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Magecraft[Note 1] (魔術, Majutsu?) is the artificial reenactment of Mystery, which is ordinarily possible only by inhuman beings.[1][2]

Magecraft is the ability to bring about what is possible through Science with supernatural means; although the process is considered a miracle, the result is not. The limits of Magecraft have changed with time, as science evolved and Magic from the past became possible through Science.

There exists no impossibility for modern Magecraft within the rules of the world and limits of human intellect; there are limitations, however, where it only appears that something is possible. Because Magecraft acts as the reenactment of preexisting phenomena, it is impossible to use it to create new Mysteries; even with an infinite amount of research, there exists a "wall" preventing human wisdom from doing so in the current era. The realm past this "wall" is known as Magic (魔法, Mahō?).

Modern Magecraft is inferior to that from the Age of Gods in terms of magnitude because Magi from that era had acquired their Magical Energy from the Swirl of the Root directly. The difference between Modern and Traditional Magecraft is explainable by the difference in civilizations - while the civilization of the Age of Gods existed side-by-side with the Truth, the civilization of the Age of Man exists in order to search for the Truth.

Mechanism[]

Being originally Magic, Magecraft draws upon a predetermined power from the Root. However, because that amount of power is fixed, the more people draw from it at the same time, the more Magecraft’s capacities become mundane. In short, the greater is the collective number of Magi, the weaker their individual power.

If it is believed that the subject of a Mystery "exists," the World permits its existence. Definite affirmation of said belief is not required. For example, even though the majority of modern humans reject the existence of ghosts, modern Science cannot outright demonstrate that they do not exist, and, thus, within the unconscious, there lurks the vague suspicion that "they might indeed exist." This sort of "suspicion" falls under the category of "faith." "Ignorance" is the force that opposes "faith." If the existence of ghosts is itself utterly unknown, faith cannot foment.

The main aim of the Magi’s Thaumaturgical System is to make the impossible possible. If something cannot be achieved with modern Magecraft, the Magi research and develop their arts just for the sake of changing that. Powerful Magecrafts like Greater Magecraft (大魔術, Dai Majutsu?) and Greater Rituals (大儀式, Dai Gishiki?) are ultimately challenges in order to reach the goal called Magic.[3] After a certain point of development, differences between power and even between Magic and Magecraft start to lose their importance in practical terms. Battles between two great Magi will not be decided by their power, but by who possesses the system whose rules has the fewer tiers. It is not the power behind them, but the concepts they work under.

Although Magecraft has died out as of the 2030s in the Fate/EXTRA world, Wizards are able to utilize Codecasts both in the virtual world and real world. The Wizards also possess Magic Crests.[4]

Magecraft is that "which governs the skills of past humans that Science cannot explain" and Science is that "which gathers the technology of future humanity that Magecraft cannot reach." The two disciplines are absolutely incompatible with each other, but they are similar in a single respect. The pursuers of each practice seek continued prosperity, protecting the future of Humanity.[5]

Equivalent Exchange[]

The Equivalent Exchange (等価交換, Tōka Kōkan?) is the primary rule of Magecraft.[6]

At its core, Magecraft is merely the manifestation of things that already exist or occur in reality, albeit with a slight disregard for time and materials required. Phenomena not of this universe are impossible to reproduce. In order to create something, either another object must be given as a price, or an existing object is modified.[7]

The base of all Magecraft is the use of Magical Energy to produce something that either already exists or can exist. That which falls into the Phantasm category, something made entirely out of images and might not even exist naturally anymore, will eventually be wiped out by the World for being in conflict with this rule.[8]

Shirou Emiya is able to bypass this rule to some extent when it comes to his Projections, since everything that he Traces is actually being pulled out of his own internal world by the power of his Reality Marble.[9]

It is also standard amongst Magi to make up for every deed, item or piece of information given to them with repayment of equal value.[10]

Thaumaturgical System[]

Main article: List of Magic Spells

Thaumaturgical System (魔術系統, Majutsu Keitō?) is the general term used to refer to the several modern Schools of Magecraft such as Astrology, Kabbalah, Alchemy, and Shinsendou. Divergences can be found among different Thaumaturgical Systems, but the fundamental basis is “to convert Magical Energy inside the user’s body to transform the external world”.

The practitioner acts in accord with the system that each Thaumaturgical System operates under to execute a pre-built program. That “program” is a set of universal rules that interfere with nature once they are enforced. The power that enforces those rules is the Magical Energy of the Magus and the command to do it is made through his Magic Circuits. The greater the interference, the greater will be the amount of Magical Energy consumed.

Known Thaumaturgical Systems[]

  • Curses (呪術, Jujutsu?) aren’t taught at the Mage's Association, and they are far behind the Thaumaturgical Systems of the Middle East on that subject.[11][12] Curses have a strong presence within the Japanese supernatural world.
  • The Taiji (太極, Taikyoku?) is a philosophy originated in ancient China, a graphical representation of the Yin-Yang theory. Those who practice Western Magecraft are incompatible with Chinese philosophies.[13]
  • Alchemy (錬金術, Renkinjutsu?) – A Thaumaturgical System that focuses its studies around the flow of matter,[14] most Alchemists research on conversion of matter, but those of Atlas delve in the conversion of phenomena.
  • Kabbalah (カバラ, Kabara?) – Kabbalah, the Hebrew word for "Receiving", is a major Thaumaturgical System from the Middle East and Europe, centered mainly around deciphering hidden codes in holy scriptures. Its name was coined by Avicebron in the world of Type Moon, however, that is not true for real history. Avicebron uses the book of Yetzirah for the creation of Golems. Aoko Aozaki uses one of Kabbalah's ancient branches, the Notarikon. Other branches include the Temurah and Gematria, the latter which was the basis for the Numerology of Michael Roa Valdamjong (Remake). The Tree of Life also makes several appearances in Fate/Grand Order.

Thaumaturgical Foundation[]

Magic Foundation Land

Workings of Thaumaturgical Foundations.

A Thaumaturgical Foundation (魔術基盤, Majutsu Kiban?), also known as a Greater Magic Formula (大魔術式, Dai Majutsu Shiki?),[15] is a cluster of Magic Formulae (魔術式, Majutsu Shiki?), each of which runs a Magecraft (program) written within it when a Magus connects his Magic Circuits to it and sends Magical Energy and commands.[16]

Each Thaumaturgical System forms their own "engraving" the basis of its Thaumaturgical Theory (魔術理論, Majutsu Riron?) into the World[17] and the further its member is away from his Thaumaturgical Foundation, the weaker the effect of his Magecrafts becomes.[18] Engraved into the World, its strength can be greatly influenced by the faith and the collective unconscious of the people.[19] It is not uncommon for a Thaumaturgical Foundation weak in faith to not work properly when used outside its place of origin.[17]

The Thaumaturgical Foundations are seen by ordinary people as scholarship or religion[16] and the Church's Teachings and Holy Words (神の教え、聖言, Kami no Oshie, Seigen?) is the Thaumaturgical Theory whose Thaumaturgical Foundation is the most widespread with the greatest number of believers and effective area in the World making Holy Sacraments possible.[17] Black Magic's Thaumaturgical Foundation is also spread globally,[20] though Icecolle clan lost their power once they moved from western Europe to Siberia running away from witch-hunting.[21]

Note that the case is different with Thaumaturgical Foundations that are not academia or religions but rather are passed down through personal orally transmitted teachings, the limited inheritance in clans, etc. As long as the rules of those Thaumaturgical Foundations are met, it is possible to exhibit the same basic effect no matter where one is in the world.[18] Some Magi use Magic Formulae not included within any Thaumaturgical Foundation.[19]

Incantations[]

Main article: Incantations

Incantations (呪文詠唱, Jumon Eishō?) is the first step to activate Magecrafts of an established Thaumaturgical System followed by a strict set of protocol. When compared to the application process of a document, the act of application, acceptance, review, and issuance, Incantations is the "application" step of Magecraft.

It is mostly a convention when utilizing Magecraft with a broad Thaumaturgical Foundation, but it has potent self-suggestive powers for those who practice their own style of Magecraft. As the Magic Circuits that shape Magecraft already exist inside a Magus' body, Incantations are the "personal adage" that help the Magi transform themselves, a method to efficiently activate and mobilize the Magic Circuits.

It is not a method used to speak to the World, but to oneself. Different Magi will utilize different Incantations even for the same spell due to their distinct natures. Spells that speak to the World, classified as Greater Magecraft or Greater Rituals, and not to the individual are impossible for an individual to use under normal circumstances.[3]

Elements[]

Main article: Element
Average One

The Average One: Wielder of Five Great Elements.

The Five Great Elements (五大元素, Godai Genso?) are the basic substances that shape the world. The combination of them changes depending on the teachings of Thaumaturgical Systems: Fire, Water, Earth, Wind and Void (Ether) or Water, Fire, Earth, Wood and Metal.

A Magus normally is good at manipulating at least one. Some Magi have more than one Elemental Affinity; those who have all of Five Great Elements as their Elemental Affinities are given the title of Wielder of Five Great Elements(Average One) (五大元素使い(アベレージ・ワン), Godai Genso Tsukai(Aberēji Wan)?) and highly valued by the Mage’s Association.

Usually said individuals try to master spells that make use of more than one Element at the same time (e.g. "liquid manipulation" through the use of Water and Wind Elements). On the other hand, there are cases of those who can manipulate Elements that are completely different from any of the ones specified above. Within the Mage’s Association, individuals like these tend to be from either very selective houses or not be part of the Association at all.

To identify which of Five Great Elements their Elemental Affinity is, Magi use the process Consecration (聖別, Seibetsu?) composed of the use of sage, tarot cards and personality tests.[22][23] Fire is called normal and Wind is said to be noble. Though methods to change one’s Elemental Affinity exist, they are very painful and dangerous.

Thaumaturgical Attribute[]

Alignments&attributes

Elements and Thaumaturgical Attributes.

Thaumaturgical Attribute (魔術特性, Majutsu Tokusei?), also called Sorcery Trait, is one of the components that determines the effect of one's Magecraft.[16] Thaumaturgical Attributes add meaning to elemental Magecraft and expand its versatility. There are multiple types, such as Reinforcement, Projection and Conversion.[24]

Generally, each Magus' lineage is specialized in a certain Thaumaturgical Attribute. This is dependent on generations of research, and the types of Mysteries engraved in the Magic Crest. Thus, family Thaumaturgical Attributes cannot be changed in the short term. Besides it, a Magus can acquire another and first-rate Magi tend to possess multiple Thaumaturgical Attributes.[24]

Known Thaumaturgical Attributes by characters and clans
Attributes Family name or Representative Explanation
Absorption Makiri The Thaumaturgical Attribute passed down through the Matou line. A characteristic of absorption Magecraft is that it has absolute effects on the body. Absorption can be used to bind and control others.[24] A possible reason why the Matou line can safely take in outsiders as their heirs.
Almighty Barthomeloi[25] -
Change Heine Istari[26] -
Conversion Edelfelt, Tohsaka Edelfelt and Tohsaka Magi use this Attribute[25] to store their own Magical Energy in jewels, and can draw it out to use Magecraft when needed.[24]
Connecting to something impossible Darius Ainsworth[27] -
Counteraction Waver Velvet[28] -
Flow and transfer of power Einzbern Thaumaturgical Attribute that Einzbern Magi are skilled in. They are specialized at the Transmutation and creation of materials, that is, Alchemy, using this Attribute, and are highly skilled in the production of Homunculi. Illyasviel von Einzbern often uses Magecraft, using the Attribute of transferring, to move the consciousness of others to something else.[24]
Future Hermes Silis Atlasia[25] -
Halting Jewel Killer[25] -
God's Holder (aka Tradition Carrier) Fraga A special quality found in the old blood of this family, remains of a Mystery of the Age of Gods in the form of a virus. Not an hereditary trait carried in the genes, but rather a pathogen that has been transmitted throughout the generations. Allows the recreation and use of the Noble Phantasm Fragarach.[29]
Imaginary Numbers Sakura Matou An Attribute specializing in dealing with Spirits.[30]
Opening wounds Kirei Kotomine The Attribute that enables Kirei's proficiency as a Spiritual Doctor.[31]
Poison Hishiri Adashino[32] -
Projection Shirou Emiya[24] A magical attribute that brings out a reflection of one’s inner image into reality. Because Projections are made of Magical Energy, it is not possible to create long-lasting objects. Furthermore, if the image collapses, the Projection will disperse. Shirou specializes in Projection, but this is merely a byproduct of his Reality Marble, Unlimited Blade Works.
Prosperity Millieune Carillon[25] -
Regression Svin Glascheit[33] -
Reinforcement Rin Tohsaka, Shirou Emiya[24] A magical attribute that primarily uses tools, improves materials, and fortifies fragile components. At a high level, an item’s very existence can be elevated, such as changing a knife of mediocre construction into a masterwork blade. It is also possible to enhance traits such as physical might. Reinforcement specializes not only in strengthening the physical, but in amplifying the significance of an existence.[24]
Sisters Edelfelt It makes possible for their two heirs to succeed their lineage and Magic Crest. The Edelfelts are called "The Scale" because of this Attribute.[34]
Sympathy Inorai Valualeta Atroholm Her specialty is Sympathetic Magecraft.[35]
Wish-granting Illyasviel von Einzbern It enable its user to recreate miracles by only emitting Magical Energy and without knowing how to perform them. Still bound to the limitations of the Magic Circuits. Illya has this Attribute because she was born as a Lesser Grail.[36]
Unnamed "inheritor" Thaumaturgical Attribute Shinji's mother Shinji Matou mentions that she was a Carrier of some sort.[37] The Attribute was nothing special like the God's Holder Carriers, so Zouken Matou simply referred to her as "the daughter of 'a random third-rate Magus'."[38]

Origin[]

Origin (起源, Kigen?) is the starting point that defines one's existence and directs one's actions throughout life. It is the driving force that comes from within the Root that has managed to stream out of the Source and take on material form. The form it can take on at times is that of a human being, and all humans match their actions to be in harmony with the driving force that originated them from the moment they enter into the world.

These actions are more along the lines of an inherent compulsion that could be called a person's instinct rather than a conscious decision. If a person becomes awakened to their Origin, it becomes nearly impossible to stray from their Origin if it's even possible in the first place. It becomes an impulsive behavior one would follow as though it were an absolute order. The Ryougi Family is able to awaken the Origin of newborns, and Souren Araya is capable of awakening one to their Origin after receiving consent from the person beforehand. Araya claims that death and Origins are related, and his various experiments on death are used to further his knowledge on them.[39]

Under the system of Magecraft, Origins are used to describe precise details about a Magus, while Elemental Affinity indicates one’s general alignment.[16] Magi with an Origin that is strongly expressed outwardly are sometimes removed from the normal alignments and there are times that the Origin itself becomes the alignment. Most of those Magi exhibit their talents as extreme specialists, allowing them to potentially reach higher grounds than normal Magi. Even those without an Elemental Affinity are sometimes still capable of casting spells simply by following their Origin. It's possible for them to overcome great obstacles such as a lack of Magic Circuits or a lack of talent for Magecraft altogether. Shirou Emiya's origin is "Sword" and his alignment as a Magus is also "Sword". He is unable to use Magecraft of the Five Great Elements with precision because he doesn't have any of them as an alignment, but it does allow for the manifestation of Unlimited Blade Works.[40]

Origins by characters

Others[]

Noble Color[]

Noble Color (ノウブルカラー, Nōburukarā?)[48] is a special classification system of the Mage's Association used to grade special abilities such as Mystic Eyes. The term "Noble Color" is used to refer to special and innate things where the workings of the Magic Circuit are close to the movements of a celestial body (normally they're closer to the movements of the crust), and is innate and special.[40]

"A Noble Color is like the movement of the stars compared to normal Magic Circuits" is a common saying in the World of Magecraft.[49]

In practice, however, it relates mostly with Mystic Eyes. Powerful Mystic Eyes shine Gold, while those with powers that reaches the realm of Gods have a multi-colored glow, such as the case of Jewel and Rainbow. Jewel-ranked Mystic Eyes are exclusively possessed by Holy Spirits and Magical Beasts from the Age of Gods.

