Dominion of Sky

The Dominion of the Sky governs all aspects of the weather, including clouds, winds, and all that which falls from the sky. Those who wield this Dominion can command the winds, using them for flight, or to suck air from someone's lungs. Clouds and fog are at their beck and call, ready to blanket the ground with mist or blot out the sun. The air can chill or heat at their will, though mastery of the Cold and Fire Dominions can enhance this process. Lastly, the Dominion of Sky gives power over lightning, the energy of the sky, and all forms of electricity, allowing it to be called down from above or hurled from one's hands. The master and creator of this Dominion was mighty Ouranos, the most powerful of the Primordials ever to bestride Creation.

Weathersense (1+)
This power enables Sky novices to sense weather patterns. They may detect changes in the weather, enabling them to predict incoming weather conditions, and assess the strength and temperature of the wind, and the potency of nearby electricity. This includes electronic devices. All Sky abilities have a range equal to what can be sensed with Weathersense, which increases the further they master the Dominion.


 * Level 1: All weather phenomena within a quarter mile can be sensed.
 * Level 2: All weather phenomena within one mile can be sensed.
 * Level 3: All weather phenomena within five miles can be sensed.
 * Level 4: All weather phenomena within ten miles can be sensed.
 * Level 5: All weather phenomena within fifty miles can be sensed.
 * Level 6: All weather phenomena within one hundred miles can be sensed.
 * Level 7: All weather phenomena within five hundred miles can be sensed.
 * Level 8: All weather phenomena within one thousand miles can be sensed.
 * Level 9: All weather phenomena within ten thousand miles can be sensed.
 * Level 10: All weather phenomena within a realm can be sensed.
 * Level 11: All weather phenomena within any adjacent realms can be sensed.
 * Level 12: All weather phenomena within three realms can be sensed.
 * Level 13: All weather phenomena across Creation can be sensed.

Lightning Resistance (1+)
The Sky wielder gains a resistance to electricity in all its forms. As they progress through their mastery of the Dominion, this resistance intensifies. A Sky wielder will be unharmed by any Lightning weaker than their mastery of the Dominion.


 * Level 1: The Sky wielder is immune to low harmless levels of electricity that would be painful for mortals.
 * Level 2: The Sky wielder is immune to levels of electricity that would cause severe pain and injury to mortals.
 * Level 3: The Sky wielder is immune to levels of electricity that approach the ability to kill mortals.
 * Level 4: The Sky wielder is immune to Lightning at Level 3 and below.
 * Level 5: The Sky wielder is immune to Lightning at Level 4 and below. By maintaining bodily contact with an ally, a Sky wielder may share their resistance to Lightning with them.
 * Level 6: The Sky wielder is immune to Lightning at Level 5 and below. Lightning resistance can be shared with anyone who remains within the Sky wielder's presence.
 * Level 7: The Sky wielder is immune to Lightning at Level 6 and below.
 * Level 8: The Sky wielder is immune to Lightning at Level 7 and below.
 * Level 9: The Sky wielder is immune to Lightning at Level 8 and below.
 * Level 10: The Sky wielder is immune to Lightning at Level 9 and below.
 * Level 11: The Sky wielder is immune to Lightning at Level 10 and below.
 * Level 12: The Sky wielder is immune to Lightning at Level 11 and below.
 * Level 13: The Sky wielder is immune to Lightning at Level 12 and below.

Control Clouds (2+)
This ability enables Sky wielders to manipulate and control clouds and water vapor. Clouds can be generated to cover an area equal to the range of their Weathersense. After Cloud matter is generated, it can be manipulated anywhere within Weathersense range.


 * Level 2: Preexisting Cloud matter within Weathersense range can be manipulated. No clouds can be conjured.
 * Level 3: Clouds can be brought into being, being generated from the Sky wielder's body.
 * Level 4: Clouds can be summoned anywhere within a Sky wielder's immediate presence.
 * Level 5: Clouds can be summoned anywhere that a Sky wielder can see.
 * Level 6: Clouds can be summoned within one mile of Sky wielder.
 * Level 7: Clouds can be summoned within five miles of a Sky wielder.
 * Level 8: Clouds can be summoned within ten miles of a Sky wielder.
 * Level 9: Clouds can be summoned within fifty miles of a Sky wielder.
 * Level 10: Clouds can be summoned within one hundred miles of a Sky wielder.
 * Level 11: Clouds can be summoned within five hundred miles of a Sky wielder.
 * Level 12: Clouds can be summoned within one thousand miles of a Sky wielder.
 * Level 13: Clouds can be summoned within ten thousand miles of a Sky wielder.

