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Trope was cut/disambiguated due to cleanup


*** [[OurDragonsAreDifferent Dragons]] are a [[DragonsAreDivine divine]] species with immortal [[OurAngelsAreDifferent Aedric]] souls, to whom their LanguageOfMagic (referred to as the "Thu'um" by mortals) is so intrinsic to their very beings that it gives them a small scale reality-warping effect. Using the Thu'um, dragons can ''[[MakeMeWannaShout command]]'' elements into existence. While it make look like a dragon is, for example, [[BreathWeapon breathing fire]], the dragon is actually channeling magical energy through his words to create fire. When the dragons came to dominate early mankind, mankind prayed to the [[OurGodsAreDifferent Divines]] for aid. Their prayers were answered when they were taught to use the Thu'um themselves against the dragons. While any mortal can learn to use the Thu'um through study, it comes naturally to one who are Dragonborn, [[TheChosenOne special mortals]] born with the Aedric soul of dragon. Being Dragonborn apparently can be hereditary, as [[FounderOfTheKingdom Tiber Septim]]'s descendants were Dragonborn, but not always.

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*** [[OurDragonsAreDifferent Dragons]] are a [[DragonsAreDivine divine]] species with immortal [[OurAngelsAreDifferent Aedric]] souls, to whom their LanguageOfMagic (referred to as the "Thu'um" by mortals) is so intrinsic to their very beings that it gives them a small scale reality-warping effect. Using the Thu'um, dragons can ''[[MakeMeWannaShout command]]'' ''command'' elements into existence. While it make look like a dragon is, for example, [[BreathWeapon breathing fire]], the dragon is actually channeling magical energy through his words to create fire. When the dragons came to dominate early mankind, mankind prayed to the [[OurGodsAreDifferent Divines]] for aid. Their prayers were answered when they were taught to use the Thu'um themselves against the dragons. While any mortal can learn to use the Thu'um through study, it comes naturally to one who are Dragonborn, [[TheChosenOne special mortals]] born with the Aedric soul of dragon. Being Dragonborn apparently can be hereditary, as [[FounderOfTheKingdom Tiber Septim]]'s descendants were Dragonborn, but not always.
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* ''WebComic/GrrlPower'': Most human mages are Scholars, Cultists, or Gadget Users, but Krona stands out as being very explicitly a Programmer. There are also several non-human mages around as well, including Vampires, Werefolk, Angels, Demons, and the quasi-demonic Succubi.
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** Mutants: Kim and Lily got their powers via being transformed by human to Pokémon armbands

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** Mutants: Kim and Lily got their powers via being transformed by human to Pokémon armbands



* Literature/WhateleyUniverse: Being an AllMythsAreTrue SuperheroSchool / LovecraftLite series, most of the variations appear in the series; anyone can learn magic if they apply themselves to collecting [[{{Mana}} Essence]] and learning spells, but very few have the focus to hold onto enough Essence to make it worthwhile.
** The majority of mages are Mutants, either still human or of one or another Fae variety, but since the Wizard mutant trait only makes gathering Essence easier, they still need extensive training to make their powers useful. Other mutant traits such as Avatar can have magical consequences but not necessarily magical spellcasting, while there seems to be a vague connection between [[MadScience Devising]] and Alchemy which is debated among the instructors at Whateley Academy. A similar connection exists between magic and KiManipulation, but just what that connection is isn't clear.
** Theurgists are uncommon but not unknown, both of the ritualistic and mutant Avatar types, and there are a handful of Lottery Winner 'super-sorcerers' who not only get magical powers but can somehow avoid most of the limitations and burdens of magic.
** Gadget Users of both the magical and MadScience varieties are fairly common (and occasionally there is some overlap despite the difficulties in Technomancy), especially as lieutenants of supervillains.
** Chemist and Scholar type mages tend to look down on most of the other types as being ignorant children only playing at magic.



** Icelandic mages, or ''Seiðkona'' (female) and ''Seiðkarl'' (male), can be born in both Iceland and Norway, though Norway lacks a formalized training institution, and their mages are trained in Iceland. They deal more in dream visions but can draw magical symbols known as ''galdrastafur'' that can be used for combat, to ward of dangerous creatures or as simple aid in everyday life. Icelandic mages attribute their magic to the gods Oðinn and Freyja. Among the main characters, Reynir is an Icelandic mage but lacks training.

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** Icelandic mages, or ''Seiðkona'' (female) and ''Seiðkarl'' (male), can be born in both Iceland and Norway, though Norway lacks a formalized training institution, and their mages are trained in Iceland. They deal more in dream visions but can draw magical symbols known as ''galdrastafur'' that can be used for combat, to ward of dangerous creatures or as simple aid in everyday life. Icelandic mages attribute their magic to the gods Oðinn and Freyja. Among the main characters, Reynir is an Icelandic mage but lacks training.
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* In ''Franchise/StarWars'', the Jedi seem to be a combination of Monks, Naturalists, and a race: They are already born sensitive to the Force, but need to develop their connection in order to gain special abilities. The Sith also do the same but by different means.

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* In ''Franchise/StarWars'', the Jedi seem to be a combination of Monks, Naturalists, and a race: Race. They are already born sensitive to the Force, but need to develop their connection in order to gain special abilities. The Sith also do the same but by different means. The ability to use the Force generally is hereditary, and can even skip a generation.
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* ''Series/TheLordOfTheRingsTheRingsOfPower'': The Stranger is revealed at the end of the Season 1 to be one of the Istari, wizard-like Maiar. He has powers ElementalPowers. The other Maia is Sauron, whose specialties are shapeshifting and MindRape illusions.

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* ''Series/TheLordOfTheRingsTheRingsOfPower'': The Stranger is revealed at the end of the Season 1 to be one of the Istari, wizard-like Maiar. He has powers ElementalPowers. The other Maia is Sauron, whose specialties are shapeshifting and MindRape illusions.
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** Luz stumbles across an older way of doing magic in the same episode that Eda explains this. It turns out that spell circles contain runes that represent the spell being cast but are only visible for a split second. Writing the rune down on any object and striking it will allow anyone to cast it, with the object usually destroyed in the process. It later turns out that this works because [[BackgroundMagicField the Boiling Isles itself]] assists in fueling spells done this way, as [[spoiler:attempting the same thing on Earth renders the inscribed object inert.]]

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** Luz stumbles across an older way of doing magic in the same episode that Eda explains this. It turns out that spell circles contain runes that represent the spell being cast but are only visible for a split second. Writing the a special rune down on any object and striking it will allow anyone to cast it, with the object usually destroyed in the process. It later turns out that this works because [[BackgroundMagicField the Boiling Isles itself]] assists in fueling spells done this way, as [[spoiler:attempting the same thing on Earth or the In Between Realm renders the inscribed object inert.]]
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Mages of this kind are studious and resourceful. They know dead languages and ancient history to a huge extent. You can find a classicist-like mage poring through dusty tomes of forgotten lore in a huge library. Expect them to come with [[AncientArtifact ancient artifacts]]. Alternately, or in addition, they're likely to not only understand magic but to have an understanding of the natural world itself -- understanding things like chemistry and physics, as well as the attendant tools to formulate such laws, such as advanced mathematics.\\

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Mages of this kind are studious and resourceful. They know dead languages and ancient history to a huge extent. You can find a classicist-like mage poring through dusty tomes of forgotten lore in a huge library. Expect them to come with [[AncientArtifact ancient artifacts]].{{Ancient Artifact}}s. Alternately, or in addition, they're likely to not only understand magic but to have an understanding of the natural world itself -- understanding things like chemistry and physics, as well as the attendant tools to formulate such laws, such as advanced mathematics.\\
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Mages of this kind are studious and resourceful. They know dead languages and ancient history to a huge extent. You can find a classicist-like mage poring through dusty tomes of forgotten lore in a huge library. Expect them to come with AncientArtifacts. Alternately, or in addition, they're likely to not only understand magic but to have an understanding of the natural world itself -- understanding things like chemistry and physics, as well as the attendant tools to formulate such laws, such as advanced mathematics.\\

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Mages of this kind are studious and resourceful. They know dead languages and ancient history to a huge extent. You can find a classicist-like mage poring through dusty tomes of forgotten lore in a huge library. Expect them to come with AncientArtifacts.[[AncientArtifact ancient artifacts]]. Alternately, or in addition, they're likely to not only understand magic but to have an understanding of the natural world itself -- understanding things like chemistry and physics, as well as the attendant tools to formulate such laws, such as advanced mathematics.\\
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* ''Literature/TheWitchOfKnightcharm'': Magicians in this story include almost all of the above types. The potion-master Bahar, for instance, seems to be a chemist type, while the protagonist Emily is a programmer who is skilled at 'seeing' exactly how threads of magic comprise a spell and can precisely weave her own magic to do the things she wants.

