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* In ''Manga/JujutsuKaisen'', while all people inevitably produce varying amounts of Cursed Energy, only a tiny sliver of the total population is capable of sensing and channelling it - the Jujutsu Sorcerers (and their EvilCounterpart, the Curse Users). Most Sorcerers are Lottery Winners, being born with the ability to use their Cursed Energy through a specific technique, and even among sorcerers, vast differences in terms of power levels exist. However, Sorcerers are also Athletes and Monks, since effectively wielding their Cursed Energy requires significant mental discipline and practical knowledge. Being an Artist also pays, since even though one's Technique is pre-set, depending on its nature, it can have a wide range of applications. Some Sorcerers wield Cursed Tools to supplement their Techniques, however few of these can wholly substitute for lacking one and are usually simply tools capable of affecting Curses. Finally, any person not born a Sorcerer can either have their latent Technique awakened through external tampering by a Sorcerer, or can choose to become a Cursed Vessel, allowing himself to be [[DemonicPossession possessed by a Cursed Spirit]] to channel its Energy and Technique - however, seeing as most Cursed Spirits are violent, predatory creatures, the latter option is very much not recommended.

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* In ''Manga/FullmetalAlchemist'', understanding chemistry and laws of physics seems to be the only requirement for using alchemy.

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* In ''Manga/FullmetalAlchemist'', understanding chemistry ''Manga/BlackClover'' it is a mix of multiple version of mages. Mages are like scholars: Some people like Yuno can take time to study and laws of physics seems to be improve their magical abilities and have magic that is not physically based. Mages are like a race: As almost everyone in the only requirement for using alchemy. series has the ability to use magic. Mages are like gadget users: Even though the people can use magic on their own, their true power comes from the use of grimoires. Mages are like athletes: some mages can increase their magical strength through training. Asta is unique in that he is not a mage. The way others react to finding out he has no magical power at all, it's implied that this is very unusual.



* Magic in ''Manga/FairyTail'' is totally mundane and accessible to anyone, but it requires training, making them a mix between Athletes and Scholars. Some are also Gadget Users, requiring items to access their powers.
* In ''Manga/FullmetalAlchemist'', understanding chemistry and laws of physics seems to be the only requirement for using alchemy.
* In ''Manga/HunterXHunter'', everyone has an aura that can be used to achieve supernatural effects by learning Nen. Using basic Nen techniques requires extensive physical training (Athletes) and, since controlling the aura requires a strong will, meditation (Monks). Furthermore, Nen allows everyone to create unique abilities in different categories. You can achieve any effect you want as long as you place restrictions, but the more an ability suits your personality, the stronger it will be, (Artists). Also, people with innate Nen abilities and people who belong to the Specialist Nen category are Lottery Winners.



* In ''Anime/PuellaMagiMadokaMagica'', Puellae Magi are formed by a contract with Kyubey, in that they're given magical powers (and a wish) and in return you have to fight Witches ({{Eldritch Abomination}}s of the verse).
** This anime is an interesting example. By making a contract with Kyubey, a girl gets a Soul Gem that allows her to become a MagicalGirl in exchange for a wish, making them Gadget Users. [[spoiler: It is revealed however that the Soul Gem is actually the girl's soul, taken apart from the body. This grants magic but also makes the soul get corrupted with time, making them Mutants]]

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* In ''Anime/PuellaMagiMadokaMagica'', Puellae Magi ''LightNovel/ModernMagicMadeSimple'' have a mix of gadgeet users and lottery winners. Magic in this setting is performed by programming codes, and apparently anyone can learn it, but on the other hand, some are formed by naturally far more gifted than others. For exemple, Kaho, a contract muggle, started to learn using codes, and does a decent job at this because she is good with Kyubey, in that they're given magical powers (and a wish) computer, but since she is only beginning to learn it, she can not see some supernatural things and can only use basic spells. Koyomi is good at...summoning basins, and nothing else. But she is really good at it and can even nullify powerful spells by turning them into basins. Heredity apparently also plays a role in return you have to fight Witches ({{Eldritch Abomination}}s of the verse).this, since Misa and Yumiko are both descended from great mages.
* Ninjutsu in ''Manga/{{Naruto}}'' is a combination of Inherent Gift and study/training. If you don't have the gift (like Rock Lee), you can't do ninjutsu, but even if you have it, it takes a lot of training to do anything with it. There are also bloodline-specific techniques (called "Kekkei Genkai") that are only inherited by a subset of ninja.
** This anime is an interesting example. By Summoning techniques, particularly for summoning living creatures, need a pact signed in blood to be used, making a contract their users theurgists.
** Practitioners of Senjutsu (sage techniques) are basically Naturalists, mixed
with Kyubey, a girl gets a Soul Gem Monks in that allows her they can access nature energy and then use it to turn one's chakra into a stronger form by becoming close to nature; this is done primarily via meditation (i.e being perfectly still).
* In the ''Franchise/{{Nasuverse}}'', particularly the ''VisualNovel/FateStayNight'' subseries which focuses on them, mages are treated much like scientists, dedicating their lives to research on magecraft in an effort to open a path to [[AkashicRecords the Origin]] in order to gain unlimited knowledge. Sometimes their research can get extremely unethical, but the Mages' Association doesn't really care, so long as they don't break the {{Masquerade}}. However,
to become a MagicalGirl in exchange for a wish, making mage requires someone to have been born with "magic circuits", and someone who doesn't have them Gadget Users. [[spoiler: It is revealed however that the Soul Gem is actually the girl's soul, taken apart from the body. This grants magic but also makes the soul get corrupted with time, making them Mutants]] has no ability to manipulate magic.



* Ninjutsu in ''Manga/{{Naruto}}'' is a combination of Inherent Gift and study/training. If you don't have the gift (like Rock Lee), you can't do ninjutsu, but even if you have it, it takes a lot of training to do anything with it. There are also bloodline-specific techniques (called "Kekkei Genkai") that are only inherited by a subset of ninja.
** Summoning techniques, particularly for summoning living creatures, need a pact signed in blood to be used, making their users theurgists.
** Practitioners of Senjutsu (sage techniques) are basically Naturalists, mixed with Monks in that they can access nature energy and then use it to turn one's chakra into a stronger form by becoming close to nature; this is done primarily via meditation (i.e being perfectly still).
* Magic in ''Manga/FairyTail'' is totally mundane and accessible to anyone, but it requires training, making them a mix between Athletes and Scholars. Some are also Gadget Users, requiring items to access their powers.
* In ''Manga/HunterXHunter'', everyone has an aura that can be used to achieve supernatural effects by learning Nen. Using basic Nen techniques requires extensive physical training (Athletes) and, since controlling the aura requires a strong will, meditation (Monks). Furthermore, Nen allows everyone to create unique abilities in different categories. You can achieve any effect you want as long as you place restrictions, but the more an ability suits your personality, the stronger it will be, (Artists). Also, people with innate Nen abilities and people who belong to the Specialist Nen category are Lottery Winners.

to:

* Ninjutsu In ''Anime/PuellaMagiMadokaMagica'', Puellae Magi are formed by a contract with Kyubey, in ''Manga/{{Naruto}}'' is that they're given magical powers (and a combination of Inherent Gift wish) and study/training. If you don't have the gift (like Rock Lee), you can't do ninjutsu, but even if in return you have it, it takes a lot to fight Witches ({{Eldritch Abomination}}s of training to do anything with it. There are also bloodline-specific techniques (called "Kekkei Genkai") that are only inherited by a subset of ninja.
the verse).
** Summoning techniques, particularly for summoning living creatures, need a pact signed in blood to be used, This anime is an interesting example. By making their users theurgists.
** Practitioners of Senjutsu (sage techniques) are basically Naturalists, mixed
a contract with Monks in Kyubey, a girl gets a Soul Gem that they can access nature energy and then use it allows her to turn one's chakra into become a stronger form by becoming close to nature; this is done primarily via meditation (i.e being perfectly still).
* Magic
MagicalGirl in ''Manga/FairyTail'' is totally mundane and accessible to anyone, but it requires training, exchange for a wish, making them a mix between Athletes and Scholars. Some are also Gadget Users, requiring items to access their powers.
* In ''Manga/HunterXHunter'', everyone has an aura
Users. [[spoiler: It is revealed however that can be used to achieve supernatural effects by learning Nen. Using basic Nen techniques requires extensive physical training (Athletes) and, since controlling the aura requires a strong will, meditation (Monks). Furthermore, Nen allows everyone to create unique abilities in different categories. You can achieve any effect you want as long as you place restrictions, Soul Gem is actually the girl's soul, taken apart from the body. This grants magic but also makes the more an ability suits your personality, the stronger it will be, (Artists). Also, people soul get corrupted with innate Nen abilities and people who belong to the Specialist Nen category are Lottery Winners. time, making them Mutants]]



* In the ''Franchise/{{Nasuverse}}'', particularly the ''VisualNovel/FateStayNight'' subseries which focuses on them, mages are treated much like scientists, dedicating their lives to research on magecraft in an effort to open a path to [[AkashicRecords the Origin]] in order to gain unlimited knowledge. Sometimes their research can get extremely unethical, but the Mages' Association doesn't really care, so long as they don't break the {{Masquerade}}. However, to become a mage requires someone to have been born with "magic circuits", and someone who doesn't have them has no ability to manipulate magic.
* ''LightNovel/ModernMagicMadeSimple'' have a mix of gadgeet users and lottery winners. Magic in this setting is performed by programming codes, and apparently anyone can learn it, but on the other hand, some are naturally far more gifted than others. For exemple, Kaho, a muggle, started to learn using codes, and does a decent job at this because she is good with a computer, but since she is only beginning to learn it, she can not see some supernatural things and can only use basic spells. Koyomi is good at...summoning basins, and nothing else. But she is really good at it and can even nullify powerful spells by turning them into basins. Heredity apparently also plays a role in this, since Misa and Yumiko are both descended from great mages.
* In ''Manga/BlackClover'' it is a mix of multiple version of mages. Mages are like scholars: Some people like Yuno can take time to study and improve their magical abilities and have magic that is not physically based. Mages are like a race: As almost everyone in the series has the ability to use magic. Mages are like gadget users: Even though the people can use magic on their own, their true power comes from the use of grimoires. Mages are like athletes: some mages can increase their magical strength through training. Asta is unique in that he is not a mage. The way others react to finding out he has no magical power at all, it's implied that this is very unusual.









* In ''Franchise/StarWars'', the Jedi seem to be a combination of Monks, Naturalists and a race: They are already born sensitive to the Force, but need to develop their connection in order to gain special abilities. The Sith also do the same, but by different means.



* In ''Franchise/StarWars'', the Jedi seem to be a combination of Monks, Naturalists, and a race: They are already born sensitive to the Force, but need to develop their connection in order to gain special abilities. The Sith also do the same, but by different means.



* In ''Literature/TheLordOfTheRings'', wizards such as Gandalf are like gods: Gandalf is a [[OurAngelsAreDifferent Maia]] (as is Sauron), not a human.

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* Sorcerers in ''Literature/TheBelgariad'' are a mix of Lottery Winner and Monk-the potential for sorcery is present in every human, but unless you're being guided in some way you'll probably never unlock your potential (without vaporizing yourself). Once the power is released that first time, it's probably closer to Monk, since everything you do is by force of will. There's also a touch of theurgy-except for those few with the random gift of sorcery, people trained in magic live normal lifespans unless chosen as Disciple of a god, in which case they become immortal.
* In ''Literature/TheLordOfTheRings'', wizards such as Gandalf ''Literature/TheBible'', in Exodus 7, both Aaron and the Egyptian "sorcerers and magicians" are like gods: Gandalf capable to transforming rods into snakes (although [[MyDadCanBeatUpYourDad Aaron's snake is a [[OurAngelsAreDifferent Maia]] (as more powerful]]). The popular explanation for Egyptian sorcerers' apparent ability to perform miracles is Sauron), not a human.that they were demon-worshipers, while Aaron's magic, of course, comes from God. The source of the sorcerers and magicians' abilities is never made clear. It could be demon worship, it could just be sleight of hand and misdirection, or it [[ClarkesThirdLaw could have come from alien technology that they found]]. The Bible doesn't seem to care how they are doing it, only that God is doing it better.



* In ''Franchise/HarryPotter'', the ability to use magic is hereditary and how pure someone's bloodline is seems to be a big deal for some wizards. It is however possible for children born to non-magic families to be born with magic(so called muggle-born). The reverse is also true; the so-called "squib" are children born to magical families but lack magical ability themselves. Mages here are also gadget-users in that they're reliant on a MagicWand to help them control their magic. Using magic without a wand is, consequently, considered a masterful feat of control of their own magic, and people who achieved it can be counted by just one hand. Potions are still racial, since they require magic to create, but overlap with Chemist types.
* Creator/BrandonSanderson:
** ''Literature/TheRithmatist'': Rithmatists are partly random chance, being about 0.1% of the population, and apparently chosen during a religious ceremony. However, to be a ''good'' Rithmatist you need to be good at freehand geometric drawing in order to make strong lines of power, and a talented artist in order to make useful chalklings.
** ''Literature/TheCosmere'':
*** In Literature/{{Elantris}}, the titular Elantrians are Randomly Gifted. The magical process known as the Shaod transforms ordinary humans into Elantrians pretty much at random. The child of an Elantrian is not necessarily one himself. The same universe also features the Dakhor (Cult Theurgists who gain powers via sacrifice to their God), [=ChayShan=] (monk-style system that is a picture-perfect KungFuWizard), and Forgers (a weird combination of Scholar and Artist that rewrite an object's past along artistic principles via intricate runes).
*** In ''Franchise/{{Mistborn}}'' mages literally are aristocrats -- the noble families are the descendants of the Lord Ruler's handpicked allies who were given nuggets of Lerasium, making them Mistborn. These houses remain noble because there's a chance an allomancer will be born in their bloodline, while it should be impossible for the slave race of skaa. Any skaa who shows allomantic abilities has a noble somewhere in their ancestry, though there's been enough interbreeding that allomancer skaa aren't significantly more rare than among the nobles. Mistings and Mistborn also need to regularly consume metals to fuel their powers, making them a combination of a Race, Mutants, and Chemists. Feruchemists are also a Race, but Gadget Users instead of Chemists. Hemalurgy can be used by anyone with the knowledge of where to insert the spikes and done to anyone, making it a mix of Scholarly and Mutant magery.
*** In ''Literature/TheStormlightArchive'', Surgebinders are a strange sort of priest-like mage. They gain power by ''wholeheartedly'' embracing the Ideals of the Knights Radiant, thus forging a bond with a spren (a sort of refined, self-aware idea) and gaining a Shardblade and power over two of the ten forces of nature.
*** In ''Literature/{{Warbreaker}}'' mages are scholars; every person has a Breath from birth, but you need a lot of Breaths to do anything significant. Basically, everyone is born with 1 Mana Point, but Breaths can be transferred between people. Magic is treated like a science, where mages are still trying to figure out all the rules to make a successful spell, why certain spells cost more Breath than others, and, given how scarce they are, the way to use Breaths more efficiently.
* In ''Literature/TheBible'', in Exodus 7, both Aaron and the Egyptian "sorcerers and magicians" are capable to transforming rods into snakes (although [[MyDadCanBeatUpYourDad Aaron's snake is more powerful]]). The popular explanation for Egyptian sorcerers' apparent ability to perform miracles is that they were demon-worshipers, while Aaron's magic, of course, comes from God. The source of the sorcerers and magicians' abilities is never made clear. It could be demon worship, it could just be sleight of hand and misdirection, or it [[ClarkesThirdLaw could have come from alien technology that they found]]. The Bible doesn't seem to care how they are doing it, only that God is doing it better.



* In ''Literature/TheDresdenFiles'', mages are generally a race; while anyone can use rudimentary magic with the proper training, the amount of raw power they're able to bring to bear seems to be inborn. Additionally, wizards have much longer lifespans than regular humans. Wizards are also gadget users, since we rarely, if ever, see a mage who doesn't use focus items of some sort, and scholars, who study both magic and science in order to bring their powers to bear more effectively. (As Harry explains it, fire is fire, no matter if you use a spell or a lighter to create it, and if you don't understand how fire behaves you're going to be wasting a lot of energy getting it to do what you want it to.) There is also chemist type magic, in the form of potion creation and [[SympatheticMagic thaumaturgy]].



* Sorcerers in ''Literature/TheBelgariad'' are a mix of Lottery Winner and Monk-the potential for sorcery is present in every human, but unless you're being guided in some way you'll probably never unlock your potential (without vaporizing yourself). Once the power is released that first time, it's probably closer to Monk, since everything you do is by force of will. There's also a touch of theurgy-except for those few with the random gift of sorcery, people trained in magic live normal lifespans unless chosen as Disciple of a god, in which case they become immortal.
* ''Literature/JonathanStrangeAndMrNorrell'': Magicians are scholars. Before Mr. Norrell emerged on the scene, most magicians were theoretical, researching spells in older books, but never doing them. Mr. Norrell does the spells, but he has to rely on his study of older works to do it.
* In ''Literature/TheSwordOfTruth,'' most wizards and sorceresses are a Race and Lottery Winners, but learn their powers like Scholars. The gift is sometimes inherited from one's ancestors (less and less common ever since a major magical disruption 3,000 years ago), and sometimes, it seems, pops on its own (there used to be a time when nearly everyone was a wizard, so there isn't much difference). However, it is possible for a wizard to take an apprentice without a gift, and teach him to use magic, with the process probably using some magical procedures (Mutants). The wizards trained that way are, apparently, considerably less capable. Subtractive magic is also Theurgic, as it requires a DealWithTheDevil unless the wizard is born with the most powerful gift, that of the war wizard. War wizards and prophets are wizards with extra powers, even more rare than the less powerful kind.
** Creatures of magic gain their powers through various, unique means. Most are Mutants (created by ancient wizards using lost magical techniques) and a Race (passing it down to their children with rates of inheritance between 1% and 100%). Dreamwalkers and Sorcerers are also Lottery Winners, with one of each being born to no magical parentage after 3,000 years. Mord-Sith and Slides are purely Mutants, but the processes of becoming one are both a FateWorseThanDeath.
** Constructed magic is invested in items and can be used to some degree by anyone (Gadget Users). Certain people are better at using the items than others, especially with the Sword of Truth, which only grants all of its powers to a true Seeker. The cave paintings in Tamarang overlap with Artists, as it requires at least a rudimentary skill in drawing and takes longer to learn with less apt pupils, like Violet.

to:

* Sorcerers in ''Literature/TheBelgariad'' are In ''Literature/DiamondSwordWoodenSword'', magic is more like a mix combination of Lottery Winner lottery and Monk-the potential for sorcery is present in every human, scholarship, but unless you're being guided in some way you'll probably never unlock your potential (without vaporizing yourself). Once [[TheMagocracy the power is released that first time, Orders of the Rainbow]] insist it's probably closer to Monk, since everything you do is by force like a race or an aristocracy, and only manifests in scions of will. There's also a touch of theurgy-except for those few with the random gift of sorcery, noble Human bloodlines. Any common-born or non-Human people trained in magic live normal lifespans unless chosen as Disciple of a god, in which case with magical talent who disprove the Rainbow's theory with their mere existence are persecuted (or, if they become immortal.
* ''Literature/JonathanStrangeAndMrNorrell'': Magicians
are scholars. Before Mr. Norrell emerged on the scene, most magicians were theoretical, researching spells in older books, but never doing them. Mr. Norrell does the spells, but he has to rely on his study of older works to do it.
* In ''Literature/TheSwordOfTruth,'' most
weak Human hedge wizards and sorceresses thus do not threaten the theory, overregulated with expensive licenses).
* In ''Literature/{{Discworld}}'' certain people have the ability to detect octarine, which means they can see what they're doing when manipulating magic. This often runs in families (Race) although it's also been known to just happen (Lottery Winners). Knowing ''how'' to manipulate magic is taught to wizards in universities (Scholars) and witches in mentor-apprentice relationships (Naturalist Athletes). Using magic on the Disc is surprisingly easy; the trick is knowing enough to survive doing so.
* In ''Literature/TheDragonKnight'', magickians
are priests. Their (entirely defensive) magic is awarded to them by a Race CelestialBureaucracy called the Accounting Office, as payment for their work foiling the eternal threat of the [[GreaterScopeVillain Dark Powers]]. Sorcerers, meanwhile, are magickians' {{Evil Counterpart}}s; their entirely ''offensive'' magic is powered by their service ''to'' the Dark Powers. Jim starts out using magic like a Programmer, but eventually inverts this and Lottery Winners, but learn progresses to poetry and applied symbolism (Artist).
* In ''Literature/TheDresdenFiles'', mages are generally a race; while anyone can use rudimentary magic with the proper training, the amount of raw power they're able to bring to bear seems to be inborn. Additionally, wizards have much longer lifespans than regular humans. Wizards are also gadget users, since we rarely, if ever, see a mage who doesn't use focus items of some sort, and scholars, who study both magic and science in order to bring
their powers like Scholars. The gift to bear more effectively. (As Harry explains it, fire is sometimes inherited from one's ancestors (less fire, no matter if you use a spell or a lighter to create it, and less common ever since if you don't understand how fire behaves you're going to be wasting a major magical disruption 3,000 years ago), lot of energy getting it to do what you want it to.) There is also chemist type magic, in the form of potion creation and sometimes, it seems, pops on its own (there used [[SympatheticMagic thaumaturgy]].
* In ''Franchise/HarryPotter'', the ability to use magic is hereditary and how pure someone's bloodline is seems
to be a time when nearly everyone was a wizard, so there isn't much difference). However, it big deal for some wizards. It is however possible for a wizard children born to take an apprentice non-magic families to be born with magic(so called muggle-born). The reverse is also true; the so-called "squib" are children born to magical families but lack magical ability themselves. Mages here are also gadget-users in that they're reliant on a MagicWand to help them control their magic. Using magic without a gift, and teach him to use wand is, consequently, considered a masterful feat of control of their own magic, with the process probably using some magical procedures (Mutants). The wizards trained that way are, apparently, considerably less capable. Subtractive magic is also Theurgic, as it requires a DealWithTheDevil unless the wizard is born with the most powerful gift, that of the war wizard. War wizards and prophets are wizards with extra powers, even more rare than the less powerful kind.
** Creatures of magic gain their powers through various, unique means. Most are Mutants (created by ancient wizards using lost magical techniques) and a Race (passing
people who achieved it down to their children with rates of inheritance between 1% and 100%). Dreamwalkers and Sorcerers are also Lottery Winners, with one of each being born to no magical parentage after 3,000 years. Mord-Sith and Slides are purely Mutants, but the processes of becoming one are both a FateWorseThanDeath.
** Constructed magic is invested in items and
can be used to some degree counted by anyone (Gadget Users). Certain people just one hand. Potions are better at using the items than others, especially with the Sword of Truth, which only grants all of its powers still racial, since they require magic to a true Seeker. The cave paintings in Tamarang create, but overlap with Artists, as it requires at least a rudimentary skill in drawing and takes longer to learn with less apt pupils, like Violet.Chemist types.



* In ''Literature/TheDragonKnight'', magickians are priests. Their (entirely defensive) magic is awarded to them by a CelestialBureaucracy called the Accounting Office, as payment for their work foiling the eternal threat of the [[GreaterScopeVillain Dark Powers]]. Sorcerers, meanwhile, are magickians' {{Evil Counterpart}}s; their entirely ''offensive'' magic is powered by their service ''to'' the Dark Powers. Jim starts out using magic like a Programmer, but eventually inverts this and progresses to poetry and applied symbolism (Artist).
* The [[LanguageOfMagic Speech]] in the ''Literature/YoungWizards'' universe is essentially a programming language for reality; spells are instructions and/or equations in The Speech and wizards are like the IT staff for the Universe who "know the little noises it makes every day when it's running. And where to kick it to make them stop."
* ''Literature/ASongOfIceAndFire'':
** The magic performed by the Red Priests of R'hllor veers close to the Cultist category, as its implied their considerable power comes from allegiance to the Red God. Some, though, such as the [[CastingAShadow shadowbinder]] Melisandre, come with their own abilities of varying origin.
** [[BodySurf Skinchangers]] are more random, as it's mentioned that only one person in a thousand is born as one. There's also slight hereditary there somewhere, as having the blood of the First Men allegedly makes it more likely to become on. The series' six Stark siblings, for instance, are all skinchangers.
** The Alchemist's Guild in King's Landing are likely chemists and scholars, as while their practice is rooted in science, they draw upon plenty of ancient knowledge.
** The sorcerers of Qarth draw their magic from unknown sources, but drink Shade of the Evening, a type of psychotropic drug, to better understand the mysteries of sorcery.

to:

* In ''Literature/TheDragonKnight'', magickians ''Literature/TheIronTeeth'' web serial has mages. They are priests. Their (entirely defensive) magic is awarded to them by a CelestialBureaucracy called born with the Accounting Office, as payment for their work foiling the eternal threat of the [[GreaterScopeVillain Dark Powers]]. Sorcerers, meanwhile, are magickians' {{Evil Counterpart}}s; their entirely ''offensive'' magic is powered by their service ''to'' the Dark Powers. Jim starts out using magic like a Programmer, but eventually inverts this ability to burn crystals to produce magic. Making and progresses to poetry knowing what crystals do requires knowledge and applied symbolism (Artist).
* The [[LanguageOfMagic Speech]] in the ''Literature/YoungWizards'' universe is essentially a programming language for reality; spells are instructions and/or equations in The Speech and wizards are like the IT staff for the Universe who "know the little noises it makes every day when it's running. And where to kick it to make them stop."
* ''Literature/ASongOfIceAndFire'':
** The magic performed by the Red Priests of R'hllor veers close to the Cultist category, as its implied their considerable power comes from allegiance to the Red God. Some,
education though, such as the [[CastingAShadow shadowbinder]] Melisandre, come with their own abilities and burning crystals when you have no idea what they do or how they work is basically a flamboyant form of varying origin.suicide.
** [[BodySurf Skinchangers]] * ''Literature/JonathanStrangeAndMrNorrell'': Magicians are more random, as it's mentioned that only one person in a thousand is born as one. There's also slight hereditary there somewhere, as having scholars. Before Mr. Norrell emerged on the blood of scene, most magicians were theoretical, researching spells in older books, but never doing them. Mr. Norrell does the First Men allegedly makes it more likely spells, but he has to become on. The series' six Stark siblings, for instance, are all skinchangers.rely on his study of older works to do it.
* ''Literature/JourneyToChaos'':
** The Alchemist's Guild in King's Landing Generally speaking, mages are likely chemists and scholars, as while their practice is rooted in science, they draw upon plenty of ancient knowledge.
** The sorcerers of Qarth draw their
like scholars. Everyone has the ability to use magic so the only thing that separates the mages from unknown sources, but drink Shade of the Evening, a type of psychotropic drug, to better understand muggles is the mysteries of sorcery. willingness to sit down and study.
** Dragon's Lair mercenaries, [[TheProtagonist like Eric]], are closer to Athletes because they incorporate magic into martial arts.
** In some cases, mages are like priests. Lady Daici, for instance, can use silent earth magic because she has lived like a cloistered nun on Mount Daici for years. [[note]] She also counts as a naturalist because she studies the mountain and a theurgist because her spells are basically prayers to it. [[/note]]



* In ''Literature/DiamondSwordWoodenSword'', magic is more like a combination of lottery and scholarship, but [[TheMagocracy the Orders of the Rainbow]] insist it's like a race or an aristocracy, and only manifests in scions of noble Human bloodlines. Any common-born or non-Human people with magical talent who disprove the Rainbow's theory with their mere existence are persecuted (or, if they are weak Human hedge wizards and thus do not threaten the theory, overregulated with expensive licenses).
* ''Literature/TheWitcher'': Magic is something you need a natural talent for (Lottery Winner and Race, it can show up randomly or be inherited), but to control it you need practice and knowledge (a beginner has to master the gestures and similar technicalities like an Athlete, past this stage it's Scholar all the way through). Yennefer describes it as both an art and a science. They tend to behave more than a bit like socialites though. Priests and druids seem to function roughly like Theurgists and Naturalists respectively, although wizards believe they're actually Monks [[OutgrownSuchSillySuperstitions plus some self-delusion]].
* ''Literature/TheWheelOfTime'' uses nearly all of the above.
** Race, Artist, Monk - Channelers. The talent is hereditary; very few people are born with the ability to channel the One Power, and the book's timeline describes the ritual practice of gentling the potentially insane men who can channel has been accidentally culling the ability out of the general population. Those who have the talent (with the exception of a very few prodigies) must be taught how to channel the One Power, and all traditions of channeling typically require practice, training, meditation and mental discipline to do it safely. And channeling for a particular effect also requires the knowledge of how to 'weave' together the elemental threads of the One Power, and the creativity to alter those weaves to produce a desired spell.
** Gadget Users - ''Ter'angreal''. Usually associated with channelers, some ''ter'angreal'' are magical devices that anyone can use if they know how (this was especially prevalent in the [[LicensedGame video game]]).
** Lottery Winners - Viewings. Only one character in the entirety of the series possesses the ability to 'View' images and auras around certain people that are tied to some prophetic interpretation. Even those interpretations are seemingly random, as the character herself doesn't always know what the images mean, but when she does know it always comes true.
** Naturalists - Wolfbrothers. Not much is known about how this ability comes into being, save that wolves themselves are able to tell, and seemingly help along the process.
** Artists, Lottery Winners - Dreamwalkers. Often goes hand-in-hand with channeling, but is not necessary for it. Dreamwalkers have some prophetic powers, and the ability to consciously enter into the World of Dreams and manipulate the reality there.
** Theurgy - Friends of the Dark. Some high-ranking darkfriends are granted special abilities by [[BigBad the Dark One]] to serve his will, and the highest among them can directly access and channel his malevolence into spells.
** Mutants - Mashadar, the remains of an ancient and corrupting evil that spreads hate and mistrust through its avatar.
** Gods - [[TheFairFolk The Aelfinn and the Eelfinn]]
* ''Literature/JourneyToChaos'':
** Generally speaking, mages are like scholars. Everyone has the ability to use magic so the only thing that separates the mages from the muggles is the willingness to sit down and study.
** Dragon's Lair mercenaries, [[TheProtagonist like Eric]], are closer to Athletes because they incorporate magic into martial arts.
** In some cases, mages are like priests. Lady Daici, for instance, can use silent earth magic because she has lived like a cloistered nun on Mount Daici for years. [[note]] She also counts as a naturalist because she studies the mountain and a theurgist because her spells are basically prayers to it. [[/note]]
* In ''Literature/{{Discworld}}'' certain people have the ability to detect octarine, which means they can see what they're doing when manipulating magic. This often runs in families (Race) although it's also been known to just happen (Lottery Winners). Knowing ''how'' to manipulate magic is taught to wizards in universities (Scholars) and witches in mentor-apprentice relationships (Naturalist Athletes). Using magic on the Disc is surprisingly easy; the trick is knowing enough to survive doing so.
* ''Literature/TheIronTeeth'' web serial has mages. They are born with the ability to burn crystals to produce magic. Making and knowing what crystals do requires knowledge and education though, and burning crystals when you have no idea what they do or how they work is basically a flamboyant form of suicide.

to:

* In ''Literature/DiamondSwordWoodenSword'', magic is more like a combination of lottery and scholarship, but [[TheMagocracy the Orders of the Rainbow]] insist it's like a race or an aristocracy, and only manifests in scions of noble Human bloodlines. Any common-born or non-Human people with magical talent who disprove the Rainbow's theory with their mere existence are persecuted (or, if they are weak Human hedge ''Literature/TheLordOfTheRings'', wizards such as Gandalf are like gods: Gandalf is a [[OurAngelsAreDifferent Maia]] (as is Sauron), not a human.
* In ''Literature/TheMagicians'', the students
and thus do not threaten professors of [[WizardingSchool Brakebills]] are treated very much as scholars: the theory, overregulated study of magic works like the study of a language, with expensive licenses).
* ''Literature/TheWitcher'': Magic is something you need a natural talent for (Lottery Winner
many contradictions, exceptions and Race, it can show up randomly or be inherited), but to control it you need practice and knowledge (a beginner has to master paradoxes acquired from having been drawn from so many different sources over the gestures and similar technicalities like an Athlete, past this stage it's Scholar all eons. For good measure, there are so many circumstances that effect the way through). Yennefer describes it as both spells work that an art and a science. They tend to behave more than a bit like socialites though. Priests and druids seem to function roughly like Theurgists and Naturalists respectively, although wizards believe they're actually Monks [[OutgrownSuchSillySuperstitions plus some self-delusion]].
* ''Literature/TheWheelOfTime'' uses nearly all of the above.
** Race, Artist, Monk - Channelers. The talent is hereditary; very few people are born with the ability to channel the One Power, and the book's timeline describes the ritual practice of gentling the potentially insane men who can channel has been accidentally culling the ability out of the general population. Those who have the talent (with the exception
entire year of a very few prodigies) must student's education is spent forcing them to internalize it all, just so they'll be taught how able to channel the One Power, and all traditions of channeling typically require practice, training, meditation and mental discipline to do it safely. And channeling for a particular effect also requires the knowledge of how to 'weave' together the elemental threads of the One Power, and the creativity to alter those weaves to produce a desired spell.
** Gadget Users - ''Ter'angreal''. Usually associated with channelers, some ''ter'angreal'' are magical devices that anyone can use if they know how (this was especially prevalent in the [[LicensedGame video game]]).
** Lottery Winners - Viewings.
act on them without thinking. Only one character in the entirety of most intelligent, driven, and ''obsessive'' individuals can become magicians, and even the series possesses the ability to 'View' images and auras around certain people that are tied to some prophetic interpretation. Even those interpretations are seemingly random, as the character herself average TeenGenius doesn't always know necessarily have what it takes to pass the images mean, but when she does know it always comes true.
** Naturalists - Wolfbrothers. Not much is known about how this ability comes into being, save that wolves themselves are able to tell, and seemingly help along the process.
** Artists, Lottery Winners - Dreamwalkers. Often goes hand-in-hand with channeling, but is not necessary for it. Dreamwalkers have some prophetic powers, and the ability to consciously enter into the World of Dreams and manipulate the reality there.
** Theurgy - Friends of the Dark. Some high-ranking darkfriends are granted special abilities by [[BigBad the Dark One]] to serve his will, and the highest among them can directly access and channel his malevolence into spells.
** Mutants - Mashadar, the remains of an ancient and corrupting evil that spreads hate and mistrust through its avatar.
** Gods - [[TheFairFolk The Aelfinn and the Eelfinn]]
* ''Literature/JourneyToChaos'':
** Generally speaking, mages are like scholars. Everyone has the ability to use magic so the only thing that separates the mages from the muggles is the willingness to sit down and study.
** Dragon's Lair mercenaries, [[TheProtagonist like Eric]], are closer to Athletes because they incorporate magic into martial arts.
** In some cases, mages are like priests. Lady Daici, for instance, can use silent earth magic because she has lived like a cloistered nun on Mount Daici for years. [[note]] She also counts as a naturalist because she studies the mountain and a theurgist because her spells are basically prayers to it. [[/note]]
* In ''Literature/{{Discworld}}'' certain people have the ability to detect octarine, which means they can see what they're doing when manipulating magic. This often runs in families (Race) although it's also been known to just happen (Lottery Winners). Knowing ''how'' to manipulate magic is taught to wizards in universities (Scholars) and witches in mentor-apprentice relationships (Naturalist Athletes). Using magic on the Disc is surprisingly easy; the trick is knowing enough to survive doing so.
* ''Literature/TheIronTeeth'' web serial has mages. They are born with the ability to burn crystals to produce magic. Making and knowing what crystals do requires knowledge and education though, and burning crystals when you have no idea what they do or how they work is basically a flamboyant form of suicide.
notoriously demanding Brakebills entrance exam.



* ''Literature/SecondApocalypse'': Sorcery is a combination of learning and innate ability.
** Sorcery can only be learned by some humans, called the Few. Sorcerers are scholars, and the ability to use magic can be learned and taught. All sorcerers belong to one of several rival schools of sorcery, each with their own slightly different specialization. Those who practice magic outside of a school are called wizards and generally [[MutantDraftBoard get hunted down by the schools]].
** The [[OurElvesAreDifferent Nonmen]] invented sorcery, and a large percentage of their population are sorcerers, though they do not belong to schools. All magical cants use their language.
** After the [[EldritchAbomination Inchoroi]] arrived from the stars, they modified their genetics using their OrganicTechnology to gain the ability to use magic, which they tricked the Nonmen into teaching them.
* Magic in ''Literature/TairenSoul'' is usually racial, as one's potential magic power is determined by how much blood of the magical races the user possesses ([[GiantFlyer Tairen]], [[OurElvesAreDifferent Fey, Elvian]], [[EvilSorcerer Feraz, Eld]], etcetera), and how strong their individual bloodlines are. Elden Magery and Feraz Witchcraft overlap with Scholar types, as the former requires extensive study and knowledge, while even a mortal can use certain witchspells with the right incantations. The briefly seen Danael and Drogan magic seem to be Naturalists and Gadget Users respectively, with the former heavy on spirits and the latter on BloodMagic and HumanSacrifice. Hearth witches and hedge wizards are Mutants, gaining lesser magical gifts from being exposed to strong magic in areas where magical battles took place. Also, the last book reveals that [[spoiler: most of the magical races originated as the descendants of mortals exposed to powerful Tairen magic]].
* Builders in ''Literature/TheYoungAncients'' are like Monks, Programmers and Chemists, but most of all like Gadget Users. The skill of magic is, through intense discipline and a meditative trance state (Monks) create a field in which the laws of physics work a bit differently. The more you understand physics and chemistry, the more options you have for telling the universe how you want it to behave (Chemists) while the process itself is described much like programming the universe on a quantum level. Of course, spending hours meditating to get a momentary field that fails the moment the Builder is distracted is inefficient, so the most common practice is to build fields into objects (anything will do, but usually a small metal plate or talisman with a distinctive sigil is used) that anyone can activate by tapping and willing it so. Thus Builders are first and foremost producers of magic devices for the use of all.
* ''Literature/MyVampireOlderSisterAndZombieLittleSister'' has Circe witches, who are Chemists. They can use ordinary chemicals and chemistry equipment to create magical potions, mainly for the purpose of transforming living things.



* In ''Literature/TheMagicians'', the students and professors of [[WizardingSchool Brakebills]] are treated very much as scholars: the study of magic works like the study of a language, with many contradictions, exceptions and paradoxes acquired from having been drawn from so many different sources over the eons. For good measure, there are so many circumstances that effect the way spells work that an entire year of a student's education is spent forcing them to internalize it all, just so they'll be able to act on them without thinking. Only the most intelligent, driven, and ''obsessive'' individuals can become magicians, and even the average TeenGenius doesn't necessarily have what it takes to pass the notoriously demanding Brakebills entrance exam.

to:

* In ''Literature/TheMagicians'', ''Literature/MyVampireOlderSisterAndZombieLittleSister'' has Circe witches, who are Chemists. They can use ordinary chemicals and chemistry equipment to create magical potions, mainly for the students purpose of transforming living things.
* Creator/BrandonSanderson:
** ''Literature/TheRithmatist'': Rithmatists are partly random chance, being about 0.1% of the population,
and professors apparently chosen during a religious ceremony. However, to be a ''good'' Rithmatist you need to be good at freehand geometric drawing in order to make strong lines of [[WizardingSchool Brakebills]] power, and a talented artist in order to make useful chalklings.
** ''Literature/TheCosmere'':
*** In Literature/{{Elantris}}, the titular Elantrians
are treated very Randomly Gifted. The magical process known as the Shaod transforms ordinary humans into Elantrians pretty much as scholars: the study at random. The child of magic works like the study of a language, with many contradictions, exceptions and paradoxes acquired from having been drawn from so many different sources over the eons. For good measure, there are so many circumstances that effect the way spells work that an entire year of a student's education Elantrian is spent forcing them to internalize it all, just so they'll be able to act on them without thinking. Only the most intelligent, driven, and ''obsessive'' individuals can become magicians, and even the average TeenGenius doesn't not necessarily have what it takes to pass one himself. The same universe also features the notoriously demanding Brakebills entrance exam.Dakhor (Cult Theurgists who gain powers via sacrifice to their God), [=ChayShan=] (monk-style system that is a picture-perfect KungFuWizard), and Forgers (a weird combination of Scholar and Artist that rewrite an object's past along artistic principles via intricate runes).
*** In ''Franchise/{{Mistborn}}'' mages literally are aristocrats -- the noble families are the descendants of the Lord Ruler's handpicked allies who were given nuggets of Lerasium, making them Mistborn. These houses remain noble because there's a chance an allomancer will be born in their bloodline, while it should be impossible for the slave race of skaa. Any skaa who shows allomantic abilities has a noble somewhere in their ancestry, though there's been enough interbreeding that allomancer skaa aren't significantly more rare than among the nobles. Mistings and Mistborn also need to regularly consume metals to fuel their powers, making them a combination of a Race, Mutants, and Chemists. Feruchemists are also a Race, but Gadget Users instead of Chemists. Hemalurgy can be used by anyone with the knowledge of where to insert the spikes and done to anyone, making it a mix of Scholarly and Mutant magery.
*** In ''Literature/TheStormlightArchive'', Surgebinders are a strange sort of priest-like mage. They gain power by ''wholeheartedly'' embracing the Ideals of the Knights Radiant, thus forging a bond with a spren (a sort of refined, self-aware idea) and gaining a Shardblade and power over two of the ten forces of nature.
*** In ''Literature/{{Warbreaker}}'' mages are scholars; every person has a Breath from birth, but you need a lot of Breaths to do anything significant. Basically, everyone is born with 1 Mana Point, but Breaths can be transferred between people. Magic is treated like a science, where mages are still trying to figure out all the rules to make a successful spell, why certain spells cost more Breath than others, and, given how scarce they are, the way to use Breaths more efficiently.
* ''Literature/SecondApocalypse'': Sorcery is a combination of learning and innate ability.
** Sorcery can only be learned by some humans, called the Few. Sorcerers are scholars, and the ability to use magic can be learned and taught. All sorcerers belong to one of several rival schools of sorcery, each with their own slightly different specialization. Those who practice magic outside of a school are called wizards and generally [[MutantDraftBoard get hunted down by the schools]].
** The [[OurElvesAreDifferent Nonmen]] invented sorcery, and a large percentage of their population are sorcerers, though they do not belong to schools. All magical cants use their language.
** After the [[EldritchAbomination Inchoroi]] arrived from the stars, they modified their genetics using their OrganicTechnology to gain the ability to use magic, which they tricked the Nonmen into teaching them.



* ''Literature/ASongOfIceAndFire'':
** The magic performed by the Red Priests of R'hllor veers close to the Cultist category, as its implied their considerable power comes from allegiance to the Red God. Some, though, such as the [[CastingAShadow shadowbinder]] Melisandre, come with their own abilities of varying origin.
** [[BodySurf Skinchangers]] are more random, as it's mentioned that only one person in a thousand is born as one. There's also slight hereditary there somewhere, as having the blood of the First Men allegedly makes it more likely to become on. The series' six Stark siblings, for instance, are all skinchangers.
** The Alchemist's Guild in King's Landing are likely chemists and scholars, as while their practice is rooted in science, they draw upon plenty of ancient knowledge.
** The sorcerers of Qarth draw their magic from unknown sources, but drink Shade of the Evening, a type of psychotropic drug, to better understand the mysteries of sorcery.
* In ''Literature/TheSwordOfTruth,'' most wizards and sorceresses are a Race and Lottery Winners, but learn their powers like Scholars. The gift is sometimes inherited from one's ancestors (less and less common ever since a major magical disruption 3,000 years ago), and sometimes, it seems, pops on its own (there used to be a time when nearly everyone was a wizard, so there isn't much difference). However, it is possible for a wizard to take an apprentice without a gift, and teach him to use magic, with the process probably using some magical procedures (Mutants). The wizards trained that way are, apparently, considerably less capable. Subtractive magic is also Theurgic, as it requires a DealWithTheDevil unless the wizard is born with the most powerful gift, that of the war wizard. War wizards and prophets are wizards with extra powers, even more rare than the less powerful kind.
** Creatures of magic gain their powers through various, unique means. Most are Mutants (created by ancient wizards using lost magical techniques) and a Race (passing it down to their children with rates of inheritance between 1% and 100%). Dreamwalkers and Sorcerers are also Lottery Winners, with one of each being born to no magical parentage after 3,000 years. Mord-Sith and Slides are purely Mutants, but the processes of becoming one are both a FateWorseThanDeath.
** Constructed magic is invested in items and can be used to some degree by anyone (Gadget Users). Certain people are better at using the items than others, especially with the Sword of Truth, which only grants all of its powers to a true Seeker. The cave paintings in Tamarang overlap with Artists, as it requires at least a rudimentary skill in drawing and takes longer to learn with less apt pupils, like Violet.
* Magic in ''Literature/TairenSoul'' is usually racial, as one's potential magic power is determined by how much blood of the magical races the user possesses ([[GiantFlyer Tairen]], [[OurElvesAreDifferent Fey, Elvian]], [[EvilSorcerer Feraz, Eld]], etcetera), and how strong their individual bloodlines are. Elden Magery and Feraz Witchcraft overlap with Scholar types, as the former requires extensive study and knowledge, while even a mortal can use certain witchspells with the right incantations. The briefly seen Danael and Drogan magic seem to be Naturalists and Gadget Users respectively, with the former heavy on spirits and the latter on BloodMagic and HumanSacrifice. Hearth witches and hedge wizards are Mutants, gaining lesser magical gifts from being exposed to strong magic in areas where magical battles took place. Also, the last book reveals that [[spoiler: most of the magical races originated as the descendants of mortals exposed to powerful Tairen magic]].
* ''Literature/TheWheelOfTime'' uses nearly all of the above.
** Race, Artist, Monk -- Channelers. The talent is hereditary; very few people are born with the ability to channel the One Power, and the book's timeline describes the ritual practice of gentling the potentially insane men who can channel has been accidentally culling the ability out of the general population. Those who have the talent (with the exception of a very few prodigies) must be taught how to channel the One Power, and all traditions of channeling typically require practice, training, meditation and mental discipline to do it safely. And channeling for a particular effect also requires the knowledge of how to 'weave' together the elemental threads of the One Power, and the creativity to alter those weaves to produce a desired spell.
** Gadget Users -- ''Ter'angreal''. Usually associated with channelers, some ''ter'angreal'' are magical devices that anyone can use if they know how (this was especially prevalent in the [[LicensedGame video game]]).
** Lottery Winners -- Viewings. Only one character in the entirety of the series possesses the ability to 'View' images and auras around certain people that are tied to some prophetic interpretation. Even those interpretations are seemingly random, as the character herself doesn't always know what the images mean, but when she does know it always comes true.
** Naturalists -- Wolfbrothers. Not much is known about how this ability comes into being, save that wolves themselves are able to tell, and seemingly help along the process.
** Artists, Lottery Winners - Dreamwalkers. Often goes hand-in-hand with channeling, but is not necessary for it. Dreamwalkers have some prophetic powers, and the ability to consciously enter into the World of Dreams and manipulate the reality there.
** Theurgy -- Friends of the Dark. Some high-ranking darkfriends are granted special abilities by [[BigBad the Dark One]] to serve his will, and the highest among them can directly access and channel his malevolence into spells.
** Mutants -- Mashadar, the remains of an ancient and corrupting evil that spreads hate and mistrust through its avatar.
** Gods -- [[TheFairFolk The Aelfinn and the Eelfinn]]
* ''Literature/TheWitcher'': Magic is something you need a natural talent for (Lottery Winner and Race, it can show up randomly or be inherited), but to control it you need practice and knowledge (a beginner has to master the gestures and similar technicalities like an Athlete, past this stage it's Scholar all the way through). Yennefer describes it as both an art and a science. They tend to behave more than a bit like socialites though. Priests and druids seem to function roughly like Theurgists and Naturalists respectively, although wizards believe they're actually Monks [[OutgrownSuchSillySuperstitions plus some self-delusion]].
* Builders in ''Literature/TheYoungAncients'' are like Monks, Programmers and Chemists, but most of all like Gadget Users. The skill of magic is, through intense discipline and a meditative trance state (Monks) create a field in which the laws of physics work a bit differently. The more you understand physics and chemistry, the more options you have for telling the universe how you want it to behave (Chemists) while the process itself is described much like programming the universe on a quantum level. Of course, spending hours meditating to get a momentary field that fails the moment the Builder is distracted is inefficient, so the most common practice is to build fields into objects (anything will do, but usually a small metal plate or talisman with a distinctive sigil is used) that anyone can activate by tapping and willing it so. Thus Builders are first and foremost producers of magic devices for the use of all.
* The [[LanguageOfMagic Speech]] in the ''Literature/YoungWizards'' universe is essentially a programming language for reality; spells are instructions and/or equations in The Speech and wizards are like the IT staff for the Universe who "know the little noises it makes every day when it's running. And where to kick it to make them stop."



* ''TabletopGame/MagicTheGathering'', being around for over three decades and offering a potentially infinite variety of settings, has employed a lot of takes on this. While the basis of magic (the five colors of mana, acquired from bonding with the land) is the same, how it's practised varies immensely, from mages born with inherent powers to those that channel divine entities. Notably, one early work compares magicians to musicians, in that everyone can play a note, but only a few can create a song.



* ''TabletopGame/{{Fellowship}}'' has the Harbinger playbook, who has more in common with Gandalf the Grey than your typical fantasy RPG wizard. The Harbinger is a sage and soothsayer who wields powerful but dangerous magic, and joins the Fellowship to [[ScryVsScry avert the end of days]] threatened by the Overlord. They have a unique core stat, Doom, that allows them to Finish opponents [[ContrivedCoincidence with luck or fate]], and they have spells with a variety of simple effects or a big, flashy magical attack that [[CastFromHitPoints takes a lot out of them]]. Variants include Angelic Remnants (who can "read the prophecies" on someone to get info without speaking directly to them), [[BlindSeer Blind Prophets]] (who can use their second sight to see right through walls, or through the eyes of others), Principled Academia (who can conduct powerful rituals with the help of their SpellBook), and Servants of the Dark ([[HeelFaceTurn former minions]] of the Overlord with great destructive power).



* ''TabletopGame/MagicTheGathering'', being around for over three decades and offering a potentially infinite variety of settings, has employed a lot of takes on this. While the basis of magic (the five colors of mana, acquired from bonding with the land) is the same, how it's practised varies immensely, from mages born with inherent powers to those that channel divine entities. Notably, one early work compares magicians to musicians, in that everyone can play a note, but only a few can create a song.



* ''TabletopGame/{{Fellowship}}'' has the Harbinger playbook, who has more in common with Gandalf the Grey than your typical fantasy RPG wizard. The Harbinger is a sage and soothsayer who wields powerful but dangerous magic, and joins the Fellowship to [[ScryVsScry avert the end of days]] threatened by the Overlord. They have a unique core stat, Doom, that allows them to Finish opponents [[ContrivedCoincidence with luck or fate]], and they have spells with a variety of simple effects or a big, flashy magical attack that [[CastFromHitPoints takes a lot out of them]]. Variants include Angelic Remnants (who can "read the prophecies" on someone to get info without speaking directly to them), [[BlindSeer Blind Prophets]] (who can use their second sight to see right through walls, or through the eyes of others), Principled Academia (who can conduct powerful rituals with the help of their SpellBook), and Servants of the Dark ([[HeelFaceTurn former minions]] of the Overlord with great destructive power).



* In ''VideoGame/FinalFantasyVI'', Magicite makes "mutant" mages, eventually granting Esper's spells to the person that holds it for a given time. Technically, the original Espers were created in a similar way, as they used to be normal people that were altered by being caught in a crossfire between [[JerkassGods The Warring Triad.]]
* In ''VideoGame/{{Elsword}}'', Aisha's three job branches turn her into different kinds of mages:
** Elemental Master has her study and train hard to master elemental magic; a mix of athlete and scholar.
** Void Princess is her making a contract with a demon to access dark magic; said demon gives her an outfit that lets her wield dark magic. A cultist mage, combined with gadget user.
** Dimension Witch uses magical artifacts and enchanted stones that are the source of her space and time magic; a gadget user, with some touches of scholar (she studies on how she can apply said magic).
* ''Franchise/FireEmblem'': Mages are like scholars. Most games describe tomes as simply a weapon type that you would train to use in an academic setting rather than a physical one. Anyone ''could'' use magic as much as anyone ''could'' use a sword. Further the tomes are often in ancient tongues or sources of other arcane wisdom, and the most powerful mages are typically scholars or ReallySevenHundredYearsOld so they have had time to learn more about magic. Though some people have natural aptitude for using magic well, it's also incredibly rare to meet someone who can use magic innately without the use of books, staves or other tools.

to:

* In ''VideoGame/FinalFantasyVI'', Magicite makes "mutant" mages, eventually granting Esper's spells to the person ''VideoGame/{{Culdcept}}'': Cepters are a variant of scholars. Their powers come from [[CollectibleCardGame cards]] that holds it for a given time. Technically, are pages of the original Espers were created Book of Creation, which are found scattered throughout the world (or, of course, in a similar way, as they used to be normal people that were altered by being caught in a crossfire between [[JerkassGods The Warring Triad.]]
* In ''VideoGame/{{Elsword}}'', Aisha's three job branches turn her into different kinds
the hands of mages:
** Elemental Master has her study and train hard to master elemental magic; a mix of athlete and scholar.
other Cepters).
** Void Princess is her making a contract with a demon to access dark magic; said demon gives her an outfit that lets her wield dark magic. A cultist mage, combined with gadget user.
** Dimension Witch uses magical artifacts and enchanted stones that are the source of her space and time magic; a gadget user, with some touches of scholar (she studies on how she can apply said magic).
* ''Franchise/FireEmblem'': Mages are like scholars. Most games describe tomes as simply a weapon type in ''VideoGame/DarkSouls'' all attain their power through study. It is suggested that you would train to use in an academic setting rather than a physical one. Anyone ''could'' use magic as much as anyone ''could'' use may become a sword. Further mage, if they're willing to put the tomes effort in. The different schools of magic each have different requirements though: Miracles are often in ancient tongues or sources of other arcane wisdom, done by studying stories (generally religious ones), and putting one's faith in that story to produce the most magic effect; the more faithful one is, the more powerful the Miracle. Sorcery is done through more "scientific" study, is believed to draw on one's own soul for its power, and is strengthened by one's intelligence. Pyromancy manipulates one's "inner fire" and is closely related to the magic flames in the series, and requires no investment in stats to use (except in the third game, where it requires a bit of both faith and intelligence); pyromancy's power is tied to the power of its catalyst, which can be strengthened through reinforcement.
* ''Franchise/{{Dishonored}}'':
** Mutants: The safest and surest way to magical power is to be [[TouchedByVorlons marked]] by [[AllPowerfulBystander the Outsider]]. The Outsider's mark allows the user to unlock supernatural abilities by collecting runes carved from whalebone and inscribed with the same symbol, and the individuals thus marked are a very exclusive club, to the point where only eight people in the entire world bore it at the time of [[VideoGame/{{Dishonored}} the first game]].
** Theurgists: All magic has a heavily Cultist element to it, with runes often being found at shrines raised to the Outsider, all magical energy drawn from the Void, and many who seek magical power worshipping the Outsider outright. The Outsider displays indifference and sometimes distaste towards the people who try to contact him this way, and those who try often end up with nightmares at best and insanity/death at worst.
** Artists: Delilah Copperspoon, an artist before she was marked by the Outsider, achieves unique magical effects (such as creating portals to the Void or a GrandTheftMe ritual) by including paintings in her rituals.
** Chemists: Intricate rituals can be performed (often with EyeOfNewt requirements) to craft runes, or as part of the aforementioned attempts at contacting the Outsider. One of Delilah's paintings also makes heavy use of SympatheticMagic, gathering items related to her target to craft the canvas and brushes.
** Gadget Users: Whalebone can also be used to create bone charms, which give passive benefits (ranging from [[FantasyContraception preventing pregnancies]] to enhancing magical power) to anyone who wears them. The Outsider will also occasionally gift ClockPunk {{Magitek}} devices to his favorite people, including a SoulJar Heart that locates runes or bone charms, and a Timepiece that can take advantage of the time-distortion in an EldritchLocation.
* ''Franchise/DragonAge'' is a weird case that mixes the Aristocrats and the Lottery Winners subtypes: magical abilities tend to run in the family, but
mages are typically scholars or ReallySevenHundredYearsOld so they have had time to learn more about magic. Though some people have natural aptitude for using magic born into muggle families, as well, it's also incredibly rare seemingly at random. Also, mages are kept isolated by force in most societies due to meet someone who can use magic innately without the use of books, staves or other tools.fact that they are prone to getting possessed by demons.



* ''VideoGame/{{Minecraft}}'' mods: ''VideoGame/{{Thaumcraft}} 4'' thaumaturges are scholars, researching the techniques for making magic wands, tools, devices and minions, which they craft using collected magical energy and the refined essence of items.
* ''VideoGame/{{Culdcept}}'': Cepters are a variant of scholars. Their powers come from [[CollectibleCardGame cards]] that are pages of the Book of Creation, which are found scattered throughout the world (or, of course, in the hands of other Cepters).

to:

* ''VideoGame/{{Minecraft}}'' mods: ''VideoGame/{{Thaumcraft}} 4'' thaumaturges are scholars, researching the techniques for making magic wands, tools, devices In ''VideoGame/{{Elsword}}'', Aisha's three job branches turn her into different kinds of mages:
** Elemental Master has her study
and minions, which they craft using collected magical energy train hard to master elemental magic; a mix of athlete and the refined essence of items.scholar.
* ''VideoGame/{{Culdcept}}'': Cepters are ** Void Princess is her making a variant of scholars. Their powers come from [[CollectibleCardGame cards]] contract with a demon to access dark magic; said demon gives her an outfit that lets her wield dark magic. A cultist mage, combined with gadget user.
** Dimension Witch uses magical artifacts and enchanted stones
that are pages of the Book source of Creation, which are found scattered throughout her space and time magic; a gadget user, with some touches of scholar (she studies on how she can apply said magic).
* In ''VideoGame/FinalFantasyVI'', Magicite makes "mutant" mages, eventually granting Esper's spells to
the world (or, of course, in person that holds it for a given time. Technically, the hands of other Cepters). original Espers were created in a similar way, as they used to be normal people that were altered by being caught in a crossfire between [[JerkassGods The Warring Triad.]]



* ''Franchise/DragonAge'' is a weird case that mixes the Aristocrats and the Lottery Winners subtypes: magical abilities tend to run in the family, but mages are born into muggle families, as well, seemingly at random. Also, mages are kept isolated by force in most societies due to the fact that they are prone to getting possessed by demons.
* Mages in ''VideoGame/DarkSouls'' all attain their power through study. It is suggested that anyone may become a mage, if they're willing to put the effort in. The different schools of magic each have different requirements though: Miracles are done by studying stories (generally religious ones), and putting one's faith in that story to produce the magic effect; the more faithful one is, the more powerful the Miracle. Sorcery is done through more "scientific" study, is believed to draw on one's own soul for its power, and is strengthened by one's intelligence. Pyromancy manipulates one's "inner fire" and is closely related to the magic flames in the series, and requires no investment in stats to use (except in the third game, where it requires a bit of both faith and intelligence); pyromancy's power is tied to the power of its catalyst, which can be strengthened through reinforcement.
* In ''VideoGame/{{LOOM}}'', magicians are basically artisans who belong to hereditary guilds. Some guilds have reached such a sophistication in their craft that it has become magic: Weavers have transcended material cloth and weave patterns in the very fabric of the universe, while Glassmakers can make scrying spheres and teleportation devices. Weavers' magic is depicted as MagicMusic with weaving terms (thread, pattern) substituted for musical terminology.

to:

* ''Franchise/DragonAge'' is ''Franchise/FireEmblem'': Mages are like scholars. Most games describe tomes as simply a weird case weapon type that mixes you would train to use in an academic setting rather than a physical one. Anyone ''could'' use magic as much as anyone ''could'' use a sword. Further the Aristocrats tomes are often in ancient tongues or sources of other arcane wisdom, and the Lottery Winners subtypes: magical abilities tend to run in the family, but most powerful mages are born into muggle families, as typically scholars or ReallySevenHundredYearsOld so they have had time to learn more about magic. Though some people have natural aptitude for using magic well, seemingly at random. Also, mages are kept isolated by force in most societies due it's also incredibly rare to the fact that they are prone to getting possessed by demons.
* Mages in ''VideoGame/DarkSouls'' all attain their power through study. It is suggested that anyone may become a mage, if they're willing to put the effort in. The different schools of
meet someone who can use magic each have different requirements though: Miracles are done by studying stories (generally religious ones), and putting one's faith in that story to produce innately without the magic effect; the more faithful one is, the more powerful the Miracle. Sorcery is done through more "scientific" study, is believed to draw on one's own soul for its power, and is strengthened by one's intelligence. Pyromancy manipulates one's "inner fire" and is closely related to the magic flames in the series, and requires no investment in stats to use (except in the third game, where it requires a bit of both faith and intelligence); pyromancy's power is tied to the power of its catalyst, which can be strengthened through reinforcement.
* In ''VideoGame/{{LOOM}}'', magicians are basically artisans who belong to hereditary guilds. Some guilds have reached such a sophistication in their craft that it has become magic: Weavers have transcended material cloth and weave patterns in the very fabric of the universe, while Glassmakers can make scrying spheres and teleportation devices. Weavers' magic is depicted as MagicMusic with weaving terms (thread, pattern) substituted for musical terminology.
books, staves or other tools.



* ''Franchise/{{Dishonored}}'':
** Mutants: The safest and surest way to magical power is to be [[TouchedByVorlons marked]] by [[AllPowerfulBystander the Outsider]]. The Outsider's mark allows the user to unlock supernatural abilities by collecting runes carved from whalebone and inscribed with the same symbol, and the individuals thus marked are a very exclusive club, to the point where only eight people in the entire world bore it at the time of [[VideoGame/{{Dishonored}} the first game]].
** Theurgists: All magic has a heavily Cultist element to it, with runes often being found at shrines raised to the Outsider, all magical energy drawn from the Void, and many who seek magical power worshipping the Outsider outright. The Outsider displays indifference and sometimes distaste towards the people who try to contact him this way, and those who try often end up with nightmares at best and insanity/death at worst.
** Artists: Delilah Copperspoon, an artist before she was marked by the Outsider, achieves unique magical effects (such as creating portals to the Void or a GrandTheftMe ritual) by including paintings in her rituals.
** Chemists: Intricate rituals can be performed (often with EyeOfNewt requirements) to craft runes, or as part of the aforementioned attempts at contacting the Outsider. One of Delilah's paintings also makes heavy use of SympatheticMagic, gathering items related to her target to craft the canvas and brushes.
** Gadget Users: Whalebone can also be used to create bone charms, which give passive benefits (ranging from [[FantasyContraception preventing pregnancies]] to enhancing magical power) to anyone who wears them. The Outsider will also occasionally gift ClockPunk {{Magitek}} devices to his favorite people, including a SoulJar Heart that locates runes or bone charms, and a Timepiece that can take advantage of the time-distortion in an EldritchLocation.


to:

* ''Franchise/{{Dishonored}}'':
** Mutants: The safest
In ''VideoGame/{{LOOM}}'', magicians are basically artisans who belong to hereditary guilds. Some guilds have reached such a sophistication in their craft that it has become magic: Weavers have transcended material cloth and surest way to magical power is to be [[TouchedByVorlons marked]] by [[AllPowerfulBystander the Outsider]]. The Outsider's mark allows the user to unlock supernatural abilities by collecting runes carved from whalebone and inscribed with the same symbol, and the individuals thus marked are a very exclusive club, to the point where only eight people weave patterns in the entire world bore it at very fabric of the time of [[VideoGame/{{Dishonored}} the first game]].
** Theurgists: All
universe, while Glassmakers can make scrying spheres and teleportation devices. Weavers' magic has a heavily Cultist element to it, is depicted as MagicMusic with runes often being found at shrines raised to weaving terms (thread, pattern) substituted for musical terminology.
* ''VideoGame/{{Minecraft}}'' mods: ''VideoGame/{{Thaumcraft}} 4'' thaumaturges are scholars, researching
the Outsider, all techniques for making magic wands, tools, devices and minions, which they craft using collected magical energy drawn from and the Void, and many who seek magical power worshipping the Outsider outright. The Outsider displays indifference and sometimes distaste towards the people who try to contact him this way, and those who try often end up with nightmares at best and insanity/death at worst.
** Artists: Delilah Copperspoon, an artist before she was marked by the Outsider, achieves unique magical effects (such as creating portals to the Void or a GrandTheftMe ritual) by including paintings in her rituals.
** Chemists: Intricate rituals can be performed (often with EyeOfNewt requirements) to craft runes, or as part
refined essence of the aforementioned attempts at contacting the Outsider. One of Delilah's paintings also makes heavy use of SympatheticMagic, gathering items related to her target to craft the canvas and brushes.
** Gadget Users: Whalebone can also be used to create bone charms, which give passive benefits (ranging from [[FantasyContraception preventing pregnancies]] to enhancing magical power) to anyone who wears them. The Outsider will also occasionally gift ClockPunk {{Magitek}} devices to his favorite people, including a SoulJar Heart that locates runes or bone charms, and a Timepiece that can take advantage of the time-distortion in an EldritchLocation.

items.



** Benders are a mix of Racial, Athletes, and Monks: Which element you could possibly bend is hereditary, and for example Aang's ([[BlowYouAway Airbender]]) and Katara's ([[MakingASplash Waterbender]]) children, Tenzin, Kya, and Bumi, are an Airbender, a Waterbender, and formerly [[{{Muggles}} a non-bender]] respectively (the latter became an Airbender come season 3). On the other hand, since Benders [[ElementalPowers control the elements]] with [[FullContactMagic physical movements]], one's prowess in magic is also determined by the skill of one's master and the amount of basic form training. Lastly, to fully utilize the power of the elements, one needs to understand their philosophical nature ([[DishingOutDirt controlling earth]] can be difficult for someone who lacks determination, whereas wind requires certain flexibility and calmness of mind).

to:

** Benders are a mix of Racial, Athletes, and Monks: Which element you could possibly bend is hereditary, and for example Aang's ([[BlowYouAway Airbender]]) and Katara's ([[MakingASplash Waterbender]]) children, Tenzin, Kya, and Bumi, are an Airbender, a Waterbender, and formerly [[{{Muggles}} a non-bender]] respectively (the latter became an Airbender come season Season 3). On the other hand, since Benders [[ElementalPowers control the elements]] with [[FullContactMagic physical movements]], one's prowess in magic is also determined by the skill of one's master and the amount of basic form training. Lastly, to fully utilize the power of the elements, one needs to understand their philosophical nature ([[DishingOutDirt controlling earth]] can be difficult for someone who lacks determination, whereas wind requires certain flexibility and calmness of mind).



* Mages in ''WesternAnimation/{{The Dragon Prince}}'' come in two varieties. First, there are Dark Mages, who are a mix of Scholars and Chemists (Dark Magic spells require components to produce a desired effect). However, there is also Primal Magic. While almost every creature (apart from humans) are born with a connection to a Primal Source -- called an arcanum -- Primal ''Mages'' primarily resemble Monks, in that they have to cultivate a deep mental and spiritual connection to their arcanum, learning to perform complex abilities such as crafting illusions, super-strength, or flight. Mages in Primal Magic are partially also Scholars (in that they have to learn the right runes and draconic words for each spell) as well as Athletes (they have to draw the rune in he air, and often need to physically exert themselves in order for the spell to work).
** Depending on the primal source, mages have different specialties. Moon mages are primarily illusionists, Sun mages are healers, and Sky mages tend to be acrobats and dancers.



* Mages in ''WesternAnimation/{{The Dragon Prince}}'' come in two varieties. First, there are Dark Mages, who are a mix of Scholars and Chemists (Dark Magic spells require components to produce a desired effect). However, there is also Primal Magic. While almost every creature (apart from humans) are born with a connection to a Primal Source--called an arcanum--Primal ''Mages'' primarily resemble Monks, in that they have to cultivate a deep mental and spiritual connection to their arcanum, learning to perform complex abilities such as crafting illusions, super-strength, or flight. Mages in Primal Magic are partially also Scholars (in that they have to learn the right runes and draconic words for each spell) as well as Athletes (they have to draw the rune in he air, and often need to physically exert themselves in order for the spell to work).
** Depending on the primal source, mages have different specialties. Moon mages are primarily illusionists, Sun mages are healers, and Sky mages tend to be acrobats and dancers.
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'''Associated tropes:''' ScientistWizard, SufficientlyAnalyzedMagic, ScientificallyUnderstandableSorcery, WizardingSchool \\

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'''Associated tropes:''' ScientistWizard, ScienceWizard, SufficientlyAnalyzedMagic, ScientificallyUnderstandableSorcery, WizardingSchool \\
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'''Associated tropes:''' SufficientlyAnalyzedMagic, MagicIsMental, ScientificallyUnderstandableSorcery, WizardingSchool \\

to:

'''Associated tropes:''' ScientistWizard, SufficientlyAnalyzedMagic, MagicIsMental, ScientificallyUnderstandableSorcery, WizardingSchool \\
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Artist-like mages gain their ability based on creativity and imagination. As with being a great artist, being a great mage may require practice and technical skill to some extent, but a sense of artistic creativity is vital. These mages may [[CloudCuckoolander have their heads on a cloud]] as a result of their wild imagination.
Associated trope: '''ImaginationBasedSuperpower, ArtAttacker, ArtInitiatesLife, MagicMusic'''

to:

\nArtist-like mages gain their ability based on creativity and imagination. As with being a great artist, being a great mage may require practice and technical skill to some extent, but a sense of artistic creativity is vital. These mages may [[CloudCuckoolander have their heads on a cloud]] as a result of their wild imagination. \nAssociated trope: '''ImaginationBasedSuperpower, \\
'''Associated tropes:''' ImaginationBasedSuperpower,
ArtAttacker, ArtInitiatesLife, MagicMusic'''
MagicMusic\\
\\




The ability of the athlete-like mage to wield magic is based on years of intensive, exhaustive training. In Asian works, may sometimes overlap with the Monks subtype. Associated trope: '''CharlesAtlasSuperpower, FullContactMagic, KiManipulation, KungFuWizard, SupernaturalMartialArts, MagicDance'''

to:

\nThe ability of the athlete-like mage to wield magic is based on years of intensive, exhaustive training. In Asian works, may sometimes overlap with the Monks subtype. Associated trope: '''CharlesAtlasSuperpower, \\
'''Associated tropes:''' CharlesAtlasSuperpower,
FullContactMagic, KiManipulation, KungFuWizard, SupernaturalMartialArts, MagicDance'''
MagicDance\\
\\




To work magic, a mage just finds and combines the right physical components in such a way that produces the effect they want. This is distinct from Gadget Users in that the components tend to be specific to the spell and used up in the process, rather than reused, and distinct from Mutants in that they have to keep gathering and recombining ingredients, rather than just being exposed to the substance once. While almost any physical materials can potentially work, potions tend to be the most common type. Associated trope: '''AlchemyIsMagic, EyeOfNewt, InsubstantialIngredients, SympatheticMagic, HermeticMagic[[note]]Though it frequently overlaps with the Gadget User and Theurgist types[[/note]]'''

to:

\nTo work magic, a mage just finds and combines the right physical components in such a way that produces the effect they want. This is distinct from Gadget Users in that the components tend to be specific to the spell and used up in the process, rather than reused, and distinct from Mutants in that they have to keep gathering and recombining ingredients, rather than just being exposed to the substance once. While almost any physical materials can potentially work, potions tend to be the most common type. Associated trope: '''AlchemyIsMagic, \\
'''Associated tropes:''' AlchemyIsMagic,
EyeOfNewt, InsubstantialIngredients, SympatheticMagic, HermeticMagic[[note]]Though it frequently overlaps with the Gadget User and Theurgist types[[/note]]'''
types[[/note]]\\
\\




Sometimes they're not so much "mages" as they are "magical equipment users": Their magic abilities come from what they have in their person - be it an accessory, a clothing, a weapon, etc. Depending on the work, said equipments may be so vital to the character that he/she is as good as a Muggle without it; or they already have magic abilities by themselves and the equipments are just there to help them; or (when this is subverted) their magic abilities come purely from themselves and [[PowerCrutch said equipments only act as a crutch]]. Common with the MagicalGirl genre. Associated trope: '''UpgradeArtifact, AmplifierArtifact, MagicWand, MagicStaff, MagicalAccessory, ClothesMakeTheSuperman, {{Magitek}}'''

to:

\nSometimes they're not so much "mages" as they are "magical equipment users": Their magic abilities come from what they have in their person - be it an accessory, a clothing, a weapon, etc. Depending on the work, said equipments may be so vital to the character that he/she is as good as a Muggle without it; or they already have magic abilities by themselves and the equipments are just there to help them; or (when this is subverted) their magic abilities come purely from themselves and [[PowerCrutch said equipments only act as a crutch]]. Common with the MagicalGirl genre. Associated trope: '''UpgradeArtifact, \\
'''Associated tropes:''' UpgradeArtifact,
AmplifierArtifact, MagicWand, MagicStaff, MagicalAccessory, ClothesMakeTheSuperman, {{Magitek}}'''
{{Magitek}}\\
\\




In this variant, a mage is not a human being. The mage may take on the appearance of a human, but the actual nature of the mage is divine, whether demonic or angelic. The mage might also be ''[[HalfHumanHybrid half]]''-divine and can draw magic from that part of themselves. May overlap with the Theurgist subtype if these gods can allow their followers to use a portion of their power. Associated trope: '''TheFairFolk, OurDemonsAreDifferent, OurAngelsAreDifferent, GodInHumanForm'''

to:

\nIn this variant, a mage is not a human being. The mage may take on the appearance of a human, but the actual nature of the mage is divine, whether demonic or angelic. The mage might also be ''[[HalfHumanHybrid half]]''-divine and can draw magic from that part of themselves. May overlap with the Theurgist subtype if these gods can allow their followers to use a portion of their power. Associated trope: '''TheFairFolk, \\
'''Associated tropes:''' TheFairFolk,
OurDemonsAreDifferent, OurAngelsAreDifferent, GodInHumanForm'''
GodInHumanForm\\
\\




Mages get their ability to wield magic completely at random. Nothing but chance determines who is likely to wield magic. These characters will often have their power level determined by chance as well, though some still need to [[TrainingTheGiftOfMagic work at it]]. Associated trope: '''TheGift, RandomlyGifted, SuperpowerLottery'''

[[AC: Mages are like Monks]]

Mages' most notable feature is their mental discipline and force of will -- abilities that might be cultivated through meditation. It seems likely that in worlds where reality responds to sufficiently intense strength of will, these mages might be likely. Associated trope: '''EnlightenmentSuperpowers, ClapYourHandsIfYouBelieve, HeroicSpirit'''

[[AC: Mages are like Mutants]]

Magic is acquired by being exposed to some kind of substance/energy. It may or may not cause any adverse effects to the mage's body. It may also overlap with the race subtype if the mutation is passed down to offspring. This one is often the most common way for a non-mage to become a mage, alongside Gadget Users. Associated trope: '''SuperSerum, TouchedByVorlons, ViralTransformation, SuperhumanTransfusion, SuperEmpowering, MassSuperEmpoweringEvent'''

to:

\nMages get their ability to wield magic completely at random. Nothing but chance determines who is likely to wield magic. These characters will often have their power level determined by chance as well, though some still need to [[TrainingTheGiftOfMagic work at it]]. Associated trope: '''TheGift, \\
'''Associated tropes:''' TheGift,
RandomlyGifted, SuperpowerLottery'''

SuperpowerLottery\\
\\
[[AC: Mages are like Monks]]

Monks]]
Mages' most notable feature is their mental discipline and force of will -- abilities that might be cultivated through meditation. It seems likely that in worlds where reality responds to sufficiently intense strength of will, these mages might be likely. Associated trope: '''EnlightenmentSuperpowers, \\
'''Associated tropes:''' EnlightenmentSuperpowers,
ClapYourHandsIfYouBelieve, HeroicSpirit'''

