[[quoteright:227:[[Webcomic/TheOrderOfTheStick http://static.tvtropes.org/pmwiki/pub/images/ootsuer2_8383.png]]]]
%%[[caption-width-right:227:caption text here]]

->'' "A wizard being called a sorcerer is sort of like having a [=PhD=] and someone telling you that you only managed to graduate because you have natural talent.''
->'' "A wizard being called a warlock is like having a [=PhD=] and being told you only managed to graduate because you gave the dean a quickie in the alley behind the movie theater." ''
-->-- '''[=SPoD=]''', [[http://www.giantitp.com/forums/showpost.php?p=6909486&postcount=8 on the Order of the Stick board]]

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.]]

Much like the [[FantasticRacism rivalry]] involved in MagicVersusScience, magic users will be prejudiced against each other based on their philosophy regarding magic, how they study it, and/or how they cast spells. You'll frequently see mages versus wizards versus witches versus clerics versus shamans versus druids [--deep breath--] versus warlocks versus monks versus psions. Put another way, a wizard of RitualMagic will sneer at a bard who approaches magic as [[MagicMusic music]], casting spells based on poetic rules. And of course both will scoff at the cleric whose magic is based on [[ReligionIsMagic articles of faith]] rather than academic or artistic viewpoints.

Frequently the themes behind the various forms of magic will take one of the various points within FunctionalMagic. Magicians who follow MagicAIsMagicA will be [[SufficientlyAnalyzedMagic academic, studious, and always "researching"]] new spells. Artistic mages usually have some form of FunctionalMagic that they [[MagicMusic tap into]] in [[MagicDance unconventional ways]]. HermeticMagic practitioners follow ritual like academic magicians but usually ignore they “how” and “why” in favor of theological explanations or even plain old faith. Expect these mages to be on differing sides of HarmonyVersusDiscipline, with some seeking to “control” magic, others to “channel” it, and some to understand and influence it.

Objectively, expect all these magical approaches to be valid in their own right, usually have CompetitiveBalance, and at times capable of a YinYangBomb when various disciplines collaborate. One frequent representation of this is the TrashTalk seen when people with opposite ElementalPowers fight each other. Only ''very'' rarely will these settings reveal there are [[TheRedMage Red Mages]] who combine these varying forms of magic.

This trope is named for the ''Literature/{{Discworld}}'' book ''Discworld/EqualRites''.

Mages that ignore differences and mix-n-match supposedly-incompatible varieties of magic are described under TheRedMage. Compare MagicVersusScience, and HardOnSoftScience, since usually one approach will be more [[SufficientlyAnalyzedMagic scientific]] than the other. Of course, if you [[{{Magitek}} throw in science]] ''as well'', expect all degrees of deadly projectiles to start flying.

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

----
!!Examples:

[[foldercontrol]]

[[folder: Anime and Manga]]
* In the first movie to ''Manga/CardcaptorSakura'', it is revealed that Clow Reed had a rival in the form of a water-diviner known only as [[EveryoneCallsHimBarkeep Madoushi.]] She was always trying to outdo him, but he always prevailed, mainly because ''her'' power was used mainly for personal gain (thus limiting its potential), and Clow Reed used it for other (benevolent) purposes too. The rivalry is complicated because she had feelings for him, which ''may'' have been reciprocated...but she became a threat and had to be sealed away in an alternate dimension by Clow. (In the English dubbed version, she is a former student of his who actually became his girlfriend...and then turned to TheDarkSide, whereupon Clow broke up with her and then sealed her away.)
[[/folder]]

