. However, this requires a lot of work and dedication. Most that try, don't succeed. Although, these powers will follow the individual to their next life.

Arcane Shinobi:

They are a combination of Arch Mages and Rogues.

Arcane Warrior:

A Combination of Warriors and Arch Mages. This can be truly terrifying, and overpowered. Given an Arch Mage's sheer spell casting ability, combined with a Warriors ability to have their magical and physical power correlate.

Battle Shinobi:

A Combination of Warriors and Rogues.

Paladin:

A mix between a Warrior and a Cleric.

Templar:

A mix between a Rogue and a Cleric. This mix of classes allows for the individual to literally steal excess Chakra. Meaning they can leave a magic user drained for however long it takes for them to naturally replenish their magic. However, they can't permanently drain Chakra.

Jedi:

A combination of Cleric and Mage. This is the only Hybrid class that cannot be taught to one without it. These individuals are born with the highest blessing, from Omniva herself.

They hold such an instinctual understanding of Cosmic forces. Which allows them to channel the energy of the universe itself, directly through their body, to bend the laws of physics. Sometimes even break them.

However, some turn to call on the "Dark Side", which is essentially the damaged scar tissue in the universe. A distortion of healthy cells, left behind from the Time War.


Archetypes, AKA Secondary Classes:

Archetypes represent the core of an individual. As in the root personality of their soul. People may change and grow over time, especially between lifetimes, but at their core, they are the same person. As such, These very rarely, if ever, change. Not even after a thousand reincarnations. It takes something truly traumatizing to alter an Archetype.

However, they also can't be learned by others. They are the direct blessing of Omniva.

Toy Master

Can temporarily turn representations of things into their real versions. AKA can make toys, trading cards, story book characters, and statues into the real deal. Can even bring action figures and plushies to life. Requires looping Chakra, but a Powerful enough Toy Master can make the change permanent. At the mere cost of their excess magic, which will replenish itself.

Necromancer:

Where a cleric can command, or repell the undead, as a spell-like ability, Necromancers do so passively. Meaning it literally cost them no magic. The Undead have an instinctual need to obey them.

Necromancy is not actually evil in of itself. Most necromancers use their powers to help and shepard the dead, believing strongly in helping them above all else.

Even the undead they summon, they believe in honoring for their help.

However there are Necromancer's who don't believe this, treating their undead as slaves or minions, and capturing undead instead of helping them rest. These Necromancers are evil and viewed as blasphemous traitors, to their cause, by their fellow Necromancers.

However all Necromancers are greatly misunderstood by the common masses. A common insult for a necromancer is "Corpse Humper". All Necromancers are feared and hated, even the good ones.

Necromancers have powers over life and death. And so share many abilities similar to Clerics. In Fact, a Cleric Necromancer, has a hightened affinity for such power. Able to control armies of undead, at a time. Where exclusively a Cleric, or even exclusively a Necromancer, can only control a few dozen, at their most powerful.

These powers include Command Undead, Turn Undead, Animate Corpse, Shape corpse (make an undead look different), Calm Undead, Summon Undead, Resurrect (to revive dead allies), Rebuke Death (Heals and stabilizes someone who's become greatly injured), Bone shard (manipulates their own diamond hard bones to shoot out like daggers from their finger tips), Bone Crafting (Manipulate their own bones into any kind of weapon), seal undead, and finally they gain Inflict and Cure Wound as a close range power.

They can even speak to Undead and sense nearby undead, even if invisible.

A Necromancer cannot die due to injury. Though they can be injured, even permanently so. They cannot be affected by environmental issues, but can feel discomfort from them. They can even survive the vacuum of space, or the fire of a volcano, with only mild discomfort. They can't even die of disease. Any and all viruses they get infected with effects them like the common cold but is not contagious. However they can still die of old age. They have immortality, not longevity.

