Magic: Magic in this thread is pretty simple. Magic draws power from the caster, which means overusing it could prove fatal. The stronger the spell, the more energy that is drawn from you. You are not limited to what is on this list, feel free to make up ideas, as long as they aren't overpowered. If I like it enough, I might just add it to the list.
Elemental - Elemental Magic gives you control of 1 of the 4 elements: Air, Water, Earth, or Fire. Its pretty self explanatory, really. As long as you remember that you cannot create your chosen element and use it against people, you must have access to it. So a Water mage can't make water appear out of thin air if they are miles from a lake or river. An easy way to solve this is for water mages to carry water with them, and for fire mages to carry around some way to start a fire.
Healing - Healing Magic is the ability to heal injuries, from a papercut to an arrow in the knee. However, you will find that a sword in the chest or a missing arm are beyond your abilities. Healing Magic can take years to learn. Just remember - whether you are healing yourself or someone else, it still draws energy from you.
Telekinis - The ability to move objects with your mind, however not only does this require power, but also deep concentration. The bigger the object, the more power and concentration required. This can take up to a lifetime to master. Masters of Telekinisis are also able to send Telepathic messages and read mines.
Necromancy - The ability to summon undead minions to aid in you in combat. Unfortunately though, Necromancy is outlawed, and Necromancers are to be killed on sight. No player-owned characters can use this magic, other than my own.