[[folder:Literature]]
* In Creator/DianaWynneJones's Literature/{{Chrestomanci}} Chronicles, there are levels and ranks in magic from "the lowest certified witch" to the most powerful nine-lived enchanters. Passing references are made to people being sorcerers, magicians, hedgewitchs, warlocks, hags (though the last three are insulting).
* In TamoraPierce's ''Literature/CircleOfMagic'' series, the two types of mages (ambient and academic) each view the other with derision; the academics viewed the ambients as backwater weaklings, and the ambients viewed the academics as stuffy snobs. Academic mages are those who have an inner font of plain power that they can channel into any direction they want. However, ambient mages have a different magic which only responds to (and can act upon) the magic within the outside world, and is associated with a certain discipline, such as metalworking, cooking, or gardening. Nearly all of the protagonists are ambient mages. And if you thought ''any'' kind of ambient magic could be [[WhatKindOfLamePowerIsHeartAnyway useless or silly]]? [[HeartIsAnAwesomePower No. NONE of them are]].
* ''Literature/{{Discworld}}'' witches versus Discworld wizards? There is considerable philosophical difference. Witches are village wisewomen who perform some unintrusive magic, but mostly use tricks and "headology", though they're able to do pretty powerful stuff if they need to. Wizards go to WizardingSchool and spend long years learning, similarly, not to use serious magic unless absolutely necessary. The differences between them are mostly in their public image and in the ''kind'' of magic they... aren't using. ''Discworld/EqualRites'' examined this, as it's about a girl who has a talent for wizardry, although she's also a skilled witch. When she shows up again some [[ChekhovsGunman twenty books later]], she's drifted more towards witchcraft, but still has a talent for quantum-based MagiBabble (the Elasticated String Theory) that would fit well in the High Energy Magic Building.
-->Why was it that when she heard Granny ramble on about witchcraft she longed for the cutting magic of wizardry, but whenever she heard Treatle speak in his high-pitched voice she would fight to the death for witchcraft? She’d be both or none at all.
** The ''point'' of the Wizards at UU is to ''not'' use magic. You don't want [[AmbitionIsEvil ambitious]], {{greed}}y or [[WellIntentionedExtremist idealistic]] people with magic, because as is continually pointed out ''[[EquivalentExchange magic has a price]]!'' Recently they seem to be making a better contribution to society by studying and building magic devices, and other more [[MundaneUtility useful]] applications rather than just throwing fireballs around.
*** Necromancy, [=AKA=] Post-Mortem Communication, has a bad reputation on Discworld, yet its practitioners are formally permitted a modest degree of misbehavior under University statute. Fortunately, the allowed misconduct only rises to the level of being a bloody nuisance, not outright hostility.
** Aside from the rivalry between wizards and witches, there is also generational disconnect. Whereas old wizards believe that magic is all about rune circles and stuffed alligators, young wizards believe it's about splitting magical particles. Old witches believe magic is mostly psychology, while young witches believe it involves harmonizing with Nature and use of crystals. And, as Granny Weatherwax would say, dancin' around without yer drawers on. All of these views happen to be correct, in one way or another.
** Prior to Ridcully's administration, members of the eight Orders of Wizardry often engaged in taunting and one-upmanship between themselves. Subverted in that by the time the series hits its stride, the existence of these Orders has faded into the background, so we don't get to see what differences (if any) spurred their old rivalries. Most likely everyone who cared wiped each other out in the mage war in ''Sourcery'' in any case.
** There are also lesser grades within or affiliated to wizardry: student wizards who fail their final exams are often directed to socially and professionally more lowly supporting roles such as thaumatology, or the even lower and more despised conjuring. If a basic degree in wizardry equates to a B.A. degree, thaumatology could be seen as the lesser HND or City and Guilds qualification. Conjuring might be, by comparison, an NVQ. Or for American readers, a community college diploma as opposed to an Ivy League degree.
** 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.) 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.
** ''Discworld/ReaperMan'' also parodied the arcane/divine debate with an argument between Archchancellor Ridcully and the High Priest of Blind Io (who happened to be brothers). While the two of them are throwing jovial barbs at each other, they have to stop quickly to prevent the other wizards and priests from murdering each other.
* The DresdenFiles has a regimented system of this:
** A Practitioner is anyone or anything corporeal with magical power of any sort. Human Practitioners often but not exclusively get it through matrilineal inheritance.
** A Wizard is a Practitioner with both the power and versatility necessary to join the White Council, almost like being certified for a profession by a standards board.
** A Sorcerer/Sorceress is a medium to heavyweight Practitioner: they might be marginally too weak, marginally not versatile enough, or marginally too untaught to be allowed in, or might not want to be a member the White Council.
** Sometimes, Practitioners with raw power but not versatility are referred to as Talents.
** A Warlock is anyone who uses Black Magic regardless of power or versatility, and a Witch is a non-technical synonym for Warlock. Note: in the Dresdenverse, technical uses of magic-related honorifics are gender-neutral unless specified.
** Illustrative examples:
*** The White Council is the body of all known Wizards from around the world. There are few enough of them that they can be a direct democracy with a small Senior Council, most of whom also have other roles. The Wardens, a subset of the Council, police the magical community, enforce standards on the quality of Wizards, and occasionally defend humanity from the [[EldritchAbomination gibbering monsters from beyond]].
*** Binder and Mortimer Lindquist are Talents, because neither has the versatility to be a Wizard even though they have the raw power.
*** The Paranet is a safety net for non-Wizard practitioners. Imagine if [[StarWars Aggressive Negotiations]] and Collective Bargaining had a baby.
*** Harry and Elaine were sorcerers under [=DuMorne=]'s tutelage.
*** DuMorne was an odd combination in that he was both a Wizard and a Warlock, practicing black magic in secret while a member and even Warden of the White Council
*** Mavra is a sorceress - powerful enough to be on the White Council, but she's a Black Court Vampire.
*** Cowl, Kumori, Kemmler, and the hosts of the Fallen are all human talents and often exceedingly powerful, but definitely not aligned with the White Council. Kemmler was a Warlock, as is Cowl. They practice(d) all sorts of black magic, and also Sorcerers, in that they are clearly powerful enough to have joined the Council if they'd wanted to. It is possible that Cowl is actually a Wizard, rather than a Sorcerer, as his true identity remains unknown. Kumori may be a Sorcerer, although it's conceivable that she's a strong but limited Talent like Binder; she is probably but not certainly a Warlock as well.
*** "Burn the Witch" of Biblical fame was, according to Harry, an intentional mistranslation from hating Warlocks to hating Wizards.
*** ''Technically'' speaking anyone can do certain kinds magic - but they can only sense its effects, unlike wizards who can directly see the energy.
* In Eric Nylund's ''Literature/AGameOfUniverse'', the direct magic-users (Muses) are looked down upon by psychologists, who can also do magic. The Psychologists think the Muses are misusing raw mental power by wrapping it up in mysticism, but the Muses think that their powers are supernatural in origin and can't be explained by psychological means.
* In ''Literature/HarryPotter'', 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. 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.
