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* ''VideoGame/{{Miitopia}}'': The Cat and Warrior classes, especially the former. They both start with a Magic stat of ''zero'' and if the player doesn't invest in their Magic stat using grub, max out at 5 and 10 respectively. This makes them extremely susceptible to Magic attacks.
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* In ''Fanfic/ManehattansLoneGuardian'', [[VideoGame/MegaManZero Leviathan]] enters Equestria with a weakness to magic-based illusions, which she has no real counter for.
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** [[HeavilyArmoredMook Units with heavy armour]] actually have an average to even great resistance stat (the latter particularly in ''VideoGame/FireEmblemRadiantDawn), but their low stat in speed, the OneStatToRuleThemAll, means they get doubled by most units including magic users. Combined with their resistance, even at its very best, always being much lower than their physical defense, Magic users are often used to kill them.

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** [[HeavilyArmoredMook Units with heavy armour]] actually have an average to even great resistance stat (the latter particularly in ''VideoGame/FireEmblemRadiantDawn), ''VideoGame/FireEmblemRadiantDawn''), but their low stat in speed, the OneStatToRuleThemAll, means they get doubled by most units including magic users. Combined with their resistance, even at its very best, always being much lower than their physical defense, Magic users are often used to kill them.
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* ''VideoGame/KingdomHeartsII'' uses this trope to justify why Sora and co. can hurt the undead pirates in [[Film/PiratesOfTheCaribbean Port Royal]] (who were described as immortal in the film). In addition, although they can only damage said pirates while they are exposed to moonlight, each element of magic has a specific debilitating effect on the pirates regardless of their state; ice freezes them, thunder reduces them to slow, jerky motions, etc.

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* ''VideoGame/KingdomHeartsII'' uses this trope to justify why Sora and co. can hurt the undead pirates in [[Film/PiratesOfTheCaribbean [[Franchise/PiratesOfTheCaribbean Port Royal]] (who were described as immortal in the film). In addition, although they can only damage said pirates while they are exposed to moonlight, each element of magic has a specific debilitating effect on the pirates regardless of their state; ice freezes them, thunder reduces them to slow, jerky motions, etc.

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** [[HeavilyArmoredMook Units with heavy armour]] often have low Resistance as an AchillesHeel.
** Flying units like [[FragileSpeedster Pegasus Knights]] and [[MightyGlacier Wyvern Knights]] take double damage from bows and [[BlowYouAway wind magic]], though the former have high Resistance to compensate for this somewhat. The item Iote's Shield (and its spiritual successors in other games) [[KryptoniteProofSuit can be equipped to negate this]].

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** In ''VideoGame/FireEmblemShadowDragonAndTheBladeOfLight'', ''VideoGame/FireEmblemGaiden'' and ''VideoGame/FireEmblemMysteryOfTheEmblem'', all physical classes have terrible resistance, with the lone exception of Pegasus knights in ''Mystery of the Emblem''.
** [[HeavilyArmoredMook Units with heavy armour]] actually have an average to even great resistance stat (the latter particularly in ''VideoGame/FireEmblemRadiantDawn), but their low stat in speed, the OneStatToRuleThemAll, means they get doubled by most units including magic users. Combined with their resistance, even at its very best, always being much lower than their physical defense, Magic users are often have low Resistance as an AchillesHeel.
used to kill them.
** Flying units like [[FragileSpeedster In contrast to the other flying unit, [[MageKiller Pegasus Knights]] and Knights]], [[MightyGlacier Wyvern Knights]] take double damage from bows consistnetly have the lowest resistance stats around. The only games where Wyverns have higher resistance than armored classes are the DS Remakes ''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Shadow Dragon]]'' and ''[[VideoGame/FireEmblemMysteryOfTheEmblem Heroes of Light and Shadow]]'', even than their resistance is only a measly 1 point better than their armored equivalent. Several games like ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' and ''VideoGame/FireEmblemThracia776'' also makes Wyvern classes very weak to [[BlowYouAway wind magic]], though the former have high Resistance magic]]. Though ''VideoGame/FireEmblemRadiantDawn'' replaces their weakness to compensate for this somewhat. The item Iote's Shield (and its spiritual successors in other games) [[KryptoniteProofSuit can be equipped wind magic with a weakness to negate this]].[[ShockAndAwe Thunder magic]] instead.

