022 - Magic 10
Metallurgy
Sorceress | Metal OR Fire + Earth
Elemental magic of metal, of Iron and Steel, of Gold and Silver. Every rank in Metallurgy reduces damage from metal sources by 50% until you're immune to natural and primitive sources at rank 3, so simple metal weapons will not harm you, neither will small arms fire, but resistance to magical or high-power sources of metal continue to be reduced by half per rank. If you chose to take the Iron vulnerability, then it ignores this.
Rank 1
Control a handful of coins worth of metal, moving and levitating it with comparable speed to physically moving it around with your hand, within 30m. You start out with the ability of cold forging, any metal under your control you can freely weld and merge to other metals, easily welding metal to metal or patching damaged metal objects, or sharpening blades.
Rank 2
Control metal equivalent to a longsword, with speed comparable to an arrow, within 100m, moving beyond that on its own power if thrown with this effect. Your cold forging is now seamless, as though part of the original form, and now you have a sense for metal within your control range larger than a coin. With focus you can sense and control fine metal traces within loose material like dirt and sand, and extract it with your control and turn it into something usable with cold forging, such as needles or outright blades.
Rank 3
Control metal equivalent to a full knight's armor. And that of an armored warhorse. Or roughly a car's worth of metal, within 300m. Large projectiles like the car at throwing speed, while you bullet sized objects can be moved with common bullet speeds (9mm). Your cold forging can process raw ores into pure metals, ingots or otherwise and you can draw metal out from stone at a depth of 3ft / 1m, rather than just dirt or sand. With time you could separate alloys into their base components, or cold forge alloys from base metals. At this rank, you can also learn to create a form of puremetal gunpowder devised by a the first gunwitch, John Moses Browning. You can incorporate this in your creations to create cannons or actual firearms, it may take some skill to consistently get the right ratios both for the powder, mass you want to move, and the strength of a given barrel. You can produce a handful of powder at once with a minor mana cost, bare that in mind for if you want to quickly construct a cannon.
Rank 4
Control metal equivalent to a 3 busses or a cohort of mounted knights, within 1 mile. You can hurl large full metal balistas at the speed of a bullet, or small projectiles at high velocity rifle speeds. You no longer take any extra effort to split or meld alloys, becoming a standard part of your cold forging, and you can draw and extract metals from throughout the environment within your control range, filtering trace metals from deep in the ground beneath you for example. You can now form motion metals, an active infusion that allows solid metal to actively mold and conform to movements instigated from one side of the metal, such as from within a solid armor encasement without gaps or the need for joints.
You can now create a barrels worth of puremetal powder at once and learn to infuse the powder to magnify it's explosive potential by a factor of 10. You could easily create a solid row of cannons on demand, presuming you master the skill in precisely calculating the ratios still.
Rank 5
Control metal equivalent to a train 25 cars long, within 10 miles. You can hurl ballistas with the speed of a rifle bullet, or small rods at extraordinary velocities- railgun shots. Your cold forging can now forge metals out of thin air, materializing metals as you need them without having to draw on existing metals, though drawing on existing metals is less mana intensive. You can now make motion metals that respond to any kinetic force and feed in on itself to act in a designated manner, such as self-reinforcing to make a thin sheet of metal provide the resistance as a much harder and thicker layer of metal, transferring some of the force of an incoming attack into its own resilience, or a motion metal that applies the force of its own movement into additional rotational energy for continued acceleration, forming drill or saw effects or emulating rifling for either increased speed and flight paths, or for more damaging attacks from cutting buzz saw motions, or piercing spin of a drill lance, or forgoing the theatrics, simply amplify the force of a normal blade as though it were up to 10x its actual weight. The mana expense is low but it all stacks up. You can of course leverage your metal control to do similar drill effects and movements, but motion metals are just more empowered and take less of your own focus, to the extent that if you overdo it it could be difficult to interrupt.
You can use motion metals to form the barrels of guns and cannons to resist far stronger explosions within to handle far stronger projectiles, and a motion metal cannonball may even reach the moon, or you could create an normal array a full heavy bombardment of cannons, creating over a dozen barrels worth of puremetal powder at one time.
