59 KiB
Spirits do not merely exist - they act. Their powers flow through dominions, metaphysical realms of influence that shape how a spirit can touch the world. A dominion is not a territory, but a conceptual force, a theme or essence a spirit embodies and manipulates. Rain, memory, war, dreams - each is a dominion, and each is alive in the hands of the spirits who claim it. In scholarly circles, dominions are sometimes called the “tongues” of the world soul - the languages through which the invisible speaks.
The strength of a spirit determines the extent of its dominion. An Imprint may leave behind only a whisper of its nature - a shiver down the spine, a dream half-remembered. A Lesser Spirit may nudge the world gently, invoking small, localized effects. Simple and Complex Spirits possess broader agency, able to manifest their dominion with intent and nuance. A Greater Spirit reshapes reality itself within its sphere, commanding forces that entire cultures may come to fear or worship.
Dominions often reflect the origin or evolution of a spirit. A spirit born from battlefield carnage may claim the dominions of War and Oaths; one nurtured in the heart of an ancient forest may possess Plants, Animals, and Seasons. As spirits grow in awareness or are shaped by belief, their dominions can change - or multiply.
Not all dominions are elemental or natural. Many are abstract: Grief, Memory, Desire, and Trade are all forces that call spirits into being. The more people believe in a force, revere it, or suffer beneath it, the stronger its associated spirits may become.
Understanding a spirit's dominion is key to understanding its behavior, its power, and its danger.
The Power of Spirits
A spirit’s power is not simply a measure of force - it is the measure of presence, of how deeply its dominions run and how widely they reach. As spirits grow in power, their dominions grow not only stronger - allowing them to affect the world with greater potency - but also broader, enabling them to influence larger or more abstract aspects of their domain.
This evolution is neither automatic nor safe. It is the result of feeding - on memory, belief, ritual, sacrifice - or enduring change, such as trauma, transformation, or alliance. Some spirits are content to remain subtle whispers, while others hunger to become Powers of the world.
A spirit may command multiple dominions, but the strength of its influence in each is limited by its overall power. An Archspirit may shape entire dominions at a mythic scale - merging life, death, and time - while a Lesser Spirit may only tug faintly at the edges of a single concept. Even when a spirit holds many dominions, it can only express them up to the limits of its own spiritual tier. Dominion breadth does not overcome dominion depth.
| Spirit Power | Strength of Dominion | Scope of Dominion | Typical Influence | Example |
|---|---|---|---|---|
| Imprint | Faint | A moment, a gesture, or a specific place | Passive sensory echoes; no will or choice | A patch of air that always feels cold and sorrowful where someone died in despair |
| Lesser Spirit | Gentle | One narrow facet of a dominion | Subtle reflexes - instinctive actions like breezes or flickering light | A breeze that always stirs just before rainfall |
| Simple Spirit | Low-active | A small expression of their dominion | Can respond to emotion, ritual, or rhythm; limited autonomous behavior | A household flame spirit that dances or dims based on the family’s mood |
| Complex Spirit | Intent-driven | Multiple aspects of one dominion, or deeper nuance | Can form intentions, manifest influence over time, and engage in simple bonds or habits | A fire spirit that brings both literal heat and inflames anger or courage in those nearby |
| Greater Spirit | Commanding | Large-scale domains; regional, generational, or metaphysical | Can make pacts, reshape the world within its dominion, or extend influence across time and place | A river spirit that dictates flood, controls fish populations, and judges drowned souls |
| Archspirit | Mythic | Fundamental forces, blended dominions, or vast abstractions | Alters reality and fate, births or ends spirit-ecologies, commands lesser spirits and courts | The Green Man, who shapes death and life in all forests and whispers in the turning seasons |
Shifting the Shape of Power
Power does not always mean expansion. A spirit may specialize, burrowing deeper into a single dominion to achieve purity, or may branch outward, expanding into related dominions over time - like a storm spirit growing into one of sea, wind, and grief. Some dominions fuse, such as Love and Jealousy, or Fire and Inspiration. Others splinter under pressure - particularly if the spirit suffers trauma or corruption.
In rare cases, mortals have helped spirits grow by guiding their belief, tending their lore, or offering rituals that “feed” and refine their dominion. In other times, void corruption or spiritual warfare has forcibly twisted or consumed a spirit’s dominion, warping their power beyond recognition.
In this way, dominions are not static truths. They are living realms of meaning, and the spirits who claim them are as mutable as the world’s belief.
Spirit Types and Their Dominions
In the spiritual ecology of Vaelora, every spirit is defined not just by its origin, but by its dominion - the fundamental aspect of reality it influences. A spirit’s dominion is the root of its power and the reflection of its nature. While spirits may grow in strength and breadth, their core dominions are shaped by the essence from which they were born. Understanding the connection between a spirit’s type and its likely dominions is crucial for those who seek to commune, bind, or guard against the Unseen.
Elemental Spirits
Elemental spirits are tightly bound to the physical forces of nature. Their dominions are often direct and tangible:
- Common dominions: Fire, Water, Wind, Stone, Lightning, Frost, Metal, Magma, Smoke.
- Rare dominions: Gravity, Pressure, Crystal, Tides (for ancient oceanic spirits), Beasts.
Elemental spirits almost never hold abstract or emotional dominions. Even at great power, they shape the material world - causing quakes, storms, or volcanic wrath, but never dreams or memory.
Ancestral Spirits
Born from remembrance and legacy, ancestral spirits govern the dominions that tie mortals to time and emotion.
- Common dominions: Memory, Lineage, Honor, Grief, Oaths, Protection.
- Rare dominions: Time (especially as remembrance), Justice, Vengeance.
Ancestral spirits can become powerful guardians or wrathful shades, often holding sway over mortal hearts more than the land itself. Their dominions tend to reflect the story they were born from.
Conceptual Spirits
Conceptual spirits arise from ideas made manifest. They have perhaps the most abstract dominions, and their influence is often subtle but profound.
- Common dominions: Hope, Rage, Loyalty, Fear, Ambition, Shame, Truth, Deceit, Honor.
- Rare dominions: Identity, Will, Sacrifice, Desire, Silence, Conviction.
These spirits often forge strong bonds with mortals, feeding on shared emotion or belief. Their dominions grow with cultural intensity rather than natural phenomena.
Cultural Spirits
Cultural spirits are shaped by shared belief and tradition. Their dominions reflect ritual, custom, and practice - not eternal truths, but locally defined meaning.
- Common dominions: Harvest, Festivals, Boundaries, Hospitality, Ritual, Seasons, Hearth.
- Rare dominions: Trade, Fertility (when rooted in tradition).
Their dominions can shift over generations as customs evolve. Unlike conceptual spirits, cultural spirits are anchored in specific communities or peoples.
