Elemental Calender 3.1 by Bysthedragon on DeviantArt (original) (raw)
I had a bunch of people telling me that there was a mix up in the placements of the labels for Fire and Lightning so I did a quick fix and now it should be perfect. Thank you everyone for your feedback and enjoying my artwork!
I decided create a 3rd version of my Elemental Calendar. The main change from the second version is that I scrapped the idea of Yin and Yang attuned powers and decided to go for elemental variants.
In my series Dragons get their elemental powers based on the phase of the moon when their egg is laid or otherwise exposed to the moon even if it's not lit. One element is dominant to the other so there's a 75%-25% that a dragon born under that lunar phase will be born with one or the other.
- The Full Moon yields the elements Light and Crystal, which are otherwise known as the Heavenly Elements
- These elements have an association with holiness, light is pretty obvious. In the Abrahamic religions the gates and walls of heaven are said to be lined with diamonds and pearls, in Chinese myth there is the Jade Emperor who rules the bureaucracy of Heaven, and Chinese Dragons often have a jewel of wisdom imbedded on their heads. Light is more common than Crystal.
- The Waning Gibbous yields the elements Wind and Wood, which are otherwise known as the Sky Elements
- These elements are associated with the sky, Wind is pretty obvious. In Western Culture Trees and Plants are often associated with the earth but in the Chinese concept of Wu Xing Wood is associated with the Air, Wind, and Sky. This is probably because Trees reach upwards into the sky and produce the air that we breathe. Wind is more common than Wood.
- The Third Quarter yields the elements Poison and Sound, which are otherwise known as the Animal/Beast Elements
- Prior to being given the powers to manipulate elemental forces of nature the earliest dragons probably had a natural venom and the ability to incopacitate prey with an ear splitting shriek. The Elements of Sound and Poison are magically enhanced versions of their ancient natural powers. Poison is more common than Sound.
- The Waning Crescent yields the element Ice and Water, which are otherwise known as the Sea Elements
- These Elements are associated with the Sea, Water is pretty obvious and Ice is kinda a stretch but you'll find giant glaciers on the ocean around the arctic. It is not as important that they are associated with the sea but more so that they are states of H2O, the reason the Phase is given the Sea name is in relation to the Sky elements and the Land elements. Water is more common than Ice.
- The New Moon yields the elements Shadow and Phantom, which are otherwise known as the Spirit Elements
- These elements are associated with the night and the realm of spirits as in this world Dragons believe that the world of ancestral spirits is the Moon itself. Shadow is more common than Phantom.
- The Waxing Crescent yield the elements Metal and Earth, which are otherwise known as the Land Elements
- These elements are associated with the land, Earth literally makes up the ground we walk on and Metal Ore is found deep within the earth. Earth is more common than Metal.
- The First Quarter yields the elements Fear and Psionic, which are otherwise known as the Mind Elements
- These elements are associated with the power of the mind or having power over other minds. Psionic Dragons tend to specialize either towards telepathy or telekinesis. Fear Dragons are able to instill terror into the minds of others what each individual perceives is different depending on what their mind finds terrifying. Psionic is more common than Fear.
- The Waxing Gibbous yields the elements Lightning and Fire, which are otherwise known as the Energy Elements
- These elements are associated with different forms of energy and power, Fire is primarily associated with thermal energy and Lightning is pretty literally electrical energy. Fire is more common than Lightning.
The Dragon Gods: Atarau (Ah-tar-ow) God of the Moon, The Night Sky, Time, Changes, Cycles, Transformation, Wisdom, Knowledge, Magic, and Death
Atarau is the King Dragon God who's domain is on the Moon itself which Dragons believe is the Spirit World where all Dragons go when they die and serve under Atarau in his Moon Kingdom. Because of his distance from the world and rulership over the dead Atarau tends to be very detached from the affairs and troubles of mortals but he plays an important role in giving Dragons their elemental powers through the lunar cycle.
