Masteries
These are rare, high level abilities that characters obtain by influencing the world and the people within it in a way that justifies a power boost. This is not intermediate magic (poison, bone, magma, sand, etc), which can be taught in-game or learned with consistent play. This tier of power has higher quality expectations and is seen as a reward for exceptional actions. This might mean a well written in-game journal, or an approved application in the ability section of the forums.
Characters with a master ability already are less likely to progress beyond that point.
Master
Nature's Command - Nature
Able to now command sudden bloom of local flora, the Nature Magi summons the assistance of several plants to assist them in battle. These writhing vines seek and lash out at whomever finds themselves facing off against their master.
Mandrake - Nature
The ability to conjure a small nature elemental to chase and fire weak projectiles at their target.
Sandstorm - Sand
Overflame - Fire
Blast Rush - Explosion
Volcanic Eruption - Magma
Water Dragon's Roar - Water
A powerful blast of water that takes the shape of a dragon.
Ocean's Fury - Water
An old sirenien trick, the caster attunes themselves to water. This causes all their physical damage to convert to water damage.
Aquatic Barrage - Water
Blizzard - Ice
Summoning the fury of the storms, the ice mage causes an intense blizzard to swirl around them as myriad ice crystals seek out nearby targets.
Howl of The Banshee - Air
Summoning several tornados in a thin beam, this spell causes a great deal of pull towards its center to eviscerate it's target.
Tempestine Guard - Air
Warding himself in a gale, the air mage creates a defensive barrier that rapidly shockwaves enemies away.
Storm - Lightning
Energy Cannon - Energy
Ethereal Wings - Energy
Deflecting Palm - Energy
Pouring their energy into a defensive stance, the caster freezes in place and reflects all damage done for a short time.