History Main / MagicAIsMAgicA

28th Jun '16 11:03:31 PM Morgenthaler
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* In ''TheNameOfTheWind'', magic is surprisingly mundane and consistent. The most common type, sympathy, follows (''really'' follows) the law of conservation of energy. For example, if you bound two coins, lifting one would lift both, but it would weigh like both, not accounting for the loss of energy (the more similar, the less energy lost). One can use an outside energy source, though (like, say, using a fire's power to move an iron wheel). Sygaldry is sympathy, but based on written runes, and Knacks are individual and very mundane skills (always getting sevens when rolling dice, growing very large fruits). Lastly, [[IKnowYourTrueName Naming]] is barely explained, but it's rare, far more powerful than sympathy, and described as "fairy tale magic". There is also the even rarer Fae magic, grammarie and glamourie, the art of making things BE, versus making things SEEM. The same University that teaches these arts also teaches medicine, informatics, rhetoric, and linguistics, which aren't exactly magic.

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* In ''TheNameOfTheWind'', ''Literature/TheNameOfTheWind'', magic is surprisingly mundane and consistent. The most common type, sympathy, follows (''really'' follows) the law of conservation of energy. For example, if you bound two coins, lifting one would lift both, but it would weigh like both, not accounting for the loss of energy (the more similar, the less energy lost). One can use an outside energy source, though (like, say, using a fire's power to move an iron wheel). Sygaldry is sympathy, but based on written runes, and Knacks are individual and very mundane skills (always getting sevens when rolling dice, growing very large fruits). Lastly, [[IKnowYourTrueName Naming]] is barely explained, but it's rare, far more powerful than sympathy, and described as "fairy tale magic". There is also the even rarer Fae magic, grammarie and glamourie, the art of making things BE, versus making things SEEM. The same University that teaches these arts also teaches medicine, informatics, rhetoric, and linguistics, which aren't exactly magic.



* Superpowers in TheGrimnoirChronicles books fall on a grid that is one part [[http://www.profantasy.com/rpgmaps/?p=62 The Quade Diagram]] and one part ROYGBIV. All supers start out with a single power which either comes from one part of the grid or the overlapping of two or more parts. In turn, the [[GeometricMagic kanji]] [[PowerTattoo brands]] are two-dimensional [[LocardsTheory sympathetic]] representations of whichever part(s) of the grid the user wishes to draw power from.

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* Superpowers in TheGrimnoirChronicles ''Literature/TheGrimnoirChronicles'' books fall on a grid that is one part [[http://www.profantasy.com/rpgmaps/?p=62 The Quade Diagram]] and one part ROYGBIV. All supers start out with a single power which either comes from one part of the grid or the overlapping of two or more parts. In turn, the [[GeometricMagic kanji]] [[PowerTattoo brands]] are two-dimensional [[LocardsTheory sympathetic]] representations of whichever part(s) of the grid the user wishes to draw power from.
26th Jun '16 9:22:06 PM nombretomado
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*** In the novel ''ColdDays'', mortal willpower becomes an even more crucial force, making the entire difference in several life or death battles.

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*** In the novel ''ColdDays'', ''Literature/ColdDays'', mortal willpower becomes an even more crucial force, making the entire difference in several life or death battles.
25th Jun '16 12:19:43 PM StFan
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->'''Finn''': Solo, we'll figure it out. We'll use the Force!
->'''Han Solo''': That's not how the Force works!
-->-- ''[[Film/TheForceAwakens Star Wars: The Force Awakens]]''

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->'''Finn''': ->'''Finn:''' Solo, we'll figure it out. We'll use the Force!
->'''Han Solo''':
Force!\\
'''Han Solo:'''
That's not how the Force works!
-->-- ''[[Film/TheForceAwakens Star Wars: The Force Awakens]]''
''Franchise/StarWars: Film/TheForceAwakens''



In short: the real point isn't that Magic A is Magic A - rather, Magic A ''should stay'' Magic A.

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In short: the real point isn't that Magic A is Magic A - -- rather, Magic A ''should stay'' Magic A.






[[folder:Film - Animated]]

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[[folder:Film - Animated]][[folder:Films -- Animation]]



** The AnimatedSeries added that mixing different kinds of magic is a bad idea, because it produces unpredictable results. This is used as a reason why Genie can't just undo any magic used by villains. It's also hinted that lamp-bound genies are more powerful than free ones, presumably because the bound ones have wishes to grant.



[[folder:Film - Live Action]]

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[[folder:Film - Live Action]][[folder:Films -- Live-Action]]



