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* In ''VideoGame/{{Diablo}}'' and ''VideoGame/DiabloII'', 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 (wizards in the first game, necromancers and 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'' the Sorcerer had the lowest maximum STR, placing another cap on what armors they could equip.

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* In ''VideoGame/{{Diablo}}'' ''VideoGame/Diablo1997'' and ''VideoGame/DiabloII'', 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 (wizards in the first game, necromancers and 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'' the Sorcerer had the lowest maximum STR, placing another cap on what armors they could equip.
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->'''Dredd:''' I'm wondering when you'd remembered you left your helmet behind.\\
'''Anderson''': Sir, a helmet can interfere with my psychic abilities. \\
'''Dredd:''' Think a bullet might interfere with them more.
-->-- ''Film/{{Dredd}}''
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* This is used in the ''VideoGame/FireEmblem'' series, with magicians generally drawn in robes and having a low physical defence score. The sword cuts both ways, though: armored units are frequently just as bad at fending off magical attacks.

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* This is used in the ''VideoGame/FireEmblem'' ''Franchise/FireEmblem'' series, with magicians generally drawn in robes and having a low physical defence score. The sword cuts both ways, though: armored units are frequently just as bad at fending off magical attacks.
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* Some [[UsefulNotes/NeoPaganism neopagans]] believe ritual magic works better when performed "skyclad" - that is, in the nude.

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* Some [[UsefulNotes/NeoPaganism neopagans]] believe ritual magic works better when performed "skyclad" - that is, [[NudeNatureDance in the nude.nude]].
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* In ''Literature/{{Delve}}'' metal will attract magic like a magnet and absorb it like a sponge until fully saturated. This throws off the accuracy of spells. Most magic users have to keep their hands free of any sort of metal, wearing stat rings in their hair or ears. Naturally, armor is a no-go and they wear enchanted clothing instead.
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There's no point mentioning things that aren't examples. Aversions are only supposed to be mentioned if tropes are that universal that it's simpler to mention that aren't examples.


* ''VideoGame/TheElderScrollsOnline'' averts this; casters are free to wear mountains of metal armor, shields, bows, 2-Handed swords, what have you. Certain pro-magic user skills - like increased mana regeneration - apply per piece of light armor worn, so while it benefits a caster to at least mix up armor types if not use strictly cloth, it is by no means required.



* Averted in ''VideoGame/DefendersQuest'' with the [[AnIcePerson ice mages]], one of the two classes that wear heavy armor.



* ''VideoGame/BetrayalAtKrondor'' averts this, letting you put the same armor on your spellcasters as you do on your warriors. The sequel ''VideoGame/ReturnToKrondor'' plays it straight, however, and your casters are not going to be wearing much of the heavy stuff.



[[folder:Pinball]]
* Averted in the "Dragon's Keep" table of ''VideoGame/FullTiltPinball'' -- the player can collect spells and armor, which turn on various AntiFrustrationFeatures.
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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 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 possess, but they are good at avoiding harm in the first place.L



* Averted in ''TabletopGame/FantasyCraft'' where armor has no effect on spell casting and any class can wear any armor meaning that you can have a mage in full plate.



* Averted in ''TabletopGame/{{Shadowrun}}'': Armor, in itself, is no hindrance to casting magic. Since ''Shadowrun'' uses a PointBuySystem for character creation, the bigger issue is that putting a lot of Karma into spellcasting ability means less available for money to buy heavy, expensive armour and less available for physical stats needed to actually wear said armour for long (armour is, after all, heavy). Finally, [[CyberneticsEatYourSoul many of the best options available for boosting your defence are dependent on cybernetic implants, and implanting those are anathema to a mage]]. That said, Physical Adepts can use their MagicalEnhancement to get incredibly tanky, especially since they usually have the stats required for heavy-duty armour.



* Completely averted in ''TabletopGame/{{GURPS}}'': there are no restrictions on mages wearing armor, or on weapon use or anything else. In the first and second editions, magic was powered by a character's Fatigue points, which meant that the mage was often the healthiest character in the adventuring party!
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Minor grammar correction.


** ''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. The Knight also learns some white magic despite being the heavy armor user, but its not his strong suit.

