magic compendium

DOMAINS
SPELLS

MAGIC AND DOMAINS

A witch's way of naturally manipulating and controlling the mana that flows around them is the "domain" of magic over which they preside. This is determined at birth, typically with some genetic influence. It is thought of as pointless to pursue things beyond your natural inclinations. However, witches at sentinels and above in rank often take on a second domain, generally out of their own unique pursuit of knowledge.

001. Domains are honed by receiving "spells" which enable unique applications of the domain. Spells can be obtained through the completion of social threads, missions, events, and the shop.

002. You may select your starting domain based on the available list. Within your chosen domain, you start with one subdomain unlocked and the other "locked." You will only be awarded (or be able to buy) spells of the subdomains/domains you have unlocked.

003. At Sentinel rank, your character may branch out into one more domain. This rank-up automatically unlocks one subdomain of the new domain. Your character also gains access to advanced spells at this rank.

004. Two domains and four subdomains is the current limit for any one character to have.

005. When starting out, please pick two STARTER spells from your chosen subdomain. You may not choose member-created spells to start with.

domains list

The following domains (alongside their subdomains) presently exist in the world of Salem:
PYROS
Pyros is one of the four elemental domains. It is therefore often considered a very powerful, fickle, and typically more emotional form of magic than other domains. Some witches see this difference and are awed by it (pure elemental manipulation can be wonderful to witness), whereas others consider elemental magic a childish or even unrefined form of magic. Like summoning, elemental magic is physically taxing on the user as it can sometimes involve 'creating something from nothing' and therefore drains a witch's mana reserves.

Among its elemental peers, Pyros has a reputation for being associated with brute force, power, and the working class (think: blacksmiths, or tradesmen). Its emotional 'gate' is often considered to be anger, or, in some theories, righteousness.

It is further subdivided into pyromancy and lightcraft: ie. the two properties of a flame: heat and light.

Firecalling is a branch of Pyros that deals in pure 'fire' -- in other words, in heat. Of course, firecalling may occasional affect light as well, but magic done in this branch typically does not stray too far from flames and heat.

Lightcraft is a branch of Pyros that deals in, well, light. Of course, Lightcraft may occasionally affect heat and flames as well, but magic done in this branch typically does not stray too far from light and light-based properties.
AQUOS
Aquos is one of the four elemental domains. It is therefore often considered a very powerful, fickle, and typically more emotional form of magic than other domains. Some witches see this difference and are awed by it (pure elemental manipulation can be wonderful to witness), whereas others consider elemental magic a childish or even unrefined form of magic. Like summoning, elemental magic is physically taxing on the user as it can sometimes involve 'creating something from nothing' and therefore drains a witch's mana reserves.

Among its elemental peers, Aquos has a reputation for being associated with nobility, 'soft' power, and intelligence (think: royal families, or diplomats). Its emotional 'gate' is often considered to be zen, or, in some theories, 'numbness'. 

It is further subdivided into watercalling and icecraft.

Watercalling Watercalling is the branch of Aquos that deals in in all non-solid forms of this element including water, steam, vapour, etc.

Icecraft Icecraft governs over all forms of Aquos wherein the element is present in a solid form. It also comprises of more abstract notions of ice and freezing.
AER
Aer is one of the four elemental domains. It is therefore often considered a very powerful, fickle, and typically more emotional form of magic than other domains. Some witches see this difference and are awed by it (pure elemental manipulation can be wonderful to witness), whereas others consider elemental magic a childish or even unrefined form of magic. Like summoning, elemental magic is physically taxing on the user as it can sometimes involve 'creating something from nothing' and therefore drains a witch's mana reserves.

Among its elemental peers, Aer has a reputation for being associated with nomads, wanderers, and tribal individuals (think: travelers, or tradesmen). Its emotional 'gate' is often considered to be joy, or, in some theories, 'exhilaration'. 

It is further subdivided into air magic and  spellsinging, otherwise known as sonic magic.

Air: Air is pure Aer magic, concerned only with the manipulation of wind and various weather-related effects.

Spellsinging: Spellsinging takes the 'wave' component of Aer further and is concerned with the vibrations, waves, and sounds of the air.
GAIA
Gaia is one of the four elemental domains. It is therefore often considered a very powerful, fickle, and typically more emotional form of magic than other domains. Some witches see this difference and are awed by it (pure elemental manipulation can be wonderful to witness), whereas others consider elemental magic a childish or even unrefined form of magic. Like summoning, elemental magic is physically taxing on the user as it can sometimes involve 'creating something from nothing' and therefore drains a witch's mana reserves.

Among its elemental peers, Gaia has a reputation for being associated with wisdom, worldliness, and the academics of witchcraft (think: professors, or priests). It's emotional 'gate' is often considered to be sorrow, or, in some cases, "rage." 

It is further subdivided into earth magic and plantshaping.

Earth: Of Gaia's various applications, the Earth subdomain contains spells that relate to rocks, mud, the earth, and its minerals.

