Types of Magic
Here you can read about the Drabardi donkeys different types of magic - sort of. There is no way of limiting magic and I did not wish to list things too strictly to give you as much freedom as possible. Therefore its up to you to figure out and decide how you interpet the different types of magic and how your donkey handles it. Dont forget your donkey need to train/do the magic you want it to do before it can actually do it. Obviously the higher magic tier the donkey have, the stronger and more control over it's magic will have. No donkey can however create the element they have power over from nothing, but they can control their element even in the smallest amount and make it grow. The different types often sticks together even if it is good for a herd - if there is one - to consist of different types if not just for survival. There is no need to take the description 100% - this is simply the "most common" personality seen from the deitys own personality.
Makani - Air Element donkeys
These donkeys are usually have a reputation for preferring roaming (more than the average donkey) and loving the strong winds. Most share a strong dislike of being kept inside or confined in some way. They can learn to manipulate air to allow them to 'create' gusts of wind. Some claim they can even tame the winds in such ways it make them almost fly. More likely is however is that they simply get a strong boost as they run. They are easily distracted however, 'airheads' is a common nickname for many of these donkeys. Many times they forget what they were doing or their interest is caught by something else entierly causing them to walk away from the task in hand.
- Deity: Makani
- Elemental magic: Air magic
- Mental magic: Telekinesis
- Bonus biome: Grassland
- Skill Cap Bonus: +5 Endurance
Typical things this magic can do:
Create a puffs of air (from like a exhale to make someone lose their balance (if caught unaware)), create tiny clouds if the air is moist enough, create small dust storms, good climbers (since they can use air to give them a boost if needed), guide whirlwinds, guide storms (if the storm is closeby).
Naiya - Water element donkeys
These donkeys are usually intelligent and calm with lots of patience. It is not to be underestimated however. When it's raining, humid, or underwater, the potency of Water is enhanced making the donkey stronger while when it's sunny and in dry or arid places it become more sluggish. They can for example learn how to manipulate and sense liquids, a good thing if there is a draught. It is said that a 'firedonkey and a 'waterdonkey' don't get along well due to the fiery passion of the fire in contrast calm and cool water. There is no proof of these two elements cannot get along, but the stereotype is still a common one.
- Deity: Naiya
- Elemental magic: Water magic
- Mental magic: Empathy OR Telepathy (chose one)
- Bonus biome: Beach
- Skill Cap Bonus: +5 Social
Typical things this magic can do:
Graze on water plants (even toxic ones) without harm, drink salt water without any harmful issues, control over water (the higher LP the bigger the control, creating small waves, holding unnatural shapes still connected to the main body of water), extract amounts of water in the air (if present, from 40 LP and up, mouthful to 'their own size'), hold their breath underwater for extended periods of time (from 60 LP, time: about 2-3 min), purify 'bad' water into 'good' (from 80LP, ie removing poison, make old standing still water good enough to drink etc)
Cedis - Earth element donkeys
Often these donkeys have a reputation for possessing strength that can only be matched by their stubbornness. They can learn to grow pretty flowers even in the harshest conditions, the seed however need to be there. Earth Magic allows the user depending on their magic level to manipulate most earthen minerals or any form of earth, such as rocks, sands, minerals like gemstones and crystals, and even Mud. They can boost the growth of a plant and even manipulate various parts of it. They can also learn how to manipulate the ground, mold stone as if it were clay, and gain immense strength. This causes earth magic using donkeys to depend heavily on the environment.
- Deity: Cedis
- Elemental magic: Earth magic
- Mental magic: Aerona OR Mending (chose one)
- Bonus biome: Forest
- Skill Cap Bonus: +5 Strength
Typical things this magic can do:
Sense plantlife even if hidden, help already existing seedlings grow faster. move amounts of dirt (the higher LP the bigger 'chunk' of dirt), revive smaller plants like flowers and grass as long as it's not dry (dead).
Amala - Fire element donkeys
These donkeys are usually quick on the hoof. When it's sunny and in a arid or dry climate,or when there is just the right amount of wind the potency of Fire is enhanced making the donkey even stronger while when it's raining, humid, or in/near water it become more sluggish. They can learn to shape and manipulate fire. It is said that a 'firedonkey and a 'waterdonkey' don't get along well due to the fiery passion of the fire in contrast calm and cool water. There is no proof of these two elements cannot get along, but the stereotype is still a common one.
- Deity: Amala
- Elemental magic: Fire magic
- Mental magic: Foresight
- Bonus biome: Desert
- Skill Cap Bonus: +5 Speed
Typical things this magic can do:
Naturally fireproof, glow when feeling confident, make flames bigger, manipulate existing flames into shapes, make fires hot enough to melt pieces of metal (the higher LP the bigger pieces it can be), create sparks if hooves is scraped against stone like flint (probably the closest to create fire on their own).