Obermancer
Obermancers are a variant of Elementalist that do not have an Oppositional School, or else have learned to overcome this Disadvantage as part of their back story. Either way the Obermancer is a generalist caster of Elemental Magic, able to cast Spells from all four Elements. An Obermancer is a very dangerous spellcaster, with a wide variety of Spells, and the ability to hold their own in HtH combat as well.
Obermancers make fabulous additions to any adventuring group, with a wide variety of offensive, defensive, mobility, and utility Spells available to them. They are fun to play, and fun to ally with. In addition to being useful, their Spells are also very flavorful and entertaining.
Cost Ability
55 Elementalist (Spontaneous) Package
4 Replace (KS: Element of Choice + 1, KS: First Neutral Element, KS: Second Neutral Element) with Spellcraft 11-
15 Elementalist MPP 3rd Level: MP, 60-point reserve, (60 Active Points); Spontaneous Casting Discount (-1 1/2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
18 18 points in Spells
10 +1 Overall Level
2 WF: Elementalist Group (Dagger, Darts, Staff)
6 +2 OCV w/ Elemental Spells
Value Disadvantages
0 None

+110

Total Cost of Package

Basic Package Deals
Elementalist (Spontaneous)
The Elementalism Magic System is detailed here.
This Package Deal is for Elementalists using the Spontaneous Model
Elementalists cast Spells associated with the four classic Elements of Fire, Earth, Air, and Water. Though they have fewer esoteric and utility spells than some other Magic Systems, Elementalists are powerful spellcasters.
Cost Ability
6 Elementalist MPP 0 Level: MP, 15-point reserve, (15 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
10 Elementalist MPP 1st Level: MP, 30-point reserve, (30 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2), Spontaneous Casting Discount (-1/2); all slots Extra Time (Delayed Phase, -1/4)
13 Elementalist MPP 2nd Level: MP, 45-point reserve, (45 Active Points); Spontaneous Casting Discount (-1), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
14 14 points in Spell slots
11 KS: Element of Choice + 1, KS: First Neutral Element, KS: Second Neutral Element
1 Literacy with Native Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
+15 Sorcerer MPP 3rd Level: MP, 60-point reserve, (60 Active Points); Spontaneous Casting Discount (-1 1/2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
+17 Sorcerer MPP 4th Level: MP, 75-point reserve, (75 Active Points); Spontaneous Casting Discount (-2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
2 WF: Elementalist Group (Dagger, Darts, Staff)
+4 Replace (KS: Element of Choice + 1, KS: First Neutral Element, KS: Second Neutral Element) with Spellcraft 11-
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Disreputable Master (Master is generally scorned, disrespected, or has a questionable past -- this colors peoples perception of character) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Elementalists (More Powerful, Group, Professional, Unaware, Outdo)