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Wizard Workshop

 Wizard Workshop
type
FeatureClass
 Wizard Workshop
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Wizard Workshop
 Wizard Workshop
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WizardWorkshop
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The traditional workspace of the Wizard Classic and the Witch Classic. These places are usually located up on the very topmost room of a Mage Tower (unlike the mad scientist counterpart, which is usually down in the castle basement instead), often with a peaked roof directly forming the ceiling. Otherwise, they will be found inside an isolated cottage deep in the wilderness. These are usually very messy and cluttered places, crammed with assorted tools of the arcane trade in teetering piles and messy clusters.
Common elements of such workshops include:
A small library's worth of literature, usually in the form of enormous leather-bound tomes (usually Spell Books) and reams of parchment scrolls, either stacked in teetering heaps or overloaded on groaning bookshelves.
Clusters of dribbly candles as the main form of illumination, rarely seeming to form a fire hazard with all those books and scrolls.
A human skull, often serving as a mount for the aforementioned candles.
Alembics, mixing bowls, mortars and pestles, retorts, and assorted alchemical apparati, usually filled with ominously bubbling or smoking liquids, due to the association of magic with alchemy. A Science Wizard's workshop might include ordinary laboratory equipment or extraordinary equipment for ordinary sciences.
A cast iron cauldron, filled to the brim with unnamable green brew.
Rows of dead things floating in jars of preservatives, usually either as curiosities or alchemical reagents. Bundles of dried herbs hanging from the ceiling are also common.
Lots and lots of cobwebs.
Telescopes, astrolabes, orreries, and other complicated astronomical accoutrements, usually made out of shiny brass, bronze, or copper.
A Crystal Ball, as well as assorted regular crystals.
A Familiar, usually an owl, toad, raven, or cat, and its nest or perch.
The occasional bit of anachronism, such as maps showing lands centuries away from discovery or a few pieces of modern technology.
And a stuffed alligator hanging from the ceiling.
Wizard's workshops often have powerful defenses. Sometimes these are a magical animal like a dragon, sometimes magic or mundane traps, sometimes both.
If the wizard practices Fantastic Science, their workspace might resemble an academic office or research facility, showing off their own research projects and the reference materials they've amassed. Hermetic Magic can require supplies of spell ingredients, ceremonial tools, or even specially prepared rooms. If owned by a witch specifically, the workshop will most likely have a Flying Broomstick stashed away somewhere.
The general concept at work here is to cram a magic-user's workplace with stuff as a way to show that they must have clearly accumulated a great deal of knowledge of and practice with exotic materials, strange instruments, and varied lore by putting all this stuff on clear visual display to the audience. This imagery also takes its cues from the popular image of the laboratories and offices of historic alchemists, which often did tailor their public-facing rooms to look like this in order to impress clientele.
Compare the Mad Scientist Laboratory, this trope's pulp and science fiction counterpart. Might be down the hall from a Magical Library. Contrast Wandering Wizard.
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DBTropes
 Wizard Workshop / int_12f6bcb
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The Crystal Maze: The second series has a wizard's lab for the murder mystery game in the Medieval Zone, with books, scrolls, a bubbling cauldron, glass bottles of coloured liquid, small locking boxes containing ingredients such as coal and gold, a stuffed raven, cobwebs.
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Mort: The workshop of Cutwell, a wizard of the second-rate variety, includes a variety of the usual decorations with the caveat that most of them are decidedly shabby, in disrepair, and otherwise indicative of his unimpressive status.
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Castlevania occasionally features these as stages, whether it be in Dracula's Castle or the castles of someone Dracula-adjacent. The Alchemy Lab from Castlevania: Symphony of the Night is probably the most well known example.
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The Belgariad: Belgarath the Sorcerer's tower is cluttered with seven thousand years' worth of scrolls, specimens, experimental equipment, and cobwebs. His greatest scholarly project is researching The Prophecy; he designed the other gear for projects to improve his understanding of the world, as sorcery is purely a Thought-Controlled Power.
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The Face in the Frost: Prospero's living room holds the usual paraphernalia of a practicing wizard, including a talking Magic Mirror and the inevitable skull that Prospero put there to remind himself of death (although it usually reminded him that he needed to go to the dentist).
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Bedknob and Broomstick (1943) by Mary Norton: The workroom of Miss Price the witch includes a zodiacal chart, a sheep's skull, a chocolate box full of dried mice, herbs both in dried bunches and growing in pots, and a small stuffed alligator hanging by wires from the ceiling. She admits that the latter doesn't serve any particular purpose and the habit's out of date, but she likes the way it looks.
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The Princess and the Frog: Dr. Facilier has a voodoo emporium where he does tarot readings, possess mystical objects he states he hasn't even tried, and contacts his "Friends" on the Other Side.
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Harry Potter: Some rooms in Hogwarts fit this trope, especially Dumbledore's office, which is full of mysterious magical instruments, relics such as the sword of Gryffindor, a vast number of books, and Fawkes the phoenix on his perch. Snape's dungeon is also full of cauldrons and animals in jars.
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The Dresden Files: The Blue-Collar Warlock Harry Dresden invests most of his funds into a low-budget version of this in the lab in his sub-basement, accumulating features like a high-security summoning circle, a Sympathetic Magic model of the city, and a stock of potion-making ingredients stored in rows of Tupperware boxes and assorted jars.
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Oblivion: The DLC "Wizard's Tower" naturally inserts one of these into the game for the player's use, known as Frostcrag Spire. It includes a garden full of alchemical ingredients, teleportation to any Mages Guild hall, Enchanting and Spellmaking altars, and an altar to summon an Atronach follower. Everything an aspiring wizard could need.
 Wizard Workshop / int_43f52aa9
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 The Elder Scrolls IV: Oblivion (Video Game)
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Discworld: The novels can't have a scene in a magic-user's residence without poking fun at this trope. Most common are jokes about how they all order identical décor out of a kit: pre-dribbled candles, dusty skulls (with optional raven on top), mysterious alchemical glass apparati (usually filled with green-dyed water and soap), and the sorcerer's equivalent of the Jacob's ladder, i.e. a stuffed alligator hanging from the ceiling.
The Light Fantastic (1986): A wizard's workshop is described as looking like the chaotic meeting of a taxidermy warehouse, a foundry, and a glassblower's shop.
Mort: The workshop of Cutwell, a wizard of the second-rate variety, includes a variety of the usual decorations with the caveat that most of them are decidedly shabby, in disrepair, and otherwise indicative of his unimpressive status.
Soul Music (1994): Quoth the Raven says that dribbly candles, "bubbling green stuff in bottles" and "the old stuffed alligator hanging from the ceiling" are key parts of wizardry. He scornfully adds that the wizards "get it all out of a catalogue. Believe me, it all comes in a big box."
A dealer in such accoutrements is encountered in the Tiffany Aching series, as well as a catalog marketing the witch's version: packaged cobwebs (with optional rubber spiders), icky bubbly goo for cauldrons, big ominous mirrors with a selection of frames, enough dopey Wicca-wannabee amulets to strangle a giraffe, etc. Boffo!
Wyrd Sisters: Reconstructed. Magrat is a sucker for this stuff, but the elder and more experienced witches Nanny Ogg and Granny Weatherwax think that it's all a waste of time, although maybe good for "headology" — i.e., for a combination of public image projection and deliberately instilled placebo effects that make up a good portion of a competent witch's repertory.
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The Little Mermaid: Ursula the sea witch has a glowing cauldron inside her home, which is inside the ribcage of some huge dead creature. Its entrance is guarded by serpentine creatures that try to snare intrudersnote which are actually her previous victims, with the implications they're trying to stop others from suffering their fate. She also has shelves of "ingredients", many of which have terrified eyes that look out through their clear vessels. Ursula's cauldron works its wicked magic twice: once to transform naive mermaid Ariel into a human girl, and another time to transform Ursula into The Vamp Vanessa.
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Final Fantasy XIV: Matoya is still a grumpy old woman living in a cave swept by magical brooms, but she's also attended to by a small legion of poroggos, frogs enchanted with sapience and significant magical power. Her cave also acts as the only point of access to the Antitower, a strange, upside-down castle that Sharlayan designed to delve into the aetherial sea and uncover its mysteries. Shadowbringers reveals that she has an additional workshop known as "Matoya's Relict", where she once created many familiars and wonders. You help her clear out the monsters infesting it to get it working again for the sake of mass-producing a cure for tempering.
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The Light Fantastic (1986): A wizard's workshop is described as looking like the chaotic meeting of a taxidermy warehouse, a foundry, and a glassblower's shop.
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Magic Kaito: Akako Koizumi has this in her creepy-looking mansion, which almost resembles the Evil Queen's from Snow White and the Seven Dwarfs.
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Märchen Forest: Mylne and the Forest Gift: Flamel's Journal 01 mentions a laboratory, and Alchemy Is Magic, so it's a magical laboratory, along with relics in the area being things like alembic distillers:
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 Märchen Forest: Mylne and the Forest Gift (Video Game)
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Skyrim:
In the major cities such as Whiterun, Solitude, Markarth, Riften and Windhelm, the local Court Mage will have a private room or area for them to conduct research, make alchemical potions and enchant items.
The Arch-Mage's Quarters in College of Winterhold is easily the most visually impressive Wizard Workshop in the game. An entire garden full of alchemical ingredients with an alchemy table ready for use. An enchanting table with multiple soul gems around the entire room to enchant or refuel enchanted items. It really is a workshop worthy of The Archmage. As an added bonus, the Arcanaeum (Wizard Library) is just one room away.
You can purchase an alchemy lab and enchanting station for almost every purchasable house, with associated furnishings like shelves and containers of ingredients, bookshelves, display racks, and a soul gem holder. Breezehome in Whiterun is the exception: you can only fit in an alchemy lab, and only if you don't use the space for a child's bedroom.
The DLC Hearthfire includes two options as tower additions to your house. The Alchemy Laboratory has fancy lab equipment and plenty of Eye of Newt stockpiles for potion-making, while the Enchanter's Tower has an Item Crafting altar and display cases for your creations. Academically-inclined characters can pair them with a library tower.
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 The Elder Scrolls V: Skyrim (Video Game)
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Inheritance Trilogy, by N. K. Jemisin:
The Hundred Thousand Kingdoms: The Empire's scrivener's lab is packed with esoteric experimental apparatus, Runic Magic supplies, and plenty of specimen cages, foreshadowing his overall disregard for life.
The Kingdom of Gods: In contrast, Deka's personal lab is stuffed with nothing but literature and writing supplies, as he's such a phenomenal scrivener that he's reinventing the divine Language of Magic.
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Neverwhere (1996): Lord Portico's study contains various leather-bound books, an astrolabe, mirrors, assorted scientific instruments, and a stuffed crocodile hanging from the ceiling.
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Kings Quest III Redux: Manannan's study hides a secret door to the basement, where his work room is. A spell book lies open on a large table, a pile of tomes is on the other side of it, and, on the other side of the room are shelves with bottles of ingredients.
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Snow White and the Seven Dwarfs: The Evil Queen bombastically descends a staircase down to her secret laboratory in her dungeon. Once inside, we see that she has tomes labelled "Black Arts, Black Magic, Alchemy, Sorcery, Poisons" on a shelf covered in cobwebs, glassware, and test tubes filled with bubbling liquids, and a raven familiar perched on a human skull.
