Dominion of Storms

The Dominion of Storms is one of the four Tellurian Dominions, and grants power over the elements, allowing those who wield it to control the winds, make waves rise and fall, or summon forth blistering cold. The master and creator of this Dominion was mighty Ouranos, the most powerful of the Primordials ever to bestride Creation, and into it he poured all his volatile nature and destructive power. The Dominion of Storms boasts a broad array of diverse Disciplines, many of which are highly disparate to one another. As such, the vast majority of individuals who use its power are unable to master every Discipline to the same extent, choosing instead to specialize in different areas of focus.

## Disciplines

### Aeromancy

Aeromancy enables those who master it to control air in a variety of ways, such as by altering its temperature (though not to the same extent as the Discipline of Cryomancy or the Dominion of Light), and, as the name implies, manipulating air, be it in the form of wind or cloud vapor. Controlling of the winds is the prime use of Aeromancy, with such applications as throwing about objects, sucking the breath from someone's lungs, or even wind-based telekinesis.

Higher level mastery of Windweaving enables finer levels of control over the heir. More raw magic can produce stronger winds, but crafting them into a true tempest, such as a tornado, requires skill in Stormbinding.

#### Constructs (Master+)

Extremely advanced Aeromancers are able to form solid constructs out of clouds and the very wind. Such constructs tend to be very fluid, and not overly sturdy, though when broken, they can easily be reformed.

### Cryomancy

Cryomancy is the ability to call forth cold to chill one's surroundings and summon constructs of ice. Weaker users of this Discipline can freeze objects with a touch, or conjure ice and snow from their bodies, for such purposes as firing icicle projectiles or creating ammunition for snowball fights. More potent Cryomancers can chill objects and summon Frost constructs over longer distances. Oftentimes, the projection of a blast of Frost power through the air to a distant target leaves a visible trail of frozen particles through the air it passes through.

#### Elemental Glaciation (Master+)

The power of Elemental Glaciation is an ability often used by Cryomancers who are unskilled in the art of Stormbinding. By infusing the essence of Frost into their surroundings, a Cryomancer is able to take control over weather formations and even entire climates, if they have sufficient power. Glaciating a storm or other aspect of the weather means that weather becomes Cryomancy based, meaning that winds controlled by this method are always cold, storms generated always entail snow or hail, etc.

It should be noted that Lightning, unlike most other Storm based elements, is immune to the Glaciation effect.

### **Hydromancy**

Hydromancy is a Discipline that gives those who make use of it the power to command and shape water to their will, enabling them to summon tidal waves, form whirlpools, and great spouts of water. Those who use this Discipline are able to sense the presence of water in all its forms within close proximity to them, as well as discern the flow of currents within oceans and streams, and even sense objects moving through water. Furthermore, delving into this Discipline allows those who wield it to breathe underwater, and they become resistant to being harmed by it, enabling them to withstand crushing pressures of the deep sea or jumping into water from great height.

#### **Aquatic Invigoration (Novice+)**

The Primordials crafted the first living beings within water. All water retains tiny amounts of Vital Energy, which were imbued there so that life could grow within it. Hydromancers may draw upon this energy, using it to amplify their strength, dull their pain, and fuel their stamina.

#### Constructs (Adept+)

It is possible for Adept Hydromancers to manipulate the pressure and density of water, forming it into more solid shapes. Water's fluid nature makes Constructs formed from it naturally malleable, suited to more amorphous shapes than well defined ones. More skilled Hydromancers can make more advanced shapes.

#### Form Change (Expert+)

Hydromancers mostly focus on the control of liquid water, though Experts and above are able to manipulate its temperatures, allowing it to be frozen into ice or heated into vapor. However, Hydromancy does not allow for precise control in non-liquid forms, necessitating it be transmuted back in order for them to shape it.

### Flight

While it is possible to leave the ground via lifting oneself with Realm's based Telekinesis, through sprouting wings, or standing upon a cushion of air or solid cloud through Aeromancy, the Discipline of Flight enables those who practice it to take in energy that allows them to defy gravity, and will their body to move in any direction they desire.

### Lightning

Lightning is said to have come into being within Creation the first time Ouranos struck one of his Primordial brothers in anger, during the Age of Genesis. It is a Discipline intrinsically tied to anger, to wrath, to desire to destroy. Lightning is the power and fury of the heavens incarnate, and is the weapon of choice for Sky wielders across Creation for its awesome destructive power. Those who wield the Discipline are able to call down lightning from the skies at lower levels, or as they gain further mastery, expel it from their own bodies. As one's mastery over Lightning grows, so too does their ability to withstand damage from it, both mundane and magical lightning.

#### Absorption (Expert+)

Skilled wielders of Lightning are able to absorb electricity into their bodies, enabling them to refuel their stamina and replenish their strength. However, if they attempt to use this ability on Lightning generated by someone more powerful than them, the absorbed electricity will wound them.

### Stormbinding

Perhaps the most infamous of the Storm Disciplines, Stormbinding is the art of taking control of the weather and bending it to one's will. Stormbinding is often called "the Hammer of the Heavens" due to its destructive power, and the fact that when its use is not accompanied by more precise and finely controlled Storm Disciplines, it is rather difficult to use with any finesse.

Essentially, raw Stormbinding enables a Storm wielder to mentally dominate a broad and intense weather formation, such as a blizzard, a rainstorm, or a hurricane, and roughly direct its energies, allowing it to be moved over a large distance, lightning to be called from its depths, its winds to be intensified or weakened, or causing its precipitation to shift from rain to snow, or vice versa.

Superior mastery over the Discipline of Stormbinding generally allows one to take control over the weather more rapidly, and alter it to a greater degree, while more delicate control is attained via other Storm Disciplines. Controlling larger storms is also more energy intensive. Furthermore, continually maintaining one's control over a storm requires a constant expenditure of power.

#### Clear Skies (Master+)

Using the generalized power of Stormbinding, it is possible to exert a calming force over the weather and waves, allowing winds to be calmed, currents stilled, lightning made to fizzle out, and cold to fade. However, the use of this power can be opposed by anyone with the relevant Disciplines.