Talent is a part of the Synthesis Aspect of the Alloy Fysa. All humans start with this fysa.
This can be either an active or passive fysa. Every user has a unique effect based off their personality and their life experiences. Some examples are fishermen who subtly manipulate the waves, gamblers with high luck, or gardeners with a green thumb. A talent can even go as far as mimicking the effects of other elements-- shooting fire out of a fingertip, filtering fysa out of the air, or changing eye color at will. These should be pretty minor powers though!
Charm is a part of the Synthesis Aspect of the Alloy Fysa.
This is an active fysa. Users can put their special innate abilities (talents) into items to make them into charms.
For example, if the gardener with a green thumb were to create a charm, it could make a tree more fruitful. As another example, a person with advanced affinity for hearing may make a charm to serve as a hearing aid for others.
A person can combine their talent with another user to create new or hybrid effects. For example, if another person who was a fisherman tried to make a charm with the gardener, they may create a charm that allows one to catch fish using vegetables as bait.
Daemons are a part of the Synthesis Aspect of the Alloy Fysa.
This is an active fysa. Daemons are creatures of the mind, created out of both Fysa (physical magic) and Aria (spiritual magic) which has been imprinted upon by the soul of a sentient. Some witches summon daemons not as partners, but to use them as temporary fighters, as messengers, as scouts, or for other menial work.
These daemons are weaker but lack self preservation. They do not have a focus eye and will fade if not destroyed.
Artifacts are a part of the Nature Aspect of the Alloy Fysa.
This is an active fysa. There is a strong stigma against artifacts, and those made from sentient parts are often too powerful or difficult to create.
Still, there are some naturalists who practice the creation of lesser artifacts.
Artifacts are often stronger than or have more specific functions than normal synthetic charms, and they require materials harvested from other creatures with strong magical ability to have the desired effect. They are called artifacts because they are an ancient practice, and many devices that exist are old. Many of the creatures that are strong enough to serve in such a function as to merit powerful artifacts died off either from over hunting or from The Senescence. The only creatures left that would make a reasonably useful artifact are all sentient creatures-- corvileyr (in beast form), chimia, rrex, immanu, tolka, and ptheran. This is highly frowned upon for obvious reasons.
Very simple or weak artifacts can still be made using small creatures or simple parts (fur, feathers, scales, horn, etc) and would borrow those creatures' abilities.
They can levitate small objects or hold them in orbit of their body (they must be able to feasibly lift the object with normal strength in order to levitate it; their carrying capacity is limited by how much weight they can lift physically). They can create little asteroid belt-esque rings around them.
Infusion is a part of the Nature Aspect of the Alloy Fysa.
This is an active fysa. The user can create elixers with the effects of flora or fauna. They can cause the one who is imbibing to either be affected by or gain the effects of the flora/fauna used to create the elixer.
Composition - Analyze (Common)
Analyze is a part of the Composition Aspect of the Alloy Fysa.
This is a passive fysa. The user can inherently understand some of the circuitry of magic, being able to deconstruct how it works. Magitech may whisper to them instructions on how to use it. They can sense the presence of active magitech even at a distance of 100 meters (109 yards).
Capacity is a part of the Nature Aspect of the Alloy Fysa.
This is a passive fysa. The user can gauge the capability of flora and fauna, inherently getting a clue as to what their fysa abilities are just by looking. One gets a stronger sense with touch though.
Composition - Ward (Rare)
Ward is a part of the Composition Aspect of the Alloy Fysa.
This is an active fysa. Users can use magitech to create wards which shield against one specified type of fysa magic. Active magic cannot pass through the barrier, nor be used inside of it.
Lesser wards can also be created which do not stop the use of magic, but act as an alarm.