Draken Magic Directory 1

 Fire 

Fire is very easy to use but difficult to master. History has told of Fire as an aggressively emotional and destructive element, but those willing to delve deeper will find themselves studying a very complex set of skills. Fire is impulsive, able to be called on a whim even when the caster does not mean to do so. This can lead to some very unfortunate situations, and it is why Fire is so hard to master. One who wishes to master this element must slow down and take it easy. Once you learn to “go with the flow”, you will be on your way slowly but surely. As a Fire Draken, you are able to sustain fire on your body indefinitely.

 

Fire Ball

Conjure a ball of fire in your hand, you may shoot this at an enemy or use it to illuminate a dark place.

Danger Tier
Tier 4: Able to inflict burn scars - can inflict first and second-degree burns.
Able to set fire to yourself and others.

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Large Fire Ball

Conjure a large ball of fire in your hands, as big as yourself at most! You may shoot this at an enemy or use it to destroy something big.

Prerequisite
•  Fire Ball

Danger Tier
Tier 4: Able to inflict burn scars - can inflict first and second-degree burns.
Able to set fire to yourself and others.

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Spitfire

Use your fire ball powers to fire small embers from your mouth at a fast rate!

Danger Tier
Tier 3: Able to inflict burn wounds - can inflict first-degree burns

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Friction Flame

When you run your claws across solid surfaces, you can strike up a flame as if you were striking a match. This does not hurt the user.

Danger Tier
Tier 4: Able to inflict burn scars - can inflict first and second-degree burns.
Able to set fire to yourself and others.

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Flame Cannon

You've super-developed your fireball ability and you can now use it to shoot medium sized fire cannon balls! The fire flies out of your mouth at a relatively quick speed.

Danger Tier
Tier 4: Able to inflict burn scars - can inflict first and second-degree burns.
The impact of the fire cannon ball on flesh will cause bruising.
Able to set fire to yourself and others.

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Tower of Flame

A large spout of flame shoots from the ground and blasts into the air in a column extending to three times your height.

Danger Tier
Able to inflict burn scars - can inflict first and second-degree burns.
Able to set fire to yourself and others.

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Wall of Flame

Your flame manipulation abilities improve further, and you can now summon a spout of flame that shoots up to your height but extends up to 20 feet long in a wall. This can be used to prevent enemies from reaching you.

Prerequisite
•  Tower of Flame

Danger Tier
Tier 4: Able to inflict burn scars - can inflict first, second, and third-degree burns.
Able to set fire to yourself and others.

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Flame Dash

Fire swirls around you and allows you to blast forward at a high speed for about six seconds. You can run with this or jump, and easily blast through enemies or get a quick burst of speed.

Danger Tier
Tier 4: Able to inflict burn scars - can inflict first and second-degree burns.
Able to set fire to yourself and others.

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Increase Body Temperature

You are able to warm your body, making you warm to the touch. This allows you to stay warm in cold weather.

Danger Tier
None: This technique poses no threat of injury.

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Warm Aura

You are able to increase the temperature of the air around you, able to match your body temperature. This allows you to keep others warm in cold weather and other such uses.

Danger Tier
None: This technique poses no threat of injury.

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Heat Waves

Waves of heat emanate from you in a circular radius centering around you. These hot waves are enough to melt metal and can be used to cause damage in a wider area.

Danger Tier
Tier 4: Able to inflict burn scars - can inflict up to third-degree burns.
Able to set fire to yourself and others.

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Heat Beam

You can concentrate the heated air into a beam of heat, allowing you to blast a ray. This ray can melt metal and start fires, allowing you to harm an enemy or cut through metal.

Prerequisite
• Heat Waves

Danger Tier
Tier 5: This concentrated beam of heat is very dangerous, and can cause a lot of damage to you.
Able to inflict burn scars - can inflict up to fourth-degree burns, or kill if injuries are not treated with urgency.

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Warming Touch

By placing your claws on an object, you can warm it, allowing you to do things such as defrost something frozen or warm up an object. This does not cook things, just warms them, up to 165 F/74 C.

Danger Tier
Tier 4: Able to inflict burn scars - can inflict up to third-degree burns.

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Heating Touch

By placing your claws on an object, you can heat it up enough to cook it. You are able to cook food with this touch, even boil water, up to 482F/250 C.

Prerequisite
• Warming Touch

Danger Tier
Tier 4: Able to inflict burn scars - can inflict up to third-degree burns.

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Melting Touch

By placing your claws on an object, you are able to melt objects with higher melting points, allowing you to melt metal. This touch easily burns wood and makes metal red hot. You are able to touch molten metal without damage with this tier.

Danger Tier
Tier 4: Able to inflict burn scars - can inflict up to fourth-degree burns.
Able to set fire to others.