Adaamaa (Ah-dom-ah) Goddess of the Sun, The Day Sky, Life, Sex, Fertility, Marriage, Motherhood, Eggs, Power, and Rebirth
Adaamaa is the Queen Dragon Goddess and the main Guardian of her husband Atarau like the Queen to King on a Chess Board. She is more attached and interested in the affairs and troubles of the mortal world but she hangs back waiting and watching from a distance till her intervention is truly necessary probably because she’s so insanely powerful that any amount of force she exerts could result in tremendous collateral damage and cataclysm.
Roshna (Roh-Sh-na) Goddess of Light, Peace, Stars, Love, Mercy
Roshna is an all loving optimist who cares for and sees the best in all dragons. Despite her size and her age, Roshna is a lot like a big child, I suppose it helps being an immortal Goddess, that makes her age negligible, so occasionally she might come down to the world disguised as a mortal child or young lady just to play and have fun with kids or build a relationship with a dragons who really need her to make their lives better. In the divine court Roshna represents the voice mercy acting as the defense attorney to souls who have wronged in life.
Heere (He-ree) God of Crystals, Wealth, Royalty, Reflections, Judgment
Heere is the eldest brother of the 16 elemental deities. He is very wise, patient and calculated, he reflects on a situation from many angles before coming to a decision and he enjoys collecting objects of significant value or importance, learning all he can about them and archives them for safe keeping so they can be learned from by future generations. This became a national history museum in the capital of the southern dragon empire which has become known as Heere’s Hoard. In the divine court Heere represents the voice of judgment deciding the fate of souls who have wronged in life.
Seramah (Ser-rah-ma) Goddess of Fire, Heat, Volcanoes, Discipline, Warriors, Justice
Seramah is incredibly powerful, dominating, and fierce, but she also holds strictly to a code of morality which she has taught to the mortal dragons. she believes being a good dragon is more important than being a strong warrior, after a wildfire or an eruption life is able to grow from the ashes, volcanic soil is some of the most fertile when paired with rain. The warrior’s job is to be an instrument of peace, when a problem arises that can’t be handled without force then the Warrior moves in, beats the life out of the problem as efficiently as they can and then step back so that the rebuilding process can happen. In the divine court Seramah represents the voice of justice calling out the crimes committed by souls who have wronged in life.
Akaashee (Ah-kah-she) God of Lightning, Storms, Energy, Trickery, War
Akaashee is a fun loving and very mischievous god. Often his fun and games comes at the expense of others and they have a tendency to cause discord and confusion but not usually an real harm or lasting damage to people unless they had it coming, he’s chaotic god but he’s not evil. Akaashee also enjoys mental challenges like complex puzzles and riddles, while his sister Serama represents the battle aspect of War Akaashee represents the strategic aspect, he is a master of being more prepared than his opponent and using underhanded tactics, misdirection, and theatricality. If you can impress Akaashee by solving one of his puzzles then he may be willing do do a favor for you in return, but he may also continue to give you puzzles and you have to continue to impress him if you want him to continue helping you.
Maanasik (Man-ah-seek) Goddess of Psionics, Prophecy, Mudra, Mandala, Oracles
Maanasik is the Guardian of the Future, her job is to foresee and weave events that occur to make that future happen and protect the timeline from anomalies. As it sounds it’s no simple job, the future is never set in stone, the way she sees the future is like looking through a crystal, each fractal is slightly different from the last, every possible future that could happen…which is INNUMERABLE! Fortunately she does not have to go through every single imaginable future, she has a method to narrow down what she’s looking for by focusing on specific events but her conclusion may not be 100% correct. Once she has handful of more-likely futures she then tries to lead events subtly towards a particular future that will not cause catastrophe. Maanasik has a hard time communicating with anyone because her mind is so stretched to understand concepts that are beyond rational thought and incredibly hard to even begin to understand or describe so almost like an obsessive compulsion she has to speak in riddles so if she doesn’t need to speak she doesn’t try to and uses other means to communicate like expressions or allowing others in proximity to her to feel her emotions.
Mataku (Mah-tah-koo) God of Fear, Protection, Monsters, Blood, Punishment
Mataku is like a boogeyman figure to Dragon-kind often used in fables to scare young whelplings to behave themselves or avoid dangers, but he also serves the humble and often thankless role as the Warden of the hellish realm in dragon culture punishing the souls of dragons who have committed evil deeds in life. He is very strict taking no nonsense, prideful, ambitious, and envious primarily of his shiny brother Heere so on the side of coming up with sufficient punishments for the damned he also tries to come up with schemes to take Heere's place in the pantheon.
