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** And finally, there are a great many Prestige Classes built around defying this trope and blending various types of magic: [[RedMage Mystic Theurges]] who master scholarly wizardry and divine contemplation, Fochlucan Lyricists who combine the magic of bardic music and druidic secrets, Cerebremancers who cast arcane spells and manifest psionic powers, Anima Mages who supplement their arcane spellcasting with the power of a bound Vestige, etc. Interestingly, Anima Mages are hated even by other Binders because they mercilessly exploit vestiges to enhance their spellcasting, an act which makes them unable to be good aligned (and has earned them the reputation for being [[StopBeingStereotypical the embodiment of every bad stereotype of a Binder]].

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** And finally, there are a great many Prestige Classes built around defying this trope and blending various types of magic: [[RedMage Mystic Theurges]] who master scholarly wizardry and divine contemplation, Fochlucan Lyricists who combine the magic of bardic music and druidic secrets, Cerebremancers who cast arcane spells and manifest psionic powers, Anima Mages who supplement their arcane spellcasting with the power of a bound Vestige, etc. Interestingly, Anima Mages are hated even by other Binders because they mercilessly exploit forcefully extract power from vestiges to enhance their spellcasting, an act which makes them unable to be good aligned (and has earned them the reputation for being [[StopBeingStereotypical the embodiment of every bad stereotype of a Binder]].
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** Carnymancers are also distrusted because they are very secretive about how their abilities actually work and what they are capable of and they have a reputation for being con artists. And since their abilities center around breaking rules they are feared for being able to do things that other casters believe are not supposed to be possible. For different reasons they are especially disliked by Thinkamancers and Predictamancers. The latter is because the two schools have opposing religious beliefs about Fate, with Predictamancers seeing Fate as holy and Carnymancers seeing it as the ultimate enemy.
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* The ''Franchise/{{Nasuverse}}'' has a lot of different types of supernatural effects:
** The main one is [[RuleMagic Magecraft]], also known as Thaumaturgy, which is the one most commonly used by humans. People who practice Magecraft are called magi. The basic principle is a form of ClapYourHandsIfYouBelieve, both in the creation of a magic system (which requires enough people to beleive in it for long enough for it to become "engraved" upon the world) and in execution (MagicWords are more about the magus hypnotising themself into believing what they're doing is possible than anything else).
** Beyond that is [[RealityWarper True Magic]], used by magicians. Unlike Magecraft, which works within the world and is bound by its rules, True Magic exists beyond the world and so can do basically anything. In the Age of the Gods, there wasn't a distinction between the two, but as the gods and their power continued to fade, Solomon created the first modern Magecraft system to ensure that humanity would still have some access to mysetrious power. In the present day there are only five forms of True Magic left in the world, and only two of them have living active magicians.
** Somewhere in the gap between the two are [[MentalWorld Reality Marbles]]. These are extremely rare, especially among humans since they require an alien worldview; typically only particularly old vampires end up developing them. They don't technically count as True Magic since they don't transcend the world so much as overwrite part of it with a different world that comes from within the user, with its own rules. Most of the time this is contained within the users body, granting them access to some entirely unique powers that don't require belief from anyone else. A Reality Marble user that's also a magus can combine the two, casting a spell that expands the effect of the Reality Marble into the world around them, drawing other people into it. However, the world doesn't like people doing that and will fight back, requiring a constant stream of {{Mana}} to maintain it.
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Dewicking Disambig


For a trope that covers a ([[WitchSpecies usually]]) different kind of prejudice among fantasy characters, see FantasticRacism. Compare KlingonScientistsGetNoRespect.

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For a trope that covers a ([[WitchSpecies ([[MageSpecies usually]]) different kind of prejudice among fantasy characters, see FantasticRacism. Compare KlingonScientistsGetNoRespect.
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Ambiguity Index wick cleaning.


It's not uncommon to see a lot of rivalry between magicians in a fantasy setting, be it due to academic pride, competitive spirits, or plain envy. This is especially common if the setting has MutuallyExclusiveMagic… and even if it [[TheForce all comes]] from [[{{Mana}} the same source.]]

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It's not uncommon to see a lot of rivalry between magicians in a fantasy setting, be it due to academic pride, competitive spirits, or plain envy. This is especially common if the setting has MutuallyExclusiveMagic… and even if it [[TheForce all comes]] comes from [[{{Mana}} the same source.]]

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*** A few times the "{{Whatevermancy}}" designations (such as Mort the Ectomancer who communicates with ghosts) are used to refer to specific skill sets. Harry goes to Mort for help on a few occasions for ghost-related problems, as his abilities in that particular domain are much better than Harry's. However Mort has basically no magical ability outside his specialization.
** The term ''Sorcerer(ess)'' is used a few times, but lacks a clear cut definition. The implication seems to put them somewhere near the middle of the spectrum, capable of considerable magical feats, but lacking the power or training of a full fledged Wizard. It has also been used in the context of nonhuman magic users like vampires.

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*** A few times the "{{Whatevermancy}}" designations (such as Mort the Ectomancer who communicates with ghosts) are used to refer to specific skill sets. Harry goes to Mort for help on a few occasions for ghost-related problems, as his abilities skills in that particular domain are much better greater than Harry's.Harry's - and in his area, his raw power is considered by Harry to be equal to his own. However Mort has basically no magical ability outside his specialization.
** The term ''Sorcerer(ess)'' is used a few times, but lacks a clear cut definition. The implication seems to put them somewhere near the middle of the spectrum, capable of considerable magical feats, but lacking pretty much entirely focused on combat - and while some (though not all) have Wizard-level raw power, they lack the power or training and finesse of a full fledged Wizard.Wizard. As Harry puts it, a Wizard can do everything that a Sorcerer can, but that's far from ''all'' they can do. It has also been used in the context of nonhuman magic users like vampires.



** Most non-Divination wizards consider Divination to be useless. Divination is described by Professor [=McGonagall=] as "one of the most imprecise branches of magic." Supporters of the subject claim that it is an inexact science that requires innate gifts, rather than something that can be easily taught academically. Those opposed claim that the subject is irrelevant and fraudulent. Sybil Trelawney, the professor of Divination, appears to be totally inept at it, as Hermione never fails to point out; in fact, Hermione drops the class as useless. Sybil's predictions are almost always wrong or obviously fraudulent, with the exception of [[spoiler:the two regarding Voldemort]], which she has no memory of, and the [[spoiler:prediction of Dumbledore's death]] in the [[Literature/HarryPotterAndTheHalfBloodPrince sixth book]], which she herself disregards as incorrect.

