If the abilities made more sense, I would love to divide up spell tropes by abilities.
Here is a fix of the abilities to make them more mutually exclusive and balanced to each other, that other players seem to be able to live with, that I can also tolerate despite preserving the traditional sextet.
PHYSICAL
• Strength − athletic agility, including run,jump,fall,land,climb,balance,tumble; hit hard
• Dexterity − manual precision, stealth; aim shot
• Constitution − strictly passive, physical toughness, health, no active usage
MENTAL
• Intelligence − perception, deception, five senses, lore, knowledge, intuition, deep structure, Wizard magic
• Charisma − persuasion, empathy, morale, leadership, artistic appeal, identity, self-expression, personal relationships, Cleric magic
• Wisdom − strictly passive, mental willpower, sanity, no active usage
Heh, accordingly, the mythic Bard can excel at both Charisma and Intelligence, but can still have low Wisdom and be insane. Even Merlin was seducible.
Thus spell tropes divide accordingly:
• Intelligence: Prescience-Teleportation, and probably Elemental magic including ether-force-telekinesis-fly
• Charisma: Telepathy-Enchantment, and probably Life magic including shapeshifting and healing
Like a Fighter needs to develop different physical abilities to be good at different things, any mage needs to develop different mental abilities to be good at different things.