Magic in Roleplay: Specialization, Limits, and Balance

My own mage is much the same, feeling more interested in the legacy of the One Hundred than any Highborne ruin of old. She’s not Kirin Tor-trained either because they’re from Kul Tiras—at the height of their power, Kirin Tor held dominion over the northern mages, feeling it was their duty to install mages as advisors into the courts across the north to steer the politics towards (what they believed to be) peace. And in time that investment in politics bred corruption which resulted in Kel’Thuzad who felt they had lost their original purpose.

Lore yapping

They never held Stormwind due to geographic isolation, which led to the rise of the Mage Tower of Stormwind as its own institution, and by the time they tried to reach south, Medivh was blocking their influence. To this day the only Kirin Tor NPC in the Stormwind Tower is an Ambassador. Archmages of Stormwind also hold the immensely cool title of Conjurer-Lords.

Kul Tiras in turn was dominated by Sagehold, the monastery town where Tidesages engaged in research into the mysteries of the arcane and the spiritual alike. Jaina was supposed to go to Sagehold over Dalaran which Daelin vehemently did not allow at first until Katherine convinced him to let her go to Dalaran. Traveling abroad to study instead of staying home was a big political incident at the time.


To that end she feels more of a connect to the original One Hundred, in part because it’s rumoured one of her distant ancestors was among them, and she has a long term life goal of unlocking their grimoire which is warded insanely heavily with 13 wards, each progressively stronger than the last. I had a headcanon at one point that natural-born sorcerers are descended from the One Hundred—but then I did the math and there’d be about 60 billion humans alive today who are their direct blood descendants.

The ancestor paradox is a funny thing, and 3000 years is a really long time, even if the average human mage lives for 200 years according to The Last Guardian. I settled for 20,000 being a more reasonable number of living descendants. If you use the RPG population numbers (not canon, but bare with me) then that would mean about 1-2% of the population.

Also my mage is aware of Wayfaren :male_detective:

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This feels like one of those questions to provide a some OOC context to what comes below and why my character thinks how they do. For those who don’t care, i’ve spoilered that so you can get to the meat of the response.

Background OOC Context

Zyretha was in fact the first character I created (on another server, but an RP server nonetheless) sixteen years ago. I wasn’t an RPer at first and I was in fact, still in school.

As a result, when I began RPing her, I made a lot of the first character mistakes we all have. I made them way too powerful way too quickly. Their story and background could be fickle and I would run off rule of cool over what actually made sense. We’ve all done it sometime in our lives.

However, I never found myself wanting to remove myself from the character. They have a lot of connections, some still from those eariest years alive to this day. Retconning away large elements of the character couldn’t have really worked, especially once my original server hit its absolute last gasps and I transferred her to Argent Dawn. First via a copy, then I a few years back bit the bullet and paid to transfer her.

While in theory this could’ve given me a chance to reset the clock on some of her issues as a character, the slow transition and my own over-a-decade of getting older since then dramatically changed the way I played the character. They became the character I likely envisioned as a child via time with them.

With that large amount of context out of the way…

How does your character approach magic?

Zyretha approaches arcane like an idealist and reformist form of the Kirin Tor’s high ranking magi. (See Modera and other less ‘strict’ or politically motivated mage characters). She focuses on culture, study and sees Arcane magic as a mix of a fundamental set of structures and rules that the force itself places upon the caster and artistic expression of using those structures.

Zyretha approaches magic and teaches it (As some of the earlier responders know from experience!) in a similar way. She breaks down to base concepts within spells and attempts to ensure a caster knows general-purpose concepts before trying to combine them in complex ways.

She also does not see Arcane skill as purely a power game. A great mage to them is someone who understands their limits, skills and comforts. One who manages to take those factors and build up a unique expression of their background and preferences.

This leads on to the next topic…

Do they focus on a single discipline or dabble in multiple areas?

No. Having an Elven lifespan and principally being a researcher in magical history, culturual histories and how these intersect (Often involving a lot of headcanon interpretation or digging to try and work out how/why a race could cast how it does) she finds herself knowing a wide array of spells and concepts. She has learned a wide array of languages as cultures have come accessible to the Kirin Tor such as Pandaren or Zandali.

