This is a list of the most common powers per energy and the common forms they take: breath, annual (powers that recover after roughly a year), area (powers that affect a large area, often very temporary effects), barriers, immunities, scale powers (powers given to others if they are given a dragon's scale willingly), gaze, gating (sending onself or another elsewhere, or simply creating or opening doors/passages), summoning, sensory, and final power (a very strong power gotten after incredible amounts of accumulation). Many other powers are possible.

Every power has a recharge period:
  • Breath: depends on extent of attack, at least 6 turns, at most an hour
  • Annual: 1 year
  • Area: 1 month
  • Barrier: depends on duration of barrier, at least 6 turns, at most an hour
  • Immunities: n/a
  • Scale: scale's powers wear off after 10 years
  • Gaze: 12 turns to 6 hours
  • Gate: 12 turns to 6 hours
  • Summon: 1 hour
  • Sense: n/a
  • Single: never recharges, one use
  • Final: 1 week
Aetherial:
  1. Anumun: The primordial energy of all nature and creation, the mother energy, the order of nature, causes dragons to become a rich brownish green that reminds many of the vitellaria plant, thus they are called vitellarian dragons. These extremely rare dragons are usually only found near axis mundi.
    • Breath: earthpower flame
    • Annual: regenerate life
    • Area:
    • Barrier: repel slitna, void, and ibbissu.
    • Immunities: unnatural toxins, concussive force, radiation
    • Scale:
    • Gaze:
    • Gate:
    • Summon: viridianites
    • Sense:
    • Single:
    • Final:
  2. Ashar: The energy of life, lifeforce, qi, is present in all living things, but to fill a dragon with it takes a greater source. Ashar causes dragons to take on a metallic, silver hue, creating silver dragons. These dragons exist mostly near ashar-rich biomes such as silverwood forests and vibrant swamps and rivers.
    • Breath: argent flame
    • Annual: grow life
    • Area: preservation (1 mile)
    • Barrier: zone of vibrance
    • Immunities: senescence, poison, disease
    • Scale: longevity
    • Gaze: invigorate
    • Gate: to safety
    • Summon:
    • Sense: sense vitality
    • Single: resurrection
    • Final: revive dead
  3. Bailaohu Jinghua:
    • Breath: molten bailaohu metal
    • Annual: forge soul
    • Area: magnetic wave (1 mile)
    • Barrier: wall of zuinande
    • Immunities: edged weapons, heat, concussive damage
    • Scale: smithing bonus
    • Gaze: ferrify
    • Gate: open mineshaft
    • Summon: dalim (in form of tigers)
    • Sense: sense ores
    • Single: recoriumskin
    • Final: alloy souls
  4. Bijalee: The energy of weather and climate exists almost everywhere on Shem, but it is most concentrated within storms. When a dragon accumulates enough bijalee, they take on a metallic bronze hue, creating bronze dragons. They are found along storm-wracked coastlines or in heavy monsoon areas.
    • Breath: lightning
    • Annual: amplify current weather
    • Area: rainstorm
    • Barrier: fog
    • Immunities: electricity, cold, heat
    • Scale: electrical immunity
    • Gaze: temperature change
    • Gate: floodgate
    • Summon: derechos
    • Sense: sense changes in weather patterns
    • Single: tornado form (1 hour)
    • Final: cyclone
  5. The Bright: The energy of pure light, the bright, emanates from the Lesedian Mirror, and bright dragons are found near it. Their scales shine with every color, sparkling like rainbows, but from a distance, they appear to be solid white.
    • Breath: bright ray
    • Annual: lightspeed travel
    • Area: shining bright
    • Barrier: crystal wall
    • Immunities: blindness, radiation, heat
    • Scale: vision bonus
    • Gaze: blind
    • Gate: lesedian gate
    • Summon: crystal folk
    • Sense: perfect vision
    • Single: crystal form
    • Final: prismatic aura
  6. Conflueverant: The energy of water, the flow and current of the world, is found in any water there is on Shem, but it is most potent in the depths of the oceans. Dragons who accumulate its power take on the color of water, creating blue dragons. Some form in rivers or deep lakes as well as oceans.
    • Breath: steam
    • Annual: shift currents
    • Area: maelstrom (100 feet)
    • Barrier: rushing water
    • Immunities: pressure, cold, poison
    • Scale: waterbreathing/swimming bonus
    • Gaze: liquify
    • Gate: deep gate (go to depths of nearest body of water)
    • Summon: fish
    • Sense: read currents
    • Single: oceanic pressure
    • Final: tsunami
  7. Genesis: The energy of creation, the father energy, the energy of creativity and making, the actionable power of forming, is found in abundance near axis mundi and other centers of creative power. Dragons who accumulate it take on the appearance of purple lapis lazuli stones, making them lapis dragons.
    • Breath: aedificarian flame
    • Annual: duplicate object
    • Area: random creations (100 yards)
    • Barrier: genesis wood
    • Immunities: boredom, apathy, anhedonia
    • Scale: creativity bonus
    • Gaze: petrify
    • Gate: World Tree
    • Summon: created objects (conjuring)
    • Sense: sense flaw in object
    • Single: aedificarian sacrifice (destroy self to destroy morag)
    • Final: create object
  8. Hamasat al-Sahra: The energy of arid landscapes, of deserts and xeric shrublands, of drylands, is found in those same biomes. Dragons who accumulate this energy take on the appearance of sand, often yellowish or tan in hue.
    • Breath: sand wind
    • Annual: sandstorm
    • Area: shifting dunes (1 mile)
    • Barrier: quicksand
    • Immunities: heat, desiccation, hunger
    • Scale: direction sense
    • Gaze: mirage
    • Gate: desert heart
    • Summon: sandworms
    • Sense: sense water
    • Single: transform landscape
    • Final:
  9. Hasken Fure: The energy of spring and of flowering plants is found both during that season and anywhere flowers are found. Dragons who accumulate it take on the metallic greyish white hue of platinum, making them platinum dragons. They are most often found in places with an abundance of flowering plants, such as bluebell forests and flowering fields.
    • Breath: sweet gas
    • Annual: bloom (become a more powerful version of self)
    • Area: pollen cloud (1 mile)
    • Barrier: vines
    • Immunities: poison, pollen, confusion
    • Scale: youthful energy
    • Gaze: sleepiness
    • Gate: to flowering fields
    • Summon: butterflies
    • Sense: sense blossoming (know when something is close to maturity)
    • Single: bond to flower
    • Final: rejuvenate
  10. Hvittdogg: The energy of winter, of ice and snow, is found during that season anywhere and wherever ice, snow, and cold temperatures are found. These dragons, who appear to be rimed in frost and white in color, called hoary dragons, are found near the poles, usually.
    • Breath: frost
    • Annual: create snowman servants
    • Area: deep chill (1 mile)
    • Barrier: glacial wall
    • Immunities: cold, drowsiness, emotional control
    • Scale: cold immunity
    • Gaze: freeze
    • Gate: pole-ward
    • Summon: North Wind
    • Sense: heatvision
    • Single: bring winter
    • Final: blizzard
  11. Ikehua Lyua Pele: The energy of islands, usually tropical islands, is found on the same, and also the energy of volcanoes and volcanic activity is found anywhere a volcano or magma is found. Thus, dragons may accumulate this energy in any island, tropical zones, near volcanos, or amidst subterranean magma. These dragons take on the glassy appearance of obsidian, hence obsidian dragons.
    • Breath: magma
    • Annual: control currents
    • Area: warm breeze (1 mile)
    • Barrier: magma wall
    • Immunities: heat, poison, acid
    • Scale: sailing bonus
    • Gaze: tidal pull
    • Gate: to nearest island
    • Summon: qod
    • Sense: navigation
    • Single: cause eruption
    • Final: carve island
  12. Kazaddarean: The energy of earth and stone is found everywhere those are found on Shem, making them very common, but they are most concentrated beneath the earth or within great mountains, so these dragons are found there. This energy causes dragons to take on the stony, hard-edged, grey hue of flint, making them flint dragons.
    • Breath: magma
    • Annual: avallanche/cave-in
    • Area: tremor (1 mile)
    • Barrier: stone wall
    • Immunities: claustrophobia, concussive damage, being lost
    • Scale: cave sense
    • Gaze: petrify
    • Gate: to nearest cavern
    • Summon: akaz
    • Sense: sense caves
    • Single: tectonic shift
    • Final: earthquake
  13. Kiiric Yihi: The energy of wind and sky, of the air itself, is found where the air is, but is obviously most abundance in the heights of the sky, amidst the jetstream and high winds. Dragons who absorb this take on a jewel-tone yellow hue that is often compared to topazes, making them topaz dragons. They are often found in Gyrah.
