How Magic Functions In The Real World?

Magic is a complex and often misunderstood spiritual path that involves the application of beliefs, rituals, or actions to manipulate natural or supernatural phenomena. While some magicians claim to possess magical powers, the true secret lies in psychological techniques that exploit limitations in our brains. Conjurors and neuroscientists are discovering how magic helps us better understand the human brain and its functions. Misdirection is a powerful tool used by magicians, and real magic involves harnessing the power of jinn and the supernatural to achieve things we cannot.

Magic is an innate gift that cannot be learned or unlearned, and it does not require words, motions, or even wands to function. It is possible to make magic in the real world through science, such as changing color, state, or even disappearing things. According to Pliny, if a weasel was dropped into a basilisk’s burrow, it would succumbed with its odor. However, fortunately, it would not succumb to its odor.

The real magic of intuition is inherent in all individuals, and practicing trusting, feeling, and listening can help us utilize our gifts more effectively. In the end, magic is a powerful tool that can positively change our lives and contribute to understanding the complex interplay between religion, science, and magic in human culture.


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What is the logic behind magic?

The concept of magic can be defined as a form of persuasive communication that aims to convince an audience that an event that is perceived as impossible is, in fact, possible.

What is the theory behind magic?
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What is the theory behind magic?

Magical beliefs are often used to alleviate anxiety and control when there is uncertainty and potential danger, and people often invoke superstitious behavior in high-stress situations. Research suggests that rituals activate vigilance-precaution systems, prompting their own use by creating a feeling of insecurity and proposing themselves as precautions.

Pascal Boyer and Pierre Liénard propose that the shape of rituals results from goal demotion and attentional focus on lower level representation. Levels of representation are described by J. M. Zacks and Barbara Tversky, with the lowest level being simple gestures, the mid-level being behavioral episodes, and the highest level being scripts.

In studies of obsessive-compulsive rituals, focus shifts to the lower level of gestures, resulting in goal demotion. For example, an obsessive-compulsive cleaning ritual may overemphasize the order, direction, and number of wipes used to clean the surface, making the goal less important than the actions used to achieve the goal. This suggests that magic rituals can persist without efficacy because the intent is lost within the act. Debate remains about whether studies of obsessive-compulsive rituals can be extended to describe other types of rituals.

Can anybody learn magic?
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Can anybody learn magic?

Magic can be learned by anyone, and the ability to learn magic depends on the skills one has initially. However, there are many ways to improve and become a good magician. Some essential skills include manual dexterity, which is crucial for sleight of hand style magic, and presentation and theatrical skills, which are essential for performing art in the outside world.

Manual dexterity is essential for sleight of hand style magic, but there are many types of magicians who do not rely on manual dexterity. Presentation and theatrical skills are also essential for performing magic, and improving these skills can be achieved through theatre skills or clowning courses.

In summary, learning magic is a skill that can be improved through regular practice and dedication to improving one’s skills. It is important to be aware of the different types of magicians and the importance of public speaking and theatre skills in the world of magic.

Can you learn magic at any age?
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Can you learn magic at any age?

As the largest magic store globally, we often receive inquiries about learning magic tricks. However, there is no upper age limit to this skill. As an adult, you can take your magic tricks more seriously, as people will take you more seriously. As you grow older, you can say things with a straight face and people will buy it. Additionally, as you grow older, the plausibility of your magic tricks becomes more real, making them more credible.

This belief in your abilities is what makes someone a good mind reader, as it allows you to make more convincing and convincing stories about your magic skills. Overall, being older brings numerous advantages to learning magic, making it an enjoyable and rewarding experience.

What is the secret behind magic?

Magicians use misdirection as a powerful technique to create illusions and leave audiences spellbound. Misdirection diverts attention away from the magician’s secret moves, using our brains’ natural focus on what we perceive as important or interesting. Through psychological techniques, magicians manipulate our perception, keeping us unaware of what’s happening behind the scenes. Misdirection can be used in various ways, such as directing our attention to the magician’s secret moves, directing our attention to the audience, or directing our attention to the audience’s thoughts and feelings.