The known Noble Colors and Mystic Eyes categorized as such:

Resistance[]

Resistance (抗魔力, Kō Maryoku?), a power inherent to anyone with Magic Circuits, the capacity to resist spells which aim to control the target by the spiritual medium (those along the lines of sleep, paralysis and coercion).

By circulating Magical Energy inside one's Magic Circuits, one can reject outside Magical Energy that tries to invade his/her self. Therefore, it is possible to disrupt a spell before it can complete itself.

A very efficient form of defense, it makes it difficult to affect even lesser Magi. Also, those who are not Magi but still possess Magic Circuits may unconsciously protect themselves like this. Because of it, most Magi use spells capable of physical interference rather than just spiritual ones.

However, what is being rejected is the Magical Energy, the spell itself is not nullified. A spell that has already been completed and is manifesting its effects cannot be cancelled like this. Medea, however, is an exception. She can disrupt even completed spells due to her absurd amount of Magical Energy and because the structure of modern Magecraft’s spells are far inferior to those of her time.

Breathing and Walking[]

Breathing and Walking (呼吸・歩法, Kokyū Hohō?) is a key concept in Magecraft and Martial Arts. Though mainly affecting one’s physical fitness, it also plays a role in the strength of nature interference. The absorption of outer energy (breath of life) to connect your inner world to the outer world. The acts of inspiring, expiring and everything in between are part of a process that allows one to take in or release the gods.

The Magi use incantation spells to cause a specific phenomenon to occur, but those whose breathing, movement, body and very existence can cause nature interference are beyond that. An example would be the ShintoWP practice of banishing evil spirits and other unnatural forces just by clapping. However, this particular skill is something that takes a lifetime to learn.

Not valued by Western Magi, but among the teachings of the east, the techniques of breathing and walking are high-level secrets that can’t just be imitated or easily learned. Therefore, Eastern Schools always search for at least one individual capable of mastering them in a generation.

Sometimes however, there are those who are simply born with the “proper way of breathing and walking”. As a result, their own body acts as one pure, natural Magic Circuit. Those humans can reproduce greater Mysteries than the Magi without knowing anything about Magecraft. When found while still in their childhood, they are treated as holy children or prodigies and usually taken in by those who follow the supernatural path. Still, there are cases of those who grow up without learning about their true nature.

Souichirou Kuzuki's Martial Arts training gave him some proficiency in this skill, although it is nothing near the level of Magecraft. Shirou Emiya's daily Magecraft training involves breathing exercises and during the fight with Gilgamesh he tried to bring his breathing pace down to normal conditions.

Types of Magecraft[]

Regional variants[]

This article has covered the type of Magecraft used by the Mage's Association, which is the most widely-used type in the world and the one that has been explored in the most detail in TYPE-MOON works. However it is not the only method of using Magecraft, and other organizations in other parts of the world have their own methods separate from the Mage's Association.

Philosophy Magecraft[]

Philosophy Magecraft (思想魔術, Shisō Majutsu?, also translated as "Thought Magecraft" and "Ideological Magecraft") is the form of Magecraft practiced across mainland continental Asia, from China to the Middle East,[51] and is just as wide and varied as Western Magecraft (西洋魔術, Seiyō Majutsu?).[52] The only things Philosophy Magecraft shares in common with the Western Magecraft of the Clock Tower are the barest fundamentals and the use of Magic Circuits.[53]

Philosophy Magecraft is heavily influenced by TaoismWP.

TaigongCG1

Taigong Wang casting a spell with his Philosophy Key.

Instead of Magic Crests, it uses Philosophy Keys (思想鍵紋, Shisō Kagimon?, localized as "Thought Keys"GO).[52][54] Philosophy Keys are passed down from master to student, and inheriting one is like shouldering a part of the world.[51]

The Magecraft inscribed in the Philosophy Key is like marks painted in a bowl. The bowl remains unchanged but is observed differently depending on what’s painted on it. The whole world can be deceived by this, but watch out for when the world retaliates. Inheriting a Philosophy Key means constantly taking influence from the “bowl”. One who inherits a top-class Philosophy Key and succeeds at fully drawing out its abilities is called a Tianxian and is past halfway through a process of fusing with the world. Those who managed to reach this point gain a level of influence somewhat similar to that of a Servant, but at the same time, struggle to maintain the self-identity necessary to brandish their powers.[54]

Philosophy Magecraft uses the Philosophy Foundation (思想盤, Shisō-ban?, localized as "Thought Foundation"), which is essentially a simulation of an artificial Root. It is also called The Disc (盤, Ban?).[55] It was created by the Ten Officials of the Summit Court, Xian from the Age of Gods. It took all of them working together as a group to build and is not replicable in modern times. Instead of connecting to the Root using the Gods as a relay, as Magecraft was done by civilizations in the Age of Gods, the Xians created their Magecraft system by building a Supergiant Mystic Code that is fused with the planet. That is the Philosophy Foundation.[56]

Most Magecraft in the West is activated through the Thaumaturgical Foundations carved in the Ley Lines and the spell's formula. But for Magi using Philosophy Magecraft, what makes the Magecraft work is the spell's formula and the Philosophy Foundation that they constructed and now share and maintain among themselves. It's like a library membership. The restrictions on their formulas and Philosophy Keys changes what books they can borrow, but everyone is still using the same Philosophy Foundation.[56]

There are also the Privileged Domains (特権領域, Tokken Ryōiki?, localized as "Protected Memory Space") within the Philosophy Foundation, which can only be accessed by special Philosophy Keys, such as the Philosophy Key of Taigong Wang who is from the 1000s BC.[57] Philosophy Keys leading back to the founders enable access to the Privileged Domains.[51]

Despite being called a "Disc", it is somewhat like a path and somewhat like a particle accelerator. It’s the cloud computing of thoughts humans can’t fully utilize, but this Disc does more than only collect the thoughts, it accelerates the thoughts nonstop, and continues to expand to this day… or it’s watching the fantasy where it continued to expand. The changes to Magecraft at the end of the Age of Gods reached everyone equally, including Philosophy Magecraft, and that brought about major losses and minor benefits.[55]

It's possible to access the Philosophy Foundation without a Key, but the usable Magecraft is limited to the basic spells (though it is still possible to achieve advanced spells by compiling basic spells together). The access rights provided by the Philosophy Key are to a sort of Privileged Domain. This is similar to how the spells contained in a Magic Crest are, almost without exception, secret arts directly connected to one’s family.[54]

The Spiral Manor in China is an organization of Philosophy Magecraft users. Their Philosophy Magecraft is fundamentally incompatible with the Western Magecraft of the Clock Tower, and the two have a feigned nonaggression pact.[58]

The goal of Philosophy Magecraft is not to reach the Root, but rather to make the Philosophy Foundation match the Root's accuracy, although that act is akin to attempting to fix a long-broken plate without having all the missing parts.[55]

Japanese Magecraft[]

Japanese Magecraft (日本の魔術, Nihon no Majutsu?) is similar to how Magecraft was performed in the Age of Gods, by connecting to the power of a God. In the modern day Japanese Magi connect to fragments of Gods called Divine Bodies (神體(がんたい), Gantai?), which are fully-formed organs of Gods. Because the Age of Gods lasted longer in island nations, Japan was able to retain these shards of Gods into modern times.[59] Most of these fragments withered, failing to withstand the Mana drought of the Common Era, but there are a few rare that retained their properties.[60]

Akira Yakou

Akira Yakou, the Black Chest.

There are only eight known remaining Divine Bodies in Japan, and in order to keep their Mystery from fading the eight groups that hold them have different ways to keep them safe and keep their Mystery from declining. For example, the Yakou store their Divine Body inside of a human being known as a Black Chest (黒櫃, Kurohitsu?).[56]

Like Western Magecraft, Japanese Magecraft requires Magic Circuits, but instead of sending Magical Energy into Magic Formulae or Thaumaturgical Foundations it is used to draw the Authority of their contracted Divine Spirit.[61] Japanese Magecraft uses kashiwade to call on the powers of kami,[62] and kagura masks to perform rites. Japanese Gods are notoriously fond of the arts, festivals, and games, so people have all sorts of rites they perform when they need the Gods to visit, give blessings, or quell their rages.[63]

Japanese Magi organizations never say the name of their Gods without reason, or use an alternative name known only within the organization. This is an attempt to prevent the deterioration of Mystery by not banalizing the name. The Demon Hunter Organization families of old were believed to have employed this same method.[64]

It is extremely difficult for someone to use a Divine Body that is from a mythology different from their own ancestry. This is the reason why the Clock Tower ignores the eight Divine Bodies in Japan; even if they did take them, it's very unlikely they would be of any use.[65]

Japanese Magecraft is also influenced by mainland Asia's Philosophy Magecraft. As the Philosophy Foundation is like a library that all practitioners of Philosophy Magecraft can use, Japanese Magi imported that idea and came to share their Gods among each other.[56] The Clock Tower largely dismisses Japanese Magecraft as a sham since it is so much like how Magecraft was performed in the Age of Gods, which the Clock Tower views as backwards.[61]

Arcueid Brunestud (Remake) is vulnerable to this type of Magecraft.[66]

Apache Shamanism[]

The ApacheWP are Native Americans from the area that is now the southwestern United States. Their Magecraft, Shamanism (シャーマニズム, Shāmanizumu?), uses dialogue with Spirits to form contracts and borrow their power.[67]

Terminology[]

Notes[]

  1. The term has been translated in different ways through different fan translations: Thaumaturgy, magic (can be confused with Magic), Sorcery, etc

References[]

  1. [v] Kara no Kyoukai Special Pamphlet - Encyclopedia: Magecraft [Others], p.038-039 [T]

    Magecraft [Others]
    A general term representing activities that artificially re-enact Mysteries/Miracles.
    Although there were some differences depending on traditions and schools, the basic principle was still "the transformation of the magical energy that exists within the practitioner or the environment".
    The practitioner would issue Commands according to the Foundation (System) of his school, and this would cause the execution of a predetermined Program.
    Magical energy was the electrical current required to deliver the command.
    Although magecraft gave the impression of omnipotence, it fundamentally produced Mystery through the principle of equivalent exchange.
    It was possible to transform one thing into another, but it was impossible to produce something from nothing.
    However, the essence of magecraft as a discipline was to challenge that "Nothingness", and endeavor towards the impossible. Large-scale spells such as the so-called Grand Sorceries, Grand Rituals were really purposeless if not for attempting to reach " " (Kara) or True Magic.
    Kara no Kyoukai was a story of one magus' attempt at challenging "Nothingness".

    魔術【まじゅつ】【その他】
    人為的に神秘・奇跡を再現する行為の総称。
    門派ごとに違いはあるものの、基本的には〝術者の体内、もしくは外界に満ちた魔力を変換〟する機構。
    各門派が取り仕切る基盤(システム)に従って術者が命令(コマンド)を送り、あらかじめ作られていた機能(プログラム)が実行される、というもの。
    その、命令を送るのに必要な電流が魔力である。
    魔術には万能のイメージがあるが、基本的には等価交換で神秘を起こす。
    有から有を持ってくるのであって、無から有は作れない。出来る事を起こすのであって、出来ない事は起こせないという事だ。
    が、その『無』、あり得ない事に挑むことが魔術という学問の本質である。大魔術、大儀式と呼ばれる大掛かりな魔術は「 」、魔法に至る為の挑戦に他ならない。
    大タイトル・『空の境界』は、一人の魔術師が『無』に挑もうとした物語とも言える。

  2. [v] Melty Blood Act Cadenza PS2 Manual - Dictionary: Magecraft [Term], p.049

    Magecraft [Term]
    A general term for the act of artificially reenacting mysteries and miracles.
    Although each school has its individual differences, it is basically a mechanism for using the magical energy in the practitioner's body or the outside world, in order to reenact a predetermined phenomenon. The practitioner sends an order (command) to the foundation (system) controlled by their school, and a pre-made function (program) is executed. The "electrical current" needed to send that command and execute the program is magical energy.
    Though sorcery may seem almighty, it is basically the bringing about of mysteries by means of equivalent exchange. Accordingly, sorceries powerful enough to interfere with Nature will obviously require enough magical energy (mana) to fill Nature just to execute them.
    There is a limit to the sorceries that can be executed using an individual's magical energy alone.

    魔術【用語】
    人為的に神秘·奇蹟を再現する行為の総称。
    門派ごとに違いはあるものの、基本的には術者の体内、もしくは外界に満ちた魔力を用い、定められた現象を再現する機構。各門派が取り仕切る基盤(システム)に従って術者が命令(コマンド)を送り、あらかじめ作られていた機能(プログラム)が実行される、というもの。
    その命令を送り、機能を実行させる為に必要な電力(エネルギー)が魔力である。
    魔術には万能のイメージがあるが、基本的には等価交換で神秘を起こす。大自然に干渉するほどの魔術は、やはり大自然に満ちる程の魔力(マナ)でなければ発動できない。個人の魔力だけでは発動できる魔術に限界がある。

  3. 3.0 3.1
    [v] Kara no Kyoukai Special Pamphlet - Encyclopedia: Spellcasting [Others], p.033 [T]

    Spellcasting [Others]
    A necessary step in the activation of magecraft.
    While utilizing an established school of magecraft, one must strictly follow a set protocol. Spellcasting is one step in this protocol.
    An analogy would be the application process of a document, which would include application, acceptance, review, and finally issuance. Spellcasting would be the "application" step.
    In the case of utilizing magecraft with a broad Foundation, spellcasting is mostly a convention. However, for those who practice their own style of magecraft, spellcasting has potent self-suggestive powers.
    In the bodies of magi, the Magic Circuits which shape magecraft already exist.
    Incantations are the "personal adage" that help the magi transform themselves. They are a method to efficiently activate and mobilize the Magic Circuits.
    Spellcasting is not a method to speak to the World, but a method to speak to oneself. Even for the same spell, different magi will utilize different incantations due to their distinct natures.
    As an aside, spells that speak to the World rather than oneself are classified as Grand Spells or Grand Rituals, and it is impossible for an individual to use such spells.

    呪文詠唱【じゅもんえいしょう【その他】
    魔術を発動させるために必要となるもの。
    一流派として安定した魔術を使用する際は、定められた形式通りに手順を踏まねばならず、その一端が呪文である。
    手続きで言うのなら、申請、受理、審査、発行のうち、最初の申請である。
    大きな基盤を持つ魔術行使に関しては約束事でしかないが、自己流の魔術行使の場合は自己暗示として効力の方が大きい。
    魔術師の体には、魔術を成す為の魔術回路が作られている。
    この魔術回路を効率よく起動・作動させる方法の一つとして、自らを作り変える『決り文句』である呪文が作られた。
    呪文は世界に訴えるものではなく自身に訴えるもの。同じ魔術であれ、魔術師ごとに呪文詠唱が異なるのは術者の人間性の違いという事だ。
    余談ではあるが、自身ではなく世界に訴えかける呪文は大呪文、大儀式の類《たぐい》であり、一個人での使用は不可能とされる。

  4. Fate/EXTRA Blossom Return 3
  5. Fate/Grand Order official website - Story
  6. Fate/stay night - Unlimited Blade Works route - Good End: Sunny Day
  7. Mahoutsukai no Yoru - Chapter 4: "Her Name is Blue"
  8. Fate/stay night - Fate route - Day 12: Interval Level4 - Scene 08
  9. Fate/stay night - Fate route - Day 9: NEO - Sequel / Blood Temple / Attack / Sparks
  10. Fate/stay night - Heaven's Feel route - Day 5: omen - About Sakura

    Rin: "Well, what should I take? Equivalent Exchange is standard for Magi."
    [Shirou] Damn… I think my father said something like that as well.