    • Breath: wind blast
    • Annual: skydance (bends the sky to dragon's power for 1 hour)
    • Area: alter winds (1 mile)
    • Barrier: wind wall
    • Immunities: gravity, dizziness, being lost
    • Scale: flight
    • Gaze: featherweight
    • Gate: skygate
    • Summon: birds
    • Sense: sense movement
    • Single: tornado form
    • Final: cyclone
  14. Lahab al'Qalb: The energy of fire is found where temperatures are highest, amidst any kind of flame, near magma and lava. It is a briefly lived energy and one that is hard to control, but where it is found in abundance - amidst wildfires and near inland volcanos - dragons may accumulate it to become red dragons.
    • Breath: fire
    • Annual: ashwind
    • Area: increase heat (1 mile)
    • Barrier: wall of fire
    • Immunities: heat, smoke, emotional control
    • Scale: heat immunity
    • Gaze: sweating
    • Gate: smokescreen
    • Summon: fyrus
    • Sense: sense heat
    • Single: wildfire form
    • Final: immolate
  15. Livadi: The energy of grasslands is found on the various grassland landforms - plains, savannas, steppes, and so on. Dragons dwelling in these often accumulate livadi and take on a plant-like appearance dominated by a pale blue green hue , hence celadon dragons.
    • Breath: sweeping wind
    • Annual: susurration
    • Area: grow grass (1 mile)
    • Barrier: tall grass
    • Immunities: being lost, thirst, weariness
    • Scale: direction sense
    • Gaze:
    • Gate: to heart of plains
    • Summon: horses
    • Sense: sense water
    • Single:
    • Final:
  16. Lunar Aether: The energy of the moons is found most in abundance on the moons, though it bathes Shem in vast quantities during a full moon. Dragons on the moons, especially the Grey Moon, absorb this energy and take on a heavy, soft greyish blue hue, becoming teal dragons.
    • Breath: moonbeam
    • Annual: tidal pull
    • Area: lower gravity (1 mile)
    • Barrier: reflecting stone
    • Immunities: reflects any three esoteric energies except lunar energy and brown aether
    • Scale: moonweight
    • Gaze: vacuum (remove air from lungs)
    • Gate: to moons
    • Summon: wolves/sanic (terrestial/lunar)
    • Sense: sense cycles
    • Single: moonrise
    • Final: full moon bright (reflects all, blinds all, drives some mad)
  17. Ma'Dhahabi: While the golden energy of the sun is most abundant on the sun itself, even dragons rich in its power cannot survive there long enough to lay eggs and hatch them. Instead, the energy is found on Shem most potently in sun-drenched plains and deserts, where dragons bask during high noon to absorb enough of it to take on a metallic gold hue, becoming gold dragons.
    • Breath: solarflame
    • Annual: sunstroke
    • Area: mirage (1 mile)
    • Barrier: corona
    • Immunities: heat, drowsiness, thirst
    • Scale: immunity to sunburn
    • Gaze: aurify
    • Gate: to nearest daylight
    • Summon: iamiar
    • Sense: heatvision
    • Single: call dawn
    • Final: nova form
  18. Nzwara Murazvo: The energy of animals and the wilderness is found within all animals, even mortals, and in any lands where mortal sentience has not settled it. In these lands, dragons may absorb enough nzwara murazvo to become ochre dragons, taking on a deep brownish orange huge, or they may do so by eating powerful animals. They are found most often within large stretches of wilderness.
    • Breath: venom spit
    • Annual: make animals grow
    • Area: intensify wildness (1 mile)
    • Barrier: teeming wilderness
    • Immunities: poison, tearing weapons, disease
    • Scale: animalspeech
    • Gaze: inflict ferality
    • Gate: to wilderness
    • Summon: animals
    • Sense: sense animals
    • Single: grow new tail
    • Final: 1,000 claws
  19. Parfum de Marais: The energy of wetlands - swamps, marshes, mires, and bogs - is found in abundance in those landforms, and that is where dragons accumulate enough of it to take on plant-like features and a hue common to the plant sedge, hence sedge dragons.
    • Breath: poison gas
    • Annual: swamp lights
    • Area: grow plants (1 mile)
    • Barrier: swamp water
    • Immunities: poison, disease, confusion
    • Scale: poison resistance
    • Gaze: mold
    • Gate: to deep swamp
    • Summon: fungus
    • Sense: fungal senses
    • Single: molting (transform into greater form)
    • Final: cypress connection
  20. Poarta: The energy of death and the afterlife is found most in the realms of the afterlife, but it is also potent at the time of any death on Shem. Dragons who exist beyond the mortal realm are most often the ones who take on its powers and the pure white color it provides, hence white dragons.
    • Breath: soulblaze (harms soul but not body)
    • Annual: key (opens any door)
    • Area: repel undead (1 mile)
    • Barrier: netherwaters (only souls may pass through)
    • Immunities: instant death, senescence, cold
    • Scale: death resistance
    • Gaze: killing gaze
    • Gate: nethergate
    • Summon: Reaper
    • Sense: soulsight
    • Single: mortalize (make an inmortal mortal)
    • Final: send undead
  21. Prasinofos: The energy of plants is found most potently in forests, wetlands, and grasslands, and in deep forests, often dragons accumulate enough of it to take on the rich green color that makes them green dragons.
    • Breath: sap
    • Annual: instant tree
    • Area: grow plants (1 mile)
    • Barrier: wood wall
    • Immunities: poison, rot, disease
    • Scale: photosynthesis
    • Gaze: dendrify
    • Gate: to forest
    • Summon: plants
    • Sense: sense verdance
    • Single: alternation of generations (offspring takes different form)
    • Final: World Tree communion
  22. Qeernariji: The energy of the stars and the cosmos is found outside the atmosphere of Shem, like cosmic radiation itself. Dragons in the emptiness of space, connected to distant stars, amongst asteroids, or on planets or satellites with little atmosphere can absorb enough of it to take on the jeweled, glimmering hues of crystalline quartz - clear, white, pink, yellow, purple, brown, green, almost any hue, depending on the stars they most connect to.
    • Breath: starfire (radioactive)
    • Annual: zodiac configuration
    • Area: sparkling lights (1 mile)
    • Barrier: nebula
    • Immunities: vacuums, cold, loneliness
    • Scale: lightspeed movement
    • Gaze: vacuum (suck air out of lungs)
    • Gate: plication
    • Summon: indiji
    • Sense: know location
    • Single: blackhole
    • Final: meteorstrike
  23. Sonic Aether: The energy of sound is found where the air vibrates with it, most potently in specific canyons, caves, and other regions where it echoes with a roar, shrills and screeches, booms and resonates deeply. In these places, dragons absorb enough sonic aether to take on a yellowish green hue, becoming chartreuse dragons. Most often, they are found underground.
    • Breath: sonic boom
    • Annual: perfect pitch
    • Area: whisper (1 mile)
    • Barrier: sound wall
    • Immunities: deafness, concussive damage, laryngitis
    • Scale: hearing bonus
    • Gaze: vibration
    • Gate:
    • Summon: vox
    • Sense: superhearing
    • Single: keening (sound that kills)
    • Final: echoing form
  24. Temporal Aether: The energy of time itself is almost everywhere, but the flow of the timestream exists in the fourth dimension, a part of the universe difficult to access except by supernatural means. Dragons who dwell there take in temporal aether and take on a tone of brown that is so light, it is almost white, known as ecru dragons.
    • Breath: confusion gas
    • Annual: speed time
    • Area: wind all clocks (1 mile)
    • Barrier: frozen time
    • Immunities: senescence, amnesia, confusion
    • Scale: slow aging
    • Gaze: aging
    • Gate: repeat hour
    • Summon: chrons
    • Sense: sense temporal anomalies
    • Single: time travel (within span of lifetime)
    • Final: slow time
  25. Tmakikan: The energy of the harvest, of food and nourishment, is found most potently where food is grown - on farms of all kinds, usually - or during harvest festivals and feasts. Either by devouring such a feast or by dwelling amongst farmlands, dragons absorb enough tmakikan to take on the amber color of grain and sap, becoming amber dragons.
