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Sanctaphrax:
Awakened Magic [-6]
Spheres:
Basically, Awakened Magic works as Evocation and Thaumaturgy with the following differences:
Instead of the five Elements of standard Dresden Files Evocation, Mages have the Nine Spheres and get Power and Control Specializations to them as normal as if they were Elements. They recieve access to five Spheres with purchase of Awakened Magic, but still only one free Specialty
Thaumaturgy is re-divided into the same nine Sphere categories, and the character likewise recieves access to only five of them...the same five as they have access to with Evocation. They also recieve one Thaumaturgy Specialty as normal.
Item Slots are gained as normal (meaning Awakened Mages start with 4), and may be used likewise, but Foci must be specified as either Thaumaturgy or Evocation (sibnce the Category names are now the same).
Specialties are still entirely separate between the two categories (a +1 Evocation Forces Control will not apply to Forces Thaumaturgy).
Awakened Refinements:
Refinement is purchased differently for Awakened Magic. One level of Refinement will grant any of the following:
Access to one additional Sphere for both Evocation and Thaumaturgy.
Two Specialties to divide amongst Evocation and Thaumaturgy.
Two Additional Item Slots for whatever use you like.
One each Specialty and Item Slot.
Awakened Paradox:
Instead of Backlash or Fallout, Awakened casters take Paradox when they fail Control rolls. This can take the form of either Backlash or Fallout (or something else entirely), but is treated like Backlash for purposes of whether the spell works. The bad side is that the player in no way controls what the Paradox does, that's entirely up to the GM.
The GM has three options of how to use Paradox:
1. As Backlash.
2. As Fallout.
3. As a magical effect of his choice with a shift value equal to what the Control roll was failed by. This should be appropriate for the spell in question, but may always include Summoning (and not Binding) inimical "Paradox" spirits.
Incidental Differences:
The Laws of Magic do not apply to Awakened Magic, but neither do awakened Mages recieve the ability to bestow a Death Curse or ever gain Lawbreaker (even if they wanted to). They do not Hex technology by default, and must use an appropriate Sphere effect to do so on purpose, and suffer an appropriate Paradox effect to do so accidentally.
Other Powers:
Aside from Refinement Awakened Mages may purchase any Powers they desire that their Spheres can justify. Most will have Feeding Dependency (Magical Energy) and some may have Human Form. Life  Mages often gain physical enhancements, Mind or Spirit Mages often gain the Sight, etc.

Channeling of the True Source [-5]
A channeler of the Wheel of Time series has access to what is effectively Sponsored Magic equivalent to Soulfire. Channeling the True Source enables all Thaumaturgy effects as Evocation, but the channeler must be taught the general effect (i.e. creating fire, controlling wind, physical blocks, healing and opening gateways are basic effects) or discover it through experimentation. Via experimentation, a channeler can discover new effects on his own-roll discipline vs conviction per attempt; a failed roll means he draws as much power as he can and not a small, controlled amount. Then roll again to control the power. If the control roll fails, all of the power goes to backlash. Typically untaught channelers have 75% chance to kill themselves before they learn enough. Experimenting with individual weaves (spells) causes fallout instead and on a failed control roll, only the excessive power becomes fallout.
Male Channelers get +1 to Power for all types of magic. Female Channelers get +1 Control to all types of magic.
A Channeler can use "sponsor debt" to overchannel, casting small spells for free or bigger spells than he normally can. Those future unavoidable compels can be used in subsequent encounters to reduce either Power or Control for spellcasting (spread evenly). They are persistent; unless paid off by a Fate Point when the channeler is not actively using magic, they can be compelled repeatedly. A channeler can typically accumulate up to the average of his power and control in Debt before being cut off from the source. If the channeler is willing to sacrifice his ability, he can accumulate up to twice that in one encounter but then takes the "Severed from the Source" extreme consequence.
Channeling the True Source uses Refinements normally for the standard elements of Fire, Air, Water, Earth and Spirit.
Channeling does use focus items and enchanted items. However, an Angreal costs 4 focus item slots per +1 bonus but its bonus applies to all spellcasting rolls. Sa'angreal offer a bonus of +4 or higher but require "Item of Power". For example, Callandor offers a +10 bonus for -18 refresh as an Item of Power.
An average channeler is submerged, typically leaving 5 refresh open to pay off overchanneling Debt when he or she rests. They have Wizard's Constitution and live a bit longer than DF wizards (600+ years)