  11. [v] Tsukihime Dokuhon PlusPeriod - TSUKIHIME Dictionary: Magecraft [Term], p.188

    Magecraft [Term]
    A general term for the act of artificially reenacting mysteries and miracles.
    Although each school has its individual differences, it is basically a mechanism for using the magical energy in the practitioner's body or the outside world, in order to reenact a predetermined phenomenon. The practitioner sends an order (command) to the foundation (system) controlled by their school, and a pre-made function (program) is executed.
    The "electrical current" needed to send that command and execute the program is magical energy.
    Though sorcery may seem almighty, it is basically the bringing about of mysteries by means of equivalent exchange. Accordingly, sorceries powerful enough to interfere with Nature will obviously require enough magical energy (mana) to fill Nature just to execute them.
    There is a limit to the sorceries that can be executed using an individual's magical energy alone.
    Also, sorceries that affect other people's minds and change the course of their thoughts require no physical compensation, but the practitioner will inevitably find their own thoughts being pulled in that altered direction as well. As the saying goes, before you embark on a journey of revenge, dig two graves. Because the study of curses is looked down upon as unscholarly by the Association, they have fallen far behind the Middle East in that particular field.

    魔術【用語】

  12. [v] Fate/Side Material - Encyclopedia: Magecraft [Magecraft], p.073 [T]

    Magecraft [Magecraft]
    A general term for the act of artificially reenacting mysteries and miracles.
    Although each school has its individual differences, it is basically a mechanism for using the magical energy in the practitioner's body or the outside world, in order to reenact a predetermined phenomenon.
    The practitioner sends an order (command) to the foundation (system) controlled by their school, and a pre-made function (program) is executed.
    The "electrical current" needed to send that command and execute the program is magical energy.
    Though magecraft may seem almighty, it is basically the bringing about of mysteries by means of equivalent exchange.
    Even the exceptionally talented Rin, in exchange for her versatile sorcery trait, will find herself afflicted by a chronic lack of money her entire life.
    Also, sorceries that affect other people's minds and change the course of their thoughts require no physical compensation, but the practitioner will inevitably find their own thoughts being pulled in that altered direction as well. As the saying goes, before you embark on a journey of revenge, dig two graves.
    Because the study of curses is looked down upon as unscholarly by the Association, they have fallen far behind the Middle East in that particular field.

    魔術【魔術】
    人為的に神秘・奇蹟を再現する行為の総称。
    門派ごとに違いはあるものの、基本的には“術者の体内、もしくは外界に満ちた魔力を変换”する機構。
    各門派が取り仕切る基盤(システム)に従って術者が命令(コマンド)を送り、あらかじめ作られていた機能(プログラム)が実行される、というもの。
    その、命令を送るのに必要な电流が魔力である。
    魔術には万能のイメージがあるが、基本的には等価交换で神秘を起とす。
    才能に優れた凛だが、その“なんにでも手を出せる”魔術特性が故に代償を払いまくり、终生まで金欠で悩まされるハメになるとか。
    また、他者の精神に干渉し、思考の方向性を変える魔術等は物質的な代償を必要としないが、術者の精神をも変えてしまった方向性に引っ張ってしまう。
    人を呪わば穴二つ。
    魔術協会では呪術は学問ではないとされ、中东圏のソレに大きく遅れをとっている。

  13. [v] Kara no Kyoukai Special Pamphlet - Encyclopedia: Taiji [Others], p.035 [T]

    Taiji [Others]
    A philosophy originated in ancient China, a graphical representation of the Yin-Yang theory.
    It attempts to capture the essence of everything on a conceptual level: those that are active are defined as Yang (white), and the opposite are defined as Yin (black).
    The Taiji symbolizes opposing concepts such as day and night, light and darkness, male and female. At the same time, you may also call it a condensed version of the ever-changing, dynamic World.
    Furthermore, there is a dot of Yin in Yang, and conversely a dot of Yang in Yin. This indicates that the distinction between Yin and Yang is not absolute. There is darkness even in light.
    Taiji is the "one" at the beginning, the Yin and Yang that divide the "one" are called Liangyi (Ryougi).
    As an aside, the magi in this story were all practitioners of Western magecraft who were incompatible with Chinese philosophies.

    太極【たいきょく】【その他】
    古代中国で生まれた思想、陰陽《おんみょう》説を表す図。
    万物の状態を概念的に捉《とら》えたもので、能動的・活動的であるものを陽(白)、その逆になるものを陰(黒)と分けている。
    昼と夜、明と暗、雄と雌と相反するものを象徴しながら、影響しあい流れあう世界の縮図とも言える。
    また、陽の中には一点の陰、陰の中には一点の陽があるが、これは陰陽の区別は絶対的なものでなく、明の中にも暗がある、という事を示している。
    太極は始まりの一であるが、この二つに分かれた陰陽を両儀という。
    余談ではあるが、本編における魔術師たちは中国の思想とは相容《あいい 》れない西洋魔術の術師である。

  14. [v] Fate/complete material III: World material - Theory of Magic - The two great forces in the Thaumaturgy world: Mage's Association, p.051

    “Clock Tower”, the Highest Institute of Magic
    The Clock Tower, the core of the Association and in fact what could also be said to be the Association itself, is based in the British museum of London. Magi from all over the world gather and devote themselves day and night to the study of magic, while at the same time, are busily tripping over and being tripped over by other factions and competing for power and budget. The organization is anything but harmonious and has a complicated bizarre structure, but the magical research there is without doubt the leading edge.

    Below the building, there is the magi’s research area which includes studies and archives. It is only a venerable museum to normal people of course, but at the deepest part, there is a special area (prison?) called the “Bottom of the Bridge” where the Association confines many sealing designated magi deemed to be “dangerous because their talents were too outstanding.” Also, apparently the Gazamy the “Evil Spook”, treated as the number one disaster in the Association, is locked up at the bottom of the London tower.

    The person of highest position in the Clock Tower, the “Director” has been the same person for the 2000 years since the founding of the organization, and because of this is thought to be something more than human.

    The organization handling patents relating to magic is also the Clock Tower, and the current finances of the Tohsaka family is being by covered by the patent royalties that are being transferred to their account.

    Ranks of Magi
    A magus is given a “rank” that matches his ability. The highest is said to be Crown (Grand), but details on it are unknown. Note that Lord El-melloi II, lecturer at the Clock Tower who has produced many Grands among his pupils, is stuck in the mediocre “fourth rank” for some reason.

    Color ranks
    Separate from the normal ranks, color-based titles are given to those that have become special.
    The highest are red, blue, and yellow based on the three primary colors. After that, there are the combined colors of orange, purple, green, black, and so on. The further down you go, the less your rank is. Note that there is no rule about only one person for each color. The Association will, without any stinginess, award a color to you if you’re a magus of great stature or one with an unusual talent.

    Sealing Designation Enforcers
    If you receive a “sealing designation”, you will be confined and even your magic research will be gone, not to mention your freedom. Thus, the person given that designation will of course desperately resist that and won’t stop fighting. To forcefully retrieve magi who were qualified enough to be given a sealing designation, the Association dispatches “Enforcers.” There are around 30 of them total, and Bazett is one of them.

    Lords, consuming their time in power struggles
    In the Magic Association, no rather, the Clock Tower, there are a number of families that hold sway. They are called Lords and are the objects of fear. There are three major families of Lords and about 20 families of relatives. These families are well-known even in normal society. The history of one family is at shortest 500 years and the longest is over 2000 years. They have been plotting and plotting since a staggeringly long past.

    The Sea of Estray, together with the Atlas Institute, is an organization called the original form of the Magic Association.
    Among the founders of the Magic Association, there had been many heretical magi who were exiled from the Sea of Estray and the Atlas Institute and had no place left to go.
    The base of the Sea of Estray is in Northern Europe. This base, with the nickname of the Moving Stone Coffin, is itself a moving mountain range. Normally it is wandering at sea as its name suggests, but sometimes it comes up on dry land.
    It seems they research mainly body alteration, but the specifics are unknown.

    *What is an alchemist?
    One who studies the flow of matter. That is what an alchemist is. The alchemists of the Clock Tower created products like the homunculi of the Einzbern by merging with western magery.
    However, the ultimate goal of the alchemists of the Atlas Institute is set even closer to the original ideology, as the "transformation of events". The often spoke-up "transformation of base metal to gold" in alchemy is, to the members of the Atlas Institute, mere "transformation of matter" and is nothing more than a primitive art far removed from their ideals. Their alchemy is an advancement of the metallurgy of ancient Egypt, the root of the discipline, and has not been influenced by western magery like the alchemy that the Clock Tower magi handle.

  15. [v] Kara no Kyoukai Special Pamphlet - Encyclopedia: Magic Circuits [Others], p.039 [T]

    Magic Circuits [Others]
    The pseudo-nerves existing in the body of a magus.
    They are the paths that convert life force into magical energy, as well as the paths which connect to the foundations underlying Grand Rituals.
    The number of Magic Circuits is determined at birth. Mage lineages will resort to any means to alter themselves in hope of giving their descendants just one more Circuit.
    This is why magi from older lineages are more powerful.
    In terms of the number of Magic Circuits, and the quality of the lineage, Cornelius Alba is undoubtedly a first rate magus.
    In fact, neither Aozaki Touko nor Araya Souren have many Magic Circuits. Touko has about 20, Araya about 30.
    Still, the two are considered geniuses: Touko has talents that are independent of her lineage. Araya's overwhelming power is probably a result of the anguish that he ceaselessly accumulated through the ages.

    魔術回路【まじゅつかいろ】【その他】
    魔術師が体内に持つ擬似《ぎじ》神経。
    生命力を魔力に変換する為の路《みち》であり、基盤となる大魔術式に繋がる路でもある。
    生まれながらに持ち得る数が決まっており、魔術師の家系は自分たちに手を加えて、魔術回路が一本でも多い跡継ぎを誕生させようとする。
    古い家系の魔術師ほど強力なのはこの為。
    魔術回路の多さ、血筋の品質で言うのなら、コルネリウス・アルバは紛《まぎ》れもなく一流の魔術師。
    実は蒼崎橙子も荒耶宗蓮も、魔術回路はそう多くない。橙子が二十、荒耶が三十といったところ。
    天才と思われがちな両者だが、橙子は血筋以外の才能で、荒耶はひたすら積み重ねた苦悩によって、他を圧倒する力を手に入れたのだろう。

  16. 16.0 16.1 16.2 16.3
    [v] Fate/complete material III: World Material - Theory of Magic - Magecraft, p.040

    Magecraft
    Many magi, and the magecrafts they use, appear in Fate/stay night. What is a magus, and what is magecraft? The section aims to address these questions and many more that arise in the story, in an organized and easily understood format.

    What is Magecraft that Enacts Mysteries?
    “Magecraft” is a general term for activities that seek to artificially reproduce mysteries and miracles. Regardless of how mysterious or supernatural it is, a phenomenon that occurs naturally is not magical. Mystic energy is required to use magecraft, and one who brings forth this energy and manipulates it is called a magus. Since antiquity, magi have endeavored in magical research. However, the existence of magi is known to few. “Reveal nothing to the world ignorant of mystery” is the absolute law that magi have imposed upon themselves.

    Keywords to learn about magecraft
    Magecraft is a grand area of study which involves systematic research. Thus, there are many technical terms that are unfamiliar to the lay reader. This section will provide definitions of magical jargon that appear in Fate/stay night, to aid readers seeking a greater understanding of magecraft.

    •Incantation
    An action required to activate magic. These originated as verbal chants, but also include hand and body movements.

    •Gandr
    A magic passed down in northern Europe. It is a curse on the target that the user points at, inflicting discord on the mind and body. Because one must point at a target within one’s field of vision, it is also called the “Gandr shot.”

    •Origin
    The orientation of something at the time that it sprang into existence. An Origin is what defines an existence as itself. In magical contexts, it is also used to refer to one’s magical alignment.

    •Reinforcement
    Magecraft that flows energy to “elevate the existence” of the target. This has effects such as increasing the sharpness of bladed implements and the nutritional value of food.

    •Barrier
    Magecraft that partitions inside from outside, and operates on the boundary or the inner portion of the affected region. It is primarily used to protect one’s body or property.

    •Reality Marble
    Innate barrier. The projection of one’s mental landscape onto one’s surroundings, painting over the real world. It is very costly to magically create a Reality Marble.

    •Life force
    The source of mystic energy. Magi use the magic circuits running throughout their bodies to convert life force into mystic energy.

    •Alignment
    The magical orientation that determines the specialization of a magus. One’s alignment also influences one’s social standing as a magus.

    •Projection
    Magecraft that creates an imitation of something that exists (or existed) in reality, using mystic energy. The projected item only persists for a few minutes, so Projection is viewed as an extremely inefficient magecraft.

    •Attribute
    One of the factors determining the effect of one's magecraft. There are multiple types like reinforcement and projection.

    •Noble Color
    A special, magical quality that one is born with. This term is not widely heard; it is primarily used by the magi of the Mage's Association.

    •Jewel magecraft
    A general term for magecraft utilizing jewels. Tohsaka Rin specializes in this type of magecraft. Rin normally stores her mystic energy in jewels, and uses (spends) them as powerful magic projectiles.

    •Mystic Eyes
    Magecraft that enacts effects on the target just by looking at it. Also known as “Evil Gaze” or “Evil Eyes.” If the target makes eye contact with the user, the effects are rapidly amplified. The use of Mystic Eyes is viewed as proof of being a first-rate magus, but truly powerful Mystic Eyes are a rare, inherent trait.

    •Magic circuit
    The apparatus that converts life force into mystic energy. Circuits are like internal organs or nerves, such that people who lack circuits cannot use magecraft.

    •Magic foundation
    A system engraved upon the world in advance to make it possible to use magecraft. This takes the form of academia or religion.

    •Magic crest
    A crest created to pass on the results of magical research to the next generation. By engraving the crest on the body, a magus can pass on generations of research and magecraft to one’s successor.

    •Magus
    A person who possesses magic circuits and can use magecraft. Magi who do not conduct research are called “spellcasters” to distinguish them from the magi that do.

    •Magic formula
    Something included in a magic foundation and in which the function of magecraft is recorded.
    The magus sends a command to the magic formula, puts magic power into it, and thereby activates the function of magecraft incorporated into the formula in advance.

    •Mystic Code
    Tools magi use to assist the use of magecraft, or which have magical effects. These encompass a broad range of artifacts, such as the Noble Phantasms carried by Servants.

    •Magic
    Mysteries of a different kind than magecraft, that produce phenomena considered impossible to recreate in the modern era. Ultimately, magical research aims to reach Magic. In the modern era, only five things are called Magics.

    •Mystic energy
    The energy that is acquired by converting life force via magic circuits. Magi use this energy to activate magecraft.

