Thyslann is filled with magic. It echoes through the sky, and falls to the ground in rain. It infuses the earth, and the stuff on which all souls sustain themselves. All sapient peoples of Thyslann are born with some innate capacity for magic, though it is quite clear to any observer that some are born with far more than others.
Through this innate magical capacity, people have the power to create and enhance things in their surroundings. The casting process for magic is always the same: a person projects their focus to a point where the effect is conjured. If they want to summon an object in motion, they must mirror that motion with their hands or body. Conjuring an effect further away or through barriers requires more effort and competency, but magical foci can be used to alleviate this issue. Branches of study known as 'Paths' categorise the ways that magic is performed, and represent the ways in which someone might be taught. These paths enable a wide range of uses: from summoning raw energy, to creating powerful instruments, to enhancing someone's body far beyond its natural limits.
Despite this utility, innate magic has its limitations. Things created by magic are unstable. Unless a mage actively focuses on something that they conjured, it will gradually decay and break down. Conjured metals will tarnish and fracture, conjured fluids will disperse and evaporate. Magical constructs are powerful but ephemeral, and while they can be partially stabilised (often by processing or mixing with non-magical components), they cannot fully supplant their non-magical counterparts if long-term use is required. In addition to this, innate magic does not directly allow for the transformation or manipulation of objects, just their creation and enhancement. Once a mound of earth is created by magic, it cannot be shifted or destroyed by magic. A dense pocket of conjured air might be able to blow it away, or a magically-enhanced hammer knock it aside, but it cannot be unsummoned or moved through magical focus alone.
A person's magical potential is determined at birth, and seems to show little correlation to any other characteristic – neither bloodline, species, nor health. Magical potential is readily measured through a test in which a pinprick of blood is burned with a dedicated tool, with the brightness of the resulting flame showing the magical potential.
Different cultures use this test differently. In the Ezu Plateau, people from the lower castes identified as having high potential are often drafted into the warrior caste. Aristocrats in the Northern Empire and Southern Empire sometimes test their children, bringing those with higher potential to the fore of house politics while side-lining heirs with lower potential.
Regardless of potential, training is required to reach mastery. High status individuals may have had a formal education, whereas people of low status may have learned through trial and error or a street mentor.
Different materials are known to affect magic differently. Metals, in particular copper and gold, are highly conductive to magical energies, allowing magic to be focused through them with ease. Leather and fabrics are generally stronger as insulators of magical energy. Soldiers expecting to fight mages will armour themselves in layers of cloth and hardened leather, but chain and armoured plating remains the norm for most soldiers, who are more likely to succumb to a sword's strike than they are to have a sword conjured through their armour.
Likewise, effective magical foci are constructed to serve as an extension of the user. A wand or a staff might be constructed from a copper core with a wooden sheath, while more bespoke magical foci can be constructed to fit different use cases: a needle-tip might be used to focus magic down, while a specially-engineered crossbow might enable casting over increased distances.
While most magic is a capacity innate to the people of Thyslann, there is another source of magic: relics. These are items, imbued with the capacity to perform specific magical effects, unique to that relic. Notably, relics can perform effects that innate magic cannot replicate. Relics are found, not made, scattered in various relic sites across the world. Relics are not common; an influential noble family might only have one relic in their posession, and ordinary people are unlikely to have ever seen one. While historical records are vague, there are rumours of a great many relics, buried away in the lower levels of the Labyrinth.
The Eight Paths are the cultural traditions of scholarship and practice which broadly define how magic is used by the people of Thyslann. While all Paths are more or less known globally, each is more closely associated with, and historically studied by, some regions over others. The eight Paths are traditionally divided into four pairs: Sun and Moon, collectively called 'nature magic', Earth and Heavens, collectively called 'elementalism', Mountain and River, collectively called 'augmentation', and Hammer and Crucible, collectively called 'artifice'.
The Paths enable the practitioner to do the following:
Listed below are descriptions of the Paths in more detail, along with example effects that a magically-skilled character might be able to produce. Ranks are listed, which correspond to levels chosen at character creation. These ranks are OC categorisations. IC, magical ability is viewed on a sliding scale between inexperience and mastery rather than discrete levels. For more information on choosing magic when creating a character, see here.
The Paths of the Sun and Moon are the Paths of the primordial energies of nature: the light of the sun, the breath of the storm, and the growth of all the plants that live below. While the Path of Sun is more direct and immediate, focusing on flashes of light and fire, the Path of the Moon ordinarily moves more slowly, changing the weather and accelerating the growth of plant-life.
The Path of the Sun enables the fast control of nature: bursts of raw light, heat, and lightning.
The Path of the Moon enables the slow control of nature: growing plant life and controlling weather systems.
The Paths of Earth and Heavens wield the power to create in perhaps its most literal sense, conjuring simple but vast quantities of matter into existence. Crude but efficient, these Paths are brimming with both general utility and combat applications. Along with the Paths of the Sun and Moon, the Paths of the Earth and Heavens are particularly ancient, with their origin being lost to unrecorded history.
The Path of Earth enables large-scale creation of basic solid matter: typically stone and metal.
The Path of Heavens enables large-scale creation of basic fluid matter: typically air and water.
The primary focus of the paths of Mountain & River is the practitioner themselves, and on the physical forces they generate. Channelling magical energy to enhance their physical capacity far beyond normal limits, a practitioner of these Paths may not even consider what they're doing to be magic, and especially at Rank 1, it may not be obvious to others that the practitioner is anything other than unusually skilled.
The Path of the Mountain enables augmentation of one's physical strength and endurance, and an increase to the force and momentum of their blows.
The Path of the River enables augmentation of one's speed, reflexes, and agility, as well as the precision of their movements.
The Paths of the Hammer and Crucible focus on quality over quantity, allowing the creation and enhancement of components far more detailed or complex than other Paths can produce, if at smaller scales. While they still predate the sinking of the Labyrinth, these are the newest Paths to be developed, emerging as crafts to enhance the work of artificers and alchemists.
The Path of the Hammer enables creation and enhancement of detailed tools, mechanisms, and structures.
The Path of the Crucible enables creation and enhancement of alchemical components, unusual compounds, and strange mixtures.