Could you give some examples of Tier 2 and Tier 3 spells?
Tier 2:
Mages: AoE elemental spells, Summon Familiar, AoE buffs, Single-Target debuffs, etc.
Ritualists: Mundane Sympathetic Rituals, Single-Target Curses, Wards, Biological Enchantments, etc.
Sanguine Magi: Armor Manifestation, Rapid Self Enhancement (Peak Human), Altar Creation, AoE Status Effects (Sigils), Intermediate Manifestation Upgrades.
Thaumaturges: Case by Case.
Some things are not what they seem...
Tier 3:
Mages: Upgraded Elemental Spells, Minor Alchemy (Regeneration Brews, etc.), AoE rebuffs, etc.
Ritualists: Magical Sympathetic Rituals (Vodoo, Magical Protection), Divination, Enhanced Enchantments, Minor Alchemy (Magical Materials).
Sanguine Magi: Altar of Power, Major Stationary Rituals, Temporarily Unkillable Form, Vampiric.
Thaumaturges: Case by Case
. I hear them calling from beyond the Veil...
The progression for each branch varies wildly, which is what is actually most important about picking your branch.
Mages progress linearly through a set of spells, but are limited by the spells they have access to (Mana pool) and their teacher/sources (available spells). They won't have much issue getting new spells or learning them, but they won't alwsys get what they want.
On the other hand, ritualists are limited by the materials they have access to and the time it takes to research new combinations, catalysts, etc. A mentor is useful, but almost all of them start with the easiest of Enchantments, making charms or enchanting objects with catalysts, and figure their way out from there. They develop according to their needs.
Sanguine Magi are even more varied. They start by manifesting something at the cost of their own blood, and developed around a linear path of manifestations and sigils to portable rituals to enhance themselves, all the way to massive static altars that provide them with endless power, at the cost of others' blood or terrible backlash if it is destroyed. Deals with demons may or may not be a thing.
Thaumaturges are the most flexible of all, having the potential to do the same things as all the others, but require an external source of power to do anything, alongside stumbling a fair bit to start, as they have no teacher/mentor. They have to find a Node to tap through to gain more knowledge, and develop according to what they need and what kind of Node they're near. It all comes with great variety, and great risk.
@LegacySC
The extra luck point for Assassin is given after character creation, right?
Also, do you want me to send you a revised sheet? It shouldn't take me more than five minutes to fix things for the new rules. Though I really like the Caster bonus of 150% mana.
Yes, and yes. Feel free to ask me anything else you guys want to confirm about character creation.