    魔術
    『Fate/stay night』 には多くの魔術師と、 彼らの操る魔術が登場 する。 では魔術師とは何か、 そして魔術とは何なのか。 物語中で はこれらの疑問に対し、 多くの場面で説明がされる。 この項では それらの説明をまとめ、分かりやすく解説していく。

    神秘の業なる魔術とは?
    魔術とは人為的に神秘 奇跡を再現しようとする行為の総称だ。 それがどれだけ不思議で神秘的な現象であって も、ひとりでに起こる現象は魔術ではないのだ。 魔術を使うためには魔力が必須であり、この魔力を生み出し、操 る者を魔術師と呼ぶ。 古代より現代に至るまで魔術師たちは魔術の研究に勤しんできた。 だが、彼らの存在を知る 者は少ない。 "神秘を濫りに世に示さないこと•••••それは、魔術師たちが自身に課した絶対の掟なのだ。

    魔術について学ぶためのキーワード
    魔術は体系づけて研究されている立派な学問 である。 それゆえ、 耳慣れない専門用語が数多 く存在する。 この頃では、 『Fate/stay night』において頻出する魔術用語についての解説を行 うことにしよう。 これが魔術を理解しようとする 者たちへの一助になれば幸いである。

    ・詠唱
    魔術を発動するために必要となる動作。 呪文の 発声は元より、身振り手振りも含まれる。

    ・ガンド
    北欧に伝わる魔術。 対象を指差すことで呪い、 心身に不調を引き起こす。 相手を視界に収めて指 を構える様から"ガンド撃ち”とも呼ばれる。

    ・起源
    事物が発生した時の方向性。 この起源がその存 在をその存在たらしめている。 魔術においては後 述する属性の意味で使われることもある。

    ・強化
    魔力を通し、 対象の"存在を高める"魔術。 存 在を高めるということは、刃物なら切れ味を増し、 食物なら栄養価を高めることを意味する。

    ・生命力
    魔力を生み出す素。 魔術師は、己の体内を走る 魔術回路を用い、 生命力を魔力へ変換する。

    ・属性
    魔術師が得意とする魔術の方向性を決定する、 魔術師としてのステータスを表したもの。

    ・投影
    現実に存在する(した) 物品の鏡像、模造品を、 魔力で物質化する魔術。 持続時間がわずか数分間 と短く、 極めて効率が悪いとされる行為。

    ・特性
    魔術の効果を決定する要素のひとつ。 強化や投 影など、いくつかのジャンルが存在する。

    ・結界
    内と外とを区切り、 その境界線上、 または内側 に対して作用する魔術のこと。 主に、自身の肉体や、 自身の財貨を守るために用いられる。

    ・固有結界
    己の心象風景を周囲に投影し、 現実世界を塗り 換える。 魔術で実現するには大きなコストが必要。

    ・ノウブルカラー
    持って生まれた、 魔術に関係する特殊な資質の こと。 広く使われている用語ではなく、 主に魔術 協会の魔術師たちが使用している。

    ・宝石魔術
    宝石を用いた魔術の総称。 遠坂凛が得意とする。 凛は普段から宝石に自分の魔力を移すことで、 強 力な魔術弾 (使い捨て)を備蓄している。

    ・魔眼
    "見る"という行為だけで相手に影響を及ぼす魔 術。 邪視、 邪眼とも。 対象が魔眼を "見返す"ことで、 その効果は飛躍的に増大する。 魔術師にとって魔 眼が使えることは一流の魔術師の証だが、 真に強 力な魔眼となると、生得のものに限られる。

    ·魔術回路
    生命力を魔力に変換するための器官。 内蔵や神 経のようなもので、これがないと魔術を使えない。

    ・魔術基盤
    魔術を使用可能にするため、 あらかじめ世界に 刻まれているシステム。 学問や宗教の形をとる。

    ・魔術刻印
    魔術師の研究成果を次代に残すための刻印。 こ れを刻むことで、 魔術師は代々続いてきた研究や 魔術を後継者に譲り渡すことができる。

    ・魔術師
    魔術回路を持ち、 魔術を行使することが可能な 者。 研究を行わない魔術師を、研究を行う魔術師 と区別するために魔術使いと呼ぶこともある。

    ・魔術式
    魔術基盤に含まれる、 魔術の機能を記したもの。 魔術師が魔術式に命令を送り、 魔力を注ぐことで あらかじめ式に組み込まれていた魔術の機能が発 動する。 この魔術式の数だけ魔術は存在するのだ。

    ・魔術礼装
    魔術師が使用する、 魔術の行使を助けたり、魔 術の効果を持つ道具。 広義にはサーヴァントの宝 具のうちいくつかも魔術礼装に含まれる。

    ・魔法
    その時代で実現不可能な出来事を可能とする、 魔術とは違う神秘。 魔術の研究は突き詰めると、 最終的には魔法へ行き着くことが目的といえる。 なお現代には魔法と呼ばれるものは5つしかない。

    ・魔力
    生命力を魔術回路で変換して得られるエネルギ 一。 魔術師はこれを用いて魔術を発動させる。

  17. 17.0 17.1 17.2
    [v] Fate/side material - Encyclopedia: Baptismal Chant [Magecraft], p.065

    Baptismal Chant [Magecraft]
    The only miracle allowed to be practiced by the Holy Church.
    It was a simple ritual that sublimed lost souls through the Lord's teaching, and returned them to the appropriate "Throne".
    The Foundations of each mage school's arcane principles were carved onto the World. Spells were activated by taking control of the Rules and System (through the Foundation).
    Spells with a feeble belief system and small Foundation were often weak, and could not function in foreign lands.
    Amongst faith-based spells, the one with the broadest Foundation was the Church's teaching of God, i.e. Words of God.
    Its ability to interfere with physical objects was weak, but its ability to interfere with spiritual entities was great.
    The teachings of the Church were widespread, because this miracle that "speaks to the soul" had mended the hearts of many.

    洗礼詠唱【魔術】
    聖堂教会において、唯一習得を許される奇蹟。
    主の教えにより迷える魂を昇華し、還るべき『座』に送る簡易儀式である。
    各魔術流派は、それぞれの魔術理論の基盤を世界に刻みつけ、そのルールとシステムに乗っ取って魔術を起動させる。
    信仰·基盤の小さな一派の魔術は弱く、他国においてまっとうに機能しないのはザラだ。
    その中において、最も広い“基盤”を持つ魔術理論が教会による神の教え、聖言である。
    物理的な干渉力は微弱だが、霊体に対する干渉力は 絶大なものがある。
    彼らの教えがここまで広く浸透したのも、この“魂に訴える”奇蹟が、多くの人間の心を癒すからだろう。

  18. 18.0 18.1
    [v] Fate/complete material III: World Material - Theory of Magic - Magecraft: Land and Thaumaturgy, p.043

    Land and Thaumaturgy

    Magic Foundation Land

    To use magic, a magus must first establish contact with a magical foundation engraved in the world, send a command to the foundation, and then execute a pre-constructed function. At this point, mystic energy fuels the execution of the function, so the magus must send the command and supply energy simultaneously.

    Magic foundations are magical theories that schools of magic have engraved in the world, and magic is started up in accordance with those rules and systems. For example, the magical theory with the largest foundation is the “Teaching of the Lord” of the Holy Church. Magic foundations engraved in the form of academia and religions fuse intimately with the veins of the land, and the magus using that magic foundation can perform magic anywhere in the world. However, if the magus leaves the land where his magic foundation was engraved in, he loses the backup of his land, and the magic’s power is certain to deteriorate.

    Additionally, this effect differs with magic foundations that are neither academia nor religion, but are instead exclusively inherited from person to person, such as in oral tradition or clan teachings. As long as the rules of those foundations are met, it is possible to exhibit the same basic effect irrespective of geographical location.

    Matou Zouken Fate Accel Zero Order

    Matou Zouken
    The Makiri clan emigrated from their homeland to Fuyuki, and subsequently declined. It is extremely risky for magi to leave their own land, as it also means departure from their own magic foundation.

    土地と魔術

    Magic Foundation Land (Japanese)

    魔術を使うには、魔術師が世界に刻まれた魔 術基盤にコンタクトを取ったうえで魔術基盤に命 令を送り、あらかじめ作られていた機能を実行させ ある、という手順が必要になる。 この時、 機能を実 行する燃料となるのが魔力で、 魔術師は命令と 同時に魔力も送らなくてはならない。
    魔術基盤とは、魔術師の各門派が世界に刻み つけた魔術理論であり、そのルールとシステムに 則って魔術は起動する。 例えば魔術基盤のうち 最も広い基盤を持つ魔術理論が、 教会による "神の教えだ。学問や宗教の形で刻まれた魔術 基盤は、地脈にも密接に溶け込んでおり、その 魔術基盤を使う魔術師は、地球のどこでも魔術 を使うことが可能だ。 しかし、自身の魔術基盤が 刻まれた土地から離れると、 土地のバックアップ が薄くなり、威力は確実に劣化してしまう。
    なお、魔術基盤が学問・宗教ではなく、 個人 による口伝や一族による限定継承の場合は別だ。 基盤のルールさえ合っていれば、 地球のどこにい ても基本通りの効果を発揮することが可能だ。

    Matou Zouken Fate Accel Zero Order

    間桐 臓硯
    マキリの一族は故郷か 冬木に移り住み、没落 した。 魔術師が土地を 移ることは、自身の魔術 基盤から離れることを意 味し、大きなリスクとなる。

  19. 19.0 19.1
    [v] Lord El-Melloi II Case Files material - Encyclopedia: Magical Foundation [Magecraft/Other], p.109

    Magical Foundation [Magecraft/Other]
    A magical theory engraved into the world. Its strength is greatly influenced by the faith and the collective unconscious of the people.
    As a Mystery propagates, it loses power. However, the reason they become more stable as knowledge about them spreads, though it may seem contradictory at first glance, is because of this system of Magical Foundations.
    In the present day, the most widespread and most powerful Magical Foundation is the “Teachings of God,” used by the Holy Church.
    Of course, there also exist families who develop magical formulas entirely independent of such Foundations, and weirdos like Flat who “build an entirely new formula from scratch every time.”

    魔術基盤【魔術/その他】
    世界に刻みつけられた魔術理論。人々の信仰や無意識によって、この効果は大きく強化される。
    神秘は広まれば広まるほど力を失う。しかし、知名度が高いほど安定するという、一見矛盾した事柄が成立するのは、この魔術基盤というシステムのため。現行世界において最も広大かつ強大な魔術基盤は、聖堂教会による『神の教え』そのものである。
    もっとも、家伝の魔術はこうした魔術基盤を利用せず、個人の魔術式だけで成立するし、フラットのように「毎回魔術式を新しく構築する」などという変態も存在する。

  20. [v] TYPE-MOON Fes. Official Pamphlet 10th Anniversary Q & A Booklet:

    Q: In Overlooking View, Touko mentioned "even I can't fly without a broom", please tell us about the details of the magecraft involved in flying with a broom.

    Q: In Overlooking View, Touko mentioned "even I can't fly without a broom", please tell us about the details of the magecraft involved in flying with a broom.

    A: Basically it is a transportation method involving using magical energy as fuel. Within it, there is the Jet Method, which achieves maximum air speed transiently. There is also the low-cost Ether Sail method. The current new method of transportation involves planting a magical anchor at the destination, and the magus will be pulled toward it, like being pulled by a retracting elastic band. This is the Anchor Attraction Ascension method designed by Touko Aozaki (Patented, commonly referred to as "Touko Travel").
    ... Although Touko was only half-serious there, broom is still a Mystery that is supported by "Magic Foundation - Black Magic" over the entire world. Female magi can easily achieve magical properties such as "foot not making contact with the ground" and "repelled by the earth" when employing a broom. Furthermore, gravity can be reduced to about 1/6 of normal by using an ointment of witchs' which enhances the effect of "repelled by the earth" mentioned previously.
    In other words, a broom is an item that enables "hovering". The source of propulsion varies depending on the magi. Nowadays there is a trend among female magi to research new methods of flight. However, in recent years, there has not been any new innovation that could trump Touko's ridiculously sophisticated method of travel.

    Q:俯瞰風景で橙子さんが「私だって箒がなければ飛べない」と発言していますが、箒を使って空を飛ぶ魔術について詳しく教えてください。

    A:基本は燃料:魔力で行われる移動法。瞬間最大風速的なジェット飛行法、ローコストでのんびり空を行くエーテルセイル帆船法、まさかの新発想・目的地にくさびをうって魔術アンカーで引っ張ってもらう、それゴムを引っ張って縮む時にそっくりですよね、という蒼崎橙子立案のアンカーアトラクションアセンション(著作権あり。通称・トーコトラベル)がある。
    ......というのを半分本当にしても、箒は「魔術基盤・黒魔術」で全世界に神秘設定がなされており、女性魔術師がこれを使用すると「地に足がつかなくなる」「大地から追放される」等の魔術特性が発露しやすい。これに、さらに「大地から追放される」効果を高める魔女の軟膏を併用するこてで引力が六分の一になる、とも言われている。
    つまり箒は「ふわふわ浮く」ためのアイテムであり、その後の推進力は魔術師ごと異なるものとする。今日も女性魔術師の中ではまったく新しい飛行法を発表することがトレンドであるが、ここ数年はトーコトラベルを越える”おいおい、それもう意味わかんねーよ”クラスの新発明がでてきていない。

  21. Fate/Apocrypha Volume 3: Triumphal Return of the Saint - Chapter 3
  22. Fate/stay night - Heaven's Feel route - Day 9: RAIN - Photo
  23. Fate/stay night - Heaven's Feel route - Day 9: RAIN - Choice
  24. 24.0 24.1 24.2 24.3 24.4 24.5 24.6 24.7
    [v] Fate/complete material III: World Material - Theory of Magic - Magecraft: Magical Attribute, p.044

    Magical Attribute
    Magecrafts of the Five Great Elements form the fundamentals of magecraft. This is magecraft where the magus directly controls elemental magecfraft that corresponds to the magus’ alignment; e.g. fire magecraft if one’s alignment is fire, water if one’s alignment is water, etc.

    Attributes add meaning to elemental magecraft and expand its versatility. The Reinforcement attribute is an easily understood example. When the Reinforcement attribute is given to fire elemental magecraft, fire will burn more intensely, while applying the same to water elemental magecraft will cause water to flow with greater momentum and volume. This is true for the simplest cases, but at advanced levels, the attribute becomes more obvious than the alignment, which becomes more difficult to discern by outside observation. Illya’s “visual perception transfer” illustrates this — while one can tell that it is magecraft with the attribute of Transference, the magecraft’s original alignment is not apparent. However, no matter how incomprehensible it may appear, all magecraft has an original alignment.

    Examples of attributes
    This section surveys examples of magical attributes such as Reinforcement, Projection, and Conversion. Types of magecraft in which attributes are used are highly versatile with a wide range of applications, so the following cases are not representative of all magecraft using said attributes, but merely a few, limited scenarios. Among these, there are some types of magi, such as Reinforcement, with a high degree of freedom even within their own attribute and no fixed form of execution.

    Generally, each magus’ lineage is specialized in a certain attribute. This is dependent on generations of research, and the types of Mysteries engraved in the Magic Crest. Thus, family attributes cannot be changed in the short term. However, just as Tohsaka Rin can use the Reinforcement attribute in addition to the Tohsaka specialization of Conversion, first rate magi tend to possess multiple attributes. Contrast this with alignments; a magus can only use magecraft of the same alignment as oneself. To use magic of a different alignment, the alignment of the magus must also be changed, as in the case of Matou Sakura.

    Alignments&attributes

    The addition of meaning through attributes changes the use of elemental magecraft. Shirou’s Reinforcement, which has no elemental alignment, falls under a special category.


    Average One

    An Average One can use five types of magecraft with one attribute. Rin, who is an Average One and specialized in the versatile Conversion attribute, is extremely adaptable.


    Reinforcement
    A magical attribute that primarily uses tools, improves materials, and fortifies fragile components. At a high level, an item’s very existence can be elevated, such as changing a knife of mediocre construction into a masterwork blade. It is also possible to enhance traits such as physical might.
    Shirou punching after Reinforcing his fists. Reinforcement specializes not only in strengthening the physical, but in amplifying the significance of an existence.