Wild/Natural Spirits
These spirits embody the living world. They often possess dominions tied to biomes, species, and natural cycles.
- Common dominions: Forests, Beasts, Rivers, Sky, Growth, Rot, Weather, Territory.
- Rare dominions: Balance, Instinct, Birth, Death (when tied to ecosystems).
Wild spirits’ dominions are often geographically bound. A glade-spirit may rule over Growth and Stillness, while a mountain spirit might hold Cold and Endurance.
Corrupted Spirits
Corruption warps dominions or causes them to bleed together in unnatural ways. These spirits are unstable but dangerously potent.
- Common dominions: Rot (twisted from Growth), Wrath (twisted from Justice), Pain, Despair, Madness, Desire.
- Rare dominions: Pollution, Torment, Betrayal (when inverted from Loyalty or Trust).
Corrupted spirits may retain echoes of their former dominions, now twisted into something destructive or unbalanced. Their presence often distorts nearby spirits of similar domains.
Void Spirits
Void spirits are unpredictable. They do not form from the natural or cultural order of Vaelora, but from outside logic.
- Common dominions: Entropy, Hunger, Silence, Cold, Shadow, Unmaking.
- Rare dominions: Time (as disruption), Memory (as fracture), Emotion (as void).
Their dominions tend toward negation or alien concepts - things that break, devour, or erase rather than nurture. Some even hold dominions unknown in Vaelora’s natural cosmology.
Dominions
Ambition
- Type(s): Conceptual
- Description: Embodies the drive to achieve and surpass limitations, often linked to personal growth and societal advancement.
- Abilities:
- Level 1: Inspires individuals to set personal goals.
- Level 2: Enhances motivation within small groups.
- Level 3: Influences community leaders to pursue progressive agendas.
- Level 4: Drives regional movements toward innovation and reform.
- Level 5: Shapes national policies to favor ambitious projects.
- Level 6: Catalyzes a cultural renaissance, redefining societal values around ambition.
Balance
- Type(s): Conceptual, Natural
- Description: Represents equilibrium in nature and society, maintaining harmony between opposing forces.
- Abilities:
- Level 1: Stabilizes minor environmental fluctuations.
- Level 2: Mitigates conflicts within small communities.
- Level 3: Restores ecological balance in local ecosystems.
- Level 4: Promotes diplomatic resolutions between rival factions.
- Level 5: Balances economic disparities across regions.
- Level 6: Establishes a global equilibrium, influencing natural and societal systems.
Beasts
- Type(s): Natural
- Description: Encompasses the essence of animal life, influencing fauna behavior and vitality.
- Abilities:
- Level 1: Communicates with local wildlife.
- Level 2: Calms or agitates animals in a specific area.
- Level 3: Summons animal allies for assistance.
- Level 4: Enhances the strength and resilience of beasts.
- Level 5: Commands large groups of animals to act in unison.
- Level 6: Transforms into a legendary beast or bestows such forms upon others.
Betrayal
- Type(s): Conceptual, Corrupted
- Description: Embodies acts of treachery and broken trust, often leading to discord and conflict.
- Abilities:
- Level 1: Sows seeds of doubt in personal relationships.
- Level 2: Incites jealousy and rivalry within groups.
- Level 3: Causes alliances to fracture under pressure.
- Level 4: Manipulates leaders into making untrustworthy decisions.
- Level 5: Triggers widespread paranoia and suspicion.
- Level 6: Destabilizes entire societies through systemic betrayal.
Birth
- Type(s): Natural
- Description: Symbolizes creation and the inception of life, influencing fertility and new beginnings.
- Abilities:
- Level 1: Enhances fertility in individuals.
- Level 2: Promotes healthy pregnancies and births.
- Level 3: Increases birth rates within communities.
- Level 4: Accelerates growth and development in offspring.
- Level 5: Facilitates the birth of unique or gifted individuals.
- Level 6: Initiates the emergence of new species or life forms.
Blood
- Type(s): Natural, Conceptual
- Description: Symbolizes life-force, kinship, inheritance, sacrifice, and violence. Blood connects ancestry, vitality, and primal instincts, making it a powerful dominion among both ancestral and corrupted spirits.
- Abilities:
- Level 1: Causes wounds to bleed longer or stop more quickly.
- Level 2: Detects familial ties or bloodlines by presence alone.
- Level 3: Influences blood flow - inducing nausea, strength, or sluggishness.
- Level 4: Binds individuals into blood-pacts with real physical or spiritual consequences.
- Level 5: Commands blood itself - causing blood to move outside the body, fuel rituals, or animate flesh-bound constructs.
- Level 6: Alters the vitality of entire communities - spreading vigor or sickness through bloodlines.
Boundaries
- Type(s): Cultural, Conceptual
- Description: Represents the physical and symbolic lines between things - between land and sea, home and wild, life and death, self and other. It governs separation, protection, and the rites of crossing.
- Abilities:
- Level 1: Instills unease when boundaries (social, physical, spiritual) are crossed.
- Level 2: Strengthens or blurs minor wards, fences, or personal space.
- Level 3: Creates invisible thresholds - portals or zones of transition that require intent to pass.
- Level 4: Protects territories from intrusion, both spiritual and physical.
- Level 5: Shapes entire communities by enforcing customs of inclusion or exile.
- Level 6: Rewrites metaphysical borders - separating realms, dividing spirit from body, or exiling beings from existence.
Cold
- Type(s): Elemental, Void (when extreme)
- Description: Embodies not just temperature, but emotional distance, the stillness of death, and the slow halt of life. Cold spirits may bring serene clarity or unfeeling devastation.
- Abilities:
- Level 1: Lowers temperature in a localized area.
- Level 2: Numbs pain or sensation, physically or emotionally.
- Level 3: Freezes small bodies of water or slows organic decay.
- Level 4: Induces hibernation, emotional detachment, or spiritual stasis across regions.
- Level 5: Commands freezing storms, ice formation, and mental dissociation on a large scale.
- Level 6: Halts time-like flow - suspending life, energy, or even spirit migration in areas gripped by absolute cold.
Conviction
- Type(s): Conceptual
- Description: Represents unwavering belief, personal truth, or moral certitude. Spirits of conviction are often tied to justice, fanaticism, martyrdom, or transformative ideals.
- Abilities:
- Level 1: Strengthens a person’s emotional resolve in minor matters.
- Level 2: Bolsters resistance to external persuasion or magical influence.
- Level 3: Inspires collective acts of will - like coordinated resistance or protest.
- Level 4: Binds spirits or mortals to vows or causes, making betrayal difficult or costly.
- Level 5: Incites mass movements or ideological awakenings across cultures.