    • Breath: sap
    • Annual: strength bonus
    • Area: nourish soil (1 mile)
    • Barrier: amber wall
    • Immunities: poison, senescence, drowsiness
    • Scale: nourishment
    • Gaze: nourish
    • Gate: to farm
    • Summon: oxen
    • Sense: sense food
    • Single: thresher (harvest lifeforce)
    • Final: cornucopia (provide feast)
  26. True Shadow: The energy of pure darkness exists where light cannot reach, most powerfully in lightless caves or undersea places, and there, dragons take in enough true shadow to become pitch black, umber dragons.
    • Breath: shadow ink
    • Annual: shadowspeech
    • Area: dim lights (1 mile)
    • Barrier: pitch darkness
    • Immunities: blindness, deafness, fear
    • Scale: shadowwalk
    • Gaze: blind
    • Gate: to shadowdeep
    • Summon: shadowkin
    • Sense: sense hidden
    • Single: bring night
    • Final: consuming shadow
  27. Tykva Vlast: The energy of autumn, of fallen leaves, of the twilight of the year, is found especially in forests where the changing seasons have the most impact, amidst the taiga and other forests, and it gives dragons who accumulate it an orange tone, the color of ripe pumpkins, making them orange dragons.
    • Breath: petrichor vapor
    • Annual: autumnal light
    • Area: decay vegetation (1 mile)
    • Barrier: wood wall
    • Immunities: rot, cold, fear
    • Scale: comfort
    • Gaze: alter leaf color (or equivalent - hair greys, scales fall off, etc.)
    • Gate: to forest
    • Summon:
    • Sense:
    • Single: bring autumn
    • Final:
  28. Viridian Aether: The energy of nature and the turning of seasons encompasses all life and is found almost everywhere, but most potently in dense forests. It is the cousin of anumun and genesis, and it is often also found near axis mundi, but it is slightly more common. It turns dragons a deep bluish green, making them into viridian dragons.
    • Breath: viridian blast
    • Annual: monsoon
    • Area: deep chill (1 mile)
    • Barrier: silver wall
    • Immunities: senescence, heat, hunger
    • Scale: warmth
    • Gaze: decay
    • Gate: to water
    • Summon: erns
    • Sense: sense aether
    • Single: bring new season
    • Final: seasonal power (preserve life - rebirth, pollen blast - spring, blaze - beltane, solarwind - summer, nourish - harvest, decay - autumn, malnourish - fallow, cold blast - winter, flood - thaw)
Ambrosial:
  1. Ambrosia: The energy of faith, the power of Divine energy as channeled through mortals, is found where faith lives in mortal hearts, but it is generated via paradox within a Divine being and used as currency. It is therefore most commonly found within any site used for religious reasons, and dragons raised in these areas may accumulate enough raw ambrosia to take on clay-like scales and appearance, becoming an brownish orange hue, called clay dragons.
    • Breath: will-sapping gas
    • Annual:
    • Area:
    • Barrier: shield of will
    • Immunities: blasphemy, mortal will, confusion
    • Scale: faith bonus
    • Gaze:
    • Gate: temple gate
    • Summon: Aeonians
    • Sense: sense faith
    • Single: channel Divine
    • Final: reveal Divine
  2. Divine Will: The energy of Divinity, the power of deities, embodied in those Divinities, is found only within their presence. Dragons who absorb it become primordial dragons with the power over the domain of the Divine that influenced them, and an attendant coloration to the energies that Divine has sway over.
    • Breath: Divine flame
    • Annual:
    • Area:
    • Barrier:
    • Immunities: fuligin, antifaith, conflicting Divines
    • Scale: favor bonus
    • Gaze:
    • Gate: Divine bastion gate
    • Summon: Aeonians
    • Sense: sense faith
    • Single:
    • Final: see energy of Divine's domain
  3. Karma: The energy of cyclic justice and rebirth is a form of fate and redemption that cannot be controlled, but that exists everywhere. Dragons can only attain enough to take its form if they achieve enlightenment before they accumulate other energies enough to take a different coloration. Thus, they are extremely rare and exist only in remote places with few other powers - and with someone to guide them to enlightenment. They take on different colors depending on their past lives, and they are called avatar dragons.
    • Breath:
    • Annual: invoke karmic justice
    • Area:
    • Barrier:
    • Immunities:
    • Scale: know past lives
    • Gaze:
    • Gate:
    • Summon:
    • Sense: sense karma
    • Single: alter karma
    • Final:
  4. The Law: The Law only exists in fragments from ancient times, but even a fragment is enough to transform an unformed dragon into a sienna dragon, a rich brownish hue. They exist in remote places where the lost Divine Law still exists in tiny pieces, such as Lost Dwyre.
    • Breath: Dwyrean flame
    • Annual: invoke Divine Law
    • Area: winds of Dwyre
    • Barrier: impenetrable barrier
    • Immunities: control, anhedonia, temptation
    • Scale: Lawcasting bonus
    • Gaze: bind to Law
    • Gate: return to Dwyre
    • Summon: Lawcasters
    • Sense: sense Law
    • Single: control Divine
    • Final: fragment Name
  5. Mortal Will: The energy of raw mortal will exists within mortals who have refused Divine power and faith, and thus, dragons must do this themselves to accumulate it (unless they literally eat a mortalist, which is usually frowned upon). They take on a black, jewel-like hue, making them onyx dragons.
    • Breath: antifaith lightning
    • Annual:
    • Area:
    • Barrier: antifaith zone
    • Immunities: prayer, ambrosian powers, paradoxical powers
    • Scale: antifaith bonus
    • Gaze: break will gaze
    • Gate:
    • Summon: guardians of mortality
    • Sense: sense faith
    • Single: Aeoniankill
    • Final:
  6. Spirit Energy: Spirits are servants of the Divine, and the energy they produce is found wherever they are. Dragons accumulate it if they are attended by spirits, and thus, they must be favored by the Divine or by the spirits to do so. They are especially common in western deserts. They take on a white, fiery hue, and they are known as spirit dragons.
    • Breath: spirit flame
    • Annual:
    • Area:
    • Barrier:
    • Immunities: blasphemy, mortal will, confusion
    • Scale:
    • Gaze:
    • Gate:
    • Summon: spirits
    • Sense: sense spirits
    • Single:
    • Final:
Celestial:
  1. Aemoa: The energy of the matrilineal line, of the matriarchy, of the power of women and those oppressed by patriarchy, is found within the ancestral chain. Dragons who connect to this line before they accumulate too many other energies will take on a light blue color, making them turquoise dragons.
    • Breath: layered flame (flame of ancestors)
    • Annual: learn matrilineal skill
    • Area: matrilineal dreams (1 mile)
    • Barrier: shield wall
    • Immunities: amnesia, skill deterioration, drowsiness
    • Scale: connection to matrilineal line
    • Gaze: drain matrilineal memories
    • Gate: gate to matrilineal homeland
    • Summon: matrilineal figures
    • Sense: review past
    • Single: cumulative matrilineal power
    • Final: pre-Fall form
  2. Banaru: The energy of family, of the clan, of chosen or blood relations, a protective energy and nourishing one, a supportive one, is generated by familial love and bonds, and dragons who accumulate it from their family connections take on a gem-like appearance with various colors, usually a light blue, deep black, or other colors (depending on the family that empowers them), similar to certain stones, making them tourmaline dragons.
    • Breath: charm gas
    • Annual: choose kin (take wounds/etc. for chosen, does not have to be blood-related)
    • Area: invoke homeland
    • Barrier: shield wall
    • Immunities: betrayal from kin, disease, indoctrination
    • Scale: know kin
    • Gaze: reverse aging
    • Gate: gate to homeland
    • Summon: kin
    • Sense: sense kin
    • Single: cumulative current kin power
    • Final: familial bond (share all skills and powers between them)
  3. Botshepehi: The energy of fidelity, loyalty, especially loyal faith to celestial Divines, is found within the hearts of those who believe and who hold to their beliefs. Thus, dragons absorb it by living it, and usually do so as trained by those who raise them. They take on beautiful designs that twist and curve around their scales, many colored and varied as their faiths, making them swirling dragons.
    • Breath: willfire
    • Annual: empowered by loyalty
    • Area:
    • Barrier:
    • Immunities: blasphemy, antifaith, confusion
    • Scale: faith bonus
    • Gaze:
    • Gate:
    • Summon: bonded beings
    • Sense: sense loyalties
    • Single:
    • Final: channel Divine
  4. Celeste Water: The energy of salvation exists within the Celestial Realms in most abundance, but can be found on Shem in pools, rivers, and other places with celeste water. Dragons absorb it by drinking it, making their souls pure and potent, and giving them the same light blue color of the waters, making them celeste dragons.