    Projection
    A magical attribute that brings out a reflection of one’s inner image into reality. Because Projections are made of energy, it is not possible to create long-lasting objects. Furthermore, if the image collapses, the Projection will disperse.
    Shirou specializes in Projection, but this is merely a byproduct of his Reality Marble, “Unlimited Blade Works.”

    Conversion
    The magical attribute passed down through the Tohsaka line. Tohsaka magi use this attribute to store their own magical energy in jewels, and can draw it out to use magecraft when needed.
    It is possible to use large-scale magecraft without expending one’s own magical energy, by storing large quantities of magical energy in gemstones.

    Absorption
    The magical attribute passed down through the Matou line. A characteristic of Absorption magecraft is that it has absolute effects on the body. Absorption can be used to bind and control others.
    Matou Zouken makes direct use of this attribute to suck the life force from other people for sustenance.

    Flow/Transference of power
    The magical attribute that Einzbern magi are specialized in. Using this attribute, they excel at the transmutation and creation of materials — that is, alchemy — and are highly skilled in the production of homunculi.
    Illya often uses magic of the Transference attribute to move the consciousness of a target to something else.

    魔術の特性
    魔術には基本として"五大元素魔術"がある。これは魔術師が属性として持つ元素を直接操る魔術だ。 例えば属性が火なら火を、 水なら水を操る魔術が五大元素魔術に含まれる。
    "特性"は、この五大元素魔術に意味合いを付属し、汎用性を広げるものだ。 最も分かりやすい例は“強化”という特性だろう。 火の五大元素魔術に強化の特性を与えた場合、 火はより強く燃え、水の五大元素魔術に強化の特性を与えた場合、水はより勢いよく水量を増して流れるだろう。 これは最も単純な例であり、もう少し高度になると、 傍目には特性のほうが明白になり、 属性はやや分かりにくくなる。 イリヤが士郎に用いた"視覚の転移"などがよい例で、これは"転移"という特性の魔術だということは分かるが、元となった属性が何かは不明である。とはいえどんなに分かりにくくなろうとも、 魔術には必ず元となる属性が存在しているのだ。

    特性の例
    ここでは強化、 投影、 転換など、 魔術の特性の例を挙げておく。 特性を使用した魔術は汎用性が高く、 応用の範囲も広いので、 ここで紹介する例はその特性を使用した魔術の代表的な例ではなく、ほんの一例に過ぎない。 なかには強化のように、同じ特性の魔術でも自由度が高く、 実行形式が定型化されていない魔術もある。
    一般的に、 魔術師の家系はそれぞれ得意な特性を持つ。 これは、 代々どんな研究をしてきたか、どんな神秘を魔術刻印に遺してきたのかということであり、 一朝一夕に変えられるものではない。しかし遠坂凛が、 遠坂家が得意とする"転換"に加えて“強化"の特性を使えるように、一流の魔術師は複数の特性を身につけている。 また、 特性とは異なり、 "属性"は魔術師自身が帯びた属性の魔術しか使えない。 別属性の魔術を使うには、 間桐桜のように自身の属性自体を変化させる必要がある。

    Attributes&Alignments (Japanese)

    特性による意味の付属によって、 五大元素魔術の用途が変化する。 属性として五大元素を持たない士郎の強化は特殊な部類に入る。


    Average one (Japanese)

    五大元素使いは、ひとつの特性で5つの魔術を使用可能。 五大元素使い、かつ応用範囲の広い転換を得意とする凛はかなりの万能者である。


    強化
    主に道具に使用し、 材質の向上、脆い部分の補強などを行う魔術の特性。 高度なものは凡作の刀→秀作の刀のように存在の階梯を上昇させる。 筋力の強化なども可能。
    自身の拳を強化して殴りかかる士郎。 強化は物品だけでなく事物の存在意義を特化させる。

    投影
    自分の内部にあるイメージの鏡像を現実に映し出す魔術の特性。 魔力で形作られているため、 長時間の具現化は不可能。 またイメージに破綻が起こっても霧散する。
    士郎は投影の魔術を得意とするが、それは固有結界 無限の剣製 の副産物にすぎない。

    転換
    遠坂家に伝わる魔術の特性。 遠坂家の魔術師は、この特性を使った魔術で自分の魔力を宝石に溜め込み、 必要な時にそれを取り出して魔術に使用することができる。
    宝石に大量の魔力を溜めておくと、 自身の魔力を使わずに大規模な魔術が行使可能になる。

    吸収
    間桐の家の魔術師に伝わる魔術の特性。この特性を使用した魔術は、 必ず成果が自身の肉体に返ってくるという特徴がある。吸収は、他者を律する束縛にも通じる。
    間桐臓硯はこの特性を直接的に使用し、 他人の生命力を吸い取ることで生き延びてきた。

    力の流動・転移
    アインツベルンの魔術師が得意とする魔術の特性。 この特性を使用した物質の練成と創製、つまり錬金術が得意であり、ホムンクルスの製造において高い技術を持つ。
    イリヤは転移の特性を使った、 他者の意識を別のものに移すという魔術をよく使用する。

  25. 25.0 25.1 25.2 25.3 25.4
    [v] Fate/complete material III: World Material - Theory of Magic - Magecraft: Family lineage of Magus, p.046

    Family lineage of Magus
    A magus lineage refers to the Magic Crest relay that passes down a Magic Crest through unilineal succession. Because this “relay” is so important, even if a family’s biological lineage has ceased, the magus lineage will be considered continuous if the crest is engraved onto somebody else’s body. Conversely, if the Magic Crest itself is lost, that magus lineage will be considered to have been severed even if a child with Magic Circuits still lives. Under normal circumstances, a magus selects the best qualified heir from within the family, and gradually passes on the Magic Crest to the successor.
    The chosen successor to a magus lineage undergoes harsh training from a young age. Because an abnormal mindset and body are required to use magic, the training to instill these qualities is extremely severe, and it is not unusual to employ inhumane measures such as brainwashing and bodily modification. Thus, as the heir matures he or she inherits the lineage’s magic, knowledge, and research. Finally, a new master is born when the entirety of the Magic Crest is passed down from the predecessor.

    Increasing the number of Magic Circuits
    Magic Circuits are organs that one is born with, so there is no way to increase their number after birth. There are ways to transfer circuits, but it is rarely done because the success rate is low. Therefore, magus lineages will modify the parents’ bodies or take every measure possible at the moment of a child’s birth to create a successor with even one additional Magic Circuit. Therefore, the children of older lineages tend to have more Magic Circuits.

    Inherited Magic Crests
    Magic Crests are heirlooms within which the entirety of a lineage’s research is inscribed, from the first ancestor to the present. The crest contains the regrets of previous family heads’ inability to master their magic. A Magic Crest with a long history is a cursed crystallization impregnated with the feelings of countless preceding magi.

    The Tohsaka family
    Rin is the heir to the Tohsaka family, while Sakura was adopted by the Matou family as a successor. Because Tohsaka Tokiomi, the family head, died in the Holy Grail War, Rin inherited Tokiomi’s estate, including his magical patents, businesses in Fuyuki, and other assets. However, at this point most of Tokiomi’s magic crest had not yet been transferred to Rin. Tokiomi’s crest was extracted from his body by the Clock Tower, and given to Tokiomi’s next of kin to be transplanted into Rin.

    Great magical families

    Family name or Representative
    Attributes
    Explanation
    Tohsaka Conversion One of the founding families of the Holy Grail War. They are disciples of the Sorcerer Zelretch, and the administrators of Fuyuki.
    Makiri Absorption One of the three founding families of the Holy Grail War. They immigrated to Fuyuki and became the Matou family.
    Einzbern Flow and transfer of power One of the three founding families of the Holy Grail War. They specialize in alchemy, particularly in the creation of homunculi.
    Edelfelt Conversion Family from Finland. Like Tohsaka, prefer jewels magic, which uses the attribute of conversion.
    Barthomeloi Almighty Old line even in the Magic Association. One of the families of the rulers, the Lords. Embodiments of perfectionism and aristrocracy.
    Milyonecalion Prosperity One of the top magi in the magic world, known also by the name "Giver of All Sealing Designations". Details are unknown.
    Jewel Killer Halting One of the remarkable magi in history, affiliated with the Sea of Estray, the mysterious prototype of the Magic Association.
    Hermes Silis Atlasia Future Magus from one of the divisions of the Magic Association, the Atlas Institute, the association for the magi and alchemists of Egypt.

    魔術の家系
    魔術師の家系とは、一子相伝で魔術刻印を相続していく "魔術刻印のリレー”のことを指す。 この"リレー”こそが重要であるため、 生物学的な血筋が絶えたとしても、 魔術刻印が他人の肉体に受け継がれてさえいれば、その魔術師の家系は続いているといえる。 また、 魔術回路を持った子孫が存続していたとしても、魔術刻印が失われてしまったなら、その家系は魔術的に断絶したに等しい。 とはいえ、 通常であれば魔術師は自分の血族から優れた素養を持つ後継者を選択し、魔術刻印を連綿と受け継がせていくことになる。
    また、後継者として選ばれた子供は、幼い頃より厳しい鍛錬を強制される。 魔術の行使に必要な精神と肉体は常識を外れたものであるため、 それに耐え得る心身を手に入れる鍛錬は過酷を極め、 洗脳や肉体改造のような非人道的な手段すら珍しくないのだ。そうして成長と共に、 魔術や、それに付随する知識と研究を受け継ぎ、最終的に先代の魔術師からすべての魔術刻印を受け継ぐことで新たな当主が誕生する。

    魔術回路の増やし方
    魔術回路は生まれ持った器官であり、 後天的に増えることはない。 移植方法はあるが、成功率が低いために行われることは少ない。そのため、 魔術師の家系は親の肉体を改造、 あるいは子供が生まれる際に手を尽くし、1本でも魔術回路の多い跡継ぎを誕生させようとする。 よって、 古い家系の子供ほど魔術回路が多い傾向がある。

    遺産としての魔術刻印
    魔術刻印は、魔術師の家系の始祖より現在に至るまでのすべての研究成果が刻まれた受け継ぐべき遺産”である。 そこには歴代当主の"魔術を極められなかった"という無念の想いも含まれている。 古く長い歴史を持つ魔術刻印は、極めて高い価値と同時に、歴代の魔術師たちの無数の想いを宿した呪いの結晶ともいえるだろう。

    遠坂家の場合
    遠坂家では長女の凛が後継者となり、 次女の桜は養子に出されて間桐家の後継者となった。 当主である遠坂時臣が聖杯戦争で早世したため、凛は時臣が申請した魔術的特許や冬木市の商業用地などの遺産を受け継いだが、 この時点で時臣の魔術刻印は、殆ど凛に刻まれていなかった。 そのため、時臣の魔術刻印は時計塔で遺体から摘出され、 時臣の知己の手を経て凛に移植されている。

    魔術の名門

    家名 or 代表者
    特性
    解説
    遠坂 転換 聖杯戦争を創始したうちの 一家。 魔法使いゼルレッチを 大師とし、 冬木を管理する。
    マキリ 吸収 聖杯戦争を創り出した始ま りの御三家のひとつ。 冬木に 移り住み、 間桐家となった。
    アインツベルン 力の流転・転移 聖杯戦争を始めた御三家の ひとつ。 錬金術、 特にホムン クルスの製造を得意とする。
    エーデルフェルト 転換 フィンランドの名門。 遠坂 と同じく、転換の特性を使用 した宝石魔術を好んで用いる。
    バルトメロイ 万能 魔術協会でも古い血筋 配者であるロードの一家。完璧 主義かつ貴族主義の体現者。
    ミリョネカリオン 繁栄 "封印指定総与"のふたつ名 で知られる、魔術世界屈指の 魔術師。 委細は不明。
    宝石殺し 停止 魔術協会の原形とされなが らも謎多き彷徨海に所属す る、稀代の魔術師。
    ヘルメス・シリス・ アトラシア 未来 魔術協会の一部門 エジプ トにある魔術師&錬金術師の 協会 アトラス院の魔術師。.

  26. [v] Lord El-Melloi II Case Files material - Encyclopedia: Heine Istari [Person], p.104

    Heine Istari [Person]
    One of the invitees to Adra, the Castle of Separation.
    He has the double elemental affinity of Fire and Water. His specialty in magecraft is “Change.”
    For a human magus, he is in the strongest class of combat ability. A pure and noble “Knight.”
    Furthermore, as was mentioned in the Kadokawa paperback edition, he mentions that the title of knight wasn’t given to him by “her Highness the Queen.” His reasoning for the use of “Her Highness” rather than “Her Majesty” is that, “someone who is only a member of an earthly royal family isn’t qualified for the highest title.” A very magus-like sentiment. At any rate, he has a background in France, and the character of one who was once a member of the Holy Church.
    The fate he reached at the Castle of Separation could only be described as a result of coming up against the wrong opponent. An issue of compatibility, as is so often the case in Type Moon.
    Taking care of Rosalind up until the very moment of his death, his wish was entrusted to Seigen. Though ultimately Seigen was the culprit behind the Adra case…even so, there was no betraying the wish of that knight.

    ハイネ・イスタリ【人名】
    剥離城アドラの招待客のひとり。
    属性は火と水の二重。魔術の特性は流転。
    人間の魔術師としては、最強クラスの戦闘力の持ち主。高潔なる『騎士』。
    なお、角川文庫版では補足してあるが、女王閣下に騎士の称号を授かったわけではありませんからの一言は、さらっと女王を閣下呼ばわりすることで、「たかが俗世の王族に陛下なんて最大の尊称は使いませんよ」と魔術師らしいアピールをしたものであった。とにかく隙のない、フランス帰りかつ聖堂教会気質。
    そんな彼が剥離城アドラでああなったのは、ひとえに相手が悪かったとしか言えない。タイプムーンあるある相性問題である。
    死の間際までロザリンドを気にかけていた彼は、清玄に望みを託していた。結果からすれば、清玄こそが剥離城アドラの真犯人だったのだが……それでも、騎士の願いが裏切られることはなかった。

  27. Fate/kaleid liner PRISMA☆ILLYA 3rei!! - Chapter 65.2: "Tactility Of The Planet"
  28. [v] Lord El-Melloi II Case Files material - Encyclopedia: Lord El-Melloi II [Person/Title], p.111-112

    Lord El-Melloi II [Person/Title]
    It goes without saying, the main character of this story.
    His real name is Waver Velvet. One of the few survivors of the Fourth Holy Grail War.
    His elemental affinity is Earth. His specialty in magecraft is Counteraction1. A destroyer of Mystery — though his talent for magecraft is mediocre, he was blessed with an incredible talent for deconstructing.
    In reality, he doesn’t really possess all that much more knowledge than other magi. When he became the head of the Faculty of Modern Magecraft, he gained access to an incredible amount of materials, but with the amount of work he is saddled with, the amount of those materials he actually has time to study is limited.
    His real talent is the speed and accuracy with which he can connect the people and events happening before him with his knowledge.
    Just as Gray pointed out several times, rather than the Mystery or the incidents themselves, he looks more at the magi behind them. Why does such a Mystery exist? Why did they reach for such a Mystery? His eye for judgment is, in the end, reserved for judging people.
    In particular, his impression that “this riddle is meaningless” that he expressed at the beginning of the Castle of Separation incident shows how well that ability of his was suited to that incident. In contrast, after the Rail Zeppelin incident, once he began pursuing Heartless, that same eye for judgment is what allowed Heartless to drag him along. Without cooperating with Heartless, the riddle couldn’t be solved — such a methodology was the perfect kind of hacking to use against El-Melloi II.
    After the events of Case Files, in order to stop Gray’s transformation, he turned to the numerous thesis and essays left behind by his predecessor, Kayneth El-Melloi Archibald. As a result, he ended up reanalyzing and reclassifying the huge number of theories his predecessor had idly scribbled down…
    And that was the beginning of the grimoire known as “Lord Kayneth’s Encyclopedia of Secret Arts,” which would someday be written.

