Contact

We want to hear what you think - good, or bad! 
Fill in the form below and we'll get back to as soon as we can!

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