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Magecraft (魔術, Majutsu?), or Thaumaturgy is the artificial reenactment of a Mystery, a miracle.[1]

Following the entry for Magic, Magecraft is the ability to reproduce what can be scientifically realized regardless of time and funds.[2] The limits of Magecraft have changed with time, as science evolved and sorceries from before became technically possible through science. However, modern Magecraft remains far inferior from that of the past, so much that someone like Medea, who comes from the Age of Gods when Magecraft was much more powerful, would seem like a sorcerer to the eyes of a modern magus, even though what she can do is not really Magic.

Magecraft that interfere with people’s mind do not need material compensation, but instead will take a toll on the user’s mind.

Thaumaturgy

Thaumaturgy 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 schools, 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 school 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 circuits. The greater the interference, the greater will be the amount of magical energy consumed.

Being originally magic, Thaumaturgy 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. Each school engraves their system of Thaumaturgical Theory into the world and uses the rules of that system to operate their spells. The efficiency of a system depends on how disseminated it is, as in the more people believe or use it. It is not uncommon for a system to not work properly when used outside its place of origin. In that regard, the teachings and holy words of the Church is the Thaumaturgical Theory with the greatest number of believers and effective area.

The main aim of the Magi’s academia is to make the impossible possible. If something cannot be achieved with modern Thaumaturgy, the magi research and develop their arts just for the sake of changing that. Powerful sorceries like High Thaumaturgy and Greater Rituals are ultimately challenges in order to reach the goal called Magic. After a certain point of development, differences between power and even between Magic and Thaumaturgy 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 tears. It is not the power behind them, but the concepts they work under.

The activation of magecraft from an established school requires following a strict set of protocol, one step of which is spellcasting. When compared to the application process of a document, the act of application, acceptance, review, and issuance, spellcasting is the application step of magecraft. It is mostly a convention when utilizing magecraft with a broad 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.

Although magecraft has died out as of the 2030s in the Fate/Extra world, wizards are able to utilize Code Casts both in the virtual world and real world. They also possess Magic Crests.[3]

Spellcasting (呪文詠唱, Jumon eishō?) 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 Grand Spells or Grand Rituals, and not to the individual are impossible for an individual to use under normal circumstances.[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 sorcery 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

Equivalent Exchange (等価交換, Tōka Kōkan?) – The primary rule of Thaumaturgy. In order to create something, another object must be given as a price. It may also involve modification to an existing object. The base of all Thaumaturgy 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 out entirely of images and might even not exist naturally anymore, will be eventually wiped out by the world for being in conflict with this rule.

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.

Reenactment

Reenactment (再現, Saigen?) – The basis behind Thaumaturgical Theory is to reenact the miracles, the supernatural phenomena.

Thaumaturgical Theory

Thaumaturgical Theory (魔術理論, Majutsu Riron?) – Thaumaturgical Theories or also Foundation (基盤, Kiban?) are Greater Rituals (大魔術式, Dai Majutsu Shiki?) that "engrave" a Thaumaturgical System (魔術系統, Majutsu Keitō?) upon the World ─ a body of preestablished rules, fomented per the faith of the populace; arbitrated and regulated by the Thaumaturgical School to which they belong. Commands dictated by Mages are submitted through their magical circuits to the System, which processes said commands and executes functions ("Programs").

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.

In any case, if faith in a mystery is widely disseminated, a relevant Thaumaturgical Theory gains robustness. For a Theory weak in faith, "the power that engraves" is similarly infirm, and in other nations where its mystery is wholly unknown, implementation of descendant magecraft fails. The Thaumaturgical Theory of the Church, in form of its Holy Sacraments, is the most widespread and well stabilized in the world.

Known Thaumaturgical Schools

  • Curses aren’t taught at the Mage's Association and they are far behind the schools of the Middle East on that subject.[6][7]
  • The Supreme Ultimate (太極図, 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.[8]
  • Alchemy – A school that focuses its studies around the flow of matter, most alchemists research on conversion of matter, but those of Atlas delve in the conversion of phenomena.
  • Kabbalah (カバラ, Kabara?), the Hebrew word for '"tradition", is a major Thaumaturgical School from Europe developed by Solomon ibn Gabirol. Solomon List of created golems as his specialty. Aoko Aozaki uses one of its ancient branches, the Notarikon. Other branches include the Temurah and Gematria, the latter which was the basis for the Numerology of Michael Roa Valdamjong.

Mechanisms

Resistance

Resistance (抗魔力, Kōmaryoku?), a power inherent of anyone with Magic Circuits, the capacity to resist spells which aim to control the target by the spiritual medium (those among the lines of sleep, paralysis and coercion). By circulating magical energy inside his 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, spell itself is not nullified. A spell that has already been completed and is manifesting its effects cannot be cancelled like this. Caster, 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 affects 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 Shinto practice of banishing evil spirits and other unnatural forces by just 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 Circuit. Those humans can reproduce greater mysteries than the magi without knowing anything about Thaumaturgy. When found while still on their childhood, they are treated as holy children or prodigies and usually take 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.

Elements

  • Full article: Elements.

A magus normally has the capacity to manipulate at least one of them. However, 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 either very selective houses or not be part of the Association at all. Cases of magus who possesses more than one Elemental Affinity, and even affinity to Compound Elements, are also known. Usually said individuals try to master spells that make use of more than one Element at the same time (ex: “liquid manipulation” through the use of Water and Wind Elements). Those capable of manipulating all five Elements receive the title of Average One and are highly valued by the Mage’s Association. Methods to change one’s Elemental Affinity exist, but they are very painful and dangerous.

The set of Elements that, according to the teachings of Magecraft schools, are the basic substances that shape the world: Fire, Water, Earth, Wind and Void (Ether) or Water, Fire, Earth, Wood and Metal. Fire is called normal and Wind is said to be noble. Additional elements include Light, Darkness/Shadow, and Quintessence.

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 from the inside of the Root that managed to stream out of the Source and take material form. The form it can take 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.[9]

Under the system of Magecraft, Origins are used to describe precise details about a magus, while Elemental Affinity indicates one’s general alignment.[10] 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 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 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."[11] Origins by characters:

Others

Colors

Various colors are associated with certain beings.

  • Silver (銀, Gin?) - Color of those under Shinto. They have yet to appear in any kind of form, but according to Nanaya Kiri there are a few of them in the Demon Hunter Organisation.
  • Gold (金, Kin?) - Color representative of the demonic. Arcueid Brunestud's eyes turns into this color. Also, Nero's eyes were depicted as golden.

Consecration

Consecration (聖別, Seibetsu?), is the process of identification of a person’s Elemental Affinity through the use of sage, tarot cards and personality tests.

Inversion Impulse

Inversion Impulse (反転衝動, Hanten Shōdō?) is a state of being where one's mind is overpowered by other factors of their body. With the case of half-breed humans with Oni blood, it is that their non-human blood, their instincts, overpower their human blood, their reason. Arcueid Brunestud can possibly fall into such a state from not eating. As her form of taking in nutrition is different from that of humans, her appetite is more akin to lust, and she rarely falls into it because she does not place much priority on it.

Noble Colors

Noble Colors System is a special classification system of the Mage's Association used to grade special abilities such as Sorcery Traits. The term "Noble Colors" 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.[11] In practice, however, it relates mostly with Mystic Eyes. Powerful 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.

Known Noble Colored Mystic Eyes

Sorcery Trait

Sorcery Trait (魔術特性, Majutsu Tokusei?) is a Thaumaturgy "special feature". The general term given to special abilities that are somewhat related to Magecraft. To a lineage of magi, their Sorcery Trait is a treasure as valuable as (or even more than) their Magic Crest. Although clan inherent Sorcery Traits are the more common kind, those that are unique and innate of a single individual are not unheard of. Mystic Eyes are considered a Sorcery Trait.