    ロード・エルメロイII世【人名/称号】
    いわずとしれた、本編の主人公。
    本名ウェイバー・ベルベット。第四次聖杯戦争の、数少ない生き残り。
    属性は地。得意とする魔術の特性は解毒。魔術の才能は凡庸だが、魔術を解体する才能には恵まれた、神秘の破壊者。
    実のところ、エルメロイII世は知識においてほかの魔術師を圧倒しているわけではない。現代魔術科の学部長となって、アクセスできる資料は膨大なものとなったが、激務の中で読み込める資料の数などたかがしれている。
    II世が卓越しているのは、目の前の事象や人物と、知識を結びつける速度と精度である。
    何度かグレイが指摘しているように、彼は神秘や事件そのものよりも、むしろ神秘の裏にある魔術師を視ている。なぜ、そのような神秘があるのか、なぜそのような神秘に手を出さねばならなかったのか。彼の鑑定眼とは、結局人を鑑定するものなのだ。
    とりわけ「この謎に意味がない」と見切った剥離城アドラの一件は、その特性が大いに活かされた事件と言えただろう。逆に、魔眼蒐集列車編以降、ハートレスを追うようになってからは、この鑑定眼ゆえにハートレスの思惑に引きずり込まれることもあった。謎を解くほど、ハートレスに協力せざるを得なくなる----という追い込み方は、II世の解体に対する極めて有効なハッキング方法だった。
    事件簿本編の後、グレイの変化を止めるために、先代のケイネス・エルメロイ・アーチボルトが中途で遺した数々の論文へ、ついに手を出すこととなる。結果としてII世は先代が手慰みに書き散らしていた大量の理論を再解釈・分類統合することになるのだが……。
    いつか、『ロード・ケイネス秘術大全』と題される魔導書の始まりであった。

  29. Fate/hollow ataraxia - Heaven's Feel - 3/ Dialogue Mobiuslink
  30. Fate/hollow ataraxia - Last Interlude - Broad Bridge
  31. Fate/stay night - Fate route - Day 3: long day, long night - Bad End: Forest of no return
  32. [v] Lord El-Melloi II Case Files material - Encyclopedia: Adashino Hishiri [Person], p.096-097

    Adashino Hishiri [Person]
    The snake of the Faculty of Law. Her elemental affinity is Water. Her specialty is Poison.
    In this story, she was El-Melloi II’s first rival. If Heartless is his Moriarty, then she is his Irene Adler. Though the chance of developing a romantic relationship with someone was never there for El-Melloi II.
    In reality, much of her life was shaped by her desire for revenge against her father. Heading into the depths of the Spiritual Tomb of Albion on his own, he abandoned his ex-wife and son entirely out of nowhere upon his return. Giving birth to her through his second wife, he died a coward. In order to prove the worthlessness of her father, she joined the family of Norwich before slipping into the Faculty of Law, the easiest route for a magus with no pressure from their own bloodline.
    As a result, she coincidentally received information from the Faculty of Law’s Information Division, and became strangely obsessed with a certain Doctor Heartless. She began pursuing him, thinking there was a possibility he was her long lost brother, Adashino Kurou.
    If El-Melloi II had “a first rate sense of being a magus but a second rate skill,” then Adashino was “a magus of first rate skill, but no sense of being one.” Though her nature is closer to that of a Spellcaster, her place in the Faculty of Law which has given up pursuit of the Root fit her perfectly.
    Though not explicitly stated within the work, her glasses are Mystic Eye Killers.
    Just as her brother Heartless (Adashino Kurou) once possessed, she bears Mystic Eyes of Finding. In her investigations, the reason Hishiri was able to reach such precise results so quickly was because of those eyes. Of course within the Faculty of Law they were of great use, but they were also used to help find her brother.
    As a bit of a digression, she has been entertaining herself greatly with the arrival of the new, plump, and somewhat out of place member of the Faculty of Law.

    化野菱理【人名】
    法政科の蛇。属性は水。特性は毒。
    本作品における、エルメロイII世最初のライバル。ハートレスをモリアーティとすればアイリーン・アドラー。もっとも恋愛関係に落ちるような隙間はまったくエルメロイII世にないのだが。
    実のところ、彼女の人生のかなりの部分は父への復譬でできあがっていた。勝手に霊墓アルビオンへと潜り、こともあろうに前妻と息子を捨てて、生還した父。後妻に自分を産ませて、腑抜けのまま亡くなった父。そんな父のすべてがくだらないと証明するため、彼女はノーリッジの養子になって法政科へ潜り込むという、家系の後押しがない魔術師からすればこれ以上ない王道ルートを辿った。
    その結果として、偶然法政科・情報部門のデータから、ドクター・ハートレスという奇妙にひっかかりを覚える人物に目をつけることとなり、ひょっとして生き別れの兄=化野九郎なのではという仮説を立てて、彼を追うようになっていった。
    II世が「魔術師としての目的意識は一流だが能力は二流」なら、化野は「能力的には一流だが魔術師としての目的意識はほぼ皆無」なキャラ。本質的にはむしろ魔術使いに近しいのだが、根源を目指そうとしない法政科は、彼女にとって良い居場所だった。
    作中記述されなかったが、かけている眼鏡は魔眼殺し。
    ハートレス―――兄である化野九郎がかつて持っていたのと同じ、失せ物探しの能力を持つ魔眼を保持している。事件において、菱理が的確なポイントに早期到着しているのは、おおよそこの魔眼のためだ。もちろん法政科で手柄を立てるにも大いに役立っているし、兄を探すのにも活用していた。
    余談だが、少し前から、あまり法政科の似合わないむっちりした後輩が入ってきて、実に楽しくちょっかいをかけているとか。

  33. [v] Lord El-Melloi II Case Files material - Encyclopedia: Svin Glascheit [Person], p.103

    Svin Glascheit [Person]
    One half of the El-Melloi Classroom’s legendary duo.
    His elemental affinity is Fire, but it’s been somewhat changed. His specialty in magecraft is Regression.
    Many believed that if it were not for Flat, he would be an entirely ordinary person, but with Gray’s arrival that illusion was put to rest. The incident that made the El-Melloi Classroom aware that their title of legendary pair extended to their weirdness was one month before the Adra incident.
    Magecraft that borrows the abilities of animals exists all over the world, but the Glascheit family’s strain of magecraft is rather eccentric. It functions not by drawing out a powerful bestial nature, but by transforming oneself wholesale into an animal. Nerves, muscles, bones, and even the cerebrum are rebuilt in a process rivaling the theoretically extinct werewolves.
    Speaking from the conclusion, rather than a magus, it would be more accurate to describe Svin Glascheit as a vessel for magecraft. That was why he became so captivated by Gray, who was similarly created to be a vessel for a past hero.
    This is, in a certain sense, similar to Karabo, who was constantly being overtaken by the memories of others due to his Mystic Eyes. Having managed to overcome this unique facet of his nature, if Svin had come to meet Karabo at some point, perhaps he could have given him some advice.
    Within the story, Svin acquired the rank of Pride. This is not just an acknowledgement of his personal abilities, but Svin himself, who was the crystallization of the Glascheit family’s research, was also taken into consideration. On top of that, having achieved the rank in his teens is a feat rarely seen in the Clock Tower, so it was understandable for El-Melloi II to be struck by such deep feelings on that occasion.

    スヴィン・グラシュエート【人名】
    エルメロイ教室の双璧の片割れ。
    属性は火だが、やや変質。魔術の特性は回帰。フラットさえいなければまともなのに、と以前は思われていたが、グレイがやってきたことによって、その幻想は失墜。やはり双璧は変態度においても双璧であった、とエルメロイ教室のみんなに実感させた事件が起きたのは、剥離城アドラの一ヶ月前である。
    何らかの形で獣の能力を借り受ける魔術は世界中に存在するが、グラシュエート家のそれはいっそ偏執的と言っても差し支えないものだった。獣の優れた形質を引用する―――というのではなく、自らをまるごと獣へと変容させてしまう魔術。神経も筋肉も骨格も、大脳すらつくりかえてしまうその魔術は、もはやほぼ絶滅したはずの人狼にすら匹敵する。
    結論から言えば、スヴィン・グラシュエートは魔術師というより、魔術そのものの器といった方が正しい。だからこそ、自分と同じように、過去の英雄の器としてつくられたグレイに惹かれたのであった。
    これはある意味、魔眼によって、常に他人の記憶に乗っ取られ続けるカラボーと同質の葛藤である。特異な才能を持ち、この性質を乗りこなしていたスヴィンなら、もしもカラボーと出会っていれば、何らかのアドバイスができたかもしれない。
    作中にて、第三階位・典位に至っているが、これは単に彼個人の能力が認められただけではなく、グラシュエートの家系と、その研究の結晶である彼の身体が加味されたものである。その上で十代での典位は滅多にあるものではなく、II世がようやくここに……と感慨にふけったのも当然のことだろう。

  34. Fate/hollow ataraxia - Heaven's Feel - 1/ Heaven Feel's Backnight I
  35. [v] Lord El-Melloi II Case Files material - Encyclopedia: Inorai Valueleta Atroholm [Person], p.098-099

    Inorai Valueleta Atroholm [Person]
    Aozaki Touko’s teacher. Head of one of the Three Great Aristocratic Families, Valueleta. Lord of the Faculty of Creation, she was a Brand, a magus of the highest practical rank.
    As that consequently places her as the teacher of Araya Souren and a certain other individual, more care was taken in writing her for Case Files than any other character. That being said, when asked about her general image, the response that came back was. “Got it. I’ll leave it all up to you, Mr. Sanda.” The insane image Type Moon had garnered up to that point had just been reinforced. One could say that was the point the author came to terms with the fact that Case Files was going to be accelerated as a whole.
    She possesses a triple affinity for Earth, Water, and Wind. Her specialty is Sympathetic Magecraft. Though she only showed a brief look at her abilities in the series, she is especially skilled with magecraft using sand, and the small bag she carries around with her at all times can spill out an immeasurable amount of it. Within the series, Touko says something along the lines of “Please spare me one of your pictures at least.” That is because she knows full well what fate awaits those who are drawn in her sand pictures.



    In a manner of speaking, she is the idealized image of a magus. She navigates the political sphere as easily as she breathes, and progresses her research in magecraft as easily as she walks. The fact she strongly supported the Sealing Designation of her favorite pupil Touko is a simple manifestation of that nature. Thinking there were issues of greater importance that took precedence, such a conclusion was only natural for her, and so she didn’t hesitate for a moment in her decision. Feeling no sense of contradiction or conflict in her own character, she is like a mountain ascetic still entrenched in the ways of the world, a perfect and powerful woman.
    Personifying the concept that what the people of any given age loved was to be considered art, unlike many magi of her advanced age, she thoroughly enjoys brand new technologies, like her iPod and her personal computer. Though she as an air of approachability to anyone regardless of their relative standings, her total lack of any pretense has the terrifying effect of feeling like she can see through you right down to your very core.
    By nature, such pretense and complexity is necessary for humans.
    These are inventions created by humans so that society can move along unhindered, after all.
    For a member of one of the Three Great Aristocratic Families, removing that necessary element from everything is a suitable kind of monstrosity, don’t you think?
    Additionally, her name was given by Nasu Kinoko.
    As someone in a position of such enormous power in the Clock Tower, like putting the eyes in a Buddha, the author begged Nasu to be the one to name her.

    イノライ・バリュエレータ・アトロホルム【人名】
    蒼崎橙子の師。三大貴族バリュエレータの当主。創造科の君主にして、事実上の最高位・色位の魔術師。
    ひいては荒耶宗蓮や某リピートな魔術師の師にもなることから、おそらく事件簿執筆で最も構築に気を遣ったキャラ。というか、おおよそのイメージを伝えたところ、「分かった。三田さん好きに書いていいよ」と言われて、イカレてるなタイプムーンとの印象をさらに強くした。事件簿全体にアクセルが入ったのは、あそこで覚悟が決まったからと言ってもいい。
    地と水と風の三重属性。魔術の特性は類感。本編ではちょっとした小技にとどまったが、砂を使った魔術を得意としており、常に携帯している小袋からは無量とも思えるほどの砂を吐き出す。作中蒼崎橙子の「先生の絵だけはご勘弁を」というセリフがあるが、これは彼女の砂絵に描かれた者がどういう運命を辿るか、よく知っていたから。



    ある意味で、魔術師にとっての理想像。彼女は呼吸するように政治を行い、散歩するように魔術を研究しつづける。当時愛弟子であった橙子を封印指定として強く推薦したのも、そうした行為の一環に過ぎない。優先順位が上の事項だと考えて、それが理の当然であると思ったならば、彼女は欠片も躊躇しないからだ。そういう自分について矛盾も葛藤も感じないのだから、俗世にありながら仙人のごとく完成した女傑である。
    その時代の人々に愛されるものこそが芸術という創造科の思想を体現し、老齢の魔術師には珍しく、iPodやパソコンなど最新技術を大いに楽しむ。立場にかかわらず話しやすいようにも思えるが、逆を言えば、あらゆる体裁を剥いで、本質を見極めてくる恐ろしい相手である。
    本来、人間には体裁も葛藤も必要。
    これらは社会を円滑に営むため、人間がつくりだした発明だからだ。
    そうした要素を取り除いてしまった彼女は、三大貴族にふさわしい怪物といえるだろう。
    なお、命名は奈須きのこ。
    時計塔の重要なポジションであるため、仏に目を入れるように、彼女の命名だけはどうしてもお願いしたいと頼んだのであった。

  36. Fate/hollow ataraxia
  37. Fate/stay night - Unlimited Blade Works route - Day 9: Mydear, straydead - Result of Utnapishtim
  38. [v] Fate/complete material III: World material - FAQ with Nasu: Characters, p.134-135

    Q: Shinji's mother is a "Carrier", what kind of pathogen is she carrying? Is she a "God's Holder"?

    Q: Shinji's mother is a "Carrier", what kind of pathogen is she carrying? Is she a "God's Holder"?

    A: No, nothing special of that sort. According to Zouken, she is the daughter of "a random third-rate magus".
    [Note: "Carriers" retain remnants of mysteries from the Age of Gods as pathogens like bacteria and viruses. The Fraga McRemitz lineage of course is an exceptionally powerful example, Shinji's mother unfortunately is of the bottom of the barrel.]

  39. [v] Kara no Kyoukai Special Pamphlet - Encyclopedia: Origin [Others], p.029-030 [T]

    Origin [Others]
    The direction of everything that arose from fundamental cause. The α that enabled the existence of α, the absolute order that existed at the very core.
    For instance, something with the Origin of "taboo", regardless of being born as a human, animal, or plant, would always exist to go against the morals established by the collective.
    It was the idea that, independent of the process of reincarnation, humans acquired bodies and wisdom from the directional force at the point of origin, and acquired personalities that were only slightly different from their prior lives.
    Individuals who awakened their Origins would be consumed. This was due to "personality" being something merely on the magnitude of one hundred years; it would be overwritten by the directional force born from the origin. However, humans (human bodies) who were overwritten by their Origins would acquire great powers.
    Araya Souren learned the technique to awaken Origins during his research into the root of humanity.
    Of course, he only awakened the Origin of one person.

