Wizard Artificer
An Artificer concentrates on making Magic Items at the expense of their general spellcasting capabilities. However, an Artificer can't completely neglect their spellcasting; they need to gain greater knowledge to broaden the array of effects they can enchant into items.
Artificers are not necessarily suited to typical adventuring, but can still be very interesting characters, and really excel in some types of campaign.
Cost Ability
55 Bookworm or Graduate Package
4 Scroll-Scribing Package (recoup 1 pt for Scholar)
4 Wand Crafting Package (recoup 1 pt for Scholar)
4 Artificer Package (recoup 1 pt for Scholar)
4 Alchemist Package (recoup 1 pt for Scholar)
4 Sharp: +4 INT
5 Magic Items: Wealth 15, Only to Determine Starting Ephemeral Magic Items (-2)
25 Magic Items: 25 Real Cost worth of Permanent Magic Items
105 Total Cost of Abilities
Value Disadvantages
0 None

+105

Total Cost of Package

Basic Package Deals
Bookworm
The Wizardry Magic System is detailed here.
Bookworms take to the scholarly aspect of Magic more so than the means-to-power aspect. They tend to get distracted by the initial rush of cantrips they are taught, and often have a shockingly broad array of minor Spells at their disposal. Lacking the ambition of more aggressive Wizards they are just as happy studying another new cantrip as another Wizard would be to to ascend to a higher order of magnitude in their casting capacity.
In addition to their scholastic mastery of Wizardry, Bookworms tend to be multi-literate as well. In their pursuit of obscure facts and details, some Bookworms come into contact with tomes and other works written in a variety of languages. The Bookworm often dutifully puzzles out languages as they come across them. Some other Bookworms are focused on an aspect of Magic practiced by a particular Race or culture that annotated their Spells in a specific language and will become masters of that language pursuant to their studies. Still other Bookworms are content to just be able to make out the gist of a lot of diverse languages.
As they progress, Bookworms often continue the same pattern of quantity over quality, having a capacity to cast a lot of Spells at each Spell Level, but not able to cast as high a level of Spells as other Spellcasters that are more focused in their pursuits. Bookworms also tend to pick up a number of KS: Lore skills in their studies, and are often sought out by less scholarly wizards for their specialized and deep knowledge of various subjects. In middle and old age, many Bookworms become Sages, or find work as instructors for Apprentices teaching the lower level Spells which they have mastered so well, making their living by their knowledge rather than their Wizardly Arts.
Cost Ability
17 Wizard VPP (15 Pool)
3 Scholar
16 All Wizardly Spell Schools (KS: Abjuration, KS: Conjuration, KS: Divination, KS: Enchantment, KS: Evocation, KS: Illusion, KS: Necromancy, and KS: Transmutation)
2 Esoterica: +2 with any one Wizard School Skills or +1 with any two Wizard School Skills
1 Literacy w/ Native Language
3 Linguist
8 Languages (8 points)
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
*17 Higher Spell Level Pool: +15 Pool
5 Bright: +5 INT
10 Brilliant: +10 INT
5 +1 with All Int Based Rolls
2 WF: Wizard Group (Dagger, Darts, Staff)
-15 Psychological Limitation: Easily distracted by new facts/information (Common, Strong)
-15 Psychological Limitation: Inability to see the bigger picture (Common, Strong)
-10 Rivalry with other Wizards (More Powerful, Group, Professional, Unaware, Outdo)

Basic Package Deals
Graduate
The Wizardry Magic System is detailed here.
Graduate Wizards learned their profession in an institution dedictated to teaching the Arcane Art in a standardized fashion. The trade off in individualized instruction was theoretically compensated for by the rigorous course blocks and least common denominator instruction techniques employed in a formalized class environment.
Graduates tend to have a very solid textbook grasp on the basics of Wizardly Magic (or they dont graduate) but also tend towards the inflexible. They also usually have a complete lack of exposure to other types of Magic and their mindset is typically not capable of applying basic comprehension of theory to deviations from textbook examples they may encounter in a real world environment.
NOTE: Not all students at a University of Magic are necessarily Graduates; representatives of all five Basic Wizard Packages may be found on campus. For example, a Journeyman may be a student that is favored by an eccentric professor and receives more personalized instruction or "do their own thing"; a Gifted student is the naturally talented type that ignores their instruction, taking only what they want from it; a Bookworm student would be the geeky over-scholarly type that misses the bigger picture in favor of the details; a Maven is the type of student that is really good at certain aspects of the instruction but cannot seem to master certain others. However, Graduates would likely be the norm at most such schools, and the ones most likely to maintain their "alumni" status with the school.
NOTE: Similarly, the Graduate Package may be taken for a character that did not attend a University of Magic, but wants to use the Spell School model instead of Spellcraft; simply switch out the Membership Perk with a 1 point Basic 8- Contact Perk for the character's mentor.
Cost Ability
34 Wizard VPP (30 Pool)
3 Scholar
16 All Wizardly Spell Schools (KS: Abjuration, KS: Conjuration, KS: Divination, KS: Enchantment, KS: Evocation, KS: Illusion, KS: Necromancy, and KS: Transmutation)
1 Literacy w/ Native Language
1 Membership: Graduate of a University of Magic
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
*17 Higher Spell Level Pool: +15 Pool
5 Bright: +5 INT
10 Brilliant: +10 INT
5 +1 with All Int Based Rolls
2 WF: Wizard Group (Dagger, Darts, Staff)
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Poor Student (Was a notoriously bad student, either thru thick headedness or poor attendance, etc -- this colors peoples perception of character) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Wizards (More Powerful, Group, Professional, Unaware, Outdo)

Extention Package Deals
Scroll Scribing
Rules for Scroll Scribing may be found here.
Some characters receive training in their careers regarding the creation of Magic Scrolls.
NOTE: This Package assumes the Character does not have the Scholar Skill Enhancer; if they do simply decrease the cost of KS: Scroll Scribing and the Package by -1 point.
Cost Ability
3 KS: Scroll Scribing (INT)
2 +2 with KS: Scroll Scribing
Value Disadvantages
0 None

+5

Total Cost of Package

Extention Package Deals
Wand Crafting
Rules for Wand Crafting may be found here.
Some characters receive training in their careers regarding the creation of Magic Wands.
NOTE: This Package assumes the Character does not have the Scholar Skill Enhancer; if they do simply decrease the cost of KS: Wandcraft and the Package by -1 point.
Cost Ability
3 KS: Wandcraft
2 +2 with KS: Wandcraft
Value Disadvantages
0 None

+5

Total Cost of Package

Extention Package Deals
Artificer
Rules for creating Permanent Magic Items may be found here.
Some characters receive training early on in their careers regarding the creation of Magic Items.
NOTE: This Package assumes the Character does not have the Scholar Skill Enhancer; if they do simply decrease the cost of KS: Artificing and the Package by -1 point.
Cost Ability
3 KS: Artificing
2 +2 with KS: Artificing
Value Disadvantages
0 None

+5

Total Cost of Package

Extention Package Deals
Alchemist
Rules for Alchemy may be found here.
Some characters receive training early on in their careers regarding the creation of Magic Potions and the like.
NOTE: This Package assumes the Character does not have the Scholar Skill Enhancer; if they do simply decrease the cost of KS: Alchemy and the Package by -1 point.
Cost Ability
3 KS: Alchemy
2 +2 with KS: Alchemy
Value Disadvantages
0 None

+5

Total Cost of Package