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* ''Film/IronMan'': The first film established that the Iron Man suits only function while they have sufficient power, and Tony replaced the Mark 1 arc reactor with a more powerful one to power the Mark 2 and 3 Iron Man suits. Given that they were designed for sustained flight, they needed the extra power. When he has to use the proto reactor in his Mark 2 suit, he has notably less power. Each part of Mark 42 is implied to have its own reactor because it was made to come apart and move remotely. It's also an example of what happens when you push this trope too far: it's so complicated that it rarely works as well as it's supposed to.

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* ''Film/IronMan'': ''Film/IronManFilms'': [[Film/IronMan1 The first film established film]] establishes that the Iron Man suits only function while they have sufficient power, and Tony replaced replaces the Mark 1 arc reactor with a more powerful one to power the Mark 2 and 3 Iron Man suits. Given that they were they're designed for sustained flight, they needed need the extra power. When he has to use the proto prototype reactor in his Mark 2 suit, he has notably less power. Each part of Mark 42 is implied to have its own reactor because it was it's made to come apart and move remotely. It's also an example of what happens when you push this trope too far: it's so complicated that it rarely works as well as it's supposed to.
* For ''Film/TheLastAirbender'', Creator/MNightShyamalan changes a significant aspect of Firebending so that it aligned better with the other bending arts. In [[WesternAnimation/AvatarTheLastAirbender the show]], Firebenders can create their own fire, but for the movie, they are now required to have an external fire ''source'' to manipulate. As he said, [[ElementalBaggage Katara needs a bag of water and Toph needs to be touching the earth, so why don't firebenders need fire]]? In the series, Iroh explains that this source is the bender's own body heat. In the film, it's suggested that creating your own fire is a skill lost over the ages, and that Iroh is one of the few who have mastered that element of firebending and is subtly teaching Zuko to do the same.



* In ''Film/TheLastAirbender'', M. Night Shyamalan changed a significant aspect of Firebending so that it aligned better with the other bending arts. In the show, Firebenders could create their own fire, but for the movie, they are now required to have an external fire SOURCE to manipulate. [[ElementalBaggage As he said, Katara needed a bag of water and Toph needed to be touching the earth, so why don't firebenders need fire?]] In the series, Iroh explained this source was the bender's own body heat. In the film, it's suggested that creating your own fire is a skill lost over the ages, and that Iroh was one of the few who have mastered that element of firebending and subtly was teaching Zuko to do the same.



** The Original Trilogy depicted [[SentientCosmicForce the Force]] through the eyes of a character who is [[TheHerosJourney gradually learning how to use it]], so new powers and abilities can be introduced to the canon without breaking the system because there is so little definitive rules presented. When the Emperor breaks out [[ShockAndAwe lightning from his hands]] the best foreshadowing that is given is Yoda telling Luke not to underestimate the Emperor. The few definitive rules was the need for training and discipline to use the force and there is a [[TheDarkSide dark side to the Force]] that [[DangerousForbiddenTechnique promises great power]] but warns of PowerAtAPrice. Individual powers get different focus depending on the story, with some dependent on which alignment you are (ie [[HealingHands Force Healing]] and [[AscendToAHigherPlaneOfExistence Force Transcend]] for Jedi and [[ShockAndAwe Force Lightning]] for Sith).

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** The Original Trilogy depicted original trilogy depicts [[SentientCosmicForce the Force]] through the eyes of a character who is [[TheHerosJourney gradually learning how to use it]], so new powers and abilities can be introduced to the canon without breaking the system because there is are so little definitive rules presented. When the Emperor breaks out [[ShockAndAwe lightning from his hands]] hands]], the best foreshadowing that is given is Yoda telling Luke not to underestimate the Emperor. The few definitive rules was are the need for training and discipline to use the force and that there is a [[TheDarkSide dark side to the Force]] that [[DangerousForbiddenTechnique promises great power]] but warns of confers PowerAtAPrice. Individual powers get different focus depending on the story, with some dependent on which alignment you are (ie (i.e., [[HealingHands Force Healing]] and [[AscendToAHigherPlaneOfExistence Force Transcend]] for Jedi and [[ShockAndAwe Force Lightning]] for Sith).
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* ''Literature/{{Otherverse}}'' has a very complex and intricate set of magic rules for the setting. One of the big ones being that lying is forbidden, and if you do lie you will lose access to magic to varying degrees based on the severity of the lie (including the possibility of permanently losing magic altogether). The author describes it as "a bunch of different systems of magic all clashing together". Interestingly, the rules are not necessarily set in stone; a powerful enough being is capable of altering existing rules or imposing new ones. One example from the backstory being the Seal of Solomon, created by Suleiman bin Daoub several thousand years ago, which governs the relationships between humanity and Others worldwide and is the foundation for much of the magic in the series.
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* In ''Webcomic/JupiterMen'', all superpowers in the story are expressions of dimensional energy usage as the ability to channel it descends from the Primari who left for other dimensions. From turning into slime to SuperStrength to magic, everything can be tied to the use of dimensional energy. This also means that the PowerNullifier handcuffs that Nathan uses are universally effective on human-sized superhumans.
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* ''Manga/DrStone'' has a similar deconstruction: [[spoiler:Initially nobody knows what the "Stone Beam" that [[TakenForGranite petrified humanity]] is or where it came from, but during the Treasure Island arc, the heroes meet a villager whose people are terrorized by people who have a weapon that produces a smaller-scale version of the effect, and actually managed to escape the effects of the beam personally. Senku is excited by this because it proves that the "Stone Beam" is a scientific weapon, meaning it has rules and restrictions and therefore they can work out a way to defeat and potentially reverse it.]]

