Epzin

Epzin ( Royal: Epsin) is a fluid that replaces the a certain proportion of blood plasma in approximately 80% of humans, and 10% of elves. Epzin grants magical abilities to humans; the higher the concentration in the blood, the more powerful the magic one can do. Epzin concentration is passed from mother to child, though there will almost always be a minor variation between them.

Origins
Exactly why humans and elves have Epzin and other species do not is unknown. The fact that elves have Epzin is only know by the elves themselves. Battlism attributes humans having Epzin to Mighel endowing them with it specifically, making them unique among all species. Other religion traditions have their own explanations for the existence of Epzin, but the scientists of Gera have no explanation for Epzin or exactly how it gives humans magical abilities.

Magic
Though Epzinic magic is much more varied than any one natural magic, there is still a limited set of things that it can do. All domains of Epzinic magic can ultimately be broken down into five categories.

Heat
Heat-based magic is the easiest form of Epzinic magic to use. The most basic form allows the user to radiate heat from their hands. More advanced forms of heat-based magic include light creation and fire manipulation. If the user spends time charging the light energy, they can release a bright burst of light.

Barriers
Barriers can generally be created in one direction or surrounding an object. Though they cannot be formed through sufficiently large solids. The strength of the barrier is dependent on the Epzin concentration of the caster. One sub-type of barrier is the noise-cancelling barrier.

Healing
Healing magic is varied in the forms it can take. Healing can accelerate the healing of wounds, but it can also be used to treat all manner of diseases. Healing magic generally does not work, however, on affiliations native to the body. Thus aging and in-born deformities cannot be cured with Epzinic healing. Foreign materials can also be bound to the body via healing magic, a technique which makes cyberzinic technology possible.

Telekinesis
The hardest sub-discipline of Epzinic magic to master, telekinesis generally requires more concentration than the others. The weight one can move or lift with telekinesis, like barrier strength, is determined mostly be Epzin concentration. In addition, telekinesis can be used on people, though stronger mages have an innate resistance to telekinesis; when their body is threatened by telekinetic force, the instinctual response is to exert force back in the opposite direction. One limitation of telekinesis is that the object that a mage wants to move must be within their line of sight. For example, even if a mage knows that there is an object within a closed box, the mage cannot telekinetically move that object, but only the box itself.

Resurrection
It is speculated by some that the recently discovered resurrection magic is a sub-discipline of healing magic, or is some combination of healing and telekinesis. Whatever the case, it is relatively different from healing. Resurrection does not resurrect per se. Instead, it takes control of a corpse by magically reconstructing the nervous system enough to move the body. In cases of recent death, where much of a corpse's brain matter is preserved, they may have an extremely small amount of awareness left. In general, however, this is temporary. In cases without the brain, however, the corpse is a total automation.