There isn't particularly an iconic race for the Wizard discipline. Elves have a natural aptitude for spellcasting and make excellent support magicians. This character is also capable as a back-up social character (or even primary, in the right group).
Each Circle saw this character improve one attribute (as noted after each Attribute Step) and take a new Talent Option. There are no Thread Items on this character, however unlikely it may be.
Note: The entries in this series may be updated periodically as I master the coding to fit all eight of the Circles in a fashion which doesn't result in eye melting. Consider these living entries. Please leave comments if there is anyway this could be made more useful.
DEX: 14 (6) [+1] STR: 8 (4) [+0] TOU: 10 (5) [+0]
PER: 20 (8) [+2] WIL: 19 (8) [+2] CHA: 16 (7) [+2]
Physical Defense: 8
Mystic Defense: 18 (Recommended: Astral Shield )
Social Defense: 10
Physical Armor: 15 (Recommended: Fernweave, Forged +8 ; Mage Armor )
Mystic Armor: 6 (Recommended: Fernweave, Forged +0 )
Damage: 10 (Recommended: Mind Dagger); 19 (with Willforce)
Wound Threshold: 7
Recovery Tests: 2
Karma: Recall information, Change spell range from "self" to "touch"
Dispel Magic: 8 (16)
Patterncraft: 8 (16)
Research: 8 (16)
Spellcasting: 9 (17)
Wizardry: 9 (17)
Standard Matrix: 5
Astral Sight 9 (17)
Etiquette: 8 (16)
Tenacious Weave: 8 (16)
Conversation: 8 (16)
Steel Thought: 9 (17)
Arcane Mutterings: 8 (16)
Astral Interference: 8 (16)
Enhanced Matrix: 5
Willforce: 9 (17)
Avoid Blow: 8 (13)
Hold Thread: 8 (16)
Hypnotize: 8 (16)
Suppress Curse: 8 (16)
Diplomacy: 8 (16)
Standard Matrix: Astral Shield [Constant; Extra Thread: Increase Duration; Extra Thread: Increase Effect]
Standard Matrix: Mage Armor [Constant; Extra Thread: Increase Duration; Extra Thread: Increase Effect]
Enhanced Matrix: Combat Fury [Extra Thread: Additional Targets]
Enhanced Matrix: Mind Dagger [Extra Thread: Increase Effect (Physical Defense)]
To start with, almost every spellcaster is going to find a way to get more spell matrices long before this point. The spells listed make up the core competency of what this example character is about: pure damage.
Like all spellcasters, this adept is extremely versatile. Outside of a situation where the are limited to only their spell matrices, they have a variety of spells at their disposal. This is the area where all magicians are most powerful, though Wizardry spells cover a quite a bit of space, they focus most on knowledge and magic. And bonuses to Action tests; they can bring a lot of different bonuses to the table. In the interest of expediency, all of those options will not be discussed.
The emphasis of the talent selection here is on social interactions. This plays to an elf's strengths and seems fitting for a character more inclined to support their allies in a fight, rather than draw significant attention.
For spells, every selection benefits the entire group. Astral Shield and Mage Armor both improve the defensive capabilities of their allies (including the often dangerously low Mystic Defense). Combat Fury will benefit all of the close combatants with increased accuracy and should be the first action in any combat. Mind Dagger may have somewhat unimpressive damage, but that effect is almost secondary to the Physical Defense penalties it serves up. The Extra Thread could be specified for a second target or additional damage, but further reduction in Physical Defense against a single target likely brings the most net benefit in the most situations.
Defensively, this character is in a good place, but they don't bring a lot of offensive power on their own. They rely heavily on the rest of their group to do all of the heavy lifting in combat. The good side to this is they aren't likely to draw as much attention because this.