DnD Wizardry [-5 to -17]
A DnD wizard gets a lot of power but far less flexibility than a DF wizard. At its most base, the DnD wizard gets to cast both evocation and thaumaturgy spells at the speed of evocation. He casts spells with a Power equal or less to his Lore -2 but he must memorize those spells in advance; he gets 5 slots per session to fill with spells. He makes the control roll (using discipline) to store the energy in his mind and, as if doing a ritual, he can memorise more slowly, spreading the energy so there is no chance of backlash or fallout. When releasing the spell, he only needs to make a discipline roll to target it. He gets specialisation and item slots as if he had evocation and thaumaturgy, boosting Power or Control on the following types of magic; Evocation, Enchantment, Illusion, Transmutation, Divination, Abjuration, Necromancy and Conjuration.
The base ability costs [-5] refresh. For an additional -1 refresh the wizard puts into DnD wizardry, he gets 5 more slots, memorizing spells of Power equal to his Lore -1. For the next point of refresh he gets 5 more slots equal to his Lore. And so on until he takes the full -17 refresh, memorizing spells up to Lore +10.
A DnD Wizard will also take Refinements for foci and enchanted items (representing DnD magic items) and Specialisations (representing metamagic and other magic-boosting feats). An average lvl 10 wizard is refresh 9 for his magic only, another 9 or more for refinements. An epic wizard could easily be -40 refresh; -17 for his spells, -17 for refinements, -3 for stunts and another -3 to take true Thaumaturgy to represent Epic Magic.

Wand Magic [-2 to -5]
A wizard of the HP universe -or other similar wand based caster- replaces Evocation with Wand Magic. They still get Thaumaturgy but not The Sight, Soulgaze or Wizard's Constitution. At its most basic, this form of magic requires a Wand [+2] and is treated as ranged mental maneuer or block at Conviction +2 to hit [-2]. They don't need to make a control roll. A budding caster usually has only a couple effects he can do [-1]. For someone studying magic enough to learn multiple spells the ability is treated as modular instead as they can spend a few moments (an exchange) to remember a new spell [another -1]. Once a wizard has grown strong enough to cause harm with his magic, it can also be used as Weapon 2 [-1]. An average wizard would use it as weapon 4 [-1] and would only need a supplemental action to use a new spell [-1].
Master Wizards can take Refinements for Wand Magic, upping their skill with one of the following spell types; elemental, enchantment, illusion, transfiguration, transportation, protection, curses, healing, divination, dark magic. Rules for bonus pyramid still apply. The bonus can be added effect's power, the wizard's attack roll, or split between the two. Thaumaturgy bonuses are as per normal. Wand Magic does not use or benefit from Foci.


STRENGTH





TOUGHNESS


Physical Renewal
Refresh Cost: -8
Through some quirk of fate, you have been given the power to recover from wounds like no other. For a Fate Point once per scene, you may heal from All non-Extreme, physical-based consequences, be they Mild, Moderate, or Severe, as a Full Action. Such power does not come without cost, as your will is taxed to the limit doing this, and your body is just barely healed of your consequences: Your Mental and Physical stress tracks are filled as a result of using this power(if not already filled). Strenuous activity after this healing is not recommended. (Note: Consequences taken before using this power still count toward Fate Point gains if you Concede or are Taken Out)

THERE IS NO SALVATION [-2]
Description: The world is not fair. Some beings are just immune to the things that are supposed to make it so.
Skills Affected: None.
Note: While all custom powers are optional, this one is extra-optional. If you don't like it thematically or if you think it encourages an undesirable arms-race mentality, don't use it.
Effects:
Unequal Before God. All Creatures Are Equal Before God is useless against you. The same applies to the Catch-satisfying effect of Sacred Guardian and all similar effects.

INHUMAN STOICISM [-2]
Description: Your mind is abnormally stout, withstanding far more abuse than that of the average human.
Note: This power has no effect on mental stress that is paid as a cost to use a Power or to accomplish something else. It can, and generally should, be attached to an appropriate mental Catch.
Skills Affected: Conviction, other mental skills.
Effects:
Hard To Twist. You naturally have armour 1 against all mental stress.
Hard To Break. You have two additional boxes of mental stress capacity.
Universal Toughness [+1]. If you possess Inhuman or better Toughness, the cost of this Power is reduced by 1.

SUPERNATURAL STOICISM [-4]
Description: You can shrug off mental traumas that would utterly destroy a normal person.
Note: This power has no effect on mental stress that is paid as a cost to use a Power or to accomplish something else. It can, and generally should, be attached to an appropriate mental Catch.
Skills Affected: Conviction, other mental skills.
Effects:
Harder To Twist. You naturally have armour 2 against all mental stress.
Harder To Break. You have four additional boxes of mental stress capacity.
Universal Toughness [+varies]. If you possess Inhuman Toughness, the cost of this Power is reduced by 1. If you possess Supernatural or Mythic Toughness, the cost of this Power is reduced by 2.

