After looking through just about every power on this thread and comments on them for research, I put together a Self-Sponsored magic for my wizard
Sergio over at
RagnarokNYC. This wound up being fairly similar to a Dresden-y version of Aleran Metalcrafting, but it's not intended to be exactly the same, either. I was curious what others think of it, and figured I would drop it here for criticism and in case someone else wanted to use it. Unlike some of the other Superior Spellcasting powers, I personally wouldn't limit this to only wizards, regardless of wording below that implies otherwise.
Superior Ferromancy [-4]
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. PCs with evocation taking this power must be able to evoke with metal and have a specialization in it, or the cost is not reduced by 1 for having Evocation.
Sponsor: This magic is self-sponsored. (Though finding an outside Sponsor could be easily achieved...)
Agenda: As self-sponsored magic, this power lacks an agenda. Drawing on ferromancy makes the user more withdrawn, cold, and resolute/stubborn. They become harder people in every way, the deeper they draw on the magic (i.e. take Sponsor Debt).
Evocation: Directly manipulating metallic objects—‘telekinetically’ moving metal—is the most common, such as by having a bunch of cooking pots fly across a room, wrapping someone up in steel cables, or making a pipe-wielding enemy’s weapon whack him in the face. Degrading metal with entropy is possible, as is making it very hot through inducing vibration (the opposite effect, cold, can also be achieved). Weapon strikes guided by ferromancy are more powerful and more precisely aimed.
Thaumaturgy: Divination when related to assessing metal in some way (the strengths/construction/history of a sword, the weak points in a building’s skeleton, the exact alloy composition of a support beam, etc). Summoning may be used to call upon spirits/beings related to blacksmithing, metal, armor, weapons, etc. Transformation may be used to combine individual metals into alloys, separate alloys into their components, or even create metal sculptures/weapons; complex manipulation of metallic structures can also be performed.
Rituals with ferromancy also often take the form of internalized, ‘subtle’ spellcasting; a combination of transformation, aeromancy and ferromancy (ultimately it's all still Transformation)—increasing speed and reaction time when using or defending against metal weapons, reinforcing and sharpening weapons to withstand the abuse a ferromancer can put on them, and hardening oneself against pain are all possible, as well as hardening oneself psychologically against things like intimidation and persuasion. Legends have it that the most powerful Ferromancers can surround their bodies in a metallic “skin” that renders them impervious to nearly all attacks.
Evothaum: All Transformations associated with Superior Ferromancy may be used with evocation’s methods and speed.
Extra Benefits: The character’s connection with metal means they have the equivalent of Supernatural Sense: Metal. They may set this power aside to be able to use Discipline in place of Guns or Weapons (not both) when wielding a metal weapon of some kind. Ferromancers specializing in different metals may have a different extra benefit; discuss w/ GM.