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Character Creation (cont.)

Magic Party
Paladin/Archer/Cleric/Sorcerer
For a party with the strongest possible magic use, a combination of paladin, archer, cleric, and sorcerer would be a good choice. All four characters can cast spells, and the paladin and archer help add a modicum of fighting talent. The cleric provides excellent self magic (body, mind, and spirit magic), while the sorcerer provides excellent elemental magic (air, earth, fire, and water). The paladin provides good spellcasting for self magic and can learn all those magic schools at master level. The archer likewise can cast elemental spells and can take those spells to master level.

This party is the most well-represented in terms of magic; each party member can cast up to master level magic in one of the two major groupings. And even though it is a physically weak party, the presence of both the paladin and archer give this party excellent long-range attack and a fighting chance in melee. Of course, even the presence of these two dual-classed warriors can't save this party from complete dominance by brute-force creatures, but it is a viable party for those who want unmatched magic and some physical strength to fall back on. If you need trap disarming, you could swap a ranger for the archer. You would lose out in spell skill, but gain a fair disarm trap skill.

Pros: Strong magic; can learn minimum of master level magic in all spells
Cons: No good disarming abilities; weak in physical combat; low hit point party

Next: Physical party
 


 

 
 
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