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A character that's the best at what they do, and what they do is magic. Well... a type of magic, to be precise. Whether it's [[SummonMagic summoning]], [[ElementalPowers elemental magic]], or just plain old [[MindOverMatter moving stuff]], they're simply the best there is.

They're often used as {{Old Master}}s from whom TheHero must learn his ultimate powers. TheHero may even learn from [[AllYourPowersCombined several of them]]. Getting apprenticeship from these characters may comprise a bulk of the story. Of course, there's nothing stopping a writer from making TheHero into a Master of One Magic, although they usually claim that title only through [[UnskilledButStrong sheer power alone]].

If there's any magic-user organization that specializes in one type of magic, you can expect the Master of One Magic to be the [[RankScalesWithAsskicking head of the group]]. They're often subject to CripplingOverspecialization, especially if they [[WhenAllYouHaveIsAHammer only rely on the magic they excel at]] when they can generalize their abilities. Also keep in mind that "magic" [[MagicByAnyOtherName doesn't always have to go by that name]] when adding examples. EnlightenmentSuperpowers, KiManipulation, PsychicPowers, and the like can be counted as well.

Compare TheArchmage, a powerful and learned wizard, which a Master of One Magic often is. Also compare TheRedMage, who isn't a master of any one field but has a nearly unparalleled versatility. PoorPredictableRock is when someone is dedicated to a single element in an ElementalRockPaperScissors universe. Contrast MasterOfAll.

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!!Examples:

[[foldercontrol]]

[[folder:Anime & Manga]]
* Zigzagged in ''Manga/BlackClover''. Most mages are capable of using only one element, and all known exceptions are instances of experimented mages, hybrids, and powerful devil hosts. TheProtagonist Asta can only use AntiMagic, Magna can only use [[PlayingWithFire fire magic]], Julian can only use [[TimeMaster time magic]], etc. However, they quickly learn how to use their magic types to do many different things, with the most skilled mages able to do [[SwissArmySuperpower near anything they want]] with their designated types.
* ''Manga/FullmetalAlchemist'': Roy Mustang is ''theoretically'' a fully qualified alchemist who should, by rights, be able to do all the stuff Edward Elric can, only slower (since he would have to draw a transmutation circle). In practice, he barely uses anything other than [[KillItWithFire flame alchemy]], an art of which he is the only practitioner, leading to a RunningGag that as soon as his gloves get wet, preventing him from igniting the explosions he's preparing, he's useless. The flipside is that he is [[TheDreaded very, VERY good at it]] when circumstances line up to let him show it off: just ask the charred remains of [[spoiler:Lust]], for example.
[[/folder]]

[[folder:Fan Works]]
* Littlepip from ''Fanfic/FalloutEquestria'' has no ability to cast spells like other unicorns, all she can use is telekinesis, an ability innate to all unicorns, but she is very, ''very'' good with it, as one of her companions put it.
-->'''Velvet Remedy:''' Your special gift isn't being limited to only one spell, it's being able to use that spell better than any pony in the last 200 years.
* The ''Fanfic/PonyPOVSeries'' inverts this in the case of Trixie -- most unicorns specialize in one field of magic or another, usually relating to their special talent. Trixie, however, never exceeded in any particular field, being modestly talented at ''all of them''. While this caused serious issues, it also leads to one major bonus. She's second only to Twilight, who is an EXPERT at ''all of them''.
[[/folder]]