    • Breath: celestial steam
    • Annual: scour evil
    • Area: protection from evil (1 mile)
    • Barrier: heavenly wall
    • Immunities: torture, temptation, soul damage
    • Scale: protection from evil (1 person)
    • Gaze: soul cleanse
    • Gate: heaven gate
    • Summon: angels
    • Sense: sense evil
    • Single: instill goodness
    • Final: celestial flood
  5. Curacion: The energy of health is found in all living things; it is the energy of healing itself. It exists within blood, but it can be found in rare external sources, usually in high mountains in strange springs, and it is here where dragons partake of it, taking on a light creamy hue, swirled and specked with red and blue and grey and black, making them opal dragons.
    • Breath: opalescent flame (cauterizing)
    • Annual: heal wounds
    • Area: preventative (1 mile)
    • Barrier: shield wall
    • Immunities: disease, poison, senescence
    • Scale: regeneration
    • Gaze: encourage health
    • Gate: teleport to nearest place of healing
    • Summon:
    • Sense: sense health
    • Single: revive dead
    • Final: restore health
  6. Dumaqu: The energy of love, bright and burning and intense, is found where hearts are open and compassionate, where love itself thrives, but the vast quantities needed to empower a dragon are found usually in dumaqu jewels produced by acts of love. When dragons consume or drain these, they take on the blue, glowing light of jewels, making them sapphire dragons, dwelling near dumaqu lakes in cold mountains.
    • Breath: jewel light (blue beam)
    • Annual: lovers touch
    • Area: draw attention (1 mile)
    • Barrier: blinding beauty
    • Immunities: charm, blindness, rejection
    • Scale: charisma
    • Gaze: beautify
    • Gate: to lover/to safety
    • Summon: dumaqu jewels
    • Sense: sense emotion
    • Single: reveal true love
    • Final: lovers bond
  7. Elysian Essence: The energy of hope exists where all else seems lost. Hope thrives in the dark, and dragons can find it where all mortals find it - where it is most needed. To accumulate enough of it to transform, they must themselves experience a miracle, and therefore, they are truly rare. When they do, they take on the dark, becoming ebon dragons.
    • Breath: Elysian shadowstream
    • Annual: enable aspiration
    • Area: puff (empowering dust/soot, 100 feet)
    • Barrier: soot cloud
    • Immunities: fear, discouragement, control
    • Scale: grants hope
    • Gaze: empowerment
    • Gate: to safety
    • Summon: help
    • Sense: assess chances
    • Single: grant wish
    • Final: blackwind (winds of hope, powerful)
  8. Euergasia: The energy of labor is most potent when work is unified and either unexploited or in opposition to exploitation, and therefore, it is found amongst those doing great works. Dragons gain this energy by taking part in it, and thus, usually they are dragons raised to do so, often in urban environments. These dragons are rare, but they unite with others well. They take on a light brown hue, like that of a workhorse, becoming dun dragons.
    • Breath: sonic rumble (many voices)
    • Annual: create great work
    • Area: unify workers (1 mile)
    • Barrier: shield wall
    • Immunities: exhaustion, weakening, temptation
    • Scale: endurance
    • Gaze: drain stolen wealth
    • Gate: break down barriers
    • Summon:
    • Sense: sense loyalties
    • Single: unify souls
    • Final: dun sickle (explosive slash that kills only oppressors)
  9. Euphony: The energy of harmony and music is found in the shared voices of singers, the unity of musical performances, and in the rhythms and melodies of life. To absorb enough to transform, most dragons find this energy by singing with their families or others around them, but some can be found naturally in special singing landscapes. It turns them into jewel-like green beings known as emerald dragons.
    • Breath: sonic boom
    • Annual: dirge (instill sorrow)
    • Area: lullabye (calm/drowsiness) (1 mile)
    • Barrier: sound wall
    • Immunities: tone-deafness, confusion, dysrhythmia
    • Scale: music bonus
    • Gaze: vibration
    • Gate:
    • Summon: passerines
    • Sense: superhearing
    • Single: create symphony
    • Final: harmonic unification (bond to all singing with you)
  10. Euphoria: The energy of happiness, of joy, of delight is found in communal expressions of happiness, and as such, dragons absorb it by partaking in those, often in great cultural celebrations in the nations they grow up in. This turns them into a a pale purple hue, making them lavender dragons.
    • Breath: joy gas
    • Annual: reveal secret desire
    • Area: lighten mood (1 mile)
    • Barrier: lavender wall
    • Immunities: confusion, delirium, fever
    • Scale: enliven
    • Gaze: exhiliration
    • Gate: to a place of comfort
    • Summon:
    • Sense: sense emotion
    • Single: permanent happiness
    • Final: intense pleasure
  11. Euphotonia: The energy of art and inspiration, of wonder and awe, is found either in works of art or within the beautiful crystals that hold the light energy in valleys amongst the clouds. These dragons take on a the form of those crystals, making their scales jagged and prismatic, making them crystal dragons.
    • Breath: euphotonia beam
    • Annual: uplift
    • Area: illumination (1 mile)
    • Barrier: rainbow wall
    • Immunities: blindness, confusion, boredom
    • Scale: artistic inspiration
    • Gaze: spectrum split (turn something into 7 component parts)
    • Gate: to end of rainbow
    • Summon:
    • Sense: farseeing
    • Single: rainbow form
    • Final: prismatic aura
  12. Euskepsia: The energy of deep wisdom, the power of experience, a radiant psionic power, is found within the minds of those who have gained and share their wisdom, often on the Long Path, and thus, dragons absorb it from elders who teach them. They become orangish yellow in hue, becoming saffron dragons.
    • Breath: telekinetic slash (not really breath)
    • Annual: deep mind meld
    • Area: read minds (1 mile)
    • Barrier: spear wall
    • Immunities: amnesia, skill deterioration, emotional control
    • Scale: strategy bonus
    • Gaze: nickellify
    • Gate: to Long Path
    • Summon:
    • Sense: sense danger
    • Single: reveal Long Path
    • Final: grant guidance
  13. Hegnh: The energy of hearth and home, comfort and safety, is found within the home itself, a binding power that dragons absorb by staying within the home and community they are raised in. Their scales take on a dark beige hue, making them taupe dragons.
    • Breath: explosive sphere
    • Annual: invoke homeland
    • Area: bolster defenses
    • Barrier: impenetrable shield
    • Immunities: getting lost, loneliness, edged weapons
    • Scale: defense bonus
    • Gaze: paralyze
    • Gate: return (to target's/self's home)
    • Summon: defenders
    • Sense: sense defense flaw
    • Single: build den
    • Final: invoke hospitality (bread and salt)
  14. Holy Virtue: The energy of virtue comes from within, from those who live up to the virtues, and therefore, dragons absorb it by living up to those virtues, taught to them by the community they grow up in. They take on a dull, jewel-like appearance, in every color of the rainbow, making them corundum dragons.
    • Breath: holy flame
    • Annual: invoke mercy
    • Area: patient wave (1 mile)
    • Barrier: sanctuary
    • Immunities: temptation, blasphemy, fear
    • Scale: virtue-empowerment
    • Gaze: instill humility
    • Gate: celestial gate
    • Summon:
    • Sense: soulsight
    • Single: holy firestorm
    • Final: grant service (bond as a servant to the meek)
  15. Iremia: The energy of peace and serenity is found in places that have known little or no conflict, often remote grasslands, where dragons absorb the energy and take on the sheen of pearls, making them pearl dragons.
    • Breath: calming wind
    • Annual: bring accord (make peace between two people/groups)
    • Area: neutralize weapons (1 mile)
    • Barrier: zone of serenity
    • Immunities: edged weapons, blunt weapons, poison
    • Scale: untouchable
    • Gaze: forgetfulness
    • Gate: to safety
    • Summon:
    • Sense: sense danger
    • Single: permanent peace (1 group)
    • Final: invincibility
  16. Lhair: The energy of justice is found when resistance is shown to acts of injustice, usually generated from within, but it can also be found when karmic energies take on a celestial quality. When dragons absorb these (either by engaging in acts of resistance against injustice or engaging with a wave of celestial lhair), they take on pale, creamy yellow color, making them jasmine dragons.
