Follow TV Tropes

Following

History VideoGame / ChoiceOfMagics

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* VowOfCelibacy: Saints are expected to be celibate, though this is more of a suggestion than a hard rule and nobody will begrudge an otherwise-good Saint their paramour.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* InterfaceSpoiler: {{Lampshaded}} in the beginning, when it asks you about your preferred pronouns and nouns.
->Why the royal titles? No reason....
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SimpleMindedWisdom: Twimsby is a rather simple animal lover and healing Saint. He also knows that bringing a puppy to a dying patient can be as powerful as the best vivomancy, and uniquely among the Church hierarchy, is okay with magic use so long as it's used to make nice things.

Added: 343

Changed: 340

Is there an issue? Send a MessageReason:
None


* AntimagicalFaction: The Church forbids all magic on penalty of imprisonment. Its Saints use divine miracles, which are not magic. [[spoiler: About that? Yes they are, and the imprisoned mages are taught about Abraxas, brought into the Church and renamed Saints. The Church is most definitely hypocritical, wanting to control magic for the good of the people.]]

to:

* AntimagicalFaction: AntimagicalFaction:
**
The Church forbids all magic on penalty of imprisonment. Its Saints use divine miracles, which are not magic. [[spoiler: About that? Yes they are, and the imprisoned mages are taught about Abraxas, brought into the Church and renamed Saints. The Church is most definitely hypocritical, wanting to control magic for the good of the people.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DidYouJustFlipOffCthulhu: [[spoiler: In one ending, you can tell Abraxas, also known as ''God'', that he's not needed and should take a good look at his own behavior before he goes around judging others. And he responds by accepting your words and leaving.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ConflictKiller: [[spoiler: If the Eternal Storm goes out of control or the Black Sun destroys the world, the war with Magisteria becomes moot.]]


Added DiffLines:

* MythologyGag: Naming your dragon "Pickle," and the electric pickle trick, are references to ''VideoGame/ChoiceOfRobots'' by the same writer.
Is there an issue? Send a MessageReason:
None


* GrayAndGreyMorality: The Church is a bit excessive in its persecution of mages [[spoiler: and hypocritical about their Saints]], but they've got good reasons for wanting to keep a lid on things: Magic is ''dangerous''. [[spoiler: Likewise, the Magisterians are a tyrannical plutocracy that restricts magic to the wealthy, oppresses their own people and tries to conquer Eirinia, but again, their system is designed to prevent uncontrolled magic from destroying the world. And while the High Magisterian is a major {{Jerkass}}, the other Magisterians are much more reasonable.]]

to:

* GrayAndGreyMorality: The Church is a bit excessive in its persecution of mages [[spoiler: and hypocritical about their Saints]], but they've got good reasons for wanting to keep a lid on things: Magic is ''dangerous''.''dangerous'', and you might not be acting entirely morally with your power yourself. [[spoiler: Likewise, the Magisterians are a tyrannical plutocracy that restricts magic to the wealthy, oppresses their own people and tries to conquer Eirinia, but again, their system is designed to prevent uncontrolled magic from destroying the world. And while the High Magisterian is a major {{Jerkass}}, the other Magisterians are much more reasonable.]]

Added: 579

Changed: 1

Is there an issue? Send a MessageReason:
None


* GrayAndGreyMorality: The Church is a bit excessive in its persecution of mages [[spoiler: and hypocritical about their Saints]], but they've got good reasons for wanting to keep a lid on things: Magic is ''dangerous''. [[spoiler: Likewise, the Magisterians are a tyrannical plutocracy that restricts magic to the wealthy, oppresses their own people and tries to conquer Eirinia, but again, their system is designed to prevent uncontrolled magic from destroying the world. And while the High Magisterian is a major {{Jerkass}}, the other Magisterians are much more reasonable.]]



