Elder Derwydd
The Elder Derwydd has an impressive mastery of the Magical forces of the world, able to cast a staggering array of different Spell Effects. Wise beyond their years, an Elder Derwydd is both mysterious and potent; few would disregard one should they make an enemy of them.
An Elder Derwydd is an interesting choice to play because they are steeped in their brand of Magic, capable of being fascinating additions to any adventuring group, and well equipped to make their presence felt in any company.
Cost Ability
48 Derwydd Package (drop Stamina)
+30 30 points worth of Derwydd Spell Skills
20 Durable: +10 CON
10 Wise: +10 INT
3 Resistance to Fire & Electricity: Armor 0 PD/5 ED, Hardened (+1/4) (9 Active Points); Only vs Fire & Electricity (-1 1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
4 Trackless Stride: Gliding: 6"; Ground Gliding (-1/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
115 Total Cost of Abilities
Value Disadvantages
-10 Physical Limitation: May Only Use Derwydd Spells If In Good Standing With Religious Beliefs (Infrequently, Greatly Impairing)

+105

Total Cost of Package

Basic Package Deals
Derwydd
The Derwydda Magic System is detailed here.
NOTE: Practitioners of Derwydda (dur-WEETH-ah) are collectively called Derwyddon (dur-WEE-thon) collectively, or Derwydd (DUR-weeth) singularly.
Derwydda is a form of Nature Magic that focuses on powerful Magics stemming from a understanding of the Natural World, and channelling the very power of the Universe itself.
Derwyddon are a type of Magic User skilled at working powerful Magics when given the chance, but not quite as good in tense situations such as combat. An individual Derwydd isn't particularly good in a combat situation, but given time and a Standing Stone a Derwydd can work shockingly powerful Magic, and a clutch of Derwyddon working together can shake the fundaments of the world.
Derwyddon are also good at preparing powerful Spell Effects on At Will Triggers in relative safety, which they can later release for devastating results, which somewhat compensates for the difficulities they suffer when attempting to cast Spell Effects in combat.
Cost Ability
15 Derwydd Spell Skills
5 KS: Nature Lore +2
3 PS: Create Standing Stone
4 Nature Sense: Detect (Sight): Plants, Animals, Pure Water, (Class of Things  Discriminatory) (10 Active Points); Extra Time (Full Turn, -1); Only Usable While In Good Standing With Faith (can't be removed; -1/4)
8 Immunity to Poison: LS: Immunity to Poison; Only Usable While In Good Standing With Faith (can't be removed; -1/4)
3 +1 Penalty Skill Level to offset Combat Casting Penalty with All Spells
10 Strong Willed: +5 EGO
7 Stamina: +14 END
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
3 Resistance to Fire & Electricity: Armor 0 PD/5 ED, Hardened (+1/4) (9 Active Points); Only vs Fire & Electricity (-1 1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
4 Trackless Stride: Gliding: 6"; Ground Gliding (-1/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
var More Spell Skills
3* +1 Penalty Skill Level to offset Combat Casting Penalty with All Spells
5 Bright: +5 INT
5 +1 with All INT Based Rolls
2 WF: Derwydd Group (Scicle, Staff, Sling, Dagger)
-15 Psychological Limitation: Maintain Natural Balance  (Common, Strong)
-15 Psychological Limitation: Hatred vs Undead  (Uncommon, Total)
-5 Social Limitation: At Odds With Organized Religion (Churches and Religions dedicated to Deities) (Frequently; Minor; Not Limiting In Some Cultures)