Dominion of Earth

The Dominion of Earth allows those who master it to wield the power of the soil, stones, and metals that make up the world, or command every green thing which grows upon it. Earth wielders can make deserts bloom or verdant fields wither, raise mountains or turn lead to gold.

 Disciplines

### Chloromancy

Chloromancy allows practitioners to manipulate the growth of plants. At its most basic level, they are able to induce rapid and explosive growth in a variety of plants, provided they have a preexisting plant or seed to start with, and are able to sense the life force within plants. While initially, they can only cause a plant to grow in ways it is normally capable of, as they progress their Chloromantic powers, it becomes possible to cause plants to grow and distort in highly abnormal ways, allowing the creation of all manner of plant and wood based constructs. Advanced chlormancers, unlike Novices, are able to manipulate even dead plant material, such as the long deceased wood that might be found within a desk.

Additionally, manipulating different plant forms is quite different, and each type requires practice. Commanding seaweed is far different from controlling a cactus, for instance.

#### Blight (Expert+)

Powerful Chloromancers can inflict Blights upon a plant or landscape (the latter if they are sufficiently powerful), poisoning its essence, causing the plant to wither or the earth to become dry and dead, and ensuring any plants which grow there are warped or withered. The Vital Energy of the landscape remains, and might be purified, either by the one who inflicted it or one capable of overcoming their power.

#### Verdance (Expert+)

The opposite of a Blight, creating a Verdance causes a plant or blessed area to become fecund and strong. Plants so touched grow rapidly and to great size, while lands become lush and nourishing to any plant which puts down roots there.

#### Greenstriding (Master+)

The ability to Greenstride can Chloromancers an ability akin to teleportation. Though it is quite taxing to those bereft of deep power reserves, Greenstriding allows Chlormancers to meld into a plant, and transport themselves through the web of life that connects all plants on a world to one another. For beginners to the ability, it is only possible to Greenstride through large plants, such as trees, and can usually only travel through plants that are closely linked, such as those that occupy the same forest. More advanced users can travel through something as small as moss, or even a seed. The primary limit of Greenstriding is that it can only be used to travel through plants that all hail from the same realm.

### Geomancy

The signature power of the Dominion of Earth is the ability to shape it to one's will through the power of Geomancy. To make stone flow like water, to make the earth split open or shake itself apart, to crush enemies in hails of rock or shred them to pieces with a storm of sand. Using this ability, an Earth wielder can control virtually any earth based material, such as rock, dirt, sand, or metal. Geomancers are naturally possessed of a sort of seismic sense, which allows them to sense fault lines, the impact of footfalls upon the ground, and other earthen Phenomena.

Novices of this Discipline generally find that their distortions to the Earth are clunky and imprecise, while more advanced users can shape the earth in a manner that is far more precise and controlled. Additionally, it is easier to control material that one is in direct physical contact with. It takes advanced skill in Geomancy to levitate a rock into the air (thereby disconnecting it to the ground), or to cause an earthquake while hanging suspended by a rope.

Lastly, different materials all require practice manipulating. An Earth wielder skilled in shaping sand or dirt will have a phase of awkward clunkiness when they first attempt to shape metal or solid rock, requiring them to become acquainted with the same material. Generally speaking, more resilient materials also require more raw magical energy to control than those which are more malleable. The more processed the materials are from their natural state, such as quarried stone or forged metal, the more difficult they are to manipulate.

#### Draining (Expert+)

Geomancers of sufficient skill are able to employ an ability that allows them to suck out the Vital Energy from the earth, using it to restore their strength and speed the healing of their wounds. More power can be found in more lush environments, rich with nutrients compared to say, a desert. If a landscape is drained entirely, plants will wither and die, and it becomes impossible for anything to grow there at all.

#### Transmutation (Expert+)

Transmutation, the famous skill of alchemists, is a power that allows them to convert one mass of Earthen material to another, for instance, turning lead to gold. More drastic changes of elements require more skill and raw magical energy to perform (it is for instance easier to Transmute granite to basalt than granite into solid platinum). Additionally, the greater the mass of the material Transmuted, the more energy is required to complete the Transmutation.

#### Earthblood (Archmaster+)

One of the most fearsome powers of the Earth Dominion, the ability to summon the Earthblood makes it possible possible to heat solid Earth into molten form, which can then be shaped in accordance to one's will. Shaping lava or magma, as the Earthblood is often called, is a far different experience than controlling the Earth in its solid form. The Earthblood is volatile and deadly, far more malleable and easily to lose control over. Still, it is a deadly weapon when wielded skillfully, for those skilled in its Discipline may heat it to supernatural proportions.