->''"If there are any to see, then I at least am revealed to them. I have written ''Gandalf is here'' in signs that all can read from Rivendell to the mouths of Anduin."''
-->-- '''Gandalf''', ''Literature/TheLordOfTheRings''[[note]]...after magically ''lighting a campfire,'' the sort of thing any level-1 mage can do in most role-playing games[[/note]]

A SubTrope of PowerAtAPrice and WeirdnessMagnet where magic ([[MagicByAnyOtherName or some other power or gift]]) attracts attention from things you would prefer to leave you alone, such as {{Eldritch Abomination}}s, TheHeartless or [[OurDemonsAreDifferent Demons]]. Or perhaps the local SuperPersistentPredator thinks wizards are especially tasty (and have a [[SquishyWizard soft, chewy center]].)

Usually this is due to magic making you SupernaturallyDeliciousAndNutritious, but not always -- the monsters may want to enslave you because TheForceIsStrongWithThisOne, or simply be irritated that the PunyEarthling is meddling with ThingsManWasNotMeantToKnow.

The ability to sense magic in the first place is SupernaturalSensitivity. Related to MagneticMedium. See also EncounterBait, MagneticPlotDevice. Not to be confused with [[Music/MonsterMagnet the neo-acidrocker band]] or [[@/MonsterMagnet the troper]] with a similar name.

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!!Examples:

[[foldercontrol]]

[[folder:Anime & Manga]]
* In ''Manga/{{Bleach}}'' anyone with even a hint of spirit energy is even tastier (and easily sensed) by [[TheHeartless hollows]], since they'll absorb their power when they eat them. The protagonist starts off having a small amount, but no way of using it. Eventually leading to an accidental EmergencyTransformation when he absorbs Rukia's powers after she's injured protecting him and his sisters.
* ''Manga/JoJosBizarreAdventure'' establishes this as a rule in the fourth arc. Stand Users will attract other Stand Users. It is simple fate.
* ''LightNovel/IsThisAZombie'': Megalo are drawn to a [[MagicalGirlWarrior Masou-Shoujo's]] magic.
* The protagonist of ''Manga/{{Mushishi}}'' is able to sense ''mushi'', weird magical life forms, but they're able to sense ''him,'' and so he must always travel lest he attract too many ''mushi'' to one place.
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[[folder:Comic Books]]
* ''ComicBook/MonsterAllergy''. Zick sees monsters other than tamers, and he attracts spirits.
* In ''ComicBook/{{Lanfeust}}'', both the hero and the BigBad share the same ultimate power and can feel when the other uses it. So of course Lanfeust must avoid using it at all during his journey (except one time as a lure in the frozen north, that ends up with the BigBad teleporting there, then teleporting right back, butt-naked and demanding warm clothes).
* ComicBook/DoctorStrange's strongest spells invoke the aid of various cosmic beings. Some of them have taken issue with him over the years.
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[[folder:Films -- Live-Action]]
* In ''Film/{{Inception}}'', if the dreamer changes the dream too much (which will appear to be like magical power to an unsuspecting person in the environment), "projections" (subconscious creations) of other people in the dream get more aggressive and attack if enough changes are made.
[[/folder]]

