Inspired by Pendragon:
So... what are some appropriate small magicks and high sorceries, bearing in mind that all mousy powers are small in scale...
Telepathy, Mindspeech, Thought-Weaving, Magic Thought
Reach into another's mind and probe or interact with it. You suffer penalties if you are neither touching them nor familiar with them... and a small bonus if you are both?
Small Magicks: sensing someone's mood, whispering a message into their head.
Large Magicks: snatching an unguarded thought, having a two-way mental conversation, mental shout attack (can distract)
High Sorceries: snatching a guarded thought, opening a group mental conversation, crushing a target's mind with mental torture (can sometimes reveal deeply buried secrets but isn't reliable).
Spark
Small Magicks: light a candle, conjure witchlight about as bright as a candle, generate a small static discharge that can attract someone's attention. Zap a small creature like a flea or cricket.
Large Magicks: light a campfire, injure a foe with a small fireball, conjure witchlight about as bright as a torch, generate a static charge strong enough to make someone's fur stand on end, zap a mouse or rat-sized foe.
High Sorceries: light a wooden house on fire, blast a group of foes with an exploding ball of flame, conjure witchlight as bright as day or make a blinding flash, zap everyone in an area with electricity, attract lightning towards a specific tree or hill during a thunderstorm.
Compel, Command
Small Magicks: nudge an unsuspecting person or animal towards a particular emotion, paralyze a small vermin.
Large Magicks: nudge a group towards a particular emotion, hold a creature at bay.
High Sorceries: command a creature to do something it isn't deathly afraid to.
[Size requirements aren't really necessary if the scale rules make zapping a flea easy and hurting a huge creature very difficult.]
Banish, Dispel
Small Magicks: remove, counter or prevent a Small Magick, hold a minor spirit at bay.
Large Magicks: remove, counter or prevent a Large Magick, protect a group of people from Small Magicks, attack a spirit
High Sorceries: remove, counter or prevent a High Sorcery, protect a group from Small Magicks, banish a spirit.
Divination, Scry
Small Magicks: get a general emotional sense of the past, future or present of a target (good, bad, danger, joy, etc.), find a hidden mechanism, sense all nearby spells.
Large Magicks: get a brief glimpse of the past, future or present of a target, negate all blindness penalties by sensing your environment, contact a dark god or bargain with a powerful spirit if you find the exact procedure written down, study a nearby spell in detail (will also aid attempts to remove it).
High Sorceries: learn the means by which to contact a dark god or bargain with a powerful spirit, see a target's current state as though you were there, apply bonuses to combat by sensing your foe's actions before they take them.
Telekinesis, Tug
Small Magicks: move an object around as though tugging on it with an invisible rope or pole (Brawn 0).
Large Magicks: move an object as though you had your hands on it (Brawn 0), levitate briefly, attack someone with a TK shove or pull (Brawn Magic).
High Sorceries: move an object as though you had your hands on it with a Brawn of Magic, can include choking someone), fly briefly, attack a group with a TK shove or pull (Brawn Magic).
Having a higher skill gives you special options and maneuvers. Most cost you dice (-1d or -2d for the level 3 ones).
So, 1 die in a skill means Trained (you're better at this skill). 2 dice means Expert (you've completed your training). 3 dice means Master (you've gotten as good as you can get).
Expert Manuevers:
Master Manuevers:
For individual skills, there's often additional maneuvers listed.
Fighting:
For spells, Level 1 spells are Small Magicks. They are easy to resist (any resisting dice roll automatic successes). Level 2 spells are referred to as True Magicks and are resisted normally. Level 3 spells are High Sorceries.
Magic skills:
Magic Tug: TK
Magic Spark: light and fire
Magic Think: telepathy
Magic Feel: emotion manipulation
Magic See: scrying
Magic Call: summoning
All of the above require a Magic rating of 1+. I could also see dividing them up so that some require a higher rating than even that... like saying that Magic Call requires Magic 3+. Each has 3 sets of powers, representing what you can do with 1 pip, 2 pips and 3 pips. This means that no mage PC is going to possess all 6 powers, at least not at start... I mean, you can, but even getting 2 in each would eat up all 12 starting skill points.
There's also Intuition, which requires no Magic rating... mages just tend to be a lot better at it.
Social types want Intimidation (Determination), Charm (Cleverness), Leadership (Cleverness). Probably plus Performance (Cleverness; includes acting too).
Mages want 4+ magic skills. Physical Magic (Magic), Mental Magic (Magic) and Spiritual Magic (Magic) plus Intuition (Magic).
Thieves want Stealth (Agility), Thievery (Cleverness), Acrobatics (Agility) and Performance (Cleverness). Or perhaps Streetwise (Cleverness).
I could see breaking Lore up into Natural Lore (animals, herbalism, weather) and Scholarly Lore (history, cultures, legends).
Pendragon's magic system had a cute bit, in that the "cost" of working magic was Time... either prep time beforehand or mystical sleep afterwards.
Some thoughts for a more flexible system:
Wielding more weapons simultaneously is +1 die per extra weapon above and beyond what the target has to parry with. This doubles as the "flanking" bonus for teaming up against a single foe. Someone with 2 weapons can choose to split them up between two foes so that both foes fail to get that +1d6 on their attacks instead of getting a +1d6 against one of them.
A shield works the same way (if you have a shield + weapon vs a single weapon, you get +1d6) but the bonus goes to defense rather than offense.
Two weapons or a weapon and a shield both incur a -1d6 Agility penalty for doing things like climbing or dealing with rough ground or any other task where having at least one hand free is really important.