It should be noted that, for all of these, variations from the given colors and personalities can be expected. These are not set-in-stone rules, they're guidelines. No element is rarer than another. Also, powers listed here are given only by way of example, anything dealing with the dragons element(s) is a go, as long as strength is kept in mind.
The books have recently been rearranged and rewritten based on a little-known Memory-Song that was brought to light by a roving Scholar. Though none of these 'new' Elements have been seen in a long time, there is always the possibility that they may come to light once more. After all, Ice and Storm were listed as ancient Elements lost to time, and they've been slowly making a come-back.
Elements on page one:
Wind, Water, Fire, Earth, Shadow, Light
Elements on page two:
Lightning/Storm, Ice, Wylder, Illusion, Sun, Blood
Elements on page three:
Metal, Wood, Spirit, Void, Moon, Dream
According to the Memory-Song, Lightning/Storm is a variant on Water. Their coloration is usually a dark gray with streaks of bright yellow slashing through the gray, and markings tend to be a bright, electric yellow. Their energy seems boundless, and sometimes they even run Fires into the ground with their fast paced, must-do-everything-now mentality. Those that would fall more under the Storm name generally have less of the yellow streaks, though their markings retain the same color. Storms are also a tad it more laid back and gentle.
Females of this element can summon storm sprites, spirits, and fairies, and the strongest (grades 9-10) can summon other creatures aligned with storms. They excel in causing storms to appear, from slow, gentle rains, to dangerous, lightning filled thunderheads that might produce deadly tornadoes if left unchecked. With practice, they can learn to call lightning bolts, the strength of the dragon determining how strong the strike is (a weaker Myrsilkain will achieve perhaps a slight shock to the one they hit... the strongest could cause injury or death, and a strength of 10 will enable them to call lightning out of a clear sky.)
The males have an easier time calling lightning, with most of them (grades 4-10) able to skip the whole 'call down from the sky' thing if they want to, and simply shoot a bolt of lightning at their target. Their spells revolve around weather and storms, and all of them are capable of creating mini-storms. Practice will enable them to call large scale storms into existance, and the strongest (grades 8-10) can summon storm sprites and fairies.
Storm marking hex color: #ffff00 | |
Storm body colors: from #3a3a3a to #b5b5b5 with streaks of #ffff00 to #ffffff |
|
Secondary colors: from #6699ff to #e1e1e1 to #ffff00 to #cc9900 to #666600 (used for horns, claws, wingsails, and boot markings) |
The second variant of the Water element. The Ice coloration is a paler blue (more easily described as simply Ice Blue) than their Water kindred, and their markings are a more icy blue as well. Personality-wise, they tend to project a cold exterior to the world, though if you get past that, then they're as kind and caring as Waters. To those they don't know, they're almost cuttingly polite and untouchable. Nothing seems to touch these cold dragons, though certain emotions have been known to thaw them out a bit. If you can gain their trust, then you have an unyeilding friend at your side to defend and aid you in everything.
Females can summon snow/ice sprites, spirits, and fairies, along with the occasional water elemental, though that's rare. The strongest (grades 9-10) are able to summon other creatures aligned with winter or ice. With practice, they can turn water into ice (how much depends on strength) and the upper half of the strength spectrum (grades 5-10) can call snowstorms into existance.
Males have spells that enable them to drop the temperature of a room (higher the strength, larger the area of effect, and larger the drop in temperature can be), as well as turning water to ice, and various other things that deal with snow and ice. Again, the upper half of the strength spectrum can create snowstorms. The strongest (grades 8-10) can summon lesser snow/ice sprites and fairies.
Ice marking hex color: #66ffff | |
body colors: from #e1e1e1 to #71a6d2 to #6699ff to #00c2d3 |
|
Secondary colors: from #ffffff to #71a6d2 to #6699ff to #00c2d3 (used for horns, claws, wingsails, and boot markings) |
A variant of the Wind element, Wylders are a deep violet to black in color, with dark purple markings. Wylders are often wanderers, footloose, never content to settle down in one place for long periods of time. They're difficult to handle or deal with, and tend towards craft and wile to get them out of situations they'd otherwise be unable to handle.
Females can summon trickster sprites, spirits, and fairies of any sort, no matter the trickster's other alignments. The strongest (grades 9-10) are able to summon creatures strongly aligned with the trickster beliefs. With practice, they can easedrop on anyone within a set range (distance depends on strength) as well as act as Finders - creatures able to find objects, people, and places by focusing intently on what is to be found. The upper half of the strength spectrum (grades 5-10) can create traps by willing them into existance.
