Must be 1 Elemental and 1 Celestial affinity (not 2 elementals)
Nel'oths can learn to use magic and are born with an affinity to one celestial body magic and one elemental magic. Each type of magic is unique and allows the Nel'oth to have additional abilities. The elemental affinity comes from one parent and the celestial affinity comes from the other parent. Different magic types can be combined to create new effects.
Each Nel'oth also has a limited pool of magic that needs to be recharged over time. (like a mana bar)
Nel'oths can learn to use magic and are born with an affinity to one celestial body magic and one elemental magic. Each type of magic is unique and allows the Nel'oth to have additional abilities. The elemental affinity comes from one parent and the celestial affinity comes from the other parent. Different magic types can be combined to create new effects.
Each Nel'oth also has a limited pool of magic that needs to be recharged over time. (like a mana bar)
Affinity: The type of magic that a Nel'oth is born with.
Elemental (Fire, Water, Earth, Plant, Electricity, Sky)
Fire: Able to manipulate and control fire, more resistant to fire, can create a flame by snapping their fingers, fire is more physical and can be picked up, fire can be kept burning through magic, etc.
(cons: not immune to fire damage, cannot keep a fire "alive" if they are running very low on magic)
Jobs they're good at: Fire control/Firefighter, Smelter, Fire marshal, Welder, Grill master
Water: Able to manipulate the flow and structure of liquids, can create ice, can pull moisture out of the air, able to hold their breath for much longer, can move water around them to make them swim faster, etc.
(cons: does not allow for water breathing, only the gills trait will allow for that, dehydrates faster)
Jobs they're good at: Firefighter, Plumber, Test far safe drinking water/pH/water purity
Earth: Able to manipulate and dig through solid earth and rocks, can digest rocks for nutrients, stronger bones, etc.
(cons: usually have slower metabolism, can't survive off of just eating rocks/minerals, heavier than they appear)
Jobs they're good at: Blacksmith, Mining
Plant: Able to manipulate the growth and development of plants, natural knack for identifying plants and a green thumb, more resistant to toxic plants, etc.
(cons: needs to sunbath under the sun or sun like source every so often or at least once a month)
Jobs they're good at: Horticulture, Farmer, Herbalist
Electricity: Able to create electrical charges that can be used to power things that use electricity, shoot/conduct lightning out of paws/crests/tail, can conduct natural electricity, etc.
(cons: the body has a limit to how much electricity that can be stored in the body, anything over that can be potentially lethal therefore the Nel'oth must let off a discharge of electricity every now and then, bigger bodies typically can store more)
Jobs they're good at: Defibrillator, Storm chaser, Electrician
Sky: Able to manipulate air to make themselves faster, can manipulate airflow, can breath easier than normal at higher altitudes, better sense of smell, etc.
(cons: more sensitive than usual to chemical compounds in the air)
Jobs they're good at: Meteorologist,
Celestial (Sun, Moon)
Sun: Associated with heat and destruction. Can make temporary portals to anywhere on the planet that they're on (lv.5 only).
(cons: weaker during the night)
Moon: Associated with cold and development. Users can create powerful visual illusions such as making themselves look more spectacular, or look like they aren't there, or make their den look like a house or that there is no den there. Or make it look like there's more of them (lv.5 only).
(cons: weaker during the day)
It is possible but extremely rare for a Nel'oth to be born with two celestial affinities instead of an element and celestial affinity. In that case, they can make portals to other planets (lv.4 sun & moon) and dimensions (lv.5 sun & moon)
(SUN & MOON AFFINITY ONLY BY BY ADOPTION, CUSTOM, OR ULTIMATE MYO)
Other Magic Types:
Cannot be born with this type of magic. Only available through prompts or events.
Blood: Allows the Nel'oth to see life forces/aura of living things (auras have different color depending on the true nature of the being), heal faster, heal others.