* NoImmortalInertia: [[spoiler:The hierophant miter suppresses the effects of rot as long as it's current wielder received it willingly. If you accept it from the previous hierophant she instantly turns to dust as the rot catches up, though she does GoOutWithASmile]].

to:

* NoImmortalInertia: [[spoiler:The hierophant miter suppresses the effects of rot as long as it's its current wielder received it willingly. If you accept it from the previous hierophant she instantly turns to dust as the rot catches up, though she does GoOutWithASmile]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SinisterSurveillance: You can create a system of crystal balls that allow for policing Akriton through Divination. It's mentioned that this leads to a feeling of lost freedom, and people feel more afraid in the panopticon society.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* UndergroundCity: [[spoiler: In the Automation route, if you neither fix the Storm nor escape above the clouds, the people of Eirinia retreat into underground caves. In one variation, you escape underground with a magical battery that can safely power any technological device the Eirinians need; otherwise, they are forced to live a hardscrabble life by hunting, fishing and scavenging.]]

Added: 324

Changed: 279

Is there an issue? Send a MessageReason:
None


* FromNobodyToNightmare: You go from an unemployed peasant in a backwater town to the most powerful wizard in your respective school. This goes double for Negation: you can [[spoiler:destroy the Magisterians]] with a single spell.

to:

* FromNobodyToNightmare: You go from an unemployed peasant in a backwater town to the most powerful wizard in your respective school.Eirinia. This goes double for Negation: you can [[spoiler:destroy the Magisterians]] with a single spell.



* ItOnlyWorksOnce: ''Megali Mageia'' claims a wizard will have a single opportunity to cast a spell beyond all spells. Once you've used it you can never cast something that powerful again. [[spoiler:Guess what you do during the climax?]]

to:

* ImmortalityInducer: [[spoiler: The Hierophant's miter gives immunity to rot and aging.]]
* ItOnlyWorksOnce: ''Megali Mageia'' claims a wizard will have a single opportunity to cast a spell beyond all spells. Once you've used it you can never cast something that powerful again. [[spoiler:Guess what [[spoiler: This means you do during can usually only get one ending route, though in some of the climax?]] latter cases, you ''don't'' make a great work.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NoImmortalInertia: [[spoiler:The hierophant miter suppresses the effects of rot as long as it's current wielder received it willingly. If you accept it from the previous hierophant she instantly turns to dust as the rot catches up, though she does GoOutWithASmile]].

Added: 768

Changed: 5

Is there an issue? Send a MessageReason:
None


* FromNobodyToNightmare: You go from an unemployed peasant in a backwater town to the most powerful wizard in your respective school. This goes double for Negation: you can [[spoiler:destroy the Magisterians]] with a single spell.



* HoistByHisOwnPetard: The church keeps a terrifying murder golem to execute mages. If you've seized control of it when the Hierophant and her crew comes down it [[spoiler:automatically kills them, his programming activated by their glamors.]]
* ItOnlyWorksOnce: ''Megali Mageia'' claims a wizard will have a single opportunity to cast a spell beyond all spells. Once you've used it you can never cast something that powerful again. [[spoiler:Guess what you do during the climax?]]



* NotSoPhonyPsychic: Seer Marie if you teach her magic.



* PathOfInspiration: The Church of Abraxas [[spoiler:frequently uses disguised magic despite their vehement denouncements of it executions of uncooperative wizards, and was founded by a wizard-turned-negative energy specter rather than a god. In their defense, they are [[WellIntentionedExtremest trying to avoid a repeat of the ancient's destruction of the world.]]

to:

* PathOfInspiration: The Church of Abraxas [[spoiler:frequently uses disguised magic despite their vehement denouncements of it executions of uncooperative wizards, and was founded by a wizard-turned-negative energy specter rather than a god. In their defense, they are [[WellIntentionedExtremest [[WellIntentionedExtremist trying to avoid a repeat of the ancient's destruction of the world.]] ]]]]

Added: 1964

Changed: 1080

Is there an issue? Send a MessageReason:
None


* BewareTheNiceOnes: Sam is [[GoodShepherd one of nicest characters in the game]], but push the magical agenda too far while his relationship value is low will cause him to lash out in an unexpected way: [[spoiler:he tries to kill you]].