- Level 6: Alters reality to reflect deep-held beliefs - turning faith into fact, creating miraculous phenomena tied to certainty.
Crystal
- Type(s): Natural, Elemental, Conceptual
- Description: Crystals symbolize order, clarity, resonance, and memory. Crystal spirits may be tied to the earth, the structure of things, or the preservation and transmission of information or energy.
- Abilities:
- Level 1: Causes natural crystal growth in stone or enhances existing formations.
- Level 2: Stores light, sound, or emotions in small crystalline forms.
- Level 3: Creates crystalline barriers or lenses with minor magical properties.
- Level 4: Tunes into the “resonance” of places or people - revealing hidden truths or amplifying magic.
- Level 5: Constructs large crystalline structures with specific effects (e.g., amplifying magic, focusing light, disrupting spirits).
- Level 6: Encodes memory, consciousness, or even spirit essence within crystal - creating immortal prisons, data vaults, or vessels of preserved will.
Death
- Type(s): Conceptual, Natural, Spiritual
- Description: Not merely the end of life, but a transition, a force of balance, or an echo. Death dominion spirits may guide, consume, mourn, or guard the boundary between the living and the dead.
- Abilities:
- Level 1: Sense death or dying in a local area.
- Level 2: Speak briefly with the newly deceased or interpret death-omens.
- Level 3: Delay death or induce a painless end.
- Level 4: Raise spirits of the dead for guidance, warnings, or temporary service.
- Level 5: Exert authority over death rites, enforce taboos around the dead, or curse with lingering undeath.
- Level 6: Command death as a principle - instantly severing life, ending spiritual persistence, or granting oblivion.
Deceit
- Type(s): Conceptual, Cultural
- Description: Deceit governs illusions, lies, false appearances, and manipulation. Spirits of Deceit can be malicious, trickster-like, or simply reflective of the world’s masks and half-truths.
- Abilities:
- Level 1: Slightly distort truth in speech or appearance - creating momentary doubt.
- Level 2: Cloak small lies with unnatural credibility or disguise minor physical details.
- Level 3: Create persistent false impressions (e.g., an innocent-looking item that’s dangerous).
- Level 4: Induce collective delusion - shaping local perception or shared hallucinations.
- Level 5: Weave complex falsehoods into memory, history, or prophecy.
- Level 6: Unmake or overwrite truth - turning deception into reality, erasing events, or impersonating cosmic forces.
Desire
- Type(s): Conceptual, Emotional
- Description: Desire embodies yearning, craving, ambition, and emotional hunger. Spirits of Desire may empower, manipulate, or consume those driven by want - be it lust, power, beauty, or peace.
- Abilities:
- Level 1: Heightens or reveals a minor want in someone nearby.
- Level 2: Intensifies specific desires, causing distraction or motivation.
- Level 3: Links emotions between individuals, creating bonds of attraction or rivalry.
- Level 4: Offers power in exchange for sacrifice, often tempting or corrupting the spirit or mind.
- Level 5: Shapes communities or movements around shared longings or visions.
- Level 6: Manifests desires into physical or spiritual reality - creating illusions, pleasures, or horrors shaped by obsession.
Endurance
- Type(s): Conceptual, Physical, Spiritual
- Description: Endurance is the dominion of persistence, resilience, and the ability to withstand pain, time, or hardship. Its spirits are relentless, protective, and often revered in warrior or survivalist cultures.
- Abilities:
- Level 1: Bolster stamina or reduce fatigue in a single person.
- Level 2: Sustain a body or mind against strain, hunger, or pain.
- Level 3: Resist hostile effects - poison, madness, magical coercion - for a limited time.
- Level 4: Spread endurance like a blessing over a group or stronghold.
- Level 5: Grant supernatural durability - surviving what should be fatal through sheer will.
- Level 6: Defy decay, age, or spiritual erosion indefinitely - creating undying warriors, ageless monuments, or immortal curses.
Entropy
- Type(s): Conceptual, Natural
- Description: Entropy spirits represent decay, disorder, and the inevitable unraveling of structure. Though feared, they are vital to the natural cycle. They oppose permanence, predictability, and control.
- Abilities:
- Level 1: Cause minor disarray - tools rust faster, bindings fray, heat dissipates.
- Level 2: Accelerate natural decay or chaos in small systems (e.g., a dying fire, crumbling wall).
- Level 3: Disrupt magical constructs, technology, or order-dependent enchantments.
- Level 4: Invoke localized collapse - infecting systems or structures with chaos and dysfunction.
- Level 5: Corrupt time, logic, or law within a bounded space - causing degradation of reality.
- Level 6: Unmake cohesion - reduce spirit, matter, or mind to pure entropy, stripping even eternal things of order or form.
Fear
- Type(s): Emotional, Conceptual, Spiritual
- Description: Fear spirits feed on and manipulate the terror of mortals. They may use it as a weapon, a mirror, or a prison, conjuring shadows both imagined and real. Some are guardians, some tormentors, and others tricksters.
- Abilities:
- Level 1: Instill a fleeting sense of unease or dread in a target.
- Level 2: Conjure fear-based hallucinations or exploit latent phobias.
- Level 3: Shape the environment to reflect the target's inner fears (e.g., growing darkness, oppressive silence).
- Level 4: Feed on fear to grow in strength or pass through barriers of will.
- Level 5: Trap individuals in personal nightmares or fear-echoes, replaying their worst moments.
- Level 6: Manifest universal terror - causing widespread madness, spiritual collapse, or the incarnation of a people’s mythic fear.
Fertility
- Type(s): Natural, Biological, Cultural
- Description: Fertility spirits preside over growth, procreation, abundance, and the cycles of birth and renewal. They are revered in agricultural rites, family traditions, and sacred unions.
- Abilities:
- Level 1: Encourage plant growth or stimulate animal vitality.
- Level 2: Enhance conception chances, increase soil yield, or restore health to barren land.
- Level 3: Bless communities with prosperity in births, harvests, or creative efforts.
- Level 4: Invoke rapid, lush growth or overwhelming fecundity - even to dangerous degrees.
- Level 5: Bind bloodlines or lineages to fate or land; cause spontaneous birth or fertility plagues.
- Level 6: Create new lifeforms or entire ecosystems from barren ground, including sapient beings tied to the spirit’s essence.
Festivals
- Type(s): Cultural, Emotional, Temporal
- Description: Spirits of Festivals embody communal joy, ritual celebration, seasonal cycles, and the ecstasy of shared experience. They thrive in laughter, song, and structured chaos.
- Abilities:
- Level 1: Brighten moods and inspire celebration in a small group.
- Level 2: Preserve or amplify the essence of a holiday or tradition, ensuring its emotional power endures.