How can I attract magic in my life?

Expressing gratitude, practicing forgiveness, performing acts of kindness, taking care of one’s body, following one’s dreams, being oneself, creating a ritual, and looking for everyday magic are all methods that can be employed to enhance the quality of daily life.

Who invented magic?

Magic has a rich history, spanning over 2, 500 years. The first recorded magic act was performed by Dedi in Ancient Egypt in 2, 700 B. C., known for the cups and balls magic trick. The trick, which used stones and vinegar cups, was conjured in Roman times between 50-300 A. D. by the Acetabularii group. This period also saw the emergence of sleight of hand tricks. Over the centuries, magic has been used to entertain people at fairs and shows, and by con artists to trick people out of their money. However, magic became associated with the occult, leading to disrepute and persecution by the church and authorities. Despite this, magic continues to be a captivating and fascinating art form.

Is magic real or not?

The art of magic is a captivating phenomenon that requires a combination of skill, creativity, and showmanship. Regardless of one’s personal inclination toward the subject, the domain of magic will undoubtedly continue to captivate and engage audiences for years to come. Magicians are adept performers who utilize a combination of techniques and illusions to create captivating performances, thereby exemplifying the art form.

How to learn magic in real life?

Those new to the art of magic should engage in regular practice, recall that the essence of magic is the art of acting, and perform for an audience as often as possible. It is essential to cultivate confidence, infuse one’s performances with a distinctive personal style, and engage in consistent practice.

How exactly does magic work?

Magic involves clever techniques, psychology, and skillful performances, using misdirection, sleight of hand, props, and gadgets to create astonishing illusions. Misdirection diverts the audience’s attention from secret manipulations, leaving them amazed. Sleight of hand involves skillfully manipulating objects in front of the audience, requiring years of practice and dexterity. These techniques create illusions that seem impossible to explain and leave audiences amazed.

What did Einstein say about magic?
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What did Einstein say about magic?

The speaker issues a cautionary statement against the acceptance of magical or mysterious beliefs, asserting that those who do not adhere to this perspective are, in effect, as good as dead. Despite devoting himself to the study of the material world and the universe, the speaker discovered an increasing degree of magic and mystery as he pursued a deeper understanding of the theory of relativity. He posits that reality is, in fact, an illusion, albeit one that persists.


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How Magic Functions In The Real World
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Pramod Shastri

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  • Dresden files has a great hybrid potion system. Essentially, the potions are a spell delivery system similar to Harry Potter, but the ingredients are tied to the user’s beliefs. One ingredient for each sense to help ground the spell that the caster is adding to it. An example would be mixing in a page from a jet engine manual for a potion of speed. The actual ingredient is not making the potion, but the intent behind the ingredient is.

  • Fun fact: artificial coloring is often added to liquid reagents in a medical lab so people can quickly discriminate them without reading the label. The reason for a potion’s color could be as simple as that, a manufacturing additive that allows a user to quickly identify the nature of a potion in the middle of a fight.

  • The diminishing returns thing is kind of already built into most fantasy games. The higher level you get the stronger healing potions you need to restore the same relative percentage of your max health. By the time you reach max level it would take buckets full of the most basic healing potions to fully recover so you have to splurge on the more refined stuff

  • There are a lot of diseases that can happen if the immune system’s overactive and for example attack the bodies own cells and organs like asthma, arthritis and lupus. would be a bit grim but could be interesting to see a Heath potion overdose causing that, or a Heath potion being dynamic enough to not be able to help these conditions, say needing a suppressant instead for allergic reactions.

  • Other games: This plant can be used in the crafting of Healing Potions because it grows near a river where an ancient dragon died and it has absorbed the healing properties of dragon blood while making it safe for humans to consume. Red Dead Redemption 2: chugs a galon of moonshine I’M DRUNK AS HELL AND GOOD AS NEW, BOAH!!!