* Richard Donner directed the first ''Film/{{Superman}}'' movie using the word "verisimilitude" as the production motto in scripting and crafting the film. They devoted a lot of their effort to figuring out how to have things make sense within the framework of the premise and plot. Why doesn't Superman solve all the world's problems? Jor-El's dialogue explains (piecemeal) that there is an intergalactic law not to interfere in the course of another planet's history. This rule was put into place as the result of the early history of "the twelve known galaxies" being rife with warfare due to interference (presumably resulting in stringent vigilance for that sort of thing now, creating the potential for the intergalactic equivalent of an international incident). He is already bending the rules just being Superman in the first place. If the name "Superman" was invented by the media, why is there an S-logo on the outfit? Marlon Brando came up with this idea: The fancy traditional attire of Kryptonians included family crests in a chest insignia, and the symbol on the seal of Jor-El's clan coincidentally happens to look somewhat like an S. And so on.
** One of Donner's criticisms of Richard Lester's ''Superman II'' was that it gave Superman a variety of powers that he'd never had before, including teleporting, telekinetic beams and [[BigLippedAlligatorMoment the power to pull off a cellophane "S" shield and throw it at your enemies]]. The audience has no trouble accepting a man who can shoot laser beams from his eyes or start hurricanes with his breath, but will immediately balk when the fictional boundaries of his abilities are overstepped.
* In ''Film/{{Transformers}}'', one of the implied consistencies (enforced by Creator/MichaelBay) is that the robots don't do any of the "[[HammerSpace mass shifting]]" that has permeated all of the prior incarnations. The Robots have to fit inside their vehicle modes, no more and no less. This resulted in Optimus being a larger semi-truck model to allow for a bigger robot and the largest robot in the first movie, the huge helicopter Blackout, had a hulking robot form. They figured by keeping consistent with that, they could manage the (more difficult to accept) mass shifting of the [[MacGuffin All Spark]] because it was used as something special and not as a generic power of all the robots.

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* ''Film/SupermanTheMovie'':
**
Richard Donner directed the first ''Film/{{Superman}}'' movie using the word "verisimilitude" as the production motto in scripting and crafting the film. They devoted a lot of their effort to figuring out how to have things make sense within the framework of the premise and plot. Why doesn't Superman solve all the world's problems? Jor-El's dialogue explains (piecemeal) that there is an intergalactic law not to interfere in the course of another planet's history. This rule was put into place as the result of the early history of "the twelve known galaxies" being rife with warfare due to interference (presumably resulting in stringent vigilance for that sort of thing now, creating the potential for the intergalactic equivalent of an international incident). He is already bending the rules just being Superman in the first place. If the name "Superman" was invented by the media, why is there an S-logo on the outfit? Marlon Brando came up with this idea: The fancy traditional attire of Kryptonians included family crests in a chest insignia, and the symbol on the seal of Jor-El's clan coincidentally happens to look somewhat like an S. And so on.
** One of Donner's criticisms of Richard Lester's ''Superman II'' ''Film/SupermanII'' was that it gave Superman a variety of powers that he'd never had before, including teleporting, telekinetic beams and [[BigLippedAlligatorMoment the power to pull off a cellophane "S" shield and throw it at your enemies]]. The audience has no trouble accepting a man who can shoot laser beams from his eyes or start hurricanes with his breath, but will immediately balk when the fictional boundaries of his abilities are overstepped.
* In ''Film/{{Transformers}}'', one of the implied consistencies (enforced by Creator/MichaelBay) is that the robots don't do any of the "[[HammerSpace mass shifting]]" that has permeated all of the prior incarnations. The Robots have to fit inside their vehicle modes, no more and no less. This resulted in Optimus being a larger semi-truck model to allow for a bigger robot and the largest robot in the first movie, the huge helicopter Blackout, had has a hulking robot form. They figured by keeping consistent with that, they could manage the (more difficult to accept) mass shifting of the [[MacGuffin All Spark]] because it was used as something special and not as a generic power of all the robots.



* The ''HeraldsOfValdemar'' series is quite consistent with its depiction of magic and "mind-magic" - which starts to confuse the main characters in some of the later series, when characters from far-distant locales come in with techniques that break rules they thought were unbreakable. In particular, Gates from one location to another always require an arch or similar frame, and a single mage's own power... until an eastern mage shows up and says they've always done it in teams, and that frames are just a convenience for them.
** The Adept Firesong once gave a speech declaring that most rules and limits of magic were all in the mage's head - they couldn't do something simply because the way they were taught made them think that it was impossible. And indeed, he and others did manage to do things that other mages couldn't - then a few books later he met the aforesaid Eastern mages who treat magic as a science complete with mathematical tools, and is forced to work with a group of engineers in figuring out a scientific approach to solving a magical crisis, proving that there are ''some'' real rules out there after all.
* In JohnCWright's ''Literature/ChroniclesOfChaos'', there are six different, mutually exclusive paradigms of magic. Working out their relationships and interactions in a form of meta-magic is a major plot point, and the paradigms can, in fact, be charted.
* The stories of Australian children's writer Creator/PaulJennings often revolve around this trope-- each has a TwistEnding which (however disturbing or disgusting) follows logically from the established rules of an item's or character's special power.
* The ''Literature/LordDarcy'' stories by Creator/RandallGarrett use self-consistent Laws of Magic to determine what can and can't be done by the characters. It's appropriate, since in this alternate world magic is a science. "witchcraft" is used to refer to doing things that the Laws of Magic say are nonsense - like using willowbark to cure headaches when everyone knows that there's no symbolic affinity between the willow and pain. Magic as Science, and Science as Magic... Though there is starting to be some of what we would consider more normal technological development: a top secret military research project has developed...''a flashlight!''
** A few of the simpler rules are explicitly named in the stories. For example, there's the Law of Contagion, which allows a forensic wizard to determine whether a particular bullet was fired from a particular gun. Occasionally hints of greater detail are given; for instance, the bullet has a strong affinity for the gun, but the gun has a fairly weak affinity for the bullet... it's all explained in-story. It's strongly implied that at the higher levels Theoretical Magic is at least as complicated as Quantum Physics; one of the characters mentions that he has only a Master's degree and not a Th.D. (Thaumaturgiae Doctoris) because he couldn't handle the math.