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Tress of the Emerald Sea: Tress inherits a workshop after agreeing to become the sprouter for the Crow's Song. The room includes a bed, a small bath, and a worktable, as well as a series of drawers built into the wall that contain the spores that she uses for sprouting. What it doesn't include is any silver in the floorboards, meaning that she has to be careful with the spores because if any of them fall to the floor, and if she happens to spill any water on them, she has no way of immediately killing whatever sprouts from them.
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The Sword in the Stone: Merlin's cottage is filled with teetering stacks of books, alchemical devices of unclear purpose, an antiquated globe, a pair of mechanical wings on the wall, and a perch for his owl familiar. He later moves his entire collection of wizardly trappings to the top of the tallest tower of Sir Hector's castle.
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Wyrd Sisters: Reconstructed. Magrat is a sucker for this stuff, but the elder and more experienced witches Nanny Ogg and Granny Weatherwax think that it's all a waste of time, although maybe good for "headology" — i.e., for a combination of public image projection and deliberately instilled placebo effects that make up a good portion of a competent witch's repertory.
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Wizards: Avatar the wizard dwells in a tower atop a promontory. It has a balcony with a segmented telescope, while inside are several odd creatures in cages (they are transformed into a 50's jukebox when one gets loose and tries to bite Avatar). Also inside are an upholstered easy chair, an ornate full-size bed, and a peculiar table with restraints and a tilting mechanism. The captured assassin Nekron 99 is lashed to this table to allow Avatar to conduct a "brain reading".
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Doc Sidhe: Doc's lab in the Monarch Building is a combination of a Wizard Workshop and a Mad Scientist Laboratory, fitting the elves-in-the-1930s setting and the fact that Doc is a Deviser. ("Magic" is considered a primitive term in the setting and so isn't much used. Devisement is the science of mysticism while magic is the superstition.)
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Brave: The witch's hut contains a variety of magical implements, potions in bottles, her crow familiar, and a huge cauldron for mixing new potions. Her front door can also be used to switch to a room where she whittles wooden figurines because as she put it "Never conjure where you carve".
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The 7th Voyage of Sinbad: The wizard Sokura's lair, located in his castle in a cave on the island of Colossa and guarded by a fire-breathing dragon, contains alchemical equipment, manacles, a hanging skeleton (which he animates to fight Sinbad in the "Skeleton Duel" sequence), some weapons, a Crystal Ball, and the inevitable Apothecary Alligator.
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The Elder Scrolls:
Morrowind: The majority of the Great House Telvanni councilors have one in their magically grown mushroom Mage Towers. Included are alchemical equipment, soul gems, and, since the Telvanni care little for Imperial laws against the subject, human remains for Necromancy. Master Aryon's includes his notes translating the famous necromancy in-game book "N'Gasta! Kvata! Kvakis!", as well. Should you choose to join House Telvanni, you get to build (or "grow", as the case may be) your own stronghold in their style include an area clearly designed as a mage's study with tables, alchemical equipment and ingredients, and soul gems.
Oblivion: The DLC "Wizard's Tower" naturally inserts one of these into the game for the player's use, known as Frostcrag Spire. It includes a garden full of alchemical ingredients, teleportation to any Mages Guild hall, Enchanting and Spellmaking altars, and an altar to summon an Atronach follower. Everything an aspiring wizard could need.
Skyrim:
In the major cities such as Whiterun, Solitude, Markarth, Riften and Windhelm, the local Court Mage will have a private room or area for them to conduct research, make alchemical potions and enchant items.
The Arch-Mage's Quarters in College of Winterhold is easily the most visually impressive Wizard Workshop in the game. An entire garden full of alchemical ingredients with an alchemy table ready for use. An enchanting table with multiple soul gems around the entire room to enchant or refuel enchanted items. It really is a workshop worthy of The Archmage. As an added bonus, the Arcanaeum (Wizard Library) is just one room away.
You can purchase an alchemy lab and enchanting station for almost every purchasable house, with associated furnishings like shelves and containers of ingredients, bookshelves, display racks, and a soul gem holder. Breezehome in Whiterun is the exception: you can only fit in an alchemy lab, and only if you don't use the space for a child's bedroom.
The DLC Hearthfire includes two options as tower additions to your house. The Alchemy Laboratory has fancy lab equipment and plenty of Eye of Newt stockpiles for potion-making, while the Enchanter's Tower has an Item Crafting altar and display cases for your creations. Academically-inclined characters can pair them with a library tower.
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Starfinder: The party's starship can be upgraded with an Arcane Laboratory that allows a Mystic or Technomancer character to craft magic items in half the normal time, or an Arcane Mortuary that strengthens any undead created in it.
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Final Fantasy:
Final Fantasy: You encounter the crotchety old wizard Matoya in the cave named after her, Matoya's Cave. It's littered with skulls on platforms, bookshelves filled with tomes, and magical brooms that keep the place as clean as a dank, old cave can be. It's here that Matoya brews potions and elixirs of great power, but she's been rendered blind by the dark elf Astos, who took her Crystal Eye. Once the Warriors of Light retrieve it, she'll use her facilities to create a potion capable of breaking the sleeping curse on the Prince of Elfheim.
Final Fantasy XIV: Matoya is still a grumpy old woman living in a cave swept by magical brooms, but she's also attended to by a small legion of poroggos, frogs enchanted with sapience and significant magical power. Her cave also acts as the only point of access to the Antitower, a strange, upside-down castle that Sharlayan designed to delve into the aetherial sea and uncover its mysteries. Shadowbringers reveals that she has an additional workshop known as "Matoya's Relict", where she once created many familiars and wonders. You help her clear out the monsters infesting it to get it working again for the sake of mass-producing a cure for tempering.
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The Magician's Nephew: Downplayed with Uncle Andrew's study, which is on the top floor of Digory's house, and is described as containing many books, a microscope, and of course, the magic rings. Uncle Andrew describes himself as a great scholar and magician.
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Morrowind: The majority of the Great House Telvanni councilors have one in their magically grown mushroom Mage Towers. Included are alchemical equipment, soul gems, and, since the Telvanni care little for Imperial laws against the subject, human remains for Necromancy. Master Aryon's includes his notes translating the famous necromancy in-game book "N'Gasta! Kvata! Kvakis!", as well. Should you choose to join House Telvanni, you get to build (or "grow", as the case may be) your own stronghold in their style include an area clearly designed as a mage's study with tables, alchemical equipment and ingredients, and soul gems.
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HeroQuest: Some of the furniture props portray this. The "sorcerer's table" has two candles and is covered with runes, and the "alchemists bench" has scales and bottles. Two large bookcases are often found in the room of a powerful mage. Skulls and rats can be fitted into these pieces of furniture.
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Unsounded: The Black Tongues are based in Juste, a secure Pocket Dimension where they've hacked the Background Magic Field. Full members have personal workshops within: Maur's is stocked with Item Crafting supplies and references, whereas Delicieu has loads of specimen cages for his obsession with pain and the Anatomy of the Soul.
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Final Fantasy: You encounter the crotchety old wizard Matoya in the cave named after her, Matoya's Cave. It's littered with skulls on platforms, bookshelves filled with tomes, and magical brooms that keep the place as clean as a dank, old cave can be. It's here that Matoya brews potions and elixirs of great power, but she's been rendered blind by the dark elf Astos, who took her Crystal Eye. Once the Warriors of Light retrieve it, she'll use her facilities to create a potion capable of breaking the sleeping curse on the Prince of Elfheim.
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Sword of the Rightful King (2003): Merlinnus and Morgause both have their magical workshops, bursting with magical writings and potion ingredients and, in Morgause’s tower, a Magic Cauldron and jars of preserved dead things.
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Nasuverse: In works like Fate/stay night and Kara no Kyoukai, magi are prone to building workshops to facilitate their magical research. The exact specifications vary based on the magus' field of study and resources but often include countermeasures and traps to punish trespassers who try to steal the work inside. Especially powerful magi, such as Caster-class Servants from the Age of Gods, can construct "Temples" that also offer them a Home Field Advantage.