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Moving the light novel examples to the literature section, since the light novel namespace is being phased out.


* Magicians in ''LightNovel/ACertainMagicalIndex'' are scholars, they gain their powers from learning ancient knowledge but they align themselves with religions so they overlap with priests.



* ''LightNovel/ModernMagicMadeSimple'' have a mix of gadget users and lottery winners. Magic in this setting is performed by programming codes, and apparently anyone can learn it, but on the other hand, some are naturally far more gifted than others. For example, Kaho, a muggle, started to learn using codes and does a decent job at this because she is good with a computer, but since she is only beginning to learn it, she can not see some supernatural things and can only use basic spells. Koyomi is good at...summoning basins, and nothing else. But she is really good at it and can even nullify powerful spells by turning them into basins. Heredity apparently also plays a role in this, since Misa and Yumiko are both descended from great mages.



* In ''{{LightNovel/Slayers}}'', magic power is a combination of lottery and scholarship. To be a mage, you have to have both natural talent ("bucket" and "pool" capacity for magical power) and a mind to study and master the magical science. [[TheDitz Gourry Gabriev]], for example, has the magical talents but lacks the mental capacity to master magic, which makes him a muggle.


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* Magicians in ''Literature/ACertainMagicalIndex'' are scholars, they gain their powers from learning ancient knowledge but they align themselves with religions so they overlap with priests.


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* ''Literature/ModernMagicMadeSimple'' have a mix of gadget users and lottery winners. Magic in this setting is performed by programming codes, and apparently anyone can learn it, but on the other hand, some are naturally far more gifted than others. For example, Kaho, a muggle, started to learn using codes and does a decent job at this because she is good with a computer, but since she is only beginning to learn it, she can not see some supernatural things and can only use basic spells. Koyomi is good at...summoning basins, and nothing else. But she is really good at it and can even nullify powerful spells by turning them into basins. Heredity apparently also plays a role in this, since Misa and Yumiko are both descended from great mages.


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* In ''Literature/{{Slayers}}'', magic power is a combination of lottery and scholarship. To be a mage, you have to have both natural talent ("bucket" and "pool" capacity for magical power) and a mind to study and master the magical science. [[TheDitz Gourry Gabriev]], for example, has the magical talents but lacks the mental capacity to master magic, which makes him a muggle.
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Fixed grammar, added link, and changed pronoun usage for simplicity and inclusivity in entry for ATLA


** The Avatar (who can bend [[MasterOfAll all four elements]]) is a special case in that he/she also has traces of Theurgist and Lottery Winner in him/her: The Avatar's power comes from [[GodOfGood the spirit of light, Raava]], that inhabits his/her body, and the Avatar has all the knowledge and power of the previous generations of Avatars in his/her hands. Who gets to wield this power is chosen by Raava alone, so from the point of view of humans this is completely random. psd: apparently in the first story "the last airbender" the avatar was the reincarnation of the planet's spirit, like a Gaia type entity without connotations of good or bad, and various official webpages(now lost) reflected this.

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** The Avatar (who can bend [[MasterOfAll all four elements]]) is a special case in that he/she they also has have traces of Theurgist and Lottery Winner in him/her: them: The Avatar's power comes from [[GodOfGood the spirit of light, Raava]], that inhabits his/her their body, and the Avatar has all the knowledge and power of the previous generations of Avatars in his/her their hands. Who gets to wield this power is chosen by Raava alone, so from the point of view of humans this is completely random. psd: apparently Apparently in the [[WesternAnimation/AvatarTheLastAirbender first story "the last airbender" series]], the avatar Avatar was the reincarnation of the planet's spirit, like a Gaia type entity without connotations of good or bad, and various official webpages(now webpages (now lost) reflected this.
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linking to work and removing word cruft


* In ''Literature/TheBible'', in Exodus 7, both Aaron and the Egyptian "sorcerers and magicians" are capable to transforming rods into snakes (although [[MyDadCanBeatUpYourDad Aaron's snake is more powerful]]). The popular explanation for Egyptian sorcerers' apparent ability to perform miracles is that they were demon-worshipers, while Aaron's magic, of course, comes from God. The source of the sorcerers and magicians' abilities is never made clear. It could be demon worship, it could just be sleight of hand and misdirection, or it [[ClarkesThirdLaw could have come from alien technology that they found]]. The Bible doesn't seem to care how they are doing it, only that God is doing it better.

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* In ''Literature/TheBible'', in [[Literature/BookOfExodus Exodus 7, 7]], both Aaron and the Egyptian "sorcerers and magicians" are capable to transforming rods into snakes (although [[MyDadCanBeatUpYourDad Aaron's snake is more powerful]]). The popular explanation for Egyptian sorcerers' apparent ability to perform miracles is that they were demon-worshipers, while Aaron's magic, of course, magic comes from God. The source of the sorcerers and magicians' abilities is never made clear. It could be demon worship, it could just be sleight of hand and misdirection, or it [[ClarkesThirdLaw could have come from alien technology that they found]]. The Bible doesn't seem to care how they are doing it, only that God is doing it better.
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* ''Series/TheLordOfTheRingsTheRingsOfPower'': The Stranger is revealed at the end of the Season 1 to be one of the Istari, wizard-like Maiar. He has powers ElementalPowers. The other Maia is Sauron, whose specialties are shapeshifting and MindRape illusions.
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* In ''Webcomic/CodeNameHunter,'' magic [[http://www.darcsowers.com/post/88472245052/does-a-person-have-to-be-a-strong-source-of-magic-i-e requires strong "essence"]] (willpower, faith, conviction, etc). However, even among those with strong essence, only a rare few actually get magical talent, apparently at random.
** Of note, mages are powered by the aggregate essence of their entire culture, so a nation full of happy, productive, empowered citizens (like most first-world countries) has ''much'' more magical potential than a nation of downtrodden peasants like [[MedievalStasis Astoria]].
* ''WebComic/ElGoonishShive'' is [[http://www.egscomics.com/index.php?id=815 a mixed case]]: "The most common form of magic in EGS is powered by spiritual energy from the spell caster. This energy can be innate, obtained, and/or enhanced via training. Power alone isn't enough to cast spells. One must train in a specific fashion to obtain access to their spells, or have the power awakened within them by being that are capable of such things."

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* In ''Webcomic/CodeNameHunter,'' magic ''Webcomic/CodeNameHunter'': Magic [[http://www.darcsowers.com/post/88472245052/does-a-person-have-to-be-a-strong-source-of-magic-i-e requires strong "essence"]] (willpower, faith, conviction, etc). However, even among those with strong essence, only a rare few actually get magical talent, apparently at random. Of note, mages are powered by the aggregate essence of their entire culture, so a nation full of happy, productive, empowered citizens (like most first-world countries) has ''much'' more magical potential than a nation of downtrodden peasants like [[MedievalStasis Astoria]].
* ''Webcomic/DaughterOfTheLilies'':
** Of note, Mages are individuals who learn to manipulate the magical energy that naturally exists in everything. Everybody has some innate magic and the potential to manipulate it; mages are powered by simply individuals who have taken time to train in and improve this ability. Mage powers draw from a "Core" of magic in the aggregate essence body, which is finite but refills over time; not everybody has equal amounts of stored energy. The mage Thistle compares this form magic use to a martial art, where the amount of raw energy present within you isn't as important as precision, control and skill.
** Wizards are
their entire culture, so own distinct thing. There are only seven wizards alive at any given time, and they significantly outclass mages in power; the wizard Master Wu, for instance, is able to effortlessly solo a nation full demon that two experienced mages nearly died stalling. Wizardry is also implied to be capable of happy, productive, empowered citizens (like most first-world countries) has ''much'' more magical potential than tasks that are impossible using regular magic. Not a nation great deal of downtrodden peasants like [[MedievalStasis Astoria]].
detail is given about how wizards come into being, but it's stated that they're "chosen" by something.
* ''WebComic/ElGoonishShive'' ''Webcomic/ElGoonishShive'' is [[http://www.egscomics.com/index.php?id=815 a mixed case]]: "The most common form of magic in EGS is powered by spiritual energy from the spell caster. This energy can be innate, obtained, and/or enhanced via training. Power alone isn't enough to cast spells. One must train in a specific fashion to obtain access to their spells, or have the power awakened within them by being that are capable of such things."