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Searing Radiation

You are able to increase the temperature of the air in a wide range, quickly heating the space to higher temperatures. This can be enough to heat spaces as large as a house, up to summer temperatures.

Danger Tier
None: This technique poses no threat of injury.

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 Water 

Water is hard to use, but easier to master than most other elements. The element of Water will not answer to those who expect to be able to use it on a whim, it is unresponsive to a caster’s emotional state, and for many untrained hands will be exceptionally difficult to move even in the deepest of focus. It is advised that those who wish to master water should meditate for a short time every day, and it has proven to work on many occasions. Many Draken who have a hard time focusing on nothing for a long time find their focus in creative outlets such as painting. Going for long runs is also said to help. Once you are in a good state of mind, one must practice hard on bending the water with the utmost focus. Once the water has learned to bend with your flow, it is smooth sailing from there. As a Water Draken, your scales are tightly packed and able to resist the chill of river water. You can stay underwater for 20 minutes without having to come up for air.

 

River Sense

Sense nearby sources of water to pull from.

Danger Tier
None: This technique poses no threat of injury.

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Spout

You may now erupt small water spouts from your claws. The pressure from it hurts and can cause small bruises on impact.

Danger Tier
Tier 3: The impact of pressurized water against skin causes bruising and minor fractures.

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Water Bullet

You may pull from a water source to create orbs of water. You may only shoot one projectile at a time. They burst upon impact and contain enough pressure to leave a nasty bruise.

Prerequisite
• Spout

Danger Tier
Tier 4: The impact of the bullet can rip through skin and lead to scarring if not attended to.

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Water Propulsion

When you are in a body of water, manipulate its form to jet yourself through it faster than you could normally! When you are near a body of water, but on land, manipulate water to boost yourself forward for 6 seconds.

Danger Tier
None: This technique poses no threat of injury.

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Water Blade

Your Draken may now pull from water sources to materialize a blade around parts of their body (one part per cast)! This blade only stays active on the body for 5 minutes.

Danger Tier
Tier 4: Can cause scarring wounds, the blades can cut through skin and scale.

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Manipulate Waves

You are able to manipulate water to a degree, and must be near a prominent body of water in order to do so. You are able to shake out waves, and move water around in the air, but not terribly quickly.

Danger Tier
None: This technique poses no threat of injury.

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Create Tides

You are able to manipulate water to a greater degree. You can pull water from a prominent body of water to create great waves and move water throughout the air much faster than before. If you only have a small bit of water to pull from, you can still manipulate it to move it through the air, but it is only a minor effect.

Prerequisite
• Manipulate Waves

Danger Tier
Tier 5: The waves created by this technique have a lot of force and can bash someone into things to cause a lot of damage, or threaten drowning.

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Aqua Sphere

Your Draken may pull from a water source to create a sphere of water with a diameter no bigger than 1 foot/12 inches/30cm. If thrown, it may either keep its shape or burst like a water balloon!

Danger Tier
Tier 3: This is essentially the equivalent of hitting them with a giant dodgeball - but depending upon the force of the throw combined with the pressure of the pop can cause bruising and minor fractures at it’s best.

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Cleanse Water

By touching the water, you can cleanse it, creating water that is drinkable and/or free of diseases and safe for the natural ecosystem.

Danger Tier
None: This technique poses no threat of injury.

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Cleanse Salt Water

By touching salt water, you turn it from salt to fresh water, allowing you to drink it safely.

Prerequisite
• Cleanse Water

Danger Tier
None: This technique poses no threat of injury.

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Cleanse Polluted Water

By touching the polluted water, you drive the contaminates from it. This cleanses the water and makes it safe again for the ecosystem, whether it is salt or fresh water.

Prerequisite
• Cleanse Salt Water

Danger Tier
None: This technique poses no threat of injury.

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Water Heal

Drawing water from a source, you condense the water over a wound and heal an injury. This allows for healing of many minor injuries, though does not allow for regrowing of limbs and only minorly heals major injuries.

Danger Tier
None: This technique poses no threat of injury.

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Panacea

By gathering a small amount of water, such as a flask or bottle, you are able to purify the water and imbue it with a cleansing energy. The water turns into a cure for almost all illnesses, curing the one who drinks it.

Prerequisite
• Water Heal

Danger Tier
None: This technique poses no threat of injury.

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Neutralizing Mist

You imbue the very moisture in the air with purifying energy. By condensing the water into a mist, this mist can neutralize toxic air, and cools the area down to a comfortable temperature.

Danger Tier
None: This technique poses no threat of injury.

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Bubble Capture

You can now pull from moisture in the air to create a big bubble. It takes a bit of force to pop this bubble, and it is capable of carrying someone a little ways off of the ground.

Danger Tier
Tier 1: Falling from the bubble could cause scrapes from the fall.