  • I like the way Dungeons and Dragons handles potions, to be honest (perhaps this is in response to other comments). It has it’s strengths and limitations. For starters, depending on the potency, it acts like an adrenaline shot mixed with some minor healing properties. It rejuvenates and provides stamina to the individual, while also quickly regenerating some deep cuts or internal bleeding. On the flip side, and assuming we use the 1 copper piece = 1 dollar methodology, a 50 gp level 1 healing potion costs around $5,000. That’s far too expensive for the average individual to use. You have to scrap together your funds early on just to purchase one healing potion. That’s where we get into Shad’s conundrum of “shall I use this now? Or shall I wait until one of my other party members needs it? Or what if I need it later and I’m on death’s door?” Another possibility to add onto that is “What if I’m bleeding out, and our healer is out of spells?” Potions require specific materials to make, and skilled craftsmen to make them. Potions are usually stocked pretty low, as they take anywhere from a few hours to days just to make a single potion, and the materials come at a hefty price. All in all, I think these potions are done pretty well. Now, if you’ll excuse me, I need to down this potion that gives me the strength of a Demigod. Edit: Regardless of how you view D&D currency (and I do agree that it probably shouldn’t be compared to real life), the point I was trying to make is that these potions are rather expensive for the average person, thus limiting them to wealthy folks, and/or limiting their inventory to the commoner.

  • in my setting health potions are made out of the blood of creatures that regenerate fast. for example mostly trolls. stronger potions need stronger blood. that is why adventurers and specialized hunters are often very rich but never live for long. also that lead to trolls forming packs, and even communities and later on developed a higher intellect and strategies and they even figured out magic. my point is such a small detail of how the potions work, lead to one of the main plot hooks in my setting.

  • There are several benefits to a potion storing a spell, vs simply casting it. Heck, we already see a lot of it in fantasy. Flamebombs casting fireball wherever the potion is shattered. Health Potions healing a persons whole body when consumed, (this indicates that healing magic would do the same thing; just not portable/do-able without a healer) Acid flasks are pretty self explanatory, but also think about flipping them into splash healing potions, or even simply oil/slick splash potions. The use of portable spells that anyone can cast is incredibly interesting and highly overlooked. So glad Shad is bringing light to it.

  • As a pharmacist, I love the more technical side of this discussion. Pharmacology is fascinating, and applying it in a fantasy setting by including adverse effects, drug(potion) interactions, overdoses, and addiction potential would make for a very immersive world. In the real world, genetics also play a part in how people metabolize drugs, who is at risk for side effects, and how effective certain drugs are in certain populations. This could be applied to a fantasy realm as well: certain potions are only effective for certain fantasy races( e.g. not effective for elves but works for dwarves and humans), certain fantasy races are at higher risk for side effects or addiction, etc.

  • I have a spell caster who knows how to cast only three spells: he can make things temporarily super sticky once he touches them, he can send little gusts of wind (strong enough to knock a vase off a shelf, and rustle his hair and billow his cloak but not enough to knock someone over), and lastly his most powerful spell is he can create fire. The fire burns about as hot as a lighter or matchstick, but he can create it at distances of hundreds of feet away. Thus, he can cast fireball. All he does is throw a wad of fine sawdust at an enemy, and then boom it explodes. This is how he casts “fireball” and obviously he’s a bit more sophisticated that throwing the sawdust. He’s basically an alchemist sage other than those three spells, and yet he is the GREATEST WIZARD IN THE LAND due to the way he has used his magic. There’s a great scene where someone asks him to use his magic to open a door, and he says no and hires a thief to do it.

  • Imagine a healing potion that shortens your lifespan because, in order to heal you, it temporarily accelerates your metabolism to repair faster, but the strain from the acceleration ages you more rapidly… so your “miracle healing potion” is a double-edged sword that shortens your lifespan by a small amount every time you use it. In such a setting, it could be seen as reckless to rely on them, or only use them in the most dire of circumstances since only living to be 50 is better than dying right now.

  • The diminishing returns idea for potions is genuinely brilliant! It could be used like lives in a articlegame – like the characters only get 3 uses (like 3 lives) and so are terrified when finally faced with the mortality of their potionless life. This could even be used to add a message about the precioussness of life.