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** Most non-Divination wizards consider Divination to be useless. Divination is described by Professor [=McGonagall=] as "one of the most imprecise branches of magic." Supporters of the subject claim that it is an inexact science that requires innate gifts, rather than something that can be easily taught academically. Even most Seers, claimed or actual, agree, with Professor Trelawney, who teaches it, pointing that out in her very first lesson. Those opposed claim that the subject is irrelevant and fraudulent. Sybil Trelawney, the professor of Divination, Trelawney appears to be totally inept at it, as Hermione never fails to point out; in fact, Hermione drops the class as useless. Sybil's predictions are almost always wrong mostly EntertaininglyWrong or obviously fraudulent, fraudulent with the exception of [[spoiler:the two regarding Voldemort]], which she has no memory of, of... or so it seems.
*** As the sightings of 'the Grim' in [[Literature/HarryPotterAndThePrisonerOfAzkaban the third book]] [[spoiler: actually Sirius' animagus form]], guessing Harry's birthday wrong in [[Literature/HarryPotterAndTheGobletOfFire the fourth book]] [[spoiler: actually Voldemort's birthday - his Horcrux is in Harry's head]],
and the [[spoiler:prediction her prediction of Dumbledore's [[spoiler:Dumbledore's death]] in the [[Literature/HarryPotterAndTheHalfBloodPrince sixth book]], book]] implies, the latter of which she herself disregards as incorrect.incorrect, the problem is less prophetic ability, more a predisposition to interpret her predictions in the most melodramatic fashion possible.
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*** ''Literature/TheShepherdsCrown'', the last book in the series, brings things full circle with a boy who wants to become a witch. Although he does prove adept at the medical and "social services" angle, he never manages to do actual witch-style magic[[note]]Apart from being able to fly a broomstick and being able to perform stunts with it that leave Tiffany Aching blinking in disbelief[[/note]]. He does develop a preternatural ability to calm potentially violent situations and encourage people to improve their own lives, which his trainer believes to be something completely new. The plotline is never really resolved, most likely thanks to the book being unfinished when the author DiedDuringProduction.

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*** ''Literature/TheShepherdsCrown'', the last book in the series, brings things full circle with a boy who wants to become a witch. Although he does prove adept at the medical and "social services" angle, he never manages to do actual witch-style magic[[note]]Apart from being able to fly a broomstick and being able to perform stunts with it that leave Tiffany Aching blinking in disbelief[[/note]]. He does develop a preternatural ability to calm potentially violent situations and encourage people to improve their own lives, which his trainer believes to be something completely new. The plotline is never really resolved, most likely thanks to the book being unfinished (that is, it's a complete story, but not quite the final draft) when the author DiedDuringProduction.
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envy and jealousy are different


It's not uncommon to see a lot of rivalry between magicians in a fantasy setting, be it due to academic pride, competitive spirits, or plain jealousy. This is especially common if the setting has MutuallyExclusiveMagic… and even if it [[TheForce all comes]] from [[{{Mana}} the same source.]]

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It's not uncommon to see a lot of rivalry between magicians in a fantasy setting, be it due to academic pride, competitive spirits, or plain jealousy.envy. This is especially common if the setting has MutuallyExclusiveMagic… and even if it [[TheForce all comes]] from [[{{Mana}} the same source.]]



** The Gnosis, practised by the Mandate. It is far more powerful than the rest and its secrets hotly coveted and jealously protected. WordOfGod compares it to ''philosophy'', defining the terms of reality exactly and objectively. [[note]][[AuthorAppeal It might be noted that R. Scott Bakker has a degree in philosophy and thinks highly of its importance.]][[/note]]

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** The Gnosis, practised by the Mandate. It is far more powerful than the rest and its secrets hotly coveted and jealously envy protected. WordOfGod compares it to ''philosophy'', defining the terms of reality exactly and objectively. [[note]][[AuthorAppeal It might be noted that R. Scott Bakker has a degree in philosophy and thinks highly of its importance.]][[/note]]



** The subclass of wizards called witches, who are regarded as a more primitive form of wizardry. Depending on the setting, wizards may consider them savages and a few gods jealous of their powers that they ordered members of their churches to hunt them down.

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** The subclass of wizards called witches, who are regarded as a more primitive form of wizardry. Depending on the setting, wizards may consider them savages and a few gods jealous envious of their powers that they ordered members of their churches to hunt them down.
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* In ''VideoGame/DemonsSouls'', the Miracle wielding clerics view soul arts as an abomination. The pracitioners of soul arts dislike clerics for trying to hold them back and treating them like pariahs. The clerics aren't exactly wrong to dislike soul arts though -- it's a dangerous power fueled by the souls of the dead that comes from the Old One itself, and the world is a CrapsackWorld because people abused soul arts in the past. [[spoiler:It's heavily implied that the god the clerics worship ''is'' the Old One (though they aren't aware of this), which would mean that the "miracles" (which are also fueled by souls) are just soul arts with a more "benevolent" flavor to them.]]

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* In ''VideoGame/DemonsSouls'', the Miracle wielding clerics view soul arts as an abomination. The pracitioners of soul arts dislike clerics for trying to hold them back and treating them like pariahs. The clerics aren't exactly wrong to dislike soul arts though -- it's a dangerous power fueled by the souls of the dead that comes from the Old One itself, and the world is a CrapsackWorld because people abused soul arts in the past. [[spoiler:It's heavily implied that the god the clerics worship ''is'' the Old One (though they aren't aware of this), which would mean that the "miracles" (which are also fueled actually powered by souls) are the Old One, making them just soul arts with a more "benevolent" flavor to them.them. Sage Freke outright accuses cleric of unknowingly worshipping the Old One itself.]]
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* ''Series/TheWheelOfTime'': Weaves of Saidar (the female half of the One Power) are shown as white. Weaves of Saidin (the male half) are shown as black. Similar color-coding was in the books for male and female halves of the yin-yang Aes Sedai symbol: white "Flame of Tar Valon" and black "Dragon Fang".

