These are the next three magics in the Gieden system. For those of you who never intend to play the game, these sorts of posts are less than exciting, I'm sure.
Sorry 'bout that. I'll get to novels, novellas, and shorts when the RPG is done. :)
As always, this is the unedited work from several years back.
The magic of death and pain. Its color is black, and its users must be able to kill without rage or remorse.
* At rank One, the caster can wound one target ½ a health box per success rolled, vs.6.
** At rank Two, the magic becomes stronger, wounding the target 1 full box per success.
*** Rank Three Destructive magic creates a black bubble that starts within the caster and then rapidly expands to a 5’ radius circle, with the caster in the center. Anyone hit by the expanding bubble receives ½ a box of damage per success rolled by the caster, vs. 6.
**** At rank Four, the caster may form a large ‘ball’ of attack magic that flies through the air and hits an area of 5’ diameter. Anyone in this area takes 1 box of damage per caster’s success. Alternatively, the caster may form a black bubble as in rank Three, but the bubble now has a 10’ radius.
***** The magic strengthens again at rank Five, making the ‘ball’ attack do 2 boxes of damage per success and the ‘bubble’ attack do a full box instead of ½.
This magic can also cause other types of destruction, such as: causing decay in crops or machinery, causing poison or sickness to become worse, causing pain without actual injury, or causing everyone within a certain vicinity to feel momentarily sickened; whatever the Game Master and player agree upon as balanced and appropriate.
Some people channel the magic of rage, with incredible, devastating results. Red is the color of Fury, and this magic demands sacrifice; it will destroy the caster faster than any other type of magic. The caster must give in to rage before channeling Fury magic.
* Rank One Fury magic costs two magical resistance points to cast, but it is more powerful than destructive magic, doing a full box of damage to its target per caster’s success.
** At rank Two, Fury magic costs 3 magical resistance points and grants the caster two options. They may either wound a single target for 1and1/2 boxes of damage per success (vs.6), or heal themselves for ½ a box per success. This healing, however, comes from the caster’s rage, and when the rage dissipates, half the boxes of healing that were created abandon the caster.
*** At rank Three, the caster calls forth a red ‘bubble’ of rage that begins within the caster’s heart and then quickly expands, causing damage to anyone it contacts (other than the caster themselves). This bubble either expands to a 5’ radius and does a full box of damage per success, or it expands to a 10’ radius and does ½ box of damage per success. This costs the caster 4 magical resistance points.
**** At rank Four, Fury magic costs 5 magical resistance points, but the ‘bubble’ mentioned in rank Four becomes even larger and stronger. If it has a 10’ radius, it does 1 full box of damage per success; if it’s radius is 15’, it can do ½ a box of damage (per success, of course).
***** Rank Five Fury magic costs 7 magical resistance points. It can cause a massive explosion anywhere within the caster’s vision that does 2 boxes of damage (per success rolled vs.7) to an area up to 10’ in diameter. Alternatively, the caster may heal themselves 1 full box per success rolls, vs. 6.
This magic is often dramatic, more showy than any other form. It can be used to do such things as levitate the caster or a specified target, cause pain without actual injury, cause a swirling wind around the caster (perhaps even hard enough to part water), or grant temporary immunity to a natural element, such as allowing the caster to walk through fire (note that this will not work against a direct attack from an Elemental magic user). The Game Master should work with the player to generate a list of specific spells, but should also allow some leeway when the caster is particularly enraged. In extreme cases, the Game Master may even allow certain Fury users to cast at a level higher than they have actually earned; in such cases, the magic costs its usual resistance points plus two.
The magic of the natural world, the color of Elemental magic is green. This magic allows control over the elements and grants an affinity for plants and animals.
* At rank One, the caster chooses one element (fire, wind, water, or earth) to gain control of. The caster is resistant to this element in its natural state; for example, it will take them much longer than is natural to drown in water, be smothered by earth, or be burned by fire; if they have chosen wind, they can withstand a hurricane or tornado unharmed. They can also control the element in a natural way (a way that the element naturally behaves). If they wish, they may call upon nature itself to do direct damage to an opponent, doing 1/3 a box of damage per success. The Game Master should determine this attack’s appearance.
** At rank Two, the caster becomes immune to Elemental magic of the same element. They can also cause plants to grow at a tremendous rate, and animals to become larger, stronger, and healthier.
*** Rank Three allows the caster to conjure up to one square foot of their element per success. They also gain an affinity with green Nuameii and Nuameii that have been ‘pulled through’. This does not necessarily mean the Nuameii will not attack them, it only means that they are more inclined to recognize the caster as friendly. At this point, the caster can cause all plants within a 10’ radius to develop to maturity, become healthy, or wither and die.
**** At rank Four, the caster may conjure their chosen element and then manipulate that element in any way that they see fit, unconstrained by the ways that the element normally behaves. See Weapons Chart, Part Three for damages.
***** At rank Five, the caster gains a resistance (as listed in Rank one) to all four elements. The caster also gains an affinity with all natural animals, and the ability to sense disease in plants or animals. They can attack using their chosen element, and because they have such an affinity with nature, they gain one extra dot in one of the following Skills: herbalism (either type), animal handling, or hunting/gathering.
Special: if the player wishes, they may replace one or more other types of magic with Elemental, eliminating access to the replaced magic and giving them the chance to master a second, third, or fourth element.
This magic also allows the caster to do other “nature” type magics, such as: magically locating edibles, reading the stars (get cryptic hints from the Game Master), calling rain, or causing the weather to change slightly.
Specific magic abilities for each element should be agreed upon by the Game Master and player.
Next time, I'll give the final three magics; Artifice, Subterfuge, and Anti-Magic. See you then. :)