Draken Magic Directory 2

 Earth 

Young Draken may find Earth-based magic to be pretty difficult, after all, it involves some relatively loaded concepts such as moving the earth below your feet or hyper-accelerating the growth of a flora - but not to the point where they wilt! Those who are inexperienced may find themselves uselessly throwing rocks about or perhaps unable to make any plant life bend to their will. This is normal! One may soon find out that manipulating earth and focusing on their healing touch becomes easier when they let their fears go, a powerful Earth Draken must have some modicum of courage after all, right? Young Draken may find themselves able to easier control their elements if they are not worrying about the outcome all the time! Those who have a naturally brave disposition may have an easier time picking up this kind of magic. Those who are mentally weak may not bend unwavering rock to their will. As an Earth Draken, your scales are super tough, making you difficult to move if you don't allow it. It takes about 20lbs of force to damage you.

Small Stone

Either move a small stone no heavier than 10lbs, or rip up a piece of ground no heavier than 10lbs. You can not manipulate it further.

Danger Tier
Tier 3: If you chucked this rock at someone as hard as you could, it would most definitely hurt.

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Rock Formation

You may now compile no more than 50lbs of rock and ground into whatever formation you like. You may even cover yourself in the material, provided you give yourself room to breathe!

Prerequisite
• Small Stone

Danger Tier
Tier 5: 50lbs of rock could easily cause extreme damage to any part of the body. It could even be enough to kill… probably.
Does not cause severe damage to the Third Eye Gem.

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Ore Dowsing

You may now dowse for raw ore hidden below the earth. You are not able to tell what metal it is

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

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Shard Storm

You can now rip up hard shards of rock. These rocks are sharp, and are capable of ripping deep gashes through scale and skin. The rocks break upon colliding with the ground or a wall.

Danger Tier
Tier 4: These sharp shards of rock can cut deep enough to leave scars if not treated with urgency.

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Shrapnel Storm

You can now rip metal scrap from the earth itself and send it forth. These pieces of shrapnel are sharp and capable of ripping deep gashes through scale and skin. The metal scrap withstands multiple hits to the ground or wall before shattering.

Prerequisite
• Shard Storm

Danger Tier
Tier 4: These pieces of shrapnel can cut deep enough to leave scars if not treated with urgency.

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Unmoveable Mountain

You gather the earth where your limbs are planted and root yourself to the ground. You cannot be moved from your position through normal force, instead taking extraordinary physical force or a magical force to move you.

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

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Create Minor Weapon

By condensing rock and metal from the ground, you are able to form a simple weapon from the earth itself. This weapon must take a simple form such as a hammer, bat, or sword and be made of rock, raw ore, or both.

Danger Tier
Tier 4: The weapon created by this technique acts like a standard weapon, and can cause as much damage as one.

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Metal Limbs

Pulling from the earth mana in the air, you can harden your limbs into metal. Your claws become sharp and can easily cut through skin or scale, and your scales are not pierced by non-magical weapons.

Danger Tier
Tier 4: The hardened claws from this technique can easily cause scars.

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Nature Guard

Call upon the forces of nature (or just the flora) to defend you for one blow!

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

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Mending Touch

You may lay your hands on a wound in order to speed up the healing process. You can only heal minor wounds, attempting to heal major wounds would have catastrophic consequences.

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

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Plant Control

You may influence the growth of plants, from large to small. You may manipulate their growth and move them around, but be gentle! You should take care not to hurt them!

Danger Tier
Tier 2: If you were to manipulate tough spiny vines, you could probably hurt someone. Other than that, it might be difficult.

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Speak with Animal

You can now speak to and understand animals.

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

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Reveal Tracks

As you look upon the ground, you can see tracks of any creature you are tracking, whether those tracks have been hidden, erased, or not. The creature must have been in the area in the last 24 hours.

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

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Untrackable Flora

You can hide any trace of yourself having traveled through the area. Your clawprints disappear and your aura/energy fades. This effect lasts for 24 hours. Additionally, your steps become silent for the next hour.

Prerequisite
• Reveal Tracks

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

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Perceive Spirits

You can now visibly see spirits.

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

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Fae Speak

You are now able to commune with spirits of the Fae level.

Prerequisite
• Percieve Spirits

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

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 Ice 

Some say Ice is a fickle soul, as it is hard to use and hard to master. Ice is often depicted as an element of serenity and beauty, though those who are patient enough to learn will soon find out that Ice can also be ruthless and cold. It is no secret that Ice can be fragile, so those who are just starting to learn it will have an easier time creating snow and a harder time materializing solid crystals of ice. In the beginning, your icy creations may melt or be smashed quite quickly, which can be very disheartening! If you can call upon your determination to continue, however, you will find yourself a master of ice magic… in an unspecified amount of time! As an Ice Draken, you can sustain ice and other cold objects on your body indefinitely.

