Prebuilt Characters

To help those needing some assistance in creating or advancing a character, we've put together some rather standard builds for each class to be used or built upon. These are not the only way, nor are they the best way to build these classes, but they are made with the thought of being competitive and keeping them straightforward.

Stats

Str: 12, Dex: 14, Con: 16, Int: 18, Wis: 10, Cha: 8

 

Starting Moves:

Spellbook, Prepare Spells, Spell Defense, Cast A Spell, Arcane Failure

 

Suggested Equipment: (found among starting items in Character Creation room)

Starter Main Weapon - Dagger

Starter Secondary - Staff

Starter Armor - None

Starter Gear - Healing Potion

Starter Ammo - Throwing Dagger

 

HP: 25, Carry Weight: 19

 

Damage and Armor

1d4 Damage, 0 Armor


 

Tips:

  • Your race ability will need to be added to these stats.

  • Any armor and shield equipment reduces your spellcasting, but only equipment.

 

How prepared spell slots work using the Prepare Spells move:

You gain level+1 in total spell levels. This means at level 1 you have 1+1 or 2 total spell levels you can have prepared and ready to cast. You would go through your first level spells on the class page and pick 2 level 1 spells to fill the 2 total levels, and then get all your cantrips for free at no cost. Works the same higher level with just an increased amount of total levels allowing potentially higher level spells to be picked, and always getting your cantrip for free.

 

Spells are not lost on casting, you can repeat them unless you decide to lose the spell on a low Cast A Spell result.

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Spells to consider:

  • Mage Armor - Your lifeline. You can’t wear armor and this spell does not have any negatives to keep you from having it up. Always have this on your character to reduce some damage.

  • Magic Missile - Early and good damage spell to defend yourself with.

  • Sleep - Disable an extra combatant or simply sleep an enemy to give you time to run away.

  • Fireball - Main spell to damage multiple targets

  • Elemental Torrent - Highest damage single target spell

  • Stoneskin - Upgraded Mage Armor that stacks with it and you are able to have both active going into a fight. If you plan to have actual defenses as a Wizard, this is the spell to get.

  • Horrid Wilting - King of area damage, but uses up a lot of your spell slots.

 

Suggested Moves:

Level 2 - Prodigy (Mage Armor)

Level 3 - Empower Magic

Level 4 - Counterspell

Level 5 - Study Magic (Elemental Torrent)

Level 6 - Greater Empowered Magic

Level 7 - Master (Stoneskin)

Level 8 - Multiclass Dabbler for Chosen One (Stoneskin) from Cleric

Level 9 - Silence, You Fool!

Level 10 - Multiclass Initiative for Anointed (Elemental Torrent) from Cleric

 

With your primary spells of Elemental Torrent, Stoneskin, and Mage Armor you would still have 6 levels of spells you could still fill with other spells.

 

Suggested Moves:

Level 2 - Empower Magic

Level 3 - Counterspell

Level 4 - Quick Study

Level 5 - Prodigy (Stoneskin)

Level 6 - Greater Empowered Magic

Level 7 - Study Magic (Horrid Wilting)

Level 8 - Multiclass Dabbler for Chosen One (Stoneskin) from Cleric

Level 9 - Master (Horrid Wilting)

Level 10 - Multiclass Initiative for Anointed (Horrid Wilting) from Cleric

 

With your primary spells of Horrid Wilting, Stoneskin, and Mage Armor you would still have 2 levels of spells you could still fill with other spells. Best for group fighting, having few spells to fallback on at bad times compared to the previous set of moves.