Males have spells of easedropping, of trap-setting, and of discovery. The upper half of the strength spectrum doesn't need to specifically define what they want to discover, instead relying on a vague prompt and the strength of the spell to find something similar. The strongest (grades 8-10) can summon lesser trickster spirits.
Wylder marking hex color: #7f007f | |
Wylder body colors: from #000000 to #660099 occasionally with swirls of #9900ff |
|
Secondary colors: from #ccccff to #9900ff to #2e0045 (used for horns, claws, wingsails, and boot markings) |
A variant on the Wind element, Illusions are a light violet color, and the palest of their number can sometimes be mistaken for Dreams. Their markings are a violet color. In personality, Illusions tend to be decievers, always cloaking their motivations and actions behind layer upon layer of misdirection and half-truths. Illusions are Hunters, reveling in a good stalk or quest, so long as it enables them to exercise their mind and talents to the utmost.
Females can summon sprites, spirits, and fairies of illusions, no matter the illusionist's other alignments. The strongest (grades 9-10) are able to summon creatures that are aligned with illusion magic, such as mages. With practice, they can disguise themselves (though they can't alter their size very much, as these are illusions, not alterations of reality) and sense their quarry (how far away they can sense their quarry depends upon strength). The upper half of the spectrum (grades 5-10) can affect the appearance of others around them, though it takes concentration to keep the illusions up.
Males have spells of illusion and sensing (which enables them to get a sense of how many beings are in a designated area). The upper half of the strength spectrum is capable of 'set it and forget it' for their illusion spells, enabling them to effectively disguise many more beings than their female counterparts. The strongest (grades 8-10) can summon lesser illusion spirits.
Illusion marking hex color: #6600cc | |
Illusion body colors: from #ccccff to #b033ff |
|
Secondary colors: from #e7e6f3 to #7600c1 (used for horns, claws, wingsails, and boot markings) |
A variant of Fire, Suns are vivid blue-white color, with a light blue marking color. Suns have a vibrant, distinctive personality, with a temper that often puts their Fire brethern to shame. They can be overwhelming, their powerful personalities casting a shadow over others around them that is difficult to get out of.
Females can summon sprites, spirits, and fairies that have a relation to the sun or daytime, no matter the spirit's other alignments. The strongest (grades 9-10) are able to summon creatures strongly aligned with the sun. With practice, they can turn regular light into sunlight, and even create a momentary 'false day' during the night. The upper half of the spectrum (grades 5-10) can make the 'false day' last longer, though it takes concentration to keep it up.
Males have spells related to sunlight and heat. The upper half of the strength spectrum is capable of creating a 'set it and forget it false day' during the night, the intensity of the 'day' created dependent upon their strength in the element. The strongest (grades 8-10) can summon lesser sun spirits.
Sun marking hex color: #73c2fb | |
Sun body colors: from #ffffff to #00ffff |
|
Secondary colors: from #ffffff to #00ffff to #0033ff to #ccccff (used for horns, claws, wingsails, and boot markings) |
The second variant of Fire, Bloods are a deep blood red in color, with blood red markings. Bloods stand out against their Sun and Fire brethern in that they're calmer, more deliberate in their actions, less given to outbursts of temper. Not to say that Bloods don't feel things as strongly as the others, just that they're more in control of themselves, and more likely to use their brains to get revenge at a later date, as opposed to claiming revenge immediately. They're also extremely loyal - once their loyalty has been given to a person or cause, they will remain loyal until death or disillusionment (which takes a lot to achieve).
Females can summon sprites, spirits, and fairies that have a relation to blood, no matter the spirit's other alignments. The strongest (grades 9-10) are able to summon creatures strongly aligned with blood and blood magic. With practice, they can affect blood in the veins of others, and even create simple things out of spilled blood. The upper half of the spectrum (grades 5-10) can make larger, more complicated things (such as blood golems) out spilled blood, though it takes concentration to keep the forms stable.
Males have spells related to blood. The upper half of the strength spectrum is capable of creating things (from simple to complex) out of spilled blood and have them be 'independent' of the creator (not requiring constant concentration to maintain, like the forms do for the females), the complexity of the form depends upon their strength in the element. The strongest (grades 8-10) can summon lesser blood spirits.
Blood marking hex color: #92000a | |
Blood body colors: from #cc0000 to #910503 to #4a0a0a |
|
Secondary colors: from #ff8972 to #a91b00 to #621000 to #290700 (used for horns, claws, wingsails, and boot markings) |