Advanced ubiquitous magic always seems to end up working just like technology. The car engine might be powered by a fire elemental, and the telephone may work through the principle of contagion
, but this doesn't affect the man on the street. They just get in the car and drive away, or pick up the phone and talk — no special talent required, just as if the devices were technological.
Magitek (or 'magitech') often appears to combine magic with modern technology or at least something distinctively mechanical: traditional
heat engine or an electrical generator powered by or powering a magic spell, or a giant mecha
that can inexplicably shoot ice from an empty hand. Sufficiently Analyzed Magic
frequently causes this, but isn't necessary, since a Black Box
is almost as good if it's reliable and cheap enough.
is combined with gritty realism
, we get Dungeon Punk
, but magitek is also common in comic fantasy. There are also some cases of technology based on sufficiently advanced magic, which is itself disguised sufficiently advanced technology. Fantastic Science
leads to this because it treats magic as
science; something to be studied and learned and experimented with.
There is also the term Technomancy — the school of magic that specializes in controlling or improving existing technology with magic. In these circumstances the machine would work without
the magic, but magic improves it. That, or it possesses it...
With all that said, a sci-fi setting with no supernatural/fantasy elements could readily substitute actual magic with Psychic Powers
in the equation, resulting in "Psytek".
The Ur Example
is Robert A. Heinlein
's 1940 novella Magic, Inc.
The story is an alternate reality where the 1940 USA is just like it really is, except that magic is real. For example, your taxi is likely to be a flying carpet, but otherwise the same (cabbie, meter, so on). The Trope Namer
is Final Fantasy VI
, where the Gestahlian Empire
had suits of Power Armor
, dozens of Humongous Mecha
, and fleets of Magnificent Flying Machines
, all powered by draining the life essence
of enslaved magical creatures. The machines built by the Empire were known under the blanket term "Magitek."
Not to be confused with the purely technical Techno Wizard
. Compare Clarke's Third Law
. Also, Utility Magic
, which can sometimes manifest as this. Contrast with Magic from Technology
and Post-Modern Magik
. See also Harmony Versus Discipline
and Ritual Magic
open/close all folders
- Planetary's The Drummer is a machine telepath who can sense magic; his explanation is that magic is "cheat codes" that manipulate the mechanics of existence.
- In Fantastic Four, Mr. Fantastic considers magic a science that simply works with a different set of rules (albeit rules he can't quite comprehend, so he might be totally wrong). Doctor Doom has occasionally integrated the talent for sorcery he inherited from his mother into his inventions and schemes.
- The miniseries 'Battlegods: Warriors of the Chaak' by Dark Horse Comics has a futuristic Mayan take on this, such as cloned priests with their minds linked together to form a magical computer.
- Abra Kadabra, a villain who battles The Flash waves around a magic wand, turning people into puppets, summoning giants out of thin air, aging people from 20 to 80 in seconds, etc. The trick? He's from the 64th Century and his technology is so advanced that he uses it to make people think he's a magician.
- The comic Hellboy has plenty of magical based technology.
- The Sonic the Hedgehog comic gives us the Iron Queen, a Technomage who can control the electrical impulses found in all active electronics and send him out at will. As you can imagine, she's quite dangerous to opponents who are partly or completely robotic.
- Dr. Eggman, as a man of science, complains about Chaos Emeralds being their own explanation, and having no logic to their power. Snively reminds him that he powers his own technology with Chaos Emeralds on a regular basis; Eggman concedes, but points out that he doesn't have to like it.
- In Sonic the Hedgehog/Mega Man: Worlds Collide, both Dr. Eggman and Dr. Wily come up with the Chaos Devil, stated to be a "fusion of magic and machine" (Chaos being a water god, Yellow Devil being a blob robot).
- The CrossGen series Mystic takes place in a world much like Earth, ca. The Roaring Twenties, but with magic instead of technology. So you get Art Deco architecture paired with magical flying Model T-style taxicabs, for example.
- That's mostly the Nouveau Guild and their nation. Nouveau magic, as the name implies, runs on change, so coming up with new and interesting ways to use magic, and the corresponding changes in society, are what makes the magic work. Other nations on Cyress follow more stable systems of magic (barring the Astral Guild) and don't have the Magitek.
- The manga series "Orion" by Masamune Shirow has a Hindu-Buddhist design style with elements of quantum physics and computer science. The universe in this setting is made from 'yingerons and yangerons' which function like the bits in a computer. Deities and elemental spirits are also made like this, but the two primary magic types are Naga-Rituals, which function by calling spirits and deities, and Psycho-Science, which functions using more direct access through written seals and Dharmaquations (a cross between FMA Transmutation Circles and Buddhist Mandalas).
- Wizards Of Mickey has mages and dragons right alongside evil robotic armies and Goofy building a damn Humongous Mecha.
- The powers of Jack Kirby's gods — whether Asgard's "Old Gods" or the New Gods of New Genesis and Apokolips — seem to transcend the limitations of both technology and magic. While implicit in Kirby's works, Grant Morrison made it fairly explicit in Final Crisis and other works. The powers of New Gods transcend just about anything mortals — even the most powerful mortals on Earth — can do.
- Death's Head was created with a mixture of technology and magic, originally intended as a replacement body for his creator.
- It's a little unclear how much of Galactus' power comes from the Power Cosmic and how much comes from his very advanced technology. It's even less clear after he merges with a swarm of Killer Robots that is his Ultimate Marvel counterpart.
- Unlike most of the rings in the Green Lantern mythos, which are Magic from Technology, those of the Red Lantern Corps mix this with Blood Magic, and as such have very different methods of use and limitations.
- In Dungeon Keeper Ami Mercury's highly scientific approach to magic results in this. To date- giant scythe-wielding battle robots, airships, gem synthesizers, and Chlorine Trifloride.
- In With Strings Attached, the Fans operate via magitek, largely through computers.
- The entirety of Outside The Reaching Sky, in which the Ponies of Equestria launch an advanced space program after encountering a human from a parallel universe who provides them with a computer core containing the entire conventional and magitechnological base of a highly advanced culture, plus the means to access it.
- In the Alternate Ending of Fantasy Of Utter Ridiculousness, Coop combines Patchouli's "Philosopher's Stone" card with Megas's systems, creating his first and only bonafide Spell Card. The resulting multi-element attack blasts Suika across Misty Lake and demolishes most of the Scarlet Devil Mansion's library in one go.
- In Emperor, the Northern Kingdom's scientists collaborate with many wizards and witches to develop new ideas that mix magic and technology, such as working Artificial Intelligence, special cannons that can disintegrate their objective in one shot, and genetical grafting in adults.
- In the Empath: The Luckiest Smurf story "Smurfette's Inner Beauty", Hogatha the witch uses a magic mirror social network called Magebook in order to find a date.
- A Growing Affection has ninjas using cellular phone with jutsu built in so that rivals/enemies cannot trace them; Kakashi does not trust that is 100% effective. Also a minor character is a computer programmer asked to create a system to monitor chakra interactions.
- Almost everything in Starlight Over Detrot runs on Arcanoelectrics - a combination magic, runes and alchemy - from the automobiles to the toasters (that regularly turn toast blue).
- An ISOT In Grimdark - after arriving into the Warhammer Fantasy world, the German engineers quickly get to work on adapting their technology for the setting. They start off with a "magic indicator" for detecting hidden magic users or potentially dangerous magical artifacts. It isn't long though before they start building suits of Powered Armor, and even using Magitek to power their manned space program.
- The Dusk Guard Saga has magical crystals that are used in everything from magilights to toys to armor to golems. However, enchanting all but the smallest and simplest of crystals is extremely dangerous and time-consuming, and as such, Magitek is heavily supplemented with steam power.
- Royal Heights has Utopia which provides jets able to fly fast enough to rip through dimensions and into new ones, a metal chip that sends your consciousness into a new body, and what appears to be a universal mail system. But unlike other examples, Utopia tries to pretend all of their work is purely scientific. The witch of the story reveals that all of this couldn't be possible without magical assistance.
- The Atrocity Archives features a group of computer geeks who became ascended computer geeks when they learned how to make NP=P. The end result is such inventions as hands used to make 'hands of glory' which bend light, and if properly aligned can make lasers. Also video cameras that can convert carbon to silicon (Gorgon's Stare), which tends to make things explode. Please note that while special skills that anyone can learn are needed to construct these devices and the accurate aiming and firing of a Hand Of Glory/laser is described as taking some experience, all the Gorgon's Stare requires is to look through a pair of special lenses and press a button.
- This is actually more dangerous than it sounds: Anyone with a computer and some programming talent can summon demons, or out-and-out Eldritch Abominations. By accident. Series protagonist Bob Howard was forcibly recruited because it turned out his latest project would have inadvertently summoned Nyarlathotep. Yes, THAT Nyarlathotep.
- All this, just from being able to solve the Travelling Salesman Problem in polynomial time? Dayum!
- Geoffrey A. Landis's first story, Elemental, took place in a future in which magic has been discovered to be a form of physics, and (for example), thamauturges use pentacles to control antimatter.
- Michael Swanwick's series starting with The Iron Dragon's Daughter treats magic as a form of technology — the iron dragons of the title are made in factories.
- David Weber has a tendency to treat magic as just another form of technology in his books. Witness the Hell's Gate series which has the magical equivalent of computers and genetic engineering, which is used to create dragons of course.
- Especially since in the Bazhell series' background the old empire that fell 1,000 years before was explicitly Magitek. Dwarfs are championed by the author due to his hatred of the anti-technology stance of much of fantasy. The old way of making steel depended on the support of wizards. The new one uses Bessemer Converters. Steam engines are being discovered and shock absorbers are now being used on wagons.
- Over the course of the books, the Discworld moves more and more toward this. We have inventions from cameras powered by a tiny imp painting a picture, all the way up to the High Energy Magic Building at Unseen University, where Hex, a magical AI, lives. Magitek is used alongside Clock Punk technology-as of Raising Steam, clockpunk combined with very early Age of Steam; it hasn't gone full Steam Punk ... yet.
- Hex is used mainly as a vehicle for computer puns, e.g. it's got an anthill inside, it doesn't work when it's not FTB (fluffy teddy bear) enabled, etc. According to The Art of Discworld, "the wizard built something sufficiently computerlike that computerness entered it".
- Magitek is also subverted in Interesting Times, where one character assumes that the watches are powered by demons. In fact, demons were used, but turned out to be unreliable, so the watchmakers moved on to clockwork.
- A notable non-magical technology is the "clacks towers"-a continent-wide network of semaphore towers that is often used to parody telephones and the internet. Explored in detail in The Fifth Elephant and Going Postal. The clacks companies do, however, employ lots of gargoyles as signal-watchers, as they're extremely good at sitting still and watching the same thing all day long.
- Leonard of Quirm, a genius inventor, seems to be advancing Clock Punk technology on the Disc.
- Lampshaded by resident wizard-nerd Ponder Stibbons at one point, explicitly referencing the quote at the top of the page-when he can't explain the technology behind his latest invention to another wizard, he chalks it up to "sufficiently advanced magic."
- There are some examples in J. K. Rowling's Harry Potter franchise. Especially noticeable within the realm of the live-action films. This is used to the point where technology is referred to as a Muggle substitute for magic (in Harry Potter and the Order of the Phoenix). Examples of magic being used as technology don't occur much in the story itself, but it is clear from the dialogue that this is how it is used in the larger world the books take place in. Wizards don't seem to understand the Muggle concepts of "light bulbs" or "telephones" for example. The self-writing quills are word processors that suit the personal tastes and writing style of the writer: see Rita Skeeter's acid quill for that one. Then there are self-stirring cauldrons, sneakoscopes (alarms), wireless radios, apparating, broomsticks, the flying carpets, floo network, and portkeys (transportation), the Portrait Galleries that often act like a vast, sentient internet for anyone that happens to be able to persuade them. Lovegood's antique printing press-if the Quibbler has it, why not the Daily Prophet and every wizarding publisher in existence?
- In terms of Magitek as "combination of technology and magic", Arthur's flying car is a notable example, and there's also the entire Misuse of Muggle Artifacts Office, which shows that such things are possible but illegal in the wizarding world. This is simply a matter of maintaining The Masquerade: combining Muggle technology with magic makes it far more likely for the object to end up in Muggle hands, thus revealing the existence of magic.
- Piers Anthony's Incarnations of Immortality is based on a society much like our own, only Fate, Time and Death (among others) are incarnated in humans (sometimes against the will of said humans), magic is real, and in the future timeline technology and magic merge to a large degree. (Justified in that "magic" is said to be based on a "fifth fundamental force", making it essentially an application of physics in that universe). At one point, the series states plainly that anything magic can accomplish, technology can do too, and vice versa.
- His 'Xanth' series has Com Pewter, a piece of bizarre, self-aware, occasionally malicious electronics that can literally alter reality within its area of influence.
- The Young Wizards teens' series by Diane Duane has magic users receive wizarding manuals customized in form to their preferences. This has increasingly meant computers (specifically, Apples-ever tried porting magic to XP?) instead of the traditional books. Early starters get desktop machines while the recent arrivals can brandish iPods◊ that draw their power from the nearest star, automatically receive updates, come with the iSpell feature for keeping track of your magic and play good music.
- The The Death Gate Cycle, series of seven fantasy novels by Margaret Weis and Tracy Hickman (who co-wrote the original D&D Dragonlance novels). They feature flying ships powered by Rune Magic and elven civilisations using magic for everything from enchanting armor and weapons technology to household appliances.
- Bonus points for that most of the Magitek of the elves seems to be sentient, no matter how pointless it is — for example an enchanted arrow that loudly protests when it's fired at a dragon.
- The interface of magic versus technology seems to be flipped between humans and elves; this is explained by the fact that elves are inherently magical, but are weak on the mechanical side — to compensate for this weakness, they poured all their development of magical abilities into enhancing the mechanical and physical world. Humans are inherently mechanically/physically inclined, they compensate for their magical weak spot by pouring all their magical development into the natural things, like the elements, and controlling dragons. Magnify this single-minded focus of development over hundreds of years, and you get humans whose magic controls the elements (even though humans are by nature mechanically inclined) and elves whose magic enhances mechanical objects (even though elves are by nature more nature/element inclined).
- The Wiz Biz series of novels by Rick Cook (comprised of Wizard's Bane; The Wizardry Compiled; The Wizardry Cursed; The Wizardry Consulted), about a Silicon Valley programmer transported into a world where magic exists and where reality, he finds out, is programmable.
- Used to limited extent in Dora Wilk Series. Thorn produces electricity by magic, and phonelines are managed the same way (explaining partly why phones of normal world don't work in Thorn and vice-versa). She states that they are probably the cleanest society in the worlds.
- Randall Garrett's Lord Darcy series is a great example of this trope. In this world, magic is studied with as much emphasis on higher math and theory as any science. The stories are murder mysteries, with Lord Darcy and Master Sean O Lochlainn solving crimes using the former's deductive abilities, and the latter's expertise in forensic magic. Fortunately, Master Sean likes explaining how his forensic techniques work.
- Harry Turtledove's The Case of the Toxic Spell Dump is the very definition of this trope, an alternate-history twentieth-century Earth that functions exactly like our own, except all the technology is magical.
- He also wrote a series following the course of a World War II analogue with behemoths in the place of tanks, dragons instead of planes, enchanted "sticks" that worked a lot like guns, a magical Manhattan Project, and so on.
- Jack L. Chalker's Dancing Gods trilogy had its characters Trapped in Another World where magic was real, but followed very specific rules and mathematically precise patterns, such that every high-ranking wizard also had to be a genius mathematician. One of the major subplots follows how much this system is screwed up by the introduction of technology smuggled from Earth; even a pocket calculator could turn a mediocre magician into a powerhouse, and more powerful computers can be programmed to work out new spells at high speeds. Also, in one plot where a powerful wizard came to "our world," he discovered that creating magic spells was analogous to computer programming, which allowed him to bring magic to our world.
- In addition to Magic, Inc.., there is Robert A. Heinlein's 1963 novel Glory Road, where magic is treated like Real Life treats technology. Although walking the Glory Road actually takes you into parallel universes with slightly different laws. Some you can't stop in for more than a short time without dying.
- Somewhere between a Shout-Out and a Homage to Magic, Inc. is Poul Anderson's 1971 novel Operation Chaos and its sequel Operation Luna.
- Simon Hawke's The Wizard Of4th Street and its sequels have a 22nd century where magic has been reawakened and revolutionized technology and society: electrical generators powered by renewable magic, levitating cars with "thaumaturgic batteries", and sentient animated objects of all kinds.
- Masamune Shirow's Orion has this, with a Buddhist/Hinduist design style and a computing basis, such as talismans and seals for wake-up alarms, and reality-altering 'dharmaquations', a mixture of computer program and mandala.
- The Wheel of Time series has artifacts from the Age of Legends called ter'angreal which each use the One Power to do a specific thing, including changing the weather, storing a library, and what is implied to be some sort of sex toy. A great many require a channeler to work, but a few do not. In the Age of Legends, something called "standing flows" allowed even the former to be usable by Muggles.
- In the later books in the Old Kingdom series, Prince Sameth is finding workarounds for the 'technology fails in presence of magic' problem by creating magical versions of nifty Ancelstierran technology.
- The Dresden Files doesn't play too much with it, as magic and technology don't interact well. However there are plenty of loopholes and Wizards use what they can. Badass Normals using the right ammo can be deadly to most magical foes. One of the best examples might be using magic to grab an old Soviet Satellite and doing a Colony Drop.
- Although Odin can integrate magic with technology, since he's a god.
- Dragaera uses this like crazy. One of the main side-effects of the Interregnum was that the Imperial Orb was changed to make magic a lot more powerful. This jarred Dragaeran society out of its artificially-imposed Medieval Stasis as sorcerers had a field day figuring out all the new things they could do. In particular, teleportation completely changed the dynamics of trade and travel, psychic communication is used in a way reminiscent of cell phones, magical genetic tests are possible to do quickly and covertly, and magical lighting is the norm. Additionally, it became possible to revive someone recently killed from the dead if his central nervous system is still intact, meaning that often, Death Is Cheap.
- The Imperial Orb acts as a video camera, a literal magical database, and a public utility.
- Melissa Scott's Silence Leigh trilogy has starships powered by alchemy and guided by astrology.
- In Codex Alera, most of Aleran society runs off of this. Since absolutely everyone (except Tavi) has Elemental Powers, technology has stagnated at a medieval level while everything else is taken care of by Mundane Utility applications of furycrafting. They have flying cars, a lightbulb-equivalent, refrigeration, and the like through applied magic, to the point where in-universe, scholars have started to deny that their precursors (the Romans) could possibly have built everything they did without furies. It also leads them into technological blind spots, however, such as when the Alerans fight the Canim, who mostly get by on their superhuman strength and toughness coupled with skilled engineering. One of the nastiest Canim weapons turns out to be a simple, if gigantic, crossbow that can easily kill an Aleran soldier through furycraft-enhanced armor and then continue on to kill the man behind him. Tavi and Bernard eventually apply technology and furycrafting to create catapults that launch spheres loaded with tiny fire furies that essentially serve as incendiary cluster bombs, which prove to be the single most devastating weapon in the history of Alera.
- David Anthony Durham's Acacia trilogy there is a race whose technology is powered by human souls.
- Both averted and played straight in Mercedes Lackey's Heralds of Valdemar series: Valdemar does almost everything manually; the Eastern Empire, on the other hand, does almost everything by magic. When magic becomes unreliable, Valdemar carries on mostly unaffected, while the Empire must declare martial law and impose strict rationing.
- Some Tom Holt books have Magitek, such as the magic mirror that runs Mirrors '95 in Snow White And The Seven Samauri or the various devices in the Portable Door series. Djinn Rummy mentions genies who have gone into business running technological devices, making these Magitech in the truest sense.
- In Harry Turtledove's Every Inch A King windworkers produce winds that allow ships to sail against the natural wind, items are cheaply mass produced using the law of sympathy, crystal balls replace telegraphy, etc.
- In The Edge Chronicles, while the ships do not work exactly like aircraft, they are close enough to be comparable, and powered by a flying rock. Stormphrax is also important for several uses.
- Magicnet proposes that many magical incantations work, but they don't work well enough or reliably enough for this to be statistically verifiable. Then along came computers, which could cast those incantations millions of times in quick succession until the desired result occurred. All the major spellcasters in the book are also hackers.
- In Naím y el mago fugitivo (Naím and the runaway magician), by argentine author Sebastián Lalaurette, magic is a Magitek: magicians (called Rumotim) have to extract it first from nature, and then they can use it. Every spell requires a certain quantity of magic. Then Rumotim Ramiro Grimor discovers a way to make magic grow, allowing every magician to dispose of virtually unlimited quantities of it, and it looks like everything's going to hell. Fortunately there are antimagicians as well.
- The Secret Histories books feature this prominently. The Drood Powered Armor is one example. So are many of Eddie Drood's gadgets. Many other factions use technology enhanced by magic OR magic standardized by technology.
- The Free Kingdomers from the Alcatraz Series use technologies powered by various types of magical sand or glass, collectively known as silimatics. Active technologies such as airplanes (shaped like giant glass dragons!) and elevators are powered by brightsand. Passive technologies include Expander's Glass, which allows for Bigger on the Inside architecture, and Defender's Glass to act as armor.
- We don't know about silimatics because the Librarians flooded the Hushlands (where we live) with vast quantities of dullsand, the only type of sand that does absolutely nothing even if you make it into glass.
- Oddly, Free Kingdomer's (inexpert) imitations of Hushlander technology often work better than both genuine Hushlander tech and actual Free Kingdom tech. And the Scrivener's Bonesnote ' hybrid tech works better still.
- Then there's things even the Free Kingdomers consider magical, like Oculatory Lenses. Free Kingdomers will stoutly deny that silimatics are magic: magic is things that only some people can use, therefore silimatics are merely technology.
- The Commonwealth in Patrick Rothfuss' The Kingkiller Chronicles uses a lot of this. Other nations do too but to a lesser extent because the main source of magitek is The University, located in the Commonwealth.
- In John Scalzi's The God Engines they have starships that harness the power of defeated deities to travel between the stars, also specially trained crew members who function as living hyperspace radios.
- In the Mediochre Q Seth Series, technomancy is the art of incorporating enchantments into technological components so that they can do more.
- Legacy of the Dragokin: Final Shield is a technological device that runs on electricity but produces a magical effect. Rufus initially had trouble figuring out how it worked until he noticed its resembalance to a completely technological device.
- A Song of Ice and Fire gives us examples of straight-up magic, straight-up science... and this. The Wall is an Ancient Artifact using lost construction methods and has a decidedly magical nature to it, for all it's maintained through straight-forward engineering. Other Lost Technology also has varying degrees of "magicness" too it: Valyrian steel, Winterfell's heating system, the House of Black and White, the dragonglass "light bulb"... the list is probably a lot longer. Some tech that is not lost also shares the semi-magical nature of that of the past: poisons that use magic as well as chemical processes and the "investigations" of the Mad Doctor Qyburn are just two examples. And, what with the The Magic Comes Back, more may continue to be found or rediscovered.
- Inverted in Stephen King's The Dark Tower series, where the old ones decided to replace magic with technology to the point of trying to tear down the Dark Tower itself to rebuild it with science.
- The scry technology of Cannon Fodder looks a lot like Skype. Alec also has a magic-powered amphibious vehicle.
- Tough Magic has a good bit, with cyps (cars), railcars (trains), temirs (videophones), golems (robots)...
- The devices used in the Doctor Who splinter universe Faction Paradox by the titular Faction are mockeries of technology powered by voodoo. The Homeworld and the Faction are still sitting to see if they can get a coherent opinion.
- The Mortal Instruments has the flying motorcycles the vampires ride, which are powered by "demon energies". Also, those who look closely will notice that Magnus Bane's television is not actually plugged in. The Shadowhunters have Magitek home conveniences in Idris.
Live Action TV
- Buffy the Vampire Slayer: Provided by the Twilight group to try and give Amy an advantage against Willow.
- Doctor Who, "Battlefield" — The Arthurian characters come from a magitek universe.
- The characters in Ace Lightning claim that the Amulet of Zoar (amongst other things) is fueled by magic... But they are all actually video game characters brought to life by a bolt of lightning so technically...
- Power Rangers is filled with magic/technology hybrid gear. We start with an ancient wizard in a high-tech command center that runs the Rangers' gear by channeling the power of the vaguely-defined Morphin' Grid versus an alien witch released from the can by astronauts. Humongous Mecha powered by the spirits of dinosaurs. Magi Babble and Techno Babble combined by Robot Buddy Alpha. The entire "Zordon era" of the franchise was characterized by this, and while the later stand alone series tend to be magical or technological, a few later series have gone back to it (and the Grid is the source of all Ranger powers.) Spiritual energy-powered BFG, anyone?
- Kamen Rider also uses this trope in the Heisei series. Mostly because present day humans found out how to use an ancient or otherworldly magical power source.
- The Rider suits in Kamen Rider Blade draw their power from ancient magical cards holding divine creatures called Undead.
- In Kamen Rider W, both the heroes and the villains use Gaia Memories, which are USB drive-like devices which hold knowledge from the mind of the planet itself.
- Kamen Rider Wizard plays this trope as straight as it can be, as the Riders explicitly use magic, but require rather technological looking belts to do so. The main weapon of The Hero is also a sword, which turns into a gun, that shoots magical homing bullets.
- The Lock Seeds, which are used as Transformation Trinkets by the Riders in Kamen Rider Gaim are pieces of magical fruit from another dimension converted by technology created by normal humans.
- In Angel, Fred and Wesley create a technomystical device to aid Angel.
- In Knightmare this was the villain, Lord Fear's hat.
- The Made-for-TV Movie Paradox is made of this trope — at least until they visit the science-based world. Every desk has a magical computer with a Holographic Terminal displaying Instant Runes, and every character carries a scrying crystal cellphone. There are also cars and freezers. Notably, however, nobody really understands how any of these things work, which is why science looks more attractive to the main characters.
- The Stone Tape involves English scientists trying to develop a new recording technology to compete with Japan. When they realise they're in a Haunted House and believing that the ghost is a Living Memory, they try to study the phenomena in the hope of developing a new technology. It doesn't end well.
- In the Old World of Darkness Gothic Punk game setting (especially Mage: The Ascension), the rules of reality were created largely by the force of belief, so all technology was in effect magitek, built off of the work of a group of reality-warpers (the Technocracy).
- In the New World of Darkness, this relationship was flipped, with magic instead drawing from 'natural' forces. As a result, some groups of magi (especially the forward-thinking Free Council) can and do draw magic from modern technology in the same way that older mages draw it from older technology, coming at Magitek form the other direction.
- Forgotten Realms, mostly in magocracies and elven cities:
- Netheril was an extensively magical setting. Invention of mythallars (magical secondary power sources) made creation of magic items cheap as long as you don't mind they work only in its range, which aside of flying islands meant permanent items were mostly biased toward backyard applications and wizards had a lot of experience in this area. Aside of typical AD&D trinkets there were things like Water Pipe (permanent fissure into the Elemental Plane of Water), Ice Box (conduit to the Paraelemental Plane of Ice), Stoker’s pit (fissure to the Elemental Plane of Fire), Music box, roomlights, skimmers (boats propelled by air elementals), netherpelters (telekinesis-powered small arms with magical ammo), and so on.
- Halruaa, the longest-lived of Netheril's successor states, had less advanced but still very useful showcase, mostly revolving around providing comfort for its citizens (air conditioning, heating, freezing, building, and so on). And a skyship fleet.
- Imaskar was another extensively magical human empire in the Realms. The Imaskari focused on dimensional magic. If you were a rich citizen of the empire, all the above fissures to other planes could be acquired, as well as other portal-trickery (fresh air from the Elemental Plane of Air, storage rooms in dimensional pockets, portals designed to show nice views of other places...).
- Living City attracts bright folk who didn't fit elsewhere, including Thay and Halruaa, and adventurers. Thus magically it's only a notch below major magocracies and collected as much useful inventions, like 'wand of portraiture' (photography), 'safety net' and 'ring of helmed horrors' or 'Shayn’s Infallible Identification' spell (it demonstrably associates an object with a creature, the name says its main use). Ambassador Carrague likes such toys, and Elminster likes to feed him some exclusive lore, so once he heard about steam trains, he built prototypes powered by his own invention, 'decanter of endless steam'. Of course, no one except dwarves would invest in rails, even wooden, just to see how much good these loud things may do in the long run.
- Spelljammer literally runs on it, by definition. Wildspace was intended to be more magic-rich than most groundling settings, so there's much more to it than engines.
- Mystara had skyships before Halruaa. With such devices as Dynamo of Flying (conversion of spell levels into large-scale preset effect) and Internal Conjuration Engine (pour potions of flying in, and it makes a whole ship fly). Both allow other effects if built this way — so you can have a stealth ship, but its engine will little by little slurp whole casks of invisibility potion too.
- There was a twist of the Vancian Magic in AD&D 2 College of Wizardry note the spellcrux, or spellpool. It's a bank/server that stores spell-patterns, so that wizards with remote access can save memorized spells and later get and cast stored ones. They're still limited to normal total capacity, but gives more choice (if different wizards contribute different spells) and flexibility (instead of a fixed Utility Belt they get what they need right now). Has checking "credit balance", admin account and all that.
- Eberron features a Pulp Adventure setting influenced by Indiana Jones movies, mixed with Dungeon Punk, in a faux-19th century world making use of arcane technology and magic for infrastructure, travel and everyday life. This includes magic streetlights, magic trains and planes, magic grenade launchers, and magic robots. Magic is such an everyday thing that many of the working class are Magewrights with just enough talent to power minor wands (or create them, with the right training). There's even an industry in magic items which reduce the training required to craft other magic items. Player Characters can become Artificers, who are better at creating and using magic items than wizards despite not being able to cast spells.
- In a less setting-specific example, Half-Golems are basically the Hollywood Cyborg as powered by magic. They are living creatures that have had golem components (most typically arms, legs and protective plates) grafted onto their body — this gives them various bonuses, depending on what sort of half-golem they are.
- The old Dungeons & Dragons supplement The Book of Wondrous Inventions is all about silly versions of this. Includes such things as a cola vending machine, a pinball machine, a boombox, and a Humongous Transforming Mecha.
- Some Magic: The Gathering settings are like this — especially the Brothers' War and the Ravnica block.
- Not to mention Mirrodin — a plane created by a golem planeswalker where sentient life is almost entirely comprised of animated artifacts.
- Or the later plane of Esper in Shards of Alara, a techno-magical blue-aligned plane where all forms of life are infused with the mystic metal Etherium.
- Phyrexia, old and new, combines this with Body Horror and Assimilation Plot. Think Magitek Borg. As horrifying as it was, Yawgmoth's magitek was so impressive that Urza, the artificer planeswalker who had dedicated his life to fighting Phyrexia, fell to his knees and pledged himself to Yawgmoth because he saw Phyrexia as everything he ever wanted.
- Palladium Games's Rifts RPG features Techno-Wizards, spellcaster-mechanics whose focus is on building machines and weapons powered by Magic. They can make a jeep that can ride in midair and turn invisible, then make and mount on it a cannons that shoots ice blasts or rains meteorites on the enemy.
- Also in Rifts and Palladium's Heroes Unlimited is Telemechanics, a psionic ability that lets the user either intuitively understand how a piece of machinery works and operate it, or in the case of AIs communicate with them directly.
- Exalted has First Age technology, from a time when the Solar Exalted could study the interplay of Essence and science and create true wonders (before the insanity, of course — but then again, they probably produced some fun stuff after the insanity took hold). It is explicitly called magitech in the books and setting. Examples range from power armor to airships to artificial limbs to dinosaurs that eat poppies and pee heroin.** The Alchemical Exalted are creations of Autochthon, a machine god, and their background and powers revolve around magitech.
- The Iron Kingdoms has Mechanika, which is mostly technology fueled by Magic. In the WARMACHINE games, this normally comes in the form of various weapons.
- Feng Shui's 2056 juncture uses a creepy fusion of magic and science known as arcanotech. Most of it is used by the Buro military and elite agents, offering a power boost in exchange for bent magic getting sent into your system like a virus whenever you use it. Use it too much, and you start mutating into something horrific and run the risk of becoming an abomination, one of the altered demons that the Buro uses to fight its wars.
- The Skaven of Warhammer are perhaps the most technologically-advanced race thanks to their embrace of Warpstone. They use it as a powerful mutagen, ammunition, Death Ray energy source, component of giant hamster wheels that shoot lightning, or as part of the setting equivalent of a nuclear bomb. Their Clan Skryre is a blend of dark wizards and mad scientists known as Warplock Engineers.
- Eldar gear in Warhammer 40,000 is a unique blend of highly-advanced technology and psychic "sorcery" — their robots, for example, are well-crafted frames animated by the spirit of a fallen warrior held in a crystal. Their core construction material is Wraithbone, which is basically concentrated, solidified psychic energy. It can apparently assume a lot of properties, from being hard as metal to as flexible as soft plastic, with conductivity being easily manipulated. Chaos forces in the same setting use black magitech to create their most powerful works, such as daemonically-possessed tanks or Humongous Mecha..
- Imperial technology does not use this, but everyone thinks it does. Tech-priest rituals involve a lot of chanting and sacred oils before they finally flip the "On" switch.
- On the gripping hand, it's hinted that sometimes a Tech Priest's devotion does cause a machine which shouldn't be working to do so when he finally gets to that last part. The 40K universe tends to bend to belief...
- Also it's pretty clear base on the books "Tech-priest rituals" are really what we do, just with a lot more Chanting.
- Even IF the Tech-priests aren't magitek, other parts of the Imperium certainly are such as the Grey Knights and their nemesis weapons which are made of enchanted silver and iron according to their codex. For that matter, if DOW 2 is canon then probably quite a few Space Marine relics end up becoming magitek by lucky accident during major battles.
- Though memorizing rituals seems to be an effective method of making sure people still know how to work certain devices twenty thousand years after they were invented, given that nobody really understands how they work anymore.
- It probably should be noted that certain pieces of Imperial tech do at least interact with the Warp, between the warp drives and Gellar fields, sensors which can record warp energy, and the gadgetry used to silence sanctioned psykers.
- The orks have even more of that: by all rights and sanity their technology shouldn't work, but it ends up working anyway because the orks expect it to work. So in effect, all their technology is Magitek, because all of it works in large part because of the magical effects of orkish confidence. Used to justify having a bunch of barbarian thugs be a threat to an interstellar civilization.
- The exact extent to which this is true varies from codex to codex to book. In one, an orkish gun is described as a gun casing containing a single gear and a bullet. In others, orkish technology is described as functional, if rough and dangerous, only Da red wunz go fasta, and some more complicated orkish weapons require orkish psychic powers to work. The codexes tend to ascribe their abilities to technology, the fluff to psychic power.
- In Cthulhu Tech, the line between technology and magic is so thin as to be almost completely arbitrary. One wonders why there is any distinction at all, other than the fact that the Lovecraftian forces used by magic and magitek are, to say the least, rather dangerous. To expand, sorcery is taught as a science in universities, while there is mandatory registration for parapsychics. Almost all modern technology in the setting is powered by the D-Engine, which drives you crazy if you look too closely at it.
- Shadowrun is what you get when you merge cyberpunk and D&D together. As such, it's usually in the case of defense systems of corporations or weaponry. Except that mundanes can't use "magictech" (no magic wands, etc), though the Dunkelzahn did leave a reward in his Will if someone could create things like that.
- Broken Gears as "A game of animistic steampunk", runs on this. It's Post-Apocalyptic Gaslamp Fantasy where firearms must be oiled to feed salamanders (see quotes) and are tested with thermal ink, and a Devil-possessed Analytical Machine designed by Charles Babbage and Alan Turing "helped" to finish World War II and immediately started World War III.
- GURPS Technomancer is what you get when you turn the Trinity Event into a necromantic ritual of immense proportions, completed by the Famous Oppenheimer Quote. Nikita Khrushchev claiming Soviet Union has entire armies of wizards? The U.S. Army winning The Vietnam War using dragons, weaponized flying carpets and zombies made from Vietcong corpses? Space travel by teleportation spells? Gene-engineered Stealth Dragons (with vampire genes, no less)? And it includes a Shout-Out to the Ur Example — the term "Technomancer" was apparently coined in the 1970s bestseller Technomancy by Bob Anson.
- GURPS' basic magic system is very magitek-friendly, with many options for item enchantments basically allowing one to create items which can replace advanced technology, such as Wands of Extinguish Fire. One of the core Colleges is the Technology College, which handles the shaping and control of machinery, with sub-Colleges for Energy, Radiation, and Metal and Plastic. One spell of the Energy sub-College, Draw Power, allows a Mage to draw energy from an external source, such as a battery or a generator, and use it to fuel a different spell.
- Blue Rose's setting looks like a standard, if light-hearted fantasy setting with little in the way of magitek and the printing press being the most modern technology. But a closer reading shows that most Aldis cities have the equivalent of 20th century infrastructure because of shas crystals, and the same crystals can be used to create effective guns. It is implied that the Old Kingdom that came before was far more futuristic before being destroyed by internal schisms, and whether to try and recover the glories of the past or learn from their mistakes and leave it alone is one of the more contentious political issues in the setting.
- Wolsung Steam Pulp Fantasy combines this with Steam Punk. If anything is more advanced than a steam engine, it most probably runs on magic. This includes alchemy, golems, ray guns, radios, difference engines and general mad science.
- Yu-Gi-Oh!: Magical Scientist's name, Type and effect imply that he used a mixture of science and magic in his researches. Kozaky is a fiend, but seems to be Magical Scientist's partner on many experiments and have done a few of his own. There's also Cyborg Doctor, another Spellcaster who appears to be the type,
- Eclipse has Augury, which mixes magic and technology in addition to the elements. One of the more notable devices produced from Augury is a bottle of wine that refills itself once its wave-like engravings flare up.
- Engine Machines in Shikkoku No Sharnoth appear to work like this, though the story tries to deny it. But with the precedent set by its predecessor Sekien No Inganock it becomes hard to deny.
- Twice Blessed apparently has giant magic robots (golems, warforged, constructs).
- The world of Dominic Deegan abounds with this sort of thing. Some examples include:
- Using crystals (which may or may not be of the "ball" archetype) to communicate like telephones.
- Small crystals enchanted with a "Voice of the Titans" spell to make microphones.
- Creating lamps/light bulbs out of something carrying an illumination spell.
- Taking musical instruments, e.g. guitars, and adding a healthy dose of electrical magic to create electric guitars.
- The epilogue involves the entire planet choosing this, as humans unlock their technological potential through an industrial revolution while the orcs handle their awakened shaman magic. The end result will likely involve multiple breakthroughs in magitek.
- In Gunnerkrigg Court Kat was rather bewildered to find out that a "prototype" robot has no recognizable power source or drive system whatsoever, but as soon as you insert a Personality Chip he starts moving around on his own. Old "robots" turned out to be very fancyful, mechanically sound golems. What one might call their "integrated circuits" are actually runic symbols carved on their interior parts; these can be damaged as easily as a normal circuit, but are somewhat easier to repair.
- Also, Mrs. Donlan has a computer that includes "just enough etheric technology" to allow it to perform its task. Which is to ward off a dangerous spirit.
- However, despite its preponderance, the Court at large apparently frowns on Magitek as cheating.
- In a subscription-only section of the Drowtales website, there's an on-going story arc about the Drow society 100 000 years in the future (from the main story's point), Space Age, where mana powers and controls EVERYTHING (including but not limited to spaceship flight, weapons, wormhole travel, faster-than-light communications, their internet...), to the point where their first encounter with "Earth humans" goes undetected because their traditional sensors are incapable of detecting objects that are not infused with mana, although one of the characters eventually creates bio-signature dectectors to good effect.
- Broken Space features technology powered by a combination of gears, steam, and mystical glyphs.
- From Girl Genius side story:
: Any sufficiently analyzed magic is indistinguishable from science!
- From this Keychain of Creation: "Misho, how is this cart bigger on the inside than the outside?" "I know magic science."
- Discussed/Lampshaded in this Order of the Stick when Vaarsuvius comments on how Cliffport looks anachronistic for a "presumed medieval time period". Also quotes Niven's corollary when trying to rationalize Durkon's response of "It be magic."
- Also seen in various magical luxuries like Xykon's widescreen crystal ball and "Teevo" magical video recorder.
- A Coffee maker is also seen which, despite being seen plugged into a power outlet, can be surmised to work off of magic.
- In 8-Bit Theater, the visible Sky Castle is described as being an "ancient flying techno-magic castle". There's also
Warmech, that completely human chap with the laser, and the Datasphere, a powerful data-storing device that will drive you insane if you read it.
- Daria of A Magical Roommate is a pioneer of Magitek, as it is a school of magic that remains unnamed.
- Msf High is littered with it but the most noticable is the Bio Warp drive, FTL through magic.
- It's kept in the background but also pressent in Dan and Mab's Furry Adventures with things like ghirphon based public transit.
- Chirault has two-way radios and what appears to be a city-wide public announcement system, presumably powered by magic because it's a pseudo-Medieval fantasy setting.
- The T.C.D. (Transparent Cylinder of Death, which doesn't actually kill people) in The Wotch is a machine that can permanently changes males into females and strengthens their feminine pride.
- Tales of the Questor: most Racconnan technology is powered by lux, which technically isn't magic but is commonly mistaken for it. And they seem to still use it in the interstellar age, even more, with few wizard types.
- Homestuck has very advanced technology and magic existing side by side intially. They start to blend later; for example one character uses a combination of alchemy and Boolean logic to combine a Crystal Ball with a super computer to see all locations at once.
- Obligatory El Goonish Shive example: While the transformation gun is a piece of alien technology — with different forms programmed on Tedd's computer and replaceable parts — it definitely uses magic to operate. However, there's not very much magitek in the setting. (Unless you consider the Uryuom-human hybrids as biomagitek.)
- In Dubious Company, Walter is a magitek engineer and comes from a nation that excels in it. His and Sal's knowledge of magical theory also allows them to dissect and formulate spells, even though they themselves cannot cast them.
- In The Red Star, warfare makes heavy use of technology and magic in combination.
- In Gaia there are cameras, cable cars, sophisticated security systems, etc, all which run on magic.
- Crimson Flag has airships with cannons that fire energy blasts, both magic. And crystal balls used as videophones.
- Beaches And Basilisks has giant robots powered by a combination of magic and technology. Also, several character carry spellphones, which are magically-enabled cellphones.
- In Kaspall mirrors are used like phones, with operators.
- Agent Haung in Use Sword On Monster specialises in this. She has a tablet computer that can hack spells and duplicate their effects, with an Instant Runes app selection that Oz describes as "Like Apple had started making tarot cards".
- Implied to be widespread in The Far Side Of Utopia considering the programs named at Levinworth Academy are "Magic Theory and Technology" and "Magical Use and Engineering". Additionally autocasters seems to be a cross between wands, guns, and computers.
- The Online RPG AdventureQuest features a lizard/human race called the Drakel. They use incredible knowledge of both Magic and Science to create armor and weaponry that is implausible even on our scale. They ignore this trope by calling the system "Magiscience". It is possible for the player to obtain several Drakel-made items (including Powered Armor, an energy shield, and a rocket launcher [temporarily]), and one quest involves hunting and killing 10 assassin DrakBots for their power crystals in order to create a sword.
- In Arcana Magi, Mana is a source of energy akin to electricity, with kinetic and potential types. Avalon Tech Enterprises invents machines and magical items that uses Mana as its energy source to operate.