This drives her teaching methods as a result. She often finds herself knowing a huge breadth of techniques that do the same end goal (E.g. 10 different fireballs) but have different advantages and disadvantages, or may suit different people’s needs. For example, if someone struggles speaking Thalassian (the likely defacto language of many Kirin Tor spells) they may find a less linguistic focused tradition (E.g. runic or heavier somatic focused spellcasting traditions).

This means Zyretha often finds herself knowing many potential answers or the fundamental ideas that could be combined into the perfect answer for a given moment depending on the situation. Being an Archmage as well, she has a non-insignificant amount of traditional training behind that. When Dalaran still existed, much of her offscreen day jobs as a result were teaching advanced classes.

What drives their specialization (or lack thereof)?

Zyretha was (Context helpful here) written very much originally that didn’t really explain this. Some concepts have stuck, but much has been fixed subtly over time. Zyretha’s parents abandoned her in Dalaran rather than dealing with an unwanted child. As a result, she found herself in the orphanages there.

While she had Elven aptitude, Dalaran of the past was still a massively human nation surrounded by human nations. She felt like she had to learn to adapt and fit among the students, who would’ve seen her priveleged by her birth species, but she herself came from a very low upbringing, meaning she was likely coming from worse socio-economic starts than those peers who would be seeing her as priveleged.

This shaped along with her tutors a desire to learn rapidly - But not just the standard textbooks provided to the students, but to explore whatever else lied beyond. Be that her people’s homelands’ skills, the differences in tutoring the Stormwind or other Human kingdoms provided, Gnomish approaches, etc.

As with many people who try to widen their knowledge this much, it pushed her to also wanting to integrate and understand the cultures she was trying to glean the arcane traditions of. This cosmopolitan background drove them to try and weave as much of them together and allow students under her charge to discover spells or techniques to casting spells their standard textbooks would not provide.

How do you balance your magic user’s power level?

Simply put (context again!) younger me didn’t. And by the point it became too hard to undo I had hit a wall. However, I also realised what the character fit best for and my own personal preferences in RP. Its no secret I do a lot of hosting of events (public or otherwise) and have been one of the driving forces behind an RP hub via Zyretha.

This has often meant the balance has come with changing the characters’ role. While she may not be going out and doing heroic adventures herself anymore, she fits in well with (and I find myself highly content with) the mentor/questgiver/DM insert archetype.

This leads on to…

What limitations do you set to avoid making them feel all-powerful?

I try not to be an attendee of events much on Zyretha, unless I know expicitly the group will be fine with it in a private context (Usually by being invited specifically) or by the public event being of an appropriate nature to allow, or will already contain several other powerful characters. (The fall of Dalaran).

While this is a bit of a cop-out, given I am usually the host and not the attendee in general I find this to not be so bad of an issue. Zyretha’s wide array of skills and power means she can be useful for providing setup, travel and information to the players while acting in some nebulous “other” role.

The other main role is that they are principally a mentor now and focus on the remaining citizens of Dalaran who survive, not winning battles. Mentally they have been exhausted by personal losses and wider changes to the story over the last 16 years of playing them. This makes them an often unwilling combatant.

How do you engage in roleplay without always having the perfect solution?

One of the beautiful things I personally like about Wow’s magical systems are how open-ended they are. I can’t be perfect and can only suggest a good answer. Even on a powerful character, there are still things they won’t understand or won’t be able to handle. Nor should we.

Often this manifests best to me in the attitude that the character now takes. They can occasionally solve someone’s problems if there’s a dire need, but they have reached the point in their story where they find themselves most useful teaching someone the tools to try and build up an answer. Hence their focus on fundamental concepts.

Also, acknowledging my character does still have a few focus areas of spellcasting (transmutation school) rather than being an expert in all, I believe it best to always encourage a character who’s sole focus is that thing to be the sole focus. In character this means defferring to specialists by default, then adding in things they may not know due to their specialism.

