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* In the ''{{Avernum}}''/''{{Exile}}'' series, there are two kinds of FunctionalMagic: [[BlackMagic Mage Spells]] and [[ReligionIsMagic Priest Spells]], and [[GameplayAndStorySegregation although they're nearly identical in implementation]], they're treated as separate kinds of phenomena in-universe. Only the former is called "magic" (the latter doesn't have a distinct in-universe name, but is sometimes referred to as variations on "holy rituals"), and only practitioners of the former are restricted from wearing armor without an appropriate [[CharacterCustomization Trait]], apparently because only the former uses MagicGestures, while the latter just requires the caster to stand and pray.
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* In the ''Franchise/DragonAge'' series, magic and heavy armor don't mix for two reasons: heavier armor sets tend to have [[LevelLockedLoot high requirements on Strength]], which the mages generally don't develop, and also make casting spells more expensive, effectively reducing their mana pools. It is, however, possible to subvert this in ''VideoGame/DragonAgeOrigins'' if you manage to unlock the [[MagicKnight Arcane Warrior]] [[PrestigeClass mage specialization]], which checks Strength requisites against your [[OneStatToRuleThemAll Magic score]] instead.

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* In the ''Franchise/DragonAge'' series, magic and heavy armor don't mix for two reasons: heavier armor sets tend to have [[LevelLockedLoot high requirements on Strength]], which the mages generally don't develop, and also make casting spells more expensive, effectively reducing their mana pools. It is, however, possible to subvert this in ''VideoGame/DragonAgeOrigins'' if you manage to unlock the [[MagicKnight Arcane Warrior]] [[PrestigeClass mage specialization]], which checks Strength requisites against your [[OneStatToRuleThemAll Magic score]] instead. Further, many armor sets offer fatigue discounts when the full set is worn--applied to a Mage, this means they have a much ''larger'' pool of mana to work with as an Arcane Warrior than while wearing regular robes.
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forgot Ashley and Kaidan


* In the original ''VideoGame/{{Mass Effect|1}}'' the greater the character's focus on tech or biotics, the less heavy the armor they could equip. Tali, Liara, and Adept, Sentinel, and Engineer Shepard could only wear light armor, and Liara and Sentinels don't even have any options for improving their competence with it. Garrus and Infiltrator or Vanguard Shepard start out with only light armor available but can invest skill points to unlock medium armor. Wrex and Soldier Shepard, the most combat-focused characters, have access to medium armor from the start and can unlock heavy armor. The later games in the series remove armor classes.

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* In the original ''VideoGame/{{Mass Effect|1}}'' the greater the character's focus on tech or biotics, the less heavy the armor they could equip. Tali, Kaidan, Liara, and Adept, Sentinel, and Engineer Shepard could only wear light armor, and Liara and Sentinels don't even have any options for improving their competence with it. Garrus and Infiltrator or Vanguard Shepard start out with only light armor available but can invest skill points to unlock medium armor. Wrex Wrex, Ashley and Soldier Shepard, the most combat-focused characters, have access to medium armor from the start and can unlock heavy armor. The later games in the series remove armor classes.

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* Subverted in ''VideoGame/DissidiaFinalFantasy'', as [[VideoGame/FinalFantasyIV Golbez]] wears full black armor as in his original game, but is a fully magic fighter. [[VideoGame/FinalFantasyV Gilgamesh]] then lampshades this trope by calling out to him that if he's a wizard, he should dress the part.

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* Subverted in ''VideoGame/DissidiaFinalFantasy'', as [[VideoGame/FinalFantasyIV Golbez]] wears full black armor as in his original game, but is a fully magic fighter. [[VideoGame/FinalFantasyV Gilgamesh]] then lampshades this trope by calling out to him that if he's a wizard, he should dress the part.''Franchise/FinalFantasy'':


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** Subverted in ''VideoGame/DissidiaFinalFantasy'', as [[VideoGame/FinalFantasyIV Golbez]] wears full black armor as in his original game, but is a fully magic fighter. [[VideoGame/FinalFantasyV Gilgamesh]] then lampshades this trope by calling out to him that if he's a wizard, he should dress the part.


