Journeyman Magician
An experienced student of Magecraft making his way in the world in pursuit of earning recognition as a Master in his own right, the Journeyman Magician is competant and capable but still has a long way to go and much to learn. Able to lend the weight of his Magic to a fray and with the ability to cast a goodly number of Spells before tiring, the Journeyman Magician is a key addition to most adventuring groups.
Magicians are fun to play because their Magic System is simple, powerful, and flexible. They are very effective adventuring spellcasters, particularly in campaigns where multiple encounters per "game day" are common. Magecraft also combines nicely with other ability sets for characters with multiple careers or mixed concepts.
NOTE: What exactly indicates Master Magician status might vary from setting to setting, or even from region to region within the same setting, and Magecraft is difficult to measure to begin with. However, as a rule of thumb a character that has at least 750 Active Points in Spells and an average Skill Roll of at least 15- can be considered to definitely be a Master, and characters approaching this threshold can probably pass as Masters in most circumstances unless hard pressed.
Cost Ability
60 Apprentice Magician Package (upgrade +1 with All INT Rolls to +1 Overall)
11 +11 Points more Spell Skills
10 Mana Pool: +50 END, +5 REC
17 Combat Casting Package
2 WF: Magician Group (Blades, Staff, Thrown Daggers)
100 Total Cost of Abilities
Value Disadvantages
0 None

+100

Total Cost of Package

Basic Package Deals
Apprentice Magician
The Magecraft Magic System is detailed here.
Magicians (or Mages) study a practical and efficient type of Magic called Magecrafting. They are a breed well adapted to the rigors of an adventuring lifestyle but also find reasons to spend time in centers of learning. Tending to have a smaller complement of flexible Spells rather than an array of very specific and narrowly focused Spells, Magicians make up for their lack of breadth with the ability to cast Spells as long as their fatigue level permits.
Cost Ability
25 Apprentice Magician: 25 Points of Magecraft Spell Skills
10 Mana Pool: Endurance Reserve (50 END, 5 REC)
5 Magesight (FH pg 106)
4 Bright: +4 INT
10 Capable: +1 Overall Level
1 Literate: Literacy w/ Native Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
6 Brilliant: +6 INT
2 WF: Magician Group (Blades, Staff, Thrown Daggers)
var Long Lived: Longevity
-15 Psychological Limitation: Self Centered (Common, Strong)
-10 Rivalry with other Magic Users  (More Powerful, Group, Professional, Unaware, Outdo)
-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)
-5 DF: Magician (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) Disadvantage Value: -5 points

Extention Package Deals
Combat Casting
Some Spellcasters are taught how to use their Spellcasting in violent circumstances. Simply add this package to a character that has received this sort of training.
Cost Ability
12 Combat Spellcasting (+3 All Combat, Only for OCV, Only with Spells)
5 +1 DCV or (AF: Light Armor plus +2 Penalty Skill Levels, Only to offset Armor Casting Penalty)
Value Disadvantages
0 None

+17

Total Cost of Package