[[folder:Literature]]
* Literature/{{Discworld}} magic draws the [[EldritchAbomination Things from the Dungeon Dimensions]], although you have to go fairly overboard to make a path large enough for them to come through. This seems to be a bigger problem for wizards than witches, and hasn't been a serious threat since ''Sourcery''.
* ''Literature/TheLordOfTheRings''
** In ''The Fellowship of the Ring'', Gandalf is reluctant to use his magic during the Fellowship's trip south because it could draw attention to them, not through any supernatural means, but simply because any mundane observer can connect the dots between "hey, look at that obviously magical fire which is visible from a long way off!" and "I bet that guy who is famous for doing magical things with fire is around."
** In the more typical supernatural sense, wearing the One Ring attracts the Ringwraiths.
* In ''Literature/PercyJacksonAndTheOlympians'', monsters can smell demigods from far away, and they try to attack them. For some reason modern technology makes it worse; cell phones are banned at Camp Half-Blood because using them will attract monsters.
* ''Literature/TheWheelOfTime''
** Myrddraal and ''gholam'' have an ability to sense [[MagicByAnyOtherName channeling]]. In the case of ''gholam'' this is particularly dangerous, since they are immune to channeling and were created for the express purpose of killing enemy channelers.
** Monster in the Blight presumably have the same kind of fear reaction to a channeler that a normal person has to shadowspawn, though this always translates into violence, and they will come for miles to kill a channeler.
* In ''Literature/TheSwordOfShannaraTrilogy'' by Terry Brooks, Allanon gives Shea the Elfstones with which to protect himself, but only warns him much later that using the Elfstones will alert the Warlock Lord and his Skull Bearers of Shea's location. He does this precisely so that Shea will [[TooAwesomeToUse not be afraid to use the stones if he really needs them]], and because the stones themselves are an effective defense against the Skull Bearers.
* In TanyaHuff's ''Literature/SmokeAndShadows'' novels, Tony Foster, who already seems to be a WeirdnessMagnet, finds that he attracts even more supernatural phenomena once he becomes an actual wizard. His vampire ex-boyfriend (need more be said?) warns him that now that he is "a player" he stands out from the ranks of ordinary humanity and will inevitably attract attention. Not that Tony didn't have a history of stumbling into the supernatural anyway.
* In Simon R. Green's ''Literature/{{Nightside}}'' series, if John Taylor uses his ability to find (and take) literally anything, his future enemies will find '''him''' and send the Harrowing after him.
* In ''Literature/TheBelgariad'' and ''The Malloreon'', magic creates a noise that those with the skill can hear. For this reason, the party often had to avoid using much magic because other spell users would hear that noise, and although their enemy's individual casters were vastly inferior to any of them, there were a lot of them. Other times, they would have to use "quiet" spells like shapeshifting or intentionally use "loud" spells as distractions. Strong ambient magic also makes similar noises, and these can allow certain levels of magic to be "drowned out", allowing them to be used safely.
* In ''Literature/{{Pact}}'', most malevolent supernatural creatures have been bound by the Seal of Suleiman bin Daoud, which prevents them from going after innocents without cause. However, nobody who is aware of the existence of the supernatural or who practices magic qualifies as "innocent," meaning that most targets for malevolent Others are practitioners.
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[[folder:Live-Action TV]]
* The danger from demons seeking to possess a witch is apparently one of the major hazards for witches in ''Series/TheSecretCircle''.
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[[folder:Myths & Religion]]
* Some Christians and others believe that involving yourself in occult activities (such as playing with an Ouija board, or wearing Satanic symbols) works, hence being magic, but gives demons free access to your soul.
[[/folder]]