Conclusion, because that’s a lot to read

While sticking to an originally bad character concept is probably unwise, one can shift the role of the character in a narrative accordingly. The implication of how powerful some characters are, but changes in personal needs and foci can salvage the mess.

Using an example from the time I made Zyretha, Iroh from ATLA is shown to still be an incredibly powerful character even to the end of the show. But that character’s focus and main traits aren’t that power and it isn’t used to solve problems for other characters unless absolutely necessary. He just wants to be a good uncle, teacher and drink tea.

Making your character too powerful is hard to undo, but changing their focuses and expanding to sharing that knowledge, power or skillset is key to making sure the character doesn’t just become a burden that spoils RP for those around them.

I’ve ommitted a ton here for (sort of) brevity but considering the amount of time i’ve played the character and the tangled mess I have made of their life, I am happy with the fact the character has ‘backed off’ and attempts to make others shine now where possible.

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This quite an interesting topic. Thanks for starting it, Acrona!

How does your character approach magic?
Thyasa rejects the notion that magic is any kind of science and fully embraces the artistic element of the Arcane. For her it is an art form, and while that means anyone could technically give it a try, some are just natural artists. In other words, there is a limit to what can be learned from others. Most of a mage’s skill comes from their own flexibility and style.

Because of that view, she is a very technical caster, with plenty of wand, hand and staff movements. She does not stick to predefined patterns, but easily alters certain components of her spellwork to achieve the desired effect. A downside to this is that she might take longer to complete longform spells (it’s easier to make a mistake and having to re-do part of the work), which could allow other spellcasters to reach to the same magical solution a bit faster. In the Lionheart she and Valis (they posted earlier in this thread), tend to complement each other’s spellwork because of this exact reason, which creates a more cooperative environment which allows multiple characters to contribute.

  • Do they focus on a single discipline or dabble in multiple areas?

Thyasa is an enchantress, but with how she experiences magic, it would not make too much sense for her to limit her reach in any way. She approaches most problems from her enchanting expertise, but she mostly ‘lets the magic guide her wherever needed’.

How do you balance your magic user’s power level?

Thyasa allows the environment to inspire her spellwork. She can create fireballs like the next mage, but she enjoys shaping the environment to defeat her opponents or to solve a problem. She’ll enchant weapons to fight for her, animate chains, statues or other objects to cooperate with her, etc. This type of environmental casting limits her on various occasions. If she can’t use her environment, she’ll resort to the aforementioned arcane bolts and fireballs, but those are more standard and she herself experiences less joy from that type of cut-and-dry spellcasting, precisely because it is so uninspired.

Another way in which her powerlevel is “limited” is her outright refusal to perform certain (menial) spells/tasks. She can be very stubborn at times.

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I can’t believe Thyasa thinks Valis is uninspired when he just decides to create a tactical nuke from his own mana instead of collapse a tower on someone. :frowning:

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I imagined something quite similar, and if nothing else, I imagine it would be very common among mages to claim ancestry to one of the original hundred as a sign of prestige, whether true or not. I applaud you for doing the math though…

The One Hundred loom quite large over all my mage-themed roleplay, the struggle of Wayfaren and his archrival, and the history of their elf-centric wizard cult is really just our headcanon to answer the question of why none of the original magi and their subsequent apprentices did not try to seize control over Arathor after being given such world-bending power, with no tradition and very little time to grasp the dangers and pitfalls of wielding magic. It always struck me that it should have shook up the established order far more than we are told. Maybe Thoradin could rein them in on account of being a legendary figure to whom they partly owed their new gifts, but his lesser barbarian heirs? Our answer is that some mages did try to seize the throne, but one hundred were simply too many mages to get to agree on anything, let alone usurp the crown, so there were always just enough to thwart these plots and cover it up—and that wizards have been meddling in politics, poisoning Arathor with secret warring and scheming long before the time of the Kirin Tor, until the empire splintered.

Maybe I’ve said too much then…

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Just as the One Hundred intended.

Myrddin’s views on magic are pretty complicated to talk about without proper context, so, I’ll talk about it a little.