to:

* The ''HeraldsOfValdemar'' ''Literature/HeraldsOfValdemar'' series is quite consistent with its depiction of magic and "mind-magic" - -- which starts to confuse the main characters in some of the later series, when characters from far-distant locales come in with techniques that break rules they thought were unbreakable. In particular, Gates from one location to another always require an arch or similar frame, and a single mage's own power... until an eastern mage shows up and says they've always done it in teams, and that frames are just a convenience for them.
**
them. The Adept Firesong once gave a speech declaring that most rules and limits of magic were all in the mage's head - -- they couldn't do something simply because the way they were taught made them think that it was impossible. And indeed, he and others did manage to do things that other mages couldn't - -- then a few books later he met the aforesaid Eastern mages who treat magic as a science complete with mathematical tools, and is forced to work with a group of engineers in figuring out a scientific approach to solving a magical crisis, proving that there are ''some'' real rules out there after all.
* In JohnCWright's Creator/JohnCWright's ''Literature/ChroniclesOfChaos'', there are six different, mutually exclusive paradigms of magic. Working out their relationships and interactions in a form of meta-magic is a major plot point, and the paradigms can, in fact, be charted.
* The stories of Australian children's writer Creator/PaulJennings often revolve around this trope-- trope -- each has a TwistEnding which (however disturbing or disgusting) follows logically from the established rules of an item's or character's special power.
* The ''Literature/LordDarcy'' stories by Creator/RandallGarrett use self-consistent Laws of Magic to determine what can and can't be done by the characters. It's appropriate, since in this alternate world magic is a science. "witchcraft" "Witchcraft" is used to refer to doing things that the Laws of Magic say are nonsense - -- like using willowbark to cure headaches when everyone knows that there's no symbolic affinity between the willow and pain. Magic as Science, and Science as Magic... Though there is starting to be some of what we would consider more normal technological development: a top secret military research project has developed...''a flashlight!''
**
flashlight!''\\\
A few of the simpler rules are explicitly named in the stories. For example, there's the Law of Contagion, which allows a forensic wizard to determine whether a particular bullet was fired from a particular gun. Occasionally hints of greater detail are given; for instance, the bullet has a strong affinity for the gun, but the gun has a fairly weak affinity for the bullet... it's all explained in-story. It's strongly implied that at the higher levels Theoretical Magic is at least as complicated as Quantum Physics; one of the characters mentions that he has only a Master's degree and not a Th.D. (Thaumaturgiae Doctoris) because he couldn't handle the math.



* ''Literature/TheWheelOfTime'' has a convoluted magic system, especially [[GenderRestrictedAbility when it comes to differences between male and female "channelers"]] and how [[GeometricMagic various weaves are constructed]]. Once the author figured out how he wanted things to work (around the second or third book) it became perfectly consistent. Before that, the rules were slightly looser.

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* ''Literature/TheWheelOfTime'' ''Literature/TheWheelOfTime'':
** It
has a convoluted magic system, especially [[GenderRestrictedAbility when it comes to differences between male and female "channelers"]] and how [[GeometricMagic various weaves are constructed]]. Once the author figured out how he wanted things to work (around the second or third book) it became perfectly consistent. Before that, the rules were slightly looser.



[[folder:Live Action TV]]
* ''TheTenthKingdom'': Despite the fact that Wendell's transformation into a dog and of the dog into him is shown through a now-somewhat-dated but still effective slow-morph, his later restoration at the end of the series occurs in only a few split seconds while he and the Dog Prince whirl around in each others' arms and then fly apart with a burst of magical sparkles. The only explanation for this sudden change in the speed of transformation is an attempt to show off the special effects, most likely as a minor example of the RuleOfCool. (More dramatic, after all!).
* ''Series/MahouSentaiMagiranger'' had a well mapped magical system; there were multiple tiers with 10 words each, but said words could be combined in any which way a character wanted to do different things. The fact that the main heroes were breaking the tier system by the end of the season gave a feeling of "they're more powerful than any magicians in history" instead of ruining suspension of disbelief, because the usage still remaining consistent within the tier breaking.
** This was lost in the adapation, ''Series/PowerRangersMysticForce''. Whereas the original version had magic syllables that were made up words to signify general intent, this version dropped much of the magic and more or less used them as ByThePowerOfGreySkull. Which phrase was used for the basic transformation, the SuperMode etc was still consistent but it wasn't as well mapped as the original.
* The later series ''Series/SamuraiSentaiShinkenger'' has magic called Mojikara invoked by writing the appropriate kanji character in the air using their magical paintbrush/cellphone transformation device. Writing the kanji for "rock" (石) will cause a rock to materialize, and writing the kanji for "horse" (馬) will also cause a horse to appear. The kanji also has to be written properly, a fact Chiaki learns early on when his terrible penmanship prevents him from using Mojikara because he never learned how to write the kanji for "grass" (草) with the proper stroke order. Genta, who does not have the paintbrush/cellphone, instead uses a text-messaging interface on his cellphone transformation device.