- Level 3: Animate events with heightened joy, spiritual resonance, or magic tied to festivity (e.g., firework spirits, dancing lights).
- Level 4: Cause time to feel suspended during a ritual or festival, protecting celebrants from outside harm or sorrow.
- Level 5: Possess entire communities in ecstatic revelry, forging spiritual bonds and shared visions.
- Level 6: Anchor a moment in myth - turning a festival into a recurring event with real-world consequences (e.g., an eternal solstice, a night where the dead return every year).
Fire
- Type(s): Elemental, Natural, Conceptual
- Description: Fire spirits embody flame in its many forms - warmth, destruction, illumination, purification, and hunger. They are powerful, volatile, and essential to both life and ruin.
- Abilities:
- Level 1: Ignite small flames or control the temperature of fire nearby.
- Level 2: Shape fire with will - coiling it like a whip, or snuffing it from afar.
- Level 3: Become immune to fire or feed it spiritual fuel for greater effect.
- Level 4: Summon elemental blazes or purifying flame that burns corruption rather than matter.
- Level 5: Ignite metaphysical fire - burning through lies, spirits, or memories.
- Level 6: Become fire incarnate or cause infernos that reshape land and history, akin to a mythic cleansing or divine wrath.
Forests
- Type(s): Natural, Spatial, Spiritual
- Description: Forest spirits guard the green depths of the world - the wild, tangled, breathing ecosystems of trees, beasts, and fungi. They are ancient, watchful, and often alien in thought.
- Abilities:
- Level 1: Sense the health or age of nearby plant life.
- Level 2: Communicate with trees or guide others through woodland paths.
- Level 3: Animate vines, trees, or root systems to defend, entangle, or warn.
- Level 4: Blur trails and hide entire areas within deep woods - repelling or misdirecting trespassers.
- Level 5: Shift the forest’s shape, conjure sacred groves, or awaken ancient arboreal sentinels.
- Level 6: Grow or move entire forests in days, forge living sanctuaries, or trap enemies in forests that move, dream, and devour.
Growth
- Type(s): Natural, Conceptual, Spiritual
- Description: Spirits of Growth govern expansion, development, learning, and maturation - whether of living things, ideas, or souls. They are often allied with Fertility and Forest spirits but focus on change and potential over reproduction.
- Abilities:
- Level 1: Encourage slight physical or emotional development (e.g., a plant grows taller, a child becomes more curious).
- Level 2: Accelerate natural growth processes in plants, animals, or people.
- Level 3: Foster rapid improvement of skills, talents, or understanding in a willing subject.
- Level 4: Heal deep wounds through regrowth or regenerate lost limbs and damaged minds.
- Level 5: Force or gift profound transformation - turning a peasant into a leader, or a seed into an enormous tree in moments.
- Level 6: Reshape entire civilizations, ecosystems, or bloodlines by accelerating or altering their developmental path.
Grief
- Type(s): Emotional, Spiritual, Conceptual
- Description: Spirits of Grief embody loss, mourning, sorrow, and remembrance. While painful, they are not malevolent; they preserve memory and sanctify suffering, often serving as psychopomps or counselors.
- Abilities:
- Level 1: Sense recent loss or soothe mourning individuals.
- Level 2: Induce quiet sorrow to inspire reflection or deter aggression.
- Level 3: Bind memories of the dead into sacred objects, places, or rituals.
- Level 4: Cause deep, shared mourning to purge emotional or spiritual corruption.
- Level 5: Create mourning spaces that ban violence and invoke ancestral spirits.
- Level 6: Manifest the weight of loss across entire regions - freezing time, ending conflict, or anchoring souls with unbreakable bonds of remembrance.
Harvest
- Type(s): Natural, Cultural, Temporal
- Description: Harvest spirits oversee the reaping of what has been sown - whether crops, consequences, or the fruits of spiritual labor. They are tied to cycles of reward, preparation, and closure.
- Abilities:
- Level 1: Predict readiness for harvest or detect the ripeness of crops and efforts.
- Level 2: Bless a gathering or reaping, ensuring yield and safety.
- Level 3: Condense rewards - producing food, knowledge, or outcomes from prior toil.
- Level 4: Trigger karmic harvests, causing consequences (good or ill) to manifest from past actions.
- Level 5: Store the fruits of labor in spiritual form, accessible in dreams or rituals.
- Level 6: Reap spiritual or physical forces at vast scale - draining vitality from warfields, harvesting entire generations' efforts in one act.
Hearth
- Type(s): Cultural, Spiritual, Emotional
- Description: Hearth spirits represent home, warmth, safety, and the bonds of family and community. They are protectors of domestic spaces, sacred traditions, and quiet resilience.
- Abilities:
- Level 1: Warm a room, light a fire, or calm a tense household.
- Level 2: Protect a home from spirits or harmful magic.
- Level 3: Strengthen familial or communal bonds, boosting cooperation and emotional support.
- Level 4: Create sanctified hearths that repel intrusion, decay, or despair.
- Level 5: Anchor a spirit of place - giving a home will, memory, and protective instincts.
- Level 6: Create sanctuaries immune to corruption, temporal shifts, or death - true "eternal homes" where the spirit endures forever.
Honor
- Type(s): Conceptual, Cultural, Spiritual
- Description: Spirits of Honor represent oaths, duty, integrity, and reputation. They are deeply entwined with knightly orders, warrior codes, and sacred vows. These spirits value consistency of action with one’s values or social expectations.
- Abilities:
- Level 1: Detect broken promises or dishonorable intent.
- Level 2: Reinforce one’s resolve to uphold a promise or code.
- Level 3: Bless a sworn oath with spiritual weight, making it harder to break.
- Level 4: Cause betrayal or dishonor to echo publicly - revealing lies, cowardice, or treachery to others.
- Level 5: Bind individuals to sacred geasa or honor-duels, with spiritual consequences for failing to comply.
- Level 6: Embody the living ideal of honor, compelling entire armies, courts, or communities to act with integrity - or suffer collapse under spiritual shame.
Hope
- Type(s): Emotional, Conceptual, Spiritual
- Description: Spirits of Hope inspire belief in better futures, light amid darkness, and resilience in the face of despair. They thrive in adversity and are often seen as divine messengers or agents of rebirth.
- Abilities:
- Level 1: Spark optimism or comfort in troubled individuals.
- Level 2: Bolster willpower in moments of fear, loss, or danger.
- Level 3: Dispel minor despair, curses, or gloom-based spiritual effects.
- Level 4: Create an aura that uplifts allies and weakens despairing enemies.
- Level 5: Reverse the tide of a battle, illness, or famine by reigniting collective belief.
- Level 6: Manifest miraculous resurgence - bringing light, joy, or salvation to entire regions in times of ruin.