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Purifying Bubble

You can pull moisture from the air to create a large bubble. It takes a bit of force to pop this bubble and it is capable of carrying someone off the ground. You can infuse this bubble with any of your other purifying techniques, allowing you to use them at a greater range.

Prerequisite
• Bubble Capture

Danger Tier
None: This technique poses no threat of injury.

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 Wind 

Wind is easy to use, but difficult to use depending on which branch you decide to take. Sound is the easiest to master out of all of them, with Hurricane being the hardest. This does not mean sound is easy to master, however. Many young Draken have trouble with throwing their voices, throwing them too far and burning themselves out or they may not throw them at all! (Sound-based Draken also has a history of accidentally muting themselves during arguments where they wanted to shut the opposing party up!) One who wishes to master wind magic must be fierce like a hurricane but malleable like a light breeze. You must accept what comes, but be firm in your decisions. Go forth and be confident, young Draken! As a Wind Draken, you find yourself lighter than other Draken, and able to hover in the air for a few seconds before falling.

 

Strong Winds

You may now conjure powerful blasts of wind capable of knocking someone over at its full power! The more widespread the effect, the weaker the winds overall.

Danger Tier
Tier 2: Can cause small cuts, scrapes and bruises. Being knocked over will definitely hurt!

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Wind Blade

You can condense wind mana into a small blade that serves as a projectile.

Danger Tier
Tier 4: The ripping blades conjured by this skill can cause scars if not treated with urgency.

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Create Cloud

You can now create a cloud from thin air, sculpting it into whatever shape you desire. This cloud does not float, instead standing as if it was a sculpture. The clouds created are solid and can hold the weight of finley, though they can be broken easily with enough force.

Danger Tier
None: This technique poses no threat of injury.

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Flying Nimbus

Your clouds can now float, no longer tethered to the ground. Clouds that you have conjured can float off the ground and fly, controlled by you or another rider if you so choose.

Prerequisite
• Create Cloud

Danger Tier
Tier 3: If the cloud was dismissed from below the rider while they were high up, bones could easily be broken.

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Fog Machine

You conjure a dense fog around yourself. The fog is thick enough to fully obscure objects within it.

Danger Tier
None: This technique poses no threat of injury.

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Cotton Puff

By gathering multiple small clouds about the size of a soft ball into your claws and throwing them at an opponent, these puffs stick where they land and slow and impede movement. More clouds thrown will combine together, creating a sheet of slowing cotton.

Danger Tier
None: This technique poses no threat of injury.

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Cotton Shield

In an instant, you form a shield made of clouds in front of you. This shield is solid and can take at least three physical hits before it breaks. The shield can be as tall as yourself and takes any design of your choice as long as it is cloud-like.

Danger Tier
None: This technique poses no threat of injury.

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Cotton Armor

You condense wind mana into durable clouds that form themselves into armor on you. This armor can take any design of your choosing, as long as it is still made of clouds. The armor is tough and resists multiple magical and physical attacks before breaking.

Prerequisite
• Cotton Shield

Danger Tier
None: This technique poses no threat of injury.

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Enhanced Hearing

For a short time, you may enhance their hearing whether they are now able to hear in a wider range or able to hear quieter sounds.

Danger Tier
None: This technique poses no threat of injury.

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Echolocation

You send out a call and can listen to the echoes of that call to identify various objects. This can be used to help navigate your surroundings by determining how far something is, the size, shape and density, and the direction (if any) that an object is moving.

Prerequisite
• Enhanced Hearing

Danger Tier
None: This technique poses no threat of injury.

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Throw Voice

You may now THROW your voice to a certain area, whether this means keeping it a certain volume within a certain range or talking to someone from a certain distance without being there themselves!

Danger Tier
None: This technique poses no threat of injury.

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Voice Mod

You may now alter the sound of your voice by either pitching it up and down.

Prerequisite
• Throw Voice

Danger Tier
This technique poses no threat of injury.

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Megaphone

You may increase the volume of your own voice without strain, the intensity may become large enough to speak over a small group.

Danger Tier
Tier 3: You could probably hurt someone’s ears with this skill, but you won’t damage their hearing.

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Forced Mute

You may cancel out the speaking and/or noise of a target. You may only mute one being at a time.

Danger Tier
None: This technique poses no threat of injury.

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Amplify Noise

You can now amplify a specific noise around you in volume.

Danger Tier
Tier 3: It’s very likely you could hurt someone’s ears with this technique, but not enough to damage their hearing.

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Screech

You can emit a loud, ear piercing noise from your vocals. This may cause hearing damage based on proximity and can be used to distract and disorientate the target.

Danger Tier
Tier 5: You will hurt someone’s ears with this technique, and can potentially permanently damage their hearing if they are too close. The disorientation can also cause minor injuries if the target falls.

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Created: 23 November 2024, 16:29:40 CST
Last updated: 2 November 2025, 02:58:17 CST