    起源【きげん】【その他】
    始まりの因で発生した物事の方向性。αという存在をαたらしめる、核となる絶対命令の事。
    例えば〝禁忌〟という起源を持つモノは人に生まれようと獣に生まれようと植物になり変わろうと、群れにおける道徳から外れた存在になってしまう。
    輪廻転生《りんね てんせい》があろうがなかろうが、人間は発生した時の方向性に従って肉をつけ知恵をつけ、以前とは少しだけ違った人格になる、という考え。
    起源を覚醒したモノは起源に飲み込まれる。たかだか百年程度の〝人格〟など、原初の始まりより生じた方向性に塗り潰されるだけだからだ。反面、起源に塗り潰された人間《にくたい》は強大な力を手に入れる事になる。
    人間のルーツを探る荒耶宗蓮は。その過程で起源を覚醒させる術を学んだ。
    もっとも、彼が起源を覚醒させたのは一人だけであるが。

  40. 40.0 40.1
    [v] Fate/complete material III: World Material - Theory of Magic - Magecraft: Magus, p.041

    Magus
    The everyday life of a magus is mostly spent conducting research. Magi who use magic outside of a research capacity, such as those who use magecraft to work and profit for themselves, are few in number. People who treat magecraft as a tool, such as assassins, are called “spellcasters,” and are looked down upon with disdain by the magical establishment.

    Furthermore, it is precisely because they are magi that few magi use magecraft in their daily lives. The cost of using magecraft for mundane tasks is indeed high, but above all, this is avoided for the purpose of concealing mysteries. The Magic Association is extremely wary of allowing knowledge of magecraft to reach the outside world, so magi who are overly conspicuous in the use of magecraft are purged.

    Magical families are essentially unilineal, in which one child inherits the parents’ assets and teachings in order to carry on the magecraft and research. These types of families are called magus lineages. Children other than the chosen heir may not even be told that their parents are magi. However, magic circuits are not wholly hereditary, and magi do not always produce children. In these cases, a child possessing magic circuits is adopted into the family. A major reason for the unilinealism of magecraft is that magic crests cannot be duplicated. The sole heir inherits all of the family’s magecraft.

    •Magic circuit
    Magic circuits are the pseudo nerves that a magus has inside himself. These are paths that generate magic energy and access the magic foundation engraved in the world. Magi make magic energy with the magic circuits and use the magic energy to run the magic foundation and thus put magery into effect. To do either of these, the magic circuits are necessary.

    As suggested by the description pseudo nerves, these are split into cores and lines joining these together and are spread throughout the body.

    The number of magic circuits are fixed at birth and the number won't increase by other than external factors.

    •Magic crest
    The product of stamping the anchored mystery that a magus had spent his entire life building up. Can be said to be mystical inheritance that defines the magus line as a magus line. While the inheritor is young, it is necessary to implant this little at a time while at the same time having the body adjust to the magic crest by medicine and rituals. The magic association also has technology for extracting just the magic crest from the body and storing it.

    •Magus alignment
    What determines what kind of attributes a magus' magic is going to be likely to have, or what kind of magic the magus is going to have good chemistry with, is going to be the element aligned with the magus.
    In addition to the five great elements of earth, water, fire, wind, and sky, there's the imaginary elements of Hollow and Nothing, for a number of seven.
    Some of the five elements will differ according to the school of magic. A famous one is a style in which the five great elements are formed from wood, fire, soil, metal,and water.
    Basically, one magus has one alignment, but sometimes there are magi with two alignments (like fire and earth, wind and water) and there are also those called "Average Ones" who have all the five great elements.

    Matou Sakura normally would have been a holder of the imaginary element of Emptiness. However, through her magic training, hers had been changed to the water alignment of the Matou line, so she couldn't exhibit her true talent.

    Normal alignments
    Elements
    Explanation
    Five great elements Earth One of the two alignments of Kiritsugu. Kiritsugu exhibited his attribute of combining and used magic which combined the wounds of an enemy in a different form than normal, and made them unhealable.
    Five great elements Water The alignment that the Matou magi have had for generations. Matou exhibit the attribute of absorption and have passed it on. Sakura's alignment changed from Emptiness to water.
    Five great elements Fire The alignment of Tokiomi and also one of the two alignments of Kiritsugu. It is the symbol of life and death and has good chemistry with destructive magic.
    Five great elements Wind One of the two alignments of Kayneth Elmelloi Archibold. There are few magi with wind as an alignment
    Five great elements Sky An element which makes up celestial bodies that is newly added as a fifth element to the four great elements of earth, water, fire, and wind. This is, in other words, Ether.
    Imaginary Elements Hollow The alignment that Sakura was born with. Defined, in magery, as that "which is possible but is not in the physical plane". Also called imaginary numbers.
    Imaginary Elements Nothingness Like Hollow, the alignment of an imaginary element. In magery, defined as that "which is not possible, but materializes". Has a different meaning that the "nothing" of physics and math.

    •The absoluteness called Origin
    If alignment determines the root of one's magic, then even deeper than that, is the origin which determined the root of one's existence. The origin is not only for magi, but is the orientation that all things are born with and it's existence itself is thought absolutely necessary.
    Those magi with an origin that is strongly expressed outwardly are sometimes removed from the normal alignments and there are times that the origin itself becomes the alignment. Most of those magi exhibit their talents as extreme specialists.
    Because of that, it's said that they can reach higher grounds than normal magi.

    Shiroubw

    Shirou Emiya's origin is "Sword" and his alignment as a Magus is also "Sword". He is unable to use magic of the five great elements with precision because he doesn't have any of them as an alignment, but it does allow for the manifestation of "Unlimited Blade Works."


    •Noble Colors
    Of the alignments, wind is called "noble" and fire is "normal". By the way, the term "Noble Colors" is used to refer to special and innate things where he workings of the magic circuit are close to the movements of a celestial body (normally they're closer to the movements of the crust), and is innate and special.
    Noble Colors are often used to refer to mystic eyes, and Rider's petrifying mystic eyes are also a noble color.

    魔術師
    魔術師たちの日常は、 その大半が“研究”で 占められている。 研究以外で魔術を使う者は少 数派であり、 例えば魔術を使用して労働を行い、 その対価として賃金を得ている魔術師は少ない。 研究対象ではなく、 ツールとして魔術を使う者 (例えば魔術を使う暗殺者) は "魔術使い " と呼 ばれ、魔術師からは軽蔑の視線を向けられる。
    また、魔術師だからといって日常生活で魔術 を使う者は少ない。 日常の用を足す手段に魔術 はコストが高いということもあるが、 何より、 神秘の秘匿"のためである。 魔術協会は魔術 が世間に知られることを極端に戒めており、 目 立つ魔術の使い方をすると、 粛清される。
    魔術師は、基本的に親から子へと一子相伝で 自分たちの魔術と研究を受け継いでいく。 この ような家を "魔術師の家系”と呼ぶ。 後継者以 外の子には親が魔術師であることすらも教えな い。 ただし、魔術回路は100%遺伝する訳では なく、魔術師が子をなせないということもあり得 る。その場合、魔術回路を持つ子供を養子にし て家を存続させるのだ。 魔術が一子相伝である 理由は、魔術刻印が複製できないことが大きな 原因である。 選ばれた後継者ひとりだけが、そ の家のすべての魔術を受け継ぐことになる。

    •魔術回路
    魔術回路とは、魔術師が体内に持つ擬似神経 のことである。 主な機能はふたつ。 魔力の生成と、 世界に刻まれた魔術基盤にアクセスする路だ。 魔術師は魔術回路で魔力を作り、 魔力を使って 魔術基盤を動かすことで、魔術を行使する。 その どちらにも魔術回路は必要になる。
    擬似神経といわれる通り、核とそれをつなぐ ラインに分かれて体内に張り巡らされている。 魔術回路は生まれながらに本数が決まってお り、外的な要因以外で増えることはない。
    衛宮士郎が思い描く魔術回路のイメージ。 魔術回路 はオンオフを切り換えることができ、 オンにするためのス イッチは、魔術師によって異なる。

    •魔術刻印
    魔術師が生涯をかけて鍛え上げ固定化した 神秘を刻印化したもの。 魔術師の家系を魔術 師の家系たらしめている、 魔術的な遺産とも いえる。 後継者が幼いうちから少しずつ時間を かけて移植していき、 同時に薬品や儀式で魔 術刻印に身体を徐々に慣らしていく必要がある。 魔術協会には肉体から魔術刻印だけを抜き 出して保存する技術も存在している。

    •魔術師の属性
    魔術師が使用する魔術がどのような特性を持 ちやすいか、魔術師がどのような魔術と相性が よいかを決定する 魔術師本人に属する要素。 地、水、火、 風 空の五大元素に、 架空元 素の虚と無を加えた7種がある。 五大元素は魔術 の流派によって一部種類が異なる。 有名なもの は、木、火、土、金、水で五大元素と成す流派。 基本的に魔術師はひとりがひとつの属性を持 つが、なかには二重属性と呼ばれるふたつの属性 (例えば火と土、水と風など) を持つ魔術師や、 五大元素属性すべてを併せ持つ"アベレージ・ワ ン"と呼ばれる魔術師も存在する。
    間桐桜は本来、 架空元素・虚の属性だった。しかし魔術 の訓練を通じて、 間桐家が属する水の属性に変えられてい たため、本来の才能を発揮できなかった。

    一般的な属性

    Normal alignments
    Elements
    Explanation
    五大元素 衛宮切嗣の二重属性のひとつ。 切嗣は結合地の特性を発揮させ、敵の傷を本来とは違う形に結合し、治癒不可能にする魔術を用いた。
    五大元素 間桐家の魔術師が代々持つ属性。 間桐は 水 吸収の特性を発揮させ、伝えている。桜は元々 の虚から水へと属性を変えられた。
    五大元素 遠坂時臣の属性であり、 衛宮切嗣の二重 火属性のひとつでもある。生命や死の象徴とさ れ、 破壊的な魔術との相性がよい。
    五大元素 ケイネス・エルメロイ・アーチボルトの二重 属性のひとつでもある。 風を属性とする魔術 師は人数が少なく、 希少な存在である。
    五大元素 地、水、火、 風の四大元素に、 天体を構 成する第5の元素として新たに加わった元素。 つまりはエーテルのことである。
    架空元素 間桐桜が生まれつき持っていた属性 魔術 においてはあり得るが、 物質界にないもの" と定義される。 虚数と呼ばれることもある。
    架空元素 虚と同じく架空元素の属性。 魔術において はあり得ないが、 物質化するもの”と定義さ れる。物理学や数学の"無 "とは意味が異なる。


    •起源という絶対
    属性が魔術の根本を規定する要素であれば、 それよりさらに深い、 存在の根本を規定する ものが起源だ。 起源は魔術師だけでなく、 あらゆる存在が持つ生まれ持った方向性であ り、存在そのものが不可分と考えられている。 "起源”が強く表に出ている魔術師は、時に 通常の属性から外れ、 起源そのものが属性と なっている場合がある。 そのような魔術師の多 くが、突出した専門家としての才能を発揮する。 それゆえに、一般的な魔術師よりも、より高 い境地へと達することができるとされている。

    Shiroubw

    衛宮士郎の起源は " 剣 " であり、 魔術師としての属 性も"剣"になる。 属性として五大元素を持たないため、 五大元素を使用する魔術が苦手。 その代わり、固有結 界”無限の剣製"を発現できる。


    •ノウブルとノーマル
    属性のうち、 風は"ノウブル"、 火はノーマル"と 呼ばれる。 ちなみに"ノウブルカラー"といった場 合、その魔術回路の働きが天体運営に近く(通常 は地殻流動に近い)、 先天的で特殊なものである ことを示す言葉になる。 ノウブルカラーは主に魔 眼を指して使われることが多く、ライダーの石化の 魔眼もノウブルカラーである。

  41. [v] Kara no Kyoukai - Chapter 5: “Paradox Spiral” Movies Q & A Pamphlets
    Q: What’s that red loser Cornelius Alba’s origin?

    Q: What’s that red loser Cornelius Alba’s origin? <Miya Jōsōji>

    Takeuchi: Everybody loves Alba! Of course, his origin is chocola- *PUNCHED*
    Nasu: The socially-awkward mushroom is going to answer this one seriously, it’s “Refutation”.

    Q. アルバの起源は何?

    :反証。

  42. 42.0 42.1
    Kara no Kyoukai Paradox Spiral /10

    "I failed 2 years ago. That person was too different. What was needed were those who had diverged from the same 'Origin'.
    That's right. Be happy, Ryougi Shiki. Those two were sacrifices that I prepared for you."

    「二年前は失敗した。ヤツは正反対すぎた。必要だったのは同じ “起源”を持ちながら別れた者達だったのだ。
    そうだ、悦べ両儀式。あの二人はおまえの為だけに用意した生贄だ」

  43. Fate/Prototype: Fragments of Sky Silver Volume 4: Dear My Hero Arc - Act 2 Part 3
  44. Fate/complete material II Character material. pg.16: 架空元素を起源とする冬木市の管理者
  45. Fate/stay night: Heaven's Feel Route - Day 14 Sacrilege - Sisters(VI)
    Rin realizes that the attacks are not from the black shadow, but a Magecraft Sakura possessess. The Magecraft of Matou is to bind others. But Sakura is originally from the Tohsaka family --- a shadow-user with an Origin of the Imaginary Element, Imaginary Numbers. Matou Sakura is able to embody the black shadow to that degree because she has both attibutes ---!
  46. [v] Kara no Kyoukai - Chapter 6: “Oblivion Recorder” Movies Q & A Pamphlets
    Q: What is Kurogiri Satsuki’s origin?

    Q: What is Kurogiri Satsuki’s origin? <Mafty>

    Nasu: Nostalgia.
    Takeuchi: You can’t return to the forest of cats.
    Nasu: Ah, good one. But if we’re bringing up Taniyama Hiroko, I’d have to recommend “elfin”.

    Q:玄霧皐月の起源は何?

    奈須: 望郷

  47. [v] Fate/complete material III: World material - FAQ with Nasu: Noble Phantasms, p.134

    Q: What is the limit of replication in UBW?

    Q: What is the limit of replication in UBW? The highest level of NP (sword types) is probably Ea, but while it might be impossible for Shirou, could Archer make it? Also, under the meaning of weapons, to what extent can he make modern weapons? Must it be only blade types or can he make guns and mobile weapons?

    A: Divine constructs like Ea and Excalibur are non-replicable. There might be some degraded NPs with similar performance in stock though. Also, since sword is becoming his origin, the weapons that he has stored are fundamentally limited to close combat.

    Q:"無限の剣製(アンリミテッドブレイドワークス)"における複製の限界はどのあたりでしょうか? 宝具(剣系)の最上位はおそらく乖離剣(エア)だと思いますが、士郎では無理でもアーチャーなら複製可能でしょうか? そして武器という意味では、現代兵器はどの程度まで複製可能でしょうか?刀剣類までなのか、銃や機動兵器なども可能なのでしょうか?

    A:"乖離剣(エア)"、"約束された勝利の剣(エクスカリバー)"といった神造兵器の複製は不可です。似たような性能の、型落ち宝具ならいくつが貯蔵があるかもですが。また、剣が彼の起源になりつつあるので收められる武器は基本、白兵戦縛りになります。

  48. [v] Fate/side material - Encyclopedia: Noble Colour [Others], p.068 [T]

    Noble Colour [Others]
    A name for inborn special talents, used within the Association.
    Primarily used in reference to those who possess mystic eyes. For instance, the mystic eyes of Tsukihime's Shiki are an example of a Noble Color.
    Rider's mystic eyes of petrification fall under the classification of "Jewel", which exceeds even the "Gold" possessed by the highest class of bloodsucker.
    Further, beyond Jewel lies "Rainbow". These ultimate mystic eyes, which blend and mix all seven colors of the rainbow like a kaleidoscope, are considered to be the mark of the King of the Moon.