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* ''Series/TheWheelOfTime'': Weaves of Saidar (the female (female half of the One Power) are shown as white. Weaves of Saidin (the male (male half) are shown as black.also white, but covered with black tendrils representing the Dark One's corruption. Similar color-coding was in the books for male and female halves of the yin-yang Aes Sedai symbol: white "Flame of Tar Valon" and black "Dragon Fang".
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* ''Series/TheWheelOfTime'': Weaves of Saidar (female half of the One Power) are shown white. Weaves of Saidin (male half) are shown black. Similar color-coding was in the books for male and female halves of the yin-yang Aes Sedai symbol: white "Flame of Tar Valon" and black "Dragon Fang".

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* ''Series/TheWheelOfTime'': Weaves of Saidar (female (the female half of the One Power) are shown as white. Weaves of Saidin (male (the male half) are shown as black. Similar color-coding was in the books for male and female halves of the yin-yang Aes Sedai symbol: white "Flame of Tar Valon" and black "Dragon Fang".
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[[folder:Live Action TV]]
* ''Series/TheWheelOfTime'': Weaves of Saidar (female half of the One Power) are shown white. Weaves of Saidin (male half) are shown black. Similar color-coding was in the books for male and female halves of the yin-yang Aes Sedai symbol: white "Flame of Tar Valon" and black "Dragon Fang".
[[/folder]]
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Capitalization was fixed from Main.Un Equal Rites to Main.Unequal Rites. Null edit to update page.
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Ghost wick was fixed on Main.Unequal Rites.
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A bit nitpicking, but a correction


*** ''Literature/TheShepherdsCrown'', the last book in the series, brings things full circle with a boy who wants to become a witch. Although he does prove adept at the medical and "social services" angle, he never manages to do actual witch-style magic. He does develop a preternatural ability to calm potentially violent situations and encourage people to improve their own lives, which his trainer believes to be something completely new. The plotline is never really resolved, most likely thanks to the book being unfinished when the author DiedDuringProduction.

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*** ''Literature/TheShepherdsCrown'', the last book in the series, brings things full circle with a boy who wants to become a witch. Although he does prove adept at the medical and "social services" angle, he never manages to do actual witch-style magic.magic[[note]]Apart from being able to fly a broomstick and being able to perform stunts with it that leave Tiffany Aching blinking in disbelief[[/note]]. He does develop a preternatural ability to calm potentially violent situations and encourage people to improve their own lives, which his trainer believes to be something completely new. The plotline is never really resolved, most likely thanks to the book being unfinished when the author DiedDuringProduction.
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Direct link.


** All of this rivalry is rather beside the point, however, as the most powerful magic in Discworld history was that of ''sourcerers'', not witches or wizards. (Witches and wizards, in different ways, manipulate the BackgroundMagicField of the Discworld, sourcerers ''radiate'' magic.) Sourcerers' relationship to other magic-users is that they both empower them by their very presence, and scare the living crap out of them. And the most brilliant magic-user still around today isn't a human at all, but Hex, a {{Magitek}} {{AI}} which doesn't even have a gender.

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** All of this rivalry is rather beside the point, however, as the most powerful magic in Discworld history was that of ''sourcerers'', not witches or wizards. (Witches and wizards, in different ways, manipulate the BackgroundMagicField of the Discworld, sourcerers ''radiate'' magic.) Sourcerers' relationship to other magic-users is that they both empower them by their very presence, and scare the living crap out of them. And the most brilliant magic-user still around today isn't a human at all, but Hex, a {{Magitek}} {{AI}} ArtificialIntelligence which doesn't even have a gender.

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** The Binder class may get it the worst of all. These {{Willing Channeler}}s get their powers by forming pacts with beings called Vestiges that are less than gods but more than mortal. Wizards look down on them as lazy, foolish, or cheaters, but they are outright ''despised'' by divine casters, who consider them blasphemers and heretics for bowing to false gods. The default assumption is that any setting with Binders is going to have organizations devoted to hunting them down, such as the Order of Seropaenes, an (unholy?) alliance between the usually-opposed churches of Heironeous, St. Cuthbert, Wee Jas and Vecna. When followers of the LawfulGood god of valor and chivalry are working with the NeutralEvil god of dark knowledge to come after you, you know you have a PR problem.

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** The Binder class may get it the worst of all. These {{Willing Channeler}}s get their powers by forming pacts with beings called Vestiges that are less than gods but more than mortal. Wizards look down on them as lazy, foolish, or cheaters, but they are often outright ''despised'' by divine casters, who consider them blasphemers and heretics for bowing to false gods. The Though Binders are not evil by nature in any sense, the default assumption is that any setting with Binders is going to have organizations devoted to hunting them down, such as the Order of Seropaenes, an (unholy?) alliance between the usually-opposed churches of Heironeous, St. Cuthbert, Wee Jas and Vecna. When followers of the LawfulGood god of valor and chivalry are working with the NeutralEvil god of dark knowledge to come after you, you know you have a PR problem.



** And finally, there are a great many Prestige Classes built around defying this trope and blending various types of magic: [[RedMage Mystic Theurges]] who master scholarly wizardry and divine contemplation, Fochlucan Lyricists who combine the magic of bardic music and druidic secrets, Cerebremancers who cast arcane spells and manifest psionic powers, Anima Mages who supplement their arcane spellcasting with the power of a bound Vestige, etc. Interestingly, Anima Mages are hated even by other Binders because they mercilessly exploit vestiges to enhance their spellcasting, an act which makes them unable to be good aligned.

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** And finally, there are a great many Prestige Classes built around defying this trope and blending various types of magic: [[RedMage Mystic Theurges]] who master scholarly wizardry and divine contemplation, Fochlucan Lyricists who combine the magic of bardic music and druidic secrets, Cerebremancers who cast arcane spells and manifest psionic powers, Anima Mages who supplement their arcane spellcasting with the power of a bound Vestige, etc. Interestingly, Anima Mages are hated even by other Binders because they mercilessly exploit vestiges to enhance their spellcasting, an act which makes them unable to be good aligned.aligned (and has earned them the reputation for being [[StopBeingStereotypical the embodiment of every bad stereotype of a Binder]].

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** In VideoGame/HeroesOfMightAndMagic IV this is why the AntiVillain [[VillainProtagonist Protagonist]] of the Death campaign refuses to expand his kingdom after fighting tooth and nail to get it. He's GenreSavvy enough to realize that ambitious Necromancers have a ZeroPercentApprovalRating and everyone else would be gunning for him if he seemed the least bit hostile. He's all too aware that his brand of magic doesn't have a very good reputation.

