Associated with weather, divination, astrology, dowsing.
Skyfolk physical attributes become adapted to their habitat, feathers for sky, scales for sea.
Air-charged Skyfolk resemble celestials, sylphs, and birdfolk.
Water-charged Skyfolk, also called Seafolk, resemble merfolk, undines, nereids, and naiads.
Skyshifted humans may acquire wings, underwater breathing, enhanced sight, sensitivity to changes in weather, etc.
The 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.
Associated with life and growth, augmentation, enhancement.
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.
The 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.
Associated with death, decay, atrophy, recycling, repurposing.
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 trolls.
Swampshifted humans may resemble vampires or liches, etc.
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.
Associated with industry, development, law, and order.
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.
The 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.
Associated with machinery, clockwork, and artifice.
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.
The 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.
Associated with shapeshifting, illusion, transfiguration – transactional, based on contract and arcane rules.
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.
The 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.