* In ''WebComic/HomeStuck'', the main characters all have titles that determine what their powers are. These are composed of an [[ElementalPowers Aspect]], one of twelve fundamental forces of reality, and a Class, which determines how they will use their Aspect. The Mage is one of these Classes. Unfortunately, it's the Class we know the least about, so what they actually do with their Aspect is unknown.
* In ''WebComic/StandStillStaySilent'', Mage is the term for any person living in the [[AfterTheEnd post-apocalypse]] that was born with magic, which [[TheMagicComesBack only started happening after the end of the world]]. Broadly speaking, mages are divided into two categories, based on where they were born and what powers they have;

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* In ''WebComic/HomeStuck'', the ''Webcomic/{{Homestuck}}'': The main characters all have titles that determine what their powers are. These are composed of an [[ElementalPowers Aspect]], one of twelve fundamental forces of reality, and a Class, which determines how they will use their Aspect. The Mage is one of these Classes. Unfortunately, it's the Class we know the least about, so what they actually do with their Aspect is unknown.
* In ''WebComic/StandStillStaySilent'', Mage ''Webcomic/StandStillStaySilent'': "Mage" is the term for any person living in the [[AfterTheEnd post-apocalypse]] that was born with magic, which [[TheMagicComesBack only started happening after the end of the world]]. Broadly speaking, mages are divided into two categories, based on where they were born and what powers they have;



** Halfway through adventure I, Reynir and Onni encounter Pastor A[[spoiler:nne, a Lutheran priest and old world mage. While she had no powers she knew of in life (possibly due to living before the apocalypse), she lingered on as a spirit even after her body had fully succumbed to the plague. In this state, she can effortlessly fend of the attacks of a hostile MindHive and guides them onwards to Heaven. She, of course, attributes this power to the guidance of her God.]]

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** Halfway through adventure I, Reynir and Onni encounter Pastor A[[spoiler:nne, a Lutheran priest and old world mage. While she had no powers she knew of in life (possibly due to living before the apocalypse), she lingered on as a spirit even after her body had fully succumbed to the plague. In this state, she can effortlessly fend of off the attacks of a hostile MindHive and guides them onwards to Heaven. She, of course, attributes this power to the guidance of her God.]]
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It is also possible that there are multiple kinds of mages in one setting; sometimes they are {{mutually exclusive|Magic}}, sometimes [[TheRedMage they can be mixed]]. When one of them is supposedly rare or unusual in universe, see WrongContextMagic.

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It is also possible that there are multiple kinds of mages in one setting; sometimes they are {{mutually exclusive|Magic}}, sometimes [[TheRedMage they can be mixed]]. When one of them is supposedly rare or unusual in universe, in-universe, see WrongContextMagic.



Sometimes they're not so much "mages" as they are "magical equipment users": Their magic abilities come from what they have in their person - be it an accessory, a clothing, a weapon, etc. Depending on the work, said equipments may be so vital to the character that he/she is as good as a Muggle without it; or they already have magic abilities by themselves and the equipments are just there to help them; or (when this is subverted) their magic abilities come purely from themselves and [[PowerCrutch said equipments only act as a crutch]]. Common with the MagicalGirl genre.\\

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Sometimes they're not so much "mages" as they are "magical equipment users": Their magic abilities come from what they have in their person - be it an accessory, a clothing, a weapon, etc. Depending on the work, said equipments may be so vital to the character that he/she is as good as a Muggle without it; or they already have magic abilities by themselves and the equipments are just there to help them; or (when this is subverted) their magic abilities come purely from themselves and [[PowerCrutch said equipments only act as a crutch]]. Common with the MagicalGirl genre.\\



Mages of this kind are studious and resourceful. They know dead languages and ancient history to a huge extent. You can find a classicist-like mage poring through dusty tomes of forgotten lore in a huge library. Expect them to come with AncientArtifacts. Alternately, or in addition, they're likely to not only understand magic, but to have an understanding of the natural world itself -- understanding things like chemistry and physics, as well as the attendant tools to formulate such laws, such as advanced mathematics.\\

to:

Mages of this kind are studious and resourceful. They know dead languages and ancient history to a huge extent. You can find a classicist-like mage poring through dusty tomes of forgotten lore in a huge library. Expect them to come with AncientArtifacts. Alternately, or in addition, they're likely to not only understand magic, magic but to have an understanding of the natural world itself -- understanding things like chemistry and physics, as well as the attendant tools to formulate such laws, such as advanced mathematics.\\



* In the ''Franchise/LyricalNanoha'' franchise, the mages are somewhere between Lottery Winners and Athletes: magical abilities are pretty random (a child of two {{Muggles}} can grow up to be a powerful mage, and vice versa), but becoming a qualified mage (not to mention a combat mage) requires years of extensive physical and magical training and continuous workouts to keep yourself in shape. Extensive training and innate magical power are depicted largely interchangeable.
* ''LightNovel/ModernMagicMadeSimple'' have a mix of gadgeet users and lottery winners. Magic in this setting is performed by programming codes, and apparently anyone can learn it, but on the other hand, some are naturally far more gifted than others. For exemple, Kaho, a muggle, started to learn using codes, and does a decent job at this because she is good with a computer, but since she is only beginning to learn it, she can not see some supernatural things and can only use basic spells. Koyomi is good at...summoning basins, and nothing else. But she is really good at it and can even nullify powerful spells by turning them into basins. Heredity apparently also plays a role in this, since Misa and Yumiko are both descended from great mages.

to:

* In the ''Franchise/LyricalNanoha'' franchise, the mages are somewhere between Lottery Winners and Athletes: magical abilities are pretty random (a child of two {{Muggles}} can grow up to be a powerful mage, and vice versa), but becoming a qualified mage (not to mention a combat mage) requires years of extensive physical and magical training and continuous workouts to keep yourself in shape. Extensive training and innate magical power are depicted largely interchangeable.interchangeably.
* ''LightNovel/ModernMagicMadeSimple'' have a mix of gadgeet gadget users and lottery winners. Magic in this setting is performed by programming codes, and apparently anyone can learn it, but on the other hand, some are naturally far more gifted than others. For exemple, example, Kaho, a muggle, started to learn using codes, codes and does a decent job at this because she is good with a computer, but since she is only beginning to learn it, she can not see some supernatural things and can only use basic spells. Koyomi is good at...summoning basins, and nothing else. But she is really good at it and can even nullify powerful spells by turning them into basins. Heredity apparently also plays a role in this, since Misa and Yumiko are both descended from great mages.



* In ''Franchise/StarWars'', the Jedi seem to be a combination of Monks, Naturalists, and a race: They are already born sensitive to the Force, but need to develop their connection in order to gain special abilities. The Sith also do the same, but by different means.

to:

* In ''Franchise/StarWars'', the Jedi seem to be a combination of Monks, Naturalists, and a race: They are already born sensitive to the Force, but need to develop their connection in order to gain special abilities. The Sith also do the same, same but by different means.



** The use of the powers must be taught, and through practice a certain level of physical endurance must be built up ("Athletes").

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** The use of the powers must be taught, and through practice practice, a certain level of physical endurance must be built up ("Athletes").