HeroicSpirit\\
\\
[[AC: Mages are like Mutants]]

Mutants]]
Magic is acquired by being exposed to some kind of substance/energy. It may or may not cause any adverse effects to the mage's body. It may also overlap with the race subtype if the mutation is passed down to offspring. This one is often the most common way for a non-mage to become a mage, alongside Gadget Users. Associated trope: '''SuperSerum, \\
'''Associated tropes:''' SuperSerum,
TouchedByVorlons, ViralTransformation, SuperhumanTransfusion, SuperEmpowering, MassSuperEmpoweringEvent'''
MassSuperEmpoweringEvent\\
\\




Here, one can become mage by getting closer to nature. How exactly that is may vary, and overlap with other means: Maybe you're close with a mystical entity pertaining to nature that entrusts you with the power of nature (Cultist), maybe you study hard about nature (Scholar), maybe you find deeper meaning in how nature works and thus become enlightened (Monks). They're not just limited to those, however; e.g being kind and friendly to nature may make them help you in return, or there's an unseen force of nature (often, but not always, confined to a place) that you can manipulate by different means. Associated trope: '''InHarmonyWithNature, BackgroundMagicField, SentientCosmicForce, NatureSpirit, MotherNature, WildMagic[[note]]When the magic is more of a force of nature that the mage taps into[[/note]]'''

to:

\nHere, one can become mage by getting closer to nature. How exactly that is may vary, and overlap with other means: Maybe you're close with a mystical entity pertaining to nature that entrusts you with the power of nature (Cultist), maybe you study hard about nature (Scholar), maybe you find deeper meaning in how nature works and thus become enlightened (Monks). They're not just limited to those, however; e.g being kind and friendly to nature may make them help you in return, or there's an unseen force of nature (often, but not always, confined to a place) that you can manipulate by different means. Associated trope: '''InHarmonyWithNature, \\
'''Associated tropes:''' InHarmonyWithNature,
BackgroundMagicField, SentientCosmicForce, NatureSpirit, MotherNature, WildMagic[[note]]When the magic is more of a force of nature that the mage taps into[[/note]]'''
into[[/note]]\\
\\




Mages change reality by giving it commands in a specific format -- as if all reality is one huge computer program, and the mages are [[PlayfulHacker hackers]] in a world of the tech-illiterate. Depending on how flexible the code is, this could range from standard spells with an unusual flavor all the way up to full-blown [[RealityWarper reality-warping]]. Associated trope: '''PowersAsPrograms, LanguageOfMagic, FormulaicMagic, RewritingReality, IKnowYourTrueName'''

[[AC: Mages are like a Race]]

The ability to do magic is passed from parents to children. It may skip generations, or crop up unexpectedly on occasion, but it is ultimately based on inheritance. When mages are like this, they'll tend to make an isolated community of themselves, but not always. Associated trope: '''WitchSpecies, SuperpowerfulGenetics, MagicGenetics'''

to:

\nMages change reality by giving it commands in a specific format -- as if all reality is one huge computer program, and the mages are [[PlayfulHacker hackers]] in a world of the tech-illiterate. Depending on how flexible the code is, this could range from standard spells with an unusual flavor all the way up to full-blown [[RealityWarper reality-warping]]. Associated trope: '''PowersAsPrograms, \\
'''Associated tropes:''' PowersAsPrograms,
LanguageOfMagic, FormulaicMagic, RewritingReality, IKnowYourTrueName'''

IKnowYourTrueName\\
\\
[[AC: Mages are like a Race]]

Race]]
The ability to do magic is passed from parents to children. It may skip generations, or crop up unexpectedly on occasion, but it is ultimately based on inheritance. When mages are like this, they'll tend to make an isolated community of themselves, but not always. Associated trope: '''WitchSpecies, always.
'''Associated tropes:''' WitchSpecies,
SuperpowerfulGenetics, MagicGenetics'''
MagicGenetics\\
\\




Mages of this kind are studious and resourceful. They know dead languages and ancient history to a huge extent. You can find a classicist-like mage poring through dusty tomes of forgotten lore in a huge library. Expect them to come with AncientArtifacts. Alternately, or in addition, they're likely to not only understand magic, but to have an understanding of the natural world itself -- understanding things like chemistry and physics, as well as the attendant tools to formulate such laws, such as advanced mathematics. Associated trope: '''SufficientlyAnalyzedMagic, MagicIsMental, ScientificallyUnderstandableSorcery, WizardingSchool'''

to:

\nMages of this kind are studious and resourceful. They know dead languages and ancient history to a huge extent. You can find a classicist-like mage poring through dusty tomes of forgotten lore in a huge library. Expect them to come with AncientArtifacts. Alternately, or in addition, they're likely to not only understand magic, but to have an understanding of the natural world itself -- understanding things like chemistry and physics, as well as the attendant tools to formulate such laws, such as advanced mathematics. Associated trope: '''SufficientlyAnalyzedMagic, \\
'''Associated tropes:''' SufficientlyAnalyzedMagic,
MagicIsMental, ScientificallyUnderstandableSorcery, WizardingSchool'''
WizardingSchool \\
\\




"Theurgists" refers to cultists, shamans, and priests, mortal beings who draw their powers through contact with spiritual entities. Cult mages (or warlocks) draw from [[ReligionOfEvil demonic]] [[EldritchAbomination beings]], oftentimes with [[BlackMagic nasty]]/[[BadPowersBadPeople destructive]] powers, or those with [[PowerDegeneration unwanted side effects]] on the user. Clerics (or priests) draw from the verse's God or some other divine being, and their powers tend to be either supportive/healing, or a HolyHandGrenade. Shamans, meanwhile, commune with morally-neutral everyday spirits rather than aiming straight for the top of the celestial pyramid, and if they do have gods that they call upon, it's usually more of a quid pro quo relationship rather than worship. Theurgists, regardless of their flavor, may be able to [[SummonMagic summon said entities]] to help. Associated trope: '''ReligionIsMagic, RitualMagic, DealWithTheDevil, BargainWithHeaven, WildMagic[[note]]where you have to appeal to the magic's nature for it to work[[/note]]'''

to:

\n"Theurgists" refers to cultists, shamans, and priests, mortal beings who draw their powers through contact with spiritual entities. Cult mages (or warlocks) draw from [[ReligionOfEvil demonic]] [[EldritchAbomination beings]], oftentimes with [[BlackMagic nasty]]/[[BadPowersBadPeople destructive]] powers, or those with [[PowerDegeneration unwanted side effects]] on the user. Clerics (or priests) draw from the verse's God or some other divine being, and their powers tend to be either supportive/healing, or a HolyHandGrenade. Shamans, meanwhile, commune with morally-neutral everyday spirits rather than aiming straight for the top of the celestial pyramid, and if they do have gods that they call upon, it's usually more of a quid pro quo relationship rather than worship. Theurgists, regardless of their flavor, may be able to [[SummonMagic summon said entities]] to help. Associated trope: '''ReligionIsMagic, \\
'''Associated tropes:''' ReligionIsMagic,
RitualMagic, DealWithTheDevil, BargainWithHeaven, WildMagic[[note]]where you have to appeal to the magic's nature for it to work[[/note]]'''
work[[/note]]






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* ''LightNovel/YokuWakaruGendaiMahou'' have a mix of gadgeet users and lottery winners. Magic in this setting is performed by programming codes, and apparently anyone can learn it, but on the other hand, some are naturally far more gifted than others. For exemple, Kaho, a muggle, started to learn using codes, and does a decent job at this because she is good with a computer, but since she is only beginning to learn it, she can not see some supernatural things and can only use basic spells. Koyomi is good at...summoning basins, and nothing else. But she is really good at it and can even nullify powerful spells by turning them into basins. Heredity apparently also plays a role in this, since Misa and Yumiko are both descended from great mages.

to:

* ''LightNovel/YokuWakaruGendaiMahou'' ''LightNovel/ModernMagicMadeSimple'' have a mix of gadgeet users and lottery winners. Magic in this setting is performed by programming codes, and apparently anyone can learn it, but on the other hand, some are naturally far more gifted than others. For exemple, Kaho, a muggle, started to learn using codes, and does a decent job at this because she is good with a computer, but since she is only beginning to learn it, she can not see some supernatural things and can only use basic spells. Koyomi is good at...summoning basins, and nothing else. But she is really good at it and can even nullify powerful spells by turning them into basins. Heredity apparently also plays a role in this, since Misa and Yumiko are both descended from great mages.
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** In ''TabletopGame/VampireTheMasquerade'', several clans are known for their sorcery. Blood magic which is functionally similar to hedge magic, but souped-up on vampire blood. The sorcerous clans are either scholars like the Tremere, or Theurgists like the Baali.

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** In ''TabletopGame/VampireTheMasquerade'', several clans are known for their sorcery. Blood magic which is functionally similar to hedge magic, but souped-up on vampire blood. The sorcerous clans are either scholars like the Tremere, or Theurgists theurgists like the Baali.
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For some reason I'm just not on my A-game tonight.


In this variant, a mage is not a human being. The mage may take on the appearance of a human, but the actual nature of the mage is divine, whether demonic or angelic. May overlap with the Theurgist subtype if these gods can allow their followers to use a portion of their power. Associated trope: '''TheFairFolk, OurDemonsAreDifferent, OurAngelsAreDifferent, GodInHumanForm'''

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In this variant, a mage is not a human being. The mage may take on the appearance of a human, but the actual nature of the mage is divine, whether demonic or angelic. The mage might also be ''[[HalfHumanHybrid half]]''-divine and can draw magic from that part of themselves. May overlap with the Theurgist subtype if these gods can allow their followers to use a portion of their power. Associated trope: '''TheFairFolk, OurDemonsAreDifferent, OurAngelsAreDifferent, GodInHumanForm'''



** Obviously, TabletopGame/MageTheAscension'', which focuses on Awakened Mages, who are somewhere between lottery winners, programmers, and monks, as they have an innate ability to alter reality but still rely on cultural and/or technological stylings as a focus (their "Paradigm"), which may paint them as various Traditions: an athlete/monk (the Akashic Brotherhood), gadget user (Sons of Ether), naturalist (Verbena), priest (the Celestial Chorus), and many others. Their biggest weakness is Paradox: altering reality beyond what is accepted as natural (especially in the presence of muggles), which results in reality biting back and physically harming the mage in question. A clever Mage knows how to work around Paradox and mask their magic as everyday occurrence ("Coincidence").

to:

** Obviously, TabletopGame/MageTheAscension'', ''TabletopGame/MageTheAscension'', which focuses on Awakened Mages, who are somewhere between lottery winners, programmers, and monks, as they have an innate ability to alter reality but still rely on cultural and/or technological stylings as a focus (their "Paradigm"), which may paint them as various Traditions: an athlete/monk (the Akashic Brotherhood), gadget user (Sons of Ether), naturalist (Verbena), priest (the Celestial Chorus), and many others. Their biggest weakness is Paradox: altering reality beyond what is accepted as natural (especially in the presence of muggles), which results in reality biting back and physically harming the mage in question. A clever Mage knows how to work around Paradox and mask their magic as everyday occurrence ("Coincidence").



** In ''VampireTheMasquerade'', several clans are known for their sorcery. Blood magic which is functionally similar to hedge magic, but souped-up on vampire blood. The sorcerous clans are either scholars like the Tremere, or Theurgists like the Baali.
** In ''WerewolfTheApocalypse'', Garou born under the crescent moon are Theurges, who are the shamans of Garou society. They don't have access to any special sorcery, as any Garou can learn to perform Rites with good reason, but Theurges are expected to specialize in this area. Since shamanism is a central theme of the game, most of the non-Garou shapeshifters have a Theurge-equivalent among their ranks as well. Shifters are also capable of learning human hedge magic, though it's rare and limited to only the most mystical-minded tribes (rarer still is the Storyteller who allows it, since reeks of SpecialSnowflakeSyndrome).

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** In ''VampireTheMasquerade'', ''TabletopGame/VampireTheMasquerade'', several clans are known for their sorcery. Blood magic which is functionally similar to hedge magic, but souped-up on vampire blood. The sorcerous clans are either scholars like the Tremere, or Theurgists like the Baali.
** In ''WerewolfTheApocalypse'', ''TabletopGame/WerewolfTheApocalypse'', Garou born under the crescent moon are Theurges, who are the shamans of Garou society. They don't have access to any special sorcery, as any Garou can learn to perform Rites with good reason, but Theurges are expected to specialize in this area. Since shamanism is a central theme of the game, most of the non-Garou shapeshifters have a Theurge-equivalent among their ranks as well. Shifters are also capable of learning human hedge magic, though it's rare and limited to only the most mystical-minded tribes (rarer still is the Storyteller who allows it, since reeks of SpecialSnowflakeSyndrome).
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"Theurgists" refers to cultists, shamans, and priests, mortal beings who draw their powers through contact with spiritual entities. Cult mages (or warlocks) draw from [[ReligionOfEvil demonic]] [[EldritchAbomination beings]], oftentimes with [[BlackMagic nasty]]/[[BadPowersBadPeople destructive]] powers, or those with [[PowerDegeneration unwanted side effects]] on the user. Clerics (or priests) draw from the verse's God or some other divine being, and their powers tend to be either supportive/healing, or a HolyHandGrenade.[[note]]The split was codified by ''TabletopGame/DungeonsAndDragons'' as a means to [[MutuallyExclusiveMagic distinguish normal wizards or warlocks from monks or priests[[/note]]. Shamans, meanwhile, commune with morally-neutral everyday spirits rather than aiming straight for the top of the celestial pyramid, and if they do have gods that they call upon, it's usually more of a quid pro quo relationship rather than worship. Theurgists, regardless of their flavor, may be able to [[SummonMagic summon said entities]] to help. Associated trope: '''ReligionIsMagic, RitualMagic, DealWithTheDevil, BargainWithHeaven, WildMagic[[note]]where you have to appeal to the magic's nature for it to work[[/note]]'''

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"Theurgists" refers to cultists, shamans, and priests, mortal beings who draw their powers through contact with spiritual entities. Cult mages (or warlocks) draw from [[ReligionOfEvil demonic]] [[EldritchAbomination beings]], oftentimes with [[BlackMagic nasty]]/[[BadPowersBadPeople destructive]] powers, or those with [[PowerDegeneration unwanted side effects]] on the user. Clerics (or priests) draw from the verse's God or some other divine being, and their powers tend to be either supportive/healing, or a HolyHandGrenade.[[note]]The split was codified by ''TabletopGame/DungeonsAndDragons'' as a means to [[MutuallyExclusiveMagic distinguish normal wizards or warlocks from monks or priests[[/note]]. Shamans, meanwhile, commune with morally-neutral everyday spirits rather than aiming straight for the top of the celestial pyramid, and if they do have gods that they call upon, it's usually more of a quid pro quo relationship rather than worship. Theurgists, regardless of their flavor, may be able to [[SummonMagic summon said entities]] to help. Associated trope: '''ReligionIsMagic, RitualMagic, DealWithTheDevil, BargainWithHeaven, WildMagic[[note]]where you have to appeal to the magic's nature for it to work[[/note]]'''
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"Theurgists" refers to cultists, shamans, and priests, mortal beings who draw their powers through contact through spiritual entities. Cult mages (or warlocks) draw from [[ReligionOfEvil demonic]] [[EldritchAbomination beings]], oftentimes with [[BlackMagic nasty]]/[[BadPowersBadPeople destructive]] powers, or those with [[PowerDegeneration unwanted side effects]] on the user. Clerics (or priests) draw from the verse's God or some other divine being, and their powers tend to be either supportive/healing, or a HolyHandGrenade.[[note]]The split was codified by ''TabletopGame/DungeonsAndDragons'' as a means to [[MutuallyExclusiveMagic distinguish normal wizards or warlocks from monks or priests[[/note]]. Shamans, meanwhile, commune with morally-neutral everyday spirits rather than aiming straight for the top of the celestial pyramid, and if they do have gods that they call upon, it's usually more of a quid pro quo relationship rather than worship. Theurgists, regardless of their flavor, may be able to [[SummonMagic summon said entities]] to help. Associated trope: '''ReligionIsMagic, RitualMagic, DealWithTheDevil, BargainWithHeaven, WildMagic[[note]]where you have to appeal to the magic's nature for it to work[[/note]]'''

