Magic/Kinesis
Cailong also have control over “magic,” which is actually manipulation of magnetic particles in various things. As such, these pseudo-magical powers only work on Yomon and its moons. Furthermore, this makes Cailong extremely sensitive to magnetism. Waving a magnet under a Cailong’s nose can incapacitate a particularly sensitive magician.
There are eleven elemental proficiencies: planetary, air, fluid, combustion, light/shadow, synthetic, grey-matter, plasma, venom, and temporal-spatial. The first four are the most common types; the next three, the few uncommon but not unusual proficiencies; and the last three, the rarest types.
It isn’t impossible to branch off into multiple types of magic, though it is highly frowned upon. Nomoy's King Circinus XVII had proficient control over eight different schools of magic, though it was used to terrorize his people. After a violent revolution, he was swiftly killed, and later generations would ban learning more than three schools at a time.
Planetary Magic
The land roars and rockslides bury. Flytraps snap and pitcher plants gurgle at your beck and call. Control of the planet is yours, in small quantities. Represented by the colors yellow-orange, forest green, and bark brown, the school of Planetary magic teaches of strength and fortitude. Students of Planetary magic should beware of the literal weight of the world, however.
Pure Planetary schools: rocks, sand, crystals, minor gravity
Planetary/Air schools: sandstorms, minor cloud formation
Planetary/Fluid schools: coral, swamplands, tides
Planetary/Combustion schools: pahoehoe lava, enhanced ability to melt or combust organic materials
Planetary/Plasma schools: glass,
Planetary/Temporal-Spatial schools: minor gravity, minor time travel, minor enhanced space travel
Air Magic
The first form of matter. Tempestuous as the world may be, it is in your hands with this school's teachings. Any gas that whips through the breeze can be used at your discretion. Spearmint green, sky blue, and pistachio green are the colors of the flexible and [adjective] school of Air magic. Practicioners should be warned of reduced hearing and death by ironic suffocation, however.
Pure Air schools: formation of wind, wind speed, enhanced flying capabilities, sound volume and speed
Planetary/Air schools: sandstorms, minor cloud formation
Air/Fluid schools: rain, snow, hail, sleet, and most other forms of weather
Air/Combustion schools: minor humidity control, enhanced (but more dangerous) control of flammable gasses
Air/Synthetic schools: minor enhanced sound volume and speed, enhanced vehicle travel speed (in gases)
Air/Plasma schools: thunder, lightning, minor enhanced sound volume and speed
Fluid Magic
The second form of matter. Fluids may be significantly more difficult to grasp than solids are, but make no mistake, it can be just as dangerous than them, if not more. Fluid magicians be warned: death by frostbite or mercury poisoning may be imminent.
Pure Fluid schools: water/ice/steam, mercury, temperature
Planetary/Fluid schools: coral, swamplands, tides
Air/Fluid schools: rain, snow, hail, sleet, and most other forms of weather
Fluid/Combustion schools: humidity control
Fluid/Light schools: rainbows, enhanced eyesight when looking through water
Fluid/Grey-Matter schools: