Light Novel / Magical Girl Raising Project
Cover of the first Volume, featuring one of the Magical Girls, Snow White

A mobile social game called "Magical Girl Raising Project" has become ridiculously popular. It's got thousands of cute customizable items, sweet gameplay, it's free for life, and not to mention... the rumour that one in every ten thousand players is transformed into an actual Magical Girl.

Those who are chosen have it pretty good. You get unique powers, an awesome outfit, a cool name, and amazing abilities that defy physics. All they have to do in return is help out people in trouble, like what Magical Girls are supposed to do.

One day, the moderator of "Magical Girl Raising Project" announces that sixteen Magical Girls have been created in total, and that number is putting a dangerous strain on the world's magical reservoirs. Therefore, a competition will be held between the Magical Girls to reduce their number to manageable levels... a contest where the losers will be killed.

So starts the series of novels entitled Magical Girl Raising Project. First written in 2012 by Endou Asari and illustrated by Maruino, the series so far is composed of 10 volumes as of 2016, with Volume 10 releasing October of 2016. Yen Press will be releasing the novels in English in summer 2017.

A spin-off web manga series titled Magical Girl Raising Project: F2P is now ongoing.

An Animated Adaptation premiered during the Fall 2016 Anime season, animated by Lerche. It is available for worldwidenote  streaming on Crunchyroll here.

     List of Light Novel volumes in Magical Girl Raising Project 
  1. Magical Girl Raising Project
  2. Magical Girl Raising Project: Restart (Before)
  3. Magical Girl Raising Project: Restart (After)
  4. Magical Girl Raising Project: Episodes
  5. Magical Girl Raising Project: Limited (Before)
  6. Magical Girl Raising Project: Limited (After)
  7. Magical Girl Raising Project: JOKERS
  8. Magical Girl Raising Project: ACES
  9. Magical Girl Raising Project: Episodes Φ
  10. Magical Girl Raising Project: QUEENS