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** Pure mage {{NPC}}s typically don't wear armor, as how effective it is depends mostly on your skill level with that armor class, and {{NPC}}s typically don't have many skill points outside of their class skills. However there's nothing that actually stops them from equipping it, and the series has always had several types of {{Magic Knight}}s on up to the heavy armor-wearing Battlemage.


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* In the original ''VideoGame/{{Mass Effect|1}}'' the greater the character's focus on tech or biotics, the less heavy the armor they could equip. Tali, Liara, and Adept, Sentinel, and Engineer Shepard could only wear light armor, and Liara and Sentinels don't even have any options for improving their competence with it. Garrus and Infiltrator or Vanguard Shepard start out with only light armor available but can invest skill points to unlock medium armor. Wrex and Soldier Shepard, the most combat-focused characters, have access to medium armor from the start and can unlock heavy armor. The later games in the series remove armor classes.
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** ''VideoGame/FinalFantasyI'' set the example that other games in the series have used, subverted, or otherwise zig-zagged on. The [[GlassCannon black mage]] and [[CombatMedic white mage]] are both lacking in terms of what armor they can equip, though things improve (somewhat) later on with a few decent pieces of equipment they can equip. At the same time, the [[MagicKnight red mage]] averts this trope, having decent armor availability compared to the other two casters.
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* Played with in ''VideoGame/DragonQuestIX'': magic classes like the Mage and Sage can wear some medium armor without penalty, but they rely on the StatSticks for decent spellcasting strength. So if they aren't {{Squishy Wizard}}s they'll be mediocre spellcasters.

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* Played with in ''VideoGame/DragonQuestIX'': magic classes like the Mage and Sage can wear some medium armor without penalty, but they rely on the StatSticks only found is magical garments for decent spellcasting strength. So if they aren't {{Squishy Wizard}}s they'll be mediocre spellcasters.
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* Played with in ''VideoGame/DragonQuestIX'': magic classes like the Mage and Sage can wear some medium armor without penalty, but they rely on the StatSticks for decent spellcasting strength. So you either have to be SquishyWizard or a semi-durable but mediocre spellcaster.

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* Played with in ''VideoGame/DragonQuestIX'': magic classes like the Mage and Sage can wear some medium armor without penalty, but they rely on the StatSticks for decent spellcasting strength. So you either have to if they aren't {{Squishy Wizard}}s they'll be SquishyWizard or a semi-durable but mediocre spellcaster.spellcasters.
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* Played with in ''VideoGame/DragonQuestIX'': magic classes like the Mage and Sage can wear some medium armor without penalty, but they rely on the StatSticks for decent spellcasting strength. So you either have to be SquishyWizard or a semi-durable but mediocre spellcaster.
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* Averted in ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSouls''; nothing stops you from being a spellcaster wearing heavy armor, but in ''VideoGame/DemonsSouls'', ArmorIsUseless and in ''Dark Souls'', concentrating on the two stats that make you an excellent spellcaster tend to leave you with not enough stats to level your Endurance before the [=PvP=] soft cap, which allows you to equip heavier armors without suffering a movement penalty. It is certainly not unheard of, for sure.

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* Averted in ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSouls''; nothing stops you from being a spellcaster wearing heavy armor, but in ''VideoGame/DemonsSouls'', ArmorIsUseless and in ''Dark Souls'', concentrating on the two stats that make you an excellent spellcaster tend to leave you with not enough stats to level your Endurance before the [=PvP=] soft cap, Endurance, which allows increases how much equipment you to equip heavier armors can wear without suffering a movement penalty.being slowed down. It is certainly not unheard of, for sure.
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* In the ''Franchise/DragonAge'' series, magic and heavy armor don't mix for two reasons: heavier armor sets tend to have [[LevelLockedLoot high requirements on Strength]], which the mages generally don't develop, and also make casting spells more expensive, effectively reducing their mana pools. It is, however, possible to subvert this in ''VideoGame/DragonAgeOrigins'' if you manage to unlock the [[MagicKnight Arcane Warrior]] [[PrestigeClass mage specialization]], which checks Strength restrictions against your [[OneStatToRuleThemAll Magic score]] instead.