* In ''Literature/TheDresdenFiles'', mages are generally a race; while anyone can use rudimentary magic with the proper training, the amount of raw power they're able to bring to bear seems to be inborn. Additionally, wizards have much longer lifespans than regular humans. Wizards are also gadget users, since we rarely, if ever, see a mage who doesn't use focus items of some sort, and scholars, who study both magic and science in order to bring their powers to bear more effectively. (As Harry explains it, fire is fire, no matter if you use a spell or a lighter to create it, and if you don't understand how fire behaves you're going to be wasting a lot of energy getting it to do what you want it to.) There is also chemist type magic, in the form of potion creation and [[SympatheticMagic thaumaturgy]].
* In ''Franchise/HarryPotter'', the ability to use magic is hereditary and how pure someone's bloodline is seems to be a big deal for some wizards. It is however possible for children born to non-magic families to be born with magic(so called muggle-born). The reverse is also true; the so-called "squib" are children born to magical families but lack magical ability themselves. Mages here are also gadget-users in that they're reliant on a MagicWand to help them control their magic. Using magic without a wand is, consequently, considered a masterful feat of control of their own magic, and people who achieved it can be counted by just one hand. Potions are still racial, since they require magic to create, but overlap with Chemist types.

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* In ''Literature/TheDresdenFiles'', mages are generally a race; while anyone can use rudimentary magic with the proper training, the amount of raw power they're able to bring to bear seems to be inborn. Additionally, wizards have much longer lifespans than regular humans. Wizards are also gadget users, since we rarely, if ever, see a mage who doesn't use focus items of some sort, and scholars, who study both magic and science in order to bring their powers to bear more effectively. (As Harry explains it, fire is fire, no matter if you use a spell or a lighter to create it, and if you don't understand how fire behaves you're going to be wasting a lot of energy getting it to do what you want it to.) There is also chemist type chemist-type magic, in the form of potion creation and [[SympatheticMagic thaumaturgy]].
* In ''Franchise/HarryPotter'', the ability to use magic is hereditary and how pure someone's bloodline is seems to be a big deal for some wizards. It is however possible for children born to non-magic families to be born with magic(so magic (so called muggle-born). The reverse is also true; the so-called "squib" are children born to magical families but lack magical ability themselves. Mages here are also gadget-users in that they're reliant on a MagicWand to help them control their magic. Using magic without a wand is, consequently, considered a masterful feat of control of their own magic, and people who achieved it can be counted by just one hand. Potions are still racial, since they require magic to create, but overlap with Chemist types.



* ''Literature/MagicByTheNumbers'' by Creator/LyndonHardy has five types of magic. All of them are primarily Chemist type with leanings toward Scholar, with the only requirements being knowledge of what elements to combine and how. Thaumaturgy (sympathetic magic, i.e. using a splinter of wood to cause a crate of goods to fly) and Alchemy are those two almost exclusively. Magic (rather confusingly, one of the five magics is called magic) uses elaborate rituals to create magic items enabling Gadgeteers. Sorcery (mind control) and Wizardry (summoning demons) are accessible to anyone via Chemist principles, but require hefty amounts of Monk and Athlete to actually produce useful results. In the latter case, a useful result meaning not being eaten by a demon -- wizards are by far the rarest type of magic user.
* In ''Literature/TheMagicians'', the students and professors of [[WizardingSchool Brakebills]] are treated very much as scholars: the study of magic works like the study of a language, with many contradictions, exceptions and paradoxes acquired from having been drawn from so many different sources over the eons. For good measure, there are so many circumstances that effect the way spells work that an entire year of a student's education is spent forcing them to internalize it all, just so they'll be able to act on them without thinking. Only the most intelligent, driven, and ''obsessive'' individuals can become magicians, and even the average TeenGenius doesn't necessarily have what it takes to pass the notoriously demanding Brakebills entrance exam.

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* ''Literature/MagicByTheNumbers'' by Creator/LyndonHardy has five types of magic. All of them are primarily Chemist type with leanings toward Scholar, with the only requirements being knowledge of what elements to combine and how. Thaumaturgy (sympathetic magic, i.e. using a splinter of wood to cause a crate of goods to fly) and Alchemy are those two almost exclusively. Magic (rather confusingly, one of the five magics is called magic) uses elaborate rituals to create magic items enabling Gadgeteers. Sorcery (mind control) and Wizardry (summoning demons) are accessible to anyone via Chemist principles, principles but require hefty amounts of Monk and Athlete to actually produce useful results. In the latter case, a useful result meaning not being eaten by a demon -- wizards are by far the rarest type of magic user.
* In ''Literature/TheMagicians'', the students and professors of [[WizardingSchool Brakebills]] are treated very much as scholars: the study of magic works like the study of a language, with many contradictions, exceptions exceptions, and paradoxes acquired from having been drawn from so many different sources over the eons. For good measure, there are so many circumstances that effect the way spells work that an entire year of a student's education is spent forcing them to internalize it all, just so they'll be able to act on them without thinking. Only the most intelligent, driven, and ''obsessive'' individuals can become magicians, and even the average TeenGenius doesn't necessarily have what it takes to pass the notoriously demanding Brakebills entrance exam.



** ''Charter Mages'' are like programmers and scholars. The Charter is a sort of all-encompassing metaphyiscal document that describes all existence; it is composed of Charter Marks, rune-like glyphs that correspond to very specific concepts, objects and phenomena. Charter Mages learn, through extensive study, how to link up charter marks to create spells. Anyone can become a Charter Mage, but you have to be baptized with a personal Charter Mark by a previously-existing Charter Mage first.

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** ''Charter Mages'' are like programmers and scholars. The Charter is a sort of all-encompassing metaphyiscal metaphysical document that describes all existence; it is composed of Charter Marks, rune-like glyphs that correspond to very specific concepts, objects and phenomena. Charter Mages learn, through extensive study, how to link up charter marks to create spells. Anyone can become a Charter Mage, but you have to be baptized with a personal Charter Mark by a previously-existing Charter Mage first.



** The magic performed by the Red Priests of R'hllor veers close to the Cultist category, as its implied their considerable power comes from allegiance to the Red God. Some, though, such as the [[CastingAShadow shadowbinder]] Melisandre, come with their own abilities of varying origin.

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** The magic performed by the Red Priests of R'hllor veers close to the Cultist category, as its it's implied their considerable power comes from allegiance to the Red God. Some, though, such as the [[CastingAShadow shadowbinder]] Melisandre, come with their own abilities of varying origin.



** Most wizards and sorceresses are a Race and Lottery Winners, but learn their powers like Scholars. The gift is sometimes inherited from one's ancestors (less and less common ever since a major magical disruption 3,000 years ago), and sometimes, it seems, pops on its own (there used to be a time when nearly everyone was a wizard, so there isn't much difference). However, it is possible for a wizard to take an apprentice without a gift, and teach him to use magic, with the process probably using some magical procedures (Mutants). The wizards trained that way are, apparently, considerably less capable. Subtractive magic is also Theurgic, as it requires a DealWithTheDevil unless the wizard is born with the most powerful gift, that of the war wizard. War wizards and prophets are wizards with extra powers, even more rare than the less powerful kind.

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** Most wizards and sorceresses are a Race and Lottery Winners, Winners but learn their powers like Scholars. The gift is sometimes inherited from one's ancestors (less and less common ever since a major magical disruption 3,000 years ago), and sometimes, it seems, pops on its own (there used to be a time when nearly everyone was a wizard, so there isn't much difference). However, it is possible for a wizard to take an apprentice without a gift, and teach him to use magic, with the process probably using some magical procedures (Mutants). The wizards trained that way are, apparently, considerably less capable. Subtractive magic is also Theurgic, as it requires a DealWithTheDevil unless the wizard is born with the most powerful gift, that of the war wizard. War wizards and prophets are wizards with extra powers, even more rare than the less powerful kind.



* Builders in ''Literature/TheYoungAncients'' are like Monks, Programmers and Chemists, but most of all like Gadget Users. The skill of magic is, through intense discipline and a meditative trance state (Monks) create a field in which the laws of physics work a bit differently. The more you understand physics and chemistry, the more options you have for telling the universe how you want it to behave (Chemists) while the process itself is described much like programming the universe on a quantum level. Of course, spending hours meditating to get a momentary field that fails the moment the Builder is distracted is inefficient, so the most common practice is to build fields into objects (anything will do, but usually a small metal plate or talisman with a distinctive sigil is used) that anyone can activate by tapping and willing it so. Thus Builders are first and foremost producers of magic devices for the use of all.
* The [[LanguageOfMagic Speech]] in the ''Literature/YoungWizards'' universe is essentially a programming language for reality; spells are instructions and/or equations in The Speech and wizards are like the IT staff for the Universe who "know the little noises it makes every day when it's running. And where to kick it to make them stop." When they need spells at all, that is. Because The Speech is the foundation for all languages, wizards can hold conversations with just about anything animal, vegetable, mineral and beyond; many of their day-to-day feats can be accomplished through persuasion and a small investment of their personal energy.

