Spire

(#43716214)
Lightning mage
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Familiar

Ruche Slug
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Energy: 50/50
This dragon’s natural inborn element is Nature.
Female Imperial
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Personal Style

Apparel

Will o' the Wisp
Voltaic Halo
Fin Jewels

Skin

Accent: Mechanical Valkyrie

Scene

Scene: Stormcatcher's Domain

Measurements

Length
20.66 m
Wingspan
20.75 m
Weight
8030.1 kg

Genetics

Primary Gene
Aqua
Crystal
Aqua
Crystal
Secondary Gene
Goldenrod
Bee
Goldenrod
Bee
Tertiary Gene
Grapefruit
Runes
Grapefruit
Runes

Hatchday

Hatchday
Jul 24, 2018
(5 years)

Breed

Breed
Adult
Imperial

Eye Type

Eye Type
Nature
Unusual
Level 1 Imperial
EXP: 0 / 245
Scratch
Shred
STR
6
AGI
6
DEF
6
QCK
5
INT
8
VIT
8
MND
6

Biography

Types of magic
Metamancy - magic specialising in one unique branch. Can be learned, but can only learn one branch of it. Cannot use runes, enchanting, charmcrafting, transmutation, or alchemy with this type, only spellcraft and incantations. Skilled metamancers can breathe life into creatures of their own making, as long as they’re created from whatever the caster controls. The exceptions to this are necromancers, astromancers, cleromancers, auramancers, and telemancers. Metamancers are also excellent scryers with their element.

Metakinesis - powerful metamancers who can control their branch with their minds.

Elemental - specialises in one element, sometimes more. Can be born with an affinity to it or learned. Can create runes, enchant, charmcraft, spellcraft, incantate, and create potions, but only for the element(s) they have. As elementals use more and more magic, they become more and more like the magic itself, eventually turning into a spirit of their element.

Sorcery - magic born into a bloodline. Can use anything with it, but can be tricky to master. No elemental magic, only neutral magic. Sorcery can come from a history of magical interbreeding, like a fey or dragon ancestor, or can come from a higher being that gifted a bloodline with powers.

Wizardry - magic taught via grimoires. Nothing can be done without their books. Contrary to popular belief, females can be wizards as well. Wizards receive a special, personal grimoire when they begin their training, and the book chooses them. Even though it seems like they have limited pages, they can hold any number of spells of all kinds to be cast. More advanced wizards can write their own spells and record them in their grimoire. Once a wizard has gotten used to a grimoire or memorised all its spells, they often change them into a wand, staff, or amulet that holds the spells and allows them to be cast easier.

Warlockism - powerful magic granted by a higher being, like a daemon. It has almost no limitations, but when used constantly the being who granted you their power can take over your body.

Witchcraft - much like wizardry except no need for a grimoire. Witches are in a coven, who learn from hags, who are ancient witches. Using too much witchcraft will eventually turn you into a repulsive yet powerful hag. Witchcraft can only be learned from a hag, who have passed down the secrets for thousands of years. Anyone who reveals the secrets of witchcraft to non-witches will instantly drop dead. Witches can be male.

Arcane magics - a very mysterious type of magic that only appears when someone is born at an auspicious moment. It can take almost any form.

Subtypes of magic
The different subtypes dictate how magic is channeled. Most mages specialise in one type.

Runes - magic casted with symbols written on a surface

Spellcraft - magic casted with a thought from a physical part of your body, like your hands or mouth

Enchanting - magic infused to an object, granting it powers, protection, or affinity. Enchanted objects like staffs or wands can even cast spells of their own

Incanting - magic cast with movements or words of power

Charmcrafting - creating objects with magic within them, usually worn on the body. Compared to enchanting, one doesn’t need magical power to use a charm(which is different from a charm spell), and the object is created by magic, instead of having magic infused.

Alchemy - creating potions from magical ingredients that when drunken or poured on something, can have a number of effects from strengthening your magic, healing you, and restoring your magic reserves, to poisioning, paralysing, and killing you.

Transmutation - physically altering something to change it into something else, like lead into gold. requires a transmutation circle to be drawn. powerful transmitters can create portals between transmutation circles. only works on non living things

Subtypes of spells
The subtypes of spells are the ones that can be cast, or enhanced by enchantments and potions. Charms and enchanted objects can hold spells. Most mages can use all, but specialise in one or two.