** She can't make accurate predictions when she ''tries,'' but her offhand comments are frequently spot-on.
** As a kind-of running gag, the predictions that Harry and Ron tend to make up for their homework (Professor Trelawney always gives good grades to tragic predictions) almost always come true, with the only exception that they don't die as a result.
* In the ''Literature/DoctrineOfLabyrinths'' world, there tends to be a different school of magic in each country, so a lot of the rivalry is tied up with politics. Most wizards don't study other schools of magic for this reason, even though they would probably be capable of more than one type of spells. Also, wizards visiting another country have to be very careful what they do--for example, in Melusine it's considered heresy to cast a spell of any kind on a person.
* All the different cultures in Robert Jordan's Literature/TheWheelOfTime have different ideas on how to handle magic: Aes Sedai, Aiel Wise Ones, Seanchan damane and sul'dam, and so on. All think that their way is the Only Way, and that the other cultures' ways are stupid, criminal and/or dangerous. The attitude to male magicians - a necessary evil, or plain evil? - causes a deep split within the Aes Sedai, and the power struggle between different Ajahs may also count.
** Furthermore, male and female spellcasting are similar in principle, but [[HarmonyVersusDiscipline feel entirely different]]. Female spellcasters embrace their source of magic and exist in harmony with it, whereas men must seize their source and constantly struggle with it (and that's even when it's ''not'' corrupted with pure evil). Similar spells can work on entirely different principles - a man teleports by forcing apart a gap in the fabric of the universe, whereas a woman teleports by blending together two places until they overlap, and each describes the other method as "impossible". Finally, the [[YinYangBomb two types of magic used together are orders of magnitude more powerful than either used separately]].
*** There are also differences in power levels, men are on average stronger but can't combine their powers without women, women are on average individually less powerful but can form circles of up to 13 women (and a circle of 13 women can overpower any male channeler). Additionally strength in the different types of magic varies between the genders, men tend to be more powerful with Earth and Fire magic while women are more powerful with Water and Air (the fifth type, Spirit, has minimal variation between genders).
** The Aes Sedai vs. Wise Ones vs. Windfinder vs. damane split - that is, the place of female channelers in society - is just an instance of CultureClash, which the series is full of. The different methods required for male vs. female magic is a better example of UnequalRites, as are the varying approaches to all the non-channeling kinds of magic out there, particularly foresight: wolfbrothers, Foretellings, Dreaming and Min's viewings. We have never seen anyone use more than one of the above and no one agrees on how reliable any of them are.
*** Also not helping at all is the sheer size of the ego of everyone involved, and their inability to admit that they ''might'' be wrong.
** There's also something of a direct conflict between natural dream-walkers (most of them wolves rather than humans) and channeler dream-walkers, and the channelers tend to deride the wolf-blooded as inferior at best, monsters at worst.
** Also worth noting is luck/fate magic, which usually essentially functions as basic plot armor to the person possessing it, causing them to regard it as something mundane to the point of barely being magical at all, whereas everyone that's not the actual possessor of the magic tends to have their life spontaneously rearranged in disproportionate ways (your wife leaves you and you're raped by a roving pack of demons so that the hat you drop falls in a puddle and keeps a luck mage from accidentally getting his boot wet) so you get a running debate between the one guy that thinks the power's no big deal and the thousands upon thousands that are pretty sure it qualifies him as a god.
* Creator/LawrenceWattEvans' ''Literature/TheLegendsOfEthshar'' series has a ''large'' number of different types of magic, several of which are strongly opposed to one another. In-world, different experts have classified magic into between 3 (psionic, clerical, arcane) to 12 different disciplines! The main ones are (deep breath): Wizardry (rituals, requires components, taps into raw chaos, possibly the most powerful), Sorcery (use of "talismans" which appear to be some form of [[{{Magitek}} ultra-advanced technology]] such as a genetic scanner and a wand that acts as a machine gun and grenade launcher), witchcraft (psychic powers including telepathy and telekinesis, as tiring to use as doing something by hand), warlockry (a different form of psychic powers, stronger and not tiring, but as it gets stronger with use, eventually draws one to the source of the power never to be seen again; said source is either a meteor, crashed UFO, or [[Creator/HPLovecraft Lovecraftian Horror]] that no-one can get near without becoming a warlock too powerful to resist its call), theurgy (priests call upon gods to manifest and aid them, no priest can be heard by more than a handful of gods, each only capable within their narrow specialty), demonology (calling and binding demons), and things such as herbalism, science, ritual dance, necromancy and prestidigitation have all been mentioned at one point! Clearly priests and demonologists hate one another, as do wizards and sorcerers; there was a major war which the priests and wizards won when the gods and demons took to the field themselves after 200 years of fighting. Warlocks are new and regarded with suspicion, but can work well with witches (power and precision working together) as a YinYangBomb. *pant, pant, pant* The politics of magic is a major underlying theme of the series.
* In ''AMadnessOfAngels,'' though Wizards (who control magic through rules) and Sorcerers (who draw on raw magical power) get along reasonably well, they both have very little respect for Warlocks, who earn magical powers by bargaining with the various spirits in the area.
* Wizards of {{the witcher}}world tend to look down on priests, considering their power to be just magic achieved through mysticism and meditation rather than [[MagicAIsMagicA training]].
* Iar Elterrus:
** ''Burden of the Emperor'' features the conflict between the wizards and in general arcane spellcasters of the titular Empire and the priests of the setting's dominant monotheistic religion, which blooms into [[spoiler: a full-scale world war involving the attempt to summon an EldritchAbomination.]]
** ''Gray Sword'' setting: regular mages draw their power from a certain specialty, e.g. Fire, Wind or Pain. The latter grants the already CrapsackWorld setting a "pain counter" device, just to make sure the torturers don't cut nobody no slack.
* Valentin Ivashchenko's works:
** ''Warrior and mage'' novels:
*** Prior to the series' events, a war to extinction between the last grandmaster necromancer and the alliance of everything else.
*** Full-scale war between human-dwarf-hobbit empire of arcane mages and human supremacy priest state.
*** Cold war between said empire and elven "tree-hugger" kingdom.
*** The Empire masterminds the destruction of the snake god's state.
** ''Honour, Rapier and a little Wizarding'': arcane human empire's wizards and mages, elven nature mages and the creatures of chaos.
** ''Revenge of the Cursed'': civil war: mages and varied sentient races versus human supremacy church.
* Vitalij Zykov's ''Return'' series (pentalogy to be continued): almost every culture has it's own magic specialty, with free-for-all relations between states and schools of magic. Pick your flavor: tribal orc shamans, tribal human shamans, innate human wizards, academic human and dwarven wizards discriminated against by the innate ones, academic human necromancers, "light" elven life-mages (who use the proficiency at [[AFateWorseThanDeath upkeeping life]] for unparalleled [[ColdBloodedTorture torture]]), "dark" elven conjurers and dragons who use their own flavors of arcane spells and necromancy. The world also had two sentient species, referenced as Reptarh and Reptohors, who fought to mutual annihilation. The Reptohors magic is largely unknown and forgotten, but might have specialized on interacting with mind and consiousness. The Reptarh magic, learned by the protagonist in an ExpositionBeam relic, can be used to interact with and upgrade every other human magic, while being different from them.
* Alexey Pehov's ''[[Literature/WindAndSparks Wind and Sparks]]'' series occurs as the two-millennia conflict between the white (arcane, hermetic) and the black (priest-like necromantic) schools erupts into yet another continent-spanning war. Plus there's a ritualistic red school which could have abstained from the conflict, but supported the whites. Technically, the empire housing the white school wins, but the gray school, which actually gave birth to the white and black ones, is reborn. For deeper rundown of schools see the series page.
