The Show Must Go On
There are six different occupations humanoids use to access the forces of magic around them. Each character who wishes to use to magic must take an appropriate power aspect, something like “Wizard of the school of Skipping Stars”, well as a class. In the previous example the class would be wizard.. Your power aspect doesn't need to have the name of the class in it, for example an “old Witch of the Woods” could have the druid class. If the player wants to do something unique there is some flexibility in this system.
For example if you wanted to have a paladin of a nature deity, you could take an additional power skill with an appropriate aspect. For example “Shadoweir of Mielikki” could give access to the nature domain even if the paladin class is selected.
Alchemy, Dimensions, Telekinesis, Time
Divination, Domination, Glamor, Transmutation, Warding
Weakness: Weak; Wizards have 2 less physical stress than normal.
Divination,Domination, Life, Transmutation, Warding
Weakness: Focus(holy symbol); If a cleric looses his holy symbol all power skills are at mediocre +0 until they get to an appropriate shrine and have another one made.
Creature,Elements, Nature, Weather
Weakness:no metal; if a druid wears metal armor or carries more metal than a sickle or knife they lose all their powers.
Weakness: Warrior; Since Paladins focus more on martial prowess than magical might as a result they may have no power skill greater than 2 less than their apex skill. The minim this can be is +1 (Average)
Creatures, Nature, Elements, Weather
Weakness: Warrior; Since Rangers focus more on martial prowess than magical might as a result they may have no power skill greater than 2 less than their apex skill. The minim this can be is +1 (Average)
Domination, Glamor, Warding, Divination, dimensions
Weakness :Showy; Power use is flashy and almost impossible to hide. This may be compelled whenever the power user doesn’t want to be noticed.