@MidnightRaven @Dimesocket @Malaika @shadowdrac @Nimphy @Lamvin @FloatingInSpace
Ok, from my understanding the new magics were meant to be variations/adititions to an element, things that were still part pf the essence pf a flight, but which dragons were unable to do with their magic before. Control over things that were important to a flight, but relatively untouchable by their magic. I also felt that they were meant to have destructive cabability, since the voice that bought our gaurdians there spoke of revenge, not just glory. The dragons themselves are vengeful, and I felt that whatever magic they gain it would make sense if they could be used in battle.
So unto the elements, and how my ideas in my last post compare to what everyone else has said. I apologize if my critique starts to sound negative, but opinions what the flights are already capable of can change from person to person, and know that for most of these points I'm still pretty flexible.
Earth/Pillar: I like the ideas Malaika had here, but I've always seen Earth magic as being very constructive, and it even says in the World Map "the Earth Dragons of the DragonHome are monument builders" So the idea of raising bulidings doesn't seem very new, and I'd suggest putting the magic more towards the golems, even if these dragons have more advanced abilities towards building with rock.
Fire/Metal: I can see why Nimphy suggested moving this to earth magic, but at the same time this is a good fit for fire. Blacksmithing is a highly important part of the fire flight, but in my mind their magic centers around heat and flame, so their smiths still have to rely on heat and tools to bend the metal, if I'm making any sense. So metal magic would skip that part, and allow dragons to shape metal even in its solid form, without the use of tools.
Metal magic grants control over elements classified as metals, and earth magic over elements classified as nonmetals, perhaps the more ancient the rock the stronger a pillar dragons power is over it.
Water/Life: the idea of healing bugs me a bit since healing is already a flight-wide thing in Sornieth (at least in the coliseum), and there really doesn't seem to be any connections to healing in the water lore, so it doesn't feel as centered in the flight to me. *shrugs*
I originally suggested blood magic since it has the potential to be aggressive, and I didn't think it would get in the way of plague when plague magic wasn't on the original pillar. Blood magic would consist of having a connection not just with the water in lakes/streams/etc. but that of living things, since water is the lifeblood of all life. This wouldn't have to be the same as the literal bloodbending in avatar, and could still have some relations to healing, just not directly it.
Also notable is that in runestones there is a blood tile, and that the symbol for life in the game is an egptian ankh, though I forget what the signifigance of the symbol was beyond meaning life.
Wind/cloud:
This is my own flight, and my character's flight, so admittedly I'll be more strict on it. I changed it earlier because while clouds have a large presence in the sky, they are made of water and are only up there because of the sun's heat, technically. I just don't see them as being very important to the wind flight.
So here was my thoughts on sound: the wind flight dragons are artisans, and minstrels as well as wanderers, their very home is ringing with the endless sound of wind blowing in its own musical way. Wind is an invisible magic, and so would sound be. Sound surrounds and creates their flight in a lot of ways, the one thing important to them that their natural magic can't quite touch.
A sound dragon would have an extensive haering range, able to catch sounds of a vast variety of pitches, as well as to focus in on quiet or distant ones when necessary. They also would be able to make noises beyond their vocal chords normal limits, whose sources can seem to be from a different direction than the dragon themselves.
I recegnize that Sound isn't a runestone, but I was under the impression that the magic was based on the game, rather than had to come from it. I'm willing to discard the sound idea if nessecary, but I would still prefer to be able to call the new wind magic something other than cloud, if possible.
Ok, from my understanding the new magics were meant to be variations/adititions to an element, things that were still part pf the essence pf a flight, but which dragons were unable to do with their magic before. Control over things that were important to a flight, but relatively untouchable by their magic. I also felt that they were meant to have destructive cabability, since the voice that bought our gaurdians there spoke of revenge, not just glory. The dragons themselves are vengeful, and I felt that whatever magic they gain it would make sense if they could be used in battle.
So unto the elements, and how my ideas in my last post compare to what everyone else has said. I apologize if my critique starts to sound negative, but opinions what the flights are already capable of can change from person to person, and know that for most of these points I'm still pretty flexible.
Earth/Pillar: I like the ideas Malaika had here, but I've always seen Earth magic as being very constructive, and it even says in the World Map "the Earth Dragons of the DragonHome are monument builders" So the idea of raising bulidings doesn't seem very new, and I'd suggest putting the magic more towards the golems, even if these dragons have more advanced abilities towards building with rock.
Fire/Metal: I can see why Nimphy suggested moving this to earth magic, but at the same time this is a good fit for fire. Blacksmithing is a highly important part of the fire flight, but in my mind their magic centers around heat and flame, so their smiths still have to rely on heat and tools to bend the metal, if I'm making any sense. So metal magic would skip that part, and allow dragons to shape metal even in its solid form, without the use of tools.
Metal magic grants control over elements classified as metals, and earth magic over elements classified as nonmetals, perhaps the more ancient the rock the stronger a pillar dragons power is over it.
Water/Life: the idea of healing bugs me a bit since healing is already a flight-wide thing in Sornieth (at least in the coliseum), and there really doesn't seem to be any connections to healing in the water lore, so it doesn't feel as centered in the flight to me. *shrugs*
I originally suggested blood magic since it has the potential to be aggressive, and I didn't think it would get in the way of plague when plague magic wasn't on the original pillar. Blood magic would consist of having a connection not just with the water in lakes/streams/etc. but that of living things, since water is the lifeblood of all life. This wouldn't have to be the same as the literal bloodbending in avatar, and could still have some relations to healing, just not directly it.
Also notable is that in runestones there is a blood tile, and that the symbol for life in the game is an egptian ankh, though I forget what the signifigance of the symbol was beyond meaning life.
Wind/cloud:
This is my own flight, and my character's flight, so admittedly I'll be more strict on it. I changed it earlier because while clouds have a large presence in the sky, they are made of water and are only up there because of the sun's heat, technically. I just don't see them as being very important to the wind flight.
So here was my thoughts on sound: the wind flight dragons are artisans, and minstrels as well as wanderers, their very home is ringing with the endless sound of wind blowing in its own musical way. Wind is an invisible magic, and so would sound be. Sound surrounds and creates their flight in a lot of ways, the one thing important to them that their natural magic can't quite touch.
A sound dragon would have an extensive haering range, able to catch sounds of a vast variety of pitches, as well as to focus in on quiet or distant ones when necessary. They also would be able to make noises beyond their vocal chords normal limits, whose sources can seem to be from a different direction than the dragon themselves.
I recegnize that Sound isn't a runestone, but I was under the impression that the magic was based on the game, rather than had to come from it. I'm willing to discard the sound idea if nessecary, but I would still prefer to be able to call the new wind magic something other than cloud, if possible.