Magic AKA Fysa

fysa is a magic which affects the physical realm

Fysa is a magic which exists in all of the world of Orrison, and it is said to be the energy of the sleeping godling, Fys. There are eight elements to this magic, each associated with a different essence of the god's body: Divine, Ash, Blood, Marrow, Alloy, Clay, Clear, and Murk. Most living creatures on Orrison can harness Fysa naturally in their own ways, but are only attuned to one element.


In its pure form, Fysa is a black iridescent substance, like an oil slick. It can be gaseous, liquid, or solid. Fysa is vital to life, but the amount of Fysa gained by eating plants or animals is enough-- Fysa contains energy, and too much is destructive to cells of the body and can kill.

As a substance, Fysa tastes like a flavor which doesn't have a 1:1 real world equivalent- it is similar to being spicy, if spicy was static electricity. If pop rocks or carbonation was a flat flavor, that is how Fysa would taste.

Symptoms of Fysa poisoning are jitters, raised body temperature, swelling, nausea, and insomnia. This can be treated by removing sources of excess magic and stabilizing the individual (fluids, temperature, etc) until their body purges it. In extreme cases, Aria can be used to balance the poisoning and vice versa, but a skilled doctor or alchemist should do this or the opposite poisoning can be caused.

Chronic conditions caused by strong or repeated fysa exposure would be caused by damage from cells bursting-- organ damage is the most dangerous. Digestive issues, breathing issues, blood pressure problems, a weak heart, and insomnia are all possible chronic issues.

Fysa can be safely stored in gemstones, but only when Aria is also present to temper it. Like radiation, Fysa's influence creates many changes and mutations in species. Physical traits of species tend to also influence the physical traits of other species.

  • Masterlist
    Divine Fysa Traits
  • The divine element is the rarest and includes spiritual and clairvoyant abilities. It is an element that serves as the opposite to the tangible ash element, encompassing will, fate, luck, and soul.

  • Masterlist
    Ash Fysa Traits
  • The ash element includes physical "aspects" of the world (light, fire, water, earth, and air) and is the most common element. Its users can manipulate one or several of these aspects to their will. Ash is the counterpart to the intangible divine element.

  • Masterlist
    Clear Fysa Traits
  • The clear element is a purgative magic. It negates other elements. Clear attuned creatures often involve filtering of fysa or changing its forms. Clear is opposite of murk.

  • Masterlist
    Murk Fysa Traits
  • The murk element is the most unrefined element, and is identified by its energy excess. Murk can often amplify the effects of other magics, or overpower others by sheer force. Murk is the opposite of clear.

  • Masterlist
    Blood Fysa Traits
  • The blood element is one of two types of change elements. Blood is known as a healing element, one that takes advantage of and encourages the natural functions of the body. It can speed the body healing itself, as well as fast-forward and rewind growth. Blood is the opposite of marrow.

  • Masterlist
    Marrow Fysa Traits
  • The marrow element is one of two types of change elements. Marrow represents adaptation and change against the natural order of things. Marrow users are often shapeshifters, between either set or various forms and they shift with emotion. Marrow is the opposite of blood.

  • Masterlist
    Alloy Fysa Traits
  • The alloy element is one of two types of progress elements. Alloy-ists conduct fysa through themselves to create something new. It includes the creation of plasts. Alloy is the opposite of clay.

  • Masterlist
    Clay Fysa Traits
  • The clay element is one of two types of progress elements. Clay species absorb fysa and tend to be aggressively adaptive, changing their bodies over time to encompass new abilities. Clay is the opposite of alloy.

Anti-Magic AKA Aria

aria is a magic which affects the dream realm

All living creatures exist on two realms simultaneously- a physical realm and a spiritual realm. Aria exists in the dream realm, where spirit resides, and it can shape to whatever a dreamer desires. In most scenarios, Aria is not tangible or discernible unless in extremely high concentrations.


Aria also has a solid, liquid, and gaseous form, and resembles iridescent crystals like quartz. Being an essence of the mind, there are no divided elements.