MYTHIC STOICISM [-6]
Description: The durability of your mind is preposterous.
Note: This power has no effect on mental stress that is paid as a cost to use a Power or to accomplish something else. It can, and generally should, be attached to an appropriate mental Catch.
Skills Affected: Conviction, other mental skills.
Effects:
Nearly Impossible To Twist. You naturally have armour 3 against all mental stress.
Nearly Impossible To Break. You have six additional boxes of mental stress capacity.
Universal Toughness [+varies]. The cost of this Power is reduced by 1 for each level of Toughness that you have.

INHUMAN MENTAL RESILIENCE [-1]
Description: Your mental strength is beyond human limits - but only slightly. Elder wizards often have this power, which lets them outlast their younger peers in Evocation contests.
Skills Affected: Conviction.
Effects:
Inhuman Mental Resilience. Add one box to the length of your mental stress track.

SUPERNATURAL MENTAL RESILIENCE [-2]
Description: Your mental strength is incredible. Senior Council members and other extremely strong wizards often have this power.
Skills Affected: Conviction.
Effects:
Supernatural Mental Resilience. Add two boxes to the length of your mental stress track.

MYTHIC MENTAL RESILIENCE [-3]
Description: You have more mental strength than perhaps anything else on the planet. This power is generally possessed by the greatest wizards in history and by semi-divine beings.
Skills Affected: Conviction.
Effects:
Mythic Mental Resilience. Add three boxes to the length of your mental stress track.

Perfected Toughness [-2]
Your great toughness means you can take hits that would obliterate other men entirely but you cannot do so repeatedly.
You can use more than one stress boxes per attack and so can soak much higher levels of stress per hit.

Potent Catch [+1]
Description: Your catch doesn't just nullify your powers, it actively harms you. Take an additional 3 damage when presented with your catch. Additionally, you may not come near or use any items associated with your catch. For example a fairy with this ability may not use an iron weapon, even if he or she is only holding it by a non-metallic handle.

Sanctaphrax:
TRUE FAITH


Skepticism beyond Reason [-1]
Description: People believe in many things. You believe they're idiots. Religion is hogwash. Monsters are just silly legends. Magic doesn't exist. You have faith in science and reason and nothing will sway you from it.
Musts: This power does not count as a supernatural ability, but every other supernatural power you take increases the cost of this power by 1. After all, it's hard to cast a fireball one round and then say you don't believe in magic the next. Your must have a high concept referencing your complete disbelief in the supernatural.
Effects:
There Must Be a Rational Explanation: Your disbelief in the Supernatural is solid. You always have a +2 bonus to resist belief in the supernatural, and those trying to convince you get no benefit from declarations that are based on the truth of their claims or the strength of their conviction. You may defend against all such attacks with either conviction or scholarship. Treat any attempt to convince you of the supernatural, or any use of a supernatural power in your presence as a social attack.
True Nonbeliever: Your belief in science is absolute. Petty things like "witness accounts," "evidence," or "personal experience" won't shake your faith. You believe science holds the potential to solve all mankind's problems, if only it weren't held up by those superstitious flat-earthers. Symbols of science count as symbols of your faith, and satisfy appropriate catches on monsters. Your house and any place of science are treated as holy ground when you are present, and you raise their thresholds by 2.
I Don't Believe in Fairies: Your presence satisfies the catch on all faekind. Additionally, you deal damage against tulpas and any other constructs whose existence is based solely on belief in them.
This Can't Be Happening: [-1] Your utter disbelief in the supernatural gives you +2 to avoid the effects of any supernatural influence on you. However, you automatically oppose any helpful supernatural effects at +2 as well. By default you resist with the higher of conviction or scholarship.

Void of Faith (-4)
Believing against Belief  is a funny and frightening thing.
Must: Must have a High Concept that rejects the faith entirely, and can never have or take any True Faith or Spellcraft Powers.
“I Care Not for Your Superstitious Beliefs!”: You ignore the effects of Bless This House has on Thresholds.
“I Reject Your Faith!”:   You gain Physical Immunity to all Holy/Unholy damage that ignores the general rule of “Faith Trumps All”.

Dedicated to the cause [-1].
Description: You effectively count as being in ‘true love’, or whatever the actual catch effect is , when facing a White court vampire, as your dedication to your 'mission' and what is stands for prevents you from being swayed by their powers.
Effects: Immunity form White Court powers. They probably don't like you very much either!

