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 magecraft trait, will find herself afflicted by a chronic lack of money her entire life.
Also, magecrafts 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.

Fate/side material: Fate Encyclopedia
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A general term representing activities that artificially reenact 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.”

Garden of sinners Pamphlet: Kara no Kyoukai Settings Glossary
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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. Accordingly, magecrafts 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 magecrafts that can be executed using an individual's magical energy alone.
Also, magecrafts 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.

Tsukihime Dokuhon Plus Period: Tsukihime Dictionary Revised
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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. Accordingly, magecrafts 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.

MB Act Cadenza PS2 Manual: Tsukihime Dictionary