Here are some modifications to adapt the Hyperborean specialist types to ACKS. The specialists sacrifice some of their spellcasting ability in return for quicker advancement and a selection of special powers.
Mage: (also known as Sorcerers)
There is one minor change to the base Mage class:
Fighting Styles: Remove two-handed weapon style. (Mages can only inflict 1d4 damage with a staff.)
Cantrips: Mages can create minor magical effects known as cantrips. In game terms, this is identical to the Prestidigitation proficiency. (With the referee’s consent, the mage may swap out this ability for a similar appropriately-themed proficiency – such as Collegiate Wizardry, Familiar, Magical Engineering, etc.)
Illusionist:
The Illusionist class uses the ACKS Warlock rules as a base, replacing all of that class’s granted powers with the following:
Weapons Permitted: Dagger, dart, sling, staff.
Proficiencies: As elven enchanter, minus Healing and Running.
Mastery of Charms & Illusions: As elven enchanter. Granted at 1st level.
Ventriloqusim: Usable 1/turn, granted at 2nd level. Each use takes 1 round.
Phantasmal Force: Usable 1/8 hours, granted at 4th level. Each use takes 1 round.
Chimerical Force: Usable 1/day, granted at 6th level. Each use takes 1 round.
Spectral Force: Usable 1/week, granted at 8th level. Each use takes 1 round.
True Seeing: Usable 1/week, granted at 10th level. Each use takes 1 turn.
Permanent Illusion: Usable 1/month, granted at 12th level. Each use takes 1 turn.
At 8th level, an illusionist may begin to scribe scrolls and brew potions. At 11th level, they may begin to make other types of magic items. Illusionists who reach 14th level may cast ritual spells.
Necromancer:
The Necromancer class uses the ACKS Warlock rules as a base, replacing all of that class’s granted powers with the following:
Weapons Permitted: Dagger, dart, staff, whip.
Proficiencies: As Warlock, minus Contemplation; plus Familiar.
Black Lore of Ix: As ACKS Black Lore of Zahar. Granted at 1st level.
Detect Undead: Usable 1/turn, granted at 2nd level. Each use takes 1 round.
Necromantic Potence: Usable 1/8 hours, granted at 4th level. Each use takes 1 round.
Enervate: Usable 1/day, granted at 6th level. Each use takes 1 round.
Speak With Dead: Usable 1/8 hours, granted at 8th level. Each use takes 1 turn.
Animate Dead: Usable 1/week, granted at 10th level. Each use takes 1 turn.
Finger of Death: Usable 1/month, granted at 12th level. Each use takes 1 round.
At 8th level, a necromancer may begin to scribe scrolls and brew potions. At 11th level, they may begin to make other types of magic items. Necromancers who reach 14th level may transform creatures into intelligent undead.
Pyromancer:
The Pyromancer class uses the ACKS Warlock rules as a base, replacing all of that class’s granted powers with the following:
Weapons Permitted: Club, dagger, short sword (scimitar), staff.
Proficiencies: As Warlock, minus Elementalism; plus Familiar.
Elemental Mastery (Fire): Granted at 1st level.
Magic Missile (Fire): Usable 1/turn, granted at 2nd level. Each use takes 1 round.
Resist Fire: Usable 1/8 hours, granted at 4th level. Each use takes 1 round.
Fireball: Usable 1/day, granted at 6th level. Each use takes 1 round.
Wall of Fire: Usable 1/week, granted at 8th level. Each use takes 1 round.
Conjure Fire Elemental: Usable 1/week, granted at 10th level. Each use takes 1 turn.
Flame Strike: Usable 1/month, granted at 12th level. Each use takes 1 round.
At 8th level, a pyromancer may begin to scribe scrolls and brew potions. At 11th level, they may begin to make other types of magic items. Pyromancers who reach 14th level may cast ritual spells.