* DarkIsNotEvil: Negation is scary, but it's just a powerful force with no inherent morality to it.
* DarkSecret: You assign yours at the beginning of the game. You may have: caused Tal to lose her eye, accidently caused the death of Tal's father, or reported Tal to Cos for being a shapeshifter.



* TheMagicComesBack: You can revolutionize society using the magic of the ancients, leaving people to quickly begin learning it themselves. [[spoiler:Depending on the ending [[TheMagicGoesAway you might have to get rid of it again]].]]



* PerpetualStorm: The Eternal Storm covers the world and provides lightning with which to power Automation magic. It also provides lightning where it's not wanted, necessitating the use of copper trees to protect towns. [[spoiler: In one ending branch, your use of magic intensifies the storm and brings about TheGreatFlood.]]

to:

* PathOfInspiration: The Church of Abraxas [[spoiler:frequently uses disguised magic despite their vehement denouncements of it executions of uncooperative wizards, and was founded by a wizard-turned-negative energy specter rather than a god. In their defense, they are [[WellIntentionedExtremest trying to avoid a repeat of the ancient's destruction of the world.]]
* PerpetualStorm: The Eternal Storm covers the world and provides lightning with which to power Automation magic. It also provides lightning where it's not wanted, necessitating the use of copper trees to protect towns. [[spoiler: In one ending branch, your use of magic intensifies the storm and brings about TheGreatFlood.]] You can clear the skies in certain endings.]]
* PowerAtAPrice: All schools of magic have some drawback to them as listed under MagicAIsMagicA.



* SuperweaponSurprise: [[spoiler: The Magisterians think of Eirinia as a backwater, magicless state that should be easily conquered. Which it is at the start of the game - but the PC can lead a crash modernization program that equips Eirinia with airships or dragons, and when the war starts, choose to employ massed negation wands and alchemical [[SuperSoldier Super Soldiers]] to fight back against the Empire. Just because Eirinia ''doesn't'' make widespread use of magic doesn't mean that they ''can't''.]]

to:

* SuperweaponSurprise: [[spoiler: The Magisterians think of Eirinia as a backwater, magicless state that should be easily conquered. Which it is at the start of the game - but the PC can lead a crash modernization program that equips Eirinia with airships or dragons, ScissorsCutsRock: Get your Negation stat high enough and when the war starts, choose to employ massed negation wands and alchemical [[SuperSoldier Super Soldiers]] to fight back against the Empire. Just because Eirinia ''doesn't'' make widespread use of magic doesn't mean that they ''can't''.]]even powerful wards won't stop your attacks.


Added DiffLines:

* SuperweaponSurprise: [[spoiler: The Magisterians think of Eirinia as a backwater, magicless state that should be easily conquered. Which it is at the start of the game - but the PC can lead a crash modernization program that equips Eirinia with airships or dragons, and when the war starts, choose to employ massed negation wands and alchemical [[SuperSoldier Super Soldiers]] to fight back against the Empire. Just because Eirinia ''doesn't'' make widespread use of magic doesn't mean that they ''can't''.]]


Added DiffLines:

* TomboyAndGirlyGirl: The dynamic if you encourage Tal to romance [[spoiler:Thecla]].
* TheWomanWearingTheQueenlyMask: Thecla is the tough-but-fair leader her people need, but she also finds her life to be a GildedCage.
Is there an issue? Send a MessageReason:
None


** Sam is the embodiment of what a priest should be: [[AllLovingHero kind, generous and wise]], and devout without being a zealot about it. Unlike his companion, Brother Jacob, his response to seeing a good-guy PC is to try to turn them to the Church], rather than trying to BurnTheWitch. [[spoiler: If he becomes a Saint, he's one of the best, and can help the PC become a better one.]]

to:

** Sam is the embodiment of what a priest should be: [[AllLovingHero kind, generous and wise]], and devout without being a zealot about it. Unlike his companion, Brother Jacob, his response to seeing a good-guy PC is to try to turn them to the Church], Church, rather than trying to BurnTheWitch. [[spoiler: If he becomes a Saint, he's one of the best, and can help the PC become a better one.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GoodShepherd: While the Church itself gets a bit shady, there are a couple of standout examples of priests who make the world a better place.
** Sam is the embodiment of what a priest should be: [[AllLovingHero kind, generous and wise]], and devout without being a zealot about it. Unlike his companion, Brother Jacob, his response to seeing a good-guy PC is to try to turn them to the Church], rather than trying to BurnTheWitch. [[spoiler: If he becomes a Saint, he's one of the best, and can help the PC become a better one.]]
** Saint Twimsby (or possibly [[spoiler: Hierophant Twimsby]]) is a bit dense sometimes and not particularly brave, but his SimpleMindedWisdom and [[BunnyEarsLawyer unorthodox approach to helping people]] make him one of the best of the Saints, and he can do as much by bringing a [[PreciousPuppies puppy]] to a suffering patient as a healing miracle. [[spoiler: If he becomes Hierophant, he orders every priest to get a pet and recommends that everyone else do so, because it just makes people nicer. This actually seems to work out. He's also significantly more laid-back about magic use than the other possible Hierophants.]]


Added DiffLines:

* PreciousPuppies: Saint Twimsby is known for bringing a puppy along to his healings, because sometimes, all the magic in the world isn't as powerful as a [[CutenessProximity cute puppy]].

Added: 795

Changed: 584

Removed: 343

Is there an issue? Send a MessageReason:
None


* AntimagicalFaction:
** The Church forbids all magic on penalty of imprisonment. Its Saints use divine miracles, which are not magic. [[spoiler: About that? Yes they are, and the imprisoned mages are taught about Abraxas, brought into the Church and renamed Saints. The Church is most definitely hypocritical, wanting to control magic for the good of the people.]]

to:

* AntimagicalFaction:
**
AntimagicalFaction: The Church forbids all magic on penalty of imprisonment. Its Saints use divine miracles, which are not magic. [[spoiler: About that? Yes they are, and the imprisoned mages are taught about Abraxas, brought into the Church and renamed Saints. The Church is most definitely hypocritical, wanting to control magic for the good of the people.]]



* TeacherStudentRomance: Vance/Vera, the wizard you find imprisoned by the church and can make your apprentice, shows an obvious interest in you if you maintain a good relationship with them. Whether or not you reciprocate those feelings is up to you.

to:

* SuperRegistrationAct:
** [[spoiler: Unofficially, the Church recruits mages as Saints, teaching them to use magic for the good of the people. They don't let on about the part where the Church is using magic, of course.]]
** The Magisterian Empire restricts magic to the wealthy elite and government agents, [[spoiler: because they know that uncontrolled magic can destroy the world. If you explain the Saints system to them, they'll approve of the control mechanism despite their own atheism.]]
* TeacherStudentRomance: Vance/Vera, the wizard you find imprisoned by the church and can make your apprentice, shows an obvious interest in you if you maintain a good relationship with them. Whether or not you reciprocate those feelings is up to you. [[spoiler: It's not a good idea if you want V to actually learn magic.]]
Is there an issue? Send a MessageReason:
None


* TeacherStudentRomance: Vance/Vera, the wizard you find imprisoned by the church and can make your apprentice, shows an obvious interest in you if you maintain a good relationship with them. Whether or not you reciprocate those feelings is up to you.

to:

* TeacherStudentRomance: Vance/Vera, the wizard you find imprisoned by the church and can make your apprentice, shows an obvious interest in you if you maintain a good relationship with them. Whether or not you reciprocate those feelings is up to you.you.
* WorldInTheSky: Happens in one ending. [[spoiler: It's the logical conclusion of Automation. If you empower the Eternal Storm too much, the world beneath the clouds becomes uninhabitable. So move Eirinia above the clouds in a nation of airships and continue to draw on the Storm.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* LostTechnology: The ''Megali Mageia'' is a book of magic that was cutting-edge even for the Ancients, allowing you to rapidly develop abilities unknown in modern Eirinia, even to existing practitioners.

Added: 251

Changed: 56

Is there an issue? Send a MessageReason:
None


* MaybeMagicMaybeMundane: Magic itself unquestionably exists in this setting. However, during a certain branch in Chapter 8 [[spoiler: where you are dying of rot due to continuous use of glamor magic]], the ambiguity of everything going on is played with and directly addressed in varying degrees depending on the outcome. [[spoiler: In the beginning, you are warned by the one nursing you that your stage of rot will induce hallucinations and that you shouldn't do anything rash. But eventually, as you're lying in your sickbed, you start hearing from a voice claiming to be Abraxas and essentially compelling you to do something highly dangerous for the sake of changing the world. Should you place absolute faith in the voice, choose to clear the skies of the Eternal Storm, and die doing so, the ambiguity is left hanging in there and in the forefront as Sam - if he lives - preaches about your divine inspiration with the belief that you truly did speak with Abraxas, while Cos and a friend theorize that you were just very good at magic while having gone insane from rot. On the other hand, should you survive in some manner or another and have a good relationship with the Church, the Hierophant will pass down her miter, which completely stops and immunizes the wearer from rot for as long as they still have it, saving your life. It's only after this item comes into your possession when the ambiguity is completely subverted by having Abraxas appear to you in his true physical form as a specter, and rot can no longer be used to disprove whether or not he actually spoke to you.]]

to:

* MaybeMagicMaybeMundane: Magic itself unquestionably exists in this setting. However, during a certain branch in Chapter 8 [[spoiler: where you are dying of rot due to continuous use of glamor magic]], the ambiguity of everything going on is played with and directly addressed in varying degrees depending on the outcome. [[spoiler: In the beginning, you are warned by the one nursing you that your stage of rot will induce hallucinations and that you shouldn't do anything rash. But eventually, as you're lying in your sickbed, you start hearing from a voice claiming to be Abraxas and essentially compelling you to do something highly dangerous for the sake of changing the world. Should you place absolute faith in the voice, choose to clear the skies of the Eternal Storm, and die doing so, the ambiguity is left hanging in there and in the forefront as Sam - if he lives - preaches about your divine inspiration with the belief that you truly did speak with Abraxas, while Cos and a friend theorize that you were just very good at magic while having gone insane from rot. On the other hand, should you survive in some manner or another and have a good relationship with the Church, the Hierophant will pass down her miter, which completely stops and immunizes the wearer from rot for as long as they still have it, saving your life. It's only after this item comes into your possession when the ambiguity is completely subverted by having Abraxas appear to you in his true physical form as a specter, specter of the man that once lived, and rot can no longer be used to disprove whether or not he actually spoke to you.]]



* SuperweaponSurprise: [[spoiler: The Magisterians think of Eirinia as a backwater, magicless state that should be easily conquered. Which it is at the start of the game - but the PC can lead a crash modernization program that equips Eirinia with airships or dragons, and when the war starts, choose to employ massed negation wands and alchemical [[SuperSoldier Super Soldiers]] to fight back against the Empire. Just because Eirinia ''doesn't'' make widespread use of magic doesn't mean that they ''can't''.]]

to:

* SuperweaponSurprise: [[spoiler: The Magisterians think of Eirinia as a backwater, magicless state that should be easily conquered. Which it is at the start of the game - but the PC can lead a crash modernization program that equips Eirinia with airships or dragons, and when the war starts, choose to employ massed negation wands and alchemical [[SuperSoldier Super Soldiers]] to fight back against the Empire. Just because Eirinia ''doesn't'' make widespread use of magic doesn't mean that they ''can't''.]]]]
* TeacherStudentRomance: Vance/Vera, the wizard you find imprisoned by the church and can make your apprentice, shows an obvious interest in you if you maintain a good relationship with them. Whether or not you reciprocate those feelings is up to you.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* PerpetualStorm: The Eternal Storm covers the world and provides lightning with which to power Automation magic. It also provides lightning where it's not wanted, necessitating the use of copper trees to protect towns. [[spoiler: In one ending branch, your use of magic intensifies the storm and brings about TheGreatFlood.]]