    ノウブルカラー【その他】
    魔術協会において、もって生まれた特殊な資質の事をこう呼ぶ。
    おもに魔眼持ちに使われる。月姫の志貴の魔眼もノウブルカラー。
    ライダーの石化の魔眼は最上級の吸血種が持つという“黄金”の更に上をいく“宝石”。
    この宝石の更に上にあるのが“虹”万華鏡の知く七色が混同したモノで、月の王さまの証とされるとか。

  49. Lord El-Melloi II Case Files Volume 4: case. Mystic Eyes collection train (Upper) - Chapter 2 Part 3
  50. Fate/Grand Order - Arcueid Bond 3 Voice Line
  51. 51.0 51.1 51.2
    [v] The Adventures of Lord El-Melloi II First material - Terminology: KeyPoint 04: Philosophy Magecraft, p.005

    Philosophy Magecraft
    For the Clock Tower in the Occident, there is the Luo-Xuan Guan in the Orient. Philosophy Magecraft is the main magecraft employed by this Luo-Xuan Guan, spread from Asia to the Middle East.
    Unlike the Clock Tower's Western Magecraft, this one doesn't employ Magecraft Foundations. Instead, it's utilized by connection to a giant Greater Mystic Code fused with planet Earth, the Philosophy Foundation - sort of a pseudo-Root.
    The currently distributed Philosophy Keys enable access to restricted territories of this Philosophy Foundation.
    Philosophy Keys are passed down from teacher to student, and inheriting a Philosophy Key essentially means shouldering a part of the world.
    It's worth special mention that the Philosophy Key leading back to the founders are said to enable connection the Privileged Domains.

    思想魔術
    ―西洋に時計塔あらば、東洋に螺旋館あり。主にアジアから中東にかけて広がった、この螺旋館で主流となる魔術。
    時計塔の西洋魔術と異なり、魔術基盤ではなく、地球と融合した巨大礼装・思相平ある種の擬似根源と繋がる事によって行使される。
    現代に伝わる思鍵紋は、この思想で制限されている領域への接続を可能とする。
    思想鍵紋は師から弟子へ引き継がれるものであり、思想鍵を引き継ぐということは、すなわち世界の一部を背負うことに等しい。
    とりわけ、始祖に連なるような思想鍵紋は、 特権領域への接続を可能にするという。

  52. 52.0 52.1 The Adventures of Lord El-Melloi II Volume 2: The Devil of the Wandering Sea (Upper) - Chapter 2
  53. The Adventures of Lord El-Melloi II Volume 1: The Man Who Devoured God - Prologue
  54. 54.0 54.1 54.2
    [v] TYPE-MOON BOOKS material -The Adventures of Lord El-Melloi II Glossary: Thought Key [Magecraft/Other], p.023-024

    Thought Key [Magecraft/Other]
    Thought Magecraft’s version of a Magic Crest.
    They are access rights to a vessel—the Thought Foundation.
    They are passed down from teacher to student, and unlike Magic Crests, aren’t restricted to families and bloodlines. The magecraft inscribed in this Key is like marks painted in a bowl. The bowl remains unchanged but is observed differently depending on what’s painted on it. Long story short, the whole world can be deceived by this. Just watch out for when the world retaliates.

    However, inheriting a Key means constantly taking influence from the “bowl”. One who inherits a top-class Key and succeeds at fully drawing out its abilities is called a Tianxian and is past halfway through a process of fusing with the world. Those who managed to reach this point gain a level of influence somewhat similar to that of a Ghost Liner, but at the same time, struggle to maintain the self-identity necessary to brandish their powers.
    Side note: It’s possible to access the Thought Foundation without a Key, but the usable magecraft is limited to the basic spells (It’s still possible to achieve advanced spells by compiling basic spells together). The access rights provided by the Keys are to a form of privileged domain. This is similar to how the spells contained in a Magic Crest are, almost without exception, secret arts directly connected to one’s family.

    思想鍵紋(しそうけんもん)【魔術/その他】
    思想魔術における魔術刻印。
    これは「器」――思想盤に対するアクセス権である。
    師から弟子に受け継がれるものであり、魔術刻印と違って、血や家系に固定されない。この鍵紋に刻まれた魔術は、たとえば器に絵付けするようなものだ。器そのものは変わらないが、その絵付けによって観測は変わってしまう。つまるところ、世界をまるごと騙してしまうことになる。しっぺがえしは世界から食らうことになるのでご注意。
    ただし、鍵紋を引き継いだからには、常に「器」から影響を受けることとなる。
    最上位の鍵紋を引き継ぎ、その能力を完全に引き出すに至った者はいわゆる天仙であり、半ば世界と融合しつつある状態となる。ここまで至ったものはある意味境界記録帯(ゴーストライナー)にも比肩する影響力を持つことになるが、同時にその力を振るうだけの自我を保つことは難しくなる。
    なお鍵紋がなくても、思想盤へのアクセスは可能だが、使用可能な魔術は基本的な術式に限定される(基本を積み重ねて高度な術式に至ること自体は可能)。鍵紋によるアクセス権はある種の特殊領域へのものだ。これは魔術刻印による術式が、ほぼ例外なく家門の秘奥に直結していることと似ている。

  55. 55.0 55.1 55.2
    [v] TYPE-MOON BOOKS material -The Adventures of Lord El-Melloi II Glossary: Thought Foundation [Mystic Code], p.024

    Thought Foundation [Mystic Code]
    The concept which composes the crux of Thought Magecraft. Called “the Disc” for short.
    It’s an ultra-giant Mystic Code fused with Earth, and can also be considered the simulation of an artificial deity, or in a sense, an artificial Root. Users of Though Magecraft are connected to the Thought Foundation from beginning to end and use it as the medium to activate their magecraft.
    Therefore, the goal in Thought Magecraft is not to reach the Root, but to make this Disc reach the Root’s level of accuracy. Although that act is akin to attempting to fix a long broken plate without having all the missing parts…
    Now, despite the name “Disc,” it is somewhat like a path and somewhat like one of those particle accelerators from modern science. It’s the cloud computing of thoughts humans can’t fully utilize, but this Disc does more than only collect the thoughts, it accelerates the thoughts nonstop, and continues to expand to this day… or it’s watching the fantasy where it continued to expand (The changes to magecraft at the end of the Age of Gods reached everyone equally, including Thought Magecraft, and that brought about major losses and minor benefits).

    思想盤【礼装】
    思想魔術の根幹をなす概念。単に、「盤」とも呼ばれる。
    地球と融合した超巨大礼装であり、擬似的な人工神性、ある意味で人工根源と言ってもよい。思想魔術の使い手は、余さずこの思想盤とつながっており、これを介することによって魔術を発動する。
    ゆえに、思想魔術は根源に至るのではなく、この盤の精度を根源に至らせることこそを目的とする。もっとも、それははるか昔に砕けた皿を、足りないパーツのまま修復するような行為なのだが……。
    なお、盤と表記しているが、ある意味で「道」であり、ある意味では現代科学における「加速器」である。人間の使い切れていない思考を使ったクラウドコンピューティングであるが、この盤はそうした思考を蓄積するだけではなく、常に加速し続け、現代においても発展を遂げ続けている……あるいは発展している、という幻想を見ている(神代の終了による魔術の変化は、思想魔術にも平等に訪れたが、これは多大な喪失と、わずかな恩恵をもたらしたのである)。

  56. 56.0 56.1 56.2 56.3 The Adventures of Lord El-Melloi II Volume 3: The Devil of the Wandering Sea (Lower) - Chapter 3
  57. Fate/Grand Order - Taigong Wang's profile translated by ComunCoutinho
  58. [v] Fate/side material - Encyclopedia: The Mage's Association [Organization name], p.073 [T]

    The Mage's Association [Organization name]
    An organization created to protect those who seek to learn sorcery, regardless of nationality or field of study. (On paper, anyway.)
    Their mission is the management, concealment, and advancement of sorcery.
    In order to protect themselves from that which would threaten them (be it the Church, rival organizations of magi, or the monstrosities that punish humans who break taboos), they accumulated military might.
    In order to further the advancement (degeneration) of sorcery, they built research facilities.
    And, in order to deter crimes committed with sorcery, they created laws.
    Their headquarters is located in London, and goes by the unofficial name of "The Clock Tower".
    It seems that in the beginning the Association was divided into three great branches, including the original associations that predate the Clock Tower. That is, the "Giant's Pit" of Egypt, and a cluster of associations based in northern Europe called the "Sea of Estray". However, ever since the Clock Tower became the headquarters, mingling between the branches has been on the decline.
    Also, they are fundamentally incompatible with the sorcery foundation of the Middle East and the ideological sorcery of mainland China, and the three groups are currently feigning nonaggression.

    魔術協会【組織名】
    国籍・ジャンルを問わず、魔術を学ぶ者たちによって作られた自衛団体。(無論、名目上ではある)
    魔術を管理し、隠匿し、その発展を使命とする。
    自らを脅かすモノたち(教会、自分たち以外の魔術団体、禁忌に触れる人間を罚する怪異)から身を守る為に武力を持ち、
    魔術の更なる発展(衰退ともいう)の為、研究機関を持ち、魔術による犯罪を抑止する為の法律を敷く。
    本部はイギリスのロンドンにあり、“時計塔”の異名を持つ。
    始まりは三大の部門に分かれていたらしく、エジプトの“巨人の穴仓”,北欧に根を張る複合協会“访律海”と呼ばれる原協会もあるが、時計塔が本部になってからは交流が廃れる一方だとか。
    また、中东圏の魔術基盤、大陸の思想魔術とは相容れず、互いに不可侵を装っている。

  59. The Adventures of Lord El-Melloi II Volume 2: The Devil of the Wandering Sea (Upper) - Chapter 3
  60. [v] The Adventures of Lord El-Melloi II First material - Terminology: KeyPoint 05: Divine Body, p.005

    Divine Body
    Fragments of gods. Literal parts of what once were gods.
    Most of them withered, failing to withstand the mana drought of the Common Era, but there are a few rare fragments that retained their properties.
    Rumor says a form of magecraft in the Far East employs those.

    神慢
    神の破片。文字通り、かつて神であったモノの一部。ほとんどは西暦以降の魔力の薄さに耐えられず朽ちている
    のだが、稀にその性質を残したカケラが存在する。これを利用した施術が極東に はあるというが......

  61. 61.0 61.1
    [v] TYPE-MOON BOOKS material -The Adventures of Lord El-Melloi II Glossary: Japanese Magecraft [Magecraft], p.024

    Japanese Magecraft [Magecraft]
    In the magecraft used by the Clock Tower, the caster utilizes magecraft by first using their Magic Circuits to generate magical energy, then in most cases, connecting to magecraft foundations to lead them to spell formulae.
    In contrast, Japanese magecraft shares the first step of using their Magic Circuits to generate magical energy, but from there they don’t go into magecraft foundations or spell formulae. Instead, it functions by drawing Authority from their respective contractors, the god worshipped in their organization (in most instances, only a part of it, such as a piece of flesh).
    Consequently, the Clock Tower views their magecraft as a sham. After all, while what they do is minuscule in scope, it’s identical to magecraft from the Age of Gods—a completely backward process where they first use a god’s Authority to ensure a result, and then enlarge this result through a chant.
    They exploit a god, but how real their faith in their god is varies wildly from person to person.
    Incidentally, the idea of every member of the organization sharing a fragment of a god was inspired by the Thought Magecraft in the continent.

    日本の魔術【魔術】
    時計塔における魔術は、術者が魔術回路によって魔力を生み出し、多くは魔術基盤と接続することで魔術式とつながり、魔術を行使している。
    対して、日本の魔術は、魔術回路によって魔力を生み出すところまでは同じだが、魔術基盤や魔術式ではなく、それぞれが契約した「その組織が奉じている神」(ほとんどは肉片など一部のみ)から、権能を引き出すことによって成立している。
    その結果、時計塔から見れば、その魔術は極めてインチキくさい。なぜならば、彼らのやってることは規模こそ極小だが、やっていることは神代の魔術と同一――神の権能によって結果だけを確定してから、呪文によってその結果を拡大するという、あべこべな技法になっているからだ。
    神様を利用するが、実際に信仰しているかはまちまち。
    なお、神様のカケラを組織の全員で「共有」するという理念は、大陸の思想魔術の影響を受けている。

  62. The Adventures of Lord El-Melloi II Volume 2: The Devil of the Wandering Sea (Upper) - Chapter 2 Part 4
  63. The Adventures of Lord El-Melloi II Volume 3: The Devil of the Wandering Sea (Lower) - Chapter 2
  64. [v] TYPE-MOON BOOKS material -The Adventures of Lord El-Melloi II Glossary: Yakou [Organization], p.025

    Yakou [Organization]
    A Japanese magecraft force in possession of a Divine Body—a living fragment of a god.
    The number of people directly contracted to the Divine Body is slightly short of 100, but that only makes them the third biggest magecraft force in Japan at best.
    The name Yakou means “night eon.” In simpler terms, it Yakou signifies an endless night. And as this name suggests, their god’s nature is intimate with the Japanese underworld.
    To pay respect to their god, all members of the organization generally wear black, be it on a suit or a kimono.
    They had deep ties to gambling dens, and because there's little to no need to protect people from fiends in the modern day, managing the gambling houses now became their main activity.
    Although limited to a few locations, their Boundaries are extremely vast and they have powerful techniques that can be used only within their Bounded Field, thus giving them unparalleled defensive power.
    Incidentally, Japanese organizations never say the name of their gods without reason or use an alternative name known only within the organization. This is an attempt to prevent the deterioration of Mystery by not banalizing the name. The Four Demon Hunter Families of old were believed to have employed this same method.

    夜劫【組織】
    現存する神の破片――神體を持つ、日本の魔術勢力。
    神體と直接契約できる人数はやっと百人ほどだが、これでも日本の魔術勢力では三番目ほどの規模である。
    神の性質は、名前通り日本の冥界に通じたもの。夜劫とは終わらない夜の意味。
    その神に敬意を払い、構成員は基本的に、和服洋服を問わず黒衣に身を包んでいる。
    賭場と絡みが多く、現代にあっては、「魔」から人の世を守る必要性は薄いため、むしろ賭場管理がメインとなっている。
    場所を限定するが、その結界は極めて広域であり、かつ結界内でのみ使える術が強大なことから、守りについては無比の力を発揮する。
    なお、日本の組織において、みだりに神の名を出さない、もしくは組織だけの別名を使うようにしているのは「言挙げしない」ことによって摩耗していく神秘を保とうとしているためである。これはかつての退魔四家も同様の手段を用いていたと考えられる。

  65. [v] TYPE-MOON BOOKS material -The Adventures of Lord El-Melloi II Glossary: Divine Body [Magecraft/Other], p.023

    Divine Body [Magecraft/Other]
    Officially called Preserved God Bodypart. Fragments of a god.
    Those items had already appeared in other entries in several different forms, but The Adventures of Lord El-Melloi II was the one that gave them main focus. They deteriorate if neglected, but if utilized correctly, they can enable Age of Gods’ magecraft, otherwise impossible in the modern era. However, it’s extremely difficult to operate a Divine Body from a completely different mythology from your ancestry. The main reason why the Clock Tower ignores the eight Divine Bodies allegedly still functional in Japan is that even if they did obtain them, the idea that they could adequately operate them is implausible.

    神慢【魔術/その他】
    正式には、神臓鋳體。神のカケラ。
    他作品においても、さまざまな形で登場する代物だが、『ロード・エルメロイII世の冒険』においてはメインとして扱う。放置していれば摩耗してしまうが、適切に運用すれば現代では不可能な神代の魔術を成立させることすら可能。ただし、まったく系統の違う神體を運用することは困難を極める。日本に八つは現存するはずの神體を時計塔が放置しているのも、入手したところで自分たちに適切な運用は難しいと考えているためである。

  66. Tsukihime - Near Side: Arcueid's route - 3/ The Black Beast I
  67. Fate/Grand Order material III — Profile of Geronimo, translated by castor212 at Beast's Lair.
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