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** In VideoGame/HeroesOfMightAndMagic IV this is why the AntiVillain [[VillainProtagonist Protagonist]] of the Death campaign refuses to expand his kingdom after fighting tooth and nail to get it. He's GenreSavvy enough to realize that ambitious Necromancers have a ZeroPercentApprovalRating are HatedByAll and everyone else would be gunning for him if he seemed the least bit hostile. He's all too aware that his brand of magic doesn't have a very good reputation.
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** Despite being a prodigy at plant magic, Willow's father's initially have her enrolled in the Abomination track (something which she has zero talent in) because they felt that it'd lead to her having better career opportunities when she graduates.

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** Despite being a prodigy at plant magic, Willow's father's [[HasTwoDaddies fathers]] initially have her enrolled in the Abomination track (something which she has zero talent in) because they felt that it'd lead to her having better career opportunities when she graduates.
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* ''WesternAnimation/TheOwlHouse'':
** Despite being a prodigy at plant magic, Willow's father's initially have her enrolled in the Abomination track (something which she has zero talent in) because they felt that it'd lead to her having better career opportunities when she graduates.
** "Through the Looking Glass Ruins" shows that some people look down on Illusionist Coven due to their magic being the only one to lack any tangible effects.
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TRS has renamed Author Existence Failure to Died During Production. Link changed accordingly.


*** ''Literature/TheShepherdsCrown'', the last book in the series, brings things full circle with a boy who wants to become a witch. Although he does prove adept at the medical and "social services" angle, he never manages to do actual witch-style magic. He does develop a preternatural ability to calm potentially violent situations and encourage people to improve their own lives, which his trainer believes to be something completely new. The plotline is never really resolved, most likely thanks to the book being unfinished due to AuthorExistenceFailure.

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*** ''Literature/TheShepherdsCrown'', the last book in the series, brings things full circle with a boy who wants to become a witch. Although he does prove adept at the medical and "social services" angle, he never manages to do actual witch-style magic. He does develop a preternatural ability to calm potentially violent situations and encourage people to improve their own lives, which his trainer believes to be something completely new. The plotline is never really resolved, most likely thanks to the book being unfinished due to AuthorExistenceFailure.when the author DiedDuringProduction.
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typo


* ''TabletopGame/DungeonsAndDragons'': Depending on the setting and campaign, there cam be rivalries or antipathy between practitioners of all the various types of supernatural abilities, whether by their incompatible philosophies, lifestyles or values.

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* ''TabletopGame/DungeonsAndDragons'': Depending on the setting and campaign, there cam can be rivalries or antipathy between practitioners of all the various types of supernatural abilities, whether by their incompatible philosophies, lifestyles or values.
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Expanding an example

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** Fairy godmothers: Passingly mentioned in the first book but not explored past that.
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** By the time of ''VideoGame/DarkSoulsII'', pyromancy appears to have lost its "primitive" stigma and is now a respected school of magic alongside the others, but each significant kingdom in the game seems to look down on one particular school and those that practice it. Drangleic looks down on miracles, preferring scholarly pursuits such as sorcery (this might have had something to do with [[spoiler:the king's brother, himself a scholar, discovering that Gwyn was a {{Jerkass God|s}} extraordinaire whose fear of humanity's power over the Dark caused him to try and seal it with the Darksign, unintentionally creating the Curse of the Undead]]). The only prominent cleric in Drangleic was Velstadt, one of the king's two right-hand men. The extremely religious kingdom of Shulva focused on miracles and shunned sorcery, and is implied to be Velstadt's homeland. The Old Iron King's kingdom focused on pyromancy, but it isn't known what they thought about other schools of magic. Meanwhile, hexers seem to think their spells are superior to all other no matter what land they come from, and they have a point, since hexes are more difficult to use than other schools of magic, requiring investment in both Intelligence and Faith.

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** By the time of ''VideoGame/DarkSoulsII'', pyromancy appears to have lost its "primitive" stigma and is now a respected school of magic alongside the others, but each significant kingdom in the game seems to look down on one particular school and those that practice it. Drangleic looks down on miracles, preferring scholarly pursuits such as sorcery (this might have had something to do with [[spoiler:the king's brother, himself a scholar, discovering that Gwyn was a {{Jerkass God|s}} extraordinaire whose fear of humanity's power over the Dark caused him to try and seal it with the Darksign, unintentionally creating the Curse of the Undead]]). The only prominent cleric in Drangleic was Velstadt, one of the king's two right-hand men. The extremely religious kingdom of Shulva focused on miracles and shunned sorcery, and is implied to be Velstadt's homeland. The Old Iron King's kingdom focused on pyromancy, but it isn't known what they thought about other schools of magic. Meanwhile, hexers seem to think their spells are superior to all other no matter what land they come from, and they have a point, since hexes are more difficult to use than other schools of magic, requiring hefty investment in both Intelligence and Faith.Faith since they scale off the stat that is the ''lower'' of the two.

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[[folder:Tabletop RPG]]
* In ''TabletopGame/DungeonsAndDragons'', depending on the setting and campaign, there might be rivalries or antipathy between practitioners of all the various types of supernatural abilities, whether by their incompatible philosophies, lifestyles or values.
** Characters who use spells with the Evil descriptor are probably going to be viewed with suspicion at best by those on the upper third of the alignment spectrum. Necromancy can get a similar reaction due to assumptions of BadPowersBadPeople, which caused problems when 3rd Edition classified the ubiquitous ''cure ___ wounds'' spells as Necromancy - the spell family has since been classified as evocations.
*** [[https://i.redd.it/8j68feoo6rp01.png This]] story tells of a player playing a solo campaign as a [[BadPowersGoodPeople heroic necromancer]] who travelled to lands ruled by cruel tyrants and taught the people there necromancy so they could overthrow their oppressors, instill democracy, and once all that was over and done with, have the undead thralls do all of the menial labor so that the living had all the time in the world to pursue their true passions. On his deathbed, he used a scrying spell to check up on all of the places he had been to for nostalgia's sake, and to his horror found that a group of heroes had been going around "saving" these lands from the "evil necromancer" and reinstating their tyrannical rulers due to an assumption of "[[BadPowersBadPeople necromancer bad]]". [[ArsonMurderAndJaywalking They also called him the "Arch-Lich", which offended him as he was not a lich and had no plans to become one]]. When they finally caught up to him, expecting a grand showdown with a cackling EvilOverlord, they instead found a heartbroken, dying old man who tearfully explained to them what he had done, why he had done it, and how they had ruined everything because of their ignorance and bigotry. Turns out the player was not playing a solo campaign at all, but was secretly being used as the BigBad of another campaign without either party's knowledge. The DM said he played his part beautifully.

