Traits
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.
Ascended Halo (Ascended)
A half-halo with light rays appears around the back of the ascended's neck.
Ascended Prismatic (Ascended)
The ascended's antlers and hooves appear to be made of prismatic crystal. One potion covers both antlers and hooves.
Dragon Scales (Ascended)
The ascended's body is completely covered in scales (save for the mane, inner ears, and tail fluff).
Extra Long Body (Ascended)
The ascended becomes longer; one might say noodle-like.
Greater Antlers (Ascended)
The ascended's antlers simply scale up in size (within reason).
Multi Antlers (Ascended)
The ascended has another pair of antlers (up to 2 total sets).
Multi Ears (Ascended)
The ascended has another set of ears (up to 3 total sets). Use one potion per additional set.
Multi Legs (Ascended)
The ascended has an extra pair of legs. The legs tend to group together either as front or rear legs.
Use multiple potions to get additional pairs.
Multi Tails (Ascended)
The ascended has a second tail. Use multiple potions to get additional tails (up to 6).
Starlight Blessing (Ascended)
A bright constellation appears around the back of the ascended's neck. In the case of sonoaitielkh, this may be in place of their constellation mark.
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.