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* ''Manga/DrStone'' has a similar deconstruction: [[spoiler:Initially nobody knows what the "Stone Beam" that [[TakenForGranite petrified humanity]] is or where it came from, but during the Treasure Island arc, the heroes meet a villager whose people are terrorized by people who have a weapon that produces a smaller-scale version of the effect, and actually managed to escape the effects of the beam personally. Senku is excited by this because it proves that the "Stone Beam" is a scientific weapon, meaning it has rules and restrictions and therefore they can work out a way to defeat and potentially reverse it.]]
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* In ''Film/{{Transformers}}'', one of the implied consistencies (enforced by Creator/MichaelBay) is that the robots don't do any of the "[[HammerSpace mass shifting]]" that has permeated all of the prior incarnations. The Robots have to fit inside their vehicle modes, no more and no less. This resulted in Optimus being a larger semi-truck model to allow for a bigger robot, while the largest robot in the first movie, the huge helicopter Blackout, has a hulking robot form. They figured that by keeping these things consistent, they could manage the (more difficult to accept) mass shifting of the [[MacGuffin All Spark]] because it was used as something special and not as a generic power of all the robots.

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* In ''Film/{{Transformers}}'', ''Film/{{Transformers|2007}}'', one of the implied consistencies (enforced by Creator/MichaelBay) is that the robots don't do any of the "[[HammerSpace mass shifting]]" that has permeated all of the prior incarnations. The Robots have to fit inside their vehicle modes, no more and no less. This resulted in Optimus being a larger semi-truck model to allow for a bigger robot, while the largest robot in the first movie, the huge helicopter Blackout, has a hulking robot form. They figured that by keeping these things consistent, they could manage the (more difficult to accept) mass shifting of the [[MacGuffin All Spark]] because it was used as something special and not as a generic power of all the robots.
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* ''Webcomic/TalesOfTheQuestor'' has "magic" that is, essentially, [[SufficientlyAdvancedTechnology Sufficiently Advanced Science]]--- Magic is a natural ability to manipulate an exotic form of energy, can be used via technological means, and generally follows the known laws of physics (Conservation of mass and energy, for example, still apply).

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* ''Webcomic/TalesOfTheQuestor'' has "magic" that is, essentially, [[SufficientlyAdvancedTechnology Sufficiently Advanced Science]]--- Science]]-- Magic is a natural ability to manipulate an exotic form of energy, can be used via technological means, and generally follows the known laws of physics (Conservation of mass and energy, for example, still apply).
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* This is the fundamental narrative rule behind ''Manga/JoJosBizarreAdventure'' from ''Stardust Crusaders'' and onward: [[FightingSpirit Stands]], wielded by heroes, villains, and neutral parties alike, can endow their users with superhuman abilities. However, all of them are bound by particular rules, each one is entirely self-consistent (albeit unique), and a more effective Stand must have a tradeoff or restriction of some sort, which adversaries can exploit once discovered and which bound their users to fight in particular ways. For instance, Josuke Higashikata's healing powers work at a distance, but only up to about two meters away from him, requiring him to stay on the front lines to be effective. There's also one hard limitation: [[AllDeathsFinal there is no way to raise the dead]].

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* This is the fundamental narrative rule behind ''Manga/JoJosBizarreAdventure'' from ''Stardust Crusaders'' and onward: [[FightingSpirit Stands]], wielded by heroes, villains, and neutral parties alike, can endow their users with superhuman abilities. However, all of them are bound by particular rules, each one is entirely self-consistent (albeit unique), and a more effective Stand must have a tradeoff or restriction of some sort, which adversaries can exploit once discovered and which bound their users to fight in particular ways. For instance, Josuke Higashikata's healing powers work at a distance, but only up to about two meters away from him, requiring him to stay on the front lines to be effective. There's also one two hard limitation: limitations: if a Stand causes changes to the world around it, [[NoOntologicalInertia disabling the Stand by knocking out or killing the user will undo those changes]], and [[AllDeathsFinal there is no way to raise the dead]].
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* This is the fundamental narrative rule behind ''Manga/JoJosBizarreAdventure'' from ''Stardust Crusaders'' and onward: [[FightingSpirit Stands]], wielded by heroes, villains, and neutral parties alike, can endow their users with superhuman abilities. However, all of them are bound by particular rules, each one is entirely self-consistent (albiet unique), and a more effective Stand must have a tradeoff or restriction of some sort, which adversaries can exploit once discovered and which bound their users to fight in particular ways. For instance, Josuke Higashikata's healing powers work at a distance, but only up to about two meters away from him, requiring him to stay on the front lines to be effective.

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* This is the fundamental narrative rule behind ''Manga/JoJosBizarreAdventure'' from ''Stardust Crusaders'' and onward: [[FightingSpirit Stands]], wielded by heroes, villains, and neutral parties alike, can endow their users with superhuman abilities. However, all of them are bound by particular rules, each one is entirely self-consistent (albiet (albeit unique), and a more effective Stand must have a tradeoff or restriction of some sort, which adversaries can exploit once discovered and which bound their users to fight in particular ways. For instance, Josuke Higashikata's healing powers work at a distance, but only up to about two meters away from him, requiring him to stay on the front lines to be effective. There's also one hard limitation: [[AllDeathsFinal there is no way to raise the dead]].

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* “[[https://archiveofourown.org/works/6030382/ A Mingling of Magics: The Legacy of Merlin]]” reveals that the magic used in ''Film/TheSorcerersApprentice'' is the modern version of the magic used in ''Series/Merlin2008''. As time went on, the magic of the Old Religion began to retreat from the world after the Golden Age of Camelot, so now most sorcerers require rings or other artefacts to channel their magic.