Djameen (Jah-meen) Goddess of Earth, Architecture, Agriculture
Djameen is a builder and an artist, she loves to create structure from the earth that are megalithic but also serve a specific purpose and is made to last a long time, however she can not leave the structure just being purely function, she also wants to make it look beautiful and awe inspiring. All over the continent there are giant rock structures created by Djameen, each one is recognizable as being one of her creations by the ruins etched in the structure. When Dragons are in need she is there to provide; many caverns in the mountains were carved out by Djameen herself as the original early home of dragons at the dawn of civilization
Koura (Koh-oo-rah) God of Metal, Technology, Smithing, Procedure
Koura is a brilliant inventor, he’s very savvy and confident, he is passionate about his work and being a god he is objectively the best craftsman in the world, but because he’s the best and no one can top him he will not make his weapons or inventions public, he keeps them locked in a secret location guarded by automatons only to be used in an emergency situation. If he simply allowed dragons to have his inventions then they would never need to create things of their own or get to experience the joy of invention that he takes great pride in. Instead if a craftsman is able to impress him then he may be willing to offer advice and teach them, be warned he is very condescending so he will intentionally get on your nerves and treat you like you know nothing but it’s worth putting up with him to get his divine understanding of mechanics.
Atarangi (Ah-tar-an-gee) God of Shadows, Secrets, Stealth, Silence
Atarangi is very calm and insightful but quiet, observing individuals from a distance without getting directly involved so that he could fully understand them. He is charged with the duty to keep all of the world’s most dangerous secrets safe and deliver secret messages, but occasionally his job also requires espionage, sabotage, and assassination. Technically Atarangi does not often have to work in the field himself being a deity, but delegate tasks out to his followers. He acts more like a master sage who teaches his art, and guards secret knowledge but if he ever does have to do the job himself then I hope his target had a good day because they will never see him coming and death is imminent.
Wairua (Why-roo-ah) Goddess of Phantoms, Ancestors, Death, Autumn
Wairua is the psychopomp who guides the souls of the dead to the afterlife. She is often quiet, listening to others and says very little. She is peaceful and non judgemental for everyone is equal in death. Every soul becomes innocent in death as they were in birth, some take more time than others to get there but they all do eventually. If the soul needs time to tie up loose ends then she’ll allow them to return to the mortal plane as a ghost and if they are in grief then she will comfort them like they were her child.
Aysu (Ay-soo) Goddess of Water, Cleansing, Emotions, Memories, Summer
Aysu is the mature and adaptable ruler over all the world’s water. Water is the most abundant natural resource on the Earth and is vital for the sustainability of life, as such Aysu is very powerful and beloved as a giver of life who brings the nourishing rains, seasonal floods, and the bountiful fish that provide dragons with fresh water, precious fertile soil, and the fish which is a favorite dish to dragons. However Aysu is also very emotionally driven and acts on what she feels rather than what is logical, she's typically well tempered and easy going, she just wants to make others happy, but she is easy to take offense and can hold long grudges and make rash decisions in moments of anger. Just as she is a giver of life she can also be a taker of it too, her anger can cause droughts, flooding, fishing to reap no reward, and in the worst case scenario giant tsunamis to demolish all that has been built upon the land.
Whakatio (Wah-kay-she-oh) God of Ice, Coldness, Mathematics, Astronomy, Winter
Whakatio is very calm, focused and analytical, though he's distant from others preferring to be among his own thoughts than in a group so he resides on frozen mountain tops where he can see the stars. He views the world in a very numerical way where everything that exists can be broken down into mathematical formulas and explained thusly through pure unromanticized logic and reason and this is also reflected in the way he speaks unemotionally and in terms of observable facts. He tends to be difficult to excite or inspire because he feels like nothing can surprise him anymore, he knows enough to figure out anything, nothing is left unknown to to him and life feels empty so the one thing he wants most is to be surprised, find something new and unknown to him.
