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** [[HyperspaceIsAScaryPlace The Warp]] is the source of power for supernatural powers, whether you look at it as psychic or magic. The "other" sources mimic the effect without the corrupting influence and risk of the Warp. Tyranids draw power from the Hive Mind (which is psychic), Orks draw power from their own WAAAGH! field (which is psychic, but looks like magic), the Sororitas' have [[ClapYourHandsIfYouBelieve faith-based]] miracles (which is confirmed to be close to magic), and the {{Space Wolves}}'s rune magic which they believe involves channeling the spirits of their homeworld (which they think is magic, but is mostly psychic). In the latter's case, some of the higher-ups know perfectly well they're using Warp sorcery, but keep up the pretense anyway because nobody's about to question them and it's good for morale, especially when fighting Warpspawn.

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** [[HyperspaceIsAScaryPlace The Warp]] is the source of power for supernatural powers, whether you look at it as psychic or magic. The "other" sources mimic the effect without the corrupting influence and risk of the Warp. Tyranids draw power from the Hive Mind (which is psychic), Orks draw power from their own WAAAGH! field (which is psychic, but looks like magic), the Sororitas' have [[ClapYourHandsIfYouBelieve faith-based]] miracles (which is confirmed to be close to magic), and the {{Space Wolves}}'s Space Wolves's rune magic which they believe involves channeling the spirits of their homeworld (which they think is magic, but is mostly psychic). In the latter's case, some of the higher-ups know perfectly well they're using Warp sorcery, but keep up the pretense anyway because nobody's about to question them and it's good for morale, especially when fighting Warpspawn.
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** Persons with Mind Magic have the advantage that [[TrainingTheGiftOfMagic training their gifts]] is faster due to its more limited applications, and pure mages often don't or can't counter their abilities because [[WrongContextMagic many pure mages just don't know about Mind Magic]] and how it plays by different rules. However true magic is quite a bit more versatile and given more work can be used to do nearly anything Mind Magic can do, and more. As for one defending against the other, mages can learn to specifically shield themselves against Mind Magic, but the shields the Mind-Gifted put up to protect themselves from PsychicPowers only work against some applications of true magic.

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** Persons with Mind Magic have the advantage that [[TrainingTheGiftOfMagic training their gifts]] is faster due to its more limited applications, and pure mages often don't or can't counter their abilities because [[WrongContextMagic many pure mages just don't know about Mind Magic]] and how it plays by different rules. However true magic is quite a bit more versatile and given more work can be used to do nearly anything Mind Magic can do, and more. True magic, as well as taking longer to learn, also requires continued work and time spent on it that takes away from time they might spend maintaining fighting skills, so they tend towards SquishyWizard, while psychics need less work and are usually quite physically adept. As for one defending against the other, mages can learn to specifically shield themselves against Mind Magic, but the shields the Mind-Gifted put up to protect themselves from PsychicPowers only work against some applications of true magic.
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* ''Literature/TheShipWho'' is a science fiction series where PsychicPowers do exist but are fairly minor and mainly restricted to aliens - the Loosies can communicate with each other using {{telepathy}}, for example. In ''The Ship Who Won'', Carialle and Keff visit [[LostColony Ozran]] and find it has "mages" who can do things that seem impossible. Keff, a dedicated {{LARP}}er, immediately declares that magic is real. Carialle is more skeptical and thinks it must be somewhat more advanced psionics plus technology they don't understand. She's right.
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** The first edition ''TabletopGame/DiscworldRoleplayingGame'' says psychic abilities on the Literature/{{Discworld}} are generally understood to be a form of magic, and its write-up of Granny Weatherwax gives her a range of ''GURPS Magic'' spells ''and'' ''GURPS Psionics'' abilities. The mental abilities of TheFairFolk, on the other hand, are written up exclusively as psi, which effectively gets across that they are ''alien''. (Second edition creates its own magic system from scratch, so this doesn't come up.)

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* In the ''Literature/HeraldsOfValdemar'' series, True Magic and Mind Magic are separate (inborn) abilities: true magic manipulates energy from outside sources, with your level as a mage determined by how much power you can channel; mind magic draws its power from the user's own resources. It's possible to have both, and a trained mage can use magic energy to ''boost'' their mental abilities. Persons with Mind Magic have the advantage that pure mages often don't or can't counter their abilities because [[WrongContextMagic many pure mages just don't know about Mind Magic]] and how it plays by different rules, but true magic is quite a bit more versatile. Thanks to some BrainwashingForTheGreaterGood performed by [[Literature/LastHeraldMageTrilogy the last Herald-Mage]] to counter his countrymen's impression that the Mage-Gift is superior toMind-Gifts, for several centuries most Valdemarans believe [[TheMagicGoesAway true magic is gone from the world]] and can't retain the knowledge that it ''isn't'', which poses problems for them as their enemies virtually always include mages. As for one defending against the other, mages can learn to specifically shield themselves against Mind Magic, but the shields the Mind-Gifted put up to protect themselves from PsychicPowers only work against some applications of true magic.

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* In the ''Literature/HeraldsOfValdemar'' series, True Magic and Mind Magic are separate (inborn) abilities: true magic manipulates energy from outside sources, with your level as a mage determined by how much power you can channel; mind channel. Mind magic draws its power from the user's own resources. resources, and there are many specific inherent subcategories to it; a [[{{Telepathy}} Mind-Speaker]] can't pull MindOverMatter unless they also specifically have the Fetching Gift. It's possible to have both, both mind and true magic, and a trained mage can use magic energy to ''boost'' their mental abilities. abilities.
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Persons with Mind Magic have the advantage that [[TrainingTheGiftOfMagic training their gifts]] is faster due to its more limited applications, and pure mages often don't or can't counter their abilities because [[WrongContextMagic many pure mages just don't know about Mind Magic]] and how it plays by different rules, but rules. However true magic is quite a bit more versatile. versatile and given more work can be used to do nearly anything Mind Magic can do, and more. As for one defending against the other, mages can learn to specifically shield themselves against Mind Magic, but the shields the Mind-Gifted put up to protect themselves from PsychicPowers only work against some applications of true magic.
**
Thanks to some BrainwashingForTheGreaterGood performed by [[Literature/LastHeraldMageTrilogy the last Herald-Mage]] to counter his countrymen's impression that the Mage-Gift is superior toMind-Gifts, to Mind-Gifts, for several centuries most Valdemarans believe [[TheMagicGoesAway true magic is gone from the world]] and can't retain the knowledge that it ''isn't'', which poses problems for them as their enemies virtually always include mages. As for one defending against the other, mages can learn to specifically shield themselves against Mind Magic, but the shields the Mind-Gifted put up to protect themselves from PsychicPowers only work against some applications of true magic.

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