    • Breath: light of justice
    • Annual: invoke judgment (1 person)
    • Area: fear of justice (1 mile)
    • Barrier: shield wall
    • Immunities: control, fear, temptation
    • Scale: sense injustice
    • Gaze: paralyze
    • Gate: to safety
    • Summon: swans
    • Sense: sense injustice
    • Single: scour evil
    • Final: create weapon of justice
  17. Liberation Power: The energy of liberation and freedom is found where oppression is resistance, where slavery is defied, where liberty is sought. Dragons absorb it by engaging in these activities, turning a dark orange hue, making them fulvous dragons.
    • Breath: liberating flames
    • Annual: weaken oppressors
    • Area: break chains (1 mile)
    • Barrier: resistance (invisible push against anyone coming near)
    • Immunities: enslavement, control, being lost
    • Scale: control immunity
    • Gaze: intimidation
    • Gate: to safety
    • Summon: fighters
    • Sense: sense oppression
    • Single: release (release one target from all burdens - actualization)
    • Final: fulvous light (shows the way to freedom)
  18. Radiance: The energy of empowerment is found within rainbows and landscapes touched by rainbows, or captured in prismatic stones, and dragons who absorb it and turn all the colors of the rainbow, becoming iridal dragons.
    • Breath: radiant fire
    • Annual: iridal light
    • Area: empowering wave (1 mile)
    • Barrier: rainbow wall
    • Immunities: sin, blindness, cold
    • Scale: empowerment
    • Gaze: spectrum split
    • Gate: rainbow realm
    • Summon:
    • Sense: sense evil
    • Single: perfect (make target near perfect, but never oneself)
    • Final: prismatic aura
  19. Serendipity: The energy of good fortune, the radiant form of luck, is found so rarely it is nearly impossible to intentionally find or absorb, but when it is found and accumulated, it grants dragons dark blue scales, making them navy dragons, dwelling in remote areas.
    • Breath: good fortune wind
    • Annual: grant good luck
    • Area: unexpected delights (1 mile)
    • Barrier:
    • Immunities:
    • Scale: good luck
    • Gaze:
    • Gate:
    • Summon:
    • Sense: sense fortune
    • Single: perfect luck (7 minutes)
    • Final:
  20. Tenyocan: The energy of valor and bravery comes from within, but its burning power can be granted to others if one possesses it. Thus, many dragons are raised and nurtured on it to create scarlet dragons, bright red-scaled and bold.
    • Breath: scarlet flame
    • Annual: hero's quest (geas)
    • Area: repel missiles (100 feet)
    • Barrier: spear wall
    • Immunities: fear, edged weapons, collateral damage
    • Scale: instills bravery
    • Gaze: intimidation
    • Gate: to safety
    • Summon:
    • Sense: assess risk
    • Single: scarlet lance (harms foes who are out of your league)
    • Final: echinemon
  21. Ujjval Aatma: The energy of equilibrium is attained through the peace of the soul, thus coming from within, so dragons are usually raised to attain it in order to transform by it. They gain scales like adobe, light brown stone, making them adobe dragons.
    • Breath: cobblestone spray
    • Annual: choose champion (give a person powers to stand up for equality)
    • Area: unify the meek (1 mile)
    • Barrier: shield wall
    • Immunities: inflicted prejudice, emotional control, temptation
    • Scale: sense of equality
    • Gaze: equalize
    • Gate: to safety
    • Summon: bison
    • Sense: soulsight
    • Single:
    • Final: equilibrium
  22. Waarheid: The energy of truth is found within one's True Name, and dragons who absorb it find objective truth within themselves to do it. They gain a metallic sheen, becoming antimony dragons.
    • Breath: trueflame
    • Annual: alter Name
    • Area: honesty wave (1 mile)
    • Barrier: mirror shields
    • Immunities: deception, stealth attacks, arcanum
    • Scale: kinesics bonus
    • Gaze: see True Name
    • Gate:
    • Summon:
    • Sense: sense truth
    • Single: create Name
    • Final:
  23. Yahas: The energy of community comes from bonding with one's people, thus all dragons who transform by it do so because of the way they are raised. They take on a reddish brown hue, becoming auburn dragons.
    • Breath: auburn flame
    • Annual: soulbonding
    • Area: bond community (1,000 feet)
    • Barrier: chain wall
    • Immunities: disruption, confusion, hatred
    • Scale: protection from betrayal
    • Gaze:
    • Gate:
    • Summon: community members
    • Sense: sense bonds
    • Single:
    • Final: communal gift (give power to all bondees)
Infernal:
  1. Arnum: The energy of agony and pain, it is generated from acts of torment and torture. Dragons must hunt and terrorize and bully in order to generate and consume it to transform by it, turning pale and wan, becoming pallid dragons.
    • Breath: pallid gas
    • Annual: bonebreak/no-kill
    • Area: irritation (1 mile)
    • Barrier: hooks
    • Immunities: pain, stun, impact
    • Scale: pain immunity
    • Gaze: itchiness
    • Gate: to danger
    • Summon: excruciator
    • Sense: sense pain
    • Single: eternal agony
    • Final: torment
  2. Baleblood: The energy of rage exists within the blood of those consumed by it and in some rare blood rivers and lakes. Dragons must either consume it by devouring those who have it, drinking from these rivers or lakes, or by igniting their blood through rites of rage. When they do, they become bright red, a hue that resembles baleblood, making them bale dragons.
    • Breath: baleblood (stream of burning blood, enrages and burns)
    • Annual: uncollable violence
    • Area: irritation (1 mile)
    • Barrier:
    • Immunities: calm, charm, control
    • Scale: enrage
    • Gaze: boilblood
    • Gate:
    • Summon: the Horde
    • Sense: sense weakness
    • Single: blood nova
    • Final:
  3. Bedrog: The energy of deception and lies is found in False Names that are created only through obscure rites, but they have proliferated in the form of illusory landforms such as redleaf forests. Dragons absorb these False Names and turn reddish pink, becoming amaranth dragons.
    • Breath: black nommic lightning (alters Name)
    • Annual:
    • Area: illusory reality (1 mile)
    • Barrier: displacement
    • Immunities: deception, stealth attacks, arcanum
    • Scale: deception bonus
    • Gaze: drain Name
    • Gate:
    • Summon: echoes
    • Sense: sense lies
    • Single: create False Name
    • Final:
  4. Blasphemy: The energy of rejecting righteousness and/or the Divine is found is massive amounts around the Fuligin Field and The Pit, and dragons there turn a sooty black color, becoming fuligin dragons.
    • Breath: fuligin gas
    • Annual: spiritkill
    • Area: rejection (causes target to temporarily forget their faith) (1 mile)
    • Barrier: fuligin metal wall
    • Immunities: faith, the Law, blindness
    • Scale: protection from faith
    • Gaze: drain faith
    • Gate: Pit-gate
    • Summon: Pit-monster
    • Sense: sense faith
    • Single: Aeonian-kill
    • Final: fuligin wind
  5. Brown Aether: The energy of pollution and the wasting of the world is found near industrial areas and landfills, and dragons who absorb it become brown dragons.
    • Breath: sludge
    • Annual: acid rain
    • Area: befoul land (1 mile)
    • Barrier: brown film
    • Immunities: poison, disease, radiation
    • Scale: stench
    • Gaze: violate mind
    • Gate: to polluted region
    • Summon: smog
    • Sense: sense contamination
    • Single: violate soul
    • Final: toxic aura
  6. Cacophony: The malsonorous sounds of cacophony, the energy of dissonance and disconnection, are found especially commonly in the Shrikewood and in certain deep crevasses within the earth, and there, dragons absorb this power and, if they survive, grow into a splendored, splintered metallic coloration, many-colored and violent, bismith dragons.
    • Breath: sonic boom
    • Annual: disconnect bonds
    • Area: deafening boom (1 mile)
    • Barrier: sound wall
    • Immunities: deafness, disconnection, confusion
    • Scale: wailing noise
    • Gaze: burst eardrums
    • Gate: to loudest thing nearby
    • Summon: disharmonian
    • Sense: superhearing
    • Single: soulshattering scream
    • Final: mindshattering scream
  7. Corrogatio: The energy of conquest and colonial domination is generated by acts of conquest and domination, unjust and brutal, and sometimes this energy is left on the field of battle afterward. There it rests and poisons the ground, and dragons who absorb it become a yellowish orange hue, known as xanthous dragons.
    • Breath: conquering lightning
    • Annual:
    • Area:
    • Barrier:
    • Immunities: fear, poison, control
    • Scale:
    • Gaze:
    • Gate:
    • Summon: slaves
    • Sense: sense weakness
    • Single:
    • Final: conquering storm
  8. Drenante: The energy of greed and parasitism is generated through acts of exploitation, drained from the work of others, and thus, dragons can only absorb it if they own or control others. Most dragons who transform via drenante, therefore, have inherited slaves or servants or employees from their parents. They take on a jewel-like quality and turn clear, becoming diamond dragons.