Waiatta (Why-ah-tah) God of Sound, Music, Roars, Mantra
Waiatta is a voluntary mute, he would love to be able to sing or even utter a word but his voice is so incredibly strong that merely whispering could kill someone, if he started singing then it would be like the blast wave of a nuclear bomb! There is probably at least one place in the world where he can sing without hurting anyone, but then nobody will ever hear his passion. In order to communicate he has made alternative means of communication by creating the art of music and dance and sharing it with Dragon kind so now whenever an instrument is played that is the voice of Waiatta. Despite being unable to talk Waiatta is a social butterfly, he is very easy going, enjoys being in the company of others, charming to both Dragons and Dragonesses, is exceedingly generous, and especially enjoys spending time with children and preforms stories for them with music.
Nakahi (Nah-kye) Goddess of Poison, Medicine, Alchemy, Chemistry
Nakahi is the sweet and sour mistress who symbolizes the necessary conflict between Medicine and Disease. It’s easy to think that Nakahi doesn’t care about mortal lives, and sometimes she really does have to distance herself from caring but there is a reason for her actions, death and disease is a necessary so that there can be life at all. Like most any powerful alpha predators the greatest threat to Dragons are not another powerful alpha predator but the smallest and most insignificant seeming of creatures; viruses, bacteria, and parasites. There is a classic story Dragons tell of how a King fell to a slave who tricked him into eating a tiny poisonous fish to remind them to be humble and not to underestimate those who appear to be beneath you, whether this story is based on actual events or not is curently unknown.
Tukauati (Too-kow-ah-tee) God of Air, Weather, Travel, Messengers, Fortune
Tukauati is the boisterous and high spirited ruler of the sky and patron of Merchants, Sailors, and all who set out to travel and explore the world. From the moment he hatched it’s said that he was so excited to see the world that he shot up from the earth with a gale the force of a hurricane bringing the sky with him and never came back down again. Through his power he lifted the young dragons race from the ground and taught them how to use their wings, the best fliers created games and competitions in his honor displaying their prowess in the air of speed, agility, daredevil stunts, and elegance. Traditionally before setting off on a long journey dragons would dedicate parties, games or performance to Tukauati and if he is pleased by it he would bless their journey the winds of good fortune, it’s said that by going with the wind and seeing where it will take you you make open new opportunities that you make have never known existed.
Poiahia (Poy-ah-he-ah) Goddess of Wood, Nature, Mana, Arts, Craft, Spring
Poiahia is the wise and generous mother goddess of Dragonkind, it's believed that the first generation of Dragons did not hatch from eggs but were birthed from an Egg-like fruit in the garden of Poiahia where she raised them. This is why dragons traditionally have a strong reverence for nature, if you cut down a tree you must plant its seeds, if you kill an animal then you must give up some of your own crop to sustain it’s kin, if you are in good grace with Poiahia then she will provide you with a bountiful healthy harvest, medicinal plants, and beautiful flowers, however if you offend her she can make the crops wilt, influence the animals to avoid the area, and replace a good harvest with weeds, toxic plants, and hard spiny vines. She has a deep admiration and pride for the beautiful things created by dragonkind like art, literature, and fine craftsmanship.
Elements and Element Variations
Each elemental power has three alternate variations that appear very rarely although it is unclear what causes a dragon to be born with a variant element. A dragon with the primary element usually can not use or are not as proficient as a dragon with the variation of the element. The opposite also applies as a dragon with the variant element can not use the primary element.
- Light
- Healing: Light is often associated with goodwill and holiness, but also scientifically red light can actually stimulate cell activity and increase the rate of the bodies natural ability to heal wounds. This power is like a magically enhanced version of that allowing the Healer Dragon to rapid heal themself or heal a friend with healing light.
- Teleportation: It's not exactly teleportation in the truest sense of the term,the dragon is able to make their body like pure light and travel almost instantly between two locations in a flash, then reform on the other side. To any other observer it would look like instant teleportation but being light based the user will rebound off of reflective surfaces.
- Radiation: All Light is technically radiation but it only really becomes dangerous radiation when the light is ionized. Ionized light carries enough energy to remove electrons from an atom. When ionized radiation messes with the molecular structure of DNA it is able to cause errors in the genetic code that may result in mutation as well as severe burns.
