Books on the Drakkar

Elements

The Elements

Drakkari are an elementally aligned race, with each Drakkar having one and only one element. They are born with this alignment and retain it throughout their life until their death.

There are nineteen elements, split into six different tiers, all with their own specific coloration, powers, and breath weapon. For tiers above Base, there is a notation beside the level - ie. "Secondary (Fire x Water)" - that tells what type of cross is most likely to produce the given element.

The table below is a summary of all the neccessary information.

Element Tier (cross) Coloration Breath Weapn Magic
Fire Base Bright Reds Fire Breath Fire based magics
Water Base Bright Blues Water Breath - powerful jet of water Water based magics
Air Base Pale Blues Ferocious Roar - powerful cone of sound Air based magics
Earth Base Browns Petrification - an expanding blast that petrifies anything caught in it Earth based magics
Steam Secondary (Fire x Water) Greys Steam Jet - a blast of superheated steam Illusion based magics
Sand Secondary (Earth x Air) Pale Browns, Sandy Yellows, Pale Oranges Sandstorm - a blast of sand and wind Sand based magics
Lava Secondary (Fire x Earth) Dark Reds Inferno breath - super hot fire breath Blood based magics
Lightning Secondary (Fire x Air) Bright Yellows Lightning Breath Lightning based magics
Ice Secondary (Air x Water) Cyans Ice Breath Ice based magics
Wood Secondary (Earth x Water) Greens Acid Breath Plant based magics
Shadow Tertiary (Lava x Wood) Dark Blues to Black Shadow Breath - strips those caught in it of sight, potentially permanent Shadow based magics
Light Tertiary (Lightning x Ice) Pale Yellows to White Light breath - blinds those caught in it, potentially permanent Light based magics
Sun Tertiary (Steam x Lightning) Amber Sun's Fire - burns but also acts as bane to any with a weakness to the sun Sun based magics
Moon Tertiary (Sand x Ice) Silver Moon's Fire - freezes but also acts as bane to any with a weakness to the moon Moon based magics
Celestial Quaternary (Sun x Light) Gold to Bronze Healing Breath - heals anything it hits, works better on living beings but does work slowly on inanimates, inimical effect on undead Healing based magics
Infernal Quaternary (Moon x Shadow) Purple to Violet Chaos Beam - randomly transforms everything caught into it into something else Spirit based magic
Aether Quinary (Celestial x Celestial) Pale Rainbow Wounding Breath - unheals anything hit with it, injuries reappear from most recent to ancient Order based magics
Void Quinary (Infernal x Infernal) Dark Violet Fearful Cry - causes those who hear it great fear, even to the extent of death Chaos based magics
Creation Senary (Void x Aether) Dark Rainbow Time Breath - controls the flow of time in the area of affect, fast forwarding or rewinding at Drakkar's will Creation based magic

Magic

The following is a basic description of what each magic type may entail, feel free to play with what they can do, so long as it fits the general concept.

Magic Type General Description
Fire Magic Magic of fire
Water Magic Magic of water in all its forms
Air Magic Magic of air, includes wind, but also the ability to control the breath of others and themselves
Earth Magic Magic of the earth, involves soils, rocks, volcanoes, and so on
Illusion Magic Illusions, glamours, and things derived from that
Sand Magic Ability to manipulate sand, involves the ability to break rocks into sand-size particles, control sand, and so on
Blood Magic Magic of the blood, can use blood as a catalyst, summon things out of blood, or control blood
Lightning Magic Magic of lightning and electricity
Ice Magic Magic of ice, can also turn water into ice or ice back into water
Plant Magic Magic of plants of all types
Shadow Magic Magic of shadows, ability to control, create, and use shadows for nearly any task
Light Magic Magic of light, in all its forms
Sun Magic Magic of the sun, strongest during the day, can be used to affect those with a weakness to the sun
Moon Magic Magic of the moon, strongest during the night or when the moon is out, can be used to affect those with a weakness to the moon
Order Magic Magic of protection and setting things right, can be used to counter any number of spells, such as curses and mind control
Chaos Magic Magic of destruction and causing chaos, can be used to cast curses, control minds, and transform things at will
Healing Magic The ability to heal, though it can be used to harm as well
Spirit Magic Magic of the spirit, such as summoning, binding, and banishing spirits
Creation Magic Ability to create things and beings from nothing