    • Breath: aurifying gas
    • Annual: steal object
    • Area: drain lifeforce (1 mile)
    • Barrier: aurum wall
    • Immunities: parasites, draining powers, theft
    • Scale: accumulation
    • Gaze: drain wealth
    • Gate:
    • Summon:
    • Sense: appraise
    • Single:
    • Final:
  9. Eldritch Energy: The energy of doom, of the eschaton, is present only near the
    • Breath: petrifying gas
    • Annual: inflict doom (geas)
    • Area: inflictg sense of impending doom (1 mile)
    • Barrier: ivory wall
    • Immunities: fate-binding, Foundation, fear
    • Scale: know doom
    • Gaze: ossify (ivory)
    • Gate: to danger
    • Summon: apollyonian beast
    • Sense: sense doom
    • Single: revelations of doomsday
    • Final: instant kill
  10. Feirua:
    • Breath: loathing gas (makes targets hate each other)
    • Annual: purify blood
    • Area:
    • Barrier: brass wall
    • Immunities: charm, equalization, control
    • Scale: bigotry
    • Gaze: instill prejudice
    • Gate:
    • Summon: froemmlers
    • Sense: sense prejudice
    • Single: alter bloodline
    • Final:
  11. Fusei:
    • Breath: weakening gas
    • Annual:
    • Area: control terrain
    • Barrier:
    • Immunities:
    • Scale:
    • Gaze:
    • Gate:
    • Summon: onis
    • Sense: sense advantages
    • Single:
    • Final:
  12. Gossamer Light:
    • Breath: gossamer lightbeam (mindcontrol ray)
    • Annual: souldrain
    • Area: whisper (1 mile)
    • Barrier: webs
    • Immunities: control, deception, stealth attacks
    • Scale: controls bearer
    • Gaze: instill subconscious thought
    • Gate: to the Prophetess's webs
    • Summon: spiders
    • Sense: sense leverage
    • Single:
    • Final:
  13. Hollow Energy:
    • Breath: hollowing gas (fear and pain)
    • Annual: traumatize
    • Area: no escape (1 mile)
    • Barrier: chasm
    • Immunities: trauma, control, fear
    • Scale: willpower bonus
    • Gaze: inflict pain
    • Gate: to danger
    • Summon: hollower
    • Sense: sense weakness
    • Single: hollow body (fill with vermin)
    • Final: image of Hollow Jack
  14. Ibbissu:
    • Breath: entropic blast
    • Annual: mutate self/others
    • Area: randomness (1 mile)
    • Barrier: primordial waters
    • Immunities: confusion, madness, control
    • Scale: madness
    • Gaze: random polymorph
    • Gate: abyssal gate
    • Summon: tantum
    • Sense: sense chaos
    • Single: erode Name
    • Final: invade soul (violate soul+control soul)
  15. Imperium:
    • Breath: petrifying gas
    • Annual: enslave
    • Area:
    • Barrier: schwerstrum wall
    • Immunities: control, fear, weakening
    • Scale: willpower bonus
    • Gaze: chain
    • Gate:
    • Summon: slaves
    • Sense: sense weakness
    • Single:
    • Final:
  16. Infernum:
    • Breath: hellfire
    • Annual:
    • Area:
    • Barrier: brimstone wall
    • Immunities: heat, blindness, guilt
    • Scale: drains soul of bearer
    • Gaze: souldrain
    • Gate: hellgate
    • Summon: demons
    • Sense: sense good
    • Single:
    • Final:
  17. Misfortune:
    • Breath: acidic cloud
    • Annual: cause major accident
    • Area: randomness (1 mile)
    • Barrier: zone of calamity
    • Immunities: accidents, doom geas, confusion
    • Scale: bad luck
    • Gaze: cause minor accident
    • Gate: to danger
    • Summon:
    • Sense: sense luck
    • Single: commune with Dragon of Misfortune (Divine)
    • Final: cause disaster
  18. Mollesse:
    • Breath: despair gas
    • Annual: instill desperation
    • Area: wave of loss (1 mile)
    • Barrier: cobalt
    • Immunities: sadness, amnesia, loneliness
    • Scale: sorrow
    • Gaze: inflict sorrow
    • Gate: to danger
    • Summon: desolator
    • Sense: sense emotion
    • Single: cause suicide
    • Final: instill guilt
  19. Msawhat:
    • Breath: grey mist
    • Annual: corrupt mind
    • Area: raise dead (1 mile)
    • Barrier: bone wall
    • Immunities: poison, senescence, cold
    • Scale: corrupts soul
    • Gaze: corrupt heart
    • Gate: greygate
    • Summon: undead
    • Sense: sense life
    • Single: soul jar
    • Final: command greater undead
  20. Peccatum:
    • Breath: charm gas
    • Annual: enslave with desire
    • Area: overwhelming desire (1 mile)
    • Barrier:
    • Immunities: temptation, charm, poison
    • Scale: beautify
    • Gaze: temptation
    • Gate:
    • Summon:
    • Sense: sense desire
    • Single:
    • Final:
  21. Pravum:
    • Breath: amniotic poison water
    • Annual: childkill
    • Area: stillbirth wave (1 mile)
    • Barrier: oceanic wall
    • Immunities: pressure, cold, vacuum
    • Scale: infertility
    • Gaze: infertility
    • Gate: to deep oceans
    • Summon: kurmi kirin
    • Sense: sense fertility
    • Single: reaping of the firstborn (where shadow falls, for one full moon)
    • Final: cuckoo's egg
  22. Quaestus:
    • Breath: souldrain lightning
    • Annual: heartdrain wave
    • Area: drain wealth (1 mile)
    • Barrier: brimstone wall
    • Immunities: draining powers, parasites, poison
    • Scale: drains bearer's mind
    • Gaze: drain lifeforce
    • Gate: hellgate
    • Summon:
    • Sense: sense weakness
    • Single: Name-drain
    • Final: net of exploitation
  23. Razdavit':
    • Breath: infernal lightning
    • Annual:
    • Area:
    • Barrier:
    • Immunities:
    • Scale:
    • Gaze: draining gaze
    • Gate:
    • Summon:
    • Sense:
    • Single:
    • Final:
  24. Slitna:
    • Breath: destroyer lightning
    • Annual: morag acid
    • Area: bonebreak (1,000 yards)
    • Barrier: magma wall
    • Immunities: concussive damage, lightning, fire
    • Scale: indestructible
    • Gaze: withering gaze
    • Gate: to Abaddon
    • Summon: morag
    • Sense: sense flaw in object
    • Single: dissolving wave
    • Final: shatter
  25. Sterisi:
    • Breath: rusting gas
    • Annual: malnourish
    • Area: landwasting (1 mile)
    • Barrier: cracked earth
    • Immunities: hunger, thirst, decay
    • Scale: hunger resistance
    • Gaze: desiccate
    • Gate: to wastelands
    • Summon: ravener
    • Sense: sense food
    • Single: deny actualization (one target)
    • Final: blightwind
  26. Stravomenos:
    • Breath: mindnumbing dust
    • Annual:
    • Area:
    • Barrier:
    • Immunities:
    • Scale:
    • Gaze:
    • Gate:
    • Summon: mindless drones
    • Sense:
    • Single:
    • Final:
  27. Tandh:
    • Breath:
    • Annual:
    • Area:
    • Barrier:
    • Immunities:
    • Scale:
    • Gaze:
    • Gate:
    • Summon:
    • Sense:
    • Single:
    • Final:
  28. Thorn Energy:
    • Breath: thorns (consumes identity)
    • Annual: drain emotions
    • Area: poisoned land (500 yards)
    • Barrier: thorn wall
    • Immunities: poison, identity loss, control
    • Scale: jealousy
    • Gaze: instill envy
    • Gate: Aeldgate
    • Summon: wiedergangers
    • Sense: sense desire
    • Single: drain Name
    • Final: everbetter bond
  29. Uafas:
    • Breath: fear gas
    • Annual: inflict phobia
    • Area: cause nightmares (1 mile)
    • Barrier: terrifying illusions
    • Immunities: fear, illusions, stealth attacks
    • Scale: fear immunity
    • Gaze: inflict worst fear
    • Gate: nightmarewalking
    • Summon: vargr
    • Sense: sense fear
    • Single: steal image (break glamour)
    • Final: permanent fear
  30. Vile Energy:
    • Breath: poison gas
    • Annual: plague
    • Area: fever (1 mile)
    • Barrier: miasma