As was taught to him, and as he believes, being a wizard involves far more than the mere ability to cast a spell. The great power they command is not some fancy conjuring of tricks to be thrown at every little perceived problem that might arise without thought or reason, and having greater mastery over the Arcane does not mean a greater wizard!

After all, whom is a greater wizard? Medivh, whose power alone might have outmatched plenty a number of the ancient mages of men, elves, and dwarves combined, who brought terrible calamity not just to Azeroth, but to the Draenorfolk alike; or a humble wizard of no name, no title, and no reputation teaching conjurations to a flock of apprentices by conjuring feasts for the displaced and orphaned amongst the parishes and charity homes of Stratholme? Would Azeroth not be a kinder place if their might was exchanged with that of the other?

And so…

Myrddin has no specialization, because he is a wizard first and foremost, with all that it entails for him. Not every problem can be fixed with a conjured ball of infernal flame, and nor can every problem be fixed with a conjured show of fireworks to raise the spirits of the locals.

Would he not be all the more powerful if he specialised in one of the many avenues of the Arcane Arts, however? Absolutely. In terms of raw power, he is middle of the pack amongst mages - but that does not matter to him. The greatness he seeks for is not measured in the violence with which your fireballs explode. Not anymore.

Magic is rarely a thing that can be accurately defined from top to bottom by the most powerful of adepts, and Myrddin isn’t among their number. He might know of conflicting theories and opinions. He might be misguided. He might be utterly helpless in a matter or two. Often, when I am unsure about whether he would be able to recall something or cast a particularly obscure spell, I leave it up to the gods of dice, and roll in-game, or in real life with some of my dice if I want it to be a sneakier kind of misguided misinformation.

Besides that, there is the matter of mana, and spellcasting time, preparation, and rituals. Myrddin will take his sweet time casting the most complex of his repertoire, and even require reagents or certain rituals to accomplish them - and that’s without accounting for effects some of those reagents might have!

Temporal confusion during chronomancy, easily overstimulated senses during and after extensive scrying, instant jet lag after long-range teleportation, all paired up with a good dash of mana exhaustion as a creature that can’t sleep through it, so, he’ll have to lie down on the floor while internally groaning for a few hours after particularly exhausting turn of events.

Not to mention, having good intentions in a world where your attempts to do so are met with reluctance at best, and seen as a declaration of war by things far more powerful than you could ever be at its worst has him dancing with death constantly. It is the reason why he died in the first place, during the Third War. Rather than escape like many others did, he stayed back and helped evacuate as many as he could, giving his life alongside countless others so that some of the ships departing towards Theramore could not be intercepted by the Scourge and the Burning Legion.

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How does your character approach magic?

Magic or insomuch as The Void, is viewed as the font from which all things come and all return to, one way or another. All magic is simply fractals and shards, corrupted, diluted, inverted from the Void. Other forms of magic are simply fuel or tools in his view.

  • Do they focus on a single discipline or dabble in multiple areas?

The Void is a gateway to many things, infinite one could say! Infinity itself is enough to make even the most open minds stall and stutter. Silus (this fella) is addicted to the knowledge and foresight the Void grants him. While its offensive power is considerable, he is not someone who seldom seeks a fight directly, and prefers to allow others to do it for him.

What drives their specialization (or lack thereof)?

Knowledge is the ultimate power, to know is to have an advantage. Even if such knowledge is cursed, incomprehensible or downright dangerous to your health to be aware of.

How do you balance your magic user’s power level?

I generally dispute the very notion someone needs to ‘balance’ their character. Slius is a very powerful character, in certain regards. I think most magic using characters have build in self-correcting mechanisms within the lore of the class they’re playing.

  • What limitations do you set to avoid making them feel all-powerful?

The Void grants visions of all possible outcomes, all conceivable potentiality. It is the observer / user’s training or lack of which helps them discern fallacy from fact. Silus does not always see the correct path, and that is fine. That is the Void’s way. To be an adherent to such power is to adapt.

Sometimes staring into the Void too much can have more effects than it just staring back into you, and not always for the better.

  • How do you engage in roleplay without always having the perfect solution?

