Post by Kai'Aati on Feb 26, 2016 6:24:05 GMT
Long story short: I’ve always been a bit confused on the exact power of each rank of Force Elemental Magic, this are just some ideas I’m throwing out there for everyone to look at. I think for any Witch this stuff could be useful. I love having rules on stuff so things don’t get abused, not that anyone is doing this right now, but for future witches this could be helpful.
Fire:
Rank 1: At rank 1 can use their fire capabilities limitedly. Their powers are limited to small balls of fire around the size of a basketball. Can also conjure up streams of fire. Their fire is not hot enough to melt metals. Of course they can set stuff on fire with this ability.
Rank 2: At rank 2 same as rank 1 but can melt metals with fire over time. Can throw multiple fireballs, but not multiple streams of fire. Easily can set things ablaze.
Rank 3: At rank 3 there are very few limits to their fire powers. They can create fire storms and anything from previous ranks. Their heat intensity can melt most metals quickly.
Rank 4: At rank 4 same as rank 3 but instantly can melt metals, obviously varying with thickness of the metal.
Air:
Rank 1: At rank 1 the air magic is limited to gusts of wind that can blow in any direction. These gusts aren’t strong enough to blow someone off their feet but throw them off balance.
Rank 2: At rank 2 these gusts can push people around a few feet.
Rank 3: At rank 3 a master of air magic can create controlled storms with gusts of wind. Small tornadoes are a possibility but take time to conjure up.
Rank 4:Rank 4 has powerful wind storms. They can make much more powerful tornadoes but they still take time to make.
Water:
Rank 1: At rank 1 a water magic user may control small quantities of water and move them at speeds to irritate open flesh. They must have a source of water at this point. They can not pull moisture out of the air at this rank.
Rank 2: At rank 2 it is the same as before with needing a water source but now it can move faster and cut flesh, among other things. They can also move around a barrel’s worth of water give or take.
Rank 3: At rank 3 a water magic user can pull moisture from the air in humid areas and use the water as a weapon. Water can cut through certain types of armor and wear down heavier types. Can affect larger bodies of water like rivers and ponds.
Rank 4:Easily pluck moisture from even arid climates. Water speeds remain the same as rank 3. Affecting larger bodies of water becomes an easy task as well.
Earth:
Rank 1: At rank 1 earth magic users can manipulate mud and dirt to their will in limited quantities. This includes, but is not limited to, raising patches of the ground swiftly and “swimming” through the ground slowly.
Rank 2: At rank 2 their powers from rank 1 are increased by size and are quickened. “Swimming” through the ground becomes easier and faster. Begins to be able to manipulate stone but cannot “swim” through it.
Rank 3: At rank 3 previous abilities are easy and take little time at all to use. They may also “swim” through rock slowly.
Rank 4: At Rank 4, even stone is no hindrance to a earth magic user, they can swiftly sink into any type of earth and “swim” through it and manipulate it.
Wilderness:
Rank 1: At rank 1 a wilderness magic user can make minor changes to their body, such as sight of certain creature, reflexes of another, or strength of a medium sized creature. The larger/more powerful the creature the more time it takes to assume and less time you can control the power.
Rank 2: At rank 2 they’re effectiveness of their powers is honed and they may maintain their powers for longer period of time.
Rank 3: At rank 3 wilderness magic users may assume larger creature for their power, rancors come to mind. However, such large beasts powers still have time limits (You guys can discuss how long you think something like that could last I’m thinking making it equal to rank in wilderness plus 2??)
Rank 4: Same as before but now the wilderness magic user would get more turns for their abilities.
Fire:
Rank 1: At rank 1 can use their fire capabilities limitedly. Their powers are limited to small balls of fire around the size of a basketball. Can also conjure up streams of fire. Their fire is not hot enough to melt metals. Of course they can set stuff on fire with this ability.
Rank 2: At rank 2 same as rank 1 but can melt metals with fire over time. Can throw multiple fireballs, but not multiple streams of fire. Easily can set things ablaze.
Rank 3: At rank 3 there are very few limits to their fire powers. They can create fire storms and anything from previous ranks. Their heat intensity can melt most metals quickly.
Rank 4: At rank 4 same as rank 3 but instantly can melt metals, obviously varying with thickness of the metal.
Air:
Rank 1: At rank 1 the air magic is limited to gusts of wind that can blow in any direction. These gusts aren’t strong enough to blow someone off their feet but throw them off balance.
Rank 2: At rank 2 these gusts can push people around a few feet.
Rank 3: At rank 3 a master of air magic can create controlled storms with gusts of wind. Small tornadoes are a possibility but take time to conjure up.
Rank 4:Rank 4 has powerful wind storms. They can make much more powerful tornadoes but they still take time to make.
Water:
Rank 1: At rank 1 a water magic user may control small quantities of water and move them at speeds to irritate open flesh. They must have a source of water at this point. They can not pull moisture out of the air at this rank.
Rank 2: At rank 2 it is the same as before with needing a water source but now it can move faster and cut flesh, among other things. They can also move around a barrel’s worth of water give or take.
Rank 3: At rank 3 a water magic user can pull moisture from the air in humid areas and use the water as a weapon. Water can cut through certain types of armor and wear down heavier types. Can affect larger bodies of water like rivers and ponds.
Rank 4:Easily pluck moisture from even arid climates. Water speeds remain the same as rank 3. Affecting larger bodies of water becomes an easy task as well.
Earth:
Rank 1: At rank 1 earth magic users can manipulate mud and dirt to their will in limited quantities. This includes, but is not limited to, raising patches of the ground swiftly and “swimming” through the ground slowly.
Rank 2: At rank 2 their powers from rank 1 are increased by size and are quickened. “Swimming” through the ground becomes easier and faster. Begins to be able to manipulate stone but cannot “swim” through it.
Rank 3: At rank 3 previous abilities are easy and take little time at all to use. They may also “swim” through rock slowly.
Rank 4: At Rank 4, even stone is no hindrance to a earth magic user, they can swiftly sink into any type of earth and “swim” through it and manipulate it.
Wilderness:
Rank 1: At rank 1 a wilderness magic user can make minor changes to their body, such as sight of certain creature, reflexes of another, or strength of a medium sized creature. The larger/more powerful the creature the more time it takes to assume and less time you can control the power.
Rank 2: At rank 2 they’re effectiveness of their powers is honed and they may maintain their powers for longer period of time.
Rank 3: At rank 3 wilderness magic users may assume larger creature for their power, rancors come to mind. However, such large beasts powers still have time limits (You guys can discuss how long you think something like that could last I’m thinking making it equal to rank in wilderness plus 2??)
Rank 4: Same as before but now the wilderness magic user would get more turns for their abilities.