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* ''TabletopGame/Warhammer40000'': Varies in regards to the Tau. They have little to no Warp presence, meaning they have no psykers and are (with one possibly RetConned exception) immune to the corrupting aspects of the Warp, unlike humans and Eldar. However, it also means they don't really know how to deal with psychic powers and the daemonic invasions they cause.
* Despite the power of their technology, the [[RoboticUndead Necrons]] are vulnerable to psychic powers. As they no longer have souls of their own, they cannot harness the power of the Warp themselves for protection. That said, they have the technology to [[AntiMagic suppress the Warp]] in localized areas, rendering psykers and daemons in these areas practically helpless.

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* ''TabletopGame/Warhammer40000'': ''TabletopGame/Warhammer40000'':
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Varies in regards to the Tau. They have little to no Warp presence, meaning they have no psykers and are (with one possibly RetConned exception) immune to the corrupting aspects of the Warp, unlike humans and Eldar. However, it also means they don't really know how to deal with psychic powers and the daemonic invasions they cause.
* ** Despite the power of their technology, the [[RoboticUndead Necrons]] are vulnerable to psychic powers. As they no longer have souls of their own, they cannot harness the power of the Warp themselves for protection. That said, they have the technology to [[AntiMagic suppress the Warp]] in localized areas, rendering psykers and daemons in these areas practically helpless.
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* Despite the power of their technology, the [[RoboticUndead Necrons]] are vulnerable to psychic powers. As they no longer have souls of their own, they cannot harness the power of the Warp themselves for protection. That said, they have the technology to [[AntiMagic suppress the Warp]] in localized areas, rendering psykers and daemons in these areas practically helpless.
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** Zig-zagged by the [[OurElvesAreDifferent High Elves]], the most magically attuned race. In [[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]], ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', their strong connection to magic causes them to take extra damage from magical or elemental attacks, but it helps them resist other effects, like magical paralysis.

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** Zig-zagged by the [[OurElvesAreDifferent High Elves]], the most magically attuned race. In [[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]], ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', their strong connection to magic causes them to take extra damage from magical or elemental attacks, but it helps them resist other effects, like magical paralysis.

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* ''TabletopGame/ArsMagica'': Characters with the ability Magic Sensitivity can [[SupernaturalSensitivity innately detect magical phenomena]], but apply their score as a penalty on magic resistance tests.



** Mundane weapons pass right through incorporeal monsters, magic weapons have a 50% chance of hurting them and specially enchanted "ghost touch" weapons or spells that deal force damage deal full damage.

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** Mundane weapons pass right through incorporeal monsters, magic weapons have a 50% chance of hurting them them, and specially enchanted "ghost touch" "[[TouchTheIntangible ghost touch]]" weapons or and spells that deal force Force damage deal full damage.



* ''TabletopGame/WarhammerFantasy'': [[OurDemonsAreDifferent Daemons]]' otherworldly nature gives them extra DamageReduction against mundane forces, which is bypassed by spells and magical weapons.



** Despite their great magical power, [[OurElvesAreDifferent Altmer]] are noted to take more damage from magical attacks precisely because of their connection to arcane powers.

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** Despite their great magical power, Zig-zagged by the [[OurElvesAreDifferent Altmer]] are noted High Elves]], the most magically attuned race. In [[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]], ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', their strong connection to magic causes them to take more extra damage from magical attacks precisely because of their connection to arcane powers. or elemental attacks, but it helps them resist other effects, like magical paralysis.
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** ''Legends of Kingdom Rush'' gives us the Dark Knight, which has a ton of regenerating BodyArmorAsHitPoints, but [[ArmoredButFrail low actual health]]. Magic attacks in this game ignore armor entirely and damage a character's health directly, and a sufficiently powerful magic attack will instantly KO him.
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* In general, when comics treats magic as reality-warping or primordial then everything is vulnerable to magic such as Marvel having their mightiest and most gigantic [[CosmicEntity Celestials]] getting killed by a regular-sized magic axe. Likewise [=DC=]'s most powerful gods and entities have often been harmed with relatively minor magic.

