Useful as guides to types of spirits, “god domains” or schools of spellcasting…
* Air (winds, breath, storms, unseen movement)
* Autumn (decline, harvest, migration, transition)
* Beasts (instinct, predation, animal spirits, kin-blood)
* Beauty (aesthetics, allure, elegance, artistry)
* Blood (lineage, sacrifice, vitality, oath)
* Chaos (unpredictability, freedom, mutation, change)
* Cities (architecture, law, trade, civic order)
* Community (kinship, charity, harmony, social bonds)
* Craft (skill, invention, artistry, metalwork)
* Darkness (shadows, concealment, oblivion, fear)
* Death (ending life, protecting and guiding souls to afterlife)
* Demons (temptation, possession, destructive cunning)
* Deserts (heat, scarcity, endurance, horizons of stone)
* Dragons (fire, hoard, sovereignty, terrible wisdom)
* Dreams (visions, nightmare, imagination, astral wandering)
* Earth (stone, roots, stability, strength)
* Electricity (lighting, impulse, transmission, volatile power)
* Elementals (primordial essence of air, earth, fire, water)
* Enlightenment (insight, clarity, awakening, inner truth)
* Fertility (harvests, births, bounty, celebration)
* Fey Realms (glamour, trickery, riddles, bargains)
* Fire (heat, passion, forge, purifying destruction)
* Forbidden Knowledge (truths that unravel sanity and certainty)
* Forests (growth, shade, hunts, hidden paths)
* Forge (craft, metal, heat, transformation)
* Fortune (risk, chance, prosperity, serendipity)
* Frost (cold, silence, winter, preservation)
* Fungi (spores, decay, networks, parasitic growth)
* Grace (mercy, beauty, poise, effortless motion)
* Harvest (grain, vineyards, sacrifice, celebration)
* Healing (restoration, mercy, nourishment, comfort)
* Hearth (home, hospitality, craft, preservation)
* Heaven (radiance, virtue, covenant, judgment)
* Hell (punishment, hierarchy, pacts, infernal law)
* Hunting (pursuit, contest, quarry, bloodsport)
* Knowledge (truth, memory, inquiry, sacred recordākeeping)
* Law (justice, order, oaths, rightful authority)
* Light (radiance, revelation, purity, illumination)
* Lightning (speed, inspiration, shock, sudden insight)
* Love (courtship, intimacy, desire, union)
* Machines (precision, repetition, industrial will, engineering
* Madness (visions, frenzy, taboo insight, broken minds)
* Masks (identity, roles, disguise, transformation)
* Moon (dreams, fate, cyclical prophecy)
* Mountains (stone, endurance, sanctuaries, old laws)
* Mutation (flesh-craft, transformation, corruption of form)
* Nature (beasts, forests, seasons, wild growth)
* Outer Gods (mind-shredding entities beyond space and laws)
* Plague (disease, affliction, vermin, contagion)
* Rivers (flow, purification, oaths, journeying)
* Royalty (sovereignty, lineage, intrigue, rightful authority)
* Seas and Oceans (tides, salt, sailors, the deep)
* Shadow (concealment, night, secrets, patience)
* Shadow Realms (sorrow, hunger, ghosts, dim memory)
* Spring (renewal, fertility, birth, bloom)
* Stars (omens, navigation, destiny, celestial order)
* Storms (lightning, thunder, the fury of the sky)
* Summer (warmth, vitality, revelry, abundance)
* Sun (radiance, revelation, banishing darkness)
* Time (cycles, aging, prophecy, inevitable change)
* Tragedy (doom, catharsis, mourning, downfall)
* Travel (journeying, wayfinding, trade, safe passage)
* Trickery (mischief, deception, theft, cunning bargains)
* Undead (necromancy, reanimating the dead, necrotic hunger)
* Underworlds (shadow, caverns, fungus, subterranean dread)
* Vengeance (wrath, punishment, retribution, doom)
* Void (emptiness, darkness, negation, cosmic hunger)
* War (glory, courage, valor and victory in battle)
* Wealth (commerce, prosperity, ambition, accumulation)
* Weather (winds, rains, storms, changing skies)
* Whispers (haunting communication from unseen entities)
* Winter (cold, scarcity, stillness, conservation)