A lot of magic in fiction requires the caster to have some metaphysical connection with magic—usually a soul—in order to use it. And given that there's usually a case where Cybernetics Eat Your Soul, a cyborg who can use magic would therefore have some limitations in regards to using the latter.
For this to count, Clarke's Third Law should not be in effect (i.e. the magic shouldn't be some very highly advanced technology), and the character has to still be human/organic enough to some extent. If they're explicitly robotic from inception, that falls under Robot Wizard.
Sub-Trope of Magitek, which is not limited to robots, and Science Fantasy. Also a case of Ninja Pirate Robot Zombie, being a combination of two things we consider cool, and Oxymoronic Being and/or Paradox Person, due to technology and magic mixed together.
- Being a latent mage is actually a requirement for cyborgs in the Lyrical Nanoha franchise, as their robotic implants are powered by the mana that their bodies produce. While several of them are also shown to be proper mages, their cyborg abilities are distinctly different from magic, as they're able to function while inside an Anti-Magic field without problem.
Film - Live Action
- Both Anakin Skywalker and his son Luke from the Star Wars saga receive cybernetic prosthetic arms in the course of the movies, but retain their Force powers (though when Anakin lost all of his remaining limbs and became Darth Vader, his mastery of the Force was severely hampered for the rest of his life, compared to what he had displayed before).
- Lawrence Watt-Evans has a pair of novels, The Cyborg and the Sorcerers and The Wizard and the War Machine, where a cyborg soldier winds up on a planet where magic is real, goes native, and ends up becoming a wizard himself.
- In Scum and Villainy, anyone can become a cyborg wizard — in fact, the "wizard" part is easier than the "cyborg" one, since any sentient being can tap into the Way to learn Psychic Powers and to become a Mystic, while cybernetic augmentations are tightly controlled by the Guild of Engineers. While the lore doesn't mention any canon cyborg Mystics, picking up some Way powers and Working for a Body Upgrade from the Guild is a perfectly valid build for a Player Character.
- Shadowrun is rife with NPCs and PCs like this to differing extents, though it comes with its limitations by way of Essence. Installing cyber- or bioware has an Essence cost, and the less Essence you have, the harder it is for mages to cast magic (not to mention you'll die if you run out of it), meaning you'll have to minimize the cybernetics you want in yourself and choose really carefully to be an effective player.
- Games Workshop games:
- Warhammer: The Skaven Warlock Engineers of Clan Skryre often replace lost limbs with Magitek creation of their own devising and, in battle, can use their natural arcane abilities to shoot Warp Lightning at their enemies. The greatest of their number, Ikit Claw, has replaced more than falf his body with such devices and is considered to be the greatest Skaven spellcaster outside of the Grey Seers priesthood.
- Warhammer 40,000:
- As with their non-psyker brethren, it's not unusual for Librarians of the Adeptus Astartes to sport bionic limbs and organs as a result of centuries of combat. Those that share the gene-seed of the machine obsessed Iron Hands are particularly likely to have such cybernetic enhancements and often manifest machine-based psychic abilities.
- The Dark Adepts of the Dark Mechanicum, the twisted hybrids of technology and the arcane who are the Evil Counterparts of the Imperium's Tech-Priests use the profane rituals and foul sorcery of the Dark Powers to enhance the weapons and monstrous daemon engine that they create for the forces of the Ruinous Powers.
- Paper Mario: The Thousand-Year Door features enemies called "Wizzerds," who are described as "part-machine, part-organic." They use magic for all of their moves.
- Shadowrun: Your character Jake Armitage can essentially become this. On top of having the Dog Spirit's favor, and getting a wide variety of spells, he can be fitted with all manner of cyberware without the usual penalties this would cause in the Shadowrun-verse.
- In the Shadowrun Returns series, you can build a Mage/Shaman character this way, though it's advised to keep the cybernetics to a minimum since Essence loss also means longer cooldowns for spells. That said, the campaigns usually include one or two pieces of cyberware that don't cost any Essence, and Hong Kong adds a Cyberware Affinity line of skills that effectively gives you more Essence, letting mages add a few cybernetic parts without compromising their magical skills. To a lesser extent, any character built with both spells and cyberware in their loadout technically qualifies for this trope.
- Fairly common in Val and Isaac due to the Science Fantasy setting. In particular, Space Dread claims to be made up of cybernetics and dark magic.
- Thundarr the Barbarian: These tend to show up a lot in the After the End future of the series, normally as antagonists. The most notable example was Gemini, an imposing wizard possessed of two faces, one that looked and sounded like a kindly old man and the other that looked and sounded like, well, Darkseid. His head would rotate around with his helmet visor flipping to cover the unneeded face. In addition to powerful blasts of energy, he could also summon monsters to fight for him and had an energy shield that could tank the Sun Sword's energy blasts.