  • “What about healing potions that make you urinate a lot or gives you diarrhea?” There’s an excellent website, the name of which I forget, but the guy did fantastic articles about how stimpaks and radaway would work in Fallout, and considering how the human biology works, the toxins and other stuff that it would be flushing out would go through your excretory system.

  • I was always a big fan of the “healing potions accelerate your body’s natural healing” effect. Maybe the drawback is that it makes you hungry; lost body parts do need to be made from material after all. So to heal you have to basically eat a crapload of food, probably more than you would by healing normally because the accelerated healing is inefficient. That could pose problems on a long duration trip like a dungeon delve or long travel.

  • As far as Estus goes, it’s mostly unexplained in Dark Souls, but you can infer a lot from other things in the game. One of the few ways it can be replenished is at a bonfire, so Estus is presumably just bottled fire (the name “Estus” is also very similar to Latin “aestus”, which can refer to heat). Fire in the Dark Souls series is very strongly tied to life and energy, so drinking from your Estus flask is the equivalent of drinking life.

  • Regarding diminishing returns of potions and similar ‘magic’ healing: FFG’s Star Wars RPG family has ‘Stimpacks’ that are thematically supposed to be an injectable fusion of bacta (regenerative healing liquid), antibiotics, painkillers, etc. In terms of game mechanics, they function much like healing potions would in a fantasy game. The first stimpack a character uses in a 24 hour period heals 5 wounds (most characters having between 10 and 20 wound points), the second heals 4, the third heals 3, etc. and thus any stimpack beyond the fifth that a character uses in a 24 hour period provides no benefit. Mechanically, this works well because the limit to healing means that characters will not necessarily try to heal every last wound between encounters. Also, the limit and limitations of the stimpacks mean that the medicine skill is still very useful because, not only does medicine allow further healing of normal wounds, but medicine is one of the only ways to accelerate strain recovery (Strain representing pain, stress, fatigue, etc.) or heal critical injuries, which, not only cause penalties, but cumulatively make each succeeding critical injury more dangerous.

  • A while back, one of the stories i read went into how the protagonist used a healing item. It worked, the wound closed, but he ended up getting sick anyway. The real healer had to cut him back open to clean out the puss and dirt, as well as heal the additional damage. Imagine getting hit with an arrow, pulling it out, healing yourself, and then walking around with the arrowhead still in your lung along with the bits of cloth and bacteria that it brought in with it.

  • The “Liquid Luck” potion from Harry Potter actually only effects the user by making him/her do just the right thing in the right moment. So it could be understood to cause a kind of subconscious clairvoyance. So it is perfectly understandable how this effect can be caused by a potion. It probably would not help you to win the lottery if you take it after you have chosen the numbers.

  • One example that I liked is the approach on potions in The Wandering Inn: Healing potions increase the regeneration rate of all organisms by a magical means. Applications may be oral or topical, and effect the tissue they have first contact with. This also makes healing potions totally DEADLY if you are suffering from an infectious disease or if your wounds have already festered: because the bacteria are also organisms and quickly reproduce enough to rot off your limbs, hyperbolically speaking, while your immune system also gets the boost but is starting from the weaker position. So far, the effect on cancer has not yet been a topic in the novels, but you can imagine it’s not great. And also, the setting has a deminishing effect of too many potions, because a body needs time+energy to recover from the healing boost.

  • All right, let’s analyze this one. So, health potions in fiction can be divided into two categories: HP potions, and regenerative potions. The first category is the de facto type in all RPGs, be they the tabletop or the computer variety, and they work by interacting with the systems governing damage simulation. A health point system is an enormous bugbear in and of itself, so let’s ignore how unrealistic it is. It exists to abstract damage and turn combat into something math and dice can meaningfully interact with, and leave it at at. So, in these systems, HP is representing how much damage a character can take, and most often than not it is entirely decoupled from the other debilitating effects of a fight with deadly instruments. In turn, health potions simply restore this number, and that’s about it. This kind of health potion is also really common in LitRPG settings, where either a fantasy world has a built-in magical system mimicking a modern CRPG, or in the case of VRMMO stories, it’s an actual game system within the setting. The thing that has to be considered here is that, more often than not, there is some kind of system in place to maintain body integrity. In reality, getting stabbed by a sword in the stomach is something that takes you out of the fight, but in these settings, it would simply result in losing, say, 6k HP out of 30k, and maybe it would cause some status effect. However, as far as the “injured” person’s body is concerned, they wouldn’t get disemboweled, get their muscles torn, or even their skin broken, because the system keeps up their body integrity until they reach 0 HP.

