Elven Arcane Exponent
Cost Ability
15 Grey Elf
55 Gifted
50 Graduate (exclude Membership: Graduate of a University of Magic, Literacy, KS: Divination)
5 Bright: +5 INT

125

Total Cost of Template

Race Package Deal
Grey Elves
Grey Elves are a much rarer and often more erudite branch of Elvenkind. Grey Elves are usually wizards, and particularly excel at Divinatory Magics. Frailer and smaller than their kin, they make up for their physical limitations with a great gift for magic.
Cost Ability
3 Graceful: +1 DEX
5 Quick-witted: +5 INT
2 Attractive: +4 COM
3 Alert: Lightsleep
5 Innate Divinatory Comprehension: KS: Divination +1
17 Mage Sight: Detect Magic [No Sense Group], Discriminatory, Range, Sense
3 Elven Senses: +1 PER All Senses
5 Elven Eyes: Nightvision
10 Elven Mind: +30 Mental Defense vs. Sleep & "Charm" Effects Only (-2)
4 Longevity: LS: 2000 Years
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Elf (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-5 Slight of Limb: -5 STR
-6 Frail: -3 CON
-6 Frail: -3 BODY

+15

Total Cost of Package

Race Package Deal
Elf Options
With the GM's permission you may upgrade any of the Package Deals listed above with options selected from the list below, where appropriate at Character Creation. You may not later add any of these abilities to the existing Package Deal, though you may buy them separately. The GM must approve all additional Disadvantages take for a given package; simply loading up on extra Racial Enmities and similar should only be allowed if valid for the character's background.
Cost Ability
3* Racial Enmity: +1 All Combat, vs. Orc-kin Only (-2)
3* Racial Enmity: +1 All Combat, vs. Drow and Drow Servants Only (-2)
3* Elven Archery: +1 OCV w/ all Bows
2* Elven Longsword Training: +1 OCV w/ Long Swords
5* Elven Cool: +10 PRE; Defensive Use Only
6 Elven Graces: 1 level of Combat Luck
20 Elven Animal Ken: Animal Friendship (Animal Handler [All Categories], PRE +3)
25 Elven Awareness: Danger Sense (Area: Immediate Vicinity, Function as a Sense, Intuitional, Sensitivity: Out of Combat) 14-
8 Elven Combat Archery: Combat Archery (+5 OCV with Bows, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))
10 Elven Charm: Fascination (+25 PRE; Incantations Throughout (-1/2), only to make "Stop And Listen To Me" Presense Attacks)
6 Elven Stride: Trackless Stride (Gliding 9"; Ground Gliding (-1/4))
10 Elven Anti-Concealment: Detect Concealed Doors & Passages, Discriminatory, Sense
10 Elven Fighting: Two Weapon Fighting: HtH
2 Elven Weapons Group: WF: Blades, Spears, Bows
* May take Multiple Times
Value Disadvantages
-2 Frail: -2 STR
-4 Fragile: -2 CON
-10 Psychological Limitation: Racial Enmity: Orc-kin (Uncommon, Strong)
-10 Psychological Limitation: Racial Enmity: Drow and Drow Servants (Uncommon, Strong)
-10 Psychological Limitation: Arrogant & Haughty (Common, Moderate)
-10 Psychological Limitation: Ethnocentricity (Common, Moderate)

Basic Package Deals
Gifted
The Wizardry Magic System is detailed here.
Gifted Wizards have a basic natural understanding of Magic. All the theory, history, and facts surrounding the use of Magic is nice (if you're into that sort of thing), but a Gifted Wizard doesn't really need to know all of that nonsense; it's all just intended to get less talented Spellcasters to where the Gifted already starts out.
If in a University, a Gifted Wizard student is the sort that sleeps thru or skips all the lectures, fails the writtens, and then aces every practical making the other students look simpleminded in the process. If taught by a mentor the Gifted's seeming inability to grasp instruction in the nuances of the Art and yet still be able to turn around and work Magic as well as or better than other Apprentices tends to drive their instructors up the wall.
Cost Ability
34 Wizard VPP (30 Pool)
19 Spellcraft 13-
1 Literacy w/ Native Language
1 Naturally Gifted Spellcaster: Reputation (A medium-sized group; 8-) +1/+1d6
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
*17 Higher Spell Level Pool: +15 Pool
5 Bright: +5 INT
10 Brilliant: +10 INT
5 +1 with All Int Based Rolls
2 WF: Wizard Group (Dagger, Darts, Staff)
-15 Psychological Limitation: Self Centered (Common, Strong)
-10 Rivalry with other Wizards (More Powerful, Group, Professional, Unaware, Outdo)

Basic Package Deals
Graduate
The Wizardry Magic System is detailed here.
Graduate Wizards learned their profession in an institution dedictated to teaching the Arcane Art in a standardized fashion. The trade off in individualized instruction was theoretically compensated for by the rigorous course blocks and least common denominator instruction techniques employed in a formalized class environment.
Graduates tend to have a very solid textbook grasp on the basics of Wizardly Magic (or they dont graduate) but also tend towards the inflexible. They also usually have a complete lack of exposure to other types of Magic and their mindset is typically not capable of applying basic comprehension of theory to deviations from textbook examples they may encounter in a real world environment.
NOTE: Not all students at a University of Magic are necessarily Graduates; representatives of all five Basic Wizard Packages may be found on campus. For example, a Journeyman may be a student that is favored by an eccentric professor and receives more personalized instruction or "do their own thing"; a Gifted student is the naturally talented type that ignores their instruction, taking only what they want from it; a Bookworm student would be the geeky over-scholarly type that misses the bigger picture in favor of the details; a Maven is the type of student that is really good at certain aspects of the instruction but cannot seem to master certain others. However, Graduates would likely be the norm at most such schools, and the ones most likely to maintain their "alumni" status with the school.
NOTE: Similarly, the Graduate Package may be taken for a character that did not attend a University of Magic, but wants to use the Spell School model instead of Spellcraft; simply switch out the Membership Perk with a 1 point Basic 8- Contact Perk for the character's mentor.
Cost Ability
34 Wizard VPP (30 Pool)
3 Scholar
16 All Wizardly Spell Schools (KS: Abjuration, KS: Conjuration, KS: Divination, KS: Enchantment, KS: Evocation, KS: Illusion, KS: Necromancy, and KS: Transmutation)
1 Literacy w/ Native Language
1 Membership: Graduate of a University of Magic
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
*17 Higher Spell Level Pool: +15 Pool
5 Bright: +5 INT
10 Brilliant: +10 INT
5 +1 with All Int Based Rolls
2 WF: Wizard Group (Dagger, Darts, Staff)
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Poor Student (Was a notoriously bad student, either thru thick headedness or poor attendance, etc -- this colors peoples perception of character) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Wizards (More Powerful, Group, Professional, Unaware, Outdo)