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[[folder:Tabletop RPG]]
Games]]
* In ''TabletopGame/DungeonsAndDragons'', depending ''TabletopGame/DungeonsAndDragons'': Depending on the setting and campaign, there might cam be rivalries or antipathy between practitioners of all the various types of supernatural abilities, whether by their incompatible philosophies, lifestyles or values.
** Characters who use spells with the Evil descriptor are probably going to be viewed with suspicion at best by those on the upper third of the alignment spectrum. Necromancy can get a similar reaction due to assumptions of BadPowersBadPeople, which caused problems when 3rd Edition classified the ubiquitous ''cure ___ wounds'' spells as Necromancy - -- the spell family has since been classified as evocations.
*** ** [[https://i.redd.it/8j68feoo6rp01.png This]] story tells of a player playing a solo campaign as a [[BadPowersGoodPeople heroic necromancer]] who travelled to lands ruled by cruel tyrants and taught the people there necromancy so they could overthrow their oppressors, instill democracy, and once all that was over and done with, have the undead thralls do all of the menial labor so that the living had all the time in the world to pursue their true passions. On his deathbed, he used a scrying spell to check up on all of the places he had been to for nostalgia's sake, and to his horror found that a group of heroes had been going around "saving" these lands from the "evil necromancer" and reinstating their tyrannical rulers due to an assumption of "[[BadPowersBadPeople necromancer bad]]". [[ArsonMurderAndJaywalking They also called him the "Arch-Lich", which offended him as he was not a lich and had no plans to become one]]. When they finally caught up to him, expecting a grand showdown with a cackling EvilOverlord, they instead found a heartbroken, dying old man who tearfully explained to them what he had done, why he had done it, and how they had ruined everything because of their ignorance and bigotry. Turns out the player was not playing a solo campaign at all, but was secretly being used as the BigBad of another campaign without either party's knowledge. The DM said he played his part beautifully.



** Wild Mages, when first introduced in ''Advanced D&D'', were generally looked upon with scorn, distrust or other negative feelings by other magic users. This is because Wild Mages use a unique form of EntropyAndChaosMagic, which makes their spells have a significant chance of failing and exploding in a "wild surge" instead of working as intended. Wild surges are always chaotic, with results that can be anything from funny, to annoying, to potentially deadly. Needless to say, other wizards look down on wild mages both for their inability to retain control and for the practical reason that nobody really likes someone who has a chance of randomly hurling around fireballs, {{Gender Bender}}s, and [[ArsonMurderAndJaywalking clouds of rainbow bubbles]] whenever they try to use even the mildest form of magic.
*** Wild mages get it particularly bad in the ''TabletopGame/ForgottenRealms'', where their magic was born after the brutal death of the local Goddess of Magic and so they are often hated as heretics, blasphemers or religious profaners by both more devout wizards and by the deity's clergy.

to:

** Wild Mages, when first introduced in ''Advanced D&D'', were generally looked upon with scorn, distrust or other negative feelings by other magic users. This is because Wild Mages use a unique form of EntropyAndChaosMagic, which makes their spells have a significant chance of failing and exploding in a "wild surge" instead of working as intended. Wild surges are always chaotic, with results that can be anything from funny, to annoying, to potentially deadly. Needless to say, other wizards look down on wild mages both for their inability to retain control and for the practical reason that nobody really likes someone who has a chance of randomly hurling around fireballs, {{Gender Bender}}s, and [[ArsonMurderAndJaywalking clouds of rainbow bubbles]] whenever they try to use even the mildest form of magic.
***
magic. Wild mages get it particularly bad in the ''TabletopGame/ForgottenRealms'', where their magic was born after the brutal death of the local Goddess of Magic and so they are often hated as heretics, blasphemers or religious profaners by both more devout wizards and by the deity's clergy.



** And finally, there are a great many Prestige Classes built around defying this trope and blending various types of magic: [[RedMage Mystic Theurges]] who master scholarly wizardry and divine contemplation, Fochlucan Lyricists who combine the magic of bardic music and druidic secrets, Cerebremancers who cast arcane spells and manifest psionic powers, Anima Mages who supplement their arcane spellcasting with the power of a bound Vestige, etc.
*** Interestingly, Anima Mages are hated even by other Binders because they mercilessly exploit vestiges to enhance their spellcasting, an act which makes them unable to be good aligned.
* ''TabletopGame/{{Birthright}}'' has magical forces that can be fully understood only by [[OurElvesAreDifferent elves]], half-elves and [[InTheBlood blooded]] humans. They can use True Magic, much like wizards in other settings. All others can only become Magicians and outside Illusion and Divination schools use only minor spells. For the Realm magic even a bloodline isn't enough, it's available only to regent wizards with their own magical holdings.
* ''TabletopGame/{{Dragonlance}}'' has four types of main magic users: Wizards of High Sorcery, Clerics of the gods, Primal Sorcerers, and Mystics. The Wizards do not get along with the Sorcerers a lot of the time because the Wizards see the Sorcerers as infringing on their territory. The relationship between Mystics and Clerics of good deities is more friendly because of the Citadel of Light, which has both Mystics and Clerics working together to help people. Clerics of Neutral and Evil deities view of Mystics often depends on how their deity feels about Mysticism. And Wizards and Clerics sometimes do not get along because a Cleric, the last Kingpriest of Istar, was the one who tried to kill all Wizards on Ansalon prior to the Cataclysm. And since Wizards of High Sorcery are moon-dependent, there are three sorts of ''them'' -- one per Krynnish moon. There's also the "renegade" category, which is where wizards who refuse to acknowledge the authority of the orders of High Sorcery are classified. Mostly, it's a place to file wizardly characters or classes that get imported from other game-settings.