Home is Where You Make It [-1] This character carries his threshold with him, he may, with or without any special objects, setup a threshold with a value of two given adequate time to prepare (5-15 minutes). If the threshold is being setup in the open, then the size is up to the GM. It can be used to strengthen the existing threshold of a building by one. This power stacks with "Bless this House".

Faith Healing [-2]
Musts: You must have taken the Guide My Hand and Righteousness powers in order to take this ability.
You may use your Conviction skill to declare justification for your own or another character’s recovery from moderate or severe consequences of any type, even without access to proper facilities, given time to pray and (for another character) lay hands upon the character in question. In addition, you may spend a Fate Point to allow another character to heal from a Consequence as though it were one level lower in severity. So, the subject would recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.

Holy Magic -1
Musts:  At least one aspect, preferably the High Aspect, has to explain the innate holiness of your magics
Must have Holy Touch, Righteousness, and either channeling, evocation or sponsored magic.
Your evocation attacks, maneuvers, blocks and defenses are treated as "Holy", as in the Holy Touch ability.

Holy Weaponry [-1]
Description: Your sacred power extends beyond your body to envelop the weapons you wield.
Musts: You must have the Holy Touch power in order to purchase this one.
Effect:
Holy Weaponry. You may apply the effects of Holy Touch to weapons that you wield.

Miracle Man [-1]
Description: You are able to perform old school miracles, but at great cost.
Effect:
Bargain For Miracle. Negotiate with your gm for an appropriate cost in fate points for each miracle you perform. This power is potentially limitless in scope, given enough fate points.

A Pox on Both Your Houses [–1]
Description: Your faith in evil is such that even the protection of a threshold withers under your glower.
Skills Affected: Conviction.
Effects:
A Pox on Both Your Houses. By your very presence in or outside of a place, you may attempt to decrease the strength of its threshold — assuming your abilities aren’t already dampened too low by a threshold for this power to work. If your Conviction (After any Threshold Dampening) is higher than the Natural Threshold Rating of a particular place (i.e. before any characters’ Bless This House are added in), You may make a Conviction roll, lowering the place’s Natural Threshold Rating by the number of shifts you roll above the Threshold Rating (To a minimum of 1). Multiple individuals who have this power can stack the effects, making a coven of those Faithful to Demons or the Unholy a force to be reckoned with. And woe to anyone who is so foolish as to invite one of them in.

[-2] Aegis Daemon Shield - Your very presence, backed by the force of your rock solid Faith, is anathema to Supernatural beings of malicious or ill intent. Effects; The Emperor Protects. You may spend a Fate Point to create a shield of True Faith around yourself and your zone. This shield functions as a zone border with a value equal to the user's Conviction against all supernatural creatures that oppose the user, reduces the power and control of evocations that target characters inside of it by the user's Conviction, and reduces all stress inflicted by the natural attacks of supernatural creatures that oppose the user to characters inside of it by the user's Conviction. This effect only lasts one exchange, but it can be extended indefinitely at the cost of a supplemental action each exchange.


VAMPIRISM


Magic Eater[-2] -  Anyone who makes the mistake of targeting a magic eater with magic shouldn't be surprised when it back fires dramatically.
When ever targeted by magic a magic eater can spend their turn in advance to wrestle control of a spell from the caster (direct discipline contest). Succeeding this contest allows the magic eater to redirect the spell to his chosen target.

Fountainhead of Blood [–2]
Description: You've somehow managed to cut the metaphysical ties that exist between master and servant. You are no longer beholden to the Red King, and are a sovereign in your own right.
Musts: When you gain this power, you must change your High Concept to reflect your new status as the fountainhead of a new bloodline of red court vampires.
Skills Affected: Discipline, Social Skills.
Effects:
Self Control. Your control over the thirst is unparalleled, you gain +1 to your Discipline when using it defensively.
Deeper Reserves. You are the most powerful vampire in your bloodline. Add two boxes to the length of your hunger stress track.
Liege Lord. You are the fountainhead of a new bloodline of red court vampires. Any social skills used against other vampire courts or bloodlines gain a +1 bonus. Increase this to +2 when dealing with members of your own bloodline.
Improved Feeding [-1]. If you purchase this upgrade you gain a +2 (instead of a +1) on subsequent attacks after causing your enemy to bleed, in a grapple you do two extra stress instead of just one. You may also use the Taste of Death of effect of the Blood Drinker power twice per scene instead of only once, however you must spend a fate point to use it the second time.