    • Immunities: disease, poison, senescence
    • Scale: causes cancer
    • Gaze: lung damage
    • Gate: into a miasma
    • Summon: diseases
    • Sense: sense health
    • Single: bond with the Contagion
    • Final: increase virulence
  31. Void:
    • Breath: void ink
    • Annual: lifenull
    • Area: mindnull (500 yards)
    • Barrier: pellucid zone
    • Immunities: any three esoteric energies except void or magic
    • Scale: magic immunity
    • Gaze: nullmind
    • Gate: voidgate
    • Summon: formless one
    • Sense: sense magic/void
    • Single: magical deadzone (no magic for 500 yards)
    • Final: soulnull
Nommic:
  1. Aifaellam:
    • Breath:
    • Annual:
    • Area:
    • Barrier:
    • Immunities:
    • Scale:
    • Gaze:
    • Gate:
    • Summon:
    • Sense:
    • Single:
    • Final:
  2. Ancestral Memory:
    • Breath:
    • Annual:
    • Area:
    • Barrier:
    • Immunities:
    • Scale:
    • Gaze:
    • Gate:
    • Summon:
    • Sense:
    • Single:
    • Final:
  3. Blood Energy:
    • Breath: bloodflame (burning blood, but not baleblood)
    • Annual:
    • Area:
    • Barrier:
    • Immunities:
    • Scale:
    • Gaze:
    • Gate:
    • Summon:
    • Sense: sense bloodline
    • Single:
    • Final:
  4. Emotional Resonance:
    • Breath: apathy vapors
    • Annual: alter emotions
    • Area:
    • Barrier: carnelian wall
    • Immunities: emotional control, rage, confusion
    • Scale: empathy
    • Gaze:
    • Gate:
    • Summon:
    • Sense: empathy
    • Single: ennead conjunction
    • Final:
  5. Humors:
    • Breath:
    • Annual:
    • Area:
    • Barrier:
    • Immunities:
    • Scale:
    • Gaze:
    • Gate:
    • Summon:
    • Sense:
    • Single:
    • Final:
  6. Mijjit:
    • Breath: bile spray
    • Annual:
    • Area:
    • Barrier:
    • Immunities: poison, weakening, weariness
    • Scale: constitution bonus
    • Gaze:
    • Gate:
    • Summon:
    • Sense:
    • Single:
    • Final:
  7. Nommos:
    • Breath: nommic flame (alters Name)
    • Annual:
    • Area:
    • Barrier: those who do not know themselves may not pass
    • Immunities: loss of identity, deception, senescence
    • Scale: know self
    • Gaze: inflict new Name
    • Gate:
    • Summon:
    • Sense: know True Name
    • Single: create True Name
    • Final:
  8. Psionic Energy:
    • Breath: telekinetic slash (not really breath)
    • Annual: mindbonding
    • Area: read minds (1 mile)
    • Barrier: telekinetic barrier
    • Immunities: amnesia, confusion, control
    • Scale: psionic power
    • Gaze: mind drain
    • Gate: collective subconscious
    • Summon: bonded minds
    • Sense: sense thoughts
    • Single: transfer mind
    • Final: hive mind
  9. Raesian Energy:
    • Breath: bone dust spray
    • Annual: desiccate
    • Area: raise corporeal dead (1 mile)
    • Barrier: bone wall
    • Immunities: ashar, poarta, senescence
    • Scale: corrupt flesh and bone
    • Gaze: ossify
    • Gate: greygate
    • Summon: corporeal undead
    • Sense: sense death
    • Single: bond to Colossus
    • Final: melt flesh
  10. Soul Energy:
    • Breath: metaphysical flame (burns souls only)
    • Annual:
    • Area: read souls (1 mile)
    • Barrier:
    • Immunities: control, loss of identity, fear
    • Scale: know self
    • Gaze: souldrain
    • Gate: inner way
    • Summon: pusarans
    • Sense: soulsight
    • Single:
    • Final:
Paradoxical:
  1. Complexity:
    • Breath: complex mist
    • Annual: lightspeed travel
    • Area:
    • Barrier: mist wall
    • Immunities: amnesia, confusion, fear
    • Scale: expand intellect
    • Gaze:
    • Gate: infinite door
    • Summon:
    • Sense: sense systems
    • Single:
    • Final:
  2. Flux:
    • Breath: flux blast (polymorph body)
    • Annual: polymorph soul
    • Area: polymorph heats (1 mile)
    • Barrier: zone of alteration
    • Immunities: inflicted alteration, confusion, paralysis
    • Scale: accelerated evolution
    • Gaze: polymorph mind
    • Gate:
    • Summon:
    • Sense: sense shifts
    • Single: alter Name
    • Final: catalyze
  3. Momentum:
    • Breath:
    • Annual: lightspeed travel
    • Area:
    • Barrier:
    • Immunities:
    • Scale: speed bonus/endurance bonus
    • Gaze:
    • Gate: teleport anywhere
    • Summon:
    • Sense: sense movement
    • Single: everywhere at once
    • Final:
  4. Paradox:
    • Breath: dark matter blast
    • Annual: do the impossible
    • Area: randomness (1 mile)
    • Barrier: reality breakdown
    • Immunities: anything
    • Scale: numen
    • Gaze: polymorph Name
    • Gate: break planar barrier
    • Summon: manifestations
    • Sense: sense contradictions
    • Single: unmake
    • Final: apotheosis
  5. Possibility:
    • Breath: lightning
    • Annual:
    • Area:
    • Barrier: glass wall
    • Immunities:
    • Scale: scientific skill bonus
    • Gaze:
    • Gate:
    • Summon:
    • Sense: sense chemical reactions
    • Single:
    • Final:
  6. Recursion: Recursion will simply kill a dragon.
  7. Vonzot:
    • Breath: ethereal light
    • Annual:
    • Area:
    • Barrier:
    • Immunities: loneliness, being lost, executive dysfunction
    • Scale:
    • Gaze:
    • Gate:
    • Summon:
    • Sense: sense systems
    • Single:
    • Final:
Poioumenonic:
  1. Arcane Shadow:
    • Breath: blinding ink
    • Annual: erase object
    • Area: inflict silence (1 mile)
    • Barrier:
    • Immunities: amnesia, deafness, fear
    • Scale: stealth bonus
    • Gaze: deafen
    • Gate:
    • Summon:
    • Sense: sense secrets
    • Single: erase living thing
    • Final:
  2. Dream Energy:
    • Breath: sleeping gas
    • Annual: read dreams
    • Area: sleepiness (1 mile)
    • Barrier: illusory wall
    • Immunities: drowsiness, fear, confusion
    • Scale: glamour
    • Gaze: instill images into dreams
    • Gate: dreamwalking
    • Summon: miro
    • Sense: sense dream
    • Single: eternal slumber
    • Final: alter dreamscape
  3. Ethereal Essence:
    • Breath: electrical sparks
    • Annual: ethereal bonding
    • Area:
    • Barrier: jidhiry net
    • Immunities: loneliness, being lost, confusion
    • Scale: bonding power
    • Gaze:
    • Gate:
    • Summon:
    • Sense: sense systems
    • Single:
    • Final:
  4. Fey Energy:
    • Breath:
    • Annual:
    • Area:
    • Barrier:
    • Immunities:
    • Scale:
    • Gaze:
    • Gate:
    • Summon:
    • Sense:
    • Single:
    • Final:
  5. Fortune:
    • Breath: winds of fortune
    • Annual: grant good luck
    • Area: randomness (1 mile)
    • Barrier: zone of random
    • Immunities:
    • Scale: good luck
    • Gaze:
    • Gate:
    • Summon:
    • Sense: sense fortune
    • Single: perfect luck (7 minutes)
    • Final: alter luck
  6. Fate:
    • Breath: burning sand
    • Annual: threadweave
    • Area:
    • Barrier: sandstorm
    • Immunities: control, altered luck, amnesia
    • Scale: know destiny
    • Gaze: vitrify
    • Gate:
    • Summon:
    • Sense: prescience
    • Single: threadcut
    • Final: binding fate
  7. Ginginyuneti:
    • Breath:
    • Annual:
    • Area:
    • Barrier:
    • Immunities:
    • Scale:
    • Gaze:
    • Gate:
    • Summon:
    • Sense:
    • Single:
    • Final:
  8. Kor:
    • Breath: aging dust
    • Annual: learn/grant historical skill
    • Area:
    • Barrier:
    • Immunities: senescence, amnesia, confusion
    • Scale: know history
    • Gaze: dissolve
    • Gate:
    • Summon: historical figures
