Sigil-Weaving Pros/Cons:

Pros:

No tool needed for casting (Caster is never seperated from their magic)

Slightly stronger magic due to the closer association with raw magic

Can much better support teammates through their spells

Cons:

Caster must be clear of mind and soul to attempt Sigil-weaving

Sigil-weavers are inherently slower in combat than traditional Spellcasters

Sigil-weaving has a much higher skill floor --and ceiling, than traditional Spellcasting

Tier 1 - Basic

Water

Fire

Air

Earth

Light

Tier 2 - Experienced

Ice

Water + Air

Lightning

Fire + Air

Lava

Fire + Earth

Aura

Water + Earth

Growth

Light + Earth

Dark

Fire + Water/Earth + Air

Inferno

Fire + Fire

Flood

Water + Water

Stone

Earth + Earth

Gale

Wind + Wind

Illusion

Light + Light

Tier 3 - Advanced

Storm

Air + Lightning

Aether

Light + Aura

Levitate

Aura + Air

Void

Light + Dark

Shadow

Dark + Dark

Tier 4 - Specialty

Dragon Fire

Inferno + Fire

Sea

Flood + Water

Metal

Stone + Earth

Whirlwind

Gale + Wind

Projection

Void + Light

Tier 5 - Unstable: While not specifically banned by the IRMA, those not clear of mind nor specifically trained to handle dangerous Sigil combinations should steer clear of these Sigils. Any destruction caused by mishandling these while result in persecution of the highest degree.

God's Fire

Dragon Fire + Light

Maelstrom

Sea + Water

Diamond

Metal + Earth

Typhoon

Whirlwind + Wind

Tier 6 - Banned: While these combinations may either be learned as easily as other Sigil-weaves, the power and destructive nature of these have caused them to be banned by the IRMA. Any writings about these spells must be specifically non-instructive and any attempt at learning these Sigil-Weaves will result in removal of your wand/staff and permanent inhibitation of your magical capability.

Plague

Dark + Air

Nether

Dark + Aether

Decay

Dark + Growth

Demon's Fire

Dragon Fire + Dark

Rust

Metal + Gale

Hand gestures: There are three spots for beginner sigilweavers for sigils (more slots come with experience, as you have to concentrate to create each sigil) Once a sigil is created, you can slot them either in front of you or to each side, just by concentrating on them. This allows you to build up a small cache of sigils before a fight, or in the middle of one if you have a chance to. Once a sigil is created, there are certain hand gestures used for either offensive or defensive spells:
Tap/push: personal barrier
Fling: Throws the spell in whatever direction you aim
Up gesture: Creates a wall
Hold: Continously uses a spell (if it a defensive spell being damaged, repairs the spell)
Hands from sides to center in a clapping motion: Wave (Similar to a moving wall)
Down: Creates an area of affect spell
Hands together and seperating: Creating motion (usually used for conjuring weapons or larger constructs)
Tatto-Sigils