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* Builders in ''Literature/TheYoungAncients'' are like Monks, Programmers Programmers, and Chemists, but most of all like Gadget Users. The skill of magic is, through intense discipline and a meditative trance state (Monks) create a field in which the laws of physics work a bit differently. The more you understand physics and chemistry, the more options you have for telling the universe how you want it to behave (Chemists) while the process itself is described much like programming the universe on a quantum level. Of course, spending hours meditating to get a momentary field that fails the moment the Builder is distracted is inefficient, so the most common practice is to build fields into objects (anything will do, but usually a small metal plate or talisman with a distinctive sigil is used) that anyone can activate by tapping and willing it so. Thus Builders are first and foremost producers of magic devices for the use of all.
* The [[LanguageOfMagic Speech]] in the ''Literature/YoungWizards'' universe is essentially a programming language for reality; spells are instructions and/or equations in The Speech and wizards are like the IT staff for the Universe who "know the little noises it makes every day when it's running. And where to kick it to make them stop." When they need spells at all, that is. Because The Speech is the foundation for all languages, wizards can hold conversations with just about anything animal, vegetable, mineral mineral, and beyond; many of their day-to-day feats can be accomplished through persuasion and a small investment of their personal energy.



* ''TabletopGame/{{Fellowship}}'' has the Harbinger playbook, who has more in common with Gandalf the Grey than your typical fantasy RPG wizard. The Harbinger is a sage and soothsayer who wields powerful but dangerous magic, and joins the Fellowship to [[ScryVsScry avert the end of days]] threatened by the Overlord. They have a unique core stat, Doom, that allows them to Finish opponents [[WindsOfDestinyChange with luck or fate]], and they have spells with a variety of simple effects or a big, flashy magical attack that [[CastFromHitPoints takes a lot out of them]]. Variants include Angelic Remnants (who can "read the prophecies" on someone to get info without speaking directly to them), [[BlindSeer Blind Prophets]] (who can use their second sight to see right through walls, or through the eyes of others), Principled Academia (who can conduct powerful rituals with the help of their SpellBook), and Servants of the Dark ([[HeelFaceTurn a former minion]] of the Overlord with great destructive power).

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* ''TabletopGame/{{Fellowship}}'' has the Harbinger playbook, who has more in common with Gandalf the Grey than your typical fantasy RPG wizard. The Harbinger is a sage and soothsayer who wields powerful but dangerous magic, magic and joins the Fellowship to [[ScryVsScry avert the end of days]] threatened by the Overlord. They have a unique core stat, Doom, that allows them to Finish opponents [[WindsOfDestinyChange with luck or fate]], and they have spells with a variety of simple effects or a big, flashy magical attack that [[CastFromHitPoints takes a lot out of them]]. Variants include Angelic Remnants (who can "read the prophecies" on someone to get info without speaking directly to them), [[BlindSeer Blind Prophets]] (who can use their second sight to see right through walls, or through the eyes of others), Principled Academia (who can conduct powerful rituals with the help of their SpellBook), and Servants of the Dark ([[HeelFaceTurn a former minion]] of the Overlord with great destructive power).



* ''TabletopGame/{{Talislanta}}'' has several different schools of magic, such as aquamancy, cartomancy, spellweaving, technomancy, and thaumaturgy. In the 3rd edition there were two dozen different types of magic, although that list was considerably shortened in later editions.

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* ''TabletopGame/{{Talislanta}}'' has several different schools of magic, such as aquamancy, cartomancy, spellweaving, technomancy, and thaumaturgy. In the 3rd edition edition, there were two dozen different types of magic, although that list was considerably shortened in later editions.



** Obviously, ''TabletopGame/MageTheAscension'', which focuses on Awakened Mages, who are somewhere between lottery winners, programmers, and monks, as they have an innate ability to alter reality but still rely on cultural and/or technological stylings as a focus (their "Paradigm"), which may paint them as various Traditions: an athlete/monk (the Akashic Brotherhood), gadget user (Sons of Ether), naturalist (Verbena), priest (the Celestial Chorus), and many others. Their biggest weakness is Paradox: altering reality beyond what is accepted as natural (especially in the presence of muggles), which results in reality biting back and physically harming the mage in question. A clever Mage knows how to work around Paradox and mask their magic as everyday occurrence ("Coincidence").

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** Obviously, ''TabletopGame/MageTheAscension'', which focuses on Awakened Mages, who are somewhere between lottery winners, programmers, and monks, as they have an innate ability to alter reality but still rely on cultural and/or technological stylings as a focus (their "Paradigm"), which may paint them as various Traditions: an athlete/monk (the Akashic Brotherhood), gadget user (Sons of Ether), naturalist (Verbena), priest (the Celestial Chorus), and many others. Their biggest weakness is Paradox: altering reality beyond what is accepted as natural (especially in the presence of muggles), which results in reality biting back and physically harming the mage in question. A clever Mage knows how to work around Paradox and mask their magic as everyday occurrence occurrences ("Coincidence").



** In ''TabletopGame/VampireTheMasquerade'', several clans are known for their sorcery. Blood magic which is functionally similar to hedge magic, but souped-up on vampire blood. The sorcerous clans are either scholars like the Tremere, or theurgists like the Baali.

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** In ''TabletopGame/VampireTheMasquerade'', several clans are known for their sorcery. Blood magic which is functionally similar to hedge magic, but souped-up on vampire blood. The sorcerous clans are either scholars like the Tremere, Tremere or theurgists like the Baali.



** Most races have access to [[PsychicPowers psykers]], which are, broadly speaking, like theurgists in that they draw power from a greater source. Psykers are individuals who draw power (usually from [[HyperspaceIsAScaryPlace the Warp]]) for a variety of effects. In the weird ScienceFantasy setting of [=40K=], psychic powers are treated more as magic, rather than as traditional Sci Fi psychic powers. Without discipline, training, or sheer strength of will, psykers who draw from the Warp are prone to its influences. This can include insanity, mutation, possession, and even damnation.
** The [[MageSpecies Eldar]], who are like monks, all have psychic potential which is suppressed through rigorous discipline unless they join the [[FantasticCasteSystem Path of the Seer]], where they use a training system which relies on discipline and focus to cultivate their potential. The Farseers and Warlocks are revered as advisors, leaders, and invaluable battlefield support.

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** Most races have access to [[PsychicPowers psykers]], which are, broadly speaking, like theurgists in that they draw power from a greater source. Psykers are individuals who draw power (usually from [[HyperspaceIsAScaryPlace the Warp]]) for a variety of effects. In the weird ScienceFantasy setting of [=40K=], psychic powers are treated more as magic, rather than as traditional Sci Fi Sci-Fi psychic powers. Without discipline, training, or sheer strength of will, psykers who draw from the Warp are prone to its influences. This can include insanity, mutation, possession, and even damnation.
** The [[MageSpecies Eldar]], who are like monks, all have psychic potential which is suppressed through rigorous discipline unless they join the [[FantasticCasteSystem Path of the Seer]], where they use a training system which that relies on discipline and focus to cultivate their potential. The Farseers and Warlocks are revered as advisors, leaders, and invaluable battlefield support.



** Orks generate a passive psychic field which ramps up with numbers or violence, and its effects [[ClapYourHandsIfYouBelieve influences the world around them]] (it helps their ramshackle technology work, makes red paint makes things "go fasta") and makes them immune to the effects of the Warp. Weirdboyz, active psykers who draw from this field for their powers, are like lottery winners (like human psykers, they on't like it since for orks it manifests as a massive splitting headache that ends with the release of semi-controlled psychic energy).