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** And finally, there are a great many Prestige Classes built around defying this trope and blending various types of magic: [[RedMage Mystic Theurges]] who master scholarly wizardry and divine contemplation, Fochlucan Lyricists who combine the magic of bardic music and druidic secrets, Cerebremancers who cast arcane spells and manifest psionic powers, Anima Mages who supplement their arcane spellcasting with the power of a bound Vestige, etc. \n*** Interestingly, Anima Mages are hated even by other Binders because they mercilessly exploit vestiges to enhance their spellcasting, an act which makes them unable to be good aligned.
* ** ''TabletopGame/{{Birthright}}'' has magical forces that can be fully understood only by [[OurElvesAreDifferent elves]], half-elves and [[InTheBlood blooded]] humans. They can use True Magic, much like wizards in other settings. All others can only become Magicians and outside Illusion and Divination schools use only minor spells. For the Realm magic even a bloodline isn't enough, it's available only to regent wizards with their own magical holdings.
* ** ''TabletopGame/{{Dragonlance}}'' has four types of main magic users: Wizards of High Sorcery, Clerics of the gods, Primal Sorcerers, and Mystics. The Wizards do not get along with the Sorcerers a lot of the time because the Wizards see the Sorcerers as infringing on their territory. The relationship between Mystics and Clerics of good deities is more friendly because of the Citadel of Light, which has both Mystics and Clerics working together to help people. Clerics of Neutral and Evil deities view of Mystics often depends on how their deity feels about Mysticism. And Wizards and Clerics sometimes do not get along because a Cleric, the last Kingpriest of Istar, was the one who tried to kill all Wizards on Ansalon prior to the Cataclysm. And since Wizards of High Sorcery are moon-dependent, there are three sorts of ''them'' -- one per Krynnish moon. There's also the "renegade" category, which is where wizards who refuse to acknowledge the authority of the orders of High Sorcery are classified. Mostly, it's a place to file wizardly characters or classes that get imported from other game-settings.game-settings.
** ''TabletopGame/ForgottenRealms'':
*** The Spellplague damaged magic, but also gave room for a "new" generation of spellcasters as many older casters lost their powers. Among the drow, the new class of wizards call themselves "spellspinners", and they have a rivalry with their more experienced but often weaker ancestors.
*** When introduced in 2nd edition, the ''TabletopGame/{{Maztica}}'' subsetting having inferior clerics and drastically weaker arcanists in the form of [[MagicAIsMagicA plumaweavers and hishnashapers]] was a plot point that helped justify why the [[EvilColonialist not!Conquistadors]] were able to run roughshod over the setting. [[ValuesDissonance It's not a plot point that's aged well]], and the 5th edition fan-led revival has taken pains to make Maztican spellcasters just as powerful as their rivals from the mainland.



* ''TabletopGame/ForgottenRealms'': The Spellplague damaged magic, but also gave room for a "new" generation of spellcasters as many older casters lost their powers. Among the drow, the new class of wizards call themselves "spellspinners", and they have a rivalry with their more experienced but often weaker ancestors.
** When introduced in 2nd edition, subsetting ''TabletopGame/{{Maztica}}'' having inferior clerics and drastically weaker arcanists in the form of [[MagicAIsMagicA plumaweavers and hishnashapers]] was a plot point that helped justify why the [[EvilColonialist not!Conquistadors]] were able to run roughshod over the setting. [[ValuesDissonance It's not a plot point that's aged well]], and the 5th edition fan-led revival has taken pains to make Maztican spellcasters just as powerful as their rivals from the mainland.
* ''TabletopGame/{{Shadowrun}}''

to:

* ''TabletopGame/ForgottenRealms'': The Spellplague damaged magic, but also gave room for a "new" generation of spellcasters as many older casters lost their powers. Among the drow, the new class of wizards call themselves "spellspinners", and they have a rivalry with their more experienced but often weaker ancestors.
** When introduced in 2nd edition, subsetting ''TabletopGame/{{Maztica}}'' having inferior clerics and drastically weaker arcanists in the form of [[MagicAIsMagicA plumaweavers and hishnashapers]] was a plot point that helped justify why the [[EvilColonialist not!Conquistadors]] were able to run roughshod over the setting. [[ValuesDissonance It's not a plot point that's aged well]], and the 5th edition fan-led revival has taken pains to make Maztican spellcasters just as powerful as their rivals from the mainland.
* ''TabletopGame/{{Shadowrun}}''
''TabletopGame/{{Shadowrun}}'':



* In ''TabletopGame/{{Warhammer}}''
** Different races having to approach magic in different ways due to their different mindsets and how they open themselves up to MindRape by an EldritchAbomination. So short lived humans takes magic, split it up into specialities and study it in an academic and scholarly manner in colleges to make it safe; the hair brained Skaven ratmen use GreenRocks to power magical contraptions and their minor "wizards" are called engineers; Dark Elves and Chaos worshippers make pacts with daemons- if not the Chaos Gods themselves- while High Elves will elegantly weave the winds of magic around them like a tapestry. For the Slann, the most powerful wizards in the world who taught the elves their thing, magic comes as naturally as breathing.
** In addition to the species/racial differences, there also exists an arcane/divine dichotomy throughout, well, pretty much every civilised realm. In Bretonnia and parts of the Empire, for example, wielding arcane magic is grounds for a burning/hanging/impalement/decapitation/other execution method, but the miracles a priest performs aren't a problem (or aren't considered magical). Well, in the Empire using arcane magic without the training and sanction of the colleges is grounds for execution full stop, but certain peasants and [[KnightTemplar prea]][[ChurchMilitant chers]] haven't quite got that message. In Bretonnia, all arcane magic is banned, but the situation is a little complex- College trained mages visiting from the Empire usually get a pass thanks to politics, and the priestesses of the Lady[[note]]Patron goddess of Bretonnia, particularly Bretonnian nobility.[[/note]] technically use arcane magics, but are widely believed to use divine magic. [[TheFairFolk There are no priests of the Lady]].
** Dwarves use runes, which are less potent than using the Winds of Magic, but more reliable.
* ''TabletopGame/Warhammer40000'': Psychic powers are universally bad news in humans. Those that are found are captured and put in the Inquisition's Black Ships and sent to Terra, where a thousand psykers are sacrificed daily so the Emperor's psychic beacon doesn't collapse (which would make FTLTravel impossible). Those that aren't suffer MindRape in order to control their powers, and undergo TrainingFromHell to develop them. Those that ''aren't'' caught by the Inquisition are ripe for [[FateWorseThanDeath possession by Chaos.]]
** During the Horus Heresy a more traditional form of this feuding occurred among the Librarius. The Thousand Sons were widely acknowledged as the most accomplished psykers, and looked on Librarians from other Legions with at best smug condescension. [[spoiler: Turned out they were using pure Chaos sorcery, just gussied up by Tzeentch to not appear obviously evil.]] In contrast the Space Wolves Rune Priests insisted their psychic abilities came from the pure elemental power of Fenris, and disdained everyone else for using "maleficarum". [[spoiler: To the absolute shock of everyone else, this obvious piece of nonsense turned out to be completely true.]]
*** Except it turned out that the White Scars' version of Librarians called Stormseers used their planets world soul. Fenris has no confirmed world soul and the Fang, headquarters of the Space Wolves, has the screaming souls of former inhabitants embedded in its surface. Also, the Thousand Sons practiced a stable form of sorcery, which anyone can do, and they used psykers. Chaos sorcery involves entreating with Chaos, which the Thousand Sons did not do (but Magnus did without realizing it). Besides that, a strictly ordered and regimented form of sorcery would not be dangerous. It's how the Eldar keep their power use clean of Chaos.
* The ''TabletopGame/OldWorldOfDarkness''