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[[folder:Live Action [[folder:Live-Action TV]]
* ''TheTenthKingdom'': ''Series/TheTenthKingdom'': Despite the fact that Wendell's transformation into a dog and of the dog into him is shown through a now-somewhat-dated but still effective slow-morph, his later restoration at the end of the series occurs in only a few split seconds while he and the Dog Prince whirl around in each others' arms and then fly apart with a burst of magical sparkles. The only explanation for this sudden change in the speed of transformation is an attempt to show off the special effects, most likely as a minor example of the RuleOfCool. (More dramatic, after all!).
* ''Franchise/PowerRangers'':
**
''Series/MahouSentaiMagiranger'' had a well mapped magical system; there were multiple tiers with 10 words each, but said words could be combined in any which way a character wanted to do different things. The fact that the main heroes were breaking the tier system by the end of the season gave a feeling of "they're more powerful than any magicians in history" instead of ruining suspension of disbelief, because the usage still remaining consistent within the tier breaking.
** This was lost in the adapation, adaptation, ''Series/PowerRangersMysticForce''. Whereas the original version had magic syllables that were made up words to signify general intent, this version dropped much of the magic and more or less used them as ByThePowerOfGreySkull. Which phrase was used for the basic transformation, the SuperMode etc SuperMode, etc., was still consistent but it wasn't as well mapped as the original.
* ** The later series ''Series/SamuraiSentaiShinkenger'' has magic called Mojikara invoked by writing the appropriate kanji character in the air using their magical paintbrush/cellphone transformation device. Writing the kanji for "rock" (石) will cause a rock to materialize, and writing the kanji for "horse" (馬) will also cause a horse to appear. The kanji also has to be written properly, a fact Chiaki learns early on when his terrible penmanship prevents him from using Mojikara because he never learned how to write the kanji for "grass" (草) with the proper stroke order. Genta, who does not have the paintbrush/cellphone, instead uses a text-messaging interface on his cellphone transformation device.



[[folder:Myth]]

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[[folder:Myth]][[folder:Myths & Religion]]



* ''TabletopGame/DungeonsAndDragons''
** The [[PsychicPowers Expanded Psionics Handbook]] has no less than two sets of alternative rules for running a "Psionics are just different" game - either making them 100% independent of magic (so spell resistance, Dispel Magic and so forth don't work on them), or making them about 45% independent (so you need to make a caster level check to use Dispel Magic on a psionic effect, and your power resistance is 10 lower than your spell resistance). The default (and balanced) setting is one where they are interchangeable for such purposes and [[ForgottenRealms at least 1 setting]] has psionics as an explicitly separate type of magic.
** There's two different flavours of magic, depending on what its source is - Arcane or Divine. Arcane magic comes from wizards memorizing spells and using hand gestures to cast them (and so can be screwed up by wearing armour that restricts your movement and gets in the way), whereas Divine magic comes from the Gods and has no such restriction. Also, for the most part, healing spells are limited to divine only (except for Bards, who do things their own way).
*** The fluff regarding the difference between Divine and Arcane magic varies by setting. In some of the official worlds, such as Dragonlance, Arcane magic is separate from Divine magic, and yet still comes from gods, and you get it by worshiping them. One ''very'' common tendency is that divine magic requires one to act as one's faith would have it (or at least to be able to convince oneself of that), whereas arcane magic have no such compunctions - that highly religious, saintly wizard can one day wake up and decide to become evil for his own sake rather than for any god, and it would not impact his ability to cast magic in the slightest. By contrast, the priest would himself BroughtDownToNormal.
*** Clear rules were designed for exceptions to the armor rule, with coresponding limitations. It ''is'' possible to get a wizard to use magic in armor, but with a drastic restriction in which spells they can then use as they have to then specialize in just one type of magic and only in specific spells. Look up the Battle Wizard build, which allows for casting in medium armor without penalties, but with a drastic reduction in versatility and number of spells they can both learn and use.

to:

* ''TabletopGame/DungeonsAndDragons''
''TabletopGame/DungeonsAndDragons'':
** The [[PsychicPowers Expanded Psionics Handbook]] has no less than two sets of alternative rules for running a "Psionics are just different" game - -- either making them 100% independent of magic (so spell resistance, Dispel Magic and so forth don't work on them), or making them about 45% independent (so you need to make a caster level check to use Dispel Magic on a psionic effect, and your power resistance is 10 lower than your spell resistance). The default (and balanced) setting is one where they are interchangeable for such purposes and [[ForgottenRealms at least 1 setting]] one setting, the ''TabletopGame/ForgottenRealms'', has psionics as an explicitly separate type of magic.
** There's two different flavours of magic, depending on what its source is - Arcane or Divine. Arcane magic comes from wizards memorizing spells and using hand gestures to cast them (and so can be screwed up by wearing armour that restricts your movement and gets in the way), whereas Divine magic comes from the Gods and has no such restriction. Also, for the most part, healing spells are limited to divine only (except for Bards, who do things their own way).
*** The fluff regarding the difference between Divine and Arcane magic varies by setting. In some of the official worlds, such as Dragonlance, Arcane magic is separate from Divine magic, and yet still comes from gods, and you get it by worshiping them. One ''very'' common tendency is that divine magic requires one to act as one's faith would have it (or at least to be able to convince oneself of that), whereas arcane magic have no such compunctions - that highly religious, saintly wizard can one day wake up and decide to become evil for his own sake rather than for any god, and it would not impact his ability to cast magic in the slightest. By contrast, the priest would himself BroughtDownToNormal.
*** Clear rules were designed for exceptions to the armor rule, with coresponding limitations. It ''is'' possible to get a wizard to use magic in armor, but with a drastic restriction in which spells they can then use as they have to then specialize in just one type of magic and only in specific spells. Look up the Battle Wizard build, which allows for casting in medium armor without penalties, but with a drastic reduction in versatility and number of spells they can both learn and use.
magic.