[[folder:Literature]]
* Louise François [=LeBlanc=] de la Vallière of ''Literature/TheFamiliarOfZero'' fame seems to be the poster girl for this. In the [=ZnT=] world, mages have elemental alignments that can be stacked (a single-element mage is a Point Mage, one who can use two elements is a Line Mage, three elements give a Triangle Mage, and so on). Louise is constantly mocked for her absolute inability at producing a single spell of any element... Until it's discovered she's aligned to the legendary [[GameBreaker Void]] element, and she's ridiculously and '''''scarily''''' skilled in using its Explosion spell.
* Megumin from ''Literature/KonoSuba'' takes this trope to the extreme in that she can only cast ''one'' spell: Explosion, [[FantasticNuke an enormously powerful offensive spell that summons a massive fireball]]. Unfortunately, this spell is incredibly AwesomeButImpractical, combining the worst attributes of a Fireball and a Disintegrate spell from ''TabletopGame/DungeonsAndDragons''; it has a massive radius and doesn't discriminate between friends or foes, meaning it can't be used safely in confined spaces, and anything killed by it is reduced to ashes... meaning that any valuable bodyparts or other loot is lost. On top of that, it has such a high mana cost that even the most powerful archwizards can only cast it once per day. Megumin, on the other hand, flies past this trope into PowerfulButIncompetent in that she has focused all of her skill points on maxing out her proficiency with Explosion, completely forgoing expanding her mana pool ''or'' learning other spells, so she literally only cast this one spell, once per day. It's true that she can cast literally the most powerful iteration of Explosion ever seen in her world, but even the base damage from Explosion is so high that her version is usually massive overkill. Note that Megumin ''could'' learn other spells, she just '''[[WillfullyWeak refuses to do so]]''', because she thinks no other spell is as cool as Explosion. [[spoiler:Then it turns out that she was saving points, which she asks Kazuma to spend for her to make her a more well-rounded mage... but then he realizes that the best way to make her happy is to dump them back into Explosion again.]]
* ''Literature/{{Slayers}}'':
** Sylphiel is a master of healing and protective white magic (she can cast such powerful healing spells as Resurrection), and almost completely inept in other kinds of magic. In the first season, Lina tries to make her cast Flare Arrow, a simple shamanic attack spell, and the spell comes out as a harmless carrot. Later, however, Sylphiel surprises everyone and learns to cast [[UnholyNuke the Dragon Slave]].
** Lina herself is top of the field at black magic, and is actually the inventor of chaos magic... not to mention it's sole practitioner -- and she intends to stay that way. This is not a result of her greediness, but of her moral character; since the only two chaos spells she's invented are the Ragna Blade, which exhausts her within seconds of being cast, and the Giga Slave, which will ''destroy the world if she loses control for an instant''. She's somewhat less competent in shamanic magic and inept in white magic, thus allowing Amelia and Zelgadis (whose specialties are in white and shamanic magic respectively) a chance to shine.
* ''Literature/CodexAlera'': Everyone (well, [[MuggleBornOfMages almost everyone]]) in Aleran society has elemental powers, though most people have access to at least a couple and the nobility have them all, with single-element crafters generally considered fairly lowly. However, there are certain single-element crafters who show that they can do a ''lot'' with what they've got -- [[FragileSpeedster Amara]] and [[MamaBear Isana]] with their wind- and watercrafting are the most prominent examples.
* Rincewind the Wizzard from ''Literature/{{Discworld}}'' could be considered a comical version of this: as a student in the Unseen Academy, he read a forbidden spell book and one single, very powerful spell lodged itself in his mind. The spell is so powerful that it's semi-sentient, crowding out his ability to learn any new spells. He's very much ''not'' the master of it, rather it's the cause of a lot of his misery in the early books.
* ''Literature/TheDresdenFiles'': Some people have some magical ability, but not enough to be considered a wizard. Some of those people focus on using one spell really, really hard.
** Ernest Armand Tinwhistle (better known as [[ExactlyWhatItSaysOnTheTin Binder]]) is a "one-trick hack" who can summon up FacelessGoons. [[TheMinionMaster By the dozen in under a minute.]] And while they're nothing next to most of the supernatural baddies readers have seen, [[WeHaveReserves their sheer numbers]] make Binder the head of his own personal army capable of standing off forces technically far superior to himself and being a general nuisance enough to earn a good living as a mercenary. Just as long as nobody [[WeaksauceWeakness draws a circle]] around his lads, that is - though, as he hints in ''Literature/SkinGame'', if he's prepared for someone to 'start playing circle games', he can work around it (he leaves precisely how unspecified).
** Mortimer Lindquist is an Ectomancer, who specializes in magic related to ghosts and spirits. He's even better at it than most wizards and can do things like borrowing combat skills from them. We later find out he's served as almost a second Wizard of Chicago preventing all manner of ghostly threats from hurting anyone.
** The Alphas, Harry's [[FriendlyNeighborhoodVampire Friendly Neighborhood Werewolf]] friends, are regular people who learned a "human-to-wolf" spell rather than possessing any of the more traditional curses associated with lycanthropy. Billy (the group's leader) does mention that the spell has a secondary application as a healing spell, and describes it as being similar to transforming into human form.
** At one point in ''Literature/GhostStory'', Harry's friends have to fight a Kinetomancer, who specializes in force magic applied to physical movement. Meaning he's incredibly fast and strong.
** This trope is deconstructed in regards to [[MeaningfulName Hannah Ascher]], who's very good at PlayingWithFire but sucks at pretty much everything else. While she is very, ''very'' good with fire, quite a bit better than Harry (who's certainly no slouch with pyromancy himself), she has little combat versatility and is no real match for a more experienced combatant, as shown when she and Harry finally get into it. Even with all her skill and [[spoiler:Lasciel and all her knowledge of Harry's tricks and spells]] on her side, [[spoiler: Harry puts her down with relative ease and spends most of the fight begging her not to force him to kill her. She doesn't listen.]]
** The TabletopGame has this type of magic-user as a playable "class", called the Focused Practitioner, whose main advantage is that they get to be very, very good at the one type of magic they practice. The sample Baltimore setting detailed in the "Your Story" gamebook has a character described as a Caffinomancer, a Focused Practitioner whose magic exclusively deals with [[MundaneUtility the brewing of coffee]].
* ''Literature/HarryPotter'': Hogwarts professors are skilled in magic in general, but each has a specialty that they are best at. The prime example is Gilderoy Lockhart, who unlike the other professors isn't any good at other kinds of magic (including what he's supposed to teach). He is, however, extremely good at memory charms, and uses this skill to make people forget their own heroic deeds, then take credit for them himself.