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** Orks generate a passive psychic field which ramps up with numbers or violence, and its effects [[ClapYourHandsIfYouBelieve influences the world around them]] (it helps their ramshackle technology work, makes red paint makes things "go fasta") and makes them immune to the effects of the Warp. Weirdboyz, active psykers who draw from this field for their powers, are like lottery winners (like human psykers, they on't don't like it since for orks works, it manifests as a massive splitting headache that ends with the release of semi-controlled psychic energy).



* ''TabletopGame/WarhammerFantasy'': Wizards are a major part of the game, and typically derive their power, either directly or at several removes, from the Realm of Chaos. Generally, wizards derive their power from the Winds of Magic, and draw on magical energy within their environment to cast spells; when this exhausted, no more magic can be cast until the Winds build up again.

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* ''TabletopGame/WarhammerFantasy'': Wizards are a major part of the game, and typically derive their power, either directly or at several removes, from the Realm of Chaos. Generally, wizards derive their power from the Winds of Magic, and draw on magical energy within their environment to cast spells; when this is exhausted, no more magic can be cast until the Winds build up again.



* In ''Franchise/TheElderScrolls'' universe, there are several types of "mages" who utilize magic in different ways, and these types of mages are not inherently mutually exclusive. Generally speaking, there are four main ways to utilize magic, each with it's own sect of users:

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* In ''Franchise/TheElderScrolls'' universe, there are several types of "mages" who utilize magic in different ways, and these types of mages are not inherently mutually exclusive. Generally speaking, there are four main ways to utilize magic, each with it's its own sect of users:



** Items ranging from weapons and armor to clothing and jewelry can be imbued with magical power by utilizing SoulPower. Souls of creatures, monsters, and [[OurDemonsAreDifferent lesser Daedra]] (as well as those of [[PoweredByAForsakenChild sapient mortals]] under certain circumstances) can be trapped in special [[CrystalPrison soul gems]] by using the Soul Trap spell of the aforementioned Mysticism school (sometimes classed under Conjuration instead). Once trapped, Enchanters can bind the souls to items along with a spell (or spells), imbuing the item with the chosen spell(s). The enchanted items in question will eventually be drained through use, but can be recharged with additional filled soul gems. Anyone can use these enchanted items, though skilled Enchanters can create better items and get more use out of them than novices.

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** Items ranging from weapons and armor to clothing and jewelry can be imbued with magical power by utilizing SoulPower. Souls of creatures, monsters, and [[OurDemonsAreDifferent lesser Daedra]] (as well as those of [[PoweredByAForsakenChild sapient mortals]] under certain circumstances) can be trapped in special [[CrystalPrison soul gems]] by using the Soul Trap spell of the aforementioned Mysticism school (sometimes classed under Conjuration instead). Once trapped, Enchanters can bind the souls to items along with a spell (or spells), imbuing the item with the chosen spell(s). The enchanted items in question will eventually be drained through use, use but can be recharged with additional filled soul gems. Anyone can use these enchanted items, though skilled Enchanters can create better items and get more use out of them than novices.



*** The [[TheOrder Psijic Order]], a powerful MagicalSociety and the oldest monastic order in Tamriel, is another group believed to be capable of this. It is believed that the abilities of the Psijics come from their manipulation of nature itself ("The Old Ways") rather than through the application of [[{{Mana}} Magicka]], like standard magic. However, the end result is largely the same. Still, the Psijics are capable of performing this in ways (and on a scale) which no other extant group in Tamriel is capable.
*** [[OurDragonsAreDifferent Dragons]] are a [[DragonsAreDivine divine]] species with immortal [[OurAngelsAreDifferent Aedric]] souls, to whom their LanguageOfMagic (referred to as the "Thu'um" by mortals) is so intrinsic to their very beings that it gives them a small scale reality warping effect. Using the Thu'um, dragons can ''[[MakeMeWannaShout command]]'' elements into existence. While it make look like a dragon is, for example, [[BreathWeapon breathing fire]], the dragon is actually channeling magical energy through his words to create fire. When the dragons came to dominate early mankind, mankind prayed to the [[OurGodsAreDifferent Divines]] for aid. Their prayers were answered when they were taught to use the Thu'um themselves against the dragons. While any mortal can learn to use the Thu'um through study, it comes naturally to one who are Dragonborn, [[TheChosenOne special mortals]] born with the Aedric soul of dragon. Being Dragonborn apparently can be hereditary, as [[FounderOfTheKingdom Tiber Septim]]'s descendants were Dragonborn, but not always.

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*** The [[TheOrder Psijic Order]], a powerful MagicalSociety and the oldest monastic order in Tamriel, is another group believed to be capable of this. It is believed that the abilities of the Psijics come from their manipulation of nature itself ("The Old Ways") rather than through the application of [[{{Mana}} Magicka]], like standard magic. However, the end result is largely the same. Still, the Psijics are capable of performing this in ways (and on a scale) which that no other extant group in Tamriel is capable.
*** [[OurDragonsAreDifferent Dragons]] are a [[DragonsAreDivine divine]] species with immortal [[OurAngelsAreDifferent Aedric]] souls, to whom their LanguageOfMagic (referred to as the "Thu'um" by mortals) is so intrinsic to their very beings that it gives them a small scale reality warping reality-warping effect. Using the Thu'um, dragons can ''[[MakeMeWannaShout command]]'' elements into existence. While it make look like a dragon is, for example, [[BreathWeapon breathing fire]], the dragon is actually channeling magical energy through his words to create fire. When the dragons came to dominate early mankind, mankind prayed to the [[OurGodsAreDifferent Divines]] for aid. Their prayers were answered when they were taught to use the Thu'um themselves against the dragons. While any mortal can learn to use the Thu'um through study, it comes naturally to one who are Dragonborn, [[TheChosenOne special mortals]] born with the Aedric soul of dragon. Being Dragonborn apparently can be hereditary, as [[FounderOfTheKingdom Tiber Septim]]'s descendants were Dragonborn, but not always.



** Dimension Witch uses magical artifacts and enchanted stones that are the source of her space and time magic; a gadget user, with some touches of scholar (she studies on how she can apply said magic).

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** Dimension Witch uses magical artifacts and enchanted stones that are the source of her space and time magic; a gadget user, with some touches of scholar (she studies on how she can apply said magic).



* ''Franchise/FireEmblem'': Mages are like scholars. Most games describe tomes as simply a weapon type that you would train to use in an academic setting rather than a physical one. Anyone ''could'' use magic as much as anyone ''could'' use a sword. Further the tomes are often in ancient tongues or sources of other arcane wisdom, and the most powerful mages are typically scholars or ReallySevenHundredYearsOld so they have had time to learn more about magic. Though some people have natural aptitude for using magic well, it's also incredibly rare to meet someone who can use magic innately without the use of books, staves or other tools.

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* ''Franchise/FireEmblem'': Mages are like scholars. Most games describe tomes as simply a weapon type that you would train to use in an academic setting rather than a physical one. Anyone ''could'' use magic as much as anyone ''could'' use a sword. Further the tomes are often in ancient tongues or sources of other arcane wisdom, and the most powerful mages are typically scholars or ReallySevenHundredYearsOld so they have had time to learn more about magic. Though some people have natural aptitude for using magic well, it's also incredibly rare to meet someone who can use magic innately without the use of books, staves staves, or other tools.



* ''VideoGame/{{Minecraft}}'' mods: ''VideoGame/{{Thaumcraft}} 4'' thaumaturges are scholars, researching the techniques for making magic wands, tools, devices and minions, which they craft using collected magical energy and the refined essence of items.

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* ''VideoGame/{{Minecraft}}'' mods: ''VideoGame/{{Thaumcraft}} 4'' thaumaturges are scholars, researching the techniques for making magic wands, tools, devices devices, and minions, which they craft using collected magical energy and the refined essence of items.



* ''WebComic/ElGoonishShive'' is [[http://www.egscomics.com/index.php?id=815 a mixed case]]: "The most common form of magic in EGS is powered by spiritual energy from the spell caster. This energy can be innate, or obtained and/or enhanced via training. Power alone isn't enough to cast spells. One must train in a specific fashion to obtain access to their spells, or have the power awakened within them by being that are capable of such things."

