Traits
Habapi Colored Sclera (Habapi Crystal Trait)
Gives the habapi a sclera that is any color other than white or off-white. This includes dark sclera.
Habapi Dragon Scales (Habapi Crystal Trait)
Gives the Habapi hard scales. Should cover no more than half the body.
Can appear most places on the body but are most commonly found on the shins and forehead/snoot area. Cannot be placed where the mane grows or any other fluffy area.
Habapi Dragon Wings (Habapi Crystal Trait)
Gives the Habapi leathery Dragon Wings. Should be no smaller than the same size as the habapi's body and no larger than about 1.5x the size of the habapi.
Habapi Dragonhorn Texture (Habapi Crystal Trait)
Gives the Habapi's horns texture similar to Meridia's scaled horns.
Habapi Extra (Habapi Crystal Trait)
Lengthens horns, ears, tails, or mane. One potion applies to one area (i.e. one potion would apply only to the tail and you'd need an additional potion forĀ longer ears).
Habapi Fairy Wings (Habapi Crystal Trait)
Delicate insect-like wings. They are translucent and optionally may have sparkles and/or veins. The largest wings should be at least the size of the Habapis torso, and no longer than their entire (bipedal) height.
Habapi Feathered Ankles (Habapi Crystal Trait)
A pair of wings sprouts from the ankles (can be modified if habapi dragon wings are added). They should be the size shown in the reference image.
Habapi Feathered Wings (Habapi Crystal Trait)
Gives the Habapi Feathered Wings. Should be about 1.5x the size of the habapi.
Habapi Gemstone (Habapi Crystal Trait)
Fully crystal or crystal infused (any color). One potion covers horns + hooves.
Habapi Glitter (Habapi Crystal Trait)
Creates a glittery appearance.
One potion covers either Horns + Hooves OR Fur + Mane (however, the design can have JUST glitter horns and not hooves, or JUST glitter mane and not fur, etc).
Habapi Glowing (Habapi Crystal Trait)
Creates a glowing appearance. One potion covers either Horns + Hooves OR Fur + Mane (however, the design can have JUST glitter horns and not hooves, or JUST glitter mane and not fur, etc).
Habapi Iridescence (Habapi Crystal Trait)
Gives a rainbow sheen to the habapi. One potion may affect the fur and/or mane, or the horns and/or hooves.
Habapi Light Pupils (Habapi Crystal Trait)
Gives the Habapi pupils which are lighter than the iris.
Habapi Metallic (Habapi Crystal Trait)
Gives the habapi a metallic appearance. One potion covers Horns + Hooves or Fur/Markings + Mane (however, the design can have JUST metallic horns and not hooves, or JUST metallic mane and not fur, etc).
Habapi Prismatic (Habapi Crystal Trait)
Creates a prismatic appearance to the horns or hooves. The horns and/or hooves appear to be translucent crystal; may be tinted with a bit of color. When they catch the sunlight, these parts can give off rays of rainbow just like real crystals. (those who use CSP can see clip studios asset shop for prism brushes). One potion covers Horns + Hooves however, the design can have JUST prismatic horns and not hooves or vice-versa).
Habapi Rainbow Eyes (Habapi Crystal Trait)
Gives the habapi multicolor irises.
Habapi Rampant Growth (Habapi Crystal Trait)
Any kind of flower/plant/mushroom growth
One potion covers one type; either mushrooms or plants. There can be multple types of mushrooms or multiple types of plants; just not a combination of the two types unless there are two potions used. No more than 50% coverage.
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.