Wylstream
Flowing between the elements as well as matter itself, the Wylstream is a mysterious force which is branched into multiple facets all intertwined in the dance of life, nature, and matter. Each facet of the Wylstream is particular to either a force or physical type of influence. Energy flows between the realms like strings being pushed and pulled in and out of the material plane and the other realms wherein the nature of these things is favored. These planes are typically beyond comprehension as they exist as planes of energy and magic itself. Only the gods know the nature of these places. However, magic can also be drawn from other planes which are very much alike to Wyl, even its neighboring planets where differing types of Wylstream and magic are prevalent.
Circles
The core circle of branches are as follows and define the center from which all base forms of the Wylstream come from, powers and forces which influence within our realm. As such, Wyleans can be born with a natural attunement to these influences.
- Kinesis
- Psionic
- Energy
- Life
Within each primary branch is a set of more specific influences. These will be the defining traits of what one might be born with a natural attunement to.
- Telekinesis/Gravitational (Very Rare): The ability to levitate solid items and on occasion small amounts of liquids/lightly influence wind.
- Hydrokinesis (Common): Influence water and most fluids involving water as a base. A few with this ability will also have some ease utilizing Life magic in a very vasic capacity.
- Aerokinesis (Uncommon): Influence wind and air.
- Geokinesis (Uncommon): The ability to manipulate the earth, ground, and rock. This has a sect of Rune magic which is strongly understood by the Dwarves.
- Telepathy (Rare): The ability to communicate with people and creatures by exchanging strings of thoughts like words and conversation.
- Pathokinesis (Very Rare): The ability to push emotional influence and concentration/confusion into people/creature's minds.
- Psychoprojection (Incredibly Rare): The ability to completely inject one's mind into another's while the influence lasts, suppressing the original person.
- Pyro (Less common): Influence fire and the path/lifespan of fire/heat. This ability is specific to stoking energy and friction, not halting it.
- Electro (Rare): Electricity and the flow of currents. Arcing electricity over long distances however (more than 10 ft) is incredibly rare and usually requires knowledge in Plasma
- Plasma (Rarest/Legendary Blessing): A state of matter and energy that can influence in both heat and electricity. This branch will allow for one to cause energy to arc over distances than the more advanced electro traits.
- Light and illusion (Rare): The ability to manipulate light and what people may perceive or see.
- Flesh (Very Uncommon): Influence the bodies and flesh of people and creatures with an endoskeleton and exoskeletal forms.
- Flora (Uncommon): Influence over plant life and fungi, how it grows, in some cases changing its shape.
- Life force (Rare): The ability to invigorate or diminish how much life flows through someone. More than simply increasing or decreasing adrenalin, this branch allows people to influence things as far as vigor and depression. Some powerful enough can simply overwrite one's will to live when the subject is starting off in a drained enough state to begin with. Essentially, this influences the flow between ones' soul and body, but does not influence each of the two directly.
Anomalous (Legendary Blessing for the following items)
- Dimensional energy: The ability to influence the walls of reality, to slide between it's thinner layers (Teleportation/realm jumping)
- Shadow matter: Influencing the powers and dreadful dark magic from the dark realm.
- Soul/Undead: Soul energy/collection/necromancy.
Beneath each of these categories of Wylstream are even more branched subsets. Very few magical wielders can or do manage to influence a full branch beyond their natural born subset, making diverse uses of magic notably rare without runic magic. Some of the facets overlap in some small manner and create reactions and combinations to influence elements and states of matter which require the influence of more than one facet.
Examples of Abilities
Some abilities can be casted into objects, imbuing them either via rune or purely by will. Imbuing by Rune is the most common as imbuement by will requires a great deal more focus, but can be useful in the moment when preparation time is not available.
- Imbue moisture: Useful for keeping plants moistened or keeping parchment dry even when raining or in misty, wet environments.
- Mistify: Turn the moisture into mist and continue to control the droplets. Control clouds and mist shrouds.
- Compress and cool: Press water in upon itself so rapidly that is forms ice like shards. If one concentrates enough, they could make snow, small ice formations, spikes, and with enough practice, create the form of a small temporary weapon.