- Tales Of MU goes out of its way to make a modern world built purely on a D&D-styled-setting.
- In Deucalion Chronicles, worlds that are part of the Crossworld Union possess an astounding level of magic-based technology.
- Equestria Chronicles has transgender pins, Tabitha the tinkercorn, and Tinkertop's autocart. All magic powered.
- In Phaeton the Phaetonians were masters of magic and science and of couse the combination of the two, few races have ever cracked the so called "Metatech Code".
- Metamor City is a world where technology developed alongside magic, it can be hard to tell whether a given device is magical or technological.
- The GOC makes use of magitech frequently, including magical sensors and casting spells on tablets and with computers.
- Avatar: The Last Airbender: The four main societies rely heavily on this in the form of a particular physical magic referred to as "bending", to the point where their technology parallels our own. In fact, non-magical complex devices are occasionally referred to as "fake bending" (example: explosives = fake firebending).
- The Earth Kingdom runs complicated metro transit and postal systems by using Earthbenders to "bend" the cargo across stone tracks, with the trains themselves made of stone as well. It also has advanced construction (with the largest and most elaborate cities in the world) and possibly agriculture (which could explain how Ba Sing Se is able to maintain vast tracts of farmland from within its city wall), eventually developing earthbending-powered tanks as well.
- The Air Nomads traveled with the help of gliders supported by airbending.
- The Water Tribes, among other things, have largely overwritten the need for traditional medicine. The canal lock system used for the capital city of the Northern Water Tribe also runs on waterbending (which was also likely used to construct the city itself, given that its largest and most elaborate buildings seem to be made completely of ice). They also eventually create waterbending-propelled submarines.
- The Fire Nation's innate ability to control, well, fire has allowed it to undergo an all-out industrial revolution, with plenty of steam powered machines, such as tanks and drills. Unlike the other nations, however, much of its more advanced technology can be fully operated by non-benders as well.
- In general, the Avatar world implies that there are more peaceful uses for Bending than there are combat uses. This makes sense given that bending, while uncommon, is not so much seen as a superpower as a special talent in the Avatar-verse (like double jointed or photographic memory), so people would use it for a variety of purposes.
- This is played with in Sequel Series The Legend of Korra. Seventy years later, and the Avatar world has much more advanced technology, most of which can run without bending, such as automobiles, radios, and biplanes; even the Earth Kingdom's transit system from the original show has replaced its Earthbenders with conventional engines. It's even a plot point in Season 1, where the most technologically advanced faction are the anti-bending Equalists. Nevertheless, there's still plenty of room for bending-based technology; power plants in Republic City are staffed by Firebenders using lightning to help power the electrical grid, and battleship cannons are primarily used to increase the power of bending attacks.
- The ultimate example of this for the entire franchise happens in Season 4, when Kuvira's Earth Empire unveils a Humongous Mecha powered by spirit vines, wielding a giant energy cannon that's also powered by spirit vines. To top it all off, it can roughly approximate a Motion Capture Mecha by having Kuvira metalbend trackballs to pilot it.
- Dave the Barbarian, especially the Crystal Ball that functions like the internet.
- He-Man and the Masters of the Universe (2002) was full of this. Flying discs, steampunky mecha-dragons, energy shields — Practically every bit of technology was combined with magic. There were also technological devices using or enhancing magical artefacts, like a belt powered by rare magical water which punished the wearer with an electrical shock as soon as he tried to do evil.
- A lot of the magic in Disney's Atlantis The Lost Empire works by application of their Power Crystals. Lamps are lit by touching the crystal to it something like a match and the stone fish-shaped vehicles have a mystical activation process of sticking the crystal in a hole, turning it halfway around, and then a quarter turn back, which is basically the motion of turning a key in a car's ignition. However, you've got to keep your hand on the inscription pad while doing it. This is written on the vehicle, but when your people were stuck in flood-survival bunkers long enough to forget how to read their own writings...
- A lot of ghost-related gear in Danny Phantom comes off as magitek, both in terms of technology used by ghosts (such as Skulker's suit) and technology used by ghost-hunters, such as all the Fenton technology.
- The evil wizards in Thundarr the Barbarian are just as likely to employ giant robots and war machines as magic spells.
- The Magic School Bus has various abilities that are powered by devices such as the "shrinkerscope" and "mesmerglobber", which occasionally go on the fritz and require a trip to a mechanic at one point.
- Coldstone, an undead cyborg gargoyle created using Xanatos' technology and brought to life by Demona's magic.
- Demona's stone-by-night curse in "City of Stone" and plague in "Hunter's Moon" also used a combination of science and sorcery: The curse was broadcast throughout Manhattan using Xanatos' technology, while Xanatos' chemical disinfectant and Sevarius' carrier virus were integral scientific components to the plague. (The Fulfillment Spell and the Praying Gargoyle were the magical components.)
- Justice League Unlimited had an episode where Lex realized he could use his clingy girlfriend Tala as a power supply for his device to bring Brainiac back to life.
- Sonic Sat AM: The plot of "Super Sonic" involves an ancient computerized spellbook that actually traps concentrated evil inside it.
- In My Little Pony: Friendship Is Magic:
- Lauren Faust's Hand Wave for any appearance of technology more advanced than that of medieval Europe (namely, ones that run on electricity) is that it's powered by unicorn magic.
- At the end of "May the Best Pet Win", an example of this is shown when Rainbow Dash's new pet tortoise Tank flies by wearing a visibly-enchanted propeller on his shell.
- In "The Super Speedy Cider Squeezy 6000," the eponymous cider-making machine is powered by the Flim Flam brothers' unicorn magic.
- "The Mysterious Mare-Do-Well" features what looks remarkably like a hydro-electric dam◊, suggesting it may be possible for the ponies to "generate" magic power in that way as well.
- Subverted by the industrial-sized pet hair dryer in "Just for Sidekicks", which does not have any visible energy source, plus Sweetie Belle's magic probably isn't stable enough to control such a device.
- In Young Justice, The Light seems to be fond of mixing magic, biology, and technologies to carry out their Evil Plan. Their ultimate goal for season one is using "techno-sorcery" to create Starrotech, which uses magic to fuse bits of Starro's body with nanobots to create the ultimate mind-control weapon.
- In Transformers Prime, the Iacon relics are the crowning achievements of the ancient Transformers. Ratchet describes them as fusions of magic and technology.