* Sergej Luk'yanenko's ''Literature/NightWatch'' shows a more benign example - wizards, sorcerers, warlocks were originally direct spellcasters, while witches and enchanters specialized in creating powerful artefacts. As of the series' events, there are almost no pure representants of those traditions, although the Inquisition often issues their operatives rare or obscure artefacts to give them a certain combat advantage.
* The ''StarWars'' EU books feature Force users who are ''not'' Jedi knights. They have some very different ideas about what the Force is or how to use it, and some of them have fallen under condemnation from both the Jedi Council and GeorgeLucas because of it.
* In Delia Marshall Turner's ''Nameless Magery'' the protagonist, who comes from a world where magic is revered as a sentient, semi-divine force with a personality of its own, experiences culture clash when she lands on a planet where the mages fear magic and treat it as a dangerous tool that needs to be handled carefully.
* There's a few minor cases of this in ''Literature/TheMagicians,'' though it takes place only at [[WizardingSchool Brakebills.]] Intermediate students are sorted into certain groups based on their magical disciplines, and several of these groups have long-standing rivalries: for example, the Physical Kids- who practice messy physics-based wizardry- despise the [[GreenThumb Naturals]] with a passion.
* One of the worst insults you can deliver to a sorcerer in the {{Belgariad}} is to call him a "magician". Sorcerers use their Will, focused by a Word, to perform their feats. Magicians tell their (hopefully-)bound demons to go do something. There are also references to witches, who work with nature spirits.
* The ''Literature/EarthseaTrilogy'' makes a distinction between "true" magic (based on an ancient language, studied in a WizardingSchool, practiced only by men) and several lesser forms of magic, including sorcery, illusionism and village witches. There are also other forms of religious magic in different cultures.
* The EnchantedForestChronicles has:
** Wizards: Use staves to cast magic, often grow beards, absorb magic from their surroundings to use later. Nobody likes them, especially not the main characters, dragons in general, or anyone with their own magic. They in turn don't like dragons, fire-witches, or any of the main characters.
** Magicians: Can cast a number of different spells picked up from studying a number of different sources. Often mistaken for other magic users, such as wizards, which annoys them. Innately curious about other kinds of magic, highly scientific in their studies, prone to TechnoBabble, these habits annoy others.
** Witches: Use cats and objects in their magic. Broomsticks are only reliable transportation for them. They get along reasonably well with other magic-users, but make it a point to keep everyone else scared enough of them to leave them alone.
** 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.
** Dragon Magic: Normally only used by dragons, a few others have picked up a few spells of this type. Not the kind of magic most people expect to see, so anyone who recognizes it will be surprised and impressed. Rare enough that there are no hard and fast rules on how its users are seen by other magic users, so they are judged more on their individual temperaments than anything else. However, they ''definitely'' tend to like Dragons and are seen as friendly enough that a Dragon will teach them.
** Sorceresses: Mentioned briefly as having gotten a reputation for being helpful. Now they all have to live in remote and hard to get to places to avoid being bothered all the time with requests for aid.
* There is quite some rivalry between Witches and Wizards in ''Literature/SeptimusHeap'', especially about Mother Nature and the situations in which '''Magyk''' is to be used.
* Oddly enough, [[TheWonderfulWizardOfOz Oz Books]] lean on this trope. Witches and Wizards, of course, are considered the highest of all magic users. But then you have sorcerers and sorceresses, common conjurers, alchemists (those who mix magic potions and powders), and the like. Conjurers and alchemists seem to be the lower-end.
* The Creator/LyndonHardy trilogy has several types of magic users, with some disparagement betwixt.
* TheObsidianTrilogy: Ritualized High Magick is in conflict with WildMagic. The High Mages of Armethalieh look down on Wild Mages as evil Demon-worshippers, while the elites among them hide High Magick's history as [[spoiler:a martial specialization of Wild Magic]]. True Wild Mages are invariably good people, while many High Mages are corrupt.
* TheWarGods features several forms of magic. There are the Traditional Wizards, aka Wand Wizards, who are now either all but extinct or gone evil, Wild Wizards, Mages, and Clerics. Elves used to be another class of Sorcerers, but were considered too dangerous since their power could manifest spontaneously without training and were on the losing side of the WizardWar.
** Wand Wizards use tools to manipulate the magical field, and must have a human parent. They made up the aristocratic class of the old Empire, and the white wizards were all but killed off in the Fall. Black wizards are alive and well, and 'won' Kontovar. They act as a villain for the story. Wencit is the only White Wizard around in the story today, but he's also a wild wizard.
** Wild Wizards are able to be trained as Wand Wizards, but also have their own internal link to the magic field. Only three are described so far, Wencit, the Emperor Ottovar, who ended the Wizard Wars, and Prince Herrick, who caused the Fall of Kontovar. They also live a much longer life, although not immortal.
** Mages are able to manipulate the magic field internally to produce powers, they are psionic in nature, but in numbers quite useful.
** Clerics and champions channel the power of their god, provided they have their favor. Their own strength is essential to this, although evil can cheat by using human sacrifices to summon.
** Elves used to be warlocks, able to use magic naturally, but were very prone to darkness. Emperor Ottovar crafted the spell which changed how they accessed the magical field to give them enhanced life at the cost of power.
** The other races have different connections as well, mostly preventing them having magic. The Dwarves can do psionic stonework. Hdrani have the rage as well as strength and speed. Halfings....
* {{Dragaera}} divides magic into witchcraft and sorcery. Witchcraft is RitualMagic mostly practiced by Easterners (baseline humans.) Sorcery is a power anyone with citizenship in the empire can use: a powerful artifact called the Orb can be called upon mentally by anyone in Dragaera to fuel a wide variety of spells. Apparently it controls the energy/substance/''something'' known as Chaos, the normally dangerously unstable power behind all magic. (The third kind of magic is ''direct'' manipulation of the stuff. Since it tends to get out of control and consume all in its path, trying it is a highly discouraged dead last resort.) Vlad {{Taltos}} is a user of both (and tried to command chaos once when the GodzillaThreshold had been crossed. Fortunately, Aliera was there to keep it from expanding too much and leaving a Sea of Chaos where the city used to be.)
* {{Literature/Pact}}: Practitioners come in a variety of MasterOfOneMagic flavors, but none are more feared and hated than [[DealWithTheDevil Diabolist]]. This is for very good reason, as the creatures that diabolists deal with are the antithesis of creation, and each time one is brought into the world it diminishes the world as a whole-light gets a little less bright, people get a little less kind, and lucky breaks that save lives happen more infrequently.
* In the Literature/CraftSequence, there are two fundamentally different ways of working magic. First came Practical Theology-- making (''[[MagicallyBindingContract very binding]]'') pacts with gods, who in return for worship both worked direct miracles and empowered their priests as divine spellcasters. Then, much more recently, the Craft was developed-- magic woven from starlight by pure human will. A nearly-genocidal ([[spoiler:nearly omnicidal, in fact]]) series of God Wars ensued between practitioners of the two arts. Craftspeople won, but the terms of the peace were at least tolerable for most Theologians and their surviving Gods.
[[/folder]]