[[folder:Tabletop Games]]
* ''TabletopGame/{{Warhammer 40000}}'': Any Psyker risks summoning a giant monster from the Warp every time s/he uses a psychic ability.
** In fact, that's a common way of TotalPartyKill in ''TabletopGame/DarkHeresy''. In the tabletop game, anytime a psyker uses their powers they have to make a "Perils of the Warp" roll, and if they fail they get attacked by a demon that will, at best, simply make their brain explode and at worst, will inflict a massive psychic explosion.
** As a matter of fact, this is why being a Psyker is BlessedWithSuck in the ''Warhammer 40000'' universe; because getting eaten by said giant monster from the Warp is the least of everyone's problem, as eventually that will cause the Psyker to become a portal to what passes for {{Hell}} in the setting, summoning TheLegionsOfHell, and ending up having the entire ''Planet'' becoming an EldritchLocation. In short, MagicIsAMonsterMagnet UpToEleven. Small wonder there is an entire organization granted unlimited power just to find Psykers.
* ''TabletopGame/{{Warhammer}}'' magic (especially in regards to Chaos corruption) functions the same as in ''Warhammer 40000'', though to a lesser degree. These examples suck even worse because psykers/mages are also vital to ensuring the survival of humanity, so they can't just be rounded up and exterminated.
* ''TabletopGame/DungeonsAndDragons''
** Using (or in some cases even possessing) psionic powers can draw psionic monsters to attack you, such as cerebral parasites, intellect devourers or thought eaters.
** Phaerimm in ''TabletopGame/ForgottenRealms'' need ambient magic and are very magic-sensitive. Consequently, casting spells on infested territories is a good way to get the nearest spell-grub to either kill the caster or capture and [[FaceFullOfAlienWingWong turn into an incubator]]. The same goes for enchanted items, though at shorter range. Exclusions are elemental magic (it mostly blends into fluctuations of natural forces) and Shadow Weave magic (it doesn't use the same power source).
** TabletopGame/{{Ravenloft}} setting. When in the Nightmare Lands, casting a spell can draw the attention of powerful dream monsters such as members of the Nightmare Court.
* ''TabletopGame/CallOfCthulhu'' supplement ''Cthulhu Companion'', adventure "The Mystery of Loch Feinn". While in the underground area of Castle [=MacLaireag=], any spell casting doubles the chance of a lloigor detecting and attacking the investigators.
* ''TabletopGame/{{GURPS}} Bestiary''. The Octofly can detect and is attracted by psionic activity.
* ''TabletopGame/{{Earthdawn}}''. Casting spells using raw magic can draw the attention of a Horror and cause it to Horror Mark the caster.
* ''TabletopGame/{{Shadowrun}}'' supplement ''Bug City''. After Chicago was overrun by insect spirits, a nuclear weapon detonation put the spirits into hibernation. Using any form of magic near them can cause them to wake up and attack you.
* In ''TabletopGame/NewWorldOfDarkness''
** ''TabletopGame/MageTheAwakening'' has Abyssal intruders, things from the anti-reality outside of our dimension. It's something of a multi-step process -- vulgar (or blatantly obvious magic) risks [[WeirdnessCensor Paradox]], and really, ''really'' bad Paradox risks Abyssal intruders.
** ''TabletopGame/PrometheanTheCreated'' has Pandorans, the botched miscarriages that happen when the Promethean creation process goes horribly wrong. They're attracted to the Azoth that powers Prometheans, which means using powers when there's a slumbering Pandoran nearby is risking throwing up an "All You Can Eat" sign.
* ''TabletopGame/{{Rifts}}'' makes magic a magnet for genetically engineered psychic police dogs.
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[[folder:Video Games]]
* In the ''VideoGame/{{Warcraft}}'' universe it can attract demons, among other things.
* In the first ''VideoGame/StarCraft'' terran campaign, [[MagicByAnyOtherName psionic powers]] act this way towards the zerg. [[spoiler: It turns out that the zerg were really looking for a psionically powerful human, rather than simply being attracted to the power itself. Once such a person is captured, the zerg stop chasing psionics.]]
* ''Franchise/DragonAge''
** Mages are constantly at risk of being possessed by the demons of the Fade, turning them into abominations. This is the main justification for the Templars to take them from their families as soon as their talents manifest and send them to the [[MageTower Circle]] [[WizardingSchool of Magi]], who train them TO hone their abilities and resist succumbing to possession. The final test for Apprentices is to undergo The Harrowing, where they are sent into the Fade and pitted against a Demon. If they succeed, they have proven themselves capable of withstanding demonic influence, but if they fail, they are immediately slain by the Templars.
** The Tranquil are Mages who have undergone the Rite of Tranquility, essentially a magical lobotomy, severing their connection to the Fade which removes their powers, along with their emotions. Mages who are considered too weak-willed or dangerous are forced to become Tranquil, although it's not unheard for those who fear their abilities and do not wish to undergo the Harrowing, to choose to willingly submit to the Rite.
** In ''VideoGame/DragonAgeII'', this is a particular problem for Feynriel, who has a rare DreamWeaver power that hasn't been seen in centuries.
* In the ''VideoGame/{{Diablo}}'' universe, using magic attracts demons, but then so does going for a walk or having a quiet dinner at home...
* In ''VideoGame/CliveBarkersUndying'', it's mentioned in the backstory that excessive usage of the Gel'ziabar stone will cause the user to be hunted by the Hound of Gel'ziabar. This doesn't actually happen in gameplay, although the Hound does pop up during a couple pre-scripted events.
** According to WordOfGod, creatures like Skarrows, Flickering Stalkers and Monto Shonoi are interdimensional squatters, magic scavengers, that were attracted to Oneiros and the manor, and later enslaved.
* ''Franchise/FinalFantasy''
** In ''VideoGame/FinalFantasyXI'', the arcana family of monsters (which are implied to be magical constructs) are aggressive to magic casting.
** In ''VideoGame/FinalFantasyXII'', Wild Elementals (which run the whole gamut from Fire Elemental to Holy Elemental to [[ShoutOut Leamonde]] [[VagrantStory Elemental]]) are usually placid spheres of coalesced Mist, and will leave you alone if you do the same. But they will make a beeline for the party if ''anyone'' in the area casts a spell, whether it was you or the enemy. They're extremely vicious, will NOT let up until it or its targets are dead, and typically cast high-level magic. Unless the party is very, very strong, it's generally a good idea NOT to cast any magic whatsoever while these bright bursting balloons shimmer in the vicinity.
** In multiple ''Final Fantasy'' games, but especially the Ivalice-set ones, Mist is both a conduit and a byproduct of magic, and it can summon, mutate or just plain drive wild nearby monsters.
* In ''Franchise/KingdomHearts'', Leon mentions that TheHeartless are so afraid of the Keyblade that they'll attack Sora as long as he continues to wield it. ([[EmpathicWeapon not that he has much of a choice.]]) It [[FridgeLogic raises the question]]: Why would they want to go anywhere near something they're so afraid of? The fact that keybearers have extraordinarily delicious hearts is a plot point. Also, keybearers have the power to make a World's Heart inaccessible to them.
* In ''VideoGame/{{Persona 4}}'', Shadows only attack Persona-users in the TV World, except for the rare days where the fog of the TV World lifts (creating natural deadlines to rescue anyone trapped there). They're normally blinded by the fog, but Persona-users stand out like beacons.
** Note that this trope most definitely ''does not'' hold true in any other ''Franchise/ShinMegamiTensei'' game. Demons, Shadows, and other monsters will gladly hunt down and consume {{Muggles}} any opportunity they get.
[[/folder]]

[[folder:Visual Novels]]
* Engine Machine technology in ''VisualNovel/ShikkokuNoSharnoth'' and ''SekienNoInganock'' can cause mutations that allow for some weird form of magic. Both of these attract monsters.
[[/folder]]

[[folder:Web Comics]]
* In ''Webcomic/OurLittleAdventure'', when Julie used the Magicant Pendant for the first time, it sent out a huge beacon of light. Not only did the [[BigBad Emperor]] see this beacon of light and knew what it was, but some imperial mooks who saw her use it [[BossBattle engaged]] Julie and her group the next day... so it doubles as EncounterBait.
* In ''Webcomic/ElGoonishShive'', the entire [[CityOfAdventure town of Moperville]] has become a magical monster magnet because the local area is now [[http://www.egscomics.com/?date=2013-01-25 saturated with magic energy, it is gradually spreading and it is attracting magically inclined beings]].
[[/folder]]

[[folder:Web Original]]
* In ''TheMonsterGirlEncyclopedia'', "spirit energy" is the fundamental source of magic. It's also the basic energy that all of the setting's {{Cute Monster Girl}}s absorb and so are able to track. Which means spellcasters are prime targets for any monster-girl that detects their presence. Though, fortunately, monster-girls in this setting no longer [[ImAHumanitarian eat humans]], preferring instead to love and rape them.
[[/folder]]

[[folder: Western Animation ]]
* ''WesternAnimation/StarTrekTheAnimatedSeries'' episode "The Magicks of Megas-Tu''. The alien Megans use RealityWarper level magic. The Enterprise crew starts studying how to use magic, which eventually draws the Megans' attention and gets the crew in trouble.
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