** Harry himself is this trope, as he is decidedly average-to-poor in every aspect of magic except for defensive spells, in which he is a virtual child prodigy, mastering skills like the Patronus charm many years before it's even possible for most wizards. His reputation as such, especially when they keep him alive in many life-threatening incidents, has his classmates turning to him to teach them Defense Against Dark Arts when the corrupt Ministry of Magic prevents Hogwarts from teaching the proper curriculum in ''Literature/HarryPotterAndTheOrderOfThePhoenix''.
* In ''[[Literature/TheActsOfCaine Heroes Die]]'', Lamorak is a crappy mage overall, but his Dominate is really good.
* In Creator/ChinaMeiville's work ''Literature/IronCouncil'' Judah Low is the foremost expert in [[ImprovisedGolems golemetry]], animating non-living material with magic. He learned from a group of native nonhumans called stiltspears while he was working as a surveyor for a train track being planned. While the stiltspears treated the practice as childish play, the principles lead Judah to animate a startling variety of materials, including gunpowder, corpses, light, darkness, and eventually replicating the use the adult stiltspears turn the practice to in hunting, but on a huge scale by using some of the local magi-tech to power the creation of a [[spoiler: Time golem, trapping the titular iron council forever and derailing everyone's plans in an anticlimax]].
* ''Literature/TheLastHorizon'': Wizards increase in specialization as they advance in power, making it impossible for a true archmage to be a master of more than one type of magic. Which is why Varic used a once-in-a-millennium ritual to steal knowledge from his alternate selves.
* ''Literature/TheLegendsOfEthshar''
** Tobas of Telven from ''With a Single Spell'' spent months learning ''Thrindle's Combustion'' (a spell which uses a pinch of brimstone to ignite anything flammable no matter how wet it is or what the conditions around it are and makes existing fires explode with incredible force) because his master was a crabby old man who was reluctant to teach him anything else. After all that practice, though he's got it down cold, and it proves remarkably useful (a well-timed casting puts paid to a fire-breathing dragon, for example). He does learn other spells later, though.
** The Frog Wizard is a man who easily and masterfully learned one incredibly complex and difficult spell--turning people into frogs--and nothing else. He uses sleight of hand to get by otherwise.
* In ''Literature/TheLockedTomb'' series, each of the Nine Houses of necromancers has a specific specialty, in addition to generally useful necromantic abilities like wards. Of particular note within the story are that the Ninth House specializes in bone constructs, the Sixth House in {{Psychometry}}, and the Eighth House in the extremely dangerous soul siphoning.
* In ''Literature/{{Mistborn}}'', each of the Mistings in Kelsier's crew is a master of their particular Allomantic power: Breeze in [[ManipulativeBastard Soothing]], Marsh in [[ScarilyCompetentTracker Seeking]], Ham in being a [[SuperStrength Thug]], Spook in being a [[SuperSenses Tineye]], Clubs in [[BeneathNotice Smoking]], and Kelsier himself in [[ExtraOreDinary Pushing and Pulling]]. Mistings in general are this; since they have only one of the sixteen allomantic powers (as opposed to a Mistborn, who has all of them), Mistings who take their abilities seriously tend to get very good with them. Full Mistborn, by contrast, are much more powerful and versatile, but generally have less finesse in any given power because they're spread thinner.
** Taking it to extreme are the "metal savants," single-metal allomancers who have flared their metal for so long that it's physically changed them. Spook becomes a tin savant in ''The Hero of Ages'', giving the reader an example of how much you can accomplish with nothing but SuperSenses if that's all you have to work with.
* In ''Literature/TheQuestOfTheUnaligned'', nearly all mages are born aligned to one of the four elements, and attempting to access any element beyond the one you are born with is impossible. The only exception are the unaligned mages of the royal house, who are born able to use all four elements. [[spoiler: And the [[WhiteMagic orahs]] and [[BlackMagic hosheks]]. [[BlatantLies But they don't exist]].]]
** An extra on the author's website tells the tale of Kaltin [[MeaningfulName the Fool]]. Born aligned to fire, he attempted to master water as well and succeeded...for about two seconds. After that, the conflict between the two elements essentially caused him to explode.
* In ''Literature/ShadowOfTheConqueror,'' Lightbinders can increase their ability in one power by specializing in it. Lyrah refuses to tell Daylen how this is achieved, wanting to give him as many incentives to join the Archknights as possible, but he later figures it out on his own when he channels light to his [[spoiler: intelligence]]. While the details are saved as a SequelHook, it seems to involve using certain bonds ''only'' for the specialized attributes, as Lyrah always reserves two of her bonds for [[SuperStrength strength]] and refers to the third as her "free bond."
* In ''Literature/TheStormlightArchive'', each of the orders of the [[MagicKnight Knights Radiant]] has access to two forms of magic called Surges, plus a 'resonance' that combines both. Their enemies the Fused, in contrast, work differently - each order (or 'Brand') of Fused can use only one Surge, but between their specialization and the fact that they're all thousands of years old, most Fused are very, ''very'' good with their single Surge, to a level Radiants rarely attain.
* In ''Literature/TheWheelOfTime'', Androl is an asha'man with very weak overall power but an enormous skill for portals and travelling weaves.
* In ''Literature/AWizardsGuideToDefensiveBaking'', protagonist Mona can only do magic related to baking ... but it turns out that "related to baking" has quite a lot of room for improvisation. Her friend Knackering Molly is even more limited: Molly can revive dead horses as zombies, no matter how long they've been dead.
* In Creator/SergeyLukyanenko and Creator/NickPerumov's ''Literature/WrongTimeForDragons'', all members of [[ElementalPowers Elemental clans]] can only control their particular element. It's not clear if anyone has ever tried to learn to control another element. Presumably, this is not looked upon favorably, as learning someone else's magic means you're not honing your skills in your area. So, Ritor may be the best Air mage in the Middle World, but he knows nothing about Earth, Water, or Fire magic. Ditto for Torn (Water), Anjey (Earth), and Navajo (Fire). The same is true for any members of any of the [[AnimalMotifs Totem clans]]. Totem magic is largely limited to enhancing physical combat qualities, although the status of a first-rank Totem mage is, technically, equal to that of a first-rank Elemental mage. When a third-rank Water mage forgets this and treats Loy Iver (the leader of the Cat Clan and a first-rank Totem mage herself) as someone of lower stature, she quickly reminds him by temporarily putting him under her control with some Cat magic. Averted with Victor, who is supposed to become the master of all four Elemental magics in order to become TheDragonslayer. However, it's implied that his mastery will disappear after his task is fulfilled (Ritor was once a Dragonslayer himself).
* In the ''Literature/{{Xanth}}'' novels by Piers Anthony, everyone can only do one form of magic; basically, everyone just has one innate magic "trick" they can do. Some have the gift stronger than others, however, and the very strongest person in the land is usually made king. One king was a guy who was able to manipulate the weather; he used horrible storms to kill his nation's enemies, and nobody could pull up a tornado like he could. His successor, Trent, was a master of transformation magic. Humphrey was the best there was at information-gathering magic; if you wanted an answer, you went to him, and so on.
[[/folder]]