Conjuration - the art of summoning an object from the void

Summoning - the art of summoning a creature like an atronach or golem from the void

Scrying or Divining - the art of using magic to see into the future, past, or different part of the world. Powerful scryers can even look between or into other dimensions

Elemental - magic using the powers of the five elements, which can be infused to create new elements. Elemental mages have the most power over these, and sorcerers cannot cast them

Energy - spells using pure magical energy, with no elemental affliction

Healing - spells that heal wounds, both physical and mental. Powerful healing spells can even bring back the dead(although it has only ever happened once or twice), or repel the undead

Ward - spells that protect things from magical or physical attacks

Trance - spells that put a creature or object under the caster’s control

Illusion - spells that make something appear as differently from what it actually is. Powerful illusionists can even make themselves disappear

Hex - a spell that is cast on something to change it, sometimes permanently. unlike transmutation it isn’t as powerful and can be used in smaller amounts, as well as effect living things.

Jinx - a spell that affects the luck of someone or something. These spells are more powerful than they look, as a bad luck jinx can cause a mage to completely fail at casting a spell, or to have something terrible happen to them. Good luck jinxes can cause amazing things to happen, though it takes more effort to cast than a bad luck jinx

Charm - a spell that influences the emotions of whoever it is cast upon. These can be very powerful, and make someone fall under another’s control. Different from charmcrafting, which involves objects.

Sigil - a symbol embedded with power. After a sigil is cast, afterwards if it is drawn again it will give its power to wherever it was meant to give. Sigils are like runes, except they are usually more intricate and can be like a coat of arms for mages. Also, unlike runes, you can create your own spell bindings to them

Metamorphism - a spell that changes your own appearance to something more complex, more than an illusion. Can also be cast on other things, immobile or living. Very hard branch of magic to master, and the consequences of a spell gone wrong can be disasterous

Types of charms you can craft
The different types of charms can have varying effects

Amulet - a piece of jewellery one can wear containing magical power

Talisman - an object other than jewellery(though they can be made into jewellery), passed down through generations. The older it is, the more powerful it gets

Totem - an object that protects a certain area or object, or blesses it with its magical effects. Usually too large to carry with you

Types of metamancy

Necromancy - using magic to revive the dead as minions. Other spells they can use can also easily trap a victim’s soul, or kill them in ways that replenish the caster’s magical power or heal the caster. Necromancers can also summon ghosts or spirits, and communicate with the dead

Cryomancy - using frost magic. It is much like the elemental combination of water and air to create ice, except it tends to be easier and more powerful. It can manipulate existing ice and cold water, and create wonderful statues, which can have life breathed into them.

Pyromancy - using fire magic. It is like fire elementalism, but easier to learn and the spells are more powerful. Like cryomancy, pyromancers can create forms out of fire, and have life breathed into them.

Electromancy - this form of magic is much like the previous two, except it uses electricity and lightning.

Aeromancy - using air magic, with the addition of breathing life into the creatures they create. Unlike air elementals, powerful aeromancers cannot fly. They can support themselves and glide with the help of gliders and their air manipulation.

Geomancy - like the above, but with earth. Geomancers cannot live underground like a worm like earth elementals, but can survive well in enclosed spaces. They cannot control stones or crystals, only the dirt of the earth. They can control sand as well, but not the things that grow in the earth.

Hydromancy - control of water. They cannot breathe underwater, but can create an airbubble that allows them to take in air while submerged. They can also use the water to move faster while underwater.

These types are harder to master and rarer than the normal types of metamancy

Lithomancy - control of stones and gemstones. Lithomancers cannot control the earth or sand, but can control nearly all types of rock. Powerful lithomancers can control metal.

Umbramancy - control of shadows and the absence of light, as well as create it. Many Umbramancers can see during the night thanks to their powers, as they manipulate the shadows around them.

Luximancy - control of light and brightness, as well as create it

Astromancy - control of the stars and planets. It is one of the rarer versions, where the caster pulls energy from the heavens. On auspicious moments their power is stronger.

Auramancy - control of the energy of living things. They can revive a dying aura, and see the auras of others and control those, sometimes putting others under their control, or reducing their aura.

Telemancy - can move things with your mind, read minds, and create portals between spaces. Powerful telemancers can open portals between dimensions, and control the minds of others.

Types of elemental magic
These are the base four elements, plus aether. They can be combined to make new elements, usually happening when the parents have two different elements. Creating is much harder than controlling an element. The more an elemental mage uses their element, the farther along they come to becoming a spirit of their element. Powerful elementals often have physical changes happen to them that they can’t control, such as an earth elemental having one of their limbs encased in earth.

