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Table of Contents
Skymagic
Skyfolk physical attributes become adapted to their habitat, feathers for sky, scales for sea.
Air-charged Skyfolk resemble angels, celestials, and sylphs.
Water-charged Skyfolk, also called Seafolk, resemble merfolk, undines, nereids, and naiads.
Associated with weather, divination, astrology, dowsing.
High Transitory Intuitive Wood × Air » Water Wood, Light, Air, Rain, Water
Druid, Bard: Humans who practice Skymagic must learn to understand or manipulate magical flows Skyfolk by observing their effects on the world around them.
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.
The Sky Domain is all about knowing and guiding the natural cycles of magic flowing through the world.
Swardmagic
Swardfolk take on the attributes and powers of other living things.
Water-charged Swardfolk, also called Beastfolk, resemble therianthropes, fauns, satyrs, and taurs.
Wood-charged Swardfolk, also called Treefolk, resemble treants and dryads.
Associated with life and growth, augmentation, enhancement.
Falling Absorptive Rational Earth × Water » Wood Earth, Soil, Water, Leaf, Wood
Witch, Ranger: Humans who practice Swardmagic use augury, herblore, and witchcraft.
The Sward Domain is all about absorbing magical energies into oneself, infusing them into others or into familiar spirits.
Swampmagic
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 vampires, liches, and ghouls.
Associated with death, decay, atrophy, recycling, repurposing.
Wizard: Humans who practice Swampmagic release stored magic from living things.
Falling Emissive Intuitive Metal × Wood » Earth Metal, Death, Wood, Decay, Earth
The Swamp Domain is all about leeching magical energies out of living things or collecting, transforming, and repurposing spent magical energies.
Stonemagic
Stonefolk are the various subterranean folks.
Earth-charged Stonefolk resemble gnomes.
Metal-charged Stonefolk resemble kobolds, goblins, and gremlins.
Associated with industry, development, law, and order.
Alchemist, Artificer: Humans who practice Stonemagic create magical devices from metal, crystals, and gems and create alchemic potions.
Low Transitory Rational Fire × Earth » Metal Fire, Heat, Earth, Ore, Metal
The Stone Domain is about understanding and invoking magical rules.
Sparkmagic
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.
Associated with machinery, clockwork, and artifice.
Rising Absorptive Intuitive Air × Metal » Fire Air, Fuel, Metal, Flash, Fire
Cleric: Humans who practice Sparkmagic use prayer and meditation to bind magical energy to objects.
The Spark Domain is all about imbuing physical objects with magical energy.
Smokemagic
Smokefolk are naturally non-corporeal. They can create varying physical forms for themselves or inhabit physical objects.
Fire-charged Smokefolk resemble demons, devils and imps.
Air-charged Smokefolk resemble fae and spirits.
Associated with shapeshifting, illusion, transfiguration – transactional, based on contract and arcane rules.
Rising Emissive Rational Water × Fire » Air Fire, Steam, Smoke, Wind, Air
Warlock, Sorcerer: 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.
The Smoke Domain is all about releasing the magic that naturally builds up within inanimate objects of like affinity.