General Notes on Magic/Psi Skills
Magic and psi isn't limited to schools like some other settings - you can have fire magic that also heals or allows you to divine information, you can have a single skill that conjures three different elements, etc. It is the aspects which truly define what a skill does, how that manifests is completely open and part of the theme of the skill in general.
In the Vaxia setting magic and psi are interchangeable. You can see the various themes tied to magic and psi here: Vaxia Magic
In Sirian there is only Psionics and requires Setting approval to play due to The Crowned infection. However the Vaxia Magic themes can offer some inspiration in designing a Sirian psionic skill.
For more examples which are more about dealing damage see: Skill Guide: Magic and Psi Combat Skills
Example Skills
These are just some small examples of magic and psi skills in order to help just give an idea. Feel free to mix and match, and even change the theme/element.
Keep in mind the aspects define the final intent of the action to be done with the skill - you don't need an aspect for every little thing, just the final result of what you want the skill to do.
Geomancy: Derf has the power to shape earth and unworked stone, to grant it momentum to move about and to make their skin like stone to shield against damage.
Aspects: Change Shape, Move, Endure
Illusion: The power to magically conjure illusions that trick all five senses, to direct those illusions and to more easily discern illusions conjured by others.
Aspects: Summon, Change Nature, Discover
Healing Magic: The magical power to remove damage and restore life, to remove harmful toxins and diseases, and to preemptively shield the body against future damage
Aspects: Repair, Bolster, Endure
Teleportation: Magical power to bend space, allowing for immediate transportation of people and objects from one place to another, to track the teleportation destinations of others, and to ward against teleportation into and out of an area
Aspects: Teleport, Discover, Weaken
Foodmancy: The ability to summon confectionery treats from seemingly nowhere, to alter the taste of conjured or mundane food, and to imbue food with magic that will heal those who eat it.
Aspects: Summon, Change Nature, Repair
Biomancy: The magical reshaping of one's own body, including hardening tissue to shield against damage and enhancing physical qualities like strength and speed.
Aspects: Change Shape, Endure, Bolster
Mind Magic: The magical ability to read the thoughts of others, to communicate with them telepathically, and to influence their minds without them realizing the thoughts weren’t their own.
Aspects: Discover, Operate, Convince
Shapeshifting: The ability to shift into the form of an existing animal, gaining the enhanced senses or enhanced physical attributes of the creature. The shifter retains her own intelligence while shifted but may lose powers of speech if the animal can't easily form humanoid sounds (most cannot)
Aspects: Change Shape, Operate, Bolster
Spirit Talking: Derf can magically communicate with spirits like he were talking to another living person. He can ask them for information, learning things about the past from the spirits who were there, or learning things about other places in real time that Derf can't see directly. He can also attempt to persuade them toward or away from a given course of action.
Aspects: Discover, Know, Convince
Chronomancy: They can accelerate someone’s relative timeline to make them faster and give them more time to react to a changing situation. Similarly, they can slow something down, penalizing an opponent in combat or slowing down an arrow so that they have time to get out of the way. Lastly, they can peer into the past and see events that happened around a given place previously.
Aspects: Bolster, Weaken, Discover
NOTE: Due to the issues surrounding handling paradoxes and the equivalent of character removal from the OOC perspective, time travel is not allowed for play by anyone.