Call Snow

Gather clouds above you to make snow fall! These clouds cover a 10 foot radius.

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

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Call Hail

Call a small hailstorm. It only covers an area of 10 feet and has a moderate amount of intensity.

Prerequisite
• Call Snow

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

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Condense Snow

You may collect frost and snow and condense them into snowballs. You may even create ice balls, if the material is solid enough.

Danger Tier
Tier 2: If you condense a well packed ice ball, it might actually hurt to be hit with it.

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Snow Armor

You may tightly pack snow around parts of your body to create a sort of snow armor.

Prerequisite
• Condense Snow

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

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Ice Punch

You collect ice mana around your fist, hardening it into solid ice. Your punches become more damaging, and the ice shatters after five hits, exploding into sharp shards that can cut skin or scale. You can reform this ice fist quickly.

Danger Tier
Tier 4: Being punched with the fist can easily cause bruises, and the ice shards can leave scars if the wounds aren’t treated properly.

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Avalanche

Pulling from any amount of snow that exists in the area, you pull a great wall of snow that you can send flying at something. Even if you pull from only a small amount of snow, this technique allows you to create more, making a mass of snow up to 6 feet deep.

Danger Tier
Tier 4: The brunt of the snow can cause bruises, and being buried in the snow can cause frostbite if the one trapped is in there too long- unless they are an ice Draken.

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Haze

Freezing the moisture in the air, you create an icy haze that obscures the area. You can also make the ground icy within the area, making it harder for someone to pursue you.

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

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Flurry

You may whip up a mini snowstorm that covers no more than an area of 20 feet. The duration of the storm may not last more than 5 minutes.

Danger Tier
Tier 3: If you are not prepared for the cold, you may experience minor frostbite. (Not if you’re an Ice Draken though.)

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Decrease Body Temperature

You are able to decrease your body temperature, keeping yourself cool or cold in any outside temperature.

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

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Slow Heartbeat

You are able to slow your heartbeat down to or below normal resting levels. You cannot keep your heart below normal resting levels for long, but this can allow you to appear calm in situations or slow blood loss from wounds.

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

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Play Dead

ou are able to completely stop your heart and breathing for up to 3 minutes. Your bodily processes freeze, and you can be cold to the touch if you choose, appearing as if you are a corpse.

Prerequisite
• Slow Heartbeat

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

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Decrease Air Temperature

You decrease the temperature of the air around you in a 10 ft radius.

Danger Tier
Tier 3: If the temperature is decreased to freezing temperatures, and someone within the area isn’t prepared for the cold, they could experience minor frostbite.

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Freeze Object

You are able to freeze an object you touch, cooling it as if it was in a freezer.

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

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Freezer Burn

By touching another creature, you freeze the spot you touch. This cold is deep enough to cause superficial frostbite.

Prerequisite
• Freeze Object

Danger Tier
Tier 2: The superficial frostbite can cause painful blisters, but damage from this technique is normally not permanent.

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Frostbite

By touching another creature, you cause a deep cold to freeze on their skin or scales, spreading two inches from the spot you touch. This ice causes deep frostbite at most.

Prerequisite
• Freezer Burn

Danger Tier
Tier 5: Deep frostbite can cause loss of limbs.

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Cooling Mend

By touching a wound, you freeze a layer of ice over it and heal the 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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 Lightning 

Lightning is a very sporadic and unpredictable element, described by many lightning draken as difficult to use. Even the most trained masters of magic will admit to having trouble getting a grasp on lightning magic at first. Its random nature can make it hard to get a read on what a particular spell will do, so when mana is released it tends to go in random directions. Lightning Draken are advised to have a medical professional on standby just in case something goes wrong if you didn’t manage to get all of the conductive material out of the way… Well, lightning magic being random isn’t all that true, actually! It just happens so fast that it’s hard to recognize what really went wrong. While lightning tends to be attracted to tall objects and objects with conductive properties, lightning mana may be attracted to entities that the caster is thinking about! This can cause all sorts of trouble, try not to get lovestruck by lightning! Once the caster can learn to concentrate on where their spells will land, it should be easier to handle from there. As a Lightning Draken, excess electricity can flow through your body freely without damage done to you. You are able to conduct electricity without negative repercussions.

