Specialist Wizard
The Specialist Wizard has a fairly broad base in the Schools of Magic, but is particularly good at a specific School while eshewing one or two Schools.
Cost Ability
55 Maven Package
17 Combat Casting Package
17 Self Defense Techniques Package
2 WF: Wizard Group (Dagger, Darts, Staff)
91 Total Cost of Abilities
Value Disadvantages
0 None

+91

Total Cost of Package

Basic Package Deals
Maven
The Wizardry Magic System is detailed here.
The Maven is typically a bright, talented, and motivated young Wizard who shows great promise but focuses on specific aspects of the Wizardly Arts, ignoring others. This tendency may exasperate their instructors, or perhaps they aren't choosing to do this so much as a pre-bias on the part of the instructor is causing their specialized learning pattern. For example, if a Maven's mentor is an Invoker, then that mentor will likely teach the Maven much more about Evocation magics and nothing at all about Conjuration.
Mavens tend to go with what they are good at as they advance, and can become renowned masters of a particular type of Magic if they survive into old age. Graduate Wizards sometimes sneer at the Maven's failure to grasp certain aspects of the Wizardly Arts, but those sneers are often wiped away by a display of the Maven's mastery of their chosen fields of study.
NOTE: This is the base package used to build "Specialist" Wizards. Name the Specialist School Skill as the recipient of the +2 Bonus and select School Ineptitude for the Schools the Character cannot use. However, they have the option of not taking the School Ineptitude Disadvantage and leaving open the option to learn that type of Magic later.
Cost Ability
34 Wizard VPP (30 Pool)
3 Scholar
12 Any 6 Wizard School Skills (Choose from: KS: Abjuration, KS: Conjuration, KS: Divination, KS: Enchantment, KS: Evocation, KS: Illusion, KS: Necromancy, and KS: Transmutation)
4 +4 with any 1 Wizard School Skill
1 Sharp: +1 INT
1 Literacy w/ Native Language
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)
-10 Rivalry with other Wizards (More Powerful, Group, Professional, Unaware, Outdo)
-5 School Ineptitude: Phys Lim: Cannot Learn KS: {Magic Skill} or use Spellcraft to Circumvent (Infrequently, Limiting)
-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)

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

Extention Package Deals
Self Defense Techniques
Some characters are taught basic techniques to help defend themselves versus physical assailiants, while others are just naturally intent on saving their own hide as much unfortunate impact as possible.
Cost Ability
5 Dodgy: +1DCV
12 Martial Dodge, Martial Block, Martial Escape
Value Disadvantages
0 None

+17

Total Cost of Package