Plantshaping: This Gaian subdomain is concerned not with the Earth's minerals, but with the living breathing organisms that grow from the earth, including plants, trees, and their various by-products.

ILLUSION
Illusion is a complicated domain of magic, with much external and internal controversy. The idea behind this domain is the use of darknesss, what many witches consider a "pseudo-elemental" form of magic, to apply 'coats' to mana, changing how objects and organisms are perceived by others. Many tales are told of illusionists as clever, craft heroes or as grand villains that once deceived the entire world. Illusionists are, as a result, stereotyped as not to be trusted and as 'extreme'-- on either end of the scale.

Even within Illusion, many are not sure if darkness manipulation (also called chaos manipulation) precedes or follows the concept of illusion-making more generally, and what should be considered a 'subdomain' of the other. As it stands, its two subdomains are pure illusions and darkness.

Pure Illusions: Pure illusions are simply that: magic that alters perceptions of reality. Darkness-based constructs are not governed by this branch and, sometimes considered by illusion purists as magic of a different domain altogether...

Darkness: Darkness manipulation is at once broader and more narrow than pure illusions. It utilizes darkness, a pseudo-elemental magic, to perform various tasks or to create constructs.

ALCHEMY
The logic of alchemy is the logic of mixing, cooking, science, and sacrifice. It tends to be a more rigid, logical domain than the domain of summoners or even enchanters. 

Alchemy is also often considered a domain for the “lower-class”: the abode of merchants, travelers and nobodies...And yet, it is also the domain most spoken about by the earliest of witches, a type of magic with a rich and decorated history. Alchemists are stereotyped as practical and dependable, if a little mercenary. 

Alchemy is further divided into its two subdomains, potion-brewing and transfiguration.

Potions: Potions is a branch of Alchemy that is concerned mostly with mixing substances to make new substances, as well as with 'hermetic circles -- a kind of sacrificial magic.

Transfiguration: Transfiguration is often considered the 'scientific' version of enchantment, capable of altering the biological and chemical makeup of objects and living creatures.
ENCHANTMENT
Enchants, or charms as they’re often called, mean speaking the language of objects (and often times even organic “objects” or not-so-tangible “objects”).

Enchanters are stereotyped as silver-tongued and intelligent in a crafty, witty way. Enchantment is further divided into **charms** (adding magical properties to objects); **augmentation** (enhancing or degrading various properties of organic beings); and **abjuration** (enchanting magic itself to weaken/empower spells, and use of runic wards).

Charms: Also known as object enchantment or pure enchantment. Charms is a branch of enchantment that adds magical properties to objects, often creating magical trinkets.

Augmentation: Augmentation, also known as organic enchantment, is a branch of Enchants that focuses on 'buffing' or 'debuffing' living beings. Jinxes are also included in this domain.

Abjuration* IN BETA: Abjuration deals with analyzing magic itself and casting charms on mana and other spells, hampering or hindering the effect of magic. Abjuration is channeled through runes, which can be used to manipulate space and alter already-cast magic.
SUMMONING
Summoning is like a collection of blueprints: while anyone can read them, the best are the types of people who can imagine & and create their own within their minds. Typically, mastering summoning involves understanding blueprints for various summons and, after achieving mastery over those prints, being able to create your own unique additions.  Summoning is the most taxing affinity, requiring stamina to even practice and great imagination to perfect. It is also very rare for a person to be a born summoner, often considered a sign of prestige and pure witch lineage. Summoners are stereotyped as stuck-up and often religious.

This domain is further divided into inorganic and organic summoning, which do exactly what their names suggest.

Inorganic summoning: Also known as casting or invocation. This branch of summoning deals only in non-living summons, include materials such as weapons and items or even generalized casting such as summoning natural calamities, or elements.

Organic summoning: Organic summoning, also known as pure summoning, refers to the branch of summoning that deals only in living beings. This could include animals, organic substances like plants, or sometimes divine spirits.
STARCALLING
Very very few witches are natural-born starcallers, but many end up “picking up” the domain because of its absolutely gorgeous applications in fashion, entertainment and other industries. Starcallers, while originally considered very devout and pure lineage witches, are now seen as aesthetic-oriented, fickle, and attention-seeking.

Starcalling is a unique and rare affinity, but its skillset primarily derives from stars (think: gravity, heat, light, orbits, eclipses), and constellations (unique arrangements of stars that can be called upon for various blessings).

The first two fall under stellar manipulation whereas the last falls under constellar manipulation.

Stellar magic: Stellar magic draws power from stars, gravity, light, heat, and a highly volatile magical substance known as "stardust." This typically looks like either creating 'starettes' or small stars, or collecting and using 'stardust' to various effects.

Constellar magic: Constellar magic refers to the invocation of various constellations to obtain blessings and other effects. Like stellar magic, powerful starcallers describe this affinity not in terms of manipulating constellations but in terms of communicating with them, almost as though they were deities.