- Crystal
- Glass: Glass can be found in nature such as in the form of Obsidian, it has similar characteristics to crystals being hard and shiny however glass does not have a homologous crystalline structure, it's amorphous and breaks into shards easily not so effective for a defence but very effective for an impromptu stabbing instrument!
- Amber: Amber is considered to be a precious gemstone often used in jewelry however it does not have a homologous crystalline structure, Amber has an amorphous structure and made of the fossilized resin of tree sap thus it's also organic. The user is able to stoot hot sticky amber from their mouth capable of causing painful burns and then quickly hardens into a solid chunk of Amber.
- Pearl: Pearls are also considered to be a precious gemstone often used in jewelry however they are an actually an organic immune system response to parasites that try to feed on oysters. The Oyster traps the parasite in layers of nacre, the same secretion that lines the inside of the shell making it look iridescent. The user is able to create and shape Nacre and form objects made out of solid pearl not just balls of pearl. Pearls symbolize wisdom acquired through experience as well as purity, generosity, integrity. They are believed to attract wealth and luck as well as offer protection.
- Fire
- Smoke: When first observed it was believed that dragons that produce smoke were just weaker or disfunctional Fire Dragons, but now it's classified as being its own variation of the element. While not as directly powerful as fire, smoke is better for environmental control to disorient and incapacitating an enemy, in some cases is capable of causing minor burns and suffocation
- Heat: Heat bypasses the substance of Fire and you are left with just pure heat which is good because it can be used more easily against water. Fire can occasionally beat water primarily if the Fire user is stronger than the Water user, think of it like squirt gun going against a wildfire, the squirt gun is not going to do much, however on an equal playing field it doesn't matter how fast you can make the fire hot if the other person can just suffocate the flames. Heat does not have this problem because the user can just keep raising the temperature till the water boils and evaporates. This easily becomes more dangerous when the heat can evaporate the liquid in a living body.
- Explosion: The power of explosion is a violent and destructive force of expanding energy outward as a shock wave of pressure, light, heat, and combustion. The user is capable of creating close range explosive attacks or a long range explosive shot that flies for a distance before exploding similarly to a firework and could even have the mesmerizing colors of a firework. Fireworks can be really dangerous if they explode point blank near you and the sound of the explosion can even from a distance can be deafening.
- Lightning
- Plasma: Pretty simply, instead of generating electricity the user is able to generate and manipulate super hot Plasma. Plasma is the next stage of matter after Gas that has so much kinetic energy that the electrons of the gas come loose from their set path around the atom and flow freely through the plasma giving it an ionic charge. Plasma is so hot that it can burn through almost any substance.
- Magnetism: As opposed to the Element of Metal, rather than controlling the physical metal itself, the user is able to generate and control magnetic fields that allows them to manipulate metals without having the Metal Element but is also distinct from just being Metal Manipulation under a different name, magnetism has many properties that metal alone does not such as being able to shield the earth from deadly solar winds, block plasma, generate electricity, Light even falls on the electromagnetic spectrum!
- Entropy: Entropy is complicated...it basically a physics term that means chaos but it's like a physical chaos in all systems as they exist. The Power of Entropy gives the user the ability to push huge amounts of energy into a physical system causing particles to act erratically and is very likely to cause it to shatter or explode.
- Psionic
- Foresight: The user is able to perceive future events before they happen but the future itself is constantly in fluxuation and never exactly certain. The farther you try to see forwards the more uncertain the future becomes therefore foresight is best used for immediate events such as battle precognition, seeing your opponent's attacks and respond to them before they happen.
- Time Dilation: Time is a very difficult force to control, it is greater and more vast than anyone can truly understand so to try to master it is an act of futility, but in the moment you exist with the power of Time Dilation you can make it bend. The user is able to create a field that slows down time to a standstill or speeds up time within the area of effect.
- Gravity: Gravity is one of the fundamental forces of the universe, able to bend light, space, and even time! The user can increase or decrease gravity in the area around them to make things light or heavy, attract or repel things around them, and alter their orientation in gravity to walk on any surface.
