Energy

Energy is the circle that is the manipulation of physical energies such as heat, gravity, light, etc.

Kinetic
Magical effects based off of Kinetic power levels.

Lift
This is a simply directing energy upward  or downward to lift or force down an object or entity by the magnetude the mage desires. Depending on the weight of the target, a stronger magnetude may be required.
 * Effect: +/- 1 Kinetic Strength
 * Magnetude Difficulty: +2 per KS
 * Duration: instant or maintained.
 * Resistances: Strength vs Casting roll to resist downward force (if target character is on a surface).

Push/Pull
This is directing horizontal energy on an object or entity by the magnetude the mage desires in order to move them. Depending on the weight of the target, a stronger magnetude may be required.
 * Effect: +/- 1 Kinetic Strength
 * Magnetude Difficulty: +2 per KS
 * Duration: instant or maintained.
 * Resistances: Strength vs Casting roll to resist movement (if target character is on a surface).

Focused
The mage directs a focused strike of kinetic energy against a target, causing physical damage to a target. Sufficiently high kinetic strength may even produce the effects of Lift or Push/Pull on the target from the strike.
 * Effect: +1 Kinetic Strength (d6 physical damage)
 * Magnetude Difficulty: +2 per KS, (No AOE)
 * Duration: instant or maintained.
 * Resistances: Armor Value reduces damage.

Heat/Cool
This is actively raising or lowering the temperature of a target or an area. Certain temperature extremes can cause fatigue, damage, and potentially death as a result. In addition, the effects can create fires or turn water to ice at certain levels.
 * Effect: +/- 1 Heat Level
 * Magnetude Difficulty: +5 per Heat Level
 * Duration: One minute per difference in ambient temperature.
 * Resistances: Constitution to resist environmental effects; natural resistances to temperature levels.

Raise/Lower
This is the increasing or decreasing the effect of gravity in an area or on a specific object or entity. A character who is weighed down by higher gravity may be encumbered more greatly by their equipment or just their own body - slowing their ability to move often quite a lot. Lower gravity permits a greater ease of movement and higher jumping height/falling distance. Negated gravity allows an object or character to move as if in water - it is slowed by air resistance and affected by wind, but can move freely in three dimensions albeit at 1/4 the speed rather than 1/2 associated with moving in water.
 * Effect: +/- 1 Gravity Level
 * Magnetude Difficulty: +5 per Gravity Level
 * Duration: Maintained.
 * Resistances: Strength check divided by increase in gravity for higher gravity.

Create/Reduce Noise
The mage creates or drops noise in a specific location or an area. The noise may be anything from white noise to a specific noise the character knows - even allowing the projection of the character's (or even a random) voice to the location indicated. This can also be used to muffle the character's movement or breathing to assist in stealth checks to avoid detection.
 * Effect: +/- 1 Sound Level
 * Magnetude Difficulty: +2 per Sound Level; Making a noise equal to ambient sound level is just +2Dif
 * Duration: Instant or Maintained.
 * Resistances: None.

Charge/Drain
The mage creates a static charge on an object, and can stack this effect to multiple electric levels. The charge will remain on the object until either voluntarily discharged by a caster, drained by a caster, or spontaneously discharges. Spontaneous discharge is a roll performed by the GM each round. On a roll of 20 it discharges to the nearest object or into the ground - with preferences towards metals. Each level of charge reduces the required roll by 5; so at an electric level of 2, a 15+ will cause a discharge.
 * Effect: +/- 1 Electric Level
 * Magnetude Difficulty: +4 per Electric Level
 * Duration: Maintained or Infinite until discharge; see description.
 * Resistances: None.

If an object is meant to hold a charge, it does not worry about spontaneous discharge.

Direct
This forces electricity in a direction to potentially strike a target. Electrical attacks are quite dangerous, and causes involuntary muscle spasms, or can even stop the heart.
 * Effect: +/- 1 Electric Level
 * Magnetude Difficulty: +4 per Electric Level
 * Duration: Maintained or Infinite until discharge; see description.
 * Resistances: None.
 * Special: Critical hit of 20 will cause heart attack in victim. Victim also loses 1 action per turn on a successful strike regardless of critical or non-critical

Increase/Decrease
The mage creates, increases or decreases the light level in an area or directed towards a target. This can be useful for finding one's way in the dark or for a character attempting to conceal themselves. Just take note that unusual shadows may be noticed by characters of high Wit or Intelligence, so attempting to darken areas that would already be darker will likely go un-noticed.
 * Effect: +/- 1 Light Level
 * Magnetude Difficulty: +4 per Light Level
 * Duration: Maintained.
 * Resistances: None.