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* In the ''Franchise/DragonAge'' series, magic and heavy armor don't mix for two reasons: heavier armor sets tend to have [[LevelLockedLoot high requirements on Strength]], which the mages generally don't develop, and also make casting spells more expensive, effectively reducing their mana pools. It is, however, possible to subvert this in ''VideoGame/DragonAgeOrigins'' if you manage to unlock the [[MagicKnight Arcane Warrior]] [[PrestigeClass mage specialization]], which checks Strength restrictions requisites against your [[OneStatToRuleThemAll Magic score]] instead.

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Example Indentation, minor addition


* In ''VideoGame/StarWarsTheOldRepublic'', the more Force-oriented Jedi/Sith classes (Consulars and Inquisitors) were only proficient with light armor at first. The game has since added adaptive armor, which once equipped becomes functionally equivalent to the heaviest armor the character can normally wear, which can allow them to wear armor that looks heavier.

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* In ''VideoGame/StarWarsTheOldRepublic'', the more Force-oriented Jedi/Sith classes (Consulars and Inquisitors) were only proficient with light armor at first. The game has since added adaptive armor, which once equipped becomes functionally equivalent to the heaviest armor the character can normally wear, which can allow them to wear armor that looks heavier.heavier (though a lot of players tend to go [[{{Stripperiffic}} the opposite direction]]).



* In ''VideoGame/LeagueOfLegends'', you ''can'' build even a magical damage mage as much armor as you want, [[CompetitiveBalance but then your spells wont do any damage]]. Also, mage's abilities scale in a way so that it's more reasonable to build them into [[GlassCannon glass cannons]].
** [[AvertedTrope Averted]] by [[TattooOfPower Ryze]], whose spells scale off mana as opposed to ability power, so that he can take advantage of the tanky mana items that give additional armour buffs.

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* In ''VideoGame/LeagueOfLegends'', you ''can'' build even a magical damage mage as much armor as you want, [[CompetitiveBalance but then your spells wont do any damage]]. Also, mage's abilities scale in a way so that it's more reasonable to build them into [[GlassCannon glass cannons]].
**
cannons]]. [[AvertedTrope Averted]] by [[TattooOfPower [[PowerTattoo Ryze]], however, whose spells scale off mana as opposed to ability power, so that he can take advantage of the tanky mana items that give additional armour buffs.
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** [[AvertedTrope Averted]] by [[TattooOfPower Ryze]], whose spells scale off mana as opposed to ability power, so that he can take advantage of the tanky mana items that give additional armour buffs.
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* In the ''ScarredLands'' setting, one of the quirks of magic is that arcane spellcasters release a certain amount of heat whenever they use magic. This prevents them from wearing armor, and also explains why most prefer to wear loose fitting clothing.
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* Averted in ''TabletopGame/MageTheAwakening''. A mage could wear a suit of body armor, enhance the armor's effectiveness by enchanting it with various spells (largely Matter and Fate), and shroud themself in a shielding spell to top it off. The SquishyWizard factor of ''Mage'' is due to magi lacking the inherent immunities or self-healing abilities other supernatural types posses, but they are good at avoiding harm in the first place.

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* Averted in ''TabletopGame/MageTheAwakening''. A mage could wear a suit of body armor, enhance the armor's effectiveness by enchanting it with various spells (largely Matter and Fate), and shroud themself in a shielding spell to top it off. The SquishyWizard factor of ''Mage'' is due to magi lacking the inherent immunities or self-healing abilities other supernatural types posses, possess, but they are good at avoiding harm in the first place.
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* Averted in ''TabletopGame/MageTheAwakening''. A mage could wear a suit of body armor, enhance the armor's effectiveness by enchanting it with various spells (largely Matter and Fate), and shroud themself in a shielding spell to top it off. The SquishyWizard factor of ''Mage'' is due to magi lacking the inherent immunities or self-healing abilities other supernatural types posses, but they are good at avoiding harm in the first place.
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* Averted in DemonsSouls and DarkSouls; nothing stops you from being a spellcaster wearing heavy armor, but in DemonsSouls, ArmorIsUseless and in Dark Souls, concentrating on the two stats that make you an excellent spellcaster tend to leave you with not enough stats to level your Endurance before the [=PvP=] soft cap, which allows you to equip heavier armors without suffering a movement penalty. It is certainly not unheard of, for sure.

