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.
Circuitry is a part of the Composition Aspect of the Alloy Fysa.
This is an active fysa. The user can pass their soul into a machine in order to work it. There are some limitations:
- They cannot do anything with the machine that the machine cannot do on its own, they simply operate the machine more quickly or without an interface panel
- If they have a physical body, their body must maintain contact with the machine. It loses consciousness when they enter it, becoming vulnerable
- If their body loses contact by being moved, they are jolted out of the machine
- esprits, who can completely enter a machine, do not need to worry about this
- They cannot see/hear/smell/etc if the machine does not have sensors
- If they are an esprit, they can only move through a network if it is wired-- they cannot move wirelessly from device to device
- For older technology, they may be limited by security (passwords, firewalls, etc) installed on such devices
- They cannot use a device if it is broken or does not have power
- While operating with this fysa is faster than manual operation, manual operators override fysa operators. For example, if a crane is being moved up by someone using this fysa and a manual operator moves it down, the crane will go down rather than up.
The user can create magitech which emulates common ash fysa effects.
Composition - Analyze (Common)
Analyze is a part of the Composition Aspect of the Alloy Fysa. All esprits start with this 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. Wards are invisible up until the moment a person or magic touches it, at which point it shimmers around the point of contact.
The size and duration of the nullifying ward varies with how long was taken to make the ward, and only one of these can be cast at a time:
- 1 second - 3 foot shield, lasting 5 seconds
- 1 minute - 10 foot dome, lasting 3 minutes
- 1 hour - 40 foot dome, lasting 2 hours
- each additional hour doesn't add size, but adds an extra 2 hours after completion of creation (ex: 7 hours of creation = 40 ft dome lasting 8 hours afterwards) and the dome also provides protection WHILE being cast (the 7 hour dome technically protects during the 7 hour creation period, so a total of 15 hours)
Multiple people can work on the same ward to divide the time needed to cast it. A person can come back and reinforce a ward to add more time to it.
Lesser wards can also be created which do not stop the use of magic, but act as an alarm. The creator of the ward will know immediately if their ward is tripped. These wards follow the same rules for creation in regards to size, but last until the alarm is tripped. Around 3 of these can be placed a day before an individual grows tired.
Wards can also be used to create firewalls, passwords, and other security measures within software. It can block access to those using circuitry. It can also set traps for individuals using circuitry, binding them inside a machine until it is broken.