Soul Fyre: This is, as the name implies, a Felis Draconis’s soul.
As a kit, a felis is better off with its soul bound to its heart, where it is relatively safer. But as a Felis ages, its soul becomes too volatile for the Felis's body, and must be bound to the Felis through something else so that it doesn't incinerate its body. Strong Felii mages have perfected this art, and those with questionable morals use this skill on other creatures. After the soul fyre is bound to a glass sphere, and that bound to a felis, the individual in question is finally able to breathe fire and possibly use magic, whereas if it had still been bound to the felis, any release of the soul fyre's power would kill it, so parents must carefully watch their young to make sure they don’t do anything foolish. A Felis's health is greatly affected by its soul fyre's presence. If a Felis somehow loses its soul fyre, it becomes very sick. Its coat dulls, and the shimmer that is usually present in its scales fades. If something happens, and a Felis's soul fyre can never be returned to its host, the Felis in question turns monochromatic, save the eyes, which usually glow. These Felis are called Gargoyles, and are known for their habit of eating Felii souls and (for those who had magic ability) turning things to stone
A Felis's soul fyre is always the same color as its eyes. The flame it breathes, on the other hand, depends on a felis's 'season'
Felis colors and magic (if they have any) aren't always affected by the season they are born during. Usually, these traits mimic colors and themes associated with a season. Also, some seasons are rarer than others.
Magic is not incredibly uncommon in a Felis Draconis, but having strong magic is. Over half the Felii population doesn't have magic, and most of the rest can only do small things before tiring themselves out, the rare few (50's + 100's) have stronger magic abilities and must be overseen by someone who can keep them safe.
Seasons:
Colors and Magic
Spring;;
common colors- lighter grays and browns, all shades of green
uncommon colors- medium to darker grays and browns, all pastels
never- black or white, intense/bright/dark colors
magic-
weak: healing (small scrapes and bruises, or the ability to take on larger injuries, but will expend large amounts of energy)
medium: healing (slight to medium severity cuts and bruises, may be able to take on more severe wounds, but will expend large amounts of energy), plant growing (mainly flowers and weeds, only in their preferred weather/time of day/light, not always able to control what type)
strong: healing (from the slightest scrapes to pretty severe wounds, can take on most injuries and survive, but will expend large amounts of energy), plant growing (flowers and trees, most anywhere with fertile dirt, not always able to control what type), earth elementalist
- second most common, weakest magic
Summer;;
common colors- basically any color
uncommon colors- none
never- None
magic- weak: making markings/eyes glow (color is decided by coloring already present, no influence of brightness), inability to be burned by (hot) fire
medium: making markings, eyes, nose, mouth, paws glow. Sometimes able to make other things glow (no influence of color, moderate influence of brightness), inability to be harmed by any kind fire, influencing their own fire’s color
strong: making markings, eyes, nose, mouth, paws glow. Sometimes able to make other things glow (some influence of color, brightness influenced by mood) fire elementalist (including: inability to be harmed by any kind fire, influencing their own fire’s color), light elementalist. Ability to use lightning
- most common, second weakest magic
Fall;;
common colors- darker grays and browns, dulled warm colors
uncommon colors- medium to lighter greys and browns, brighter warm colors
never- Black, white, cool colors
magic-
weak: bringing luck (good or bad, random chance of either) healing (small scrapes and bruises, or the ability to take on larger injuries, but will expend large amounts of energy)
medium: bringing luck (have some ability to influence which, but sometimes random luck) Healing (slight to medium severity cuts and bruises, may be able to take on more severe wounds, but will expend large amounts of energy)
strong: bringing luck (very powerful luck, completely able to influence what type, unable to influence what the luck does) healing (from the slightest scrapes to pretty severe wounds, can take on most injuries and survive, but will expend large amounts of energy) water elementalist
- second rarest, second strongest magic
Winter;;
common colors- white, medium to lighter grays
uncommon colors- black, dark grays, hues of blue and purple
never- warm colors, greens or browns
magic-
weak: freezing small amounts of water, frost
medium: freezing ponds and other smaller bodies of water, frost, snow, can breathe a flame that will not burn
strong: ice elementalist, air elementalist, the ability to breath an icy flame
- most rare, magically strongest
*Felii with Medium-Strong magic must have a guardian to keep them in check, as they’re magic is very strong, and they could cause a natural disaster if not taught properly