- Fear
- Illusion: The user is able to warp reality to what they imagine by manifesting visual illusions, nothing they create is actually real but used wisely it can be very powerful. So long as the viewer doesn't realize that they are looking at an illusion then can be tricked into acting a certain way, even convincing the brain of the target to think that they actually have been hurt and die from the shock. In other cases illusion can be used more tactically to make an enemy make a fatal error in judgment.
- Mania: Instead of inducing fear, the user is able to induce madness on their target. While under the influence of Mania the victim loses their grip on reality and become delusional.
- Courage: Courage is not the absence of fear but the mastery of it. What scares the Boogeyman more than someone he can not scare, the presence of fear has the opposite effect on someone with the power of Courage, it empowers them to keep going and makes them stronger as well as inducing courage in others around them.
- Earth
- Sand: Unlike most other element variants, primary Earth Dragons are technically capable of manipulating Sand; Sand is still a part of Earth, however they are not as proficient with sand as a Dragon with the variant element because sand behaves differently than regular earth. Rather than being one solid mass sand is shifty and loose...and it gets everywhere, it basically behaves similarly to a liquid thus one would control Sand similarly to how they would control water albeit significantly less wet and harder to breath.
- Clay: Primary Earth Dragons are also capable of manipulating clay and mud as they are still part of Earth, however they are not as proficient with clay as a Dragon with the variant element because it behaves differently than dry earth and often contains water. Rather than being totally solid Clay can vary between being totally runny silt, thick and moldable, or if it's fired it undergoes a chemical transformation to become super hard, ceramic materials are used on space shuttles and bulletproof armor. Plastic explosives also fall under the domain of Clay because as Deidara likes to say...Art is....AN EXPLOSION!
- Lava: The Geothermal molten state of superheated Earth to the point, considered to be the most powerful natural force on the planet, it destroys everything in its path until it cools down and becomes solid, however one with the power to of Lava is able to maintain the heat through pure will and heat up the earth around them to the point that it becomes more lava.
- Metal
- Rust: This power allows the user to rust and corrode at certain metals very quickly making attacks from metal weapons ineffective and allows them to break through metal armor with ease, however this does not work on specifically corrosion resistant metals like Gold and Chromium.
- Magma: I call it Magma as opposed to Lava because Magma is the more pure substance inside the core of the earth before it passes through layers of rock and becomes exposed to oxygen, it's really just Molten Metal as opposed to Molten Rock. Same principles as Lava applies here but it cools into pure metal rather than rock, Molten Metal also isn't as accessible as lava, while a Lava dragon can make lava from Earth, a Magma Dragon has to be more picky with the material that they heat up, metal only.
- Transmutation: Transmutation allows the user to use power to change the identity of metals up and down the alchemic hierarchy of metals. Different metals have different properties and are good for different situations. Lead is toxic, Iron is hard, Gold is expensive, Mercury is Liquid and Toxic. Imagine making armor out of tin and transform it into Iron, turning someone's fork into Lead, or turning Copper coins into pure Gold!
- Phantom
- Bone: Bone is quite different than the ethereal nature of the Phantom element, Bones are a lot more physical although They are the last earthly traces of the dead and seem to last forever. Bones symbolize mortality, the transition from life to death, and resurrection. The user is able to manipulate their own skeleton, or bare bones separate from the living.
- Reanimation: Reanimaton allows the user to extend their own spiritual essence to corpses around them to temporarily give them artificial life to one or more dead bodies as long as the user is able to maintain focus. The more corpses the user tries to control the more concentration it takes to sustain the undead rendering the user almost completley immobile. If the Reanimator over exerted, passes out or dies then all of the corpses will revert back to being dead.
- Astral Projection: Astral projection allows the user to temporarily release their spirit from their body although no matter how far they stray, an ethereal tether always links the spirit with their body like an umbilical cord. While in spirit form the user's spirit is virtually undetectable to all normal senses, is able to traverse vast distances with ease, and phase through solid matter just like a ghost but while their spirit is separate from their body, the body itself is left in a vulnerable comatose state, their spirit can not stay out of the body indefinitely, they are vulnerable to things that exist within the spirit realm, and if the ethereal link to the body is severed by something within the spirit realm then their body will die and they'll be stuck as a spirit.