to:

* In ''TabletopGame/{{Warhammer}}''
''TabletopGame/{{Warhammer}}'':
** Different races having to approach magic in different ways due to their different mindsets and how they open themselves up to MindRape by an EldritchAbomination. So short lived humans takes magic, split it up into specialities and study it in an academic and scholarly manner in colleges to make it safe; the hair brained Skaven ratmen use GreenRocks to power magical contraptions and their minor "wizards" are called engineers; Dark Elves and Chaos worshippers make pacts with daemons- daemons -- if not the Chaos Gods themselves- while High Elves will elegantly weave the winds of magic around them like a tapestry. For the Slann, the most powerful wizards in the world who taught the elves their thing, magic comes as naturally as breathing.
** In addition to the species/racial differences, there there's also exists an arcane/divine dichotomy throughout, well, pretty much every civilised realm. In Bretonnia and parts of the Empire, for example, wielding arcane magic is usually grounds for a burning/hanging/impalement/decapitation/other execution method, quick lynching, but the miracles a priest performs aren't a problem (or aren't considered magical). Well, in the The Empire permits using arcane magic without with the training and sanction of the colleges is grounds for execution full stop, Colleges, but certain peasants and [[KnightTemplar prea]][[ChurchMilitant chers]] preachers]] haven't quite got that message. In Bretonnia, all arcane magic is banned, but the situation is a little complex- College trained complex -- College-trained mages visiting from the Empire usually get a pass thanks to politics, and the priestesses of the Lady[[note]]Patron Lady[[note]]the patron goddess of Bretonnia, particularly of Bretonnian nobility.[[/note]] nobility[[/note]] technically use arcane magics, magic, but are widely believed to use divine magic. [[TheFairFolk [[GodGuise There are no priests of the Lady]].
** Dwarves use runes, which are less potent than using the Winds of Magic, but more reliable.
Lady.]]
* ''TabletopGame/Warhammer40000'': Psychic powers are universally bad news in humans. Those that are found are captured and put in the Inquisition's Black Ships and sent to Terra, where a thousand psykers are sacrificed daily so the Emperor's psychic beacon doesn't collapse (which would make FTLTravel impossible). Those that aren't suffer MindRape in order to control their powers, and undergo TrainingFromHell to develop them. Those that ''aren't'' caught by the Inquisition are ripe for [[FateWorseThanDeath possession by Chaos.]]
**
]]%%The commented-out example had been hidden due to arguing with itself and, due to that, due to it being unclear whether it's an example or not and which information is accurate and should be kept. If you can do so, please correct it before uncommenting.
%%**
During the Horus Heresy Heresy, a more traditional form of this feuding occurred among the Librarius. The Thousand Sons were widely acknowledged as the most accomplished psykers, and looked on Librarians from other Legions with at best smug condescension. [[spoiler: Turned It turned out they that [[spoiler:they were using pure Chaos sorcery, just gussied up by Tzeentch to not appear obviously evil.]] evil]]. In contrast contrast, the Space Wolves Wolves' Rune Priests insisted their psychic abilities came from the pure elemental power of Fenris, and disdained everyone else for using "maleficarum". [[spoiler: To the absolute shock of everyone else, this obvious piece of nonsense turned out to be completely true.]]
*** %%*** Except it turned out that the White Scars' version of Librarians called Stormseers used their planets world soul. Fenris has no confirmed world soul and the Fang, headquarters of the Space Wolves, has the screaming souls of former inhabitants embedded in its surface. Also, the Thousand Sons practiced a stable form of sorcery, which anyone can do, and they used psykers. Chaos sorcery involves entreating with Chaos, which the Thousand Sons did not do (but Magnus did without realizing it). Besides that, a strictly ordered and regimented form of sorcery would not be dangerous. It's how the Eldar keep their power use clean of Chaos.
* The ''TabletopGame/OldWorldOfDarkness'' ''TabletopGame/OldWorldOfDarkness'':



* ''TabletopGame/NewWorldOfDarkness''

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* ''TabletopGame/NewWorldOfDarkness''''TabletopGame/NewWorldOfDarkness'':



* The galaxy of ''TabletopGame/{{Dragonstar}}'' is ruled by dragons, and official doctrine is that sorcerers are distant descendants of dragons and therefore superior to other classes, especially wizards who have to learn their craft.

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* ''TabletopGame/{{Dragonstar}}'': The galaxy of ''TabletopGame/{{Dragonstar}}'' is ruled by dragons, and official doctrine is that sorcerers are distant descendants of dragons and therefore superior to other classes, especially wizards who have to learn their craft.



