White Mage (Gareth Acadamy of Sword and Staff)
AP Value: 310 adventure points
Prerequisites: Advantage Spellcaster (25 AP); Special Ability Tradition (Guild Mage) (155 AP); Disadvantage Principles II (protect the Middenrealm and the nobility, faith in the Twelvegods, truthfulness) (-20 AP)
Special Abilities: Languages and Literacy totaling 10 AP; Binding of the Staff
Combat Techniques: Daggers 8, Swords 10, Polearms 10
Skills:
Physical: Body Control 3, Feat of Strength 2, Perception 2, Self-Control 5
Social: Etiquette 3, Willpower 5
Nature: Animal Lore 2, Orienting 2
Knowledge: Geography 2, History 4, Law 6, Magical Lore 5, Math 6, Myths & Legends 3, Religions 5, Sphere Lore 3
Craft: Alchemy 4, Artistic Ability 4, Treat Wounds 3
Spells: A cantrip from the following list: Cooldown,
Firefinger, Snap; Signature, Stay Dry; Armatrutz 5, Blinding Flash 6, Fulminictus (Tradition: Elf) 5, Gardianum 4, Ignifaxius 6, Paralysis 4, Psychostabilis 4
Suggested Advantages: Improved Regeneration (Arcane Energy), Increased Spirit
Suggested Disadvantages: Negative Trait (Curiosity), Obligations II (academy or teacher), Personality Flaw (Vanity)
Unsuitable Advantages: None
Unsuitable Disadvantages: Decreased Spirit, Frenzy, Weak Regeneration (Arcane Energy)
Publication: Core Rules page 152