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* This is discussed in ''Fanfic/ManehattansLoneGuardian''. During a duel, Gray phases through Leviathan's body for an attack. Afterward, Shining Armor points out that Gray is pushing the limits of what a pony can do with their special talent; even if their Cutie Mark comes from acting like a cat, that doesn't mean that they should be able to pass through solid objects. Gray says in response that she's not breaking the setting's rules on magic, just exercising them in a different way: logically, if she were trying to break the rules, she wouldn't be able to do anything of the sort.
* “[[https://archiveofourown.org/works/6030382/ A Mingling of Magics: The Legacy of Merlin]]” reveals that the magic used in ''Film/TheSorcerersApprentice'' is the modern version of the magic used in ''Series/Merlin2008''. As time went on, the magic of the Old Religion began to retreat from the world after the Golden Age of Camelot, so now most sorcerers require rings or other artefacts artifacts to channel their magic.



** The first movie puts rules on genie magic. They [[ThouShaltNotKill can't kill anyone]] or force someone to fall in love, and you can't wish for more wishes. Genie doesn't mention it at first, but also eventually adds that they can't use their magic to serve themselves. Genie adds the rule about him not bringing people back from the dead, but it is not so much of an absolute rule as something ''Genie'' doesn't want to do ([[CameBackWrong "It's not a pretty picture. I don't like doing it!!!"]]).

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** The first movie puts rules on genie magic. They [[ThouShaltNotKill can't kill anyone]] or force someone to fall in love, and you can't wish for more wishes. Genie doesn't mention it at first, but also eventually adds that they can't use their magic to serve themselves. Genie adds the rule about him not bringing people back from the dead, but it is not so much of an absolute rule as something ''Genie'' doesn't want to do ([[CameBackWrong "It's not a pretty picture. I don't like doing it!!!"]]).it!"]]).
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* In the ''Franchise/{{Ghostbusters}}''/''WesternAnimation/DannyPhantom'' crossover "[[https://www.fanfiction.net/s/3376586/1/The-Ghost-Child-and-the-Ghostbusters The Ghost Child and the Ghostbusters]]", the anti-ghost technology of both groups is equally useful, but they recognise that the other has their own strengths and specialities, such as the Fentons being able to keep ghosts out of particular areas with the Ghost Shield while the Ghostbusters' Ghost Trap technology wouldn't be capable of keeping ghosts out in the same manner without putting the humans inside at risk.

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* In the ''Franchise/{{Ghostbusters}}''/''WesternAnimation/DannyPhantom'' crossover "[[https://www.fanfiction.net/s/3376586/1/The-Ghost-Child-and-the-Ghostbusters The Ghost Child and the Ghostbusters]]", ''Fanfic/TheGhostChildAndTheGhostbusters'', the anti-ghost technology of both groups is equally useful, but they recognise that the other has their own strengths and specialities, such as the Fentons being able to keep ghosts out of particular areas with the Ghost Shield while the Ghostbusters' Ghost Trap technology wouldn't be capable of keeping ghosts out in the same manner without putting the humans inside at risk.
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* For all the magic and curses flying around in ''Manga/TsubasaReservoirChronicle'' and ''Manga/XxxHOLiC'', it is made indisputably clear that the one rule of that multi-verse is that the dead don't come back. No matter what you pay, they stay dead. [[spoiler:Yoko's living dead situation caused all the Mind Screwy mess in the former series because this sort of thing isn't supposed to happen.]]

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* For all the magic and curses flying around in ''Manga/TsubasaReservoirChronicle'' and ''Manga/XxxHOLiC'', ''Manga/XxxHolic'', it is made indisputably clear that the one rule of that multi-verse is that the dead don't come back. No matter what you pay, they stay dead. [[spoiler:Yoko's living dead situation caused all the Mind Screwy mess in the former series because this sort of thing isn't supposed to happen.]]
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* ''VideoGame/BaldursGateIII'', in keeping with its origins in ''TabletopGame/DungeonsAndDragons'', has the different ways in which each class that is capable of using magic actually harnesses that magic. One book in-game, specifically, explains the differences in how Wizards, Sorcerers, and Warlocks use magic: Wizards use magic by studying the [[BackgroundMagicField the Weave]] and how it can be molded to one's purpose. Sorcerers are inherently capable of using magic without the need for study. Warlocks gain their magical powers through a pact with a supernatural entity. The same book also outlines the weaknesses in Sorcerer and Warlock-used magic compared to Wizards: Sorcerers use WildMagic which can run out of their control, while Warlocks are bound by the will of the entity who gave them their powers (something Wyll knows [[DealWithTheDevil all too well]]).
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* There are hard rules and limitations for magic spells in ''VisualNovel/TyrionCuthbertAttorneyOfTheArcane''. Each one has a set duration, an incantation, and a gesture. It's common for some spells to have a maximum radius, size or distance, or require extended concentration from the caster. Also, spells leave magical traces that persist for 48 hours. Each trace has [[ColourCodedForYourConvenience a distinct color which represents which school of magic the spell belongs to]].
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* Creator/BrandonSanderson's magic systems are regulated to the point of being almost ''science''. In one case, once the series was over and only about half the magic system was revealed, fans were able to ''correctly determine the rest of the system'', based on the science of the parts that had been revealed. Sanderson ''[[SandersonsFirstLaw owns]]'' this trope. You can find his essay on the subject [[https://brandonsanderson.com/sandersons-first-law here.]]

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* Creator/BrandonSanderson's magic systems are regulated to the point of being almost ''science''. being science. In one case, once the series was over and only about half the magic system was revealed, fans were able to ''correctly correctly determine the rest of the system'', based on system by extrapolating from the science of the parts rules that had already been revealed. Sanderson ''[[SandersonsFirstLaw owns]]'' this trope. has named his outlook "SandersonsFirstLaw." You can find his essay on the subject [[https://brandonsanderson.com/sandersons-first-law here.]]

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** To be able to morph into an animal/human/alien, you must first physically touch it in your natural form. This allows you to acquire its DNA, and then you just have to think about it to start morphing. Once you have acquired a creature, that DNA is a part of you and will not have to reacquire it. The exceptions to this are if you acquired the DNA in a timeline that then collapsed, known as a ''sario rip'', as this version of you never acquired the DNA in the first place, or if you are allergic to the creature's DNA, in which case you will eventually expel the DNA from your body and create a new version of that creature, a process known as ''hereth illint''.

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** To be able to morph into an animal/human/alien, you must first physically touch it in your natural form. This allows you to acquire its DNA, and then you just have to think about it to start morphing. You may not acquire DNA from someone else who is morphed, you must touch the ''actual'' creature. Once you have acquired a creature, that DNA is a part of you and will not have to reacquire it. The exceptions to this are if you acquired the DNA in a timeline that then collapsed, known as a ''sario rip'', as this version of you never acquired the DNA in the first place, or if you are allergic to the creature's DNA, in which case you will eventually expel the DNA from your body and create a new version of that creature, a process known as ''hereth illint''.illint''.
** Morphing gives you the instincts and natural abilities of the creature, but not the memories or personality.
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* ''Literature/{{Animorphs}}'': The rules of morphing are quite well defined, if slowly revealed, and usually quite consistent.
** To be able to morph into an animal/human/alien, you must first physically touch it in your natural form. This allows you to acquire its DNA. Once you do this, that DNA is a part of you and will not have to reacquire it. The exceptions to this are if you acquired the DNA in a timeline that then collapsed, known as a ''sario rip'', as this version of you never acquired the DNA in the first place; or if you are allergic to the creature's DNA, in which case you will eventually expel the DNA from your body and create a new version of that creature, a process known as ''hereth illint''.
** You can only morph into something from your natural state. If you want to change morphs, you must demorph from you current form and then remorph. This process is tiring, time consuming, and leaves you exposed. The exception to this if you acquired the aforementioned allergy, in which case you will randomly morph when you feel strong emotions, even from other morphs.
** Once you morph, you can stay in that form for two hours before you suffer ShapeshifterModeLock, known as "''nothlits.''" The only way out of this is either through the help of a SufficientlyAdvancedAlien or a natural metamorphosis, such as caterpillar to butterfly, which rests the clock to two hours.

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* ''Literature/{{Animorphs}}'': The rules of morphing are quite well defined, if slowly revealed, and usually quite consistent.
consistent. The exceptions to the rules are also well defined.
** To be able to morph into an animal/human/alien, you must first physically touch it in your natural form. This allows you to acquire its DNA. DNA, and then you just have to think about it to start morphing. Once you do this, have acquired a creature, that DNA is a part of you and will not have to reacquire it. The exceptions to this are if you acquired the DNA in a timeline that then collapsed, known as a ''sario rip'', as this version of you never acquired the DNA in the first place; place, or if you are allergic to the creature's DNA, in which case you will eventually expel the DNA from your body and create a new version of that creature, a process known as ''hereth illint''.
** You can only morph into something from your natural state. If you want to change morphs, you must demorph from you current form to your natural state and then ''then'' remorph. This process is tiring, time consuming, and leaves you exposed. The exception to this if you acquired the aforementioned allergy, in which case you will randomly morph when you feel strong emotions, even from other morphs.
** Once you morph, you can stay in that form for two hours (and change) before you suffer ShapeshifterModeLock, known as "''nothlits.a "''nothlit.''" The only way out of this is either through the help of a SufficientlyAdvancedAlien or a natural metamorphosis, such as caterpillar to butterfly, which rests the clock to two hours.



** ShapeshiftingHealsWounds because it reboots your DNA, but doesn't work for genetic diseases or amnesia. ShapeshiftingExcludesClothing, unless its skintight.

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** ShapeshiftingHealsWounds because it effectively reboots your DNA, but which unfortunately means it doesn't work for heal genetic diseases or amnesia. ShapeshiftingExcludesClothing, unless its skintight.skintight, though the kids get better at it over the course of the series. A visiting Andalite was also able to morph into a human wearing clothes, apparently because she was just that skilled. ShapeshifterBaggage meanwhile is explained as the extra mass is stored in a pocket dimension...which is what ships travel through for faster-than-light travel. Extra mass for larger forms presumably comes from the same place.
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* ''Literature/{{Animorphs}}'': The rules of morphing are quite well defined, if slowly revealed, and usually quite consistent.
** To be able to morph into an animal/human/alien, you must first physically touch it in your natural form. This allows you to acquire its DNA. Once you do this, that DNA is a part of you and will not have to reacquire it. The exceptions to this are if you acquired the DNA in a timeline that then collapsed, known as a ''sario rip'', as this version of you never acquired the DNA in the first place; or if you are allergic to the creature's DNA, in which case you will eventually expel the DNA from your body and create a new version of that creature, a process known as ''hereth illint''.
** You can only morph into something from your natural state. If you want to change morphs, you must demorph from you current form and then remorph. This process is tiring, time consuming, and leaves you exposed. The exception to this if you acquired the aforementioned allergy, in which case you will randomly morph when you feel strong emotions, even from other morphs.
** Once you morph, you can stay in that form for two hours before you suffer ShapeshifterModeLock, known as "''nothlits.''" The only way out of this is either through the help of a SufficientlyAdvancedAlien or a natural metamorphosis, such as caterpillar to butterfly, which rests the clock to two hours.
** Morphs allow a form of telepathy, called "though-speak". The exception to this seems to be humans, even if the human form is a morph.
** ShapeshiftingHealsWounds because it reboots your DNA, but doesn't work for genetic diseases or amnesia. ShapeshiftingExcludesClothing, unless its skintight.
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* The rules of time travel were fairly consistent in ''Series/QuantumLeap'', insofar as Project Quantum Leap was concerned: Dr. Sam Beckett could travel in time, but only within the range of his natural lifetime (starting on his date of birth). He "leaps" into someone who already exists at that time, and he retains his physical form and abilities while everyone around him sees the image of the "leapee" (conversely, the leapee is kept at Project Quantum Leap because they look like Dr. Beckett). Children, animals and psychics [[GlamourFailure can see Sam's true form]]. The times this was broken were explained as extremely unlikely events:

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* The rules of time travel were fairly consistent in ''Series/QuantumLeap'', insofar as Project Quantum Leap was concerned: Dr. Sam Beckett could travel in time, but only within the range of his natural lifetime (starting on his date of birth).birth, or possibly date of conception). He "leaps" into someone who already exists at that time, and he retains his physical form and abilities while everyone around him sees the image of the "leapee" (conversely, the leapee is kept at Project Quantum Leap because they look like Dr. Beckett). Children, animals and psychics [[GlamourFailure can see Sam's true form]]. The times this was broken were explained as extremely unlikely events:
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*** For more context, a Reality Marble is a part MentalWorld, part PocketDimension, that temporarily substitutes the ruleset of reality (including most rules pertaining to magic and magecraft) with the user’s own consistent ruleset. So on one hand, it plays this 100% straight, on the other, it subverts this.
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* ''Manga/FullmetalAlchemist'' never gets into the "nuts and bolts" of how one learns alchemy or gets it to work, but we are shown through repeated example that it requires a great deal of research, practice and the use of [[GeometricMagic inscribed runes or circles]] to make it happen. There is also the constantly repeated rule of ''EquivalentExchange,'' that for the alchemist to create something, they must destroy something of equal value (in practice, this means just having the necessary raw materials at hand -- the act of construction itself doesn't seem to "cost" anything, since alchemy uses geothermal energy). In fact, the author's notes at the beginning of the manga emphasize that the series was originally intended to showcase a B-movie style version of real-life alchemy, without so much emphasis on the actual science behind it. In ''Anime/FullmetalAlchemist2003'', though, it's revealed that [[spoiler:''[[HumanResources human souls]]'' from our world, especially the influx of souls from World War One]] are the cost being paid to perform alchemy. [[{{PhilosophersStone}} Philosopher's Stones]] seem to break this, acting as an infinite energy source, but in the manga/''Brotherhood'' it's revealed quite early on they're [[spoiler: compressed human souls]] and they eventually run out like a battery.

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* ''Manga/FullmetalAlchemist'' never gets into the "nuts and bolts" of how one learns alchemy or gets it to work, but we are shown through repeated example that it requires a great deal of research, practice practice, and the use of [[GeometricMagic inscribed runes or circles]] to make it happen. There is also the constantly repeated rule of ''EquivalentExchange,'' that for the alchemist to create something, they must destroy something of equal value (in practice, this means just having the necessary raw materials at hand -- the act of construction itself doesn't seem to "cost" anything, since alchemy uses geothermal energy). In fact, the author's notes at the beginning of the manga emphasize that the series was originally intended to showcase a B-movie style version of real-life alchemy, without so much emphasis on the actual science behind it. In ''Anime/FullmetalAlchemist2003'', though, it's revealed that [[spoiler:''[[HumanResources human souls]]'' from our world, especially the influx of souls from World War One]] are the cost being paid to perform alchemy. [[{{PhilosophersStone}} Philosopher's Stones]] seem to break this, acting as an infinite energy source, but in the manga/''Brotherhood'' it's revealed quite early on they're [[spoiler: compressed human souls]] and they eventually run out like a battery.
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* ''Manga/FullmetalAlchemist'' never gets into the "nuts and bolts" of how one learns alchemy or gets it to work, but we are shown through repeated example that it requires a great deal of research, practice and the use of [[GeometricMagic inscribed runes or circles]] to make it happen. There is also the constantly repeated rule of ''EquivalentExchange,'' that for the alchemist to create something, he or she must destroy something of equal value (in practice, this means just having the necessary raw materials at hand -- the act of construction itself doesn't seem to "cost" anything, since alchemy uses geothermal energy). In fact, the author's notes at the beginning of the manga emphasize that the series was originally intended to showcase a B-movie style version of real-life alchemy, without so much emphasis on the actual science behind it. In ''Anime/FullmetalAlchemist2003'', though, it's revealed that [[spoiler:''[[HumanResources human souls]]'' from our world, especially the influx of souls from World War One]] are the cost being paid to perform alchemy. [[{{PhilosophersStone}} Philosopher's Stones]] seem to break this, acting as an infinite energy source, but in the manga/''Brotherhood'' it's revealed quite early on they're [[spoiler: compressed human souls]] and they eventually run out like a battery.

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* ''Manga/FullmetalAlchemist'' never gets into the "nuts and bolts" of how one learns alchemy or gets it to work, but we are shown through repeated example that it requires a great deal of research, practice and the use of [[GeometricMagic inscribed runes or circles]] to make it happen. There is also the constantly repeated rule of ''EquivalentExchange,'' that for the alchemist to create something, he or she they must destroy something of equal value (in practice, this means just having the necessary raw materials at hand -- the act of construction itself doesn't seem to "cost" anything, since alchemy uses geothermal energy). In fact, the author's notes at the beginning of the manga emphasize that the series was originally intended to showcase a B-movie style version of real-life alchemy, without so much emphasis on the actual science behind it. In ''Anime/FullmetalAlchemist2003'', though, it's revealed that [[spoiler:''[[HumanResources human souls]]'' from our world, especially the influx of souls from World War One]] are the cost being paid to perform alchemy. [[{{PhilosophersStone}} Philosopher's Stones]] seem to break this, acting as an infinite energy source, but in the manga/''Brotherhood'' it's revealed quite early on they're [[spoiler: compressed human souls]] and they eventually run out like a battery.



