Divine Dominions

The Divine Dominions are powers that govern various aspects of Creation, designed and implemented by the seven Primordials, as they formed all the cosmos during the Age of Genesis. Beings possessed of any level of divine essence, be they full fledged gods, a monster of godly descent, or a halfborn mortal, are all capable of learning to wield the Dominions.

Wielding one of the Divine Dominions grants an individual power over and attunement to one of the forces or elements of Creation. The skill and variety of the effects one can make use through a Dominion are dependent on their mastery of the various Disciplines the Dominions are divided into. The raw power and scope of the effects that they can wield result from a wielder's Power Level, and thereby the amount of magical energy they can devote to fueling their magic.

## Mastery Tiers

Each of the Divine Dominions possesses several powers that fall under its scope, known as Disciplines, which were developed by the seven Primordials during the Age of Genesis. Every Discipline is mastered separately; proficiency in one does not necessarily imply proficiency in another, though they are often complementary, and individuals attempting to master an entire Dominion will often study many of its Disciplines. That said, it is entirely possible for an individual to be an expert in one Discipline of a Dominion, and utterly inept in the others.

Skill in the Disciplines can roughly be divided into several tiers (which can be noted on character sheets).

* Tier 0 (Untrained): An individual has no skill in a Discipline at this stage (for character sheets, don't bother noting Disciplines at this level).
* Tier 1 (Novice): An individual has minimal skill of a Discipline, able to make basic use of it with concerted effort, though achieving the desired result is not always consistent.
* Tier 2 (Adept): Competent in the use of a Discipline, one can consistently use it at a basic level, and through careful focus, operate the use of the Discipline with a fair degree of skill and finesse.
* Tier 3 (Expert): Highly skilled in a Discipline, the individual has tremendously refined their use of its powers. They can consistently employ its abilities at an advanced level, and perform feats of astounding skill when they seriously apply themselves.
* Tier 4 (Master): Having acquired a deep understanding and vast experience with the Discipline, a Master can perform most any use of a Discipline, with only the most advanced and difficult manifestations of its power requiring them to exert themselves.
* Tier 5 (Archmaster): Having fully mastered a Discipline, the individual is able to easily make masterful uses of its powers, as using it has become second nature.
* Tier 6 (Legendary): Those with Legendary skill in a Discipline have not only mastered all uses of its abilities, but have done so to such an extent that their abilities surpass even those of fellow Archmasters. This level of skill can only be achieved through a combination of effort and tremendous natural talent.

## The Tellurian Dominions

The four Tellurian Dominions each grant influence over physical matter and energy, allowing those who wield them to control the elements around them.

### Dominion of Aether

Main Article: Dominion of Aether

The Dominion of Aether gives control over all forms of light and heat, allowing wielders command the power of fire, the moon, and the sun.

### Dominion of Darkness

Main Article: Dominion of Darkness

The Dominion of Darkness focuses on the manipulation of the Void, the empty space between realms that is devoid of life and light. Through its power, the shadows of the Void which seem into the realms can be commanded and shaped to the user's will.

### Dominion of Earth

Main Article: Dominion of Earth

The Dominion of Earth governs that which is solid and strong within Creation, including the soil, stone, and metals of the realms. Additionally, it can also grant power over that which grows, enabling wielders to manipulate plant life.

### Dominion of Storms

Main Article: Dominion of Storms

The Dominion of Storms governs all the various forms of weather phenomena, as well as the forces of river and sea. Those who wield it might summon wind, call forth tidal waves, or unleash maelstroms of lighting.

## The Primal Dominions

The three Primal Dominions are focused on governing the natural laws of the universe, enabling the qualities and strengths of energies and substances to be altered, for fundamental forces to be strengthened or broken down, and even to usurp control over another individual's use of the Dominions.

### Dominion of Chaos

Main Article: Dominion of Chaos

The Dominion of Chaos enables those who wield it to harness the power of Isfet, to temporarily unmake the cosmic laws set into place by the Primordials with the Dominion of Order.

### Dominion of Forge

Main Article: Dominion of Forge

The Dominion of Forge focuses on the essence and properties of the material universe, gifting its wielders understanding of the component parts of the cosmos, ranging from the complex workings of machines to the very atoms found within the elements. Forge enables the manipulation of these components, allowing them to be instilled with impossible properties, and thereby allowing smith gods to imbue the wonders they craft with all manner of miraculous traits and powerful enchantments.

### Dominion of Order

Main Article: Dominion of Order

The Dominion of Order enables those who master it to wield the stabilizing forces of Creation as a weapon.

## The Vital Dominions

The Vital Dominions govern the three essential aspects of all living beings, their minds, their living bodies, and their spirits which persist after death.

### Dominion of Death

Main Article: Dominion of Death

The Dominion of Death gives command over the dead. Through its use, a master of the Dominion may perceive, command, and summon ghosts, raise corpses as their thralls, and even tear the souls from the bodies of living beings.

### Dominion of Life

Main Article: Dominion of Life

The Dominion of Life gives control over the vital energies of creatures with blood flowing through their veins, namely animals.

### Dominion of Thought

Main Article: Dominion of Thought

The Dominion of Thought allows for insight into and the manipulation of minds.

## The Immaterial Dominions

The three Immaterial Dominions govern the intangible essences of Creation, which keep the order of the cosmos balanced, and underly its most fundamental laws.

### Dominion of Fate

Main Article: Dominion of Fate

The Dominion of Fate allows those who wield it to manipulate and perceive the Webs of Fate, allowing them to see possible futures and manipulate the fortunes of others.

### Dominion of Realms

Main Article: Dominion of Realms

The Dominion of Realms is essentially the mastery of space. Through the Dominion of Realms, one can grasp objects from a distance, distort the sizes of various items, teleport themselves, and open gateways within and across realms.

### Dominion of Time

Main Article: Dominion of Time

The Dominion of Time, as its name suggests, grants mastery over time itself. The weakest application of this Dominion is the slowing or speeding of ones own perceptions, which can then progress into actually speeding or slowing the passage of time, thence to fully bringing it to a stop whilst still moving about. Great masters of this Dominion may actually pass themselves backwards or forwards in time.

## Combination Disciplines

Main Article: Combination Disciplines

Combination Disciplines are magical Dominion based powers, created by combining effects from the Disciplines from multiple Dominions.