Additional Info: Regular cannibalism is required to maintain this affinity. Minimum 1 full meal a month, but the strength of the blood magic is not strong. Maximum 3 full meals spread through the month for strong magic. (maintained through 1 neat colored halfbody drawing of them)
It is possible for a Nel'oth to eat too much and overdose on the magic, leading their mind breaking which makes the Nel'oth feral/mad/crazy permanently. It takes more for bigger bodied or more tolerant Nel'oths to go crazy.
(cons: can only be maintained through regular cannibalism. If cannibalism is practiced too often, the extra magic in the body can break the mind and make the Nel'oth go crazy)
Jobs they're good at: Emergency Medic
Elemental (Fire, Water, Earth, Plant, Electricity, Sky)
Fire: Able to manipulate and control fire, more resistant to fire, can create a flame by snapping their fingers, fire is more physical and can be picked up, fire can be kept burning through magic, etc.
(cons: not immune to fire damage, cannot keep a fire "alive" if they are running very low on magic)
Jobs they're good at: Fire control/Firefighter, Smelter, Fire marshal, Welder, Grill master
Water: Able to manipulate the flow and structure of liquids, can create ice, can pull moisture out of the air, able to hold their breath for much longer, can move water around them to make them swim faster, etc.
(cons: does not allow for water breathing, only the gills trait will allow for that, dehydrates faster)
Jobs they're good at: Firefighter, Plumber, Test far safe drinking water/pH/water purity
Earth: Able to manipulate and dig through solid earth and rocks, can digest rocks for nutrients, stronger bones, etc.
(cons: usually have slower metabolism, can't survive off of just eating rocks/minerals, heavier than they appear)
Jobs they're good at: Blacksmith, Mining
Plant: Able to manipulate the growth and development of plants, natural knack for identifying plants and a green thumb, more resistant to toxic plants, etc.
(cons: needs to sunbath under the sun or sun like source every so often or at least once a month)
Jobs they're good at: Horticulture, Farmer, Herbalist
Electricity: Able to create electrical charges that can be used to power things that use electricity, shoot/conduct lightning out of paws/crests/tail, can conduct natural electricity, etc.
(cons: the body has a limit to how much electricity that can be stored in the body, anything over that can be potentially lethal therefore the Nel'oth must let off a discharge of electricity every now and then, bigger bodies typically can store more)
Jobs they're good at: Defibrillator, Storm chaser, Electrician
Sky: Able to manipulate air to make themselves faster, can manipulate airflow, can breath easier than normal at higher altitudes, better sense of smell, etc.
(cons: more sensitive than usual to chemical compounds in the air)
Jobs they're good at: Meteorologist,
Celestial (Sun, Moon)
Sun: Associated with heat and destruction. Can make temporary portals to anywhere on the planet that they're on (lv.5 only).
(cons: weaker during the night)
Moon: Associated with cold and development. Users can create powerful visual illusions such as making themselves look more spectacular, or look like they aren't there, or make their den look like a house or that there is no den there. Or make it look like there's more of them (lv.5 only).
(cons: weaker during the day)
It is possible but extremely rare for a Nel'oth to be born with two celestial affinities instead of an element and celestial affinity. In that case, they can make portals to other planets (lv.4 sun & moon) and dimensions (lv.5 sun & moon)
(SUN & MOON AFFINITY ONLY BY BY ADOPTION, CUSTOM, OR ULTIMATE MYO)
Other Magic Types:
Cannot be born with this type of magic. Only available through prompts or events.
Blood: Allows the Nel'oth to see life forces/aura of living things (auras have different color depending on the true nature of the being), heal faster, heal others.
Additional Info: Regular cannibalism is required to maintain this affinity. Minimum 1 full meal a month, but the strength of the blood magic is not strong. Maximum 3 full meals spread through the month for strong magic. (maintained through 1 neat colored halfbody drawing of them)
It is possible for a Nel'oth to eat too much and overdose on the magic, leading their mind breaking which makes the Nel'oth feral/mad/crazy permanently. It takes more for bigger bodied or more tolerant Nel'oths to go crazy.
(cons: can only be maintained through regular cannibalism. If cannibalism is practiced too often, the extra magic in the body can break the mind and make the Nel'oth go crazy)
Jobs they're good at: Emergency Medic