Known Sorcery Traits by characters and clans:

  • Edelfelt clan: Ore Scales (aka Sisters) – The capacity of effectively having two heirs to succeed their lineage and Thaumaturgical Crest.
  • Einzbern clan: Holy Grail, Wish-Granting – Spellcasting without possessing the knowledge of the spell itself; to skip the thaumaturgical process altogether and recreate miracles just through the use of magical energy. Still bound to the limitations of the Magic Circuits.
  • Fraga clan: Gods Holder (aka Tradition Carrier) – 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.
  • Kirei Kotomine: A nameless Sorcery Trait used for opening wounds that makes him fit for spiritual surgery.
  • Sakura Matou: Imaginary Numbers.

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. http://www.hobibox.net/download/hobirecords/fate-extra/Bloossom_Return3.mp3 Fate/Extra Blossom Return 3]
  4. [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。

  5. Fate/Grand Order official website - Story
  6. [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】

  7. [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。

  8. [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。

  9. [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。

  10. [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。

  11. 11.0 11.1
    [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。

  12. The Tsukihime Lab.
Magecraft
Concepts
Bounded FieldConceptual WeaponMagic (Second MagicThird MagicFifth Magic) • Magical Spells (AstromancyGradation AirFlash AirTuning) • Marble PhantasmMystic CodeMystic Eyes (Mystic Eyes of Death Perception) • PsychicReality Marble
Creatures
BicornCentaurDaemonDead ApostleDemonDemon BoarDivine SpiritDollDragonD'yavol TronFairyFamiliarGazerGiantGolemHomunculusHumanHydraLamiaMagicianMagusMixed-BloodOniOuter GodPhantasmal SpeciesSoul EaterSphinxSpiritsVampireUltimate OneTenguTrue AncestorWitchWizardXianYaga
Holy Grail War
Anti-HeroCatalystCommand SpellBlackeningGreater Holy Grail of FuyukiLesser Holy Grail of FuyukiHeroic SpiritHoly GrailIncarnationMasterMirror WorldOverseerNoble PhantasmParameter RulesSaint GraphServant (Class CardDemi-ServantGrand ServantHigh-ServantPseudo-ServantServant Universe) • Servant classesSkill
Organizations
Holy Church (Burial Agency (Remake)) • Chaldea Security OrganizationDemon Hunter OrganizationMage's Association (Clock TowerAtlasWandering Sea) • Spiral ManorSummit CourtThe Twenty-seven Dead Apostle Ancestors (Remake)
Terms
AdvantageAkashaAuthorityAnti-Purge DefenseCounter ForceIncantationsImmortalityElementsWorldWorld of MagecraftMagic CircuitMagical EnergyMagic CrestMagical WorkshopMysterySoulSpiritronStarlogResurrectionTextureTime TravelTradition ProtectionParallel WorldQuantum Time-LockUnderworld
Main works
Fate/Zero (AnimeMangaSound Drama) • Fate/stay night (Fate (AnimeManga) • Unlimited Blade Works (AnimeMovieManga) • Heaven's Feel (Movies(Presage FlowerLost ButterflySpring Song) Manga)) • Fate/hollow ataraxia (Manga)
Fate/Extra series
Fate/EXTRA (MangaLast EncoreRecord) • Fate/EXTRA CCC (Manga) • Fate/EXTRA CCC Fox TailFate/EXTELLAFate/EXTELLA LINK
Fate/Grand Order series
5th Anniversary "under the same sky"ArcadeChaldea Case FilesDuelFate/Grand Order (Anime (First OrderMoonlight/LostroomAbsolute Demonic Front: BabyloniaDivine Realm of the Round Table: CamelotGrand Temple of Time: Solomon) • Manga (Epic of Remnant (AgarthaSalemSE.RA.PHShimousaShinjuku) • mortalis:stellaturas réalta) • Stage Plays (Divine Realm of the Round Table: CamelotAbsolute Demonic Front: BabyloniaThe Grand Time Temple: Solomon)) • From LostbeltThe Heroic Spirit Food ChroniclesHeroic Spirit Lore ~Henry Jekyll/Hyde~Murder at the KogetsukanStrange Tales of Heroic Spirit Lore ~King of the Cavern, Edmond Dantès~A Study in the Dubious Meiho ManorVRWaltz in the MOONLIGHT/LOSTROOM
Other Works
The Adventures of Lord El-Melloi IIThe Case Files of Lord El-Melloi IIDominate Grail WarFate/Apocrypha (AnimeManga) • Fate/kaleid liner PRISMA☆ILLYA (Anime) • Fate/LabyrinthFate:Lost EinherjarFate/PrototypeFate/Prototype: Fragments of Sky SilverFate/RequiemFate/Samurai RemnantFate/strange Fake (MangaWhispers of Dawn) • Fate/type RedlineFate/unlimited codesFate/unpublished materialFate/Zero Next EncounterGarden of Avalon
Parody Works
Carnival Phantasm (TAKE MOON) • Fate/Grand CarnivalFate/Freedom OrderFate/GUDAGUDA OrderFate/KOHA-ACEFate/Grand Order Gutentag OmenFate/Grand Order Gutentag Omen AdiosFate/Grand Order: Medb・Medb・Medb! Shimo Aono WorksFate/Grand Order MyCraft LostbeltFate/Grand Order QuestFate/IxtellaFate/mahjong night: Holy Tile WarFate/Pixel WarsFate/school lifeFate/stay night Comic BattleFate/tiger colosseumFate/Zero BlackKoha-AceLearn with Manga! FGOTeach Us FGO! The Grand Order of Greats and LegendsToday's Menu for Emiya FamilyTYPE-MOON Academy Chibichuki!Fate/Grand Order: Heian HEROES Piyo WorksYokai PARADE Piyo Fate/Grand Order WorksYokai PARADE Piyo
Organizations
ArgonautsCaren SeriesChaldea Security OrganizationChurchCryptersClan CalatinEnforcement KnightFour FlushFour Heavenly KingsGerman Third Reich(Artificial Heroic Spirit Soldiers Held Krieger) • Godbreaker AllianceHassan-i-SabbahHeroic Spirit SwordmasterHornetImperial Japanese ArmyJapan's Three Great MonstersKnights of FiannaKnights of the Red BranchKnights of the Round Table(Lion KingLostbelt) • LōkapālaMachine GodMage's Association(Clock TowerAtlasWandering Sea) • Marble Trading CompanyNew Five Great MafiasNine Fox FoundationNine WorthiesOlympian SoldierOlympus Defense ForceSakura FiveShingon Tachikawa School(Eiten) • ShinsengumiTamamo NineThornTwelve OlympiansTwelve Paladins of CharlemagneWestern European PlutocracyZugzwang
Terms
Admirable Great TacticsAdvantageAge of GodsAhnenerbeBajiquanDivine ConstructDivine SpiritDragonDragon SmokeFuyuki CityGrand OrderHeroic SpiritHero of JusticeLostbelt KingMagecraftMagical GirlMasterMoon CellNight Wars of the British EmpireNoble PhantasmParameter RulesRound TableSaberfaceSaintServant(AlterClass CardDemiGrandHighLilyPseudoSantaServant Universe) • Servant UniverseSkillWild Hunt
Holy Grail Wars
FuyukiMoonTrue & FalseGreatAinsworthTokyoImperial"After"SubcategoryGrand Orders
Main works
TsukihimeTsukihime animeTsukihime PLUS-DISCKagetsu TohyaMelty BloodMelty Blood Re-ACTMelty Blood Act CadenzaMelty Blood Actress AgainHana no Miyako
Remake Works
Tsukihime -A piece of blue glass moon-Melty Blood: Type LuminaTsukihime -The other side of red garden-
Terms
AdvantageAge of GodsAhnenerbeBajiquanChurchDead ApostleDemonsDemon Hunter OrganizationFamiliarMagecraftMagical GirlMarble PhantasmMystic Eyes of Death PerceptionReality MarblePsychicTohnoTrue AncestorVampire
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