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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. The Knight also learns some white magic despite being the heavy armor user, but its it's not his strong suit.
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* When Momonga used armour to disguise himself in ''[[LightNovel/Overlord2012 Overlord]]'' it only lets him cast five spells out of his usual hundreds.

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* When Momonga used armour to disguise himself in ''[[LightNovel/Overlord2012 ''[[Literature/Overlord2012 Overlord]]'' it only lets him cast five spells out of his usual hundreds.
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[[folder:Film]]

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[[folder:Film]][[folder:Films -- Live-Action]]
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See also MagicHarmsTechnology and TechnologyHarmsMagic.

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See also MagicHarmsTechnology and TechnologyHarmsMagic.ScienceDestroysMagic.
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See also MagicHarmsTechnology and TechnologyHarmsMagic.
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[[folder:Gamebooks]]
* ''Literature/LegendOfZagor'' allows you to begin the adventure with four different characters. Should you choose Sallazar the Wizard (the only wizard of the four) you're unable to use any sort of armor, shields, or gauntlets, as such are denied defense bonuses from armor. However, you have the highest default amount of Magic Points and can use every single spell available (and a few exclusive only to wizards), while using either the other three requires a scroll to learn new spells.
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* Averted to some extent in ''TabletopGame/{{Shadowrun}}'': armor can be worn regardless of class and they have specific names that boost the stats for the character without suffering any penalty. The only thing that hinders characters is cyberware; a character has a certain amount of Essence points to start off with, and Essence points also determine the ability to cast spells. Installing cyberware reduces a character's Essence points, which reduces the ability to cast spells and also increases the cooling time to cast them. The installment of cyberware also depends on the quality of the ware; regular cyberware is typically the cheapest but costs a lot of Essence points to install, while Alpha, Beta, and Deltaware tend to be far more expensive but drains less Essence points. Essence points may not go below 1 or else the character dies. Players who focus on spellcasting abilities and/or utilize the Adept class (essentially a monk augmented by magic) tend to avoid installing cyberware except probably the usual Datajack if they wish to hack into the Matrix.

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* Averted to some extent in ''TabletopGame/{{Shadowrun}}'': armor can be worn regardless of class and they have specific names that boost the stats Armor, in itself, is no hindrance to casting magic. Since ''Shadowrun'' uses a PointBuySystem for the character without suffering any penalty. The only thing creation, the bigger issue is that hinders characters is cyberware; a character has a certain amount of Essence points to start off with, and Essence points also determine the ability to cast spells. Installing cyberware reduces a character's Essence points, which reduces the ability to cast spells and also increases the cooling time to cast them. The installment of cyberware also depends on the quality of the ware; regular cyberware is typically the cheapest but costs putting a lot of Essence points to install, while Alpha, Beta, and Deltaware tend to be far more expensive but drains less Essence points. Essence points may not go below 1 or else the character dies. Players who focus on Karma into spellcasting abilities and/or utilize ability means less available for money to buy heavy, expensive armour and less available for physical stats needed to actually wear said armour for long (armour is, after all, heavy). Finally, [[CyberneticsEatYourSoul many of the Adept class (essentially a monk augmented by magic) tend best options available for boosting your defence are dependent on cybernetic implants, and implanting those are anathema to avoid installing cyberware except probably the usual Datajack if a mage]]. That said, Physical Adepts can use their MagicalEnhancement to get incredibly tanky, especially since they wish to hack into usually have the Matrix.stats required for heavy-duty armour.
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In gaming the trope is most commonly used as a way to compensate for [[LinearWarriorsQuadraticWizards Quadratic Wizards]] for the purpose of [[CompetitiveBalance game balance]], with the intended result being to make magic-users {{Glass Cannon}}s. In party-based multiplayer, this often results in the heavily-armored warrior's main job being [[DrawAggro to keep the wizard alive while he casts his spells]]. 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.

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In gaming the trope is most commonly used as a way to compensate for [[LinearWarriorsQuadraticWizards Quadratic Wizards]] for the purpose of [[CompetitiveBalance game balance]], with the intended result being to make magic-users {{Glass Cannon}}s. In party-based multiplayer, this often results in the heavily-armored warrior's main job being [[DrawAggro to keep the wizard alive while he casts his spells]]. 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 [[AcceptableBreaksFromReality Acceptable Break from Reality]] status.
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This violates indentation rules


** Played a bit straighter in ''VideoGame/DarkSoulsII'' as some armor will also penalize you for wearing it without sufficient Strength and have its physical defense increased depending on physical defense without armor (which is based on total of Strength, Dexterity, Vitality, and Endurance), giving mages less protection in comparison.

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** Played a bit straighter in ''VideoGame/DarkSoulsII'' as some * ''VideoGame/DarkSoulsII'': Some armor will also penalize you for wearing it without sufficient Strength and have its physical defense increased depending on physical defense without armor (which is based on total of Strength, Dexterity, Vitality, and Endurance), giving mages less protection in comparison.
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[[folder:Real Life]]
* Some [[UsefulNotes/NeoPaganism neopagans]] believe ritual magic works better when performed "skyclad" - that is, in the nude.
[[/folder]]
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** ''TabletopGame/Warhammer40000'': Imperial psykers mostly wear robes, though some can put on the heaviest armor the Guard has to offer (known as "T-shirts" by the fandom, because in a galaxy as deadly as this one a super-advanced flak jacket is about as protective as one).

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** ''TabletopGame/Warhammer40000'': Imperial psykers mostly wear robes, though some can put on the heaviest armor the Guard has to offer (known as "T-shirts" by the fandom, because in a galaxy as deadly as this one a super-advanced flak jacket is about as protective as one). Soundly averted by Librarians and Chaos Sorcerers: both being [[SpaceMarine Astartes]], they're clad in PowerArmor same as their brothers, and in the case of the latter it's very likely their armor is fused to their very bodies by the corrupting power of the Warp they've saturated themselves in.
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* In ''Literature/FengshenYanyi'', Taoist sages and Immortals never wear armor, with Qingxu Daode at one point specifically telling his discipe Huang Tianhua to never eat meat or wear armor: when he disobeys both orders and faces the Mo Brothers in battle he's nearly killed by his opponent's magic weapon and has to be revived. Justified by the fact that most of these Immortals uses magic and treasures that make all armor redundant.
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Dewicking Disambig


* In ''Literature/TheDeathGateCycle'', it's explicitly stated that no Sartan or Patryn (both WitchSpecies) would ever voluntarily don armor. Since the Sartan require elaborate [[MagicalGesture gestures]] and even [[MagicDance dances]] to invoke their [[InstantRunes rune magic]], heavy armor would presumably interfere with their ability to use their powers. The Patryns, on the other hand, [[HumanNotepad tattoo the rune directly onto their bodies]], which includes protective wards rendering armor superfluous (since any attack that could get through the wards would barely be slowed down by mundane armor).

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* In ''Literature/TheDeathGateCycle'', it's explicitly stated that no [[MageSpecies Sartan or Patryn (both WitchSpecies) Patryn]] would ever voluntarily don armor. Since the Sartan require elaborate [[MagicalGesture gestures]] and even [[MagicDance dances]] to invoke their [[InstantRunes rune magic]], heavy armor would presumably interfere with their ability to use their powers. The Patryns, on the other hand, [[HumanNotepad tattoo the rune directly onto their bodies]], which includes protective wards rendering armor superfluous (since any attack that could get through the wards would barely be slowed down by mundane armor).
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Not an example. Gold is still armor despite it being the second weakest, and netherite is almost as good there.



[[folder:[=Wide Open Sandbox=]]]
* In ''VideoGame/{{Minecraft}}'', armour made from sturdier materials is predictably more durable and better at its job, but is less receptive to enchantments. Armour made from gold is among the weakest but is most receptive to enchantments.
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* ''TabletopGame/{{Pathfinder}}'': In addition to inheriting the arcane spell failure rules for arcane magic from ''TabletopGame/DungeonsAndDragonsThirdEdition'', the Ecclesitheurge archetype for clerics removes their normally decent armor and weapon proficiencies altogether in exchange for expanded spellcasting. Conversely, the magus gets better armor and weapon proficiencies than the wizard, in exchange for reduced spellcasting.