Control Wind (2+)
It is possible to summon and manipulate gusts of wind using this power. Wind can be manipulated anywhere within Weathersense range.


 * Level 2: Strong winds can be generated, potent enough to knock around small objects, such as a rock or lamp. Precision is lacking, and Wind can only be used to knock an object in a general direction.
 * Level 3: Wind strong enough to knock a human being across the room can be generated. Wind can also be used to slow the falls of the Sky wielders or their allies, enabling them to fall long distances without harm. Objects can be manipulated using Wind, as if by telekinesis. Cutting Wind capable of causing lacerations that can cause fatal bleeding in mortals and minor injuries to halfborn can be summoned in short bursts.
 * Level 4: Wind is potent and precise enough to enable sustained flight for a Sky wielder and a few allies. A small vehicle can also be knocked around a short distance, though such a feat takes great effort. Cutting Wind can instantly kill mortals hit with it, and can cause debilitating injuries to halfborn. Wind can also be used to suck the breath from an enemy's lungs, suffocating them.
 * Level 5: Cars can be flung around using Wind with little difficulty. Wind capable of moving large vehicles and knocking over modern houses using a few bursts of Wind, though this is tiring. Cutting Wind is strong enough to cut right through a mortal, splitting them apart. Ordinary stone and metal can also be deeply cut at this level.
 * Level 6: Multiton objects can easily be tossed about in titanic gales of destruction. A single blast of Wind is usually sufficient to destroy the common house. Cutting Winds can slash right through stone and metal, while mortals can be reduced to red mist.
 * Level 7: Large buildings can be rapidly flattened or shredded apart with Cutting Wind.
 * Level 8: Buildings, planes, and large ships can be thrown about or eviscerated via Cutting Wind.
 * Level 9: Winds are powerful enough to knock skyscraper sized buildings over or break them apart.
 * Level 10: Wind can be generated that is strong enough to rip a skyscraper out of the ground, sending it flying through the air.
 * Level 11: Wind so powerful that it can tear apart massive portions of a city, ripping massive chunks of earth from the ground.
 * Level 12: Hills and chunks of mountains can be ripped apart and shredded with the sheer titanic force of Winds that can be created.
 * Level 13: Entire mountains can be blown around like leaves in the wind, cities uprooted like bits of paper or shredded to bits by the incalculable power that an absolute master of the Sky can wield.

Control Lightning (3+)
The Sky wielder can now control Lightning.


 * Level 3: Electricity along one's body can be conjured, and channeled into anything one touches, including weapons. Prolonged exposure can kill mortals.
 * Level 4: Lightning bolts can be called down from the Sky to strike at foes. Each is capable of killing a mortal or badly stunning most halfborn with a single hit. Only a few bolts can be called before tiring occurs.
 * Level 5: Lightning can be projected from a Sky wielder's body. All lightning is potent enough to create explosions equivalent to a weak grenade, and leave mortal bodies hit by it as nothing more than charred, smoking corpses, while most halfborn are instantly killed if directly struck. Flammable materials can easily be set on fire with it, and more resilient ones like metal or stone can be heated up considerably.
 * Level 6: Lightning can completely disintegrate mortals hit by it, reducing them to smoking ash piles. It can generate explosions equivalent to the average RPG. Parts of rock or metal directly struck are rendered partially molten.
 * Level 7: Lightning generated can create explosions that can utterly obliterate an area the size of a car, and reduce one to molten slag.
 * Level 8: Lightning potent enough to completely destroy the average size house in a single blast is possible.
 * Level 9: Lightning generated is so powerful that it can absolutely destroy structures the size of a warehouse with a single blast.
 * Level 10: Lightning is potent enough to utterly annihilate buildings like skyscrapers with a single direct hit.
 * Level 11: Lightning is potent enough to completely obliterate noticeable chunks of a city in a single blast.
 * Level 12: Lightning that is created is so phenomenally potent that it can shatter portions of mountains.
 * Level 13: A single blast of lightning can leave an entire city a molten ruin, with the shockwave being guaranteed to shake the earth for miles around.