Mana Locust (Vampirism; -2)
Detect Magic: Within your zone, you may attempt to detect the presence of magic (defined as effects created by or individuals possessing Spellcasting Powers) via an Alertness or Investigation roll. Success provides awareness of the presence of magic, and identifies individuals with Spellcasting Powers if you are already aware of them.
Magic Drain: Whenever an effect created by a Spellcasting Power originates from or targets your zone, its effectiveness is reduced by two shifts.
Mageslayer: Add +1 to close personal combat attacks made against characters possessing Spellcasting Powers.

Mana Plague (Vampirism; -1)
Musts: Mana Locust
Magic Drought: Magic Drain reduces three shifts of power.
The Taste of Death: Once per scene, if you inflict enough stress and consequences from feeding to kill a character with Spellcraft Powers, you may take an immediate "free" recovery period equal to an extra scene.

Area Drinker -4
The character leeches upon the vitality of their surroundings as a whole:  people, animals, plants, and all.  Each day, they roll Conviction to feed - this affects a radius in zones equal to ten times the numberical value of the numerical value of the result on the ladder (and the character must remain within this area for the whole day) - the affected area takes on an Aspect of "Depleted," which can be compelled and invoked to cause illness and decreptitude, and against the healing of physical consequences suffered by inhabitants (inhabitant being defined as someone who last slept in the affected area).  The effect is cumulative if multiple characters with this power feed.

Manipulate Dream -2
This power allows the character to incite or alter a target's dreams. In general, this is a contest of Deceit vs the victim's Discipline - success allows the character to lay an Aspect on the dreamscape, which can be tagged or invoked to ease further manipulations, or the use of other powers such as Dream Vampirism. Aspects on dreams can be environmental ("everything grows dark"), emotional ("everything is inexplicably frightening"), or an incorporated element or monster ("beware the jabberwock"). [Mortals can take a Lucid Dreaming stunt for Discipline, which allows them to use this power on their own dreams, which counters the manipulations of others]

Dream Vampirism -1
This is carried out using the same system as Emotion Feeding, using the vampire's Decit vs the victim's Discipline - as the name implies, it can only be used on a target who is currently dreaming - however, any Aspects laid on a dream by the Manipulate Dream power can be tagged or invoked to benefit feeding. Some Dream vampires draw on emotional energy, while some siphon life force more directly - the only mechanical difference is that the former inflicts psychological stress and the latter physical - decide which one this character does (they can't pick and choose).

Heat Vampire [-1]
You can and must with feeding dependency plunder the life energy of living things around you in the form of body heat. To do this you can roll discipline against an a opponents endurance to steal their body heat this ability has an effective range of a zone.
Taste of death- Once per seen after plundering enough heat to kill an opponent you can take a free recovery period, recovering from all stress and minor consequences (or higher with recovery powers).
Plunder (Required Heat Vampire) [-1]  Your heat stealing ability now has a weapon rating of 2. This also increases the range of the ability to 2 zones.
Snap Freeze [-1] (requires Plunder) Your heat stealing ability now has a weapon rating of 4. This also increase the effective range of the ability to 3 zones.
Field of Cold:[-2] You can plunder the heat of everyone in a zone and gain a free tag of the 'empowered' aspect for  every enemy you kill after the first in a scene.

Hunger Magic [-1]
Description: You can channel the life force you've stolen to sate your hunger in order to bolster your spells.
Musts: Feeding Dependency, Some sort of Spellcasting
Skills Affected: None
Effects:
Reach Into the Well. You may invoke one spellcasting related aspect for the cost of two hunger stress without paying a fate point.
Deeper Reserves. Since you've learned to use stolen life force for other purposes, you've also had to expand your capacity to store it. You gain one mild hunger consequence.

Life is Tasty: -1
Musts: one of the vampiric feeding powers
This power grants you the effects of supernatural recovery when using the "taste of death". At all other times you are considered to have your normal rate of recovery.

Life is delicious: -1
Must: life is tasty
With each additional life you take per scene you can clear your physical stress strack. The standard once per scene for the full taste of death recovery still applies.

ways and means:
Magic Siphoning Punch [-1]
Your punch's (physical attacks) drain the magic out of an opponent (do mental stress) to opponents with a magic power (sponsored magic or evocation).  Enemies taken out by your punches have their magic stolen from them permanently when this happens you a free recovery period.

Sanctaphrax:
Interesting idea.

Seems more or less okay power-wise...

The take-out bit is optional, right?

ways and means:
Yes its optional, its pretty much meant to be the same as the other taste of death power.

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