** There's two different flavors of magic, depending on what its source is -- Arcane or Divine. Arcane magic comes from wizards memorizing spells and using hand gestures to cast them (and so can be screwed up by wearing armor that restricts your movement and gets in the way), whereas Divine magic comes from the Gods and has no such restriction. Also, for the most part, healing spells are limited to divine only (except for Bards, who do things their own way).
*** The fluff regarding the difference between Divine and Arcane magic varies by setting. In some of the official worlds, such as Dragonlance, Arcane magic is separate from Divine magic, and yet still comes from gods, and you get it by worshiping them. One ''very'' common tendency is that divine magic requires one to act as one's faith would have it (or at least to be able to convince oneself of that), whereas arcane magic have no such compunctions -- that highly religious, saintly wizard can one day wake up and decide to become evil for his own sake rather than for any god, and it would not impact his ability to cast magic in the slightest. By contrast, the priest would himself BroughtDownToNormal.
*** Clear rules were designed for exceptions to the armor rule, with corresponding limitations. It ''is'' possible to get a wizard to use magic in armor, but with a drastic restriction in which spells they can then use as they have to then specialize in just one type of magic and only in specific spells. Look up the Battle Wizard build, which allows for casting in medium armor without penalties, but with a drastic reduction in versatility and number of spells they can both learn and use.



*** Martial Adepts: Ranging from [[MyKungFuIsStrongerThanYours advanced martial arts]] to straight-up [[KungFuWizard Kung Fu Wizardry]], this system was introduced while Wizards was testing out similar mechanics for 4e, making it one of the biggest retrospective [[ObviousBeta Obvious Betas]] in tabletop gaming.

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*** Martial Adepts: Ranging from [[MyKungFuIsStrongerThanYours advanced martial arts]] to straight-up [[KungFuWizard Kung {{Kung Fu Wizardry]], Wizard}}ry, this system was introduced while Wizards was testing out similar mechanics for 4e, making it one of the biggest retrospective [[ObviousBeta Obvious Betas]] in tabletop gaming.



** ''TabletopGame/{{Pathfinder}}'' is almost exactly like its parent 3.5 when it comes to Arcane and Divine magic, with only a few minor differences. It lacks official support for the other systems, however[[note]]except for psionics, Paizo would have to write around copyright, and with psionics they basically went 'We want to take it in a bit different direction, and anyway those people over at Dreamscarred have already done a brilliant conversion of 3.5 psionics to Pathfinder'[[/note]], but also adds the Psychic magic type, which is similar but not identical in theme to psionics (as an example, psychic magic is heavier on the magic ultimately coming from interaction between the mage and other things, even things like concepts, while psionics leans more towards psionic effects coming from the wielder's mind and self), and uses the standard VancianMagic as the base.
* In ''TabletopGame/{{Exalted}}'' there are three set rules for magic: "No time travel", "Once Exalted, you cannot Un-Exalt."[[note]]Elaborating: Un-Exalting results in death, no exceptions.[[/note]] and "No resurrections." This being ''Exalted'', those rules exist mostly for Solar Circle Sorcerers to kick them in the nuts and steal their lunch money, but you will never see official Charms or Spells from White Wolf that allow you to break those rules; Bend, maybe but break, no. Below are some examples.

to:

** * ''TabletopGame/{{Pathfinder}}'' is almost exactly like its parent 3.5 when it comes to Arcane and Divine magic, with only a few minor differences. It lacks official support for the other systems, however[[note]]except for psionics, Paizo would have to write around copyright, and with psionics they basically went 'We "We want to take it in a bit different direction, and anyway those people over at Dreamscarred have already done a brilliant conversion of 3.5 psionics to Pathfinder'[[/note]], Pathfinder"[[/note]], but also adds the Psychic magic type, which is similar but not identical in theme to psionics (as an example, psychic magic is heavier on the magic ultimately coming from interaction between the mage and other things, even things like concepts, while psionics leans more towards psionic effects coming from the wielder's mind and self), and uses the standard VancianMagic as the base.
* In ''TabletopGame/{{Exalted}}'' there ''TabletopGame/{{Exalted}}'':
** There
are three set rules for magic: "No time travel", "Once Exalted, you cannot Un-Exalt."[[note]]Elaborating: Un-Exalting results in death, no exceptions.[[/note]] and "No resurrections." This being ''Exalted'', those rules exist mostly for Solar Circle Sorcerers to kick them in the nuts and steal their lunch money, but you will never see official Charms or Spells from White Wolf that allow you to break those rules; Bend, maybe but break, no. Below are some examples.



*** Another example is found in the First Age. There the Solar Queen K'tula twisted herself into a fundamentally inhuman cephalopod horror to the point that many of her Solar charms ceased to function properly (because she was no longer remotely human), but her Exaltation lingered because she was still unmistakably alive and mortal (in the sense that her lifespan wasn't infinite).

to:

*** ** Another example is found in the First Age. There the Solar Queen K'tula twisted herself into a fundamentally inhuman cephalopod horror to the point that many of her Solar charms ceased to function properly (because she was no longer remotely human), but her Exaltation lingered because she was still unmistakably alive and mortal (in the sense that her lifespan wasn't infinite).