[[folder:Tabletop RPG]]
* ''DungeonsAndDragons'' has the divisions between divine and arcane magic, between different wizard specializations, special spellcasting methods of bards and wild mages, and more. Additional possible differences are illustrated in the "Controllability" scale (from AD&D ''Net Wizard's Handbook''): Magic is Chaos -- Magic is Art -- Magic is Science. Most settings are in "Art" position, thus some variation between traditions is to be expected.
** In 3rd edition wizards must endure years of unwavering discipline and intense study before they can cast even the simplest of spells. Sorcerers have no training, just an innate talent for magic that manifests naturally -- and which they may or may not care to control. The two have been known to... conflict.
** The same in [[PsychicPowers Psionics]], now with the psion, wilder, and ardent classes. The psion develops powers though strict mental discipline that takes years. Wilders use raw emotion to manifest their powers. Ardents recognize basic connections the world and develop powers through the understanding of those connections. And of course, all of these classes tend to conflict with regular magic users.
** Let's not forget Warlocks. Even fewer total known spells than Sorcerers, but infinite casting capabilities -- a Sorcerer can cast the same spell more often than Wizard, but still only casts the same amount of total spells. Warlocks can cast and cast and cast until the stars burn out, and never once run out of spells. There were also Dragonfire Adepts, who used the same spell-casting system as warlocks (invocation, which didn't even cast ''spells'', instead using spell-like abilities called invocations), though instead of gaining the power by a deal with someone or something they get it by studying and emulating dragons so hard that they develop the ability to [[BreathWeapon breathe fire]] (presumably they're the equivalents of people who got an A in a related but more physically-active subject -- while they weren't given the amount of material warlocks were, they were indicated to get along decently well with other spellcasters).
** And then there's Binders, who basically summon entities from the empty wastes beyond the known boundaries of existence and allow them to ride in their bodies in exchange for an assortment of spell-like abilities and special powers. It's explicitly stated that nobody likes Binders -- other Arcanists tend to be jealous or view them as mad, while divine spellcasters consider them the ultimate blasphemers.
** And then there are extra options, like Incarnum.
** By fourth edition the differences between wizards and sorcerer have increased, with different spells and benefits. Sorcerers are now more than ever "the arcane antithesis of the wizard, Wielding raw, barely contained magical power" and the magical equivalent of barbarians, with wizards the equivalent of fighters. Even the number of times they can cast spells has changed as all spells in fourth edition are either at will, again after a five minute break or again after a good nights sleep. However the tensions are still there, as the players handbook (2) puts it "More studious arcane practitioners sometimes regard sorcerers as novices who play with dangerous power beyond their control, but the proof of their worth is in the havoc they wreak on their foes."
*** Warlocks, which graduated to being a primary class in 4e, have it even worse. Wizards may think that Sorcerers are messing with powers beyond their control or otherwise irresponsible, but they acknowledge that the Sorcerer usually didn't have a choice -- they were born sorcerers, or the power just "awoke" after something happened to the Sorcerer. Warlocks, on the other hand, make a DealWithTheDevil to acquire magical power and/or knowledge, simply because it's easier. Sometimes, it's with literal [[LegionsOfHell devils]], sometimes with TheFairFolk, sometimes with the malevolent spirits that dwell in the darkness, sometimes with the vestiges of places and beings lost to time, and sometimes it's with the... [[EldritchAbomination forces]]... that resonate from the stars. Needless to say, while DarkIsNotEvil and it's quite possible to play BadPowersGoodPeople as a Warlock, it's a very sinister class and very easy to play as BadPowersBadPeople.
*** Oddly enough, a new subclass of wizards called witches recently come into play, who is regarded as a more primitive form of wizardry. Basically the wizards consider them savages and a few gods became so jealous of their powers that they ordered members of their churches to hunt them down. One wonders why in a campaign setting that magic is so common that most people accept it as part of their world that the creators would still bother with witch hunts, and not for arcane practitioners that either has no control of their powers or sold their souls for it.
*** In fact, it's possible to place each Arcane class in 4e on a spectrum of their relationship with Wizarding Schools: Arcanists and Mages were the students who studied really hard for that A, Sorcerers got the A without studying, Warlocks, Hexblades, and Binders cheated on the test or bribed the teacher, Bards were the liberal art students who studied a little bit of everything, rather than focusing their talents in one field, Witches never went to school, instead being homeschooled in HermeticMagic, Swordmages, Bladesingers, and Skalds (as well as Hexblades and some Sorcerers) practiced swordplay as an extra-curricular, and Artificers were the students who went to engineering school.
** ''TabletopGame/{{Birthright}}'' has magical forces that can be fully understood only by [[OurElvesAreBetter 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.
** Literature/{{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.
** ''TabletopGame/ForgottenRealms'' has Spellsingers (AD&D2) / Spelldancers (D&D3) -- magic users aren't as strictly bound by rules of VancianMagic as others, though slower. Netherese arcanists used to have no VancianMagic limitations. Shadow Magic adepts using a different power source. Dragonmagic and elven High Magic that no other species can use ([[TooMuchForManToHandle or survive if they would find a way]]). Magic of Faerûn sourcebook added gem and rune magic as playable options. Less outstanding variations include Incantatrix (specialist in dueling spellcasters and extraplanars), elven Dualists (specialists limited to two opposite schools), Dukar (same, but spread to more races under sea, tied to MagicKnight orders and implanted defensive symbionts), circle magic of Hathran and Red Wizards.
*** 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.
** ''TabletopGame/{{Al Quadim}}'' setting has different types of wizards, including Sha'ir -- wizards who use magic via [[OurGeniesAreDifferent little genie-kin]] {{familiar}}, not strictly limited in almost any other way, like using divine spells (not that it was a ''prudent'' option). There are also astrologers, numerologists, [[MagicCarpet Mageweavers]], Ghul Lords, Clockwork Mages building magi-mechanical constructs and Jackals stealing spells from other wizards.
* ''TabletopGame/{{Shadowrun}}''
** Ideological conflicts between various types of magic users have been a standard setting element since the beginning, particularly between {{Hermetic| Magic}} and [[ReligionIsMagic Shamanic]] magicians.
** Psionics are generally looked down upon for having made up a whole new way to imagine magic works that is more restrictive and less useful than any of the accepted theories of mana with no actual advantages (Although thought forms, their conjured spirit equivalent, are free to summon, summon in one action and, unlike nature spirits, are not restricted to one area).
** Full magicians, who can use both sorcery (casting spells) and conjuration (summoning, binding, and controlling spirits), tend to look down on adepts who are limited to one or the other. There are also ''physical'' adepts, whose magic is tuned toward augmenting their body and mind in various ways, which leads to most people thinking of them as [[{{Cyborg}} street-sams]] without the chrome.
* TabletopGame/{{Pathfinder}}, being based on the 3.5 Dungeons & Dragons rules, has the same core classes as that game, and thus the same usage of this trope, but throws a few more on the pile. There are Alchemists, who achieve magic through chemical reagents. Summoners are more in the "calling other beings to serve" camp, and can even have MixAndMatchCritters as servants. Elementalist Wizards are a variant of wizards who follow ElementalRockPaperScissors instead of the traditional "schools" of magic. And Witches have strange otherworldly "patrons" who even they may not know the nature of, who who channel magic to them through familiars.
** Further complicated by the fact that in Pathfinder wizard schools are almost literal schools, with different skills, abilities, and usually affiliations rather than just a different set of spells, and sorcerers have "bloodlines" which make them almost aggressively individualized: when one sorcerer grows wings and a halo as he levels and the next sprouts a tentacle and darkvision, it's usually a bit hard to get them to express a feeling of camaraderie.
** The Arcanist class added in the ''Advanced Class Guide'' plays around with it while simultaneously underscoring the difference between Sorcerers and Wizards: it represents someone with the in-born talent of a Sorcerer who chooses to apply Wizardly methods and training to their magic instead of harnessing it through the Sorcerer's individualistic force-of-personality method. The end result is something part Wizard, part Sorcerer, and part unique.
* The Order of Hermes in ''TabletopGame/ArsMagica'' tends to look down on non-Hermetic magic[[labelnote:*]](Not [[HermeticMagic this kind]].)[[/labelnote]] as uncivilized, to such a degree that a member can take "Hedge Wizard" as a social Flaw. Consequently, they tend to get a bit peeved when "primitive outsiders" pull off stunts that their own Art can't replicate. Different Houses within the Order aren't immune either: the Faerie based spells used by House Merinita get a measure of distrust, and House Verditius' inability to cast spells without special tools gets them something of a bad rap.
* In ''TabletopGame/{{Warhammer}}'', it gets justified by 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[[labelnote:*]]Patron goddess of Bretonnia, particularly Bretonnian nobility.[[/labelnote]] technically use arcane magics, but are widely believed to use divine magic. [[TheFairFolk There are no priests of the Lady]].
* The ''TabletopGame/OldWorldOfDarkness'' has had within each gameline various forms of magic, which are usually not [[MutuallyExclusiveMagic mutually exclusive]] (at least within the supernatural race, wizard magic is not accesible to vampires and vice-versa). However, the societies, conspiracies or organizations that practice them look at each other with nothing but scorn and make learning more than one ''really'' hard for applicants.
** The rivalry between the [[TabletopGame/MageTheAscension Mages]], Tremere, Giovanni and Harbingers of Skulls/Cappadocians in ''TabletopGame/VampireTheMasquerade'' is particularly illustrative. The Tremere were formerly Mages and made a vampire copy of their old powers (weak and blood fueled, but still), the Giovanni accuse the Tremere of stealing their necromancy from them, while the Harbingers/Cappadocians ''did'' have theirs stolen by the Giovanni.
** Since it runs on a ClapYourHandsIfYouBelieve reality, ''TabletopGame/MageTheAscension'' is fueled by this trope. Magical wars are fought over convincing the [[{{Muggles}} Sleepers]] that your faction's mystical philosophy is the correct one, some factions even claiming that their enemies use corrupted forms of their own mysticism.
*** The funniest example being the Sons of Ether, who were a member of the non-player antagonist faction until said faction decided to go with light being a self-propagating wave instead of have a medium (the aforementioned Ether). Because the Sons really enjoyed being able to do things like wind-surf through the vacuum of space, this led to a violent rebellion and them joining the protagonist faction.
* ''TabletopGame/NewWorldOfDarkness''
** This kind of rivalry Applies on a lesser scale in ''TabletopGame/MageTheAwakening'', mostly with the Atlantean Orders' distrust of the [[MagiTek Free Council]] and the built-in conflicts with [[EvilSorcerer Left-Handed Legacies]], [[OmnicidalManiac Scelesti]], and [[KnightTemplar Banishers]].
*** Plus some conflict with other racial magic. A mage tends to initially think a Werewolf's spirit-calling ability is cool, until he figures out how it works and then he's bored with your one-trick pony nonsense.
*** "Getting bored" is the most benign way a mage's relationship with the other splats can go. Changelings, for instance, usually avoid mages due to a fear of vivisection or the mages intentionally fiddling with the hedge and calling up the Fae... both of those fears being extremely well-justified.
** Fan expansion ''TabletopGame/GeniusTheTransgression'', as usual, just adds fuel to the fire with the MagicPoweredPseudoscience known as Inspiration. [[MadScientist Geniuses]] trying to [[{{Technobabble}} explain themselves]] usually just gets mages inexplicably mad, and the way magic works is similar to a Genius who's gearing up for a [[JumpingOffTheSlipperySlope long jump into Illumination]]. Naturally, both sides make sure that one doesn't get mistaken for the other and given incorrect training, that wouldn't quite end well.
* ''TheDarkEye'' treats magic and miracles as completely separate things. The miracles somewhat resembling "divine spells" were even only introduced late in the 3rd edition.
** Magic users break into separate schools depending on how they were taught, including guild mages (academic, logical), elves (intuitive), witches (emotion-based), druids, illusionists, shamans and others around the edges.
** Most of those groups can learn spells, most easily those familiar to their own school, though there are many spells known in more than one, and in addition has special rituals not available to the others--a mage can learn certain enchantments for a staff, a witch can learn curses, and so on. Most groups also have philosophy-based restrictions (e.g. mages have responsibilities to their guild, druids can't work magic while touching iron, lizardmen need a material focus for each spell).
** The bigger schools are split according to attitudes/philosophies further. There are three guilds for mages--white, grey, and black--with one of the main differences being their attitude to demonology. Witches may have greater cohesion, but the sisterhoods, determined by the species of their familiar, which is tied to their personality, have their differences. Druids are split into those focusing on mind magic, and those focused on elementarism.
* The five colors of magic in MagicTheGathering all have at least one thing in common; They consider their way to be the only ''right'' one, two of the other colors are agreeable, if a bit misguided, and the last two are just ''dead wrong''. A prime example would be Blue, the color of knowledge, respects Black for it's ambition and desire for control and White for its diligence and drive for order. Green and Red, on the other hand, are mindless and savage and should either be locked down or eliminated. Of course, this is the abstract version of color philosophies: with actual organizations and people it gets more complicated, but the trope remains in force.
** The rabbit hole can go even deeper when you start getting groups/people with dual color affiliations like the guilds in Ravnica some of which are two colors normally opposite on the spectrum such as White/Black who abide by very strict contracts and will use any means to enforce them or punish anyone who doesn't hold up their end of the contract. They consider basically the entire rest of the guilds as marks to be conned out of everything they own.
** Things get really weird when you mix even more colors. Cards that require all five colors to cast are some of the most powerful in the game since they embody unification and cooperation between all five of the color philosophies. They are also relatively difficult to play due to their casting costs. This symbolizes that making the five colors cooperate is ''hard''.
* ''{{Exalted}}'': There are a lot of bad blood between Sorcerers and Necromancers, mainly because Necromancy comes from the undead EldritchAbomination who seeks to kill the world. But the most hated of all rites would be Autochthon-exclusive [[BodyHorror Voidtech]], which horrifies even the masters of Hell.
* 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.
[[/folder]]

