Alright, I've got 5 self-sponsored magics here. I'm quite happy with them, as I think that they fill in some missing spots in the rules.
DRAGON MAGIC [-4]
Description: Dragons have their own magic, and it's not the same as the magic of humans. It's stronger and less controlled, more primal and less civilized. It works through control of the basic building blocks of reality: True Names and the elements.
Sponsor: This magic is usually self-sponsored, but sometimes a mortal Emissary to a Dragon will be granted use of it.
Agenda: As self-sponsored magic, this power lacks an agenda. But when granted to a mortal Emissary, it promotes the acquisition of wealth and power for the Emissary's draconic master.
Evocation: Dragon Magic generally resembles fire when used for evocation, but the use of raw elemental energy associated with air or water is also possible. Dragon Magic spells are often emitted from the mouths of their casters.
Thaumaturgy: Dragon Magic rituals generally make use of True Names or elemental energies. Spells related to one's treasure are common as well.
Evothaum: Dragon Magic may be used to cast rituals with the speed and methods of evocation when the target's True Name is known to the caster.
Extra Benefits: A character with Dragon Magic may use pieces of his treasure in place of traditional foci. A treasure-focus must be an object precious for its material composition or artistic merits, and it may not contain more focus slots than its Resources value. The chief advantage of a treasure-focus is that as long as the creator still owns it, he may use it without having it at hand. This property of Dragon Magic does quite a bit to encourage the traditional draconic propensity for well-defended treasure hordes.
SUPERIOR PYROMANCY [-4]
Description: The White Council looks down on Focused Practitioners, but specialization has its merits. Through obsessive devotion to one element, it is possible to acquire abilities that a generalist cannot match.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Pyromancy may be used to cast fire evocations.
Thaumaturgy: Superior Pyromancy may be used to cast rituals that create, make use of, or control fire in some way.
Evothaum: Any ritual that can be cast with Superior Pyromancy may be cast with the speed and methods of Evocation.
Extra Benefits: A character with Superior Pyromancy can use his fire power bonus in place of his complexity bonus for rituals that can be cast with Superior Pyromancy.
Note: Powers similar to this one could exist for elements other than fire.
SUPERIOR WARDING [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Arthur Langtry, the Merlin, has developed his skill with wards so fully as to stop an army of vampires in the middle of a fight without use of a threshold.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in wards in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Warding does not provide any form of Evocation.
Thaumaturgy: Superior Warding does not provide any form of Thaumaturgy.
Evothaum: Superior Warding allows its user to cast wards with the speed and methods of Evocation.
Extra Benefits: A character with this power may cast wards freely without need for a threshold.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.
SUPERIOR CONJURATION [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Conjuring is normally a laborious process that creates false-looking objects, but a master can conjure perfectly realistic objects with a simple wave.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in conjuration in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Conjuration does not provide any form of Evocation.
Thaumaturgy: Superior Conjuration does not provide any form of Thaumaturgy.
Evothaum: Superior Conjuration allows its user to cast conjuration rituals with the speed and methods of Evocation.
Extra Benefits: When a character with this power uses Conjuration to create an object, that object is indistinguishable from the real thing unless analysed with magic.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.
SUPERIOR WORLDWALKING [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Rashid, the Gatekeeper, is so practiced at worldwalking that navigating the border between worlds is no harder than climbing a staircase for him.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in transportation and worldwalking in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Worldwalking does not provide any form of Evocation.
Thaumaturgy: Superior Worldwalking does not provide any form of Thaumaturgy.
Evothaum: Superior Worldwalking allows its user to cast transportation and worldwalking rituals with the speed and methods of Evocation.
Extra Benefits: You may use Investigation or Lore to find places where the border between Earth and the Nevernever is weak. In addition, you may use your Lore skill instead of your Survival skill while in the Nevernever.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.
Please criticize.