Fantasy!/Schtick/Sorcery

=Paths of Magic= 2p per Tier. Some Effects require an Action, a roll with the indicated Difficulty. Ex: To cast Fire Shield(20) requires an Action with Sorcery+Power Difficulty 20.

=Elemental Schools= These are some of the more common of the Elemental Paths that exist on Voynamir.

Path of Quickened Fire
Fire, Combat Path

1st Circle of Fire
Fire Bolt: Attack, 2 shock points or 1 turn: Damage Power+10, Range Power x 4 m Power, Fire Bolt: Damage Power+10, Range Power x 4 m, Area Power m radius.

2nd Circle of Fire
Fire Shield (15): Shield that does Damage [Power]+5 to all in close combat range. Duration: Power Sequences. Fire Armor(15): You may use Sorcery to Defend vs All. Fire Armor: Power: Activate Fire Armor. Fire Armor also provides [Sorcery+Power] Armor this Sequence.

3rd Circle of Fire
Fire Speed(20): X Power: Gain 3X Shots. Fire Move(20): Move, X Shots: Travel to any point within Move meters, leaving a fiery wake in your path, and perform an Action. For every Shot spent, travel an extra multiple of your Move.

4th Circle of Fire
Fire Eyes(25): You gain the following abilities: Power: Gain a positive die +d10 AV to any Action. Free: Burn any easily flammable object. Move: Travel to any point within [Move] m, leaving a fiery wake in your path. Call Fire(25): Power: Call a group of [Power/2] unnamed Firelings that can cast Fire Dart. They return when the Power is regained. Progression: 2 More Firelings (Progression 15)

Firelings
Attributes 5, Fire Dart Damage 10, Range 20m Dodge, Guile, Willpower, Creature Power 10

5th Circle of Fire
Summon Fire(30): Power: Call a small named Fireling Henchman that can cast Fire Bolt. Progression: Increase minion power: 1p/5p of summon.

Fireling Henchman
Physical 6+[Power/4], Social 6, Mental 6+[Power/4], Soul 0, Power 7+[Power/2] Fire Bolt Damage 5+[Fireling Power], Range 40m Fire Shield: All creatures in close combat take [Fireling Power] in Damage each turn. Dodge, Guile, Willpower, Creature Powers 10+Power/4.

Path of Chilling Ice
Air/Water, Combat path

1st Circle of Ice
Icicle Stance(10): Gain 6 Icicle Bolts and the use of: Icicle Bolt: Attack: Damage [Power]+10, Hold

2nd Circle of Ice
Ice Armor(15): Can Defend against all with Sorcery. Ice Armor, Power: Activate Ice Armor. Gain [Power] temporary Shockpoints and temporary [Power/5] Wounds. Duration: [Power] turns. Ice Hold(15): Target gets Impairment equal to [Outcome/5]. Duration [Outcome/5] turns.

3rd Circle of Ice
Ice Slick(20): Attack: Sorcery+Power vs Action+Agility in an area [Power] m radius. Causes shockpoint and Shot loss by [Outcome/5].

4th Circle of Ice
Ice Fortress(25), Power: Create a defensive installation with 1 2/3xSorcery m side, Sorcery/3 meters high. Ice

5th Circle of Ice
Ice Golem(30):

Path of Moving Air
Air, Movement and perception

1st Circle of Air
Wind Blast Attack: Damage is equal to Power+8 against Strength, causes first Shot loss and then Wounds. Wind Blast, Power Power, Attack: Wind Blast Attack gains a radius.equal to Power m.

2nd Circle of Air
Air Speed (15) Action, Power: Target gains [Power] Shots.

3rd Circle of Air
Wind Walker (25): Power: Gain the following ability: Make a flying Move [Power].

4th Circle of Air
Clear View (25) Clear View Stance: Gain d10 AV to all Perception rolls. Your perception may now contest any magic stealth, and try to counter any illusion with a Sorcery+Perception roll.