** ''WarhammerFantasy'' has a more detailed system that has most people drawing on a collective library of spells, though Lizardmen, Chaos, Undead, Orcs and Goblins, High Elves, and Dark Elves all have access to an extra group of spells.
* In ''ArsMagica'', wizards can do virtually anything, but every spell they case must be formed by combining and constructing a Latin sentence consisting of one of five "techniques" (the verbs, all with the subject "I") and one of ten "forms" (the direct objects). For example, throwing bolts of flame would be "Creo Ignem" ("I create fire"), while making someone forget something would be a "Perdo Mentem" spell ("I destroy the mind"). Every wizard has varying levels of ability with each form and technique which determine how powerful of an effect they can generate (someone with a high score in Creo is good at making things in general; someone with a high score in Mentem is good at working with people's minds in general; someone with high scores in both Creo and Mentem would be extremely good at putting thoughts in other people's heads). Each edition of the game also has a few hard-and-fast rules beyond the verb/object format, such as it being impossible to raise the dead or travel back in time, although whether those things are literally impossible or simply unknown or forbidden to members of the Order of Hermes (the organization player character magi are assumed to belong to) is generally unclear (by design).

to:

** ''WarhammerFantasy'' * ''TabletopGame/{{Warhammer}}'' has a more detailed system that has most people drawing on a collective library of spells, though Lizardmen, Chaos, Undead, Orcs and Goblins, High Elves, and Dark Elves all have access to an extra group of spells.
* In ''ArsMagica'', ''TabletopGame/ArsMagica'', wizards can do virtually anything, but every spell they case must be formed by combining and constructing a Latin sentence consisting of one of five "techniques" (the verbs, all with the subject "I") and one of ten "forms" (the direct objects). For example, throwing bolts of flame would be "Creo Ignem" ("I create fire"), while making someone forget something would be a "Perdo Mentem" spell ("I destroy the mind"). Every wizard has varying levels of ability with each form and technique which determine how powerful of an effect they can generate (someone with a high score in Creo is good at making things in general; someone with a high score in Mentem is good at working with people's minds in general; someone with high scores in both Creo and Mentem would be extremely good at putting thoughts in other people's heads). Each edition of the game also has a few hard-and-fast rules beyond the verb/object format, such as it being impossible to raise the dead or travel back in time, although whether those things are literally impossible or simply unknown or forbidden to members of the Order of Hermes (the organization player character magi are assumed to belong to) is generally unclear (by design).



[[folder:Theatre]]

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[[folder:Theatre]][[folder:Theater]]



* ''VisualNovel/AnOctaveHigher'' goes into great detail on how its magic works. All people are born "gifted" with a combination of two out of five magical Traits, [[PersonalityPowers which determines what kind of magic spells they can cast;]] four of those traits result in ElementalPowers, while the fifth, Compassion, [[HealingHands lets you cast healing magic]]. These Traits can also be combined (either by a single mage acting alone, or two or more working together) to produce more complex spells. There are clear limitations as well: you need to drink {{Mana}} in order to cast spells, and all spells require [[MagicalGesture hand gestures]]; people without hands thus cannot cast magic. Spells [[EquivalentExchange do not actually create matter or energy, but take them from somewhere else in the world]]. You can heal a person's injuries and revive them from unconsciousness, but you cannot treat disease or resurrect the dead; and although [[{{Magitek}} magic machines]] that run off the other four Traits are abundant, Compassion magic cannot be used on inanimate objects. A scientific attempt to disprove that last limitation is what sets the plot in motion.



[[folder:Webcomics]]
* ''[[Webcomic/TheOrderOfTheStick Order of the Stick]]'' does this with D&D rules, except when the result would be really funny or sufficiently cool. For an example, there's a strip where Durkon uses Weather Control to attack a group of treants warded against electrical attacks... by generating a thunderclap so loud that it breaks the treants in half. When an angel tells Thor (Durkon's patron god who enabled the spell) that that's not how the spell works (Weather Control doesn't cause sonic damage), Thor tells him to be quiet [[RuleOfCool because it was awesome]].

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[[folder:Webcomics]]
[[folder:Visual Novels]]
* ''[[Webcomic/TheOrderOfTheStick Order ''VisualNovel/AnOctaveHigher'' goes into great detail on how its magic works. All people are born "gifted" with a combination of two out of five magical Traits, [[PersonalityPowers which determines what kind of magic spells they can cast;]] four of those traits result in ElementalPowers, while the Stick]]'' fifth, Compassion, [[HealingHands lets you cast healing magic]]. These Traits can also be combined (either by a single mage acting alone, or two or more working together) to produce more complex spells. There are clear limitations as well: you need to drink {{Mana}} in order to cast spells, and all spells require [[MagicalGesture hand gestures]]; people without hands thus cannot cast magic. Spells [[EquivalentExchange do not actually create matter or energy, but take them from somewhere else in the world]]. You can heal a person's injuries and revive them from unconsciousness, but you cannot treat disease or resurrect the dead; and although [[{{Magitek}} magic machines]] that run off the other four Traits are abundant, Compassion magic cannot be used on inanimate objects. A scientific attempt to disprove that last limitation is what sets the plot in motion.
[[/folder]]

[[folder:Web Comics]]
* ''Webcomic/TheOrderOfTheStick''
does this with D&D ''D&D'' rules, except when the result would be really funny or sufficiently cool. For an example, there's a strip where Durkon uses Weather Control to attack a group of treants warded against electrical attacks... by generating a thunderclap so loud that it breaks the treants in half. When an angel tells Thor (Durkon's patron god who enabled the spell) that that's not how the spell works (Weather Control doesn't cause sonic damage), Thor tells him to be quiet [[RuleOfCool because it was awesome]].