** There is an exception to the "No Resurrection" rule, and it's a long story why and how it can be achieved. When the Primordials surrendered to the Exalted hosts, they forewent their ability to rewind time and undo death in Creation. Said Primordials were then imprisoned/became Hell. In Hell, they can do whatever they want, as long as the aforementioned term is not violated. In practice, now-Yozi Primordials can undo the causality of something that happened within the last 5 days in Hell. This means that if your significant other died in Hell, you can surrender his or her thread of Fate to the Yozis, and if the Yozis see something to be gained from undoing the demise of the deceased, then a resurrection is in order. [[CameBackWrong Considering who the Yozis are, it's an almost-certainty that the person will no longer be the same as who he or she was...]]

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** There is an exception to the "No Resurrection" rule, and it's a long story why and how it can be achieved. When the Primordials surrendered to the Exalted hosts, they forewent their ability to rewind time and undo death in Creation. Said Primordials were then imprisoned/became Hell. In Hell, they can do whatever they want, as long as the aforementioned term is not violated. In practice, now-Yozi Primordials can undo the causality of something that happened within the last 5 days in Hell. This means that if your significant other died in Hell, you can surrender his or her thread of Fate to the Yozis, and if the Yozis see something to be gained from undoing the demise of the deceased, then a resurrection is in order. [[CameBackWrong Considering who the Yozis are, it's an almost-certainty that the person will no longer be the same as who he or she was...they were...]]
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* ''Literature/TheWorstWitch'': Magic is rarely used to make practical tasks easier, such as tidying up, repairing breakages, aiding learning: many menial tasks still have to be done by hand, such as training cats to fly on broomsticks, and lighting lanterns around the school. Use of spells is also governed by the Witches' Code, which is occasionally referenced by Miss Hardbroom, especially concerning turning people into animals, which is generally forbidden, except in self-defence.
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*** Several plots feature a situation develop where a wish that had gone awry could not be revoked because doing so would violate one of the stated rules. This often requires an explanation, or at least Wanda's best guess as to why the rule is unexpectedly in effect. In these cases, the fairies sometimes didn't know it would be a violation until they attempted to fulfill the request and their wands failed, prompting them to consult the book. This demonstrates that the rules control the magic itself and not their decision whether to use it. In these scenarios, Timmy has to scramble to use mundane means to change the situation so the rule will no longer apply and things can be wished back to normal.
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* In ''TabletopGame/ArsMagica'', wizards can do virtually anything, but every spell they case must be formed by combining and constructing a Latin sentence consisting of one of five "techniques" (the verbs, all with the subject "I") and one of ten "forms" (the direct objects). For example, throwing bolts of flame would be "Creo Ignem" ("I create fire"), while making someone forget something would be a "Perdo Mentem" spell ("I destroy the mind"). Every wizard has varying levels of ability with each form and technique which determine how powerful of an effect they can generate (someone with a high score in Creo is good at making things in general; someone with a high score in Mentem is good at working with people's minds in general; someone with high scores in both Creo and Mentem would be extremely good at putting thoughts in other people's heads). Each edition of the game also has a few hard-and-fast rules beyond the verb/object format, such as it being impossible to raise the dead or travel back in time, although whether those things are literally impossible or simply unknown or forbidden to members of the Order of Hermes (the organization player character magi are assumed to belong to) is generally unclear (by design).

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* In ''TabletopGame/ArsMagica'', wizards can do virtually anything, but every spell they case cast must be formed by combining and constructing a Latin sentence consisting of one of five "techniques" (the verbs, all with the subject "I") and one of ten "forms" (the direct objects). For example, throwing bolts of flame would be "Creo Ignem" ("I create fire"), while making someone forget something would be a "Perdo Mentem" spell ("I destroy the mind"). Every wizard has varying levels of ability with each form and technique which determine how powerful of an effect they can generate (someone with a high score in Creo is good at making things in general; someone with a high score in Mentem is good at working with people's minds in general; someone with high scores in both Creo and Mentem would be extremely good at putting thoughts in other people's heads). Each edition of the game also has a few hard-and-fast rules beyond the verb/object format, such as it being impossible to raise the dead or travel back in time, although whether those things are literally impossible or simply unknown or forbidden to members of the Order of Hermes (the organization player character magi are assumed to belong to) is generally unclear (by design).
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** ''Series/MahouSentaiMagiranger'' had a well-mapped magical system. There were multiple tiers with 10 words each, but said words could be combined in any which way by a character wanted to do different things. The fact that the main heroes were breaking the tier system by the end of the season gave a feeling of "they're more powerful than any magicians in history" instead of ruining suspension of disbelief, because the usage still remained consistent within the tier breaking.

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** ''Series/MahouSentaiMagiranger'' had a well-mapped magical system. There were multiple tiers with 10 words each, but said words could be combined in any which way by a character wanted wanting to do different things. The fact that the main heroes were breaking the tier system by the end of the season gave a feeling of "they're more powerful than any magicians in history" instead of ruining suspension of disbelief, because the usage still remained consistent within the tier breaking.
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* Magic in ''Literature/APracticalGuideToEvil'' has multiple competing systems, all of which are internally coherent, but none of which can entirely explain any of the others. It's also stated that trying to learn two different systems of magic has a tendency to [[GoMadFromTheRevelation send the practitioner insane]]. Most of the major characters are trained in Trimegistan theory, which uses [[FormulaicMagic Spell Formulas]]. It's crowning principle is stated as "Usurpation is the essence of Sorcery", and most of its major works are characterised as taking apart Creation, which is the work of the Gods, and putting it back together how the practitioner wants it to be. Did we mention that Trimegistan theory was developed by [[TheEmpire The Dread Empire of Praes]] based on the original works of the [[BigBad Dead King]]?