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* ''TabletopGame/{{Pathfinder}}'': In addition to inheriting the arcane spell failure rules for arcane magic from ''TabletopGame/{{Pathfinder}}'':
** As in
''TabletopGame/DungeonsAndDragonsThirdEdition'', wizards and sorcerers have no armor proficiency and incur spell failure chance if they buy it with a feat or by multiclassing. Bards and magi are less restricted, with bards being able to wear light armor without penalty and magi earning the ability to wear heavier armor as they level up (but they have reduced spellcasting ability), and the Hellknight Signifier PrestigeClass reduces spell failure chances to the point where a wizard can cast without penalty in a suit of mithral full plate (the spell failure reductions stack).
** Clerics' armor proficiency is reduced to medium from heavy in 3.X, though there's no penalty for buying heavy armor proficiency with a feat or by multiclassing. Some archetypes alter this further: the Crusader gives up one of their two domains and a spell slot per level in exchange for heavy armor proficiency and bonus combat feats, whereas
the Ecclesitheurge archetype for clerics removes their normally decent armor and weapon proficiencies altogether has ramped-up spellcasting in exchange for expanded spellcasting. Conversely, losing the magus gets better ability to cast spells entirely if they even equip armor and weapon proficiencies than the wizard, in exchange for reduced spellcasting.or a shield.
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* {{Downplayed|Trope}} in ''VideoGame/RuneScape''. Armor imposes a damage penalty on offensive magics, moreso with armors made of metal, to the point where a lot of spells are useless if you're wearing full plate armor. However, the penalty only applies to {{Hit Point|s}} damage: spells inflicting StandardStatusEffects work fine.

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* {{Downplayed|Trope}} in ''VideoGame/RuneScape''. Armor imposes a damage penalty on offensive magics, moreso with armors made of metal, to the point where a lot of spells are useless if you're wearing full plate armor. However, the penalty only applies to {{Hit Point|s}} damage: spells inflicting StandardStatusEffects StatusEffects work fine.
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* ''TabletopGame/{{Pathfinder}}'': In addition to inheriting the arcane spell failure rules for arcane magic from ''TabletopGame/DungeonsAndDragonsThirdEdition'', the Ecclesitheurge archetype for clerics removes their normally decent armor and weapon proficiencies altogether in exchange for expanded spellcasting. Conversely, the magus gets better armor and weapon proficiencies than the wizard, in exchange for reduced spellcasting.
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** ''[[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. This perk is typically seen by players as being one of the worst in the game: there is very little reason for a mage not to equip ''some'' sort of armor in the late game.

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** ''[[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. This perk is typically seen by players as being one of the worst in the game: there is very little reason for a mage not to equip ''some'' sort of armor in the late game. The only downside is that it's ''extremely'' rare to find armor with enchantments that benefit mages unless you enchant it yourself, and it takes a long time to build up your Enchantment skill to be on level with the mage robes you find.
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[[folder:First Person Shooters]]
* Played with in ''VideoGame/{{Hexen}}''. There are different kinds of armor pickup that give different amounts of armor to the game's three classes. The fighter usually benefits the most from the ones that look more like traditional armor, such as the Mesh Armor and Platinum Helm, while the Amulet of Warding is more useful to the mage and cleric.
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** A common method of training the magic skill [[ExploitedTrope saw players use this to their advantage]]. As melee armor inhibits spellcasting, players with lots of money and time are occasionally seen ''intentionally'' failing to cast spells on harmless targets, earning experience for casting the spell [[RewardingInactivity without the risk or variety]] of using magic successfully.
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In gaming the trope is most commonly used as a way to compensate for [[LinearWarriorsQuadraticWizards Quadratic Wizards]] for the purpose of [[CompetitiveBalance game balance]], with the intended result being to make magic-users {{Glass Cannon}}s. In party-based multiplayer, this often results in the heavily-armored warrior's main job being [[EscortMission to keep the wizard alive while he casts his spells]]. 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.

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In gaming the trope is most commonly used as a way to compensate for [[LinearWarriorsQuadraticWizards Quadratic Wizards]] for the purpose of [[CompetitiveBalance game balance]], with the intended result being to make magic-users {{Glass Cannon}}s. In party-based multiplayer, this often results in the heavily-armored warrior's main job being [[EscortMission [[DrawAggro to keep the wizard alive while he casts his spells]]. 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.
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* Averted in ''Videogame/GreedFall'', where not only can you spec into both heavy armor and magic but companion character Petrus is a heavily-armored mage.

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