Hunger
- Type(s): Natural, Conceptual, Emotional
- Description: Spirits of Hunger embody need, craving, and consumption. They range from primal and physical (hunger for food or warmth) to abstract and dangerous (hunger for power, knowledge, or vengeance). Some are sacred destroyers; others are devouring terrors.
- Abilities:
- Level 1: Sense unmet needs or increase an individual’s cravings.
- Level 2: Drive compulsions - making a target obsess over food, comfort, or conquest.
- Level 3: Feed off desire, gaining strength from nearby hunger (literal or metaphorical).
- Level 4: Inflict wasting curses or starve spiritual entities.
- Level 5: Consume emotions, memories, or identity to empower the caster or spirit.
- Level 6: Unleash apocalyptic hunger - causing blights, maddening lusts, or cannibal frenzies across entire populations.
Identity
- Type(s): Conceptual, Cultural, Spiritual
- Description: Spirits of Identity are tied to the sense of self, name, memory, and personal truth. They guard the borders of the soul and the idea of individual uniqueness. They are invoked in rituals of naming, self-acceptance, and transformation.
- Abilities:
- Level 1: Perceive someone's truest self, even if hidden or forgotten.
- Level 2: Shield a person's sense of self from manipulation or coercion.
- Level 3: Restore memories or aspects of identity lost to trauma or magic.
- Level 4: Sever false identities, illusions, or external influences masking the truth.
- Level 5: Forge new identities with spiritual legitimacy (e.g., changing one's name with power).
- Level 6: Rewrite the very essence of a being - transforming who or what they are at the deepest metaphysical level.
Instinct
- Type(s): Natural, Emotional, Primal
- Description: Spirits of Instinct embody the raw, immediate responses of life - fight or flight, gut reactions, and unreasoned knowledge. They dwell in the animal soul and the ancient reactions beneath thought.
- Abilities:
- Level 1: Heighten basic senses or reflexes in a target.
- Level 2: Trigger automatic responses (fear, aggression, nesting, etc.) in individuals or creatures.
- Level 3: Guide someone with intuition - subconscious cues to avoid danger or act decisively.
- Level 4: Override rational thought in enemies or prey, driving them into blind reaction.
- Level 5: Fuse with an animalistic aspect of a person or beast, unleashing primal transformations.
- Level 6: Unleash the primordial instinct of a region - making entire populations act according to base urges, from migration to mass panic.
Justice
- Type(s): Conceptual, Cultural, Spiritual
- Description: Justice spirits uphold moral balance, law, retribution, and fairness. They are often invoked by rulers, judges, and the oppressed alike. Their will does not always align with human law - it reflects a deeper, sometimes harsher sense of cosmic or spiritual equity.
- Abilities:
- Level 1: Detect injustice or weigh guilt with spiritual insight.
- Level 2: Reveal hidden truths or crimes.
- Level 3: Curse the guilty or bless those wronged, according to balance.
- Level 4: Create spiritual bonds that enforce fair trials or contracts.
- Level 5: Summon a spectral tribunal to judge disputes or punish great crimes.
- Level 6: Enact divine retribution on a societal scale - toppling corrupt regimes or delivering karmic upheaval.
Lightning
- Type(s): Natural, Elemental, Destructive
- Description: Lightning spirits are the sudden, sky-born forces of power, revelation, and wrath. They move fast, strike hard, and often herald transformation or judgment. Associated with both divine wrath and divine inspiration.
- Abilities:
- Level 1: Create small shocks or static discharges.
- Level 2: Attract or repel electrical forces.
- Level 3: Summon bolts of lightning in combat or as warnings.
- Level 4: Empower technology or magical constructs with volatile energy.
- Level 5: Call down storms or ride lightning across great distances.
- Level 6: Unleash divine lightning to obliterate armies, monuments, or spirits in a single flash of apocalyptic force.
Loyalty
- Type(s): Conceptual, Cultural, Emotional
- Description: Loyalty spirits bind individuals to causes, leaders, or one another with deep emotional and moral threads. They are invoked in oaths, brotherhoods, military orders, and lifelong bonds. Their presence strengthens unity but can turn to blind devotion.
- Abilities:
- Level 1: Strengthen a target’s will to remain faithful to a vow or person.
- Level 2: Detect loyalties or conflicts of allegiance in others.
- Level 3: Shield a group’s unity against fear, doubt, or charm.
- Level 4: Forge spiritual bonds of loyalty between individuals or within groups.
- Level 5: Sever disloyalty violently - forcing betrayal into light or punishing it.
- Level 6: Bind entire communities or armies into fanatical loyalty, even unto death or against their own interests.
Madness
- Type(s): Conceptual, Emotional, Void
- Description: Spirits of Madness dwell in fractured minds and places where reason breaks down. They inspire genius and terror, confusion and prophecy. Some are cruel; others are ancient forces of change and perception.
- Abilities:
- Level 1: Distort a person’s perception temporarily.
- Level 2: Incite irrational thoughts, compulsions, or dreamlike visions.
- Level 3: Induce shared madness among a group - laughter, paranoia, hysteria.
- Level 4: Open minds to otherworldly truths at the cost of stability.
- Level 5: Possess a mind with divine lunacy - turning them into an oracle or chaos-wielder.
- Level 6: Fracture reality in a region into dreamlogic and delusion, where madness becomes law and thought becomes truth.
Magma
- Type(s): Natural, Elemental
- Description: Spirits of Magma are primal and churning - creation and destruction mingled. They shape land, fuel volcanoes, and embody the fiery blood of the world. Revered by deep-dwellers, smith-priests, and fire cults.
- Abilities:
- Level 1: Warm stone or earth; cause minor tremors.
- Level 2: Weep molten rock from wounds or tools.
- Level 3: Shape or manipulate lava and magma flows.
- Level 4: Cause volcanic activity or eruptive blasts.
- Level 5: Create weapons, armor, or fortresses of living magma.
- Level 6: Tear open the earth’s veins, summoning cataclysmic eruptions that remake geography.
Memory
- Type(s): Conceptual
- Description: Memory spirits are guardians of the past, of ancestors, events, and identity. They preserve, reveal, and sometimes rewrite what has been. They dwell in sacred places, heirlooms, and the dreams of the dying.
- Abilities:
- Level 1: Recall lost or buried memories from a person or place.
- Level 2: Preserve a moment, making it eternally retrievable.
- Level 3: Implant memories in others - real or fabricated.
- Level 4: Project shared memories to a group or cause enemies to relive traumas.
- Level 5: Bind a soul to its ancestral memory - awakening ancient skills or identities.
- Level 6: Rewrite the remembered history of a community or object, altering the perceived truth of the past itself.
