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The Mechanisms of Magic
There are three ways for a human to acquire magical power:
1. Make a contract with a demon, gaining power in exchange for various services. Such persons are called witches.
2. Make a contract with an angel, gaining power in exchange for various services. Such persons are called paladins.
3. Study and practice for many long, hard years, developing one's own innate potential. Such persons are called mages.
Witches are executed on sight by all non-witches. Opinion about and treatment of paladins and mages is quite varied.
Magic works using the human brain and nervous system. As you may know, these are basically just a giant electrochemical energy containment network, and only 10% of the brain's capacity is ever used at any given time. The remaining 80-odd% of the brain can be used to hold or channel raw energy, drawn from the environment. Energy can come from any sourceβthermal, kinetic, electrical,
et cetera
. Through endless practice, a mage learns to draw, project, and manipulate energy to produce all manner of effects.
In many cultures, magic use is linked to madness, and for good reason. If one tries to hold too much power at once or hold large amounts of power in the brain for long periods, it affects the energy system that comprises the mage's mind. Now that such things are understood, most mages take care not to draw any more energy than they require at a given moment, and generally don't hold more than a token amount of energy all the time. For extended effects, a mage can learn to draw energy while he is casting, allowing virtually unlimited use as long as there's a decent amount of energy in the ambient environment (there almost always is.)
Magical effects can also be permanently imparted to physical objects, a process called enchantment. It is relatively easy for a mage to set up an energy system in any given object to produce a specific effect, which is called a dwoemer. Over time, though, these 'lesser' dwoemers lose energy to the surrounding environment and will eventually disperse. A highly skilled enchanter can create dwoemers that restore themselves from ambient energy. These 'greater' dwoemers work forever unless dispelled.
Mages do