[[folder:Pinballs]]
* ''Pinball/{{Seawitch}}'' implies that its witches are only skilled in magic related to the ocean.
[[/folder]]

[[folder:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragons'' introduced the concept of "Specialist Wizards" in ''TabletopGame/AdvancedDungeonsAndDragons2ndEdition'', which invoke but play with this trope in various ways.
** The "core" specialists of Abjurer, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Necromancer and Transmuter originally sacrificed the ability to access a specific school of magic in exchange for increased proficiency with their associated school. In 3rd edition, this was changed to these eight specialists gaining the same increased proficiency, but having to sacrifice access to ''two'' schools of their choice.
** The basic concept of specialists would be revisited in various {{sourcebook}}s, creating a wide family of 2nd edition specialists who gained increased proficiency with certain kinds of magic, at a lowered or prohibited ability to access other magics. In general, the most powerful the boost, the more restricted the specialist. Prominent examples include the Undead Master (a necromancer with increased aptitude for Conjuration and Enchantment spells, including the power to Command undead and extraplanar beings at-will, at the cost of being unable to cast Divination, Illusion or Transmutation spells), the Arcanist (a TabletopGame/{{Ravenloft}} specialist with massive boosts to learning to Divination and Necromancy spells but equally massive penalties to learning spells from ''any other school''), and the Dualist (a specialist who can use two normally opposed schools of magic with twice the proficiency of a normal specialist, but who forsakes '''every other school of magic''' to do so).
** The 3rd edition iteration of the TabletopGame/ForgottenRealms has the Red Wizard of Thay prestige class, which requires being a specialist wizard to get into and provides even more proficiency with the character's focus school a the expense of