Leylines

Leylines are pathways in which magical energy runs in currents through the world.
Each leyline is sourced from one of five magical points, and each is attuned to a specific type of magic.
Magical activity in close proximity to these leylines increases in strength relative to the types of magic found. Areas where these leylines cross are hitbeds of magical activity and areas where none of these pass through are magical "dead zones" where little activity is found. 
There are only three land-based locations in the world where the leylines carry all five varieties of magic to a single intersection. The Lost Nation of Yugr, the city of Mie-Liz in Qi-Fu (home of the Qi-Fu Grand Mages) and the middle of the Morloux Republic (at the center of the Morloux Chapel of Gloria-Etalia)
=Black=
Permanence. Sources from the Dawn's Gate Meteor Crash. This sort of magic revolves around preservation no matter the cost, maintaining the 'cohesion' of its subject until the end of time. Typically this means necromancy, but there are other possibilities. Consider the eternal storm of the Windhell Valley, which is right over one of these lines. The black line which runs directly from east to west is extremely important, as it carries magic that would otherwise not be found in the Westrasi region. It serves as a sort of magical gulf stream.
=Purple=
Growth. Claimed to be sourced from the Treant Godwood though many beleive the Godwood to be caused by the actual source. This magic is a force of creation and multiplication. It can create something from nothing, and it can create many from one. In the case of the druidism of the treants, it's used for proliferating flora, though this sort of magic could also be used to conjure objects or entities.
=Yellow=
Destruction. Sources from the World Scar. Though the World Scar is an example of how destruction can end in oblivion, this isn't always the case. Consider the mountains that the lines of destruction run across, which could have their roots in the same cataclysm that caused the World Scar. Destruction can be another word for transformation, albeit a violent kind.
=Blue=
Chaos. Sourced from The Wyrlands. The Wyrdlands are an example of this, as even time itself isn't stable in that region. This type of magic is not about the transformation of something from one state to another, but rather a lack of stability. Under the influence of change, mind and matter alike become fluid and chaotic. Until relatively recently, knowledge of this leyline was unknown to the peoples of the east.
=Red=
Control. Sourced from The Great Mollusc Reef. This magic builds on top of the foundation that already exists. The tireless labor of the mollusks transformed the world's devastated environment into something clean, that could allow life to flourish. The foul weather of the Storm Islands were woven into a powerful barrier. The magic of structure takes something that already exists and not only controls it, but improves it. The red line which runs from west to east acts a gulf stream akin to the black line, except it's too far north to have an impact on most of the eastern side of the continent. The intersections that it does create are of immense power, however
==== The Ecinevian Method of Ambient Magic Meassurment (AMM) ====
Ambient Magic acts upon objects in a state of change. It does not act on stagnant water, but it does on flowing water. Same as to alter the state of something in a stagnant state active magic is needed.
The gentler and weaker something is the easier it is to observe the change. So far we have determined the candle to be the best determiner of type and power of ambient magic.
The Tenkorian Candles are all made in one place and exactly to burn the same amount of time with the same brightness. Usually they are to burn at what we classify as 1 Tenkorian Hour (2h 20min) and 1 Tenkorian Luminosity.
The Presence of permanence aka Black magic, extends the time a candle can burn. A gain of 0.002 Th is considered to indicate low levels of Black Magic while 0.01 Th indicates very high ones.
Growth aka Purple is indicated by the size of the flame, which generally corresponds to it's Luminosity. Luminosity is something hard to measure with the human eye, as such we use darkening plates. Become darker the stronger the luminosity they are exposed too is the standard exposure time it 0.05 Th.
Destruction or Yellow magic results in the candle-flame flickering. Sadly a Darkening plate would also register this as heightened luminosity as such it is on the researcher to conclude if that was caused by flickering or the flame being larger.
Chaos aka Blue magic. Causes minor changes in the color of the flame, sadly those are impossible to notice by the human eye. Luckily we managed to recently invent Chromatic Glass Panes which if you look trough them at Tenkrian candles make the flame seem invisible. As such the "intensity" at which you see the candle flame at all trough the Pane determines the level of magic, sadly we found no method of standardized measurement and it is all done by looking with human eye.
Control or Red magic is the hardest to measure as it pushes all towards the norm. As such the best way to measure it is to gently blow at the candle flame, at a certain point ambient control magic will cause the flame to ignore the gentle wind and it will return to being upright. The amount of time this takes determines the level of ambient Red magic, if it takes more than 0.8 Th it can be considered negligible.
Red magic in spite of being rare is to be measured every time, as the presence of red magic lessens the accuracy of of the measurements of the other 4 forms of magic.
Measurements of magic at unusually magic areas or leyline knots are to unpredictable to be classified and it is ually impossible "untangle" the knot to see what types of magic compose it with simple experiments.
> What impact on science would this have?
1. Every time you do an experiment you need to know the local levels of ambient magic
2. Every time you do an experiment you need to calculate the level of statistical error said ambient magic caused
3. Due to ambient magic some things witch work in places without magic won't and vice versa.
4. When determining the properties of ANYTHING it is hard to tell which properties are innate or magical.
Category:Magic
Category:World Lore