  • 9:55 In one of my favorite games, Potion Craft, there are potions of Lightning, Fire, and Explosions, and you can tell mire accurately what they do in that game based on the requests. A miner comes in cause they’ve come across a patch of tougher stone, wanting an explosion potion, or another guy comes in that wants to drop something into a den of monsters, and a fire potion works for him. Sometimes someone wants to cross a deep river, and offering them a levitation potion works, or offering them an ice potion. “Potion Craft: Alchemy simulator” is a great game that offers an amazing representation of what fantasy brewing might look like, with a pot over coals that you can pump the bellows for, a stirring spoon, a water pourer for dilution, and even a larger alchemy setup for making ingredients that help you brew easier.

  • Having a spell integrated into a potion is an interesting concept. Spells are usually used by experienced magic particioners. It would require skill, training and alot of time to master. Have your entire life dedicated to said practice in order to become effective in it. But “Magical” potions would be for those who are not trained magicians and could be used by anyone. The only drawback would be that it is a one time use per drink and temporary.

  • I always liked how Tensura handled their healing potions (minor Spoilers for the LN) First off: The world runs of Magicules, which are basically the magic equivalent to atoms and they are (in universe) known to bend or straight up ignore the laws of physics Health potions are distilled from a magical Herp which, turns out, is just your run of the mill herb mutated by a high magicule concentration. The strength of the potion is purely based on its purity, ranging anywhere from healing small cuts, to restoring the entire body, as long as its still alive. The way this is explained, is that the potion basically “reads” the DNA of the target and uses up the magicules to recreate the missing tissue. Its definitely a lot of “its magic, deal with it” but it still makes sense based on the things we know about the setting. Also, AFAIK there are no other potions other than healing ones.

  • I was actually expecting this to be on how it would work out when you try to apply say a healing potion in the thick of battle. Step 1: Place your shield and weapon on the ground so as to have both hands free Step 2: Get out your healing potion and shake it four times before unscrewing the cap Step 3: Check that no enemy has killed you before you drink the entire continence in one gulp

  • Two thoughts on why “potion as a spell storage” would be very useful: – What if the spell you want to cast is so hard and complex, you’d want to store it in its intermediate stage to take a break? – It could be used by people who can’t use magic. Instead of having a dedicated healer (which are vey rare) at your local hospital, you could just store potions made en masse by a single healer. That opens an interesting question of wizards being enslaved specifically to produce said potions around the clock, like people do with cattle.

  • I remember a fan story set in the World of Darkness had healing potions that had the side effect of making you incredible delicious to vampires and werewolves. On the other hand there were potions that made you sick but also turned your blood and flesh incredibly poisonous in order to make you less of a target. I like the idea of potions as spells in a bottle and the different ways it can be used in a story. And you don’t have to be limited by only one, you could have magic plants (plants that need magic to grow and have unique properties) that are used for potions, Harry Potter style or potions that require the magic of a wizard but that have metaphorical ingredients like in the Dresden Files if a love potion need a kiss and a declaration of love, you throw the butt of a cigarette with lipstick and a page of a romance novel into the mix.

  • Brandon Sanderson’s Mistborn Trilogy’s potions are really interesting. He did a really good job explaining the mechanics of the magic / potions for his world. Also as a quick aside, using D&D as a reference, storing spells in a potion allows non-magical users use of said magic. Thus it could be sold as a commodity.

  • Any thoughts about the other side of potions? Alchemist fire, poison, or magical c4? If magic warding isn’t a thing, but traps with alchemy do, that’s a game changer. Personal power may be really good for wizards, but they’re limited to a mana pool but alchemists could stockpile a massive amount of chemical weapons.