 

Paralyze

Discharge mana that restricts the movements of anyone within 5 feet of you!

Danger Tier
Tier 1: This will lock up your joints for as long as the spell lasts, which may hurt, but it won’t cause outwardly lasting injuries.

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Lightning Web

You throw out a web of lightning in front of you, shoot at someone, or on top of someone, stretching out 20 feet in front of you and spreading 5 feet in radius when laid flat. This web restricts the movements of anyone who touches it.

Prerequisite
• Paralyze

Danger Tier
Tier 2: This technique causes joints to lock up, which may hurt, but should not be permanent. If you were to fall or fall from the sky, it could cause a more serious injury.

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Ball Lightning

Discharge enough Mana in a spherical space within your hands and you’ve created the mystical Ball Lightning! It will also discharge if it hits someone.

Danger Tier
Tier 4: The lightning is strong enough that it might cause scars if you’re unlucky but you would be able to survive the amount of mana discharged by this spell.

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Electrobeam

Send a beam of concentrated lightning mana towards anyone. This will certainly give them a shock, and can cause major damage. It takes a lot of concentration to use when first learned.

Prerequisite
• Ball Lightning

Danger Tier
Tier 5: The amount of mana discharged by this concentrated beam of light will do a lot of damage to you. Injuries caused by this skill may lead to death if not treated with urgency.
This does not damage the Third Eye Gem.

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Discharge

Take in mana, build up energy… Discharge! You can fire visible bolts of lightning off of your body, not strong enough to kill, but it’ll hurt anyone invading your personal space!

Danger Tier
Tier 4: You may gain burn scars from being hit with the lightning discharged from this spell, but the amount of mana would not kill you.

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Chained Lightning

Charging the mana around you, you discharge lighting that fires off a bolt of lightning off of you and upon striking another creature within 5 feet, discharges off of them. This lightning will discharge and jump to another up to five times, hurting each other it strikes in the chain.

Danger Tier
Tier 4: You may gain burn scars from being hit with the lightning discharged from this spell, but the amount of mana would not kill you.

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Dash Charge

You gather a lightning charge around yourself and shoot forward at an incredibly high speed for up to 8 seconds. You can run or jump with this dash, and can damage enemies with this strike or just use it for a quick burst of speed.

Danger Tier
Tier 4: You may gain burn scars from being hit with the lightning discharged from this spell, but the amount of mana would not kill you.

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Heaven’s Strike

You call lightning down from the sky itself, striking one creature or object you can see with a bolt of electricity.

Danger Tier
Tier 4: You may gain burn scars from being hit with the lightning discharged from this spell, but the amount of mana would not kill you.

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Energy Intake

Absorb Mana from the air.

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

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Energy Burst

Enhance yourself in any way you choose whether it is making yourself faster or more powerful.
You may not enhance yourself in more ways than one.

Prerequisite
• Energy Intake

Danger Tier
Variable up to tier 5: By making yourself more powerful, you could cause more damage with your attacks.

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Energy Share

Use the mana you’ve taken in to enhance a friend in the same manner that you can enhance yourself with Energy Burst.

Prerequisite
• Energy Burst

Danger Tier
Variable up to tier 5: By making another more powerful, they could cause more damage with their attacks.

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Energy Sap

Sap mana from another living being to heal yourself. You do not have the energy pool to take so much that it would kill something, but you can make someone very… very tired.

Danger Tier
Tier 2: The energy sap will leave someone drained, but will not kill.

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Magnetic Charge

You touch an object or creature and infuse it with a magnetic charge. This allows you to do things such as prevent objects from being knocked easily away from you, or repel two enemies away from each other.

Danger Tier
Tier 2: Being repelled away from another enemy could cause you to fall at most, leading to minor bruising.

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Pole Conversion

Within yourself or by touching another, you are able to control the poles of something, rapidly or just once. This allows you to push something away or pull something closer. You can also hover with this technique or propel yourself through water at high speeds with careful control.

Prerequisite
• Magnetic Charge

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

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Magnetic Field

By charging yourself or another creature, you maintain a magnetic field around the target. This field can hold metal within a sphere around it, creating a shield. It can also be used to prevent metal from striking whoever is in the field.

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

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Energy Detection

You are now able to lightly see the energy of those around you. This detection is stronger if they are using enhancing magic or carrying a lot of metal. The detection fades the further away they are, completely stopping when they are 20 ft away.

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

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> Fire, water, and wind Magic Directory <

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Created: 23 November 2024, 16:32:02 CST
Last updated: 2 November 2025, 03:06:32 CST