Before you read any further, please understand: these are skill examples. "Examples" here means "one possibility," "one version," "one way to word it." NEVER think these are the only versions of these skills. Every skill can be written differently, come from a different source, have a different focus or flavor. Just because you see fire magic on one person and metamagic on the other, doesn't mean some strange C out there can't find a skill that combines elements of both, and still fit the rules.
These are examples. Not standards, or markers, and certainly not laws or rules by any stretch. Some are more rigid than others, but in the end, every evaller decides with each skill they eval whether or not it fits the basic, founding rules for skills. If it does, it doesn't matter what else is out there. If it doesn't, it gets rejected, no matter what it claims to be like.
Skill examples are suggestions, they're idea springboards for you to write your own. If you know what chronomancy is, but don't know how to write it, look here. If you're unfamiliar with a magic and want to be sure it's ok, it might be in here. This place is to get you started. The C itself is up to you.
Also, please do know that our system does not have automated racial abilities, or bonuses or random immunities, whatever a given player may imply. All of Vaxia/Sirian's abilities require a skill and the points put into it to give it strength, and must be rolled to have any effect. Also, this makes any "immunity" skill more like a resistance.
General: "Derf has the ability to use a shortsword in combat. He also knows how to keep the weapon sharp and well-maintained."
Ranged weapons and ammo: Skills for weapons that require ammo (bows, crossbows, slings) carry the ability to create additional ammo as part of the skill, just like melee weapons come with the ability to maintain the weapon.
Dual weapons: Dual weapons come with their own additional difficulty in combat, there's no special advantage granted by having a dual-weapon skill. If you're able to use shortswords, you're able to use two shortswords, simple as that.
Thrown weapons: Any melee weapon skill with a small weapon designed for throwing (daggers, hatchets, etc) can be thrown using the normal weapon skill. There's no need for a separate skill just to throw a dagger. Throwing a greatsword, on the other hand, would be a unique enough talent to require its own skill
Berserker Rage: "Going into a combat rage, Derf can push past his physical limits and, for a time, become stronger, tougher, and faster. However, blinded in his rage, he loses the ability to differentiate between friend and foe, often attacking whoever is closest. Once the rage subsides, Derf finds himself winded for a time, unable to fight or even engage in much physical activity."
Remaining Conscious When Wounded ("Diehard"): "Through strength of will, Derf has a chance to remain conscious longer than normal, holding on to finish the fight."
General Example: "Derf has the ability to conjure fire, shape fire and throw fire at his enemies."
Weird Magic: "Foodmancy - The ability to summon confectionary treats from seemingly nowhere, to alter the taste of said treats or magically combine ingredients to create a new confection without the mundane tools typically required for cooking."
Enchantment: "The ability to attach magical properties to an object, person or place for an extended amount of time. The enchantment itself is merely the magical glue, the other magic to be attached has to be provided from another source."
Reference to Specific Spells: Skills which call out specific spell effects (like "Derf can throw fireballs") may be too narrow or exact. Consider working with the player to revise it.
Words like "Control" and "Manipulate": Beware of skills containing words like "control" and "manipulate" in magical skills; they may be too broad. Words like "shaping" and "moving" are typically better fit. Alternatively, phrases like "control the intensity of" or "manipulate the direction of" are perfectly fine, since they deal with a more specific range of function.
Special Cases & Forbidden Magics
Metamagic: "The ability to affect other wizards and their spells, this skill allows for sapping or strengthening others' spells, making them stronger or weaker. It also includes redirecting spells cast my others (even to turn them completely around), or changing their properties, such as making a fireball green or distorting someone's illusion spell. Metamagic has no magic on its own, it can only be used to affect the magic of others, or other magics cast by the same person." special note: Metamagic comes with a difficulty of +20 to its actions on top of the spell they are trying to perform. This is due to its 'anything goes' nature.
Biomancy: "Manipulation of one's own body, often at great personal risk. This involves adjusting the flow of one's own bodily fluids, reshaping bone and muscle matter and realigning nearly every kind of connection within the body. The benefits of this skill are numerous, if personalized and dangerous. One can literally modify their physical make-up, and while they cannot add mass to themselves, they can shift it around so as to be beneficial to the situation."
Necromancy: "The art of making and unmaking undead creatures. This skill also includes the detection of undead or other necromantic influences, exerting control over undead, both undead he creates himself and undead that already exist, as well as the temporary calling of dead spirits for information purposes."
Chronomancy: "A control over the cosmic element of time, to be able to stretch and bend time to make things in a set space appear to speed up or slow down relative to the world outside that space. It can be used to make someone seem to move faster or slower than another, or to avert disaster by slowing down an arrow to give its target time to move out of the way. At extremes, this skill allows someone to bend time so accutely as to actually warp forward or backwards through time. However, many paradoxes become the risk of the traveler the moment they choose to undergo such an endeavor, and it's generally not recommended."
Shadow Magic: (2 types)
Shadow Summoning: "The ability to summon shadows as though they were semi-living beings, calling and commanding them as a hunter would his dogs. The mage can ask the shadows to take different shapes and forms and become solid for a time, even to take the same of human- or animal-shaped soldiers. All of this is based on the mage's ability to convince the shadows to do his or her bidding."
Shadow Manipulation: "The ability to shape, solidify and direct shadows like an element."
Shapeshifting: (2 types)
Temporary change: "The ability to shift into the form of an animal she's encountered before for a short amount of time. She retains her own intelligence, and when the effect expires, returns to her original form, with her original clothes. As a form of biomancy, exceptional failures carry dire consequences."
Permanent change: "She can change into the form of an animal she's encountered before, retaining her own intelligence in the process. She must cast again to return to her original form. As a form of biomancy, exceptional failures carry dire consequences."
In either case, how those changes reflect in the numbers is a bit unique. You may want to look over Special Cases for Magic to get a feel for the actual impact the skill will have in play, so that you know the bonuses and limitations.
Stealth: "Avoiding detection through mundane means, hiding oneself from others' senses of sight, sound, and even smell."
Acrobatics: "Skillful movements not unlike that of many daring circus performers or gymnists: flips and cartwheels, artful tumbling, feats of careful balance in motion, for the purpose chiefly of dodging or avoiding through quick and skillful movements."
Knowledges: "Knowledge of the ways and history of (X)."
Charm and Bluff: "A talent for playing the emotions of others to win them to her favor, seducing their better senses and leaving them open to her suggestion."
Awareness: "An enhanced sense of sight and scent." NOTE - Awareness skills are limited to two senses. These can include supernatural senses, like magical auras or nearby spirits, but there should always be an explanation for such senses in the character's background.