Aero
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
- Linked mental magic: Telekinesis
- Bonus biome: Grassland
- Most common Drabardi type: Baro
- Skill Cap Bonus: +5 Endurance
Aqua
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
- Linked mental magic: Empathy OR Telepathy (chose one)
- Bonus biome: Beach
- Most common Drabardi type: Pasha
- Skill Cap Bonus: +5 Social
Geo
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
- Linked mental magic: Aerona OR Mender (chose one)
- Bonus biome: Forest
- Most common Drabardi type: Barri
- 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).
Pyro
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
- Linked mental magic: Foresight
- Bonus biome: Desert
- Most common Drabardi type: Kalpana
- Skill Cap Bonus: +5 Speed