Metal
- Type(s): Natural, Cultural
- Description: Metal spirits embody both the raw, elemental power of ore and the refined symbolism of craftsmanship, weaponry, and civilization.
- Abilities:
- Level 1 (Imprint): Causes subtle magnetic pull or a faint metallic resonance in nearby objects.
- Level 2 (Lesser Spirit): Slightly strengthens or rusts nearby metal; can influence the sharpness or brittleness of a blade.
- Level 3 (Common Spirit): Can cause weapons to hum with energy, armor to become unnaturally resilient, or doors to seal shut.
- Level 4 (Complex Spirit): May reshape metal into simple tools or weapons without heat; influence machinery or smiths’ work.
- Level 5 (Greater Spirit): Animates metal constructs, manipulates vast quantities of metal at will, or blesses entire foundries.
- Level 6 (Major Spirit): Embodies the soul of a weapon or forge, merges with war or industry itself, or exerts dominion over entire veins of ore.
Oaths
- Type(s): Conceptual, Cultural
- Description: Spirits of Oaths are tied to promises, contracts, and the binding of words and will. They are invoked in solemn vows and feared when betrayed.
- Abilities
- Level 1 (Imprint): Causes a tingling sensation when a promise is made or broken nearby.
- Level 2 (Lesser Spirit): Can sense lies or enforce minor compulsions to keep one's word.
- Level 3 (Common Spirit): Binds a vow physically or spiritually - breaking it causes discomfort or ill fortune.
- Level 4 (Complex Spirit): Can forge magical pacts, curses for oathbreakers, or enforce truth-telling in a zone.
- Level 5 (Greater Spirit): Ensures absolute loyalty, binds spirits or mortals together in unbreakable bonds, or severs connections with traitors.
- Level 6 (Major Spirit): Becomes a living law of promises - entire societies, clans, or lineages may fall under its spiritual jurisdiction.
- Level 1 (Imprint): Causes a tingling sensation when a promise is made or broken nearby.
Pain
- Type(s): Conceptual, Emotional
- Description: Spirits of Pain are attuned to suffering, endurance, and sometimes revelation through agony. They dwell in both the tormentor and the afflicted.
- Abilities:
- Level 1 (Imprint): Causes phantom aches or shared pain near injuries.
- Level 2 (Lesser Spirit): Heightens or dulls physical pain, can sense suffering nearby.
- Level 3 (Common Spirit): Transfers pain between beings, or inflicts psychosomatic symptoms.
- Level 4 (Complex Spirit): Can extract pain as fuel, weaponize anguish, or sustain warriors through masochistic power.
- Level 5 (Greater Spirit): Feeds on pain to grow, induces agony across battlefields or breaks wills with a whisper.
- Level 6 (Major Spirit): Embodies the principle of pain - its presence births torment, clarity, and transformation on a mass scale.
Gravity
- Type(s): Natural, Cosmic
- Description: Gravity spirits govern the force that binds bodies together, from falling stones to planetary orbit. Rare and usually unfathomable in motive.
- Abilities
- Level 1 (Imprint): Slight sense of weight or pressure, objects feel subtly heavier or lighter.
- Level 2 (Lesser Spirit): Can alter the weight of a small object or make someone feel lightheaded or burdened.
- Level 3 (Common Spirit): Controls local gravity shifts - can make one leap higher or crush an enemy to the ground.
- Level 4 (Complex Spirit): Bends trajectories of arrows, shifts centers of gravity, or creates brief gravitational wells.
- Level 5 (Greater Spirit): Rewrites local gravity - creates zones where time and motion warp, levitates structures, or hurls enemies with gravitational force.
- Level 6 (Major Spirit): Embodies the force itself; its movements can tilt landscapes, influence tides, or trap spirits and stars in its pull.
Here is the next full set of spirit dominions for Vaelora, continuing in your established format:
Protection
- Type(s): Conceptual, Cultural
- Description: Protection spirits guard beings, places, and ideals. They are invoked in wards, armor, and oaths of guardianship.
- Level 1 (Imprint): Creates a slight sense of safety or warning near danger.
- Level 2 (Lesser Spirit): Provides brief shielding or deflects minor harm.
- Level 3 (Common Spirit): Creates protective wards, defends against spirits or curses, or blesses guardians.
- Level 4 (Complex Spirit): Forms invisible barriers, binds defensive enchantments to locations or people.
- Level 5 (Greater Spirit): Protects entire fortresses, prevents entry to specific entities, or halts spiritual intrusion.
- Level 6 (Major Spirit): Becomes the living will of defense - its presence turns away entire armies or renders a sacred site untouchable.
Rage
- Type(s): Emotional, Conceptual
- Description: Spirits of Rage ignite fury, vengeance, and unstoppable drive. They feed on injustice, combat, and primal emotion.
- Level 1 (Imprint): Causes an edge of irritation or boldness nearby.
- Level 2 (Lesser Spirit): Amplifies anger, stirs conflict between beings.
- Level 3 (Common Spirit): Can drive a warrior into berserker fury or cause riots in crowds.
- Level 4 (Complex Spirit): Inflicts madness through rage, possesses individuals to avenge wrongs.
- Level 5 (Greater Spirit): Incites widespread violence, fuels entire warbands or battles with supernatural fury.
- Level 6 (Major Spirit): A walking storm of wrath - its presence can shatter alliances, destroy diplomacy, and ignite chaos on a national scale.
Reverence
- Type(s): Conceptual, Cultural
- Description: These spirits are drawn to devotion, awe, and ritual respect - toward gods, ancestors, nature, or ideals.
- Level 1 (Imprint): Creates a hush or solemn feeling in sacred spaces.
- Level 2 (Lesser Spirit): Strengthens bonds in ceremonial acts, heightens emotion in worship.
- Level 3 (Common Spirit): Can sanctify locations or people, ward off desecration.
- Level 4 (Complex Spirit): Inspires mass devotion, bolsters faith, or binds reverence to an object or symbol.
- Level 5 (Greater Spirit): Makes relics radiate holiness, compels respect even from enemies.
- Level 6 (Major Spirit): Becomes an axis of worship - entire faiths or orders may be founded around its emanations.
Rivers
- Type(s): Natural, Cultural
- Description: River spirits embody flow, travel, fertility, and passage. Often changeable in mood - placid or wrathful.
- Level 1 (Imprint): Enhances the sound of water, causes ripples or calm.
- Level 2 (Lesser Spirit): Guides travelers, protects crossings, or cleanses minor ailments.
- Level 3 (Common Spirit): Diverts small waterways, grants blessings to fishermen or ferrymen.
- Level 4 (Complex Spirit): Floods or dries channels, creates phantom bridges or drowned paths.