[[folder:Video Games]]
* The ''VideoGame/{{Warcraft}}'' 'verse is full of this. There's the main Priests, Paladins, Druids & Shamans vs. Mages, Warlocks, Necromancers & Death Knights rift, where the former think that all of the latter are reckless and/or evil, risking [[SuperPowerMeltdown losing control]], gaining the attention of the Burning Legion, joining the Scourge or [[EarthShatteringKaboom worse]]. They are right, but mages think that ''they'' are using magic responsibly (and at least a few of them really are), and the former are just luddite fools, and the real villains are Warlocks, Necromancers and Death Knights. Then there's the good warlocks (read: player characters) who think they're strong enough to make a DealWithTheDevil without losing control and think that everyone else are naive fools who don't go far enough or lack the willpower to do so. Good Death Knights use their powers to [[FaustianRebellion rebel against their former master]]. Finally, there's AlwaysChaoticEvil demon-worshipping warlocks and life-scourging Necromancers & Death Knights.
** Fortunately, there New Council of Tirisfal is set out to subvert this, inviting spellcasters from all races and disciplines to work together for the common good.
** The issue with mages isnt nessesary that they are evil, but that their power, arcane, is mostly chaos. Meaning that even if they are good, and does good, they eventually risk getting corrupted. responsibly or not.
* Used all over the place in ''Franchise/DragonAge'': the most obvious example would probably the animosity between [[BloodMagic Blood Mages]] and Circle Mages loyal to the [[TheChurch Chantry]]; as the Chantry teaches that blood magic is what led to the creation of the Darkspawn, coupled with the fact that blood magic can also be used to control human minds and bind demons to the caster's will, most orthodox mages take a very dim view of its practitioners, labelling them as [[EvilSorcerer Maleficars]] regardless of wether they've used their powers for evil purposes or not. Meanwhile, the power-mad [[TheMagocracy Tevinter Magisters]], who permit the usage of blood magic within their borders, are looked on with a mixture of fear and disgust; Circle Mages will collaborate with them for research projects- especially in the more esoteric fields- but that's about as far as they're prepared to trust them.
** Orthodox Circle Mages also have a less-than-cordial relationship with Apostates- mages outside the control of the Circle and the Chantry- viewing them as potential maleficars, from the [[GreenThumb nature magic-wielding]] Dalish Keepers to [[VoluntaryShapeshifting shapeshifters]] like [[DarkMagicalGirl Morrigan]] and Flemeth. Even the relatively innocuous [[VideoGame/DragonAgeII Hawke]] family isn't exempt. On the other hand, many factions within the Circles cooperate semi-openly with apostates, either because they oppose the Templars' control over the Circle or because they simply see apostates as the Templars' problem.
** Even the Circle itself isn't exempt from this sort of thing, having divided itself into a number of different Fraternities with different ideas as to how mages should be governed and how they should use magic... and then, in the Witch Hunt expansion pack it's possible to find a book on Spirit Magic that's been hopelessly vandalized by a proponent of Entropy Magic.
* VideoGame/HeroesOfMightAndMagic II had a rivalry with the wizards and necromancers in a kind of ancient feud, though this is really only touched upon in the Evil campaign. Heroes V, being a ContinuityReboot, did the same thing, but gave more of a backstory, and it shows up several times in their respective campaigns.
** The whole Wizards versus Necromancers idea was continued in VideoGame/MightAndMagic VII; in fact, for most of the middle of the game, it was central to the plot.
** 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.
** The necromancer/wizard split was not the only division in the old setting -- interestingly, the part of the description where the wizard sneers at the cleric is averted. Instead, it is the philosophical divisions ''within'' the categories of spell-users that inspire rivalry: Archdruids (Druids that have deepened their commitment to nature) and Warlocks (Druids that seek power) tend to clash, Priests of Light (Clerics aligned with the Path of Light) and Priests of Dark (Clerics aligned with the Path of Dark) are adherents to mutually opposed religions, Necromancers by definition are opposed to the Path of Light while Wizards tends to support it...
* In ''VideoGame/NeverwinterNights2'' (D&D 3.5 rules) wizard and sorcerers share the same spells and both can run out but warlocks can keep casting an unlimited number of times, but have very few spells. Oddly while there is the odd reference to demon/devils the class text say their power comes from their own souls, not pacts with residents of other realms.
* ''VideoGame/TheReconstruction'' combines this with good old FantasticRacism. [[LizardFolk Shra]] can't [[ElementalBaggage summon fire or ice from nowhere]], so humans tend not to acknowledge that their ability to manipulate what's already around them is for all intents and purposes magic.
* In ''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 actually the Old One, which would mean that the "miracles" (which are also fueled by souls) are just soul arts with a more "benevolent" flavor to them.]]
* The description of the Wizard on the ''VideoGame/DiabloIII'' website suggests that she's an outcast from the mage clans for her willingness to use "[[DangerousForbiddenTechnique forbidden arts]]," and even calling herself a Wizard instead of a Sorceress is considered crass.
* In ''VideoGame/TheElderScrollsIVOblivion'', the current Archmage of the Mages' Guild banned Necromancy out of little more than a personal distaste for it. The Necromancers aren't exactly helping their case, given that the antagonists of the Mages' Guild questline are an evil cult of Necromancers called the Order of the Black Worm lead by a twisted lich.
** In the next game, ''Skyrim'', there are many different views on magic based on who and what kind of magic. The general view among {{Muggles}} is that magic is only used by those who are weak enough to need it. Still, they respect those who practice [[WhiteMagic Restoration]] while being ambivalent to the other branches of magic, except for Necromancy, which they have [[DueToTheDead good reasons]] to loathe. Among mages, Restoration is considered something of a joke, while Necromancy isn't perfectly accepted, partly due to how much it is hated by everyone else, but can still be practiced.
* In StarCraft, the protoss are split into at least two factions, the Khalai and the Nerazim, who have serious philosophical differences, including how they use their powers. The Khalai have a kind of hivemind, while the Nerazim oppose it. The two sides have had multiple conflicts over this.
** And recently, it's been discovered that some zerg don't have a hivemind either, and they consider the regular zerg to be "broken".
* The "War of Illusion" storyline in ''VideoGame/FallenLondon'' combines this trope with MagiciansAreWizards, as two factions of stage magicians struggle for dominance.
[[/folder]]