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"Theurgists" refers to cultists, shamans, and priests, mortal beings who draw their powers through contact through with spiritual entities. Cult mages (or warlocks) draw from [[ReligionOfEvil demonic]] [[EldritchAbomination beings]], oftentimes with [[BlackMagic nasty]]/[[BadPowersBadPeople destructive]] powers, or those with [[PowerDegeneration unwanted side effects]] on the user. Clerics (or priests) draw from the verse's God or some other divine being, and their powers tend to be either supportive/healing, or a HolyHandGrenade.[[note]]The split was codified by ''TabletopGame/DungeonsAndDragons'' as a means to [[MutuallyExclusiveMagic distinguish normal wizards or warlocks from monks or priests[[/note]]. Shamans, meanwhile, commune with morally-neutral everyday spirits rather than aiming straight for the top of the celestial pyramid, and if they do have gods that they call upon, it's usually more of a quid pro quo relationship rather than worship. Theurgists, regardless of their flavor, may be able to [[SummonMagic summon said entities]] to help. Associated trope: '''ReligionIsMagic, RitualMagic, DealWithTheDevil, BargainWithHeaven, WildMagic[[note]]where you have to appeal to the magic's nature for it to work[[/note]]'''
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Note that these analogies could be mixed: for instance, it is possible that the innate ability to wield magic is based on bloodline (as with the mage race), but that to develop this innate ability, the mage must use ancient lore (as with the scholarly mage). Also note that this is about ''how'' the mage acquires power, not the ''source'' of that power: i.e., whether magic is drawn from nature, the elements, the spirit world, or what-have-you is not relevant..

to:

Note that these analogies could be mixed: for instance, it is possible that the innate ability to wield magic is based on bloodline (as with the mage race), but that to develop this innate ability, the mage must use ancient lore (as with the scholarly mage). Also note that this is about ''how'' the mage acquires power, not the ''source'' of that power: i.e., power; that is, whether magic is drawn from nature, the elements, the spirit world, or what-have-you is not relevant..
relevant.
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"Theurgists" refers to cultists, shamans, and priests, mortal beings who draw their powers through contact through spiritual entities. Cult mages (or warlocks) draw from [[ReligionOfEvil demonic]] [[EldritchAbomination beings]], oftentimes with [[BlackMagic nasty]]/[[BadPowersBadPeople destructive]] powers, or those with [[PowerDegeneration unwanted side effects]] on the user. Clerics (or priests) draw from the verse's God or some other divine being, and their powers tend to be either supportive/healing, or a HolyHandGrenade.[[note]]The split was codified by ''TabletopGame/DungeonsAndDragons'' as a means to [[MutuallyExclusiveMagic distinguish normal wizards or warlocks from monks or priests]]. Shamans, meanwhile, commune with morally-neutral everyday spirits rather than aiming straight for the top (or [[GodOfEvil bottom]]) of the celestial pyramid, and if they do have gods that they call upon, it's usually more of a quid pro quo relationship rather than worship. Theurgists, regardless of their flavor, may be able to [[SummonMagic summon said entities]] to help. Associated trope: '''ReligionIsMagic, RitualMagic, DealWithTheDevil, BargainWithHeaven, WildMagic[[note]]where you have to appeal to the magic's nature for it to work[[/note]]'''

to:

"Theurgists" refers to cultists, shamans, and priests, mortal beings who draw their powers through contact through spiritual entities. Cult mages (or warlocks) draw from [[ReligionOfEvil demonic]] [[EldritchAbomination beings]], oftentimes with [[BlackMagic nasty]]/[[BadPowersBadPeople destructive]] powers, or those with [[PowerDegeneration unwanted side effects]] on the user. Clerics (or priests) draw from the verse's God or some other divine being, and their powers tend to be either supportive/healing, or a HolyHandGrenade.[[note]]The split was codified by ''TabletopGame/DungeonsAndDragons'' as a means to [[MutuallyExclusiveMagic distinguish normal wizards or warlocks from monks or priests]]. priests[[/note]]. Shamans, meanwhile, commune with morally-neutral everyday spirits rather than aiming straight for the top (or [[GodOfEvil bottom]]) of the celestial pyramid, and if they do have gods that they call upon, it's usually more of a quid pro quo relationship rather than worship. Theurgists, regardless of their flavor, may be able to [[SummonMagic summon said entities]] to help. Associated trope: '''ReligionIsMagic, RitualMagic, DealWithTheDevil, BargainWithHeaven, WildMagic[[note]]where you have to appeal to the magic's nature for it to work[[/note]]'''

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"Theurgists" here refers to 2 things: "cultists" and "priests." They share a similar, underlying premise: They draw their powers through worship or contact with a "higher source." Cult mages (or warlocks) draw from [[ReligionOfEvil evil]] or [[EldritchAbomination dark]] entities, oftentimes with [[BlackMagic nasty]]/[[BadPowersBadPeople destructive]] powers, or those with [[PowerDegeneration unwanted side effects]] on the user. Clerics (or priests) draw from the verse's God or some other divine being, and their powers tend to be either supportive/healing, or a HolyHandGrenade.[[note]]The split was codified by ''TabletopGame/DungeonsAndDragons'' as a means to [[MutuallyExclusiveMagic distinguish normal wizards or warlocks from monks or priests]]. Ironically, the original Magi were priestlike, and they did follow a dualistic faith with a God of Evil, but they considered themselves followers of the good god.[[/note]] In some cases, they may even be able to [[SummonMagic summon said entities]] to help. Associated trope: '''ReligionIsMagic, RitualMagic, DealWithTheDevil, BargainWithHeaven, WildMagic[[note]]where you have to appeal to the magic's nature for it to work[[/note]]'''

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"Theurgists" here refers to 2 things: "cultists" cultists, shamans, and "priests." They share a similar, underlying premise: They priests, mortal beings who draw their powers through worship or contact with a "higher source." through spiritual entities. Cult mages (or warlocks) draw from [[ReligionOfEvil evil]] or demonic]] [[EldritchAbomination dark]] entities, beings]], oftentimes with [[BlackMagic nasty]]/[[BadPowersBadPeople destructive]] powers, or those with [[PowerDegeneration unwanted side effects]] on the user. Clerics (or priests) draw from the verse's God or some other divine being, and their powers tend to be either supportive/healing, or a HolyHandGrenade.[[note]]The split was codified by ''TabletopGame/DungeonsAndDragons'' as a means to [[MutuallyExclusiveMagic distinguish normal wizards or warlocks from monks or priests]]. Ironically, the original Magi were priestlike, and they did follow a dualistic faith Shamans, meanwhile, commune with a God of Evil, but they considered themselves followers morally-neutral everyday spirits rather than aiming straight for the top (or [[GodOfEvil bottom]]) of the good god.[[/note]] In some cases, celestial pyramid, and if they do have gods that they call upon, it's usually more of a quid pro quo relationship rather than worship. Theurgists, regardless of their flavor, may even be able to [[SummonMagic summon said entities]] to help. Associated trope: '''ReligionIsMagic, RitualMagic, DealWithTheDevil, BargainWithHeaven, WildMagic[[note]]where you have to appeal to the magic's nature for it to work[[/note]]'''



* ''TabletopGame/MageTheAscension'': Freshly Awakened mages are somewhere between lottery winners, programmers, and monks, as they have managed to either notice enough of the structure behind reality to learn how to manipulate it, or got thrust behind the curtain of all that is and saw the true face of existence. After Awakening, a mage adopts a paradigm that defines how they see reality and the ability to manipulate it, which may paint them as an athlete/monk (the Akashic Brotherhood), a gadget user (Sons of Ether), a naturalist (Verbena), a priest (the Celestial Chorus), and so many other things.

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* ''TabletopGame/MageTheAscension'': Freshly ''TabletopGame/OldWorldOfDarkness'':
** Obviously, TabletopGame/MageTheAscension'', which focuses on
Awakened mages Mages, who are somewhere between lottery winners, programmers, and monks, as they have managed to either notice enough of the structure behind reality to learn how to manipulate it, or got thrust behind the curtain of all that is and saw the true face of existence. After Awakening, a mage adopts a paradigm that defines how they see reality and the an innate ability to manipulate it, alter reality but still rely on cultural and/or technological stylings as a focus (their "Paradigm"), which may paint them as various Traditions: an athlete/monk (the Akashic Brotherhood), a gadget user (Sons of Ether), a naturalist (Verbena), a priest (the Celestial Chorus), and so many other things. others. Their biggest weakness is Paradox: altering reality beyond what is accepted as natural (especially in the presence of muggles), which results in reality biting back and physically harming the mage in question. A clever Mage knows how to work around Paradox and mask their magic as everyday occurrence ("Coincidence").
** Also from ''Mage'', sorcerers are magic users who lack innate ability and can only work magic through old-fashioned, well-established spells and rituals ("hedge magic" as opposed to mages' True Magick). They're not as potent as mages, as mages can eventually graduate beyond needing magical foci while sorcerers cannot, but they're also not vulnerable to Paradox since they're "staying in their lane" by reality's standards.
** In ''VampireTheMasquerade'', several clans are known for their sorcery. Blood magic which is functionally similar to hedge magic, but souped-up on vampire blood. The sorcerous clans are either scholars like the Tremere, or Theurgists like the Baali.
** In ''WerewolfTheApocalypse'', Garou born under the crescent moon are Theurges, who are the shamans of Garou society. They don't have access to any special sorcery, as any Garou can learn to perform Rites with good reason, but Theurges are expected to specialize in this area. Since shamanism is a central theme of the game, most of the non-Garou shapeshifters have a Theurge-equivalent among their ranks as well. Shifters are also capable of learning human hedge magic, though it's rare and limited to only the most mystical-minded tribes (rarer still is the Storyteller who allows it, since reeks of SpecialSnowflakeSyndrome).
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Note that these analogies could be mixed: for instance, it is possible that the innate ability to wield magic is based on bloodline (as with the mage race), but that to develop this innate ability, the mage must use ancient lore (as with the scholarly mage). Also note that this is about ''how'' the mage acquires power, not the ''source'' of that power: i.e., whether magic is drawn from nature, from the elements, from other planes, from the spirit world, or whatever.

to:

Note that these analogies could be mixed: for instance, it is possible that the innate ability to wield magic is based on bloodline (as with the mage race), but that to develop this innate ability, the mage must use ancient lore (as with the scholarly mage). Also note that this is about ''how'' the mage acquires power, not the ''source'' of that power: i.e., whether magic is drawn from nature, from the elements, from other planes, from the spirit world, or whatever.what-have-you is not relevant..

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[[AC: Mages are like Chemists]]

To work magic, a mage just finds and combines the right physical components in such a way that produces the effect they want. This is distinct from Gadget Users in that the components tend to be specific to the spell and used up in the process, rather than reused, and distinct from Mutants in that they have to keep gathering and recombining ingredients, rather than just being exposed to the substance once. While almost any physical materials can potentially work, potions tend to be the most common type. Associated trope: '''AlchemyIsMagic, EyeOfNewt, InsubstantialIngredients, SympatheticMagic, HermeticMagic[[note]]Though it frequently overlaps with the Gadget User and Theurgist types[[/note]]'''



[[AC: Mages are like Chemists]]

To work magic, a mage just finds and combines the right physical components in such a way that produces the effect they want. This is distinct from Gadget Users in that the components tend to be specific to the spell and used up in the process, rather than reused, and distinct from Mutants in that they have to keep gathering and recombining ingredients, rather than just being exposed to the substance once. While almost any physical materials can potentially work, potions tend to be the most common type. Associated trope: '''AlchemyIsMagic, EyeOfNewt, InsubstantialIngredients, SympatheticMagic, HermeticMagic[[note]]Though it frequently overlaps with the Gadget User and Theurgist types[[/note]]'''



[[AC: Mages are like Programmers]]

Mages change reality by giving it commands in a specific format -- as if all reality is one huge computer program, and the mages are [[PlayfulHacker hackers]] in a world of the tech-illiterate. Depending on how flexible the code is, this could range from standard spells with an unusual flavor all the way up to full-blown [[RealityWarper reality-warping]]. Associated trope: '''PowersAsPrograms, LanguageOfMagic, FormulaicMagic, RewritingReality, IKnowYourTrueName'''


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[[AC: Mages are like Programmers]]

Mages change reality by giving it commands in a specific format -- as if all reality is one huge computer program, and the mages are [[PlayfulHacker hackers]] in a world of the tech-illiterate. Depending on how flexible the code is, this could range from standard spells with an unusual flavor all the way up to full-blown [[RealityWarper reality-warping]]. Associated trope: '''PowersAsPrograms, LanguageOfMagic, FormulaicMagic, RewritingReality, IKnowYourTrueName'''
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** Depending on the primal source, mages have different specialties. Moon mages are primarily illusionists, Sun mages are healers, and Sky mages tend to be acrobats and dancers.
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In Harry Potter, muggle borns are ALREADY born with magic. They don't "manifest later". And also the wand does not make magic happen. The magic comes from the wizards and witches themselves. The wand just helps them control their magic easier.


* In ''Franchise/HarryPotter'', the ability to use magic is hereditary and how pure someone's bloodline is seems to be a big deal for some wizards. It is however possible for magic to manifest in a non-wizard child (so called muggle-born). The reverse is also true; the so-called "squib" are MuggleBornOfMages. Mages here are also gadget-users in that they're reliant on a MagicWand to do their magic. Using magic without a wand is, consequently, considered a masterful feat in universe, and people who achieved it can be counted by just one hand. Potions are still racial, since they require magic to create, but overlap with Chemist types.