- Level 5 (Greater Spirit): Governs river systems - moves boats, washes away threats, or claims the drowned.
- Level 6 (Major Spirit): Becomes a river god - the river is its body, and it shapes terrain and destiny with its flow.
Rot
- Type(s): Natural, Death
- Description: Spirits of Rot oversee decay, transformation, and the return of life to the soil. Feared and respected in equal measure.
- Level 1 (Imprint): Hastens minor spoilage; attracts flies or fungi.
- Level 2 (Lesser Spirit): Rots food, weakens wood, or nurtures compost.
- Level 3 (Common Spirit): Causes weapons or bodies to decay rapidly, purges excess growth.
- Level 4 (Complex Spirit): Feeds on disease, spreads corruption in flesh or structure.
- Level 5 (Greater Spirit): Breaks cities or forests down into fertile ruin; defeats preservation magic.
- Level 6 (Major Spirit): Becomes a principle of entropy - where it walks, empires rot and civilizations fall.
Seasons
- Type(s): Natural, Conceptual
- Description: Spirits of the Seasons turn the wheel of time - each tied to cycles of life, death, renewal, and rest.
- Level 1 (Imprint): Causes leaves to fall early, or early bloom.
- Level 2 (Lesser Spirit): Shifts weather slightly, hastens or delays planting.
- Level 3 (Common Spirit): Causes seasonal illusions, or manifests traits of a season.
- Level 4 (Complex Spirit): Freezes a small area in a false season; aligns magic to solstices and equinoxes.
- Level 5 (Greater Spirit): Dictates seasonal flows for a region - causing unseasonal storms or harvests.
- Level 6 (Major Spirit): Personifies the season; they may walk Vaelora as Spring Maidens, Winter Kings, or Autumn Crones.
Shadow
- Type(s): Natural, Conceptual
- Description: Shadow spirits dwell in absence, secrets, and concealment. Not inherently evil, but feared for their ambiguity.
- Level 1 (Imprint): Deepens or distorts shadows nearby.
- Level 2 (Lesser Spirit): Conceals small objects or sounds.
- Level 3 (Common Spirit): Hides people from sight, veils intentions or memories.
- Level 4 (Complex Spirit): Grants passage through shadow, manipulates illusions or silence.
- Level 5 (Greater Spirit): Erases presence or identity entirely, stalks prey through darkness.
- Level 6 (Major Spirit): Lives as an entity of void - where it passes, light retreats and truths unravel.
Shame
- Type(s): Emotional, Conceptual
- Description: Spirits of Shame feed on guilt, regret, and societal failure. Often accompany downfall or moral reckoning.
- Level 1 (Imprint): Causes discomfort or avoidance in morally charged spaces.
- Level 2 (Lesser Spirit): Stirs guilt, self-loathing, or unease.
- Level 3 (Common Spirit): Forces self-reflection or public confession.
- Level 4 (Complex Spirit): Reveals secrets, stains reputations, or drives one to self-punishment.
- Level 5 (Greater Spirit): Destroys confidence, topples leaders through exposure or disgrace.
- Level 6 (Major Spirit): Embodies cultural shame - can collapse regimes, rewrite legacies, or erase names from memory.
Silence
- Type(s): Conceptual, Natural
- Description: Spirits of Silence govern the absence of sound, communication, and presence. Found in solemnity, mystery, and death.
- Level 1 (Imprint): Dampens noise in small areas.
- Level 2 (Lesser Spirit): Silences footsteps or whispers, muffles doors.
- Level 3 (Common Spirit): Enforces zones of magical or verbal silence.
- Level 4 (Complex Spirit): Causes entire places to forget how to speak; disrupts chants or incantations.
- Level 5 (Greater Spirit): Destroys language, communication, or presence across great areas.
- Level 6 (Major Spirit): Personifies the Void - its arrival stills hearts, minds, and the song of the world.
Sky
- Type(s): Natural, Cosmic
- Description: Sky spirits embody openness, weather, stars, and divine observation. They are vast, watchful, and distant.
- Level 1 (Imprint): Causes birds to gather, clouds to shift.
- Level 2 (Lesser Spirit): Alters wind direction, invokes minor clearings or clouds.
- Level 3 (Common Spirit): Enables messages across great distance, grants clarity or prophecy.
- Level 4 (Complex Spirit): Opens pathways to stars, summons storms or sunlight.
- Level 5 (Greater Spirit): Dictates weather across nations, reveals celestial omens.
- Level 6 (Major Spirit): The vault of heaven incarnate - can rewrite constellations or fall as judgment.
Smoke
- Type(s): Natural, Cultural
- Description: Smoke spirits dwell in fire's aftermath, obscurity, and ritual incense. They are liminal, linking worlds and veiling truth.
- Level 1 (Imprint): Forms odd patterns or scents.
- Level 2 (Lesser Spirit): Carries messages in ritual or war, cloaks presence.
- Level 3 (Common Spirit): Causes confusion or sleep, binds with fire spirits.
- Level 4 (Complex Spirit): Shapes illusions in smoke, veils otherworld crossings.
- Level 5 (Greater Spirit): Commands choking fogs, conjures visions or madness.
- Level 6 (Major Spirit): Smoke given will - divine messenger, deceiver, and smothering wrath.
Speed
- Type(s): Conceptual, Natural
- Description: These spirits embody quickness, time compression, and momentum. Found in lightning strikes and racing hearts.
- Level 1 (Imprint): Time feels briefly faster.
- Level 2 (Lesser Spirit): Increases a runner’s pace, shortens reaction time.
- Level 3 (Common Spirit): Hurries small groups, slows enemies.
- Level 4 (Complex Spirit): Twists perception of time, makes moments stretch or compress.
- Level 5 (Greater Spirit): Grants blinding movement, causes blur trails or kinetic assaults.
- Level 6 (Major Spirit): Speed incarnate - bends time and space, strikes before thought, flees before eyes can track.
Stillness
- Type(s): Conceptual, Natural
- Description: Spirits of Stillness rule over quietude, waiting, and perfect poise. Found in meditation, hidden predators, and paused fate.
- Level 1 (Imprint): Area feels hushed or frozen.
- Level 2 (Lesser Spirit): Slows breathing, halts small movement.
- Level 3 (Common Spirit): Renders people or areas inert; hides from detection.
- Level 4 (Complex Spirit): Freezes spells, stops weapons in mid-air.
- Level 5 (Greater Spirit): Halts time briefly for all but the chosen.
- Level 6 (Major Spirit): Manifest as still fate - world pauses at its presence.
Stone
- Type(s): Natural
- Description: Spirits of Stone dwell in cliffs, caves, and mountains. They are ancient, unyielding, and slow to stir.
- Level 1 (Imprint): Makes ground feel solid, unmovable.