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* ''WebComic/ElGoonishShive'' is [[http://www.egscomics.com/index.php?id=815 a mixed case]]: "The most common form of magic in EGS is powered by spiritual energy from the spell caster. This energy can be innate, or obtained obtained, and/or enhanced via training. Power alone isn't enough to cast spells. One must train in a specific fashion to obtain access to their spells, or have the power awakened within them by being that are capable of such things."



** Icelandic mages, or ''Seiðkona'' (female) and ''Seiðkarl'' (male), can be born in both Iceland and Norway, though Norway lacks a formalized training institution, and their mages are trained in Iceland. They deal more in dream visions, but can draw magical symbols known as ''galdrastafur'' that can be used for combat, to ward of dangerous creatures, or as simple aid in everyday life. Icelandic mages attribute their magic to the gods Oðinn and Freyja. Among the main characters, Reynir is an icelandic mage, but lacks training.

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** Icelandic mages, or ''Seiðkona'' (female) and ''Seiðkarl'' (male), can be born in both Iceland and Norway, though Norway lacks a formalized training institution, and their mages are trained in Iceland. They deal more in dream visions, visions but can draw magical symbols known as ''galdrastafur'' that can be used for combat, to ward of dangerous creatures, creatures or as simple aid in everyday life. Icelandic mages attribute their magic to the gods Oðinn and Freyja. Among the main characters, Reynir is an icelandic mage, Icelandic mage but lacks training.



** The other is Primal Magic. While almost every creature (apart from humans) are born with a connection to a Primal Source -- called an arcanum -- Primal ''Mages'' primarily resemble Monks, in that they have to cultivate a deep mental and spiritual connection to their arcanum, learning to perform complex abilities such as crafting illusions, super-strength, or flight. Mages in Primal Magic are partially also Scholars (in that they have to learn the right runes and draconic words for each spell) as well as Athletes (they have to draw the rune in he air, and often need to physically exert themselves in order for the spell to work).\\

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** The other is Primal Magic. While almost every creature (apart from humans) are born with a connection to a Primal Source -- called an arcanum -- Primal ''Mages'' primarily resemble Monks, in that they have to cultivate a deep mental and spiritual connection to their arcanum, learning to perform complex abilities such as crafting illusions, super-strength, or flight. Mages in Primal Magic are partially also Scholars (in that they have to learn the right runes and draconic words for each spell) as well as Athletes (they have to draw the rune in he the air, and often need to physically exert themselves in order for the spell to work).\\
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* ''Literature/Malessar's Curs'': Warlocks' magic power depends on a patron god.

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* ''Literature/Malessar's ''Malessar's Curs'': Warlocks' The warlocks' magic power depends powers depend on a their patron god.
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* ''Literature/Malessar's Curs'': Warlocks' magic power depends on a patron god.
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* In the Franchise/MarvelCinematicUniverse, the Sorcerers of ''Film/{{Doctor Strange|2016}}'' are heavily Monk-oriented, with additional splashes of Athletes (learning martial arts and weapons skills), Scholars (learning both Eastern languages as well as the "language of magic"), and Gadget Users (using various relics, such as the Staff of the Living Tribunal, the Wand of Watoomb, and the Cloak of Levitation). The [[Film/DoctorStrangeInTheMultiverseOfMadness second Doctor Strange movie]] makes clear there is a difference between sorcery and witchcraft, which is what powers the Scarlet Witch - as ''Series/WandaVision'' detailed, witches have innate inabilities, making them more Race and Lottery (albeit Wanda herself is also - [[Comicbook/{{XMen}] of course]] - Mutant, given most of her powers awakened after experimentation with alien tech).

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* In the Franchise/MarvelCinematicUniverse, the Sorcerers of ''Film/{{Doctor Strange|2016}}'' are heavily Monk-oriented, with additional splashes of Athletes (learning martial arts and weapons skills), Scholars (learning both Eastern languages as well as the "language of magic"), and Gadget Users (using various relics, such as the Staff of the Living Tribunal, the Wand of Watoomb, and the Cloak of Levitation). The [[Film/DoctorStrangeInTheMultiverseOfMadness second Doctor Strange movie]] makes clear there is a difference between sorcery and witchcraft, which is what powers the Scarlet Witch - -- as ''Series/WandaVision'' detailed, witches have innate inabilities, making them more Race and Lottery (albeit Wanda herself is also - [[Comicbook/{{XMen}] -- [[ComicBook/XMen of course]] - -- Mutant, given most of her powers awakened after experimentation with alien tech).



* ''Westernanimation/TheLegendOfVoxMachina'' has many fields covered by the title group: Keyleth is a Naturalist {{Druid}}, Scanlan is an Artist with MagicMusic summons, and both Pike and Percy are Theurgists, the former a ReligiousBruiser following the Everlight, the latter became a gunslinger (thus also qualifying as Gadget User) under influence of a dark spirit.

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* ''Westernanimation/TheLegendOfVoxMachina'' ''WesternAnimation/TheLegendOfVoxMachina'' has many fields covered by the title group: Keyleth is a Naturalist {{Druid}}, Scanlan is an Artist with MagicMusic summons, and both Pike and Percy are Theurgists, the former a ReligiousBruiser following the Everlight, the latter became a gunslinger (thus also qualifying as Gadget User) under influence of a dark spirit.
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** With humans, psykers are like lottery winners, in that being born with the psyker mutation is left to random chance, though environmental factors can influence it. Humans don't have a widespread support system in place, which is because and partly the reason for the way that humans view psykers with superstition and justifiable but not-always-sympathetic fear. The various human organizations will sometimes try to recruit unsanctioned psykers for nefarious purposes, or more often [[BurnTheWitch outright kill them]] or try to capture them to hand them over to the Adeptus Telepathica for evaluation, and in the best case, sanctioning and training for service to the Imperium.
*** Unique to humans are also the [[AntiMagic Untouchables]], who null out any psychic powers around them. Harmless on their own, but their power is a tremendous utility used by [[StateSec the Inquisition]] when they can get their hands on one, and they are congregated and militarily trained as one of the Sisters of Silence, one of the more obscure military services of the Imperium, or as a superhuman specialist assassin by the Officio Assainorum, and there's an instance of one being raised up to an [[SuperSoldier Astartes]] who acts as cryptkeeper for the otherwise all psyker [[ThePaladin Grey Knights]].
** Orks generate a passive psychic field which ramps up with numbers or violence, and its effects [[ClapYourHandsIfYouBelieve influences the world around them]] (it helps their ramshackle technology work, makes red paint makes things "go fasta") and makes them immune to the effects of the Warp. Weirdboyz, active psykers who draw from this field for their powers, are like lottery winners.
** Even the most humble Tyranids contribute to their HiveMind which forms a higher consciousness and acts as their deity. Active psykers are bioengineered and purpose-built to draw power from the Hive Mind for psychic support on the battlefield and to telepathically connect the Nids to the for on-the-ground coordination.

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** With humans, psykers are like lottery winners, winners (except it's a LotteryOfDoom for most of them) in that being born with the psyker mutation is left to random chance, though environmental factors can influence it. Humans don't have a widespread support system in place, which is because and partly the reason for the way that humans view psykers with superstition and justifiable but not-always-sympathetic fear. The various human organizations will sometimes try to recruit unsanctioned psykers for nefarious purposes, or more often [[BurnTheWitch outright kill them]] or try to capture them to hand them over to the Adeptus Telepathica for evaluation, and in the best case, sanctioning and training for service to the Imperium.
*** Unique to humans are also the [[AntiMagic Untouchables]], who null out any psychic powers around them. Harmless on their own, but their power is a tremendous utility used by [[StateSec the Inquisition]] when they can get their hands on one, and they are congregated and militarily trained as one of the Sisters of Silence, one of the more obscure military services of the Imperium, Imperium who crew the Black Ships that transport psykers to Terra for evaluation and indoctrination/recycling, or as a superhuman specialist assassin by the Officio Assainorum, Assasinorum, and there's an instance of one being raised up to an [[SuperSoldier Astartes]] who acts as cryptkeeper for the otherwise all psyker all-psyker [[ThePaladin Grey Knights]].
** Orks generate a passive psychic field which ramps up with numbers or violence, and its effects [[ClapYourHandsIfYouBelieve influences the world around them]] (it helps their ramshackle technology work, makes red paint makes things "go fasta") and makes them immune to the effects of the Warp. Weirdboyz, active psykers who draw from this field for their powers, are like lottery winners.
winners (like human psykers, they on't like it since for orks it manifests as a massive splitting headache that ends with the release of semi-controlled psychic energy).
** Even the most humble Tyranids contribute to their HiveMind which forms a higher consciousness and acts as their deity. Active psykers are bioengineered and purpose-built to draw power from the Hive Mind for psychic support on the battlefield and to telepathically connect the Nids to the Hive Mind for on-the-ground coordination.

