====== Arcana of the World ======
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===== Sky Domain =====
* High Transitory
* Intuitive
* Wood × Air » Water
* Wood, Light, Air, Rain, Water
* Casters: Druid/Bard
Associated with weather, divination,
astrology, dowsing.
==== Folk ====
[[folk:sky|Skyfolk]] physical attributes
become adapted to their habitat,
feathers for sky, scales for sea.
Air-charged Skyfolk resemble
[[folk:sky:celestials]], sylphs, and birdfolk.
Water-charged Skyfolk, also called
Seafolk, resemble merfolk, undines,
nereids, and naiads.
Skyshifted [[folk:humans]] may acquire
wings, underwater breathing, enhanced
sight, sensitivity to changes in
weather, etc.
==== Magic ====
The [[arcana:sky|Sky]] Domain is all
about knowing and guiding the
natural cycles of magic flowing
through the world.
Divining answers comes from
observing, creating magical effects
comes from moving and arranging
physical objects that change the
natural flows. They may also learn
other methods of guiding flows, e.g.
music.
Humans who practice Skymagic must
learn to understand or manipulate magical
flows Skyfolk by observing their effects
on the world around them.
===== Sward Domain =====
* Falling Absorptive
* Rational
* Earth × Water » Wood
* Earth, Soil, Water, Leaf, Wood
* Casters: Witch/Ranger
Associated with life and growth,
augmentation, enhancement.
==== Folk ====
[[folk:sward|Swardfolk]] take on the
attributes and powers of other living
things.
Water-charged Swardfolk, also called
Beastfolk, resemble yokai, fauns,
satyrs, and taurs.
Wood-charged Swardfolk, also called
Treefolk, resemble treants and dryads.
Swardshifted humans may acquire
beastly or plantish traits, such as animal
ears, or an ability to shapeshift, etc.
==== Magic ====
The [[arcana:sward|Sward]] Domain is
all about absorbing magical energies
into oneself, infusing them into others
or into familiar spirits.
Humans who practice Swardmagic
use augury, herblore, and witchcraft.
===== Swamp Domain =====
* Falling Emissive
* Intuitive
* Metal × Wood » Earth
* Metal, Death, Wood, Decay, Earth
* Casters: Wizard/Necromancer
Associated with death, decay, atrophy,
recycling, repurposing.
==== Folk ====
[[folk:swamp|Swampfolk]] may be
evocative of the undead, but are not
actually undead. They can feed on
living energy.
Wood-charged Swampfolk resemble
curupira and baba yaga.
Earth-charged Swampfolk resemble
[[folk:swamp:trolls]].
Swampshifted humans may resemble
vampires or liches, etc.
==== Magic ====
The Swamp Domain is all about
leeching magical energies out of
living things or collecting, transforming,
and repurposing spent magical energies.
Humans who practice Swampmagic
release stored magic from living things.
===== Stone Domain =====
* Low Transitory
* Rational
* Fire × Earth » Metal
* Fire, Heat, Earth, Ore, Metal
* Casters: Alchemist/Artificer
Associated with industry, development,
law, and order.
==== Folk ====
[[folk:stone|Stonefolk]] are the various
subterranean folks.
Earth-charged Stonefolk resemble
gnomes.
Metal-charged Stonefolk resemble
kobolds, goblins, and gremlins.
Stoneshifted humans may acquire
darkvision, digging claws, etc.
==== Magic ====
The [[folk:stone|Stone]] Domain is
about understanding and invoking
magical rules.
Humans who practice Stonemagic
create magical devices from metal,
crystals, and gems and create
alchemic potions.
===== Spark Domain =====
* Rising Absorptive
* Intuitive
* Air × Metal » Fire
* Air, Fuel, Metal, Flash, Fire
* Casters: Cleric/Enchanter
Associated with machinery, clockwork,
and artifice.
==== Folk ====
Sparkfolk are incorporeal spirits that
cannot interact with the physical world
without inhabiting some physical
substance. They cannot inhabit living
things.
Metal-charged Sparkfolk resemble
golems, and clockwork automatons.
Fire-charged Sparkfolk resemble
gargoyles.
Sparkshifted humans may begin to
petrify, acquire an ability to astrally
project, etc.
==== Magic ====
The [[arcana:Spark]] Domain is all about
imbuing physical objects with magical
energy.
Humans who practice Sparkmagic use
prayer and meditation to bind magical
energy to objects.
===== Smokemagic =====
* Rising Emissive
* Rational
* Water × Fire » Air
* Fire, Steam, Smoke, Wind, Air
* Casters: Sorcerer/Warlock
Associated with shapeshifting, illusion,
transfiguration – transactional, based on
contract and arcane rules.
==== Folk ====
[[folk:smoke|Smokefolk]] are naturally non-corporeal.
They can create varying physical forms
for themselves or inhabit living creatures.
Fire-charged Smokefolk resemble
demons, devils and imps.
Air-charged Smokefolk resemble fae
and spirits.
Smokeshifted humans may become
partially invisible or intangible, etc.
==== Magic ====
The [[arcana:smoke|Smoke]] Domain
is all about releasing the magic that
naturally builds up within inanimate
objects of like affinity.
Humans who practice Smokemagic
might make a pact with a Smokefolk
and allow them to inhabit their bodies,
or they might learn to invoke stored
magic by learning and harnessing the
power of true names.