    • Sense: review past
    • Single:
    • Final:
  9. Mana:
    • Breath: mana flame
    • Annual: doublecast
    • Area: connect ley line (1 mile)
    • Barrier: blue zone
    • Immunities: any three forms of esoteric energy except void
    • Scale: magic bonus
    • Gaze: drain magic
    • Gate:
    • Summon: the cunning
    • Sense: sense magic
    • Single: leyline commune
    • Final: sorcery
  10. Poioumenon:
    • Breath: russet flame (legendary fire)
    • Annual:
    • Area:
    • Barrier: bramble wall
    • Immunities: confusion, boredom, amnesia
    • Scale: make life interesting
    • Gaze:
    • Gate:
    • Summon: legendary figures
    • Sense: sense shifts in poioumenon
    • Single:
    • Final:
  11. Stagma:
    • Breath: happy gas
    • Annual:
    • Area:
    • Barrier:
    • Immunities: boredom, confusion, inebriation
    • Scale: brings fun
    • Gaze: inebriate
    • Gate:
    • Summon:
    • Sense: sense trouble
    • Single:
    • Final:
  12. Symbolism:
    • Breath:
    • Annual: symbolic invocation
    • Area:
    • Barrier:
    • Immunities: amnesia, dementia, confusion
    • Scale: insight bonus
    • Gaze:
    • Gate:
    • Summon:
    • Sense: sense meanings
    • Single:
    • Final:
  13. Unfugl:
    • Breath: confuse gas
    • Annual: surprise power (random every regeneration)
    • Area:
    • Barrier:
    • Immunities: confusion, surprise, fear
    • Scale: displacement
    • Gaze:
    • Gate:
    • Summon:
    • Sense: sense trouble
    • Single:
    • Final:
Shebvic:
  1. B'qar:
    • Breath: stunning gas
    • Annual: join Wild Hunt
    • Area: heal injured beasts (1 mile)
    • Barrier: thick brush
    • Immunities: surprise attacks, predation, hunger
    • Scale: survival skills
    • Gaze: paralyze
    • Gate: to lodge/den
    • Summon: (animal) predators
    • Sense: superolfactory
    • Single:
    • Final:
  2. Cu'ucuch'ik:
    • Breath: explosive sphere
    • Annual:
    • Area:
    • Barrier: impenetrable barrier
    • Immunities:
    • Scale: building bonus
    • Gaze: petrify
    • Gate:
    • Summon: towers
    • Sense: sense flaw in structure
    • Single:
    • Final:
  3. D'qiarsea:
    • Breath: warflame
    • Annual: invincibility
    • Area: belligerence (1 mile)
    • Barrier: shield wall
    • Immunities: concussive damage, edged weapons, poison
    • Scale: prowess bonus
    • Gaze: intimidation
    • Gate: to the fray
    • Summon: warriors
    • Sense: sense danger
    • Single: superattack
    • Final: create greater weapons
  4. Gebvel:
    • Breath: petrifying gas
    • Annual:
    • Area: obstacle course (1 mile)
    • Barrier: impenetrable barrier
    • Immunities: concussive damage, heat, radiation
    • Scale: defense bonus
    • Gaze:
    • Gate: teleport anywhere
    • Summon: gargoyles
    • Sense: sense barriers
    • Single:
    • Final:
  5. Gemtkhereg:
    • Breath: sleep gas
    • Annual: change size
    • Area:
    • Barrier: smoke bomb
    • Immunities:
    • Scale: theft bonus
    • Gaze: steal object
    • Gate: pick lock
    • Summon: criminals
    • Sense: sense treasure
    • Single:
    • Final:
  6. Kakraohy:
    • Breath: shebvic lightning
    • Annual: grant skill increase
    • Area: obstacle course (1 mile)
    • Barrier: spear wall
    • Immunities: amnesia, skill deterioration, senescence
    • Scale: quick learning
    • Gaze: drain skill
    • Gate:
    • Summon:
    • Sense: sense skill level
    • Single:
    • Final: grant new skill
  7. Mashoaab:
    • Breath: aurifying gas
    • Annual:
    • Area:
    • Barrier: diamond wall
    • Immunities: executive dysfunction, weakening, drowsiness
    • Scale:
    • Gaze: drain value
    • Gate:
    • Summon:
    • Sense: appraise
    • Single:
    • Final:
  8. Menab'e:
    • Breath: drain dust
    • Annual:
    • Area:
    • Barrier:
    • Immunities:
    • Scale: resourcefulness bonus
    • Gaze:
    • Gate:
    • Summon:
    • Sense: sense resources
    • Single:
    • Final:
  9. Oalkhaylaoataa:
    • Breath: shebvic lightning
    • Annual:
    • Area:
    • Barrier: impenetrable barrier
    • Immunities: concussive damage, crushing damage, paralysis
    • Scale: strength bonus
    • Gaze: make heavier (but not increase mass)
    • Gate:
    • Summon: wathite with at least 10 feats
    • Sense: sense weakness
    • Single:
    • Final:
  10. Shavev Mashkalran:
    • Breath: shebvic light
    • Annual:
    • Area: invoke law (1 mile)
    • Barrier: impenetrable barrier
    • Immunities:
    • Scale:
    • Gaze:
    • Gate:
    • Summon: vaettir
    • Sense: sense systems
    • Single:
    • Final:
  11. Shebv Heya:
    • Breath: shebvic flame
    • Annual: bind soul
    • Area: maintain status quo (1 mile)
    • Barrier:
    • Immunities:
    • Scale: stabilization
    • Gaze: paralyze
    • Gate:
    • Summon:
    • Sense: sense change
    • Single:
    • Final:
True Dragons:
  1. Draconic Power: discipline - black
    • Breath: draconic lightning
    • Annual: test disciple
    • Area: obstacle course (1 mile)
    • Barrier: draconic mist
    • Immunities: control, executive dysfunction, weariness
    • Scale: willpower bonus/discipline
    • Gaze: intimidation
    • Gate: to a great distance
    • Summon: disciples
    • Sense: sense weakness
    • Single: empower
    • Final: dragondance (intricate maneuver that unleashes incredible power)
  2. Draconic Power: dragon (garnet) - power
    • Breath: dragonflame
    • Annual: instill power
    • Area: power blast (100 yards)
    • Barrier: drachesch wall
    • Immunities: concussive damage, edged weapons, poison
    • Scale: strength bonus
    • Gaze: intimidation
    • Gate: to stronghold (den)
    • Summon: warriors
    • Sense: sense weakness
    • Single: transfer strength
    • Final: draconic firestorm
  3. Draconic Power: dragon (magenta) - accumulation
    • Breath: dragonflame
    • Annual: amplify accumulation
    • Area: drain value (1 mile)
    • Barrier: drachesch wall
    • Immunities: hunger, thirst, lightning
    • Scale: accumulation
    • Gaze: drain soul
    • Gate: to hoard
    • Summon: dragons
    • Sense: sense energies
    • Single: transfer accumulated
    • Final: five selves (for five rounds)
  4. Draconic Power: dragon (painted) - majesty
    • Breath: draconic light (rainbow)
    • Annual: instill vanity
    • Area: glamour (1 mile)
    • Barrier: dazzling lights
    • Immunities: charm, control, flattery
    • Scale: majestic presence
    • Gaze: instill wonder
    • Gate: to hall of mirrors (den)
    • Summon: attendants
    • Sense: detect lies
    • Single: permanent awe
    • Final: prismatic aura
  5. Draconic Power: dragon (zinc) - territory
    • Breath: draconic lightning
    • Annual: alter territory landscape
    • Area: define territory
    • Barrier: territorial barrier (varies by territory)
    • Immunities: control, being lost, fear
    • Scale: grant territory
    • Gaze: intimidation
    • Gate: return to territory/den
    • Summon: denizens of territory
    • Sense: sense borders
    • Single: commune with territory
    • Final: draconic thunderstorm
Old Draconic Pool

This topic: Shem > Reference > Species > Dragons > DraconicPower > PoolOfDraconicPowers
Topic revision: 09 Apr 2023, SallyJaneBlack
This site is powered by FoswikiCopyright © by the contributing authors. All material on this collaboration platform is the property of the contributing authors.
Ideas, requests, problems regarding Foswiki? Send feedback