Additionally, you can cold forge metals into roughly similar metals. You can turn Lead to Gold.
Psychotics
Sorceress | Mind OR Life + Soul
Elemental magic of the psyche. Every rank in Psychotics reduces harm from memetic hazards (Which includes observations of intrastellar phenominon and Outsider Entities), psychological trauma, telekinetic assault, and psionic constructs by 50%, until you're immune to natural sources at rank 3, but resistane to magical sources continue to be reduced by half per rank. Unless otherwise specified, all Psychotic effects require minor concentration that doesn't take much effort.
Rank 1
Control psychic vibrations sufficient to make small objects disappear from one sense, up to the size of a softball, in one person's mind. You're able to make the same small objects instead look like another object. Make an 2 of hearts look like an ace of spaces, or a pokemon card. You can also twist psionic wavelengths in someone's mind sufficient to cause a headache, which you can link to an associated pattern in the brain, such as the sight of a chair or a certain thought.
Rank 2
You can now affect objects up to the size of a beachball disappear from two peoples minds, using two senses. You can likewise induce headaches (conditional or not) into two people at once, with two different conditions if desired. The headache is now strong enough to be strongly uncomfortable and lightly disorienting. You can now manifest psionic constructs that behave like any mundane uncomplex object, within 5 meters of yourself. Such as a psychic dagger. You can physically interact with your own psychic constructs, but they phase through other objects and creatures: Doing so disrupts neurological processes, making an arm feel numb for example, and more clumsy, as though intoxicated, especially if the psychic dagger passed through their brain. This is considered a direct magic effect, blocked by Warding runes. Lasts up to 12 minutes.
Rank 3
Psychic vibrations affect up to the size of the average car from up to 6 peoples minds, using 3 senses. Induce headaches in up to 6 people at once, with any number of optional conditions. These headaches are now dizzying migrains. Psychic constructs can now exist within 30m of yourself and can include projectile objects like psychic bows and arrows, or firearms. Numbness lasting up to 1 hour. You are now capable of localized twists in the psychic fields to switch your position in space with that of a space you can see within 60 meters. Teleportation.
Rank 4
Psychic vibrations affect up to the size of a suburban house from up to 30 people's minds, using all 5 basic senses. Induce headaches in up to 30 people at once. These headaches cause the eyes, ears, nose, and mouth to bleed lightly and are maddeningly painful. So long as the headache has a conditional modifier set, it can also be made permanent, removable by magic that can cure mental illnesses or curses. Psychic constructs can now exist within 90m of yourself, and now instead of numbing, an affected nerve or limb can't be felt at all as though it weren't there. A headshot is lights out. Lasts up to 12 hours. You can teleport within 1 mile. At rank 4, you're now capable of inserting a psychic construct into someone's brain to view their mindscape, a realm of thought and memory where you can explore to find memories and opinions in networks of associations. If you use psychic constructs within here to destroy something, it is forgotten, or you can use your ability to twist psychic vibrations to create new associations and false memories.
Rank 5
Psychic vibrations affect up tto the size of a skyscraper, and is now a passive effect generated by a field you imbue the object itself with, allowing it to affect any number of observers and without your concentration. Your "headaches" can now cause people's heads to explode, which with conditional modifiers you can make give painful warnings and a number of "strikes" before the big pop. Psychic constructs can exist anywhere you are able to observe, and you can teleport within this same range. You can now do mass edits to a mindscape to edit things along basic conditions or filters. You can blanket nuke a mindscape for complete ego death. Though mindscapes are backed up in the soul, and could be restored by some healers and the soul might "Bleed" emotional memory. Likewise you can fabricate an entire identity and false life within them. In a similar vein, you can enter the psychic plane of existence via your teleportation to see an ethereal realm similar to the spirit world, full of emotional constructs, echoing memories, and thought patterns of individuals living in the material. A ghost like mirage of yourself echos your position in the material world, so you aren't invisible. In this place if you use your psychic vibrataions to shroud a person or object from the psychc plane at large. Doing so erases memory and knowledge of that person or object from any unprotected mind. So most mortals, and new or neglectful witches who don't have a warding rune or psychotics who created a shroud around their own mind, protecting them from this and constructs.