Magic and Tech1. Alteration

1. Alteration

The study of changing the physical world.

Alteration concerns the manipulation of matter, energy, space, biology, and physical properties. Alteration mages reshape what already exists rather than creating something from nothing. Though the Lesser Rift of Transmutation underlies many Alteration techniques, practitioners also employ the elemental domains and the other Lesser Rifts when necessary.

Includes:

  • Bioweaving
  • Shapeshifting
  • Stone shaping
  • Metalworking
  • Crystal growth
  • Terraforming
  • Manipulation of gravity or momentum
  • Warp travel
  • Teleportation
  • Slowing or accelerating physical motion
  • Structural reinforcement
  • Reshaping existing molecules

2. Conjuration

tied to the decay domain

The study of calling, binding, and manifesting.

Conjuration focuses on bringing beings, constructs, or magical entities into service. Whether temporarily summoned, permanently animated, or spiritually bound, a conjurer works with things that possess independent existence or magical identity.

Includes:

  • Summoning
  • Necromancy
  • Familiars
  • Spirit binding
  • Animated constructs
  • Golems
  • Magical servants
  • Bound elementals
  • Temporary magical weapons
  • Manifested creatures

3. Destruction

The study of magical force as a weapon.

Destruction concerns the deliberate application of magical power to inflict damage upon living beings, structures, or magical constructs. Every elemental Domain approaches destruction differently, but all pursue the same end.

Includes:

  • Elemental attacks
  • Explosions
  • Burning
  • Freezing
  • Electrocution
  • Corrosion
  • Crushing
  • Force magic
  • Siege magic
  • Offensive battlefield magic

4. Enchanting

The study of permanent magical imbuement.

Enchanting binds magical effects into physical objects, structures, and materials. Unlike temporary spellcasting, enchanting seeks permanence, creating magical tools, weapons, armor, buildings, and Rift Crystal devices capable of functioning long after their creator has departed.

Includes:

  • Magic weapons
  • Magical armor
  • Runecraft
  • Wards
  • Rift Crystal refinement
  • Magical infrastructure
  • Permanent enchantments
  • Constructing magical devices

5. Illusion

The study of perception, thought, and hidden knowledge.

Illusion manipulates how reality is perceived rather than reality itself. It governs deception, concealment, mental influence, and the acquisition of knowledge through magical perception. Because thought itself is central to the discipline, Illusion also encompasses telepathic communication and many forms of magical detection.

Includes:

  • Invisibility
  • Glamours
  • Camouflage
  • Silent images
  • Hallucinations
  • Telepathy
  • Emotional influence
  • Charm
  • Detection magic
  • Scrying
  • Clairvoyance
  • Magical investigation
  • Revealing hidden objects
  • Seeing through illusions

6. Protection

tied to ice domain

The study of magical defense and preservation.

Protection prevents harm before it occurs. Rather than repairing damage, it seeks to deny, weaken, or redirect hostile forces through barriers, wards, reinforcement, and magical resistance.

Includes:

  • Wards
  • Magical barriers
  • Magical armor
  • Anti-magic
  • Spell suppression
  • Counterspells
  • Protective circles
  • Reinforcement magic
  • Sanctuaries
  • Defensive enchantments

7. Restoration

tied to water domain

The study of restoring proper function.

Restoration returns living beings to their intended state. It heals injury, cures disease, removes corruption, and repairs magical or physical harm. Restoration does not merely restore health—it restores wholeness.

Includes:

  • Healing
  • Disease treatment
  • Poison removal
  • Regeneration
  • Curse removal
  • Fatigue recovery
  • Restoring senses
  • Repairing magical injuries
  • Cleansing corruption
  • Physical rehabilitation

8. Alchemy

The study of magical chemistry and the refinement of natural essences.

Alchemy extracts, concentrates, refines, and combines the magical properties naturally present within living organisms, and minerals. Unlike Alteration, Alchemy does not reshape reality directly; it produces potions, reagents, catalysts, toxins, and magical compounds whose properties are released through careful preparation.

Includes:

  • Potion brewing

  • Magical chemistry

  • Distillation

  • Extraction of magical essences

  • Elixirs

  • Poisons

  • Catalysts

  • Monster components

  • Botanical magic

  • Mineral refinement

  • Magical metallurgy

  • Rift Crystal refinement

  • Reagent creation

  • Alteration — Manipulates matter, space, energy, and biology by reshaping existing reality without creating or destroying it.

  • Conjuration — Summons, binds, animates, or manifests creatures, spirits, constructs, and magical entities into the physical world.

  • Destruction — Channels magical power to damage, dismantle, or annihilate living beings, objects, structures, and magical effects.

  • Enchanting — Permanently imbues objects, structures, and Rift Crystals with magical properties, effects, purpose, and enduring power.

  • Illusion — Manipulates perception, thought, memory, and hidden knowledge through deception, telepathy, detection, and magical awareness.

  • Protection — Prevents or mitigates harm through magical barriers, wards, reinforcement, counterspells, and defensive enchantments.

  • Restoration — Restores living beings by healing injuries, curing ailments, removing corruption, and repairing body or mind.

  • Alchemy — Extracts, refines, and combines magical essences from natural materials to create potions, reagents, and compounds.

DomainNatureSchool
FirePassion & StrengthDestruction
IceDependability & VigilanceProtection
ElectricNobility & ExcellenceEnchanting
LifeAscension & AmbitionIllusion
DeathStewardship & KnowledgeConjuration
GroundDelight & ProsperityAlteration
WaterEmpathy & CompassionRestoration
AirPeace & Self-MasteryAlchemy

Electric → Enchanting

The Empire doesn't merely cast spells.

It builds civilization.

Roads.

Weapons.

Infrastructure.

Artifacts.

Rift Crystal engineering.

It's the domain that asks:

"How do we make this endure?"

That's incredibly imperial.


Air → Alchemy

This one looked strange at first.

Now it's probably my favorite.

Tea houses.

Monasteries.

Incense.

Herbal gardens.

Mountain botanists.

Patient refinement.

Perfect recipes.

Quiet experimentation.

The discovery of warp travel doesn't come from reckless experimentation.

It comes from ten thousand careful observations.

That's Hep.


Life → Illusion

This became brilliant the moment you said:

"You literally can't find their capital."

Exactly.

The greatest illusion isn't making someone see something false.

It's making them never notice what was there all along.

Naja isn't deception.

It's…

Concealment.

Reading living things.

Animal minds.

Telepathy.

Camouflage.

Perfect timing.

The forest decides what you are allowed to perceive.


And Arzu…

That's delicious irony.

Not because he lied.

Because he genuinely believed the illusion.

His greatest illusion…

Was himself.


Death → Conjuration

Knowledge gives power over things that outlive life.

Memory.

Spirits.

Skeletons.

Constructs.

Servants.

Bound beings.

The dead are simply another thing to steward.

That's a wonderfully Morvaren way of viewing it.

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