Storm (3+)

 * After being combined with Wind, Clouds can be manipulated to induce precipitation, either rain, snow, or hail. These storms can cover a range dictated equal to that of the Weathersense. Expenditures of power are needed to create the Storm, and afterwards they will sustain themselves for a certain time period, before fizzling out or requiring a fresh infusion of energy. The presence of a Storm makes it easier to employ any powers of the Sky Dominion.
 * Level 3: Rainstorms or Snowstorms can be created. After they stop being infused with power, they immediately begin to dissipate.
 * Level 4: It is now also possible to create Thunderstorms, which spew Lightning that can be directed at foes without the Sky wielder needing to waste energy conjuring them. However, at this stage, maintaining a Thunderstorm is quite exhausting. Storms maintain their power up to ten minutes before beginning to dissipate after energy infusion ceases.
 * Level 5: Storms last for up to half an hour before the lack of sustenance causes them to abate.
 * Level 6: Storms can endure up to a full hour before they begin to decompose due to lack of energy infusions.
 * Level 7: A storm can continue on for up to three hours before requiring a fresh infusion of energy to maintain it.
 * Level 8: Any conjured storms endures for up to around six hours until needing maintenance.
 * Level 9: Sky gods can generate full on hurricanes with this level of power. Storms can last half a day before needing to be renewed.
 * Level 10: Storms last for an entire day until requiring renewal.
 * Level 11: Any Storms summoned can continue on unabated for three days until they need a fresh infusion of power to sustain them.
 * Level 12: Storms created by masters of Sky can last for up to a week until they require more power to keep them enduring.
 * Level 13: Absolute masters of the Divine Dominion of Sky can cause Storms that last for an entire month before needing to be renewed.

Stormform (6+)
The Sky wielder is capable of taking on the Stormform, transforming their bodies into a swirl of Clouds, Wind, and Lightning. Maintaining the Stormform is quite intensive, and it requires high levels of mastery to be able to maintain it for any serious length of time. The Stormform is capable of producing whatever weather effects the Sky wielder's Dominion mastery allows.


 * Level 6: The Stormform can be maintained for about a minute before reverting to one's normal form.
 * Level 7: The Stormform can be maintained for about five minutes before reverting to one's normal form.
 * Level 8: The Stormform can be maintained for about twenty minutes before reverting to one's normal form.
 * Level 9: The Stormform can be maintained for about one hour before reverting to one's normal form.
 * Level 10: The Stormform can be maintained for about six hours before reverting to one's normal form.
 * Level 11: The Stormform can be maintained for about half a day before reverting to one's normal form.
 * Level 12: The Stormform can be maintained for about one day before reverting to one's normal form.
 * Level 13: The Stormform can be maintained for about three days before reverting to one's normal form.

Sky Elementals (7+)
It is possible to create Anemoi or Venti, Sky elementals. It is possible to for a creator to perceive whatever a created elemental is perceiving at any time.


 * Level 7: It is possible to make Anemoi, which may only remain in existence as long as they have a connection to their creator, and will disperse into nothing but air, lightning or clouds a few minutes after they are out of their immediate presence. In the short period before they completely come apart, they become mindless without the creator's will, and will thoughtlessly blow about, damaging anything that gets in their way.
 * Level 8: Anemoi can operate within a mile of their creator. After they are cut off from their presence, they can remain active for a few hours before dispersing.
 * Level 9: Anemoi can operate completely separately from their creator, but they are only under control when within ten miles of them. When outside said range, they become mindless. It is also possible to create a Ventus, a sentient version of an Anemoi. They are naturally inclined to serve their creators, but can only remain under their direct control within ten miles. Sky gods may also attempt to seize control over a Sky elemental from their creator, so long as their skill in Sky is equal or greater than their victim.
 * Level 10: This ability enables a god of the Sky to gift control over a Sky elemental to any being with the slightest mastery of the Dominion. Control range for elementals extends to fifty miles.
 * Level 11: Control of an Anemoi can be gifted to anyone, regardless of whether or not they have skill in the Dominion of Sky. Control range is now one hundred miles.
 * Level 12: Control range is five hundred miles.
 * Level 13: Control range is one thousand miles.

Skycraft (9+)
Gods skilled in Sky may take Sky based elements and craft mundane materials out of them.


 * Level 9: Clouds can be used to make solid constructs, though such constructs still appear cloudlike.
 * Level 10: It is possible to craft solid objects out of Clouds, with such objects functioning as the normal object.
 * Level 11: Solid objects can be crafted from Lightning, which function like normal objects.
 * Level 12: Living beings can be made from cloudstuff. Wind can be rendered solid, and permanent constructs can be made from it.
 * Level 13: Any Sky based material can be used to create any other mundane solid substance or living creature.

Usage
The Dominion of Sky is often wielded by gods of the air and of storms, as well as Sky elementals of all kinds.

Prominent Wielders

 * 1) Ouranos: Level 13
 * 2) Zeus: Level 12