As a substance, Aria tastes smoother/sweeter than Fysa- its flavor is likewise not 1:1 to any real world counterpart, but it might taste like the fuzzy feeling of touching an old tube television. It tastes how a cello sounds, with deep, warm, rich vibrations.

Aria can cancel out Fysa, but it can also generate Fysa under certain circumstances (and vice versa). Imbibing a tiny amount of Aria can also allow a person to withstand more Fysa and enhance their powers, but too much will smother the Fysa in their bodies and can kill them.

Symptoms of Aria poisoning are hallucination, lowered body temperature, dizziness, and numbness.

Chronic conditions caused by strong or repeated aria exposure would be caused by affected metabolic processes-- excessive drowsiness, lowered magical ability (ability to use one's fysa), numbness, chronic tingling, weakened impulse or control, tremors, and tinnitus are all possible longterm issues.

This can be treated by removing sources of excess magic and stabilizing the individual (fluids, temperature, etc) until their body purges it. In extreme cases, Fysa can be used to balance the poisoning and vice versa, but a skilled doctor or alchemist should do this or the opposite poisoning can be caused.

Schools of Alloy

three ways to use and study both fysa and aria

Composed Magic

with structure

  • Magic
    spell circles, magitech
  • Users
    composers, enchanters
  • Species
  • Summary

    Magic can work as an energy source in lieu of electricity or heat, and can easily be conducted using metals such as gold, silver, and copper. Jewels also work as resistors or batteries. This allows it to be worked into circuits, where the shape of glyphs in the circuits controls the effect of the magic.

    Many of the known glyphs have been lost to time (or destroyed on purpose to prevent people from using them for evil), however many are being rediscovered. There is a high demand for composed magic, as glyphs & circuits allow the creation of things such as lights, heating, conditioning, and plumbing. Composed magic can replicate the effects of heat, land, and flow manipulation (common ash fysa), allowing for the manipulation of elements and energy in the same way as mechanical physics.

    Composers are essentially engineers. Modern composers use more of a magitech flavor, while traditional composers use more classic pentagrams and spell circles.

    Anyone can use and study composed magic.

Natural Magic

with integrity

  • Magic
    natural inherent magic
  • Users
    naturalists, apothecaries
  • Species
  • Summary

    Natural magic refers to the inherent fysa abilities of any species-- for example, a chimia absorbing light or a rrex practicing divination. It even includes flora and fauna- a glowbug glowing by using fysa, for example.

    Naturalists are those who seek to strengthen their inherent abilities, such as chimia practicing hard light structures (an advanced fysa), or those who seek to use the fysa of the world around them (somoene who harnesses glowbugs and studies them).

    Even imbibing in flora and fauna can enhance or affect the natural abilities of any creature. Naturalists often make potions, elixers, ethers, and other things which help or hurt others.

Synthetic Magic

with feeling

  • Magic
    creation of artifacts & charms
  • Users
    synthetics, witches
  • Species
    humans, daemons, and leyr
  • Summary

    Synthetic magic is created by humans using the alloy fysa. Like how composed magic uses metals to channel the energy, synthetic magic uses alloy-ists to channel energy.

    The effect each person is able to harness depends on the person themselves-- their personality, their history, the shape of their soul... A human is essentially a unique glyph, with its own effect. The effect can be nearly anything, but a human only gets one. It can also grow or change over time-- but one can't always control the changes.

    Synthetic magic can either be used immediately (a human shooting water out their fingertip) or applied to a charm (a charm which spouts water endlessly when anyone uses it). It can be a physical effect, or an ethereal effect (luck charms, wards, etc).

Knowledge from all three magics together can create artifacts, even though naturalism is the magic which is most capable of producing them. A human creates a device using composed magic, using the body parts of slain creatures studied through naturalist magic, and applies their own intent and will to it using synthetic magic.

Artifacts are immensely strong. This is a forbidden practice.