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* Averted in DemonsSouls ''VideoGame/DemonsSouls'' and DarkSouls; ''VideoGame/DarkSouls''; nothing stops you from being a spellcaster wearing heavy armor, but in DemonsSouls, ''VideoGame/DemonsSouls'', ArmorIsUseless and in Dark Souls, ''Dark Souls'', concentrating on the two stats that make you an excellent spellcaster tend to leave you with not enough stats to level your Endurance before the [=PvP=] soft cap, which allows you to equip heavier armors without suffering a movement penalty. It is certainly not unheard of, for sure.



** In 3.X Edition arcane casters ''can'' wear armor if they take a proficiency feat, but if they do they risk a percentage chance that the spell will fail to cast, {{justified|Trope}} as the armor interfering with the gestures involved in spellcasting. Bards and the add-on classes warmage and warlock can wear light armor without hitting this restriction, and can take a feat, "Armored Caster", to be able to wear medium armor without risking spell failure. Of course, a wizard with skill in the schools of transmutation and abjuration doesn't necessarily ''need'' armor since they can protect themselves quite well with their spells.
** Also from 3.X Edition, {{druid}}s are only allowed to wear armor (and other equipment) made from "natural" materials (wood, hides, stone, etc.) or else their powers are unusable. Assuming default materials, this restricts druids to wearing light armor or the weakest type of medium armor, but the ''Dungeon Master's Guide'' and other add-on books added other esoteric materials (e.g., dragonhide in the DMG) that are classified as natural and can be forged into heavier armors.

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** In 3.X Edition arcane casters ''can'' wear armor if they take a proficiency feat, feat or multiclass to Fighter or the equivalent, but if they do they risk a percentage chance that the spell will fail to cast, {{justified|Trope}} as the armor interfering with the gestures involved in spellcasting. Add to it, that's one fewer feat or character level they can spend on improving their spellcasting. Bards and the add-on classes warmage and warlock can wear light armor without hitting this restriction, and can take a feat, "Armored Caster", to be able to wear medium armor without risking spell failure. Of course, a wizard with skill in the schools of transmutation and abjuration doesn't necessarily ''need'' armor since [[BarrierWarrior they can protect themselves quite well with their spells.
spells]].
** Also from 3.X Edition, {{druid}}s are only allowed to wear armor (and other equipment) made from "natural" materials (wood, hides, stone, etc.) or else their powers class features are unusable. Assuming default materials, this restricts druids to wearing light armor or the weakest type of medium armor, but the ''Dungeon Master's Guide'' and other add-on books added other esoteric materials (e.g., dragonhide in the DMG) ''DMG'') that are classified as natural and can be forged into heavier armors.
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* Averted in DemonsSouls and DarkSouls; nothing stops you from being a spellcaster wearing heavy armor, but in DemonsSouls, ArmorIsUseless and in Dark Souls, concentrating on the two stats that make you an excellent spellcaster tend to leave you with not enough stats to level your Endurance before the [=PvP=] soft cap, which allows you to equip heavier armors without suffering a movement penalty. It is certainly not unheard of, for sure.
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* There is no in-game explanation for ''why'', but spellcasting classes in ''VideoGame/MightAndMagic VI'' to ''IX'' tend to have worse armor skills than their more might-focused counterparts, either in simply not ''getting'' the heavier armor skills, or in not being able to upgrade the skill as much. Clerical spellcasters tend to be slightly better at this than Elemental-focused spellcasters (for instance, Clerics being able to wear chain when Sorcerors are limited to Leather).
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* In ''VideoGame/EverQuest'' and ''VideoGame/EverQuestII'', as well as the spinoff ''ChampionsOfNorrath'', all the mage classes are restricted to wearing cloth armor, though ''[=EQ2's=]'' appearance armor slots have allowed for them to at least ''appear'' to be wearing full platemail while wielding giant flaming swords.

