9) Disease. Some mysterious source (fallen stars, exotic fungus, demon bites, whatever) gives people an exotic ailment which allows them to distort the laws of the world. Also, it eventually kills you, and can give others a secondary disease, which gives pain but no power. People infected with it ("Wretched") are banished from cities, but since nobody wants to make the Wretched angry when it could mean a rain of fire or walls getting smashed to rubble, they're treated like a plague-ridden version of Hindu cows - for three days, a city will allow them all the food and drink they desire, and not interfere in where they go or what they do. On the fourth dawn, if the Wretched is still there, all the citizens band together to kill them; against the power of a Wretched, many will die, but so will the Wretched, so they generally leave before it comes to that. Some, however, see the Wretched as instruments of divine will, or merely covet their power, and follow them around trying to serve them or catch their illness (the later is impossible, the former merely perilous).



10) Luck. People are born with a specific, random amount of Luck. You can tell how much by looking at them - it manifests as a faintly glowing golden aura. Luck, by itself, makes things tend to go well for you (duh). It can also be "burned," using it up permanently in exchange for greater effects - burning a lot of luck can cause totally absurd outcomes, like avalanches that kill the ten men attacking you, but leave you unscathed. You can never willingly give your Luck to another, but you can take it by force, by setting up a Tragedy, where something terrible happens to the other person's loss and your gain - by proving your superiority, you gain an amount of Luck proportional to your victory. Obviously, the art here is to victimize someone who is very lucky (you can give Tragedies to anyone, but why bother for a small prize?), while using as little of your own Luck at all - lots of scheming are a must, and people with a great deal of Luck seldom really trust each other.



11) Dreaming - First. (I am sure this thread will eventually have other Dream-based magics in it.) Some people ("Dreamers") have the power to, by entering a deliberate sleep-walking trance, make their dreams real in a defined area around them (anywhere from a few centimeters to 10 meters - so a weak Dreamer can have shiny clothing, and a strong one can ride their pet dragon). This does not control other real people, but dream-things can touch real ones, and can even leave the defined area (but when they do, they exit the Dreamer's control, and behave normally according to physical laws - living creatures cannot leave this way, as far as anyone knows). Dreaming takes focus and skill to control - a subtle person can steer a Dreamer's own mind against them, causing odd results. There are also people called Wakers, who cannot Dream things into existence, but can take control of Dreamed objects, which then remain real and under their control (so, if a Dreamer gives themselves a sword of ice and flame, if it leaves their area, it's a nice hilt, a pile of ice, and flame which burns out in moments, and if they wake up with it in their area it vanishes - if a Waker takes it, the sword will be real so long as it remains in the Waker's possession). Sleepers can destroy or cancel out Dreamed objects, whomever holds them.



12) Thermodynamics. One for more modern settings: Energy is neither created nor destroyed. So, start eating - as one of the rare few born with the ability to Project energy indirectly, you'll need a LOT of calories. Magic that just lets you do things you could do physically might not seem too impressive, especially since it cannot effect living things, or objects surrounded by living things, but a smart Projector can cause guns to fire or refuse to (it doesn't take a lot of energy to move a firing pin), glitch out electronics (a tiny amount of energy in the wrong place fries circuits), blind people (you cannot create light inside their eyes, but you can get really close), defend valuables with a safe that has no dial and no keyhole (it's on the other side of the door, where only a Projector can get to it - better yet, inside the door), and think of lots of other clever tricks.