- Shadow
- Blindness: Shadows can inhibit one's ability to see unless light is present, the power to induce Blindness bypasses shadow's vulnerability to light by taking away the victim's sense of sight leaving them confused and vulnerable. Dragons with the variant element of Blindness tend to also be born blind themselves but their other senses are super enhanced.
- Pitch: Pitch Black is an otherworldly power with no comparable equivalent in the natural world leading to the belief that this power belongs to another plane of existance entirely, perhaps from the world of the Dead. Pitch allows the user to transform shadows into a physical liquid-like form of darkness, it's able to exist in the presence of light because it behaves like matter rather than the absence of photons but it seems to become stronger in the dark. It's not wet like water and is thick like oil but the user can sink into it to disappear and then remerge from a different shadow.
- Twilight: Twilight is an otherworldly power that is hard to understand for most because it seems to be a contradiction. Twilight is the unification and balance of contrary forces; Light and Shadow. Because it is so strange to earthly perception it is often hard for the eyes to make sense of what they are seeing, different people may describe what they think Twilight is differently, some have described it looking like a glowing darkness, an obscuring light, or the colors of sunset. Twilight requires a balance of light and dark so it can be disrupted by the presence of too much light or dark.
- Water
- Bubble: Bubbles and foam seem harmless and jovial but consider that a bubble is a pocket of gas trapped inside a thin liquid veil, so what happens when it bursts or collapses in on itself. Whales and Dolphins have been known to create a bubbles nets to trap fish, and Mantis Shrimps and Pistol Shrimp create cavitation bubbles that have been known to reach heats of 20,000 K boiling the water around them and also causing a shockwave of light and heat.
- Steam: Steam is Water's answer to Fire and Wind which forms when water boils at least of 212 F or 100 C. Like fire, Steam is hot and can cause searing painful burns, and like wind it's light and gaseous but can be compressed into a tight space and create high amounts of pressure. Similarly to Lava, someone with the power of steam can maintain the heat of their steam through the power of their will and boil water around them to make more steam.
- Ink: My thought process with ink is that it's not entirely water but is water based as well as often utilized naturally by Squids and Octopi for an impromptu smoke bomb-like get away. Depending on the ink it is capable of being thin and runny like water or thick and viscous like mud but more importantly ink traditionally is used in art that mirrors nature like wood block prints, an exceptionally powerful user of ink can use it as a conduit for magic to cast spells or create monsters by using symbols or pictures.
- Ice
- Mist: Mist is to Ice as Smoke is to Fire, while not as directly powerful as ice, mist is better for environmental control to disorient and incapacitating an enemy, it also subtly drops the temperature and in some cases is capable of slowing people down by forming frost.
- Cold: Bypassing the substance of Ice you are left with just pure coldness and it's theoretically possible to reach temperatures of 0 degrees Kelvin or Absolute 0, a state of matter lower than a solid were the atoms no longer have any energy and just fall apart. Approaching this temperature and you will begin to see weird things happening like gases in the air condensing into super cold liquids so it's probably never necessary to drop the temperature all the way down to 0, nothing will survive anyway.
- Sealing: I considered calling it Stasis but decided to go with the name Sealing. Ice is pretty straightforward so the next step was Metaphysically freezing things. A Seal cast on something is a powerful warding spell, at its most simple it can be used to paralyse something for a set period of time be it a living being, spell, tools and/or weapons in a state where it's essentially paused in time, so no matter how long you leave it sealed it will remain unchanged until it's released, this could be from a few minutes up to a century but the longer you set the seal the more energy it'll take out of you. You could also set a seal to activate or deactivate when a certain condition is met, or put the sealed thing inside of something else in an intangible form like sealing a 9 tailed Demon Fox inside a child.
- Sound
- Song: "Words carry weight, mine more so than yours" Song or Song Magic is the ability to apply physical power to words which can vary. One could use the power of music to empower their allies, depower or distract foes, make people uncontrollably break out into a song and dance number, or even summon a hurricane! All of these techniques have to be performed in song so this power takes a lot of planning ahead and protection because if you miss or mess up on a note then the entire spell could fail.
