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 Teleportation Breath Weapon Magic
Fire Base Bright Reds Fire-based Teleportation - requires fire nearby to teleport Fire Breath Fire based magics
Water Base Bright Blues Water-based Teleportation - requires water nearby to teleport Water Breath - powerful jet of water Water based magics
Air Base Pale Blues Air-based Teleportation - requires air nearby to teleport Ferocious Roar - powerful cone of sound Air based magics
Earth Base Browns Earth-based Teleportation - requires earth nearby to teleport Petrification - an expanding blast that petrifies anything caught in it Earth based magics
Steam Secondary (Fire x Water) Greys Steam-based Teleportation - requires steam nearby to teleport Steam Jet - a blast of superheated steam Illusion based magics
Sand Secondary (Earth x Air) Pale Browns, Sandy Yellows, Pale Oranges Sand-based Teleportation - requires sand nearby to teleport Sandstorm - a blast of sand and wind Sand based magics
Lava Secondary (Fire x Earth) Dark Reds Lava-based Teleportation - requires molten rock (lava) nearby to teleport Inferno breath - super hot fire breath Blood based magics
Lightning Secondary (Fire x Air) Bright Yellows Storm-based Teleportation - requires a storm nearby to teleport Lightning Breath Lightning based magics
Ice Secondary (Air x Water) Cyans Ice-based Teleportation - requires ice nearby to teleport Ice Breath Ice based magics
Wood Secondary (Earth x Water) Greens Plant-based Teleportation - requires plants nearby to teleport Acid Breath Plant based magics
Shadow Tertiary (Lava x Wood) Dark Blues to Black Shadow-based Teleportation - requires shadows to teleport Shadow Breath - strips those caught in it of sight, potentially permanent Shadow based magics
Light Tertiary (Lightning x Ice) Pale Yellows to White Light-based Teleportation - requires light to teleport Light breath - blinds those caught in it, potentially permanent Light based magics
Sun Tertiary (Steam x Lightning) Amber Sun-based Teleportation - requires sunlight to teleport, starlight can work but takes much more effort 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-based Teleportation - requires reflected light from a star (moonlight) to teleport, strongest when the reflected light is not competing with unreflected sunlight 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 Star-based Teleportation - Requires stars visible to teleport (the planet's sun counts) 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 Spirit-based Teleportation - Requires spirits or a spiritually active area nearby Chaos Beam - randomly transforms everything caught into it into something else Spirit based magic
Aether Quinary (Celestial x Celestial) Pale Rainbow Magic-based Teleportation - Requires active magical effects or a high magic area nearby Wounding Breath - unheals anything hit with it, injuries reappear from most recent to ancient Order based magics
Void Quinary (Infernal x Infernal) Dark Violet Void-based Teleportation - Requires some kind of void or emptiness nearby 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 Unfettered Teleportation - Extremely powerful, nearly always capable of teleporting many beings at once without any strain 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