Traits
Aiti's Healing (Elemental)
Awakening:
Allows an aitielkh to purify (remove disease or impurities from plants, minerals, or water), cleans small areas of spiritual impurity, heal minor wounds, and to accelerate growth of plants.
Intermediate:
The aitielkh can now heal more extensive injuries and illness in living things, cleanse moderate areas of spiritual impurities, and bring forth young trees.
Mastery:
The aitielkh can now heal life-threatening injuries and illness and bring forth mature trees.
Creta (Habapi) (Elemental)
This magic allows habapi to animate the inanimate with the use of creta chalk and magic circles. Creta chalk can be drawn on any surface, most commonly in the air or a few inches above the ground or other surface. Creta magic can animate objects as is (ie, instructing broken stone to return to it's original form, having objects move themselves to a new location) or make constructs out of matter such as clay or stone to create helpers.
Animation magic can last up to 8 hours or until the habapi is no longer within 100 feet. The magic may stop sooner if the habapi is tired, and the spell can be stopped on command by the caster.
Each Habapi may draw magic circles a little differently based on their upbringing and personality, this also may reflect in the constructs they make. Once the magic circle is drawn the circle merges into the item/materials to animate them and is no longer visible. Animated objects may have a faint white glow around them.
Earthsense (Elemental)
Awakening:
Allows an aitielkh to have enhanced awareness and earthsense in a small radius around them, which allow them to pick up on occurences that mundane senses might obscure from them. The aitielkh may also deliberately scry the history of an item that's around half their size or smaller in a brief vision.
Intermediate:
Allows an aitelkh to have enhanced awareness and earthsense in a moderate area. With intent, this can include locating specific lost items or people with a magical sense. The aitielkh may also deliberately scry the history of an item that's similar to them in size, or send long-distance telepathic communication to a willing friend less than a day's travel away.
Mastery:
Allows an aitielkh to deliberately scry the history of a small area, or to have visions of the current state of a shrine or their home without being physically present. They may now engage in telepathic communications with a group of acquaintances, over a larger radius, including across continents.
Friendly Fire (Elemental)
Awakening:
Friendly Fire is an elemental spell that allows an aitielkh to spontaneously cast a warm campfire for staving off the cold or even heating food for guests. There could be a variety of uses for such a spell. The flames require fuel (dry plant matter) in order to continue to burn.
Intermediate:
The aitielkh can now summon more powerful flames to surround and protect areas. They can also create flames of different colors. Flames draw on the aiti's energy unless fuel is provided.
Mastery:
The aitielkh can use fire offensively if needed, in the form of fireballs. They can also create harmless will-o-wisps to secretly guide travelers, or benignly warm the earth to melt snow, ice, or permafrost.
Fulgur (Habapi) (Elemental)
This magic allows habapi to summon up to moderate sized lightning clouds and manipulate lightning with 95% accuracy.
Ignis (Habapi) (Elemental)
This magic enables habapi to create or cast flames and control existing flame. The flame can be different colors and can either burn from natural fuel (dry plant matter) or the habapi's own limited energy.
Lightning Strike (Elemental)
Awakening:
Allows an aitielkh to summon a lightning bolt which can strike with some accuracy.
Intermediate:
Allows an aitielkh to summon a lightning storm which can strike with accuracy.
Mastery:
Allows an aitielkh to summon a lightning storm, control and/or shape lightning fully.
Lumin (Habapi) (Elemental)
This magic allows habapi to move and manipulate objects up to 500lbs without touching it. They must have the object in sight and the object cannot be a living being. They can also manipulate the object intricately- such as tying a knot.
Rushing Waters (Elemental)
Awakening:
This magic enables an aitielkh to manipulate water. They can draw small amounts of water from the ground (water must be present in the ground already) and create small localized rainclouds.
Intermediate:
The aitielkh can now bring forth large amounts of water from the ground, summon localized rainclouds, and cause some water movement such as a slight seiche.
Mastery:
The aitielkh can now cause massive movement of water including waves, seiche, and whirlpools. They can summon rain regionally. They can also walk on or otherwise travel on water.
Shadow Step (Elemental)
Awakening:
Allows an Aitielkh to merge with shadows, essentially flattening to the shape and color of the shadow to help them become unseen. They cannot create new shadows or move beyond the shadow they are occupying without reappearing, but they can “stretch” or deepen already cast shadows to accommodate them. Elkh can take small items with them into shadows, about the size of a decent apple.
Intermediate:
Aitielkh can now become shadow without having to merge with other nearby shadows, and can travel between shadow spots without having to re-emerge from shadow form. They can also create bigger shadows around themselves to hide in, as well as create shadows when they are not in their shadow form. Elkh can now take the equivalent of items or willing creatures into the shadows with them that they would be able to carry under normal circumstances.
Mastery:
Aitielkh can now enter a shadow at one location and emerge from another location (that they have visited before). There are also certain shadow locations throughout Silkassa and Miatias that they can travel to without having visited them before. Elkh can move items and willing creatures into the shadows with them, equivalent to 5x what they would normally be able to carry.
Thaumaturgy (Elemental)
Awakening:
Allows an aitielkh to move objects that weigh less than themselves (does not apply to living beings) (objects below 5-600lbs). This may include lifting/moving inanimate items, making the items tremble or spin, etc.
Intermediate:
The aitielkh can now move objects that weigh as much as or slightly more than themself, and can manipulate the objects more intricately- such as tying a knot.
Mastery:
Allows an aitielkh to manipulate even fairly large items with their without touching them. This may include lifting/moving fallen trees. Smaller items can be recalled to the aitielkh's side at great speed. The aitielkh can now manifest objects (does not apply to living beings) by making an "offering". Example: a glowing mushroom can be transformed into a lantern; moss into cloth, etc.
Umbra (Habapi) (Elemental)
This magic allows habapi to manipulate or merge with existing shadows. They can travel and can carry up to their own weight while in shadow form. They may merge up to one similarly sized (or smaller) consenting creature with them into the shadow.
Unda (Habapi) (Elemental)
This magic allows habapi to manipulate up to moderate amounts of water. They can draw up water that is present from the ground, redirect water from lakes and streams and summon localized rainclouds.
Viridis (Habapi) (Elemental)
This magic allows habapi to accelerate the growth of, or grow from directly the earth, any natural plant material up to the size of a palm tree. They can remove disease or impurities from plants, minerals, or water and also heal moderate wounds or illnesses from living things.