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* In general, when comics treats magic as reality-warping or primordial then everything is vulnerable to magic magic, such as Marvel having their mightiest and most gigantic [[CosmicEntity Celestials]] getting killed by a regular-sized magic axe. Likewise [=DC=]'s most powerful gods and entities have often been harmed with relatively minor magic.
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* Downplayed in that they're not particularly ''weak'' to it, but Kryptonians such as Franchise/{{Superman}} are capable of being damaged by magic and magical weapons like an average human would despite their NighInvulnerability, which is one of the only ways to directly harm them that doesn't involve the use of Kryptonite. This weakness is portrayed inconsistently, however. In some cases, a Kryptonian needs to avoid being struck by a magical sword or fire because they will cut or burn them like a normal person, but in a different story, being struck by a magical hammer or lightning will only hurt ''slightly'' more than being struck by any other sufficiently-powerful weapon or energy source. DependingOnTheWriter, magic's effect on Kryptonians vary greatly - in one issue of ComicBook/Trinity2008, being in magic-rich Skartaris causes Superman's powers to shut off except for his {{Heavyworlder}} low-end super strength and toughness.

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* Downplayed in that they're not particularly ''weak'' to it, but Kryptonians such as Franchise/{{Superman}} are capable of being damaged by magic and magical weapons like an average human would would, despite their NighInvulnerability, which is making magic one of the only ways to directly harm them that doesn't involve the use of Kryptonite. This weakness is portrayed inconsistently, however. In some cases, a Kryptonian needs to avoid being struck by a magical sword or fire because they will cut or burn them like a normal person, but in a different story, being struck by a magical hammer or lightning will only hurt ''slightly'' more than being struck by any other sufficiently-powerful weapon or energy source. DependingOnTheWriter, magic's effect on Kryptonians vary greatly - in one issue of ComicBook/Trinity2008, being in magic-rich Skartaris causes Superman's powers to shut off except for his {{Heavyworlder}} low-end super strength and toughness.
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* In ''Series/{{Grimm}}'', Nick Burkhardt, the Grimm, is an enhanced human, easily shaking off things that would injure if not kill most humans, usually requiring no more than a quick nap. However, when he is kidnapped by Baron Samedi whose wesen power allows him to turn people into mindless zombies, Nick's Grimm physiology allows him to override Samedi's control, but the magic clashes dangerously with his enhanced combat skills and heightened situational awareness creating a nigh unstoppable killing machine that doesn't discriminate between the innocent and the guilty.

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* In ''Series/{{Grimm}}'', Nick Burkhardt, the Grimm, is an enhanced human, easily shaking off things that would injure if not kill most humans, usually requiring no more than a quick nap. However, when he is kidnapped by Baron Samedi whose wesen power allows him to turn people into mindless zombies, zombies. Nick's Grimm physiology allows him to override Samedi's control, but the magic clashes dangerously with his enhanced combat skills and heightened situational awareness creating a nigh unstoppable killing machine that doesn't discriminate between the innocent and the guilty.
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* ''Wiki/SCPFoundation'': [[http://www.scp-wiki.net/scp-2608 SCP-2608]] is a species of mayfly that's a variant of this trope: it dies when exposed to the supernatural effects of other [=SCPs=], but also when exposed to mundane pollution. This is explained as it being vulnerable to any changes in its environment, supernatural or not. This property results in it being used by the Foundation as an advance warning system for other [=SCPs=].

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* ''Wiki/SCPFoundation'': ''Website/SCPFoundation'': [[http://www.scp-wiki.net/scp-2608 SCP-2608]] is a species of mayfly that's a variant of this trope: it dies when exposed to the supernatural effects of other [=SCPs=], but also when exposed to mundane pollution. This is explained as it being vulnerable to any changes in its environment, supernatural or not. This property results in it being used by the Foundation as an advance warning system for other [=SCPs=].

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