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* In the Franchise/MarvelCinematicUniverse, the Sorcerers of ''Film/{{Doctor Strange|2016}}'' are heavily Monk-oriented, with additional splashes of Athletes (learning martial arts and weapons skills), Scholars (learning both Eastern languages as well as the "language of magic"), and Gadget Users (using various relics, such as the Staff of the Living Tribunal, the Wand of Watoomb, and the Cloak of Levitation).

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* In the Franchise/MarvelCinematicUniverse, the Sorcerers of ''Film/{{Doctor Strange|2016}}'' are heavily Monk-oriented, with additional splashes of Athletes (learning martial arts and weapons skills), Scholars (learning both Eastern languages as well as the "language of magic"), and Gadget Users (using various relics, such as the Staff of the Living Tribunal, the Wand of Watoomb, and the Cloak of Levitation). The [[Film/DoctorStrangeInTheMultiverseOfMadness second Doctor Strange movie]] makes clear there is a difference between sorcery and witchcraft, which is what powers the Scarlet Witch - as ''Series/WandaVision'' detailed, witches have innate inabilities, making them more Race and Lottery (albeit Wanda herself is also - [[Comicbook/{{XMen}] of course]] - Mutant, given most of her powers awakened after experimentation with alien tech).



* Mages in ''WesternAnimation/{{The Dragon Prince}}'' come in two varieties:

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* Mages in ''WesternAnimation/{{The Dragon Prince}}'' ''WesternAnimation/TheDragonPrince'' come in two varieties:


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* ''Westernanimation/TheLegendOfVoxMachina'' has many fields covered by the title group: Keyleth is a Naturalist {{Druid}}, Scanlan is an Artist with MagicMusic summons, and both Pike and Percy are Theurgists, the former a ReligiousBruiser following the Everlight, the latter became a gunslinger (thus also qualifying as Gadget User) under influence of a dark spirit.
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** Witches in the show are able to do magic thanks to an actual magic organ attached to their hearts. The bile in this organ helps fuel the casting of magic spells, with a major example being the use of spell circles (with the particular spell being cast being based on thought).

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** Witches in the show and bipedal [[OurDemonsAreDifferent demons]] are able to do magic thanks to an actual magic organ attached to their hearts. The bile in this organ helps fuel the casting of magic spells, with a major example being the use of spell circles (with the particular spell being cast being based on thought).
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* The [[LanguageOfMagic Speech]] in the ''Literature/YoungWizards'' universe is essentially a programming language for reality; spells are instructions and/or equations in The Speech and wizards are like the IT staff for the Universe who "know the little noises it makes every day when it's running. And where to kick it to make them stop."

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* The [[LanguageOfMagic Speech]] in the ''Literature/YoungWizards'' universe is essentially a programming language for reality; spells are instructions and/or equations in The Speech and wizards are like the IT staff for the Universe who "know the little noises it makes every day when it's running. And where to kick it to make them stop."" When they need spells at all, that is. Because The Speech is the foundation for all languages, wizards can hold conversations with just about anything animal, vegetable, mineral and beyond; many of their day-to-day feats can be accomplished through persuasion and a small investment of their personal energy.

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** The Orks and Tyranids are both like a race. Orks generate a passive psychic field which ramps up with numbers or violence, and its effects [[ClapYourHandsIfYouBelieve influences the world around them]] (it helps their ramshackle technology work, makes red paint makes things "go fasta") and makes them immune to the effects of the Warp. Weirdboyz, active psykers who draw from this field for their powers, are like lottery winners. As for the Tyranids, even the most humble Nids contribute to their HiveMind which forms a higher consciousness and acts as their deity. Active psykers are bioengineered and purpose-built to draw power from the Hive Mind for psychic support on the battlefield and to telepathically connect the Nids to the for on-the-ground coordination.
** There's also sorcery, users are like scholars and theurgists to an even greater extent. Sorcery is used particularly by the forces of Chaos and some radical Inquisitors. While the line between sorcery and regular psychic powers is hazy at best, the common theme seems to be that sorcery willingly draws from the worst elements of the Warp, emphasizes ritual magic, and/or requires [[TheseAreThingsManWasNotMeantToKnow forbidden knowledge]] of the Warp. Most sorcerers are also psykers, though it doesn't appear to be a requirement.

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** The Orks and Tyranids are both like a race. Orks generate a passive psychic field which ramps up with numbers or violence, and its effects [[ClapYourHandsIfYouBelieve influences the world around them]] (it helps their ramshackle technology work, makes red paint makes things "go fasta") and makes them immune to the effects of the Warp. Weirdboyz, active psykers who draw from this field for their powers, are like lottery winners. As for the Tyranids, even winners.
**Even
the most humble Nids Tyranids contribute to their HiveMind which forms a higher consciousness and acts as their deity. Active psykers are bioengineered and purpose-built to draw power from the Hive Mind for psychic support on the battlefield and to telepathically connect the Nids to the for on-the-ground coordination.
** There's also sorcery, whose users are like scholars and theurgists to an even greater extent. Sorcery is used particularly by the forces of Chaos and some radical Inquisitors. While the line between sorcery and regular psychic powers is hazy at best, the common theme seems to be that sorcery willingly draws from the worst elements of the Warp, emphasizes ritual magic, and/or requires [[TheseAreThingsManWasNotMeantToKnow forbidden knowledge]] of the Warp. Most sorcerers are also psykers, though although it doesn't appear to be a requirement.requirement.
* ''TabletopGame/WarhammerFantasy'': Wizards are a major part of the game, and typically derive their power, either directly or at several removes, from the Realm of Chaos. Generally, wizards derive their power from the Winds of Magic, and draw on magical energy within their environment to cast spells; when this exhausted, no more magic can be cast until the Winds build up again.
** Most wizards harness the eight colored winds, created when the power of Chaos splits apart on entering the material world, each of which is aligned with a specific set of themes such as fire and emotions, the sky and knowledge, and so on. Wizards can attune themselves to specific winds, which allows them to channel it in order to cast spells and create magical effects. This method of spellecasting is available to all races and species, although most wizards can only attune themselves to one without burning out their souls or turning themselves into living gate to the realm of Chaos; only magically-attuned species such as the Elves or Slann can harness multiple winds at once.
** Powerful deities can also generate their own unique lores of magic, which they can then grant to their followers; mechanically, these work the same way as the "natural" lores do, but are unique to a single faction each.
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** The full-blooded Witches themselves, such as the aforementioned mentors and the Ojamajos' "daughter", Hana, are all born with their powers in the form of a crystal ball, making them a combination of Gadget User and WitchSpecies, moreso the latter.

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** The full-blooded Witches themselves, such as the aforementioned mentors and the Ojamajos' "daughter", Hana, are all born with their powers in the form of a crystal ball, making them a combination of Gadget User and WitchSpecies, MageSpecies, moreso the latter.



** The [[WitchSpecies Eldar]], who are like monks, all have psychic potential which is suppressed through rigorous discipline unless they join the [[FantasticCasteSystem Path of the Seer]], where they use a training system which relies on discipline and focus to cultivate their potential. The Farseers and Warlocks are revered as advisors, leaders, and invaluable battlefield support.

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** The [[WitchSpecies [[MageSpecies Eldar]], who are like monks, all have psychic potential which is suppressed through rigorous discipline unless they join the [[FantasticCasteSystem Path of the Seer]], where they use a training system which relies on discipline and focus to cultivate their potential. The Farseers and Warlocks are revered as advisors, leaders, and invaluable battlefield support.

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