* In ''ArcanaMagi'', Mana is a source of energy akin to electrical energy, with kinetic and potential types. Mana energizes magical items and can be drawn from nature by people with magical powers to cast spells, but cannot be drawn from other people or creatures due to willpower and instinctual resistance. Mana is 100% pure when the object its drawn from is natural, like copper and wood, and slowly but surely the natural object will lose all its Mana when changed into something else, like when copper and electricity is used in a computer. Though in ''ArcanaMagiZero'', different types of magical groups have different ways of drawing mana and casting spells. For instance, Alysia Perez and Megumi Miyazaki are Circular Magi, so all their magical powers come from Magic Circles.

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* In ''ArcanaMagi'', ''Literature/ArcanaMagi'', Mana is a source of energy akin to electrical energy, with kinetic and potential types. Mana energizes magical items and can be drawn from nature by people with magical powers to cast spells, but cannot be drawn from other people or creatures due to willpower and instinctual resistance. Mana is 100% pure when the object its drawn from is natural, like copper and wood, and slowly but surely the natural object will lose all its Mana when changed into something else, like when copper and electricity is used in a computer. Though in ''ArcanaMagiZero'', ''Literature/ArcanaMagiZero'', different types of magical groups have different ways of drawing mana and casting spells. For instance, Alysia Perez and Megumi Miyazaki are Circular Magi, so all their magical powers come from Magic Circles.



* The WhateleyUniverse tries to be consistent about this. Given that the major characters now include a mage who is part Sidhe, a half-demon who has psychic abilities but deals with magic regularly, and an ActionGirl with a magic sword, keeping the details consistent across authors must be fairly involved.

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* The WhateleyUniverse ''Literature/WhateleyUniverse'' tries to be consistent about this. Given that the major characters now include a mage who is part Sidhe, a half-demon who has psychic abilities but deals with magic regularly, and an ActionGirl with a magic sword, keeping the details consistent across authors must be fairly involved.



* TheSlenderManMythos is an interesting example; the character is shared between several projects by different groups, and one of the reasons he's so effectively frightful is that the most well-known Slenderblogs and vlogs keep things consistent. They accomplish this while retaining wiggle-room for variation without angering the fandom: In WebVideo/MarbleHornets, audio and video distortions show up when something bad is about to happen, whereas in EverymanHYBRID, video usually doesn't distort unless Slender Man himself is both in the shot and very close to the camera.

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* TheSlenderManMythos Franchise/TheSlenderManMythos is an interesting example; the character is shared between several projects by different groups, and one of the reasons he's so effectively frightful is that the most well-known Slenderblogs and vlogs keep things consistent. They accomplish this while retaining wiggle-room for variation without angering the fandom: In WebVideo/MarbleHornets, ''WebVideo/MarbleHornets'', audio and video distortions show up when something bad is about to happen, whereas in EverymanHYBRID, ''WebVideo/EverymanHYBRID'', video usually doesn't distort unless Slender Man himself is both in the shot and very close to the camera.



* ''WesternAnimation/AladdinTheSeries'' added to the rules mentioned in the movie that mixing different kinds of magic is a bad idea, because it produces unpredictable results. This is used as a reason why Genie can't just undo any magic used by villains. It's also hinted that lamp-bound genies are more powerful than free ones, presumably because the bound ones have wishes to grant.



--> '''Owen:''' Energy is energy, whether generated by science or sorcery.

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--> '''Owen:''' -->'''Owen:''' Energy is energy, whether generated by science or sorcery.



** Lightningbending can only be generated by a firebender who can clear his mind of emotion and distraction--something the internally conflicted Zuko finds himself unable to pull off. When Azula performs it during the climax, it gets complicated. She seems to have no difficulties wielding it even while in the middle of [[VillainousBreakdown emotional turmoil]]. Either she's just that good (she ''is'' a prodigy that bends hotter blue flames), the power-boosting CometOfDoom in the sky had something to do with it, or she has no internal conflict at all about being a psychotic sociopath.

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** Lightningbending can only be generated by a firebender who can clear his mind of emotion and distraction--something distraction -- something the internally conflicted Zuko finds himself unable to pull off. When Azula performs it during the climax, it gets complicated. She seems to have no difficulties wielding it even while in the middle of [[VillainousBreakdown emotional turmoil]]. Either she's just that good (she ''is'' a prodigy that bends hotter blue flames), the power-boosting CometOfDoom in the sky had something to do with it, or she has no internal conflict at all about being a psychotic sociopath.



* ''MightyMax'' established how the portal system works that Portal A leads to Portal B and vice-versa. In order to travel the world they need to move through a series of portals to arrive at their destination, like a subway train map. In multiple episodes they show that the portal underneath Max's house leads directly to [[BigBad Skullmaster's]] cavern, and a portal overhanging a lava waterfall some distance away leads them to Australia, with the nearest portal on foot is 50 miles away.