Empath:

Has the power to sense emotions and control them. This allows them to give bonuses to their allies and penalties to their opponents. As well as force foes to sleep. The more powerful can cause armies to flee in terror.

Time Agent:

Short range teleportation, Limited Time Travel (Masters can only go backwards or forwards a few hours. But Most only a few minutes), can move so fast it looks like time is frozen, can locally freeze time (within a few feet of a specific spot they can see).

Monk:

Are naturally in peek physical condition no matter their age. Can coat their bodies in energy to heighten their defense and physical power. They can even use magic to shoot out from their punches or kicks, and hit someone from a good distance away. They can instinctively sense a person's aura and feel the flow of the universe, but they can't manipulate it through magical means. Monks make some extremely overpowered warriors.

Toon:

4th Wall Powers, meaning they can see into the multiverse at a subconscious level.

They can sense the Aura of people or objects, though usually have no direct spell casting abilities themselves. At least, not without a focus and learning it the hard way.

They also have the power to disassemble and reassemble themselves well controlling the various bits of their bodies (the more bits they control the more magicka is used).

They also have super speed and Super strength. Can control their own gravity (to hover, fly, or stop when falling and slowly lower themselves to the ground). Can teleport but only in front of a person they are thinking of. They can sense approaching dangers and instinctively dodge them.

Through their 4th wall powers they have a limited understanding of what is going on in the various pocket dimensions of the universe, as well as the main universe itself. They know things but only have a vague impression of it, and don't know how they know.

Toons are incapable of dying an unnatural death such as from injury or environmental causes. However they can still die of old age or disease. If they receive a lethal injury they can go temporarily insane, but it won't kill them. Toons also don't bleed easily but their blood can have magical properties.

Technomancer:

powers over technology and mechanical lifeforms. The more skilled can turn themselves into living data, with many pixelated abilities.

Druid:

All Druid spells from D 3.5 and 5e, as spell like abilities.

They mostly control nature, like being able to grow plants in seconds and have them fight for them. Even restore dying plants to perfect health.

They also have additional powers involving their familiars. With a much deeper connection.

Bard:

All Bard spells in the D 3.5 and 5e.

Bards Can manipulate sound waves to use magic powers. Requires an instrument or singing.

They can unleash sonic blast, make people nauseous, open metal locks, increase allies abilities, create shields through sound barriers, weaken their opponents or make them dizzy, any super power you can think of, done through sound.

Gunslinger:

Natural born Gunslingers are master marksmen. They can curve the bullets of any firearm and shoot the wings off a fly from 100 meters away. They have a natural advantage with Caster Guns. However they don't need them. Any gun they hold, no matter how mundane (even toy guns or just making a gun with their fingers) they can still use all Caster Gun powers through.


Benders Classes:

Benders have power over a single Cosmic Force. Which they can manipulate by moving their body in specific motions, Avatar the last Airbender style.

- Light benders:

can fly (by surfing on light beams and bending them in the direction they want to go), shoot laser beams (which vary in intensity from a long distance stinging punch, to disintegration), illusions (even making them solid by hardening light. However these can only fool the sense of sight as they don't make noise), constructs (making solid objects they can move around, limited only by their imagination), invisibility, shape shifting (bending light around them to change their appearance), telekinesis (changing the density of light to pick up objects to SIMULATE telekinesis but it is not true telekinesis), and force fields (on self or others). Kitsune (fox Anthros) are natural light benders meaning they can potentially do all this without a class.

- Shadow Benders:

can travel through shadows, control people through their shadows, use shadows as weapons, etc.

- Electricity Bender:

Can shock people, control metal, and even electronics.

- Water Benders:

can control water, create water constructs and weapons, heal people with water, turn water into ice or snow, freeze people, breathe under water, etc. With a high resistance to frost.

- Fire Benders:

Powers based on Avatar the last Airbender.

- Wind Benders:

Powers based on Avatar the last Airbender.

- Earth Benders:

Powers based on Avatar the last Airbender.

- etc.