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* Magic in ''Literature/APracticalGuideToEvil'' has multiple competing systems, all of which are internally coherent, but none of which can entirely explain any of the others. It's also stated that trying to learn two different systems of magic has a tendency to [[GoMadFromTheRevelation send the practitioner insane]]. Most of the major characters are trained in Trimegistan theory, which uses [[FormulaicMagic Spell Formulas]]. It's Its crowning principle is stated as "Usurpation is the essence of Sorcery", and most of its major works are characterised as taking apart Creation, which is the work of the Gods, and putting it back together how the practitioner wants it to be. Did we mention that Trimegistan theory was developed by [[TheEmpire The Dread Empire of Praes]] based on the original works of the [[BigBad Dead King]]?
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** ''TabletopGame/{{Pathfinder}}'' First Edition is almost exactly like its parent 3.5 when it comes to Arcane and Divine magic, with only a few minor differences. It lacks official support for the other systems, however[[note]]except for psionics, Paizo would have to write around copyright, and with psionics they basically went "We want to take it in a bit different direction, and anyway those people over at Dreamscarred have already done a brilliant conversion of 3.5 psionics to Pathfinder"[[/note]], but also adds the Psychic magic type, which is similar but not identical in theme to psionics (as an example, psychic magic is heavier on the magic ultimately coming from interaction between the mage and other things, even things like concepts, while psionics leans more towards psionic effects coming from the wielder's mind and self), and uses the standard VancianMagic as the base.
** ''TabletopGame/{{Pathfinder}}'' uses four types of magic, but they all interact in a unified system. Divine and Arcane are back. They are joined by Primal, similar to Dungeons and Dragons Fourth Edition, and Occult magic. Each of these traditions of magic affects the world differently; Arcane magic can do the broadest range of things, but is bad at manipulating the soul or healing, Divine magic appeals to powers from beyond the world, Occult magic can deal with the esoteric and strange, and Primal magic is the magic of nature and the natural world. Wizards are the prototypical Arcane magic user, Clerics Divine, Druids Primal, Bards Occult, and many other classes are actually variable. Sorcerers, for example, get their tradition based on their bloodline. A Fey-blooded Sorcerer casts Primal spells, while a Demon-blooded one casts Divine magic.

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** ''TabletopGame/{{Pathfinder}}'' First Edition is almost exactly like its parent 3.5 ''TabletopGame/DungeonsAndDragonsThirdEdition'' when it comes to Arcane and Divine magic, with only a few minor differences. It lacks official support for the other systems, however[[note]]except for psionics, Paizo would have to write around copyright, and with psionics they basically went "We want to take it in a bit different direction, and anyway those people over at Dreamscarred have already done a brilliant conversion of 3.5 psionics to Pathfinder"[[/note]], but also adds the Psychic magic type, which is similar but not identical in theme to psionics (as an example, psychic magic is heavier on the magic ultimately coming from interaction between the mage and other things, even things like concepts, while psionics leans more towards psionic effects coming from the wielder's mind and self), and uses the standard VancianMagic as the base.
base. Alchemists and Investigators also use the standard VancianMagic system; however they flavor it as the character [[AlchemyIsMagic simulating spell effects with alchemical potions]].
** ''TabletopGame/{{Pathfinder}}'' Second Edition uses four types of magic, but they all interact in a unified system. Divine and Arcane are back. They are joined by Primal, similar to Dungeons and Dragons Fourth Edition, and Occult magic. Each of these traditions of magic affects the world differently; Arcane magic can do the broadest range of things, but is bad at manipulating the soul or healing, Divine magic appeals to powers from beyond the world, Occult magic can deal with the esoteric and strange, and Primal magic is the magic of nature and the natural world. Wizards are the prototypical Arcane magic user, Clerics Divine, Druids Primal, Bards Occult, and many other classes are actually variable. Sorcerers, for example, get their tradition based on their bloodline. A Fey-blooded Sorcerer casts Primal spells, while a Demon-blooded one casts Divine magic.

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* The Rules of Magic (or how it works) are seldom explained in Creator/JRRTolkien's ''Literature/LordOfTheRings'' -- the lore and magical words are well outside the ken of the hobbits. Even people who ought to know (such as Elrond) express some ambivalence on the potential effects of, say, destroying the Ring. Still, this doesn't stop fans from getting into debates about whether the Nazgûl wore their Rings or if Sauron had them on his person.
** It also seems that what is considered magic by, say, Hobbits, isn't always thought of as such by, say, Elves, which makes explanations difficult and/or unnecessary. This is because, as Galadriel points out, the word for "magic" used by the hobbits covers what to the elves are two distinct concepts, both elvish "art" and "sorcery" which is the term for the works of Sauron and the Ringwraiths. Of course, even in Sindarin the term for "sorcery" is just the prefix for "dark" or "black" (mor-) thrown on the word for art, lore, or knowledge (''gul'', thus sorcery or "the black arts," is ''morgul'' as in Minas Morgul and the morgul blade.)
--->"Are these magic cloaks?" asked Pippin, looking at them with wonder.\\
"I do not know what you mean by that," answered the leader of the Elves. "They are fair garments, and the web is good, for it was made in this land. They are elvish robes certainly, if that is what you mean". ("Farewell to Lórien", ''The Fellowship of the Ring''.)
** Additionally, as is made more clear in ''Literature/TheSilmarillion'', elves simply don't think of what they can do as "magical". It's just a natural ability to them, like carpentry is to a human being -- as far as the elves are concerned, they're just better at making things than weakling humans. Basically, an elven sailor could get so good at sailing that he could make his ship fly. Likewise, the "wizards" (''istari'') like Gandalf aren't stock fantasy wizards so much as a group of minor gods (the same kind of being as Sauron and the Balrogs).
** A point is made in ''The Silmarillion'' that many great works that might be considered magical can only be accomplished once. The great trees Telperion and Laurelin created by Yavanna could only be created once. The Silmarils created by Fëanor could only be created once. One may presume the One Ring created by Sauron could also only have been created once and it would make sense that reason for this is as given that he put his own power into the ring thus diminishing it in himself. In this respect, the act of using one's 'magic' to create a great artifact appears to forever diminish the creator of the artifact.