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* ''MightyMax'' ''WesternAnimation/MightyMax'' established how the portal system works that Portal A leads to Portal B and vice-versa. In order to travel the world they need to move through a series of portals to arrive at their destination, like a subway train map. In multiple episodes they show that the portal underneath Max's house leads directly to [[BigBad Skullmaster's]] cavern, and a portal overhanging a lava waterfall some distance away leads them to Australia, with the nearest portal on foot is 50 miles away.



15th Jun '16 6:48:52 PM DarkHunter
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** No false names in the presence of other immortals.

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** No Immortals are unable to give a false names name in the presence of other immortals.
13th Jun '16 7:24:50 AM Kakai
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Added DiffLines:

* ''Film/WarCraft2016'' adapts the magic from the game it's based on, so this happens. Every spell requires hand gestures, InstantRunes and a spoken incantation, and overall, the spells are distinct enough that after one use, you can guess what's being casted while the runes are still forming.
30th May '16 10:12:32 PM ThatGuyYouKnowThatGuy
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* ''IronMan'' The first film established that the Iron Man suits only functioned while they had sufficient power, and Tony replaced the Mark 1 arc reactor with a more powerful one to power the Mark 2 and 3 Iron Man suits. Given that they were designed for sustained flight, they needed the extra power. When he has to use the proto reactor in his Mark 2 suit, he has notably less power. Each part of Mark 42 is implied to have its own reactor because it was made to come part and move remotely. It's also an example of what happens when you push this trope too far; it's so complicated that it rarely works as well as its supposed to.

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* ''IronMan'' The first film established that the Iron Man suits only functioned while they had sufficient power, and Tony replaced the Mark 1 arc reactor with a more powerful one to power the Mark 2 and 3 Iron Man suits. Given that they were designed for sustained flight, they needed the extra power. When he has to use the proto reactor in his Mark 2 suit, he has notably less power. Each part of Mark 42 is implied to have its own reactor because it was made to come part apart and move remotely. It's also an example of what happens when you push this trope too far; it's so complicated that it rarely works as well as its supposed to.
17th May '16 1:55:21 PM Willbyr
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* ''KingdomHearts'' plays with this, where certain things will be described and appear consistent... until something comes along that 'breaks the rules'. The authorities on that particular subject will subsequently be as confused as the player, demonstrating the Aesop of “Attempting to apply strict rules to natural phenomena is foolish, as the world is chaotic and wonderful”.

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* ''KingdomHearts'' ''Franchise/KingdomHearts'' plays with this, where certain things will be described and appear consistent... until something comes along that 'breaks the rules'. The authorities on that particular subject will subsequently be as confused as the player, demonstrating the Aesop of “Attempting to apply strict rules to natural phenomena is foolish, as the world is chaotic and wonderful”.
29th Apr '16 10:26:55 PM Westbrook
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** With the former, he is considered utterly unpredictable because of his artistic imagination, making figures like mecha or MagicalGirls to fight. With the latter, John Stewart actually takes times in applying his achitect knowhow when constructing items, so they have alot more 'solidness' to them.

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** With the former, he is considered utterly unpredictable because of his artistic imagination, making figures like mecha or MagicalGirls to fight. With the latter, John Stewart actually takes times in applying his achitect architectural knowhow when constructing items, so they have alot a lot more 'solidness' to them.
13th Apr '16 6:52:07 PM DVB
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* The GreenLantern Power Ring should be able to avoid this, as it is advertised as being capable of anything the wearer can imagine. People still complain when it does something exceptional, though, mostly because it stands out as being extremely unusual. As has been pointed out, most of the Green Lantern [[TheChosenMany Corps]] has the imagination of a goddamn potato. This is why people like Kyle Rayner, an artist, stand out. And when handled properly, John Stewart, an architect.

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* The GreenLantern Power Ring should be able to avoid this, as it is advertised as being capable of anything the wearer can imagine. People still complain when it does something exceptional, though, mostly because it stands out as being extremely unusual. As has been pointed out, However, most of the Green Lantern [[TheChosenMany Corps]] has don't exercise the full advantage of imagination of a goddamn potato.when wielding one. This is why people like Kyle Rayner, an artist, stand out. And when handled properly, John Stewart, an architect.architect.
** With the former, he is considered utterly unpredictable because of his artistic imagination, making figures like mecha or MagicalGirls to fight. With the latter, John Stewart actually takes times in applying his achitect knowhow when constructing items, so they have alot more 'solidness' to them.
2nd Apr '16 4:07:21 PM Theriocephalus
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** A point is made in ''The Silmarillion'' that many great works that might be considered magical can only be accomplished once. The great trees: Telperion and Laurelin, created by Yavanna could only be created once; the Silmarils created by Fëanor could only be created once. One may presume the One Ring created by Sauron could also only have been created once and it would make sense that reason for this is as given that he put his own power into the ring thus diminishing it in himself. In this respect the act of using one's 'magic' to create a great artifact appears to forever diminish the creator of the artifact.

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** A point is made in ''The Silmarillion'' that many great works that might be considered magical can only be accomplished once. The great trees: trees Telperion and Laurelin, Laurelin created by Yavanna could only be created once; the Silmarils created by Fëanor could only be created once. One may presume the One Ring created by Sauron could also only have been created once and it would make sense that reason for this is as given that he put his own power into the ring thus diminishing it in himself. In this respect the act of using one's 'magic' to create a great artifact appears to forever diminish the creator of the artifact.
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