Magician Upstart
The Upstart Magician has acheived technical Mastery of Magecraft, despite their relative inexperience and lack of supporting abilities. If they can manage to survive long enough to mature into more well rounded abilities they will be a potent force. In the meantime they are a bit big for their britches and might come to an unpleasant end.
The Upstart is fun to play because their inherent imbalance provides an interesting roleplaying challenge. It is all too easy to over commit with them, lured into a false sense of power by their potent Magic.
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
55 Apprentice Magician Package
30 +30 Points more Spell Skills
10 Mana Pool: +50 END, +5 REC
10 Brilliant: +10 INT
105 Total Cost of Abilities
Value Disadvantages
0 None

+105

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