  • A game called Elona Rpg had a cool “potion addiction” condition. It basically just made your char drink random potions from their inventory. Which was super annoying, because A) In the game you’d often find toxic potions whose intended use was just to be thrown at enemies as a weapon, so drinking them could hurt you badly B) Because some potions could be really valuable and expensive, so your char drinking them on a whim when they didn’t benefit him was super annoying. So generally, you’d really want to solve that as soon as possible.

  • Love how this is basically just a conversation of how drugs might function in a fantasy world. We’re just using the term “potions” when frankly we should just be calling them drugs (or perhaps potions are a particular class of drugs) if we’re building a world where we consider the fundamental properties of them, how they function, and their potential dangers and drawbacks, as these a simply the things that we have to consider when using drugs in the real world. Some real-world drugs (medicinal or otherwise) would even seem pretty magical if we didn’t know how they worked.

  • Can you do a article about “two in one weapons”? Like a sword that can divide into two swords—one left handed and one handed—like in Zorro? And in Avatar: The Last Airbender, Zuko used “dueling swords. Two blades made from the same whole.” It’s two swords that fit together and function as a single two handed sword or can be used one in each hand. I’ve also seen reproduction swords where the grip is actually a dagger that can be pulled out. Also weapons with hidden mechanisms inside. Like a sword with a poison compartment in the pommel or blade.

  • The health potions can be scientifically explained, they send your metabolism into overdrive healing all wounds. Magic potions are a little harder to explain because there’s no scientific basis in our reality as well as no one description of what source is used to cast magic, in some fantasy casting magic consumes stamina while in others it’s the life force, the stamina example makes more sense as it would explain why if magic users cast too much they suffer from exhaustion

  • My friends and I talked about this very thing a year ago. One of them used her medical background to create a healing potion that 1. Was made with an opioid like plant. 2. Was highly effective at pain nullification/healing physical damage. 3. Was highly addictive. 4. If used too much, the body would build up a natural resistance to it, leading to it requiring more of it to heal. We thought this was such a good idea that we all use it now for all our games.

  • I think a mix of Alchemy and Spellcasting can also be interesting, making it following a brewing recipe and casting spells or using magical energy at the required times to make that healing potion. Then it requires both the plants/shrooms/whatever else and the magical energy provided to be able to heal someone, making them still rare and expensive

  • Magical Potions can be done in 3 ways: 1) the magic is in the special magical ingredients you use to brew it. that requires the world to be filled with magic. that results in places with exotic rules of reality – and everything that grows there gets mutated or evolves to reflect the new reality. be it flora or fauna. and so by mixing various ingredients u can distill or cook yourself a nice magic potion of whatever u need. (see Harry Potter for examples) here it might be good to conciser concentrations / allergies / mixing of potions . all that could have varied results 2) the ingredients more or less dont matter, cuz the magic is in the brewer. u get water, infuse it with so much of specifically shaped magic as u need and get a magic potion that way. ingredients act then as catalysts or foci to transform the brewers personal magic into specific spells. here the mixing of different potions is less of an issue, cuz potions are just liquid spells 3) a mix of the above. — in all of these the effects last as long as the magic in the potion permits. kinda like batteries. adjust the concentration accordingly. since its magic u might be able to build in a fail-safe from overdosing by inducing vomiting of the leftover potions when the continuation of the potion would be undesirable or in case of poisons the opposite.

  • I think you’d like how the Ethshar series handles potions. They are limited to spells that effect you directly (as contrasted to magic powders, which can contain certain external spells) and are shown to take a long time to brew and include casting the desired spell ‘into’ the potion/powder, all of which takes its own rare and expensive ingredients, but it’s kept relevant because magic (particularly wizardry) requires delicate and often time-consuming rituals with only two limited and fairly undesirable ways to load them up internally into ‘spell slots’. These are also the main way that non-wizards are able to gain access to magic, by buying the relevant potion or powder and taking it with them if they need it.

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