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* ''Literature/ReignOfTheSevenSpellblades'':
** Most spells require incantations consisting of [[LatinIsMagic Latin words]], and the longer the incantation, the more powerful the spell but the harder it is to cast (and therefore the more vulnerable a mage is to attack while casting). It's normally impossible for a first-year magic student (roughly equivalent to a high school freshman) to "double-cast" (cast a spell with a two-word incantation), [[spoiler:though Chela can pull it off in elf form]]. These escalate up to reality-warping "Grand Arias", which require incantations minutes long. Mages also traditionally carry short swords, called athame, for self-defense, because within a radius called the "one step, one spell" distance (roughly twelve feet), no mage can cast a traditional spell faster than an adversary can strike with a weapon. Conversely, certain very weak spells, called "spatial magic", can be [[SimplifiedSpellcasting cast nonverbally and quickly]], but you have to be creative and quick-thinking to use them effectively.
** Mages' powers are also reliant on elemental affinities and on their "etheric body", which appears to be an extension of their souls. An injury to the etheric body can dramatically weaken a mage even if there's no sign of physical injury.
** Mages require some external focus to cast, which can be either a white wand or an athame. Alvin Godfrey once uses spatial magic in combination with grappling techniques, casting spells through a small wand glued to one hand.
** Spells can be {{counterspell}}ed if you synchronize to their elemental cores. [[TheLancer Nanao Hibiya]] can [[ParryingBullets parry spells]] instinctively with just her sword, which becomes known as one of her {{signature move}}s.


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* The Rules of Magic (or how it works) are seldom explained in Franchise/TolkiensLegendarium -- the lore and magical words are well outside the ken of the hobbits. Even people who ought to know (such as Elrond) express some ambivalence on the potential effects of, say, destroying the Ring. Still, this doesn't stop fans from getting into debates about whether the Nazgûl wore their Rings or if Sauron had them on his person.
** It also seems that what is considered magic by, say, Hobbits, isn't always thought of as such by, say, Elves, which makes explanations difficult and/or unnecessary. This is because, as Galadriel points out, the word for "magic" used by the hobbits covers what to the elves are two distinct concepts, both elvish "art" and "sorcery" which is the term for the works of Sauron and the Ringwraiths. Of course, even in Sindarin the term for "sorcery" is just the prefix for "dark" or "black" (mor-) thrown on the word for art, lore, or knowledge (''gul'', thus sorcery or "the black arts," is ''morgul'' as in Minas Morgul and the morgul blade.)
--->"Are these magic cloaks?" asked Pippin, looking at them with wonder.\\
"I do not know what you mean by that," answered the leader of the Elves. "They are fair garments, and the web is good, for it was made in this land. They are elvish robes certainly, if that is what you mean". ("Farewell to Lórien", ''The Fellowship of the Ring''.)
** Additionally, as is made more clear in ''Literature/TheSilmarillion'', elves simply don't think of what they can do as "magical". It's just a natural ability to them, like carpentry is to a human being -- as far as the elves are concerned, they're just better at making things than weakling humans. Basically, an elven sailor could get so good at sailing that he could make his ship fly. Likewise, the "wizards" (''istari'') like Gandalf aren't stock fantasy wizards so much as a group of minor gods (the same kind of being as Sauron and the Balrogs).
** A point is made in ''The Silmarillion'' that many great works that might be considered magical can only be accomplished once. The great trees Telperion and Laurelin created by Yavanna could only be created once. The Silmarils created by Fëanor could only be created once. One may presume the One Ring created by Sauron could also only have been created once and it would make sense that reason for this is as given that he put his own power into the ring thus diminishing it in himself. In this respect, the act of using one's 'magic' to create a great artifact appears to forever diminish the creator of the artifact.
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* ''Franchise/BackToTheFuture'' trilogy established three things about how their TimeMachine works: you need to be moving at least 88 MPH, you need 1.21 gigawatts of energy, and the [[AppliedPhlebotinum Flux Capacitor]] makes TimeTravel possible. The lack of the proper energy source to create 1.21 gigawatts is what drives the story of the [[Film/BackToTheFuture first movie]] and after a visit to the future Doc Brown installed "Mr. Fusion" that eliminated the dilemma by being able to use anything to create that energy. In the [[Film/BackToTheFuturePartIII third movie]] a lack of proper octane gasoline fuel for the engine to get them up to speed is a different issue (they even made sure to specify that Mr. Fusion doesn't apply to the internal combustion engine). Some fans also noticed that the lightning strike in the [[Film/BackToTheFuturePartII second movie]] that shot Doc into the old West happened while the Delorean was mostly stationary, filmmakers clarified that the car ''rotated'' at 88 MPH which is seen with the fire trail after it happened.

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* ''Franchise/BackToTheFuture'' trilogy established three things about how their TimeMachine works: you need to be moving at least 88 MPH, you need 1.21 gigawatts of energy, and the [[AppliedPhlebotinum Flux Capacitor]] makes TimeTravel possible. The lack of the proper energy source to create 1.21 gigawatts is what drives the story of the [[Film/BackToTheFuture [[Film/BackToTheFuture1 first movie]] and after a visit to the future Doc Brown installed "Mr. Fusion" that eliminated the dilemma by being able to use anything to create that energy. In the [[Film/BackToTheFuturePartIII third movie]] a lack of proper octane gasoline fuel for the engine to get them up to speed is a different issue (they even made sure to specify that Mr. Fusion doesn't apply to the internal combustion engine). Some fans also noticed that the lightning strike in the [[Film/BackToTheFuturePartII second movie]] that shot Doc into the old West happened while the Delorean was mostly stationary, filmmakers clarified that the car ''rotated'' at 88 MPH which is seen with the fire trail after it happened.

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