Silus very rarely has the perfect solution. He has the effective solution which others will likely not enjoy pursuing. The path to power, to results and efficiency. Pragmatism if you will, does not care for particularities of morality after all.

The way I contend with conflicts is as aforementioned above - he seldom gets into situations where a ‘fight’ is required outright in the first place. Where it does happen, there is often a trade off for what he draws upon from his vast eldritch power.

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So, for context, my character is still an apprentice. I started playing her almost two years ago as someone who’d gotten into magic fairly recently, knowing a few basic spells. Her progress was very slow during the first year, because I only role-played her once every month or so, but it picked up a lot after I joined my current guild: people are always excited to teach their little group of interns, and also I just play her a lot more nowadays. My answers here have grown organically from there, and are still developing as time goes on.

How does your character approach magic?
- Do they focus on a single discipline or dabble in multiple areas?
So far I’ve stuck fairly close to the WotLK schools of magic. Technically Blitzle is mostly focused on a single discipline, but that discipline is Transmutation which has a lot of facets to it. So I generally feel like she specializes in multiple areas, namely a talent for both telemancy and chronomancy. She’s reasonably good at regular transmutation (turning things into other things), just okay at some of the other schools, and terrible at the rest. Some have just never really come up.

- What drives their specialization (or lack thereof)?
The two main specialities happened just because I think they’re neat. Teleportation is cool, Time magic is cool. In character, Blitzle just sort of has a knack for them, influenced a little bit by a magic item she obtained (stole). Teleportation especially ties in to what magic means to her: a sense of freedom and self-determination that she sorely lacked before getting to Dalaran. One day she hopes to be able to teleport wherever she wants, what’s more free than that?

A lot of her other skills (or lack thereof) came from rolls during teaching RP, which I then tried to make sense of after the fact. She tried to specialize in enchanting for a few months (because flying weapons are cool), but her rolls just wouldn’t back it up. I interpret it as her being so used to turning things into other things that it’s difficult to wrap her head around adding a layer of magic onto things while the thing itself stays the same. It’s too subtle a difference.

How do you balance your magic user’s power level?
- What limitations do you set to avoid making them feel all-powerful?
First of all, because of her relative lack of experience, Blitzle’s spells just lack oomph. She can toss a frostbolt or conjure an ice barrier, but they just don’t hit as well as those of a full-fledged mage do.

Second, there are a few schools that she just hasn’t studied much. Never tried much divination, conjuration, or illusion, so she’s pretty inflexible there. And while she casts a fair bit of evocation and abjuration (because DMs love to include combat in their events), it’s never come up much during her IC lessons, so she hasn’t developed much in those fields since I created her.

Then more specifically, she’s deathly afraid of fire, has never been able to create any of it, and I doubt she ever will.

Finally, I think she has some degree of aphantasia. This first came up during telemancy lessons, where she was really good (i.e. rolled really well) at teleporting to places she could see, but did much worse teleporting to places she couldn’t. Had trouble visualizing them. That stuck with me as she went on. She’s since learned to teleport to the mage quarters of different cities, where I like to imagine they have some kind of… sequence or pattern inscribed in a circle somewhere, unique to that place, and so very difficult to imagine wrong when she looks it up in her spellbook. But she’s never been able to teleport anywhere that isn’t specifically set up for it, even places she knows quite well.

It’s snuck into some of her other studies as well. She’s good at polymorphing but had a lot of trouble turning someone into a duck, because she’d never seen one and could hardly imagine them from illustrations alone. In the future, she’ll probably have trouble conjuring novel things as well, and will be terrible at illusions when she finally gets started with them.

- How do you engage in roleplay without always having the perfect solution?
She just doesn’t! :smiley: I keep track of the spells she’s learned, so if a spell isn’t on the list, she (usually) just can’t do it. For example, during the recent Undermine events she was part of a mage squad tasked with keeping civilians safe through shield magic. She could help out easily enough while others cast spells like that, but then the group split and she just… couldn’t. Didn’t know how. The best she could do was conjure an ice barrier around just herself, and stand in front of people. It led to a lot of frustration on her end!

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