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* In ''VideoGame/EverQuest'' and ''VideoGame/EverQuestII'', as well as the spinoff ''ChampionsOfNorrath'', ''VideoGame/ChampionsOfNorrath'', all the mage classes are restricted to wearing cloth armor, though ''[=EQ2's=]'' appearance armor slots have allowed for them to at least ''appear'' to be wearing full platemail while wielding giant flaming swords.
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** Averted in all editions by ''clerics'', who can cast their spells in the heaviest plate mail with no problems and no chance of armor-induced random failure. This is one of the primary actual differences between "arcane" and "divine" magic in the game (for practical purposes the main other one is [[HealingMagicIsTheHardest access to healing spells]]).

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Combined examples: they seem to be the same mechanic at work.


* In ''[[VideoGame/{{Diablo}} Diablo]]'':
** In the first game, characters had a hard limit on how many points they could put in each stat. Wizards had the lowest maximum strength score.
** In the second game this happens in a roundabout way. A character's ability to wear a piece of armour (aside from level and any specific class restrictions on an item) more often than not depends on how many stat points are in STR. The result is that the 'pure' mage classes (necromancers and sorceresses) can't wear the heaviest armour because the player has likely put most of their stat points into INT. In other words, they can't wear the armour because they're squishy, and they're squishy because they train their minds more than their bodies.

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* In ''[[VideoGame/{{Diablo}} Diablo]]'':
** In the first game, characters had a hard limit on how many points they could put in each stat. Wizards had the lowest maximum strength score.
** In the second game
''VideoGame/{{Diablo}} I'' and ''II'', this happens in a roundabout way. A character's ability to wear a piece of armour (aside from level and any specific class restrictions on an item) more often than not depends on how many stat points are in STR. The result is that the 'pure' mage classes (necromancers (wizards in the first game, necromancers and sorceresses) sorceresses in the second) can't wear the heaviest armour because the player has likely put most of their stat points into INT. In other words, they can't wear the armour because they're squishy, and they're squishy because they train their minds more than their bodies. Additionally in ''Diablo I'' wizards had the lowest maximum STR, placing another cap on what armors they could equip.
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** In the first game, characters had a hard limit on how many points they could put in each stat. Wizards could had the lowest maximum strength score.

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** In the first game, characters had a hard limit on how many points they could put in each stat. Wizards could had the lowest maximum strength score.

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* In ''[[VideoGame/{{Diablo}} Diablo II]]'' this happens in a roundabout way. A character's ability to wear a piece of armour (aside from level and any specific class restrictions on an item) more often than not depends on how many stat points are in STR. The result is that the 'pure' mage classes (necromancers and sorceresses) can't wear the heaviest armour because the player has likely put most of their stat points into INT. In other words, they can't wear the armour because they're squishy, and they're squishy because they train their minds more than their bodies.

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* In ''[[VideoGame/{{Diablo}} Diablo II]]'' this happens in a roundabout way. A character's ability to wear a piece of armour (aside from level and any specific class restrictions on an item) more often than not depends on how many stat points are in STR. The result is that the 'pure' mage classes (necromancers and sorceresses) can't wear the heaviest armour because the player has likely put most of their stat points into INT. In other words, they can't wear the armour because they're squishy, and they're squishy because they train their minds more than their bodies.Diablo]]'':


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** In the second game this happens in a roundabout way. A character's ability to wear a piece of armour (aside from level and any specific class restrictions on an item) more often than not depends on how many stat points are in STR. The result is that the 'pure' mage classes (necromancers and sorceresses) can't wear the heaviest armour because the player has likely put most of their stat points into INT. In other words, they can't wear the armour because they're squishy, and they're squishy because they train their minds more than their bodies.
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** In the first game, characters had a hard limit on how many points they could put in each stat. Wizards could had the lowest maximum strength score.

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** ''{{Skyrim}}'' changes it up a little. Spells work just as well with armor as without, but the Alteration skill tree has a perk, "Mage Armor," that adds a multiplier to protective spells like Stoneflesh if the caster is unarmored.

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** ''{{Skyrim}}'' ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' changes it up a little. Spells work just as well with armor as without, but the Alteration skill tree has a perk, "Mage Armor," that adds a multiplier to protective spells like Stoneflesh if the caster is unarmored.
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* In ''StarWars/TheOldRepublic'', the more Force-oriented Jedi/Sith classes (Consulars and Inquisitors) were only proficient with light armor at first. The game has since added adaptive armor, which once equipped becomes functionally equivalent to the heaviest armor the character can normally wear, which can allow them to wear armor that looks heavier.