Added: 521

Changed: 340

Is there an issue? Send a MessageReason:
None


* AntimagicalFaction: The Church forbids all magic on penalty of imprisonment. Its Saints use divine miracles, which are not magic. [[spoiler: About that? Yes they are, and the imprisoned mages are taught about Abraxas, brought into the Church and renamed Saints. The Church is most definitely hypocritical, wanting to control magic for the good of the people.]]

to:

* AntimagicalFaction: AntimagicalFaction:
**
The Church forbids all magic on penalty of imprisonment. Its Saints use divine miracles, which are not magic. [[spoiler: About that? Yes they are, and the imprisoned mages are taught about Abraxas, brought into the Church and renamed Saints. The Church is most definitely hypocritical, wanting to control magic for the good of the people.]]
** [[spoiler: The Magisterians are another hypocritical version, restricting magic to the wealthy elite - because too much use of magic can destroy the world, and they know it.
]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheChosenOne: You can believe yourself this. [[spoiler: The Magisterians [[DefiedTrope defy]] that. You're talented, no doubt, but by their standards you're nothing unique; you're just a big fish in a small pond.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EverythingsBetterWithMonkeys: Tal's stuffed monkey Noodles is important to the plot when animated. He isn't actually intelligent, but behaves as the PC and Tal believe he would, making him a [[PluckyComicRelief lovably-comical creature]] useful for distraction and climbing into hard-to-reach places.
Is there an issue? Send a MessageReason:
I'll try to trim this later.

Added DiffLines:

* MaybeMagicMaybeMundane: Magic itself unquestionably exists in this setting. However, during a certain branch in Chapter 8 [[spoiler: where you are dying of rot due to continuous use of glamor magic]], the ambiguity of everything going on is played with and directly addressed in varying degrees depending on the outcome. [[spoiler: In the beginning, you are warned by the one nursing you that your stage of rot will induce hallucinations and that you shouldn't do anything rash. But eventually, as you're lying in your sickbed, you start hearing from a voice claiming to be Abraxas and essentially compelling you to do something highly dangerous for the sake of changing the world. Should you place absolute faith in the voice, choose to clear the skies of the Eternal Storm, and die doing so, the ambiguity is left hanging in there and in the forefront as Sam - if he lives - preaches about your divine inspiration with the belief that you truly did speak with Abraxas, while Cos and a friend theorize that you were just very good at magic while having gone insane from rot. On the other hand, should you survive in some manner or another and have a good relationship with the Church, the Hierophant will pass down her miter, which completely stops and immunizes the wearer from rot for as long as they still have it, saving your life. It's only after this item comes into your possession when the ambiguity is completely subverted by having Abraxas appear to you in his true physical form as a specter, and rot can no longer be used to disprove whether or not he actually spoke to you.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BanOnMagic: Magic is illegal according to Church law, though their ability to enforce that is pretty limited if the PC refuses to play along.


Added DiffLines:

* FantasticRacism: Shapeshifters are widely discriminated against.


Added DiffLines:

* OneManIndustrialRevolution: You can become this, reshaping Eirinia into a {{Magitek}} powerhouse through the use of magic.
Is there an issue? Send a MessageReason:
None


* {{Magitek}}: The discipline of Automation uses electricity from the Eternal Storm to empower machines, at the risk of making the storms worse. Negation can also power devices through the Black Sun, though this carries its own risks.

to:

* {{Magitek}}: The discipline of Automation uses electricity from the Eternal Storm to empower machines, at the risk of making the storms worse. Negation can also power devices through the Black Sun, though this carries its own risks.risks.
* SuperweaponSurprise: [[spoiler: The Magisterians think of Eirinia as a backwater, magicless state that should be easily conquered. Which it is at the start of the game - but the PC can lead a crash modernization program that equips Eirinia with airships or dragons, and when the war starts, choose to employ massed negation wands and alchemical [[SuperSoldier Super Soldiers]] to fight back against the Empire. Just because Eirinia ''doesn't'' make widespread use of magic doesn't mean that they ''can't''.]]
Is there an issue? Send a MessageReason:
None



to:

----


Added DiffLines:

Is there an issue? Send a MessageReason:
None


** [[{{Technopath}} Automation]] controls devices using the Eternal Storm's electricity, though this risks making the Storm worse.

to:

** [[{{Technopath}} Automation]] controls devices using the Eternal Storm's electricity, though this risks making the Storm worse. It's the most common power source for {{Magitek}}.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

''Choice of Magics'' is an [[InteractiveFiction interactive story]] from indie game company Creator/ChoiceOfGames, written by Kevin Gold, author of ''VideoGame/ChoiceOfRobots''. In a world covered by storms and fallout from ancient magic, where magic is forbidden by the Church, [[PlayerCharacter an adventurous youngster from a small town]] stumbles on a lost magical academy. Inside, they discover ancient books and devices and take their first steps to becoming a magician. Along the way, they will face the threat of Church inquisitors, rebuild or reject the devices of the ancients, advise a queen, and possibly animate a stuffed monkey. But beware: uncontrolled magic use destroyed the world once before, and may do so again.

!!This game provides examples of:
* AfterTheEnd: The magic of the ancients is long gone, storms cover the sky and blot out the sun, and random clouds of negation particles float across the world destroying things.
* AntimagicalFaction: The Church forbids all magic on penalty of imprisonment. Its Saints use divine miracles, which are not magic. [[spoiler: About that? Yes they are, and the imprisoned mages are taught about Abraxas, brought into the Church and renamed Saints. The Church is most definitely hypocritical, wanting to control magic for the good of the people.]]
* TheChurch: The Church of Abraxas worships Abraxas, [[spoiler: a long-dead mage and immortal specter]], though many of its followers consider Abraxas metaphorical and consider love and faith more important than the actual existence of their god. It is divided into two separate traditions: the House of the Sun (which preaches a creed of [[AllLovingHero love and charity]]) and the House of the Flame (which focuses on [[ChurchMilitant the battle against evil]]). The Church also has Saints, who invoke divine miracles, and Inquisitors, who hunt down mages to capture and imprison them. [[spoiler: Overall, it's neither a SaintlyChurch nor a CorruptChurch; it has good and bad aspects to it, though it's undeniably got a lot of skeletons in its closet and lies about the nature of its Saints.]]
* MagicAIsMagicA: Five disciplines of it.
** [[FantasticNuke Negation]] channels the power of the invisible Black Sun beneath the ground to throw around destructive forces that leave clouds of lung-burning particles. It can also be used as an energy source, similar to Automation, at the risk of destabilizing the Black Sun. [[spoiler: Consumption of negative particles can also counteract the effects of rot, and vice versa.]]
** [[{{Technopath}} Automation]] controls devices using the Eternal Storm's electricity, though this risks making the Storm worse.
** [[CharmPerson Glamor]] allows the user to supernaturally enhance their charisma to the level of mind control. It carries a price in terms of [[MakeThemRot internal rot and an early death]]. [[spoiler: There are ways around this, and rot can also counter Negation burn.]]
** [[PsychicPowers Divination]] allows the user to scry on far-off places. Its downside is that if you scry on someone else, they know you're doing it and can scry back to an extent, and you can share thoughts.
** [[GreenThumb Vivomancy]] is the magic of life, including healing, transformations and creating new lifeforms. It's a whimsical and humorous power, sometimes causes [[MakeThemRot rot]] in the user, and often has unpredictable effects.
* {{Magitek}}: The discipline of Automation uses electricity from the Eternal Storm to empower machines, at the risk of making the storms worse. Negation can also power devices through the Black Sun, though this carries its own risks.

Top