[[folder:Western Animation]]
* Practitioners of the various Bending Arts in ''WesternAnimation/AvatarTheLastAirbender'' would often do this. Being subject to nationalistic propaganda since birth, Firebenders in particular would sneer at Earthbenders, but even Sokka wasn't above saying "fire is a stupid element anyway" when Aang lamented he had yet to master it. Although Sokka's dislike of fire bending may have come more from his animosity towards the Fire Nation than pride in water bending, which he can't even do.
** This is an obstacle that [[TheRedMage Avatars]] always have to overcome, as the [[ElementalPowers different elements]] require different frames of mind and techniques. And it proves especially troublesome for Aang when he wants to find a firebending teacher[[labelnote:*]]His two firebending teachers being the self-loathing Jeong-Jeong and Prince Zuko, who had to shake off his own cultural conditioning to teach Aang[[/labelnote]].
** In ''WesternAnimation/TheLegendOfKorra'', Korra decides to briefly give up her [[BlowYouAway Airbending]] training due to her difficulty learning it and declares she doesn't need it to be the Avatar. Since Airbending requires patience and spirituality (extremely important attributes for an Avatar that Korra does not possess) she eventually changes her mind.
* Cassie in [[UltimateBookOfSpells UBOS]] wants to train to become a 'Supreme Sorceress', since 'witches get no respect.'
[[/folder]]

