Books on the Alaiskya

Magic

Breath Weapons

The Breath Weapons that an Alaiska weilds are based upon the magics that the dragon specializes in. Following is a table listing all known Breath Weapons, ordered by magic type. As always, beyond the Specialized Breath Weapons, all Alaiskya have the Basic Breath Weapon at their disposal, which is a stream of pure magic used as a weapon or as a signal to alert others. With effort, though, the Basic Breath Weapon can be forced to take a very weak specialized alignment in a magic type that the Alaiskya doesn't specialize in.

Magic Type Breath Weapon
Air Magic Gale Breath - a cone of wind
Animal Magic Call of the Wild - not so much a 'weapon' in itself as an actual cry that draws animals of varying sorts to the caller's aid. Can also pacify raging animals
Astral Magic Whispering Stars - a beam of silver streaked black that tends to freeze anything it touches; inversely, it could protect against vacuums, voids, and other lightless/airless realms instead
Blood Magic Life's Touch - A cloud of dark, wispy 'mist' that can either heal or harm
Divination Seer's Eye - projects divinations into the air for all to see, what is shown can never be controlled, nor can how long each image lasts
Earth Magic Living Earth - a gout of a lava-like substance
Fire Magic Fire Breath - a gout of fire
Glamour Breath of Illusion - confuses any struck by the 'weapon', changing the very world around them to how the Alaiskya desires
Healing Magic Healing Breath - heals any struck by the 'weapon'
Ice Magic Ice Breath - shards of ice
Light Magic Ray of Light - a beam of light, rather like a laser, can be used to just blind or to harm
Moon Magic Silver Light - a stream of bright silver that baths the target in its glow, can calm and settle most people (also has the same effect on were-beasts that shapeshift during the full moon as the moon has)
Protection Magic Sanctuary - a beam of soft light that creates a barrier around the target, preventing harm of any sort, physical or magical in nature
Shadow Magic Touch of Darkness - a cone of darkness that drains energy from any struck by it, also causing blindness while the cone is in effect
Shapeshifting Insanity's Touch - a cone of effect that randomly alters any living creature within it for a short time
Solar Magic Sun's Glory - a blast of solar light that can blind or dazzle, along with burn, if used at a high enough power (exceptional against undead)
Storm Magic Lightning Breath - bolts of lightning
Void Magic Eternity's End - A stream of inky black that engulfs the target, causing various effects depending upon the strength
Weakest to Strongest: Blindness, Deafness, Sleep, Paralysis, Life Drain, Death
Water Magic Fall of Water - a gout of water
Wood Magic Nature's Growth - causes vines and other plant matter to grow in a matter of seconds, can be used to bind a being

The Alaiskya can choose the strength of the breath weapon that they use, based upon how strong their grasp of the specific magic is. In general, if they're not specialized in a certain breath weapon and force the stream of pure magic to take that affinity, the strength can be considered to be at a 0.5 instead of even a 1.


Magic

The Alaiskya are generally strong in magic, and usually have around three different spell areas that they specialize in. A few rare ones will specialize in more, but generally have a lower average strength than those who stick with one, two, or three different specialties. The available specialties are listed below.

Magic Type General Description
Air Magic Magic of air, includes wind, but also the ability to control the breath of others and themselves
Animal Magic Animal empathy/telepathy mainly, can learn things from animals (how much depends upon the strength in the skill)
Astral Magic Celestial magic, magic of the heavens, stars, and so on
Blood Magic Magic of the blood, can use blood as a catalyst, summon things out of blood, or control blood
Divination The ability to see the future(s) that are possible, open to interpretation of course
Earth Magic Magic of the earth, involves soils, rocks, volcanoes, and so on
Fire Magic Magic of fire
Glamour Illusions, glamours.. basically the ability to make something look like it's not
Healing Magic The ability to heal... though it can be used to harm as well
Ice Magic Magic of ice, can also turn water into ice or ice back into water
Light Magic Magic of light, in all its forms
Moon Magic Magic of the moon, for those who are weaker in the skill, they get a boost when the moon is full or nearly so
Protection Magic Magic of protection, able to defend against nearly everything
Shadow Magic Magic of shadows, ability to control, create, and use shadows for nearly any task
Shapeshifting The ability to shapeshift, those below 5 can't shift completely, those between 7-10 can shift completely to whatever they want, and can hold the form
Storm Magic Magic of storms, especially lightning and rain
Solar Magic Magic of the sun, strongest during the day, especially for those weak in the magic
Void Magic Magic of the void, a lightless, cold place of sensory deprivation where spirits and unnamed forces dwell
Water Magic Magic of water in all its forms
Wood Magic Magic of plants of all types

It is possible for an Alaiskya to specialize in more than three magic types, just as it is possible for one to specialize in less than three magic types, but three is the general population-wide average. Number of magical specialties is mostly dependent upon how many specialities their family line traditional has, so there are entire clans that only have one specialty, or that have four or five specialties, because of selective breeding towards those goals.


Power Levels

Power levels are a gradient that typically goes from 1 ("little ability in the skill) to 10 ("knows the skill well"). Through selective breeding (often with some luck thrown in), it is possible to exceed 10 as the maximum skill level. The chart below shows the entire gradient, from least to most powerful.

Power Level Characteristics
1-3 Basic Mastery, small things achieved easier than larger things
4-6 Average Mastery, a fairly well rounded knowledge and ability to focus power into it
7-10 Mastery, while concentration is still required, large things are easy and small things barely require though to achieve
11-13 High Mastery, small things are able to be achieved without any effort, large things can be done on the fly
14-16 Grand Mastery, everything is equally easy to achieve and requires no concentration to continue
17-20 Natural in the skill, thought becomes deed
21-25 Natural Mastery, the skill is as easy to use as breathing
26-30 Natural Grand Mastery, concentration begins to be required in order to not use the skill
31-40 Unrivaled Mastery, even the slightest wish or dream is enough to exert the skill
41-50 Unrivaled Grand Mastery, outside assistance is required in order to keep the skill under control
50+ Demigod, the skill influences everything about the wielder, including personality, desires, and wishes
100+ God - the skill literally wields the Alaiskya, not the other way around, can be considered the physical manifestation of that type of magic

The easiest way to reach the highest grades is to specifically breed towards a certain magical specialty. If both parents share an ability, there is a higher chance of their offspring not only sharing that ability, but being stronger at it than either parent.

Side note: I generate the level of power by rolling one ten-sided die for a normal baby, if the die lands on 10 it "explodes" - so I roll a second ten sided die and add that resulting number to the ten, if it ends up being another 10, I repeat the process until I finally stop rolling 10s. The exception to this rule is when the parent and the offspring share a specialty, and the parent has a power level higher than 10. A simple table to show this is below.

Power Level of Parent Number of Dice to Roll for Offspring
(standard) + Extra
1-10 (1) + 0
11-20 (1) + 1
21-30 (1) + 2
31-40 (1) + 3
41-50 (1) + 4
50+ (1) + 5
100+ (1) + 6

The catch is that B, in the standard way of things, has a fairly small chance of actually specializing in the same magic as A. It can also be noted that Demigods and Gods rarely mate and produce offspring.