- Pressure: "Pressure pushing down on me, Pressing down on you, no man ask for." the user is able to induce the force of intense pressure on to the surface of an object, allowing them to exert a repulsive pressure field around them or a straight pulse in a targeted direction, increase the density of water's surface to allow the user to stand on top of the water, and shatter rocks or condense them to make a rock or other hard substance harder. Pressure is also capable of causing heat.
- Silence: As opposed to the power of making sound, someone with the power of Silence is capable of inducing deafness in a person, nullifying one's own sound to make themselves silent, or creating an area of effect that absorbs all noise.
- Poison
- Plague: Rather than simply poisoning your opponents, Plague gives it's user the ability to manifest viruses that could have any number of negative or even positive effects on the body. It has been debated whether or not Viruses are actually a living organism, a Virus is essentially a strand of DNA contained in a protein and needs a host in order to replicate itself kinda like a zombie.
- Acid: Acid is quite often associated with toxic substances however most poisons found in nature such as from Animals or Plants are probably are not actually corrosive, although some corrosive materials can also be toxic although that probably doesn't matter as much when your flesh is burning off. The user is able to control and project a caustic chemical liquid or vapor that has a very low pH.
- Mutagen: Mutagen is a substance that induces sudden mutations in an living organism, I imagine a dragon with the power of mutagen can expel it as a liquid or gas that in the short term may only have minor temporary effects but long term exposure may lead to a permanent mutation. The Dragon does not control how the victim mutates it is somewhat random and based on the DNA already present.
- Wood
- Fungi: Oddly while Fungi seem to act more like plants they are genetically closer to animals then they are to plants but because this is nature magic it makes sense that as a variation to the primary element Wood. What most people don't know is that Fungi have a sort of intelligence that is very different than our own, fungi have root-like filaments called mycelium that forms a network of information between one fungus to another and even connects to the plants in its environment and manages the ecosystem such a sending nutrients and toxins where they are necessary to help certain plants grow or kill off an invasive species. The user is able to tap into this information network and command it.
- Paper: This power is more about controlling organic fibers than just paper alone. Paper is defined as a thin material produced by pressing together moist fibres of cellulose pulp derived from wood, or grasses, and drying them into flexible sheets, the process of creating paper was learned by observing the process of bees building their hives. It is a versatile material with many uses though not very durable as it can be susceptible to cutting, burning, and becoming wet mainly because paper is made very thin for convenience, but if you were to make a solid block of paper it would be comparable to solid wood. The user can shape the fibers into different forms like sheets and ropes, fold paper into origami to use them for tools and weapons.
- Mana: Mana is often misinterpreted as another name for magic however this is not entirely accurate, Mana has a very has a very important cultural role in Polynesian beliefs. Mana means "Power, Effectiveness, Prestige," it is a semi-sentient spiritual energy formed in the soul whenever a creature comes into being, and depending on the actions of the user then they can gain or lose Mana. The soul is not necessarily a collection of mana but more like the air breathed by the soul that gives it the necessary energy to function. When the being dies, the mana returns to the environment. Mana is connected to living things and nature, so in the presence of a healthy ecosystem the user of mana can wield incredible power, but without life there is no mana and no power.
- Wind
- Vacuum: Vacuum is the power of empty space, The user is able to forcefully substance from an area such as in the air or water making a pocket of void, nature immediately wants to correct this and fill in the empty space so whatever is around the vacuum gets rapidly pulled in it's direction.
- Dust: As they say "Ashes to Ashes, Dust to Dust..." Dust represents the power of death and the deconstruction of that which exists. The user is able to create and control storms of dust particles, at its most simple dust can act like heavier wind with the potential to lacerate the enemy with cuts or burns because of intense friction, at its most powerful it can function like a contained nuclear blast obliterating it's target on an atomic level.
- Gas: Gas can be especially dangerous as most gases are difficult to observe directly and hard to distinguish from one another, in chemistry they are described through the use of four physical properties or macroscopic characteristics: pressure, volume, number of particles and temperature.
(Please tell me in the comments which element/elemental variant you would want yourself)