A guide to Mage RP

"Because it's no mage RP if you can't go on for hours about the subtleties of a single spell and the differences in arcane technique and spellcraft between the mage races." - Edanna in an OOC conversation on Wizards' Council channel
==Mage Races==
===Draenei ===
"Cool space-goat magic"
===Blood Elves===
"Magic is an art"
===Gnomes===
"Magic is science"
===Humans===
"Magic is power"
Someone might think that Humans, having only a few decades to spend in studying the art of Arcane, would naturally make worse mages than Blood Elves or Gnomes. This presumption, however, is anything but correct: there exists at least as many famous Human spellcasters as Elven or Gnomish. What Humans lack in longevity, they make up in spirit: they, if any race, have burning passion and willpower, and what else does Arcane magic in its purest form require than willpower? It should not be forgotten either that the unofficial capital of mages, Dalaran, was founded by humans, which is yet another example of their desire to expand and to control what they know.
Many Human mages focus their effort and skill rather on spellcasting itself than on theorising about its origins or principles. Whereas Blood Elves have the tendency to refine their incantations until perfection and Gnomes like calculating the theoretical outcome of changing a spell variable, Humans prefer to modify or create spells on the fly and start pondering of their effects and results only after blasting the spell at someone’s face. This makes them more inclined towards Sorcery than Wizardry on average, but it should not be forgotten that Human are also the most varied of all races. Therefore studious scholars, enigmatic mystics and hot-headed adventurers are all alike a common sight among the ranks of Human mages.
===Trolls===
"Magic be mojo, mon"
===Undead===
"Magic is a tool"
==Mage Archetypes==
===Apprentice===
The apprentice is a wizard's student, exchanging services for teaching. Traditionally, the apprentice's most notable features are inexperience, youth, intelligence and enthusiasm. In most cases he will be under the tuleage of a more experienced teacher/wizard.
===Combat Wizard===
:See 'Warmage
===Johnny One-Spell===
A special case of the Combat Wizard, a Johnny One-Spell knows only one effective combat spell, but at a very, very high level.
===Bodyguard===
This is another specialist battle-wizard. His spells are chosen with an eye toward protecting a client and counterattacking against the foe.
===Dabbler===
This magician is a jack-of-all-trades. He doesn't stay with any college of magic long enough to learn the advanced spells... but he knows a few spells from many, many colleges! He may even be a dabbler in more than magic, with a bit of knowledge in dozens of skills.
===Entertainer===
This character combines skill as a Bard or musician with showy spells such as Transmutation and Illusion spells, possibly with a touch of Evocation and Mind. He maymake his living as a court jester, or as a traveling performer. (In the latter case, his performances might be a cover for theft or espionage!)
===Hedge-Wizard===
This is the rather derisory term applied by combat mages and researchers to their country brethren. A small-town wizard can be very skilled, but his spells will be those of use to his neighbors: Conjure Food and Water spells, small Divinations, Transmutation spells to repair broken objects and Enchantments to augment tools, finally Nature magic of all sorts to make work with plants and animals easier. If he knows combat spells for self-defense, his skill will probably be as rusty as the sword that hangs over his cousin's mantelpiece.
===Merchant===
Magery can give a merchant a tremendous advantage. Various Illusions (to make goods seem better) are all too commonly used by dishonest mages, and Enchantmentss by honest ones (to make goods better). Mind spells to give an edge in negotiation; Divinations to determine an item's value. Some wizardly merchants specialize in magical goods. Others prefer to deal in mundane items, in the hopes that their customers will be less used to magic and more easily gulled...
===Scholar===
The traditional scholar-mage is a bearded recluse. His powers have extended his life hugely, but he uses the added years only in further study. He may be a researcher, trying to perfect a new spell or rediscover a lost one. He might be a martial ascetic, slowly improving his skill with deadly magics. Or he may simply be a Dabbler who has lived so long that his knowledge is as deep as it is wide.
===Spy===
There are many ways to create a spy-type wizard character (even though all of them require the player to roll a Rogue to gave at least a timy bit of credibility). Useful spells include Illusion spells of all kinds; spells of telepathy and control; information spells; and anything that would benefit a thief (see below). A wizardly spy is tricky and frightening. A bad reputation is an appropriate disadvantage; even his friends and employers will be a bit afraid of anyone who uses his powers this way. An even more frightening character is the wizardly assassin.
===Sybarite===
This is a wizard who uses his powers just to gratify his senses! He will probably be rich, or noble, or both; at any rate, he doesn't have to bother with "practical" uses for his magic. He will probably play with "entertaining" spells like Transmutations and Illusions, possibly Food spells, and perhaps even Evocations to spice it up for real!Roleplaying this wizard would be interesting. First, you would have to explain why he would bother joining an adventuring party at all! He is likely to look down on those who use magic for honest work, and will in turn get bad reactions from mages who think he's prostituting his talent.
===Thief===
Sadly, a sorcerous thief is neigh impossible to roleplay in WoW without having to be a Rogue. If one was stubborn. however, the wizard thief would have all kinds of concealment and silencing spells (perma Invisibility?) and various Transmutations to make an unofficial entry and a speedy exit. Combat spells in case of discovery, but Mind spells to, say, make the foes fall asleep are an option too!
===Traditional Mage===
The standard wizard from your favorite fantasy novel - probably middle-aged, gruff and bearded. Most of his spells are intended to help him earn a living (he may also be an Alchemist) or to impress the mundanes. But he'll have a couple of potent combat spells to help him deal with enemies. The traditional mage almost always has an apprentice, and is usually a bachelor.
=== Pyromancer ===
Some mages specialice in fire power, this mages might not be that common, as many mages(specialy in Dalaran) has a way of thinking of FireMagic as simple show magic. This mage can usualy be found traveling around the world, or sitting in a bar.
Fire is an element that naturaly attract people who has a way of acting without thinking. The Pyromancer can often be one of them. Thought watch out if you anger one of them, they are almost always the mage that deals the most damage and causes the most pain and fear in combat.
Category:Mage
Category:Guides