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* In ''Franchise/HarryPotter'', the ability to use magic is hereditary and how pure someone's bloodline is seems to be a big deal for some wizards. It is however possible for magic children born to manifest in a non-wizard child (so non-magic families to be born with magic(so called muggle-born). The reverse is also true; the so-called "squib" are MuggleBornOfMages. children born to magical families but lack magical ability themselves. Mages here are also gadget-users in that they're reliant on a MagicWand to do help them control their magic. Using magic without a wand is, consequently, considered a masterful feat in universe, of control of their own magic, and people who achieved it can be counted by just one hand. Potions are still racial, since they require magic to create, but overlap with Chemist types.
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* ''Literature/{{Circe}}'': Magic is feared by the gods. Although Circe and her siblings grow up with an affinity for magic (and her niece Medea becomes a witch as well), she eventually concludes that witchcraft isn't particularly tied to divinity — what makes it is will. While her siblings' magic is not delved into, Circe's is most akin to the chemistry flavor, as it involves a lot of mixing ingredients and drawing power from nature.
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* ''WesternAnimation/{{The Owl House}}''
** Witches in the show are able to do magic thanks to an actual magic organ attached to their hearts. The bile in this organ helps fuel the casting of magic spells, with a major example being the use of spell circles (with the particular spell being cast being based on thought).
** Luz stumbles across an older way of doing magic in the same episode that Eda explains this. It turns out that spell circles contain runes that represent the spell being cast but are only visible for a split second. Writing the rune down on any object and striking it will allow anyone to cast it, with the object usually destroyed in the process. It later turns out that this works because [[BackgroundMagicField the Boiling Isles itself]] assists in fueling spells done this way, as [[spoiler:attempting the same thing on Earth renders the inscribed object inert.]]
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Rewicking post trope renaming.


* Magic in ''Literature/TairenSoul'' is usually racial, as one's potential magic power is determined by how much blood of the magical races the user possesses ([[GiantFlyer Tairen]], [[OurElvesAreBetter Fey, Elvian]], [[EvilSorcerer Feraz, Eld]], etcetera), and how strong their individual bloodlines are. Elden Magery and Feraz Witchcraft overlap with Scholar types, as the former requires extensive study and knowledge, while even a mortal can use certain witchspells with the right incantations. The briefly seen Danael and Drogan magic seem to be Naturalists and Gadget Users respectively, with the former heavy on spirits and the latter on BloodMagic and HumanSacrifice. Hearth witches and hedge wizards are Mutants, gaining lesser magical gifts from being exposed to strong magic in areas where magical battles took place. Also, the last book reveals that [[spoiler: most of the magical races originated as the descendants of mortals exposed to powerful Tairen magic]].

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* Magic in ''Literature/TairenSoul'' is usually racial, as one's potential magic power is determined by how much blood of the magical races the user possesses ([[GiantFlyer Tairen]], [[OurElvesAreBetter [[OurElvesAreDifferent Fey, Elvian]], [[EvilSorcerer Feraz, Eld]], etcetera), and how strong their individual bloodlines are. Elden Magery and Feraz Witchcraft overlap with Scholar types, as the former requires extensive study and knowledge, while even a mortal can use certain witchspells with the right incantations. The briefly seen Danael and Drogan magic seem to be Naturalists and Gadget Users respectively, with the former heavy on spirits and the latter on BloodMagic and HumanSacrifice. Hearth witches and hedge wizards are Mutants, gaining lesser magical gifts from being exposed to strong magic in areas where magical battles took place. Also, the last book reveals that [[spoiler: most of the magical races originated as the descendants of mortals exposed to powerful Tairen magic]].



*** Achieving [[AscendToAHigherPlaneOfExistence CHIM]], essentially realizing that everything, including yourself, is just a dream of [[TheOmnipotent the Godhead]] but having the mental fortitude to exist as one with it, grants this ability. Only two beings in history are believed to have achieved it - the [[OurElvesAreBetter Chimeri/Dunmeri]] [[PhysicalGod Tribunal deity]] Vivec and (MindScrew warning) the being known variously as ([[MergerOfSouls some or all of]]) Tiber Septim/Talos of Atmora/Hjalti Early-Beard/Zurin Arctus/Wulfharth Ash-King. Following the death of Tiber Septim, [[FounderOfTheKingdom founder of the Third Tamrielic Empire]], though an unknown but hotly debated means possibly involving the Numidium and/or the spirit of Lorkhan, the DeityOfHumanOrigin known as Talos came to be the Ninth Aedric Divine. Talos then ([[UnreliableCanon allegedly]]) used this power to change Cyrodiil from a jungle to a temperate grassland, a change that was retroactive, essentially making it so Cyrodiil had ''always been'' a temperate grassland. As well as achieving CHIM, Septim was also Dragonborn, giving him natural use of the Thu'um, and used the Numidium in his conquests. Taking all of that into account, it's not surprising that he was able to conquer all of Tamriel. Beyond CHIM supposedly lie two other states of being: Amaranth and Zero-Sum. Achieving Amaranth means that one exits the dream of the Godhead to create his own reality, while Zero-Sum occurs when one fails to maintain his individuality upon realizing the dream, fading into it and [[CessationOfExistence ceasing to exist]].

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*** Achieving [[AscendToAHigherPlaneOfExistence CHIM]], essentially realizing that everything, including yourself, is just a dream of [[TheOmnipotent the Godhead]] but having the mental fortitude to exist as one with it, grants this ability. Only two beings in history are believed to have achieved it - -- the [[OurElvesAreBetter [[OurElvesAreDifferent Chimeri/Dunmeri]] [[PhysicalGod Tribunal deity]] Vivec and (MindScrew warning) the being known variously as ([[MergerOfSouls some or all of]]) Tiber Septim/Talos of Atmora/Hjalti Early-Beard/Zurin Arctus/Wulfharth Ash-King. Following the death of Tiber Septim, [[FounderOfTheKingdom founder of the Third Tamrielic Empire]], though an unknown but hotly debated means possibly involving the Numidium and/or the spirit of Lorkhan, the DeityOfHumanOrigin known as Talos came to be the Ninth Aedric Divine. Talos then ([[UnreliableCanon allegedly]]) used this power to change Cyrodiil from a jungle to a temperate grassland, a change that was retroactive, essentially making it so Cyrodiil had ''always been'' a temperate grassland. As well as achieving CHIM, Septim was also Dragonborn, giving him natural use of the Thu'um, and used the Numidium in his conquests. Taking all of that into account, it's not surprising that he was able to conquer all of Tamriel. Beyond CHIM supposedly lie two other states of being: Amaranth and Zero-Sum. Achieving Amaranth means that one exits the dream of the Godhead to create his own reality, while Zero-Sum occurs when one fails to maintain his individuality upon realizing the dream, fading into it and [[CessationOfExistence ceasing to exist]].



* Cepters from ''VideoGame/{{Culdcept}}'' are a variant of scholars. Their powers come from [[CollectibleCardGame cards]] that are pages of the Book of Creation, which are found scattered throughout the world (or, of course, in the hands of other Cepters).

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* ''VideoGame/{{Culdcept}}'': Cepters from ''VideoGame/{{Culdcept}}'' are a variant of scholars. Their powers come from [[CollectibleCardGame cards]] that are pages of the Book of Creation, which are found scattered throughout the world (or, of course, in the hands of other Cepters).



* The ''Franchise/DragonAge'' series is a weird case that mixes the Aristocrats and the Lottery Winners subtypes: magical abilities tend to run in the family, but mages are born into muggle families, as well, seemingly at random. Also, mages are kept isolated by force in most societies due to the fact that they are prone to getting possessed by demons.

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* The ''Franchise/DragonAge'' series is a weird case that mixes the Aristocrats and the Lottery Winners subtypes: magical abilities tend to run in the family, but mages are born into muggle families, as well, seemingly at random. Also, mages are kept isolated by force in most societies due to the fact that they are prone to getting possessed by demons.
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This is about the source of the mages power specifically. While all magical creatures are connected to a Primal Source, the way mages gain their magic is a little different.


* Mages in ''WesternAnimation/{{The Dragon Prince}}'' come in two varieties. First, there are Dark Mages, who are a mix of Scholars and Chemists (Dark Magic spells require components to produce a desired effect). However, there are also Primal Mages, who seem to be a combination of Naturalists, Monks, and Race. Usually, a mage has to be born with a connection to a Primal Source--called an arcanum--to practice this kind of magic (Callum and Aaravos are the only exceptions thus far). Along with that connection, mages need to draw from Primal Energy in the natural world or in themselves. While some study is involved in learning spells, Primal Mages primarily resemble Monks, in that they must cultivate a deep connection to their arcanum, learning to perform complex abilities such as crafting illusions, super-strength, or flight. Mages in Primal Magic may also be Athletes, depending how much physical exertion is actually required for their magic.

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* Mages in ''WesternAnimation/{{The Dragon Prince}}'' come in two varieties. First, there are Dark Mages, who are a mix of Scholars and Chemists (Dark Magic spells require components to produce a desired effect). However, there are is also Primal Mages, who seem to be a combination of Naturalists, Monks, and Race. Usually, a mage has to be Magic. While almost every creature (apart from humans) are born with a connection to a Primal Source--called an arcanum--to practice this kind of magic (Callum and Aaravos are the only exceptions thus far). Along with that connection, mages need to draw from Primal Energy in the natural world or in themselves. While some study is involved in learning spells, Primal Mages arcanum--Primal ''Mages'' primarily resemble Monks, in that they must have to cultivate a deep mental and spiritual connection to their arcanum, arcanum, learning to perform complex abilities such as crafting illusions, super-strength, or flight. Mages in Primal Magic may are partially also be Athletes, depending how much physical exertion is actually required Scholars (in that they have to learn the right runes and draconic words for their magic.each spell) as well as Athletes (they have to draw the rune in he air, and often need to physically exert themselves in order for the spell to work).
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typo
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tudo


* In ''Literature/{{Discworld}}'' certain people have the ability to detect octarine, which means they can see what they're doing when manipulating magic. This often runs in families (Race) although it's also been known to just happen (Lottery Winners). Knowing ''how'' to manipulate magic is taught to wizards in universities (Scholars) and witches in mentor-apprentice relationships (Naturalist Atheletes). Using magic on the Disc is surprisingly easy; the trick is knowing enough to survive doing so.

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* In ''Literature/{{Discworld}}'' certain people have the ability to detect octarine, which means they can see what they're doing when manipulating magic. This often runs in families (Race) although it's also been known to just happen (Lottery Winners). Knowing ''how'' to manipulate magic is taught to wizards in universities (Scholars) and witches in mentor-apprentice relationships (Naturalist Atheletes).Athletes). Using magic on the Disc is surprisingly easy; the trick is knowing enough to survive doing so.
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** This anime is an interesting example. By making a contract with Kyubey, a girl gets a Soul Gem that allows her to become a MagicalGirl in exchange for a wish, making them Gadget Users. [[spoiler: it is revealed however that the Soul Gem is actually the girl's soul, taken apart from the body. This grants magic but also makes the soul get corrupted with time, making them Mutants]]

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** This anime is an interesting example. By making a contract with Kyubey, a girl gets a Soul Gem that allows her to become a MagicalGirl in exchange for a wish, making them Gadget Users. [[spoiler: it It is revealed however that the Soul Gem is actually the girl's soul, taken apart from the body. This grants magic but also makes the soul get corrupted with time, making them Mutants]]
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* ''LightNovel/YokuWakaruGendaiMahou'' have a mix of gadgeet users and lottery winners. Magic in this setting is performed by programming codes, and apparently anyone can learn it, but on the other hand, some are naturally far more gifted than others. For exemple, Kaho, a muggle, started to learn using codes, and do a decent job at this because she is good with a computer, but since she is only beginning to learn it, she can not see some supernatural things and can only use basic spells. Koyomi is good at...summoning basin, and nothing else. but she is really good at it and can even nullify powerful spells by turning them into basin. Heredity apparently also play a role in this, since Misa and Yumiko are both descended from great mages.

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* ''LightNovel/YokuWakaruGendaiMahou'' have a mix of gadgeet users and lottery winners. Magic in this setting is performed by programming codes, and apparently anyone can learn it, but on the other hand, some are naturally far more gifted than others. For exemple, Kaho, a muggle, started to learn using codes, and do does a decent job at this because she is good with a computer, but since she is only beginning to learn it, she can not see some supernatural things and can only use basic spells. Koyomi is good at...summoning basin, basins, and nothing else. but But she is really good at it and can even nullify powerful spells by turning them into basin. basins. Heredity apparently also play plays a role in this, since Misa and Yumiko are both descended from great mages.
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** There are [[https://www.egscomics.com/comic/2016-05-25 three levels]] of magical access. Most people are "sleeping", and have no access to magic. Those who are fully "awakened" will continue to get new spells, customized to reflect their desires and personalities, as long as they continue to use magic. In between the two is "dreaming", which is an umbrella term for anyone who has access to some form of magic without being fully Awakened.
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** Gadget Users: Whalebone can also be used to create bone charms, which give passive benefits (ranging from [[MundaneUtility preventing pregnancies]] to enhancing magical power) to anyone who wears them. The Outsider will also occasionally gift ClockPunk {{Magitek}} devices to his favorite people, including a SoulJar Heart that locates runes or bone charms, and a Timepiece that can take advantage of the time-distortion in an EldritchLocation.


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** Gadget Users: Whalebone can also be used to create bone charms, which give passive benefits (ranging from [[MundaneUtility [[FantasyContraception preventing pregnancies]] to enhancing magical power) to anyone who wears them. The Outsider will also occasionally gift ClockPunk {{Magitek}} devices to his favorite people, including a SoulJar Heart that locates runes or bone charms, and a Timepiece that can take advantage of the time-distortion in an EldritchLocation.

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* Mages in ''WesternAnimation/{{The Dragon Prince}}'' come in two varieties. First, there are Dark Mages, who are a mix of Scholars and Programmers (Dark Magic spells can often rewrite reality as the spellcaster desires). However, there are also Primal Mages, who seem to be a combination of Naturalists, Monks, and Race. Usually, a mage has to be born with a connection to a Primal Source--called an arcanum--to practice this kind of magic (Callum and Aaravos are the only exceptions thus far). Along with that connection, mages need to draw from Primal Energy in the natural world or in themselves. While some study is involved in learning spells, Primal Mages primarily resemble Monks, in that they must cultivate a deep connection to their arcanum, learning to perform complex abilities such as crafting illusions, super-strength, or flight. Mages in Primal Magic may also be Athletes, depending how much physical exertion is actually required for their magic.

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* Mages in ''WesternAnimation/{{The Dragon Prince}}'' come in two varieties. First, there are Dark Mages, who are a mix of Scholars and Programmers Chemists (Dark Magic spells can often rewrite reality as the spellcaster desires).require components to produce a desired effect). However, there are also Primal Mages, who seem to be a combination of Naturalists, Monks, and Race. Usually, a mage has to be born with a connection to a Primal Source--called an arcanum--to practice this kind of magic (Callum and Aaravos are the only exceptions thus far). Along with that connection, mages need to draw from Primal Energy in the natural world or in themselves. While some study is involved in learning spells, Primal Mages primarily resemble Monks, in that they must cultivate a deep connection to their arcanum, learning to perform complex abilities such as crafting illusions, super-strength, or flight. Mages in Primal Magic may also be Athletes, depending how much physical exertion is actually required for their magic.
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None

Added DiffLines:

* Mages in ''WesternAnimation/{{The Dragon Prince}}'' come in two varieties. First, there are Dark Mages, who are a mix of Scholars and Programmers (Dark Magic spells can often rewrite reality as the spellcaster desires). However, there are also Primal Mages, who seem to be a combination of Naturalists, Monks, and Race. Usually, a mage has to be born with a connection to a Primal Source--called an arcanum--to practice this kind of magic (Callum and Aaravos are the only exceptions thus far). Along with that connection, mages need to draw from Primal Energy in the natural world or in themselves. While some study is involved in learning spells, Primal Mages primarily resemble Monks, in that they must cultivate a deep connection to their arcanum, learning to perform complex abilities such as crafting illusions, super-strength, or flight. Mages in Primal Magic may also be Athletes, depending how much physical exertion is actually required for their magic.

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