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* In ''StarWars/TheOldRepublic'', ''VideoGame/StarWarsTheOldRepublic'', the more Force-oriented Jedi/Sith classes (Consulars and Inquisitors) were only proficient with light armor at first. The game has since added adaptive armor, which once equipped becomes functionally equivalent to the heaviest armor the character can normally wear, which can allow them to wear armor that looks heavier.

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* In ''StarWars/TheOldRepublic'', the more Force-oriented Jedi/Sith classes (Consulars and Inquisitors) were only proficient with light armor at first. The game has since added adaptive armor, which once equipped becomes functionally equivalent to the heaviest armor the character can normally wear, which can allow them to wear armor that looks heavier.



** Also from 3.X Edition, {{druid}}s are only allowed to wear armor (and other equipment) made from "natural" materials (wood, hides, stone, etc.) or else their powers are unusable. With just the core rulebooks (''Player's Handbook'', ''Dungeon Master's Guide'', and ''Monster Manual'') this restricts druids to wearing light armor or the weakest type of medium armor, but add-on books added some esoteric materials that are classified as natural and can be forged into heavier armors.

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** Also from 3.X Edition, {{druid}}s are only allowed to wear armor (and other equipment) made from "natural" materials (wood, hides, stone, etc.) or else their powers are unusable. With just the core rulebooks (''Player's Handbook'', ''Dungeon Master's Guide'', and ''Monster Manual'') Assuming default materials, this restricts druids to wearing light armor or the weakest type of medium armor, but the ''Dungeon Master's Guide'' and other add-on books added some other esoteric materials (e.g., dragonhide in the DMG) that are classified as natural and can be forged into heavier armors.
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* In ''VideoGame/DissidiaFinalFantasy'', [[VideoGame/FinalFantasyIV Golbez]] wears full black armor as in his original game, but is a fully magic fighter. [[VideoGame/FinalFantasyV Gilgamesh]] then lampshades this trope by calling out to him that if he's a wizard, he should dress the part.

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* In Subverted in ''VideoGame/DissidiaFinalFantasy'', as [[VideoGame/FinalFantasyIV Golbez]] wears full black armor as in his original game, but is a fully magic fighter. [[VideoGame/FinalFantasyV Gilgamesh]] then lampshades this trope by calling out to him that if he's a wizard, he should dress the part.
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Wizards are often the fantasy equivalent of [[GlassCannon heavy artillery]], capable of wiping out armies by themselves from afar. And like heavy artillery, you don't want them in close combat because [[SquishyWizard they're relatively easy to kill]] if you can get to them. [[FridgeLogic So why don't they wear armor so they last longer?]]

Some settings justify this by having the armor apply a penalty to the mage's powers. This may be because magic requires precise {{Magical Gesture}}s that are made more difficult by armor's weight. Others use the solution that magic requires such intense study that there's no time to learn how to use armor properly. In still other settings, [[ColdIron iron is antithetical to magic by its very nature]], though this still raises the question of why mages are rarely seen wearing at least some form of protective leather instead of a RobeAndWizardHat.

In gaming the trope is most commonly used as a way to compensate for [[LinearWarriorsQuadraticWizards Quadratic Wizards]] for the purpose of [[CompetitiveBalance game balance]]. It may manifest as spellcasting characters being restricted on which types of armor they can equip, if any, or apply a penalty to the potency of the spell. The trope has been around long enough for that purpose it's arguably achieved NecessaryWeasel status.

