Note: For the game called "Magic" by Geoff Fortytwo, see Magic (game).
- The Dreamhold (Andrew Plotkin; 2004; Z-code).
- Enchanter (Marc Blank and Dave Lebling; publisher Infocom; 1983; Z-code).
- Savoir-Faire (Emily Short; 2002; Z-code).
In IF, magic is usually presented as spells: defined magical effects controlled by an individual, with discrete results.
- Spells may be cast by the use of dedicated verbs, often unusual words such as GNUSTO or PLUGH. This is a common feature of Zorkian fantasy. Either the author should explain these in the ABOUT text, or they should be learnt over the course of gameplay.
- Various objects may have magical properties:
- Spell scrolls typically allow a spell to be cast once only.
- Magical wands and the like may be waved, pointed or aimed to cast spells.
- Manipulating magical machines is a very common IF activity. These generally work just like normal machines, except with more fantastic results.
- Virtually any inventory object may be magical, although clothing, weapons and treasure are particularly common.
- Magic may just be used as an extension of the player's body, with no special syntax; the player might use a spell to UNLOCK DOOR, for instance.
- Magic may lie in the proper arrangement of various spell components (see also alchemy).
- Summoning or creation magic, which (in theory) enables the player to produce any object out of thin air, has been tried in a few games, but tends to suffer heavily from combinatorial explosion.
- Like sufficiently advanced technology, magic can be used to justify virtually any world behaviour.
- The player will have to learn how the magic system works. This can be fun in itself if handled properly, but if bungled it can be confusing and frustrating.
- Broad-purpose magic effects can impose a very heavy coding burden. A sword enchanted to be a bit sharper isn't, for the purposes of coding, a great deal different from a normal sword; a player endowed with telepathy or control over atomic structure is going to cause a lot more problems.