5th Circle of Air
Tornado(30) Power: Create a vortex of air with Damage+8, throwing everything inside it high into the air causing Shot Loss and Wounds. The tornado may Move up to [Power] m each turn, picking up any target in its path with a [Sorcery+Power]vs[Action/any+Agility]. Getting out of the Vortex is an Athletics+Agility or Strength Action with Diff Sorcery+Power. Any failure causes shockpoints, but not Wounds. Duration: [Power] turns. The Air Mage may release the Tornado to be able to cast a new one, in which case the tornado moves aSequence randomly each turn until it disappears.

Path of the One Stone
Earth, Combat path

1st Circle of Earth
Earthen Stance(15): Gain 5 Armor and +5 Natural Weapons Damage. Power: Gain [Power] Armor and +8 Natural Weapons Damage. (5) Duration: [Power] Sequences or until the Power is reclaimed.

2nd Circle of Earth
Pass through(20): Pass through any stone or metal. As long as this spell persists, your Move is reduced to 1. Stoneskin(20): You may lower all Damage from Close Combat and Missile Weapons by Sorcery+Power. Your Move is reduced to 1.

3rd Circle of Earth
Healing Earth(25): Power: Heal Wounds and Shockpoints with Sorcery+Power vs 0. Earthen Embrace(25): As Earthen Stance on any target.

4th Circle of Earth
Earth Gnomes Earth Golem

5th Circle of Earth
Earth Giant Summon a Size 6 earthen humanoid.

Path of the Living Aether
All Elements, the Life Element. Create not heal

Path of Concealing Smoke
Air/Fire, Hide, Interaction

Path of the Furious Volcano
Fire/Earth, Overkill path

Path of the Healing Waters
Water, Healing

Path of Constructive Clay
Water/Earth, Construction and Earth modification

=Mental Schools=

The Unseen Path
Stealth (SEP-fields)

Path of the Mind
Telepathy, Suggestion etc

Path of the Invisible Hand
Telekinesis

Path of Illusion
Sense (Visual, etc) Illusions

Path of a Thousand Eyes
Clairvoyance, Clairaudience, Anti-Illusion

=Daroon Zodiac Schools=

Path of the Sun
Sun, Light, Heat, Strength, Perception

Visage of the Sun
Sun attributes

Light of the Sun
Light

Hands of Fire
Fire

Strength of the Sun
Strength

Eyes of the Sun
Perception

Path of the Moon
Moon, Hidden, Cold, Transformation

Path of the Stars
Stars, Fortune, Guidance, Navigation

Path of the Zodiac
Requires the other Paths (Get 1 in all, get 1 in this etc) Fortunetelling, Merger Effects, the 13 different Constellations

=Jagan Wizard Schools= All Elemental Schools and the following

Earth
Perception, Resistance, Move Earth

Arcanum
Pure Magic

Mors
Death

Animus
The Anima, Social and Spiritual

Vitas
Life, Slight Healing and Buff

1st Circle of Vitas
Vitas Sense(10): Use your Sorcery as Observation/Notice, Observation/Recon and Medicine/Exotic versus living matter. Duration:Power Sequences. Power: Vitas Sense that lasts until Power is regained.

2nd Circle of Vitas
Vitas Boost(15): Action: Raise a Body attribute, or regain Shockpoints as a Medicine roll.

Daemon
Handle Demons

Tenebris
Shadow play

Lux
Light Magic

=Nature Schools=

Shaman Summons
Spirit Magic

Faerie Glamour
Illusions, Transformation, Break Rules, Broker Deals

Nature Bonds
General nature school

Elemental Nature
Hodge Podge Elemental Combat (more Basic stuff)

=High Magic=

Warding
Wards and Protection

Summoning
Summon, buff, debuff and banish otherworldly creatures

Shaping
Do anything. Extremely expensive.

Construct
Create magical constructs.

=World Magic=

Time
Speed, Slow, Stop, Hold

Travel
Blink, Door, Travel, Otherworld Travel

Space
Big, Small, Hole, Create Otherworld

Law
Gravity, Electricity, Disintegration, Destroy World