Compare ArmorIsUseless. Contrast MagicKnight, the most common manifestation of this trope's aversion.
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!!Video game examples:

[[folder:{{Eastern RPG}}s]]
* The ''VideoGame/DotHackR1Games'' have 3 levels of armour, with Wavemasters only being able to wear the lightest version.
* ''VideoGame/FortuneSummoners'' justifies this InUniverse. The main character, Arche, is the only one who can wear metal armour and use a sword because she doesn't rely on magic (because she can't cast it [[spoiler: until the end, where she becomes able to do a FusionDance with an air elemental]]), which large metal objects interfere with.
* In ''VideoGame/DissidiaFinalFantasy'', [[VideoGame/FinalFantasyIV Golbez]] wears full black armor as in his original game, but is a fully magic fighter. [[VideoGame/FinalFantasyV Gilgamesh]] then lampshades this trope by calling out to him that if he's a wizard, he should dress the part.
[[/folder]]

[[folder:Hack-and-Slash]]
* In ''[[VideoGame/{{Diablo}} Diablo II]]'' this happens in a roundabout way. A character's ability to wear a piece of armour (aside from level and any specific class restrictions on an item) more often than not depends on how many stat points are in STR. The result is that the 'pure' mage classes (necromancers and sorceresses) can't wear the heaviest armour because the player has likely put most of their stat points into INT. In other words, they can't wear the armour because they're squishy, and they're squishy because they train their minds more than their bodies.
[[/folder]]

[[folder:{{MMORPG}}s]]
* {{Downplayed|Trope}} in ''VideoGame/RuneScape''. Armor imposes a damage penalty on offensive magics, to the point where a lot of spells are useless if you're wearing full plate armor. However, the penalty only applies to HitPoint damage: spells inflicting StandardStatusEffects work fine.
* In ''VideoGame/WorldOfWarcraft'' Mages and Warlocks can only wear cloth armor.
* In ''VideoGame/{{Rift}}'': Mages can only wear cloth armor. Justified as follows:
--> "The art of weaving magic does not favor heavy armors that distract the senses and restrict movement."
* ''VideoGame/GuildWars'': Pure spellcaster classes (Elementalist, Mesmer, Monk, Necromancer) are restricted to lower armor ratings than fighter type classes.
* ''VideoGame/GuildWars2'': Scholar type professions (Elementalist, Mesmer, Necromancer) can only wear light armor.
* Very early in ''VideoGame/UltimaOnline'' there was no such restriction in place. This was changed with an update because it created serious balance issues.
* In ''VideoGame/EverQuest'' and ''VideoGame/EverQuestII'', as well as the spinoff ''ChampionsOfNorrath'', all the mage classes are restricted to wearing cloth armor, though ''[=EQ2's=]'' appearance armor slots have allowed for them to at least ''appear'' to be wearing full platemail while wielding giant flaming swords.
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[[folder:Multiplayer Online Battle Arenas]]
* In ''VideoGame/LeagueOfLegends'', you ''can'' build even a magical damage mage as much armor as you want, [[CompetitiveBalance but then your spells wont do any damage]]. Also, mage's abilities scale in a way so that it's more reasonable to build them into [[GlassCannon glass cannons]].
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[[folder:Real-Time Strategy]]
* Played with in Creator/{{Bungie}}'s ''VideoGame/{{Myth}}'' universe. Mages have no restriction against wearing armor. They generally still don't since they often have magical protection which would render armor redundant, but some wear armor anyway. For example, [[BigBad Balor The Leveler]] was an archmage who went full TinTyrant for no other reason than it made him [[RuleOfScary look more intimidating]]. Likewise, [[BigGood Alric]] would eventually wear a custom suit of Heron Guard armor to signify his possession of the Ibis Crown and ascension to Emperor of Cath Bruig.
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[[folder:Turn-Based Strategy]]
* This is used in the ''Franchise/FireEmblem'' series, with magicians generally drawn in robes and having a low physical defense score. The sword cuts both ways, though: armored units are frequently just as bad at fending off magical attacks.
* Likewise, ''VideoGame/ShiningForce'' follows this trope to a tee.
* Downplayed in the ''Franchise/{{Disgaea}}'' series. Apart from weapons there aren't any restrictions on what equipment characters can equip, so it's very possible to equip mages with armors without any hindrance to damage output. However, the effectiveness of equipment is determined by the class's Aptitudes. Mages generally have low DEF Aptitudes, and thus get less DEF bonus from equipment.
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[[folder:{{Western RPG}}s]]
* In ''VideoGame/KnightsOfTheOldRepublic'' wearing any armor other than Jedi robes means that certain Force powers are unusable. The sequel adds a few types of armor specifically designed for Force users that do not have this effect.
* ''VideoGame/ProjectEternity'' may avert this. Information from the developers states that the setting's primitive black powder firearms are effective at piercing spellcasters' spell shields at close range, so mages have turned to bulletproof plate as a countermeasure.
* ''Franchise/TheElderScrolls'':
** ''VideoGame/TheElderScrollsIVOblivion'' imposes a penalty on any spells cast while wearing armor, based on how skilled your character is at wearing that type of armor; spells cast while wearing an armor your character is completely untrained in will have only 80% effectiveness, while a master of armor will cast at 95% effectiveness.
** ''{{Skyrim}}'' changes it up a little. Spells work just as well with armor as without, but the Alteration skill tree has a perk, "Mage Armor," that adds a multiplier to protective spells like Stoneflesh if the caster is unarmored.
* In the ''Franchise/DragonAge'' series, magic and heavy armor don't mix for two reasons: heavier armor sets tend to have [[LevelLockedLoot high requirements on Strength]], which the mages generally don't develop, and also make casting spells more expensive, effectively reducing their mana pools. It is, however, possible to subvert this in ''VideoGame/DragonAgeOrigins'' if you manage to unlock the [[MagicKnight Arcane Warrior]] [[PrestigeClass mage specialization]], which checks Strength restrictions against your [[OneStatToRuleThemAll Magic score]] instead.
* In ''VideoGame/{{Drakensang}}'' (which is based on ''TabletopGame/TheDarkEye'', below), magic users are able to equip anything; however they are completely blocked from casting spells if they wear only one single piece of metal armor (with exceptions).
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!!Non-video game examples:

[[folder:Tabletop Games]]
* As with many tropes common in RolePlayingGames, ''TabletopGame/DungeonsAndDragons'' is the TropeCodifier, making this trope OlderThanTheNES.
** Basic D&D. In the Holmes (1977), Moldvay (1981) and Mentzer (1983) Basic sets and the Rules Cyclopedia (1991), magic users could not wear armor.
** In 1st and 2nd Edition Advanced D&D, magic users/wizards were simply forbidden to wear armor under the standard rules. There were exceptions made in later supplements, such as 2nd Edition kits which allowed a wizard with that kit to wear armor.
** In 3.X Edition arcane casters ''can'' wear armor if they take a proficiency feat, but if they do they risk a percentage chance that the spell will fail to cast, {{justified|Trope}} as the armor interfering with the gestures involved in spellcasting. Bards and the add-on classes warmage and warlock can wear light armor without hitting this restriction, and can take a feat, "Armored Caster", to be able to wear medium armor without risking spell failure. Of course, a wizard with skill in the schools of transmutation and abjuration doesn't necessarily ''need'' armor since they can protect themselves quite well with their spells.
** Also from 3.X Edition, {{druid}}s are only allowed to wear armor (and other equipment) made from "natural" materials (wood, hides, stone, etc.) or else their powers are unusable. With just the core rulebooks (''Player's Handbook'', ''Dungeon Master's Guide'', and ''Monster Manual'') this restricts druids to wearing light armor or the weakest type of medium armor, but add-on books added some esoteric materials that are classified as natural and can be forged into heavier armors.
** In 4th Edition, there's no such thing as arcane spell failure, but wizards still have the worst armor proficiency. They simply don't ''care'' about proficiency because (as of ''Player's Handbook III'') they can take a feat to have AC equivalent to leather and still wear those wonderful magic robes made specifically for them.
* In ''TabletopGame/TheDarkEye'', forged metal interferes with the flow of magical energies (with some rare exceptions) in such a way that it makes casting spells more difficult and prohibits the regeneration of {{Mana}} if a significant amount is worn close to a magic user's body. While magic users ''can'' wear anything not made out of metal (e.g. heavy leather), this is frowned upon by the Magician's Guilds as not befitting a wizard's standing, further restricting proper certified wizards to fancy robes and such.
* ''TabletopGame/TheFantasyTrip'' penalized wizards for wearing armor with a twofold justification. [[ColdIron Ferrous metals interfere with magic]], and armor itself interferes with spells' [[MagicalGesture somatic components]].
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