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Vermintide II: The Mage Tower in "Tower of Treachery" contains an alchemy lab where you can improvise magic potions, an observatory for astrological work, and a storage area for animal specimens, along with a huge Magical Library and even stranger features.
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Soul Music (1994): Quoth the Raven says that dribbly candles, "bubbling green stuff in bottles" and "the old stuffed alligator hanging from the ceiling" are key parts of wizardry. He scornfully adds that the wizards "get it all out of a catalogue. Believe me, it all comes in a big box."
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Bloodstained: Ritual of the Night:
There are three Sorcery Labs in the castle:
The Oriental lab is Japanese-themed, with ninjas and torii.
The Secret lab has traps, like spikes and swinging axes, and is darkness-themed.
The Underground lab is poison-themed, and home to poison toads and poison-inflicting Sidhe.
Johannes establishes a field alchemy lab in the secured section of Arvantville.
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Mage: The Awakening: Given the setting's Post-Modern Magik, a Sanctum can be anything from a penthouse to a motor home. Mages can outfit them with useful features like a reference library, premade summoning circles, Haunted Fetters, and a personal Place of Power.
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The Bartimaeus Trilogy (2003): Deconstructed. The djinni Bartimaeus notes that the presence of stereotypical "wizardly" paraphernalia is a good indication that a mage is a second-rate poser trying to hide his incompetence behind spooky knickknacks that impress hoi polloi but don't have any practical use, whereas the truly powerful magicians favor a sleek, modern look.
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Ars Magica: Every mage needs a laboratory for long-term projects. They can be extensively customized to the mage's specializations and personal circumstances — the classic Mage Tower gives a boost to air magic, but other magi might include operating rooms, astrological apparatus, teaching theatres, Item Crafting showrooms, Pocket Dimensions, or just really good glassware, to say nothing of the concessions a mage might make to a sub-optimal location.
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BlazBlue: There have been a number of mentions of the mage characters having a workshop of their own and even having meetings there. Nine, Trinity, Relius Clover, and presumably even Clavis Alucard had his own workshopnote He needed to have built System No. XX and researched creating a spell for Time Travel somewhere. We see a glimpse of two workshops in the game and locating Nine's is a plot point in BlazBlue: Central Fiction.
Nine the Phantom: Her workshop is located inside Purgatorium. It's both where she researched the development and creation of Ars Magus and the Nox Nyctores.
Relius Clover: We only ever see a glimpse of his workshop, and it's when he activates his Astral Finish the Puppeteer's Altar, where he has each character restrained in a unique character-specific animation and then experiments on them offscreen, painfully. It's also where he decides to retreat to when he sees that he isn't going be the one to reshape the world into his own image.
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Kingdom Hearts: Beginning in Kingdom Hearts II, the sorcerer Yen Sid becomes a recurring character, and his study, named "the Sorcerer's Loft", a recurring location. It's a circular room at the top of his Mysterious Tower, with shelves filled with books and a table with a skull with a candle on it.
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The Spirit Ring, by Lois McMaster Bujold: The workshop of Abbot Monreale, a magician as well as an abbot and a bishop, includes a "dried and mummified crocodile" stuffed in a barrel, assorted books, papers, jars, bottles, and "mysterious little boxes with labels in Latin".
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Hollow Knight: The Soul Sanctum, a secluded area high in the spires of the City of Tears where scholarly bugs performed arcane experiments in the nature of the soul, is a complex of opulent rooms at the top of one of the City of Tears' many spires filled with bookshelves and vessels full of soul energy.
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Fighting Fantasy: The series often features Yaztromo, an old, eccentric wizard, whose tower doubles as a lab filled with his nifty inventions. It first appears in The Forest of Doom where you can purchase a number of magical items for your quest.
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The following is a list of statements referring to the current page from other pages.

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