
A Guide on Magic
Like every inhabitant of Lumyr, regardless of species - all drakoni have natural affinity for one of the 5 elements: Fire, Wind, Water, Light, or Shadow. Initially, this affinity shows very little. Sometime through their traits, sometimes through colors, but never through display of elemental power. Young drakoni lack the biological construct to access magical prowess, only being able to tap in the arts of mages by reaching teenhood. As teens or older, however, they can learn to master magical abilities.

Even so - like the other species, drakoni aren't magical. Fire affinity drakoni are not immune to fire, water affinity drakoni cannot breathe underwater, and wind affinity drakoni cannot always fly. Affinity is related directly to their biology, their cells and internals, set up for harnessing that specific element. This means that a drakonis does not choose their element - they are born with it. A fire drakonis will never be able to use light or wind magic. Their bodies are biologically restricted to the one affinity they are born with, until the day they die. Forceful attempts to harness foreign magic can lead to permanent internal damage or even death.

Classic fire magic. Allows its user to summon flames from within their hearts. The flames are natural and remain red - never exceeding temperatures that turn them blue.
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Fire abilities may inflict burn.
Fire Magic
Water Magic

Despite the name, water magic is a mixture of both water and ice. It allows its user to summon splashes of water or frozen icicles from their determination. Water and ice always appear bright or light blue - never green, brown or dark blue, as the summoned water cannot be dirty or deep enough to be dark colored.
Water abilities may inflict freeze.
Wind Magic

Common wind magic. Allows its user to summon blades of wind as strong as their willpower. Wind particles are always green. They resemble gusts of wind or sharp blades that tear through the air.
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Wind abilities may inflict poison.
Light Magic

Contrary to it's name - light magic is actually prominently lightning. Whilst it does involve bright flashes of light, the general attribute is lightning, summoned directly from the fierceness of its user. It always remains yellow or white - never blue.
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Lightning abilities may inflict paralysis.
Shadow Magic

Much like light - shadow isn't actually about the dark arts. It's more akin to colored, mythical flames - burning in various shades of blue, purple and pink, summoned directly from its users mischief. Rather than causing traditional burns - these flames are toxic, causing chemical burns instead. They do not spread nor consume their surroundings like traditional fire.
Shadow abilities may inflict curse.