- Flickering veins: Keep warm by imbuing thblood in your own or someone else's body.
- Cadlelight: Harness a small flame which is only hot to touch and does not burn or spread, but provides light to see in dark places.
- Extinguish: Make all fire in a room extinguish instantly. (Torches and smaller)
- Lightweighted trinket: Imbue an item to be lighter and easier to carry.
- Lifting hand: Create a kind of well of gravity to wither hold small items in mid air when a table is not available.
- Polarity: Imbue certain objects to be attracted to one another slightly no matter their distance. (Item seeking compass)
Rules of Magic
Wyleans can be born with a natural affinity to a facet, not a whole branch. When there are Wyleans who are born with an attunement to multiple facets or of facets from differing branches, it is the result of an external force intended to merge magics and often fails or creates horrendous results. No one simply has magic at birth by their affinity, their affinity can also differ from their emotional traits due to being biologically influenced, some don’t even have an affinity at all. Some racial traits also influence the likelihood of the affinity. Among the most influential definitions of racial traits are as follows:
- Birdkin, Aerokinesis
- Elves, Floral
- Vulakaian, Fire
- Dwarves, none
Note: While races are given these extra potential attunements, they must still be learned just as the personal atunement would and does not automatically make itself known to the individual. Abilities within each of these facets vary depending on complexity. For example, a quick force which sweeps across an object to knock it over or move it briefly is far easier to accomplish than to levitate objects. To host an illusionary image is more difficult than creating a brief flash of light. Creating a vortex of air is more complex than creating a quick gust of wind. Abilities begin at a small, easily manageable effect which is usually easy to resist and must be practiced to create any substantial effect. This is of course if the link the individual has with the Wylstream is strong enough.
Runes
Rune Crafting and Rune magic is an integral part of wielding magic, even including one’s own attunement. Runes are a complex series of shapes and sigils which can be imbued by a skilled craftsman to influence the Wylstream. While it is possible to wield magic for the rare few born with a high enough attunement to their facet, the runes are required to influence magic beyond basic abilities. Runes must be engraved and imbued in a particular order with meticulous assembly and the correct strength and types of materials needed to hold and channel the magical flow. Some runes can, with an incredibly skilled rune crafter, be written into or be written by using the flow of energy itself. However, this skill is sacred and often only known by Nomads with ancient knowledge.
Runes must be assembled by way of meticulous carving or be forged and even the simplest rune requires several hours to make, let alone anything more complex could take days, if not weeks, months, or years depending. Runes must be imbued to work, they can not simply be activated or de-activated at will, but are always "at the ready" by the will of their wielder once created. Once a rune has been crafted, it can then be imbued with the type of magic it will be meant to influence and then the imbuer must focus the intent of the influence in the final process of imbuement. It takes hours, sometimes days or longer to craft runes depending on their use. Runed items can act autonomously, meaning they can be placed and will influence the flow of the magic idly and do not require input. Other runes can be crafted with reactionary intent as well and some runes can even be designed to sense the presence of magic and react accordingly. Autonomous runes, however will eventually fade with potency in time. How much time that is however, is determined by the skill of the creator.
Advanced Magic
Beyond the Wylstream and runes, there are other forms of magic which are entirely impossible to be born with and sometimes even learn to use by Wyleans. Ember, Ash, and Etherium are three kinds of magic which influence all things. Ember stokes the heat and energy behind the forces and flow of magic itself to the point that it can mix, convert, and even annihilate and rewrite the magic it influences. Ash is the nullification and muting of magical forces. For these two types of magic as a whole, it affects the flow of magic through the physical and Wylean planes and how the Wylstream influences things. Etherium is the rarest and most pure form of magic. It affects the ethereal planes and pure sources of magic, as such it is almost impossible to understand, let alone wield. Only the wielder of an Etherium crystal, relics entirely lost to legend, could influence this to even a slight extent and is only noted in tales from over a thousand years ago.
Soul and Necromancy
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Ember and Ash
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God Granted
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