Fire - control and creation of fire, summoning of fire spirits, and creating magical things with fire effects. Can use any casting method. Is not burned by fire

Water - control and creation(in minor amounts) of water, summoning of water spirits, etc. Can breathe underwater

Earth - control and creation(in minor amounts) of earth and stone, etc. Can survive underground without air for a long time

Air - control and creation of air, powerful air elementals farther along in their transformation to becoming an air spirit can fly, survive high up without loss of oxygen

Aether - control and creation of light and darkness. Can commune with beings of higher power and powerful ones far into their transformation process to become part of the heavens can travel between dimensions, and turn spiritual so that they can pass through solid objects and float

These next elements are various combinations of the four, creating a new element, but cannot control either of the parent elements.

Water/Air(Ice) - can freeze and unfreeze water(and create frozen water in small amounts), which then they can manipulate. Cannot be hurt by the cold

Earth/Water(Nature) - can control plants and fungi, as well as speed up their growth process or create a new one where there is no seed. Powerful ones can speak to plants and animals

Air/Fire(Lightning) - can control and create electricity. Is not harmed by electricity, and powerful lightning elementals can use the electricity to transport themselves through the air

Fire/Earth(Metal) - can control and create(in minor amounts) metal and crystals. Can manipulate these solid things into amazingly detailed machines that run on their ability to control the metal. Powerful ones can also control stone, but not earth.

Warlock Sources of Power

While magical creatures such as nymphs and unicorns can’t grant permanent power to an aspiring warlock, creatures like archangels and daemons can. Magic scholars have deduced many of the creatures that have been said to grant warlocks power, but there are likely many more that have the ability to do so.

Seraphim - the highest ranking angels in any god’s hierarchy. They make sure that the god’s will is carried out, and that can be done by giving power to a warlock. Seraphim can be good or evil, depending on the alignment of the god they worship. Looking at a seraph can burn your eyes out.

Cherubim - angels that are ranked below seraphim. They are more common than seraphim, but have less power. They are defenders of the gods, and when they grant power to a warlock, it is to protect something the god wants protected.

Archfey - the higher beings amongst the fey. They are manipulative and sneaky, twisting their words to give warlocks power but also taking control of them at the same time. Like all fey, they cannot lie.


Ancient dragon - dragons who have lived for hundreds and thousands of years can grant abilities to their patrons. These powers usually correspond with the dragon’s core abilities. If the dragon who is the patron of the warlock dies, they lose their power.

God-channeling - Devout followers of certain gods can use their powers to channel the divine powers. This can be extremely dangerous, as they cannot cast magic without channeling the god, and it could burn up the host if they don’t keep the god in check.

Daemon - The higher, more powerful version of a demon or daimon. They are able to grant warlocks power, and as they tend to be more common than others that can grant powers. They enjoy tricking and playing with their patrons. Their fields of expertise tend to be very specific.

Novenaorn - a unicorn with 9 horns, around its head like a ring or a spiky crown. They are the rarest type of unicorn, and they can grant power to a human who has won their favour.

Djinn - A spirit that resides within an object that it is magically bonded to. Mages can bond wild djinns to containers, but once their wishes are used up the djinn is freed unless the person who released it traps it again. it will not grant any more wishes to them after this. djinni have many different, usually elemental, forms

Conductors of Magic
These enchanted objects are used to enhance a mage’s power and make spells easier to cast. They are mostly used only for spellcasting, but can be used for other subtypes of magic as well.

Staff - a tall(5-6 feet) stick, often intricately designed, that is held in one hand, much like a walking stick. They tend to be best for defensive spells such as shields and wards, as well as for drawing simple runes, but can be used for others as well.

Wand - a short, about foot long piece of wood, often with simple designs on it. It is best at casting offensive ranged spells, but can be used for others.

Sceptre - A short staff(longer than a wand though) with a magical object embedded on the end, usually something like an orb or gemstone. It can be something more unconventional as well, such as a pinecone or large berry. They are best at delivering slow, but powerful attacks and don’t do as well with quicker ones.

Caduceus - A staff slightly longer than a sceptre, with two of some animal, usually snakes or dragons, intertwined around it. The animal is the patron creature of the staff, and gives it power.

Divining Rod - Can be in the shape of a y, or two separate metal rods. Divining rods use energy found in nature, the earth, air, and just about anywhere with magical energy, by finding it and collecting it, then proceeding to store it

Crosier - Curved staffs used to channel a god’s power. Usually designed in tribute to a god or group of gods.

Stave - Much like staffs, but are much bigger and heavier, as well as two-handed. They are unwieldy, but are capable of much larger-scale spells. They also have a unique core embedded in the center.

Sacred numbers

7, 3, 9, 12, 13
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