- Level 2 (Lesser Spirit): Strengthens walls or bones.
- Level 3 (Common Spirit): Shapes stone slowly, causes tremors.
- Level 4 (Complex Spirit): Forms golems, seals paths, or shelters settlements.
- Level 5 (Greater Spirit): Causes earthquakes, raises peaks or collapses strongholds.
- Level 6 (Major Spirit): Mountain-god - its thoughts reshape continents.
Tides
- Type: Natural, Temporal, Emotional
- Description: Governs the rhythmic rise and fall of the seas, as well as emotional ebbs and flows. Spirits of Tides often connect moonlight, water, and inner turbulence.
- Abilities:
- Imprint: Slight influence over moods or water currents near shorelines.
- Lesser Spirit: Cause small localized tidal shifts; induce emotional fluctuations in individuals.
- Common Spirit: Predict or manipulate coastal tides; sway emotional tides of groups.
- Complex Spirit: Control tides across whole regions; dampen or amplify regional emotional states.
- Greater Spirit: Shift moon-phase resonance; command massive tidal surges or tsunamis.
- Grand Spirit: Rewrite oceanic rhythms, influence celestial bodies to alter tidal behavior across ages.
Time
- Type: Conceptual
- Description: Time spirits govern the passage, perception, and integrity of time. Rare and feared, as they brush against reality’s fabric.
- Abilities:
- Imprint: Momentary time dilation or sense of déjà vu.
- Lesser Spirit: Hasten or slow personal experience of time.
- Common Spirit: Create time loops for brief intervals; alter perception of sequence.
- Complex Spirit: Collapse moments into each other, allowing foreknowledge or echoes.
- Greater Spirit: Affect linearity; cause time distortions over hours or days.
- Grand Spirit: Fracture timelines, pause time across regions, or alter past events subtly.
Trade
- Type: Cultural, Conceptual
- Description: Spirits of exchange, commerce, and mutual agreements. Found in markets and among traveling merchants.
- Abilities:
- Imprint: Smooth a deal or inspire fair negotiation.
- Lesser Spirit: Ensure balance in exchanges; detect deceit in commerce.
- Common Spirit: Compel honest dealings; bless caravans or trade routes.
- Complex Spirit: Bind deals with spiritual contracts; make bartered objects spiritually potent.
- Greater Spirit: Dominate regional economies; turn prosperity or famine with trade flows.
- Grand Spirit: Establish empire-spanning trade pacts that shape destiny and fate.
Truth
- Type: Conceptual, Moral
- Description: Spirits of unvarnished reality, clarity, and the weight of revelation. Oppose deception, often linked to judgment.
- Abilities:
- Imprint: Compel a person to speak a single truth.
- Lesser Spirit: Reveal lies in conversation; force confession of surface truths.
- Common Spirit: Make lies physically painful or impossible; strip illusions.
- Complex Spirit: Create zones where truth is inescapable; force internal confrontations.
- Greater Spirit: Reveal hidden history or fated truths; silence false ideologies.
- Grand Spirit: Expose world-shaking revelations; force entire peoples to face cosmic or ancestral truths.
Unmaking
- Type: Conceptual, Destructive
- Description: Represents entropy, unraveling, and dissolution. Not evil - merely the balance to creation. Often revered in death rites.
- Abilities:
- Imprint: Weaken a simple object or bond.
- Lesser Spirit: Disassemble structures; hasten decay.
- Common Spirit: Unravel enchantments, oaths, or bindings.
- Complex Spirit: Collapse spiritual constructs; erase memories or identities.
- Greater Spirit: Dissolve history, erase bloodlines, destroy ideas.
- Grand Spirit: Unmake entire realities, planes, or divine constructs.
Vengeance
- Type: Emotional, Conceptual
- Description: Fueled by righteous anger and the need for retribution. Bonds with wronged spirits and mortals.
- Abilities:
- Imprint: Heighten a person’s desire for revenge.
- Lesser Spirit: Curse a target with misfortune; empower avengers.
- Common Spirit: Track perpetrators through spiritual scent; bind vengeance to action.
- Complex Spirit: Create rituals that demand blood-for-blood; haunt entire families or cities with ancestral grudges.
- Greater Spirit: Stir wars in the name of revenge; incarnate old wrongs as divine retribution.
- Grand Spirit: Awaken vengeance in the world-spirit itself, bringing epochal reckoning.
Water
- Type: Natural
- Description: Elemental dominion over rivers, rain, lakes, and the sea’s fluid essence. Related to healing, movement, and transformation.
- Abilities:
- Imprint: Create ripples; purify a cup of water.
- Lesser Spirit: Shape small streams or cause rainfall.
- Common Spirit: Summon waves, purify wells, grant water-breathing.
- Complex Spirit: Command rivers, flood or dry lands, heal wounds with blessed water.
- Greater Spirit: Alter weather patterns through moisture; manifest tidal beings.
- Grand Spirit: Move oceans, give water spiritual sentience, flood or dry entire regions.
Weather
- Type: Natural
- Description: Governs climate, storms, and atmospheric moods. Found in clouds, winds, lightning, and seasonal changes.
- Abilities:
- Imprint: Cause a chill wind or drizzle.
- Lesser Spirit: Summon fog or wind; guide storms.
- Common Spirit: Direct lightning; create violent or calming weather for days.
- Complex Spirit: Bind weather to emotional or spiritual states; conjure storms with memory.
- Greater Spirit: Rewrite regional climates; birth storm elementals.
- Grand Spirit: Shift global weather patterns, birth endless tempests or eternal spring.
Will
- Type: Conceptual
- Description: The pure force of intention, drive, and resistance. These spirits reward conviction and are tied to magic, ambition, and defiance.
- Abilities:
- Imprint: Strengthen resolve for a moment.
- Lesser Spirit: Empower resistance to control or pain.
- Common Spirit: Sustain effort beyond normal limits; bolster spellcasting or leadership.
- Complex Spirit: Manifest will as a weapon or shield; break mental domination.
- Greater Spirit: Forge destinies from desire; bind the wills of crowds.
- Grand Spirit: Shape reality through sheer purpose; override divine mandates with mortal resolve.
Wind
- Type: Natural
- Description: Spirits of the open air, breath, and motion. Often messengers or symbols of freedom.
- Abilities:
- Imprint: Stir a breeze or echo a whisper.
- Lesser Spirit: Carry voices across distances; deflect projectiles.
- Common Spirit: Summon gales; grant flight or swiftness.
- Complex Spirit: Shape tempests, carry dreams or memories on the air.
- Greater Spirit: Render fortresses to dust with wind; speak to all who breathe.
- Grand Spirit: Envelop the world in storms or stillness; manifest breath as life or death.