* In the ''Century Station'' subsetting of ''TabletopGame/HeroesUnlimited'', different [[SuperHeroOrigin Superhero Origins]] receive different reactions from the public at large. Aliens, and other "powered" heroes (Mutants and Experiments) to a lesser extent, are distrusted until they earn the "superhero" label for themselves; this is doubly the case for the obviously physically-mutated. By contrast, heroes who use PoweredArmor, [[{{Cyborg}} Bionics]], [[CharlesAtlasSuperpower Physical Training]] or other forms of tech or skill are more easily accepted, and Physical Training in particular has a strong blue-collar appeal among the average citizen. Magicians are also accepted, but magic itself is feared by the man on the street - best something left to mystic heroes to deal with.
* In ''TabletopGame/SpearsOfTheDawn'', there are two forms of magic. Firstly, ngangas are people born with the inherent ability to control ashe, the fundamental energy of the universe, through the use of talismans and ritual. Secondly, the marabouts are people who have been granted the blessing of the spirits and can work miracles by calling on their aid. Generally speaking, marabout magic is [[WeakButSkilled subtler and more elegant]] (it has to work within the natural order, but the details are handled by spirits who know exactly what they're doing), while nganga magic is [[UnskilledButStrong more powerful but cruder]] (it can theoretically do anything, but is limited by the nganga's ability to figure out how). The griots form a [[MaybeMagicMaybeMundane possible]] third school, since they can empower, weaken or even strike down others with their songs, but that might be because the authority of griots is so well-respected in the Three Lands that YourMindMakesItReal.

to:

* ''TabletopGame/HeroesUnlimited'': In the ''Century Station'' subsetting of ''TabletopGame/HeroesUnlimited'', subsetting, different [[SuperHeroOrigin Superhero Origins]] receive different reactions from the public at large. Aliens, and other "powered" heroes (Mutants and Experiments) to a lesser extent, are distrusted until they earn the "superhero" label for themselves; this is doubly the case for the obviously physically-mutated. By contrast, heroes who use PoweredArmor, [[{{Cyborg}} Bionics]], [[CharlesAtlasSuperpower Physical Training]] or other forms of tech or skill are more easily accepted, and Physical Training in particular has a strong blue-collar appeal among the average citizen. Magicians are also accepted, but magic itself is feared by the man on the street - best something left to mystic heroes to deal with.
* In ''TabletopGame/SpearsOfTheDawn'', there ''TabletopGame/SpearsOfTheDawn'': There are two forms of magic. Firstly, ngangas are people born with the inherent ability to control ashe, the fundamental energy of the universe, through the use of talismans and ritual. Secondly, the marabouts are people who have been granted the blessing of the spirits and can work miracles by calling on their aid. Generally speaking, marabout magic is [[WeakButSkilled subtler and more elegant]] (it has to work within the natural order, but the details are handled by spirits who know exactly what they're doing), while nganga magic is [[UnskilledButStrong more powerful but cruder]] (it can theoretically do anything, but is limited by the nganga's ability to figure out how). The griots form a [[MaybeMagicMaybeMundane possible]] third school, since they can empower, weaken or even strike down others with their songs, but that might be because the authority of griots is so well-respected in the Three Lands that YourMindMakesItReal.

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* In the ''Literature/TortallUniverse'', magic is incorporated into academia, so there's a lot of catty infighting and biases over particular magics. The lightest example is the InsufferableGenius mages who insist that their personal discipline is the best/most important/strongest, but there are also common prejudices, such as the disdain for "tribal" magic often found in universities and the near universal view that magic practiced primarily by women is [[StayInTheKitchen frivolous and weak]]. The one that gets the worst is [[FriendToAllLivingThings wild magic]], which most mages deny even exists because it works with natural forces rather than focusing on the mage's own power.


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* In the ''Literature/TortallUniverse'', magic is incorporated into academia, so there's a lot of catty infighting and biases over particular magics. The lightest example is the InsufferableGenius mages who insist that their personal discipline is the best/most important/strongest, but they also mix with more common prejudices, such as the disdain for "tribal" magic often found in universities and the near universal view that magic practiced primarily by women is [[StayInTheKitchen frivolous and weak]]. The one that gets the worst is [[FriendToAllLivingThings wild magic]], which most mages deny even exists because it works with natural forces rather than focusing on the mage's own power.
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None

Added DiffLines:

* In the ''Literature/TortallUniverse'', magic is incorporated into academia, so there's a lot of catty infighting and biases over particular magics. The lightest example is the InsufferableGenius mages who insist that their personal discipline is the best/most important/strongest, but there are also common prejudices, such as the disdain for "tribal" magic often found in universities and the near universal view that magic practiced primarily by women is [[StayInTheKitchen frivolous and weak]]. The one that gets the worst is [[FriendToAllLivingThings wild magic]], which most mages deny even exists because it works with natural forces rather than focusing on the mage's own power.
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* ''Literature/MagicByTheNumbers'': In the first book, the five crafts are treated differently. Thaumaturgy is a profession, alchemy is an industry, magic is controlled by TheOrder, sorcerers are feared but valued independent agents, and wizards are carnival tricksters... but old-school wizards were on a level with kings, if not above them.

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* ''Literature/MagicByTheNumbers'': In the first book, ''Master of the Five Magics'', the five crafts are treated differently. Thaumaturgy is a profession, alchemy is an industry, magic is controlled by TheOrder, sorcerers are feared but valued independent agents, and wizards are carnival tricksters... but old-school wizards were on a level with kings, if not above them.

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%%* The Creator/LyndonHardy trilogy has several types of magic users, with some disparagement betwixt.


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* ''Literature/MagicByTheNumbers'': In the first book, the five crafts are treated differently. Thaumaturgy is a profession, alchemy is an industry, magic is controlled by TheOrder, sorcerers are feared but valued independent agents, and wizards are carnival tricksters... but old-school wizards were on a level with kings, if not above them.
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typo


** Fire-witches: Innate magic users, immune to most spells, and to fire which they have a special affinity for, can instinctively control spells, even by other casters. Wizards must be careful not to absorb their magic, the results end badly for the wizard. All fire-witches share a few personality traits and most are unpredictable but reasonably hospitable/friendly, but there are a few who are down right nasty. Most people are at least a little scared of any fire-witches they meet.

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** Fire-witches: Innate magic users, immune to most spells, and to fire which they have a special affinity for, can instinctively control spells, even by other casters. Wizards must be careful not to absorb their magic, the results end badly for the wizard. All fire-witches share a few personality traits and most are unpredictable but reasonably hospitable/friendly, but there are a few who are down right downright nasty. Most people are at least a little scared of any fire-witches they meet.

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