

Black Mage (Fasar Academy of Mental Power)

AP Value: 302 adventure points

Prerequisites: Advantage Spellcaster (25 AP); Special Ability Tradition (Guild Mage) (155 AP)

Special Abilities: Languages and Literacy totaling 12 AP; Binding of the Staff

Combat Techniques: Daggers 8, Polearms 8


Physical: Body Control 2, Perception 2, Self-Control 5

Social: Empathy 5, Etiquette 2, Seduction 3, Streetwise 2, Willpower 5

Nature: Orienting 3

Knowledge: Geography 2, History 5, Magical Lore 6, Math 4, Myths & Legends 4, Religions 5, Sphere Lore 5

Craft: Alchemy 4, Artistic Ability 4, Treat Poison 2

Spells: A cantrip from the following list: Cooldown,

Fragrance, Serpent Hands, Signature; Bannbaladin 6, Corpofesso 4, Gaze into the Mind 5, Horriphobus 6, Odem 4, Respondami 5, Somnigravis (Elf) 4

Suggested Advantages: Improved Regeneration (Arcane Energy), Increased Spirit

Suggested Disadvantages: Negative Trait (Curiosity, Avarice), Obligations II (Academy, or specific teachers at the Academy), Personality Flaw (Arrogance, Vanity)

Unsuitable Advantages: None

Unsuitable Disadvantages: Decreased Spirit, Frenzy, Weak Regeneration (Arcane Energy)


Publication: Core Rules page 149