Magical Girl Raising Project contains examples of

     Tropes for the Entire Series 
  • Action Girl: Pretty much most of the cast counts as this, though it's mostly resulted in the in-fighting.
  • Aerith and Bob: There is no rule as to what a Magical Girl's name is. They can be a traditional Magical Girl name (Magical Daisy), an ordinary human name (Tama), or just plain weird (@NyanNyan).
  • Anyone Can Die: It doesn't matter what your position is in the story, or how young you are, anyone can die. Only Snow White and Ripple survive the first arc, and only Pfle, Shadow Gale and Clantail survive the second.
  • Artifact Title: While each arc still focuses on 16 different Magical Girls in a Deadly Game, the actual in-universe social game Magical Girl Raising Project is only relevant in the first arc, and even then only for the first few halves of it.
  • Bag of Holding: A 4-dimensional bag is a small pouch, yet it has infinite storage space allowing it to hold nearly anything, including large sniper rifles and even people.
  • Break the Cutie: There's tons of these moments within the series.
    • Hardgore Alice. Her mother was violently stabbed to death by her father, and she generally feels like a useless burden to everyone around her.
    • Snow White gets broken twice. Once when La Pucelle, her childhood best friend, dies. The next when Hardgore Alice dies as well. This was what caused her to become the "Magical Girl Hunter".
  • Childhood Friends: Lots of them. You've got La Pucelle and Snow White, Pfle and Shadow Gale and Captain Grace and Funny Trick.
  • Clothes Make the Superman: The Magical Girls have access to their superhuman powers and abilities only if they are in their Magical Girl forms. If they ever switch back to human form, they're as vulnerable as anyone else.
  • Curb-Stomp Battle: Some of the fights in the series turn out to be this:
    • La Pucelle manages to repel 3 Magical Girls all at once.
    • Almost every fight that Cranberry is in turns into a Curb-Stomp Battle in her favor, due to her being a Lightning Bruiser even by Magical Girl standards.
    • Happens in Restart when Snow White single-handedly takes down a flame-based Magical Girl. Using her power to hear anyone in distress to telegraph her opponent's moves before she even does them.
    • In Restart, Lapis Lazuline is an amazingly talented fighter, being able to take down the likes of Melville without any issue.
    • In Limited, Hana Gekokujo, being jumped by 5 Magical Girls all at once, still managed to prove just how badass a high ranking official from the Land of Magic is. Not only did she manage to defeat her 5 assailants without a scratch, she did it without killing them or causing them any harm, either.
  • Ensemble Cast: While it's not particularly apparent in Unmarked and Restart, nobody in this series can be easily classified as the protagonist. This has been lampshaded in JOKERS by Prism Cherry.
    There is no main character.
    Everyone is the protagonist of their own story.
    She wasn't special. She wasn't chosen. And she's not thinking this trying to pity herself, either.
    Nobody was special. If they wanted to be special, they had to make the world notice them.
  • Frozen Face: Cyber Fairies like Fav and Fal all have the same smiling expression and are unable to change that or even close their eyes.
  • Gender Bender: It's entirely possible to have a male become a Magical Girl. No matter what you look like in real life, your Magical Girl form will be an idealized version of you as a Magical Girl, and will always be female. Examples include La Pucelle in the first arc and Stella Lulu from the spin-off manga F2P.
  • Genre Shift: Pretty much every Arc is notable for its different feels.
    • Unmarked feels like your typical Battle Royale story, and plays out like one
    • Restart involves being transported into a virtual reality world, with elements of Whodunnit and a large mystery feel midway
    • Limited plays out like a crime thriller, notably a mix between 24 and Stephen King's Under the Dome
    • JOKERS can be seen as a sort of slasher horror, with the Magical Girls being stalked by a relentless opponent. A closer comparison would also be Aliens, thanks to most of the Magical Girls here being veterans
    • ACES has arguably the most Ensemble Cast feel in it, mixing in with political thriller, similar to Game of Thrones
    • QUEENS is described by Japanese fans as a war story between several factions
  • Grey and Gray Morality: While from time to time there are characters that are truly evil, most of the antagonists never have truly evil intentions.
  • Keeping Secrets Sucks: One of the rules of being a Magical Girl is to never reveal your true identity to anyone outside other Magical Girls. To do so would forfeit your right to become a Magical Girl (and by extension, means you die).
  • Loads and Loads of Characters: With over a dozen characters introduced every novel, this trope is very much in effect.
  • Magical Girl Warrior: Zigzagged. The premise suggested that there is an evil force for the girls to fight against, but the current era have the girls using their powers to do good deeds instead. However, there are some that created mayham, so the others have to fight to stop them.
  • One Degree of Separation: Especially evident in Episodes.
  • Power Dyes Your Hair: You Gotta Have Blue Hair only applies for the girls when transformed. In their normal personas everyone has realistic hair colours.
  • Power Glows: In the anime, Magical Girls glow in various colors whenever they activate their abilities.
  • Premature Empowerment: Most Magical Girls first learn of the existence of magic when they're suddenly chosen to become a Magical Girl. When a fairy or test administrator finds someone suitable, they generally give her powers first and answer questions second.
  • Reconstruction: Of what it means to be a Magical Girl. The book series throws Magical Girls into reality, and despite some of the harsh things they face, the series often goes out of its way to prove that being a Magical Girl is just about doing the right thing. Overall, a very optimistic look in a dark setting.
  • Swiss-Army Superpower: The girls' powers are described very specifically. This causes most of them to use the more vague ones very creatively.
  • Undying Loyalty: Several characters display this:
    • Swim Swim is extremely loyal to Ruler, following her orders as if they were the law.
    • Weiss Winterprison is willing to do anything for Sister Nana.
    • Shadow Gale has vowed to protect Pfle and stay by her side no matter what.
  • With Great Power Comes Great Perks: Magical Girls are supposed to just use their powers to help people, but many use their powers to make their ordinary lives easier as well.

     Tropes for the first arc 
  • Adaptation Expansion:
    • The anime shows more of the battle between Cranberry and La Pucelle.
    • Thanks to adapting the Episodes side stories, some of the less focused magical girls are also given a bit more screentime.
  • Adult Fear: Your kid's life is in constant danger, they're living a double life that you don't know about, and if you ask them about it, they can't admit anything, lest they suffer the consequences.
  • Always Accurate Attack: Ripple's ability is to always hit her target with anything she throws.
  • Beware the Quiet Ones:
    • Swim Swim mostly stays silent and obedient towards Ruler, who she considers her leader. She then plots Ruler's death as Swim Swim takes her place as the 'new Ruler'.
    • Cranberry rarely talks with the other Magical Girls. During their weekend chatroom sessions, she mostly just hangs in the background and plays her violin. She's a very deadly and fast opponent, and orchestrated the entire killing game to find a Worthy Opponent to fight.
  • BFS: La Pucelle's ability is to change the mass and size of her sword.
  • Bittersweet Ending: Bordering on Downer Ending. All of the Magical Girls besides Snow White and Ripple die, with the former suffering intense emotional trauma and the latter losing an eye and arm. On the other hand, both Fav and Cranberry are killed, preventing them from enacting even more Deadly Games, and the two survivors vow to hunt down any other rogue Magical Girls.
  • Blade on a Stick: Swim Swim's weapon of choice is a large halberd. After Swim Swim's death, the halberd was taken by Snow White and it becomes her weapon of choice throughout the series.
  • Blood-Splattered Innocents: When Magicaroid is killed by Hardgore Alice, Snow White gets covered in the former's blood.
  • Cast from Lifespan: The moment the Deadly Game hits full momentum, Fav presents the remaining cast with several items that may assist with their survival. As he tries to convince Snow White to purchase one for self-defense, he maintains that the game itself remains free-to-play, and the cost for buying each item is several years off the buyer's lifespan.
  • Compelling Voice: Ruler's ability is to give a command to someone that they absolutely must do.
  • Deadly Game: The eliminations are basically this.
  • Designated Victim: Hardgore Alice tends to be a victim of this. She has the ability to regenerate any damage done to her, and as such, she goes through a lot.
  • Determinator: Sister Nana. She's an avid believer in peace and wants to unite all the Magical Girls together, instead of devolving into fighting each other.
  • Elemental Shapeshifter: Swim Swim's ability is for her own body to be able to turn liquid.
  • Evolving Credits: Swim Swim's silhouette is initially pure black instead for her eyes in the opening for the first episode of the anime, gradually revealing her features and attire more clearly as the series goes on.
  • From Bad to Worse: At first, the elimination procedures are simple. Help people and collect points, called Magical Candies. Whoever has the lowest points at the end of each week is eliminated. However, it turns out that there's a way for you to not die even if you have the lowest points in each week. As long as another Magical Girl dies, the quota of "1 Magical Girl dies each week" is fulfilled.
  • Healing Factor: Hardgore Alice has the ability of healing through any damage done to her. Yes. Anything.
  • Hope Spot: The total magical girl count falls to the goal of eight; surely the game would be over by now? There's a reason why the episode is named "Notice of New Rules"...
  • Iconic Item: How La Pucelle figures out Snow White's identity. Snow White's Magical Girl outfit is the exact same outfit that she drew with La Pucelle when they were kids.
  • Jerk with a Heart of Gold: Ruler genuinely cares for the Magical Girls on her team, even though she acts like a tyrant most of the time.
  • Katanas Are Just Better: Ripple's weapon of choice.
  • Kill 'em All: This is basically the premise of the first book.
  • Left the Background Music On: In the anime, whenever Cranberry stops playing so she can speak, the violin in the soundtrack also ceases.
  • More Dakka: Calamity Mary's philosophy when it comes to dealing with her opponents.
  • Nice Job Breaking It, Hero!: Nemurin tells Swim Swim not to be afraid to follow her dreams. Unfortunately, her dream of 'becoming like Ruler' causes her to plan out Ruler's death, since she can't possibly become like Ruler if Ruler was still alive.
  • Super-Deformed: When the Magical Girls do their weekly chatroom sessions, they're magically transported to a virtual space where they see each other as chibi versions of themselves.
  • There Is No Kill Like Overkill: Calamity Mary's ability is to enhance the abilities of any weapon she wields, from giving them Bottomless Magazines to high-explosive bullets, in the hopes that this trope will play into effect.
  • Trigger Happy: Calamity Mary.
  • Wide-Eyed Idealist:
    • Sister Nana. Much to Winterprison's worry, as Nana constantly tries to unite the Magical Girls together, even the more dangerous ones.
    • Snow White, an avid fan of Magical Girl anime and manga, also believes that the Magical Girls will find a way to settle this peacefully, as she believes Magical Girls are supposed to help people, not fight each other. Unfortunately, this isn't that kind of story.

     Tropes for Restart 
  • Beware the Quiet Ones: Melville is mostly quiet for most of Restart thanks to being The Unintelligible. She racks up most of the kills of the book, sneak attacking, and even being a capable fighter as well.
  • Bittersweet Ending: Most of the Magical Girls are killed, but Fal is rescued, the reward money is donated to the deceased's families and the survivors vow to live on for the memory of the others, with Pfle becoming the Big Good come the later arcs.
  • Boss Battle: The Great Dragon.
  • Break Them by Talking: Several characters do this in the second arc.
    • Pechika causes Melville to snap by claiming that she's not like Cranberry at all.
    • Snow White delivers one to Keek, with physical proof to boot.
  • Cyberspace: The setting of this arc's Deadly Game.
  • Death Ray: Magical Daisy has this as her ability. She calls it her Daisy Beam. She can either focus the beam on her finger, or create a wider beam by using the palm of her hand. The beam itself disintegrates things on a molecular level. Due to its lethality, she doesn't normally use it on people.
  • Emotion Control: Nokko-Chan has this as her ability.
  • Lawyer-Friendly Cameo: The anime Detick Bell watches in a flashback is very obviously Detective Conan.
  • Gambit Pileup: Three. Pfle, Nokko-Chan, and Melville, all planning different things at once.
  • Godzilla Threshold: Several.
    • Pfle having Shadow Gale transform her wheelchair into a gigantic 8-legged Spider Tank.
    • Pechika turning the entire ground in a 10 meter radius to vegetable soup.
  • Shear Menace: Shadow Gale wields a giant pair of scissors as a weapon.
  • Tomato in the Mirror: Keek, when she found out she was actually a product of Cranberry's tests herself.
  • Well-Intentioned Extremist: Keek's actual intentions for hosting her own game is to find an ideal Magical Girl who can protect the world, though her methods are very flawed in trying to find them.
  • Your Mind Makes It Real: Dying in the game world kills you in real life.

     Tropes for Limited 
  • Adult Fear: This rings true for any teacher. A stranger forces you and your students to do something that you know will get them in danger and potentially killed, yet most of your students agree happily to the request. The only way of protecting them is to work with your captor.
  • Breaking Out the Boss: Tot Pop successfully frees Pythie Frederica from her prison, partially to recruit her to hunt down the assassin, and partially out of fondness of her old master. Pythie takes charge the moment she is free.
  • Closed Circle: A magical barrier is erected around B-City that prevents anyone with magical abilities from leaving in order to ensure that the assassin does not escape.
  • Downer Ending: The destruction of B-City is averted and most of the villains die, but it comes at the cost of everyone besides 7753, Mei and Mana, all of whom are traumatised. What's more, Pythie escapes, and now has a lobotimised Ripple under her control.
  • Extranormal Prison: Rogue Magical Girls are held in a prison on Earth that disables their magic and prevents time from flowing. Unfortunately that also means that if someone does break out, they'll be as physically fit as they were when they were imprisoned.
  • Shaggy Dog Story: As revealed in the epilogue, the danger of the assassin was a misreport. Had this not happened, Mao Pam wouldn't have been deployed, the barrier wouldn't have been put up and most of the cast would've most likely survived.

Alternative Title(s): Mahou Shoujo Ikusei Keikaku