[[folder:Web Comics]]
* Since its world is based on [=DnD=] 3.5 rules, ''Webcomic/TheOrderOfTheStick'' has the same UnequalRites. In ''StartOfDarkness'', Xykon is looked down upon often by wizards for his being a sorcerer, which, naturally, [[BerserkButton pisses him off]]. Since this is Xykon, these people tend not to live much longer. Especially notable when Dorukan is fighting Xykon and at one point asserts the superiority of his wizardry to Xykon's sorcery. [[spoiler:Xykon responds by casting Energy Drain every turn, while giving a HannibalLecture about the advantages of spontaneous casting.]]
** At the beginning of ''StartOfDarkness'', Xykon is told that sorcery is like a rubber mallet, whilst wizardry is a finely crafted watch. At the end, Xykon says that he'd much rather have the sledgehammer than the watch.
** Wizards looking down on sorcerers becomes a recurring theme for the strip, and especially for Xykon - in contrast to the [[FatalFlaw dangerously obsessive]] V who believes arcane magic is be-all and end-all, Xykon figures power is power, no matter what form it takes or where it comes from.
** Incidentally, the page quote references the incident shown in the picture - it was a response to another forumite wondering why Vaarsuvius would be insulted at being called a sorcerer or warlock.
*** This may have had something to do with them making a DealWithTheDevil (A Devil, Demon, and Daemon, actually) in a similar fashion to the ones Warlocks make to get their power. It hit a BIT too close to home for comfort
** Vaarsuvius also, just before their confrontation with Xykon, expresses disdain for clerics' magic.
-->How should I know how long divine spells take to cast? It's not as if they were REAL magic!!
* Infernomancers, who get their powers via DealWithTheDevil bargains, don't have a very good reputation in ''DominicDeegan''. While Infernomancers were employed by Callan in the Callan-Maltak war, they were eventually hunted down by the kingdom's holy knights after they had [[YouHaveOutlivedYourUsefulness outlived their usefulness]]. There is a reason Infernomancers tend to practice their magic in secret. It doesn't help that Infernomancers deal with the literal forces of evil who wouldn't deal with someone unless they're evil/[[JumpingOffTheSlipperySlope corruptible]].
** {{Necromancer}}s also get a rather bad rep for the usual reasons, athough the first necromancer (who's actually still around) is a case of DarkIsNotEvil and GoodIsNotNice.
** Meanwhile, Maltak orcs have their own shamanistic nature magic, split in two traditions: life-affirming akta and death-linked nakta. Practicioners of one type don't get along with those of the other, and while the akta-using clan used their powers in the aftermath of a magical catastrophe to make their lands a fertile haven in the wasteland of their homeland, the natka-using one went on the warpath and violently attacked any and all trespassers in orc lands, even an aid caravan from sympathetic humans. [[spoiler:Of course, things are not what they appear to be at first glance...]]
* [[http://worldpeace.emilymarthasorensen.com/ To Prevent The World Peace]] has two opposite magical systems. There are [[MagicalGirl magical girls]], whose power comes from power items, and born mages, who have their powers since birth and usually don’t need any additional artifacts. Other magic users consider magical girls system to be “cheating”, mostly because it lets them survive as [[BroughtDownToNormal depowered humans]], when their transformed form is killed. The fact that the mages are considered AlwaysChaoticEvil and the magical girls AlwaysLawfulGood, doesn’t help at all.
* In ''WebComic/MagickChicks'', the goddess of witches Hecate really doesn't like [[MagicalGirl magical girls]] for some reason. [[spoiler:This is bad news for Melissa Hellrune, since she's a witch who recently became a MagicalGirl after acquiring a mysterious wand.]]
* In ''WebComic/ErfWorld'', there is rivalry between the eight schools of magic, based on combinations of the elements Life, Matter, and Motion. Notably, Dame Olive Branch looked down on any caster whose magic did not include Life in its make-up and caused other casters on her side to waste away via "Heroine bud" addiction to prove the superiority of her [[{{Whatevermancy}} Hippiemancy]].
** Olive is shown having an argument with Wanda, a Croakamancer, in which some interesting points are made.
-->'''Olive: (holding a plant)'''You think this is just an object, don't you? It's not. It's a living thing. Like you and me. But you think we're all objects, too. Right? Look what you do with a person, when the Life is gone. That is an object, Wanda. Not this."
-->'''Wanda:'''"Not true. That plant is scenery, inventory, provisions."
-->'''Olive:'''"It's not--"
-->'''Wanda:''' "...Or...a piece of terrain. But this unit can move, fight, follow orders. This unit has Motion, and that is something a ''Hippiemancer'' would know nothing of."
-->'''Olive:'''"No, you don't know what you're talking about. Yes sure, there is Motion. But it's less important than Life. That ought to be perfectly obvious to any living being."
-->'''Wanda:'''"Says the Florist. The three Elements were created equal. Are you a Titan, to say otherwise?"
-->'''Olive:'''"I'm alive, to say otherwise. Life is the most important thing in the world. Would you want to lose your Life?"
-->'''Wanda:'''"No, but I wouldn't want to lose my Motion, either. I wouldn't want to be that plant. I'm no tree. Speaking of which, where is my brother?"

** As a general rule, most casters seem to consider Croakamancy to be distasteful and unnatural. Carnymancy is also disliked, considered cheating by many. There are hints that Hippiemancy is considered useless, which makes sense for a magic centered around peace in a world almost literally made for eternal war.
* In ''{{Webcomic/Unsounded}}'', Duane looks down on casters who use magic items--spellbooks, prepackaged summoning spells, and so on--instead of focusing on "core technique," as well as those who [[HonorBeforeReason don't fight fairly]]. He seems to have a point; his self-restrictions make him skilled enough to defeat [[spoiler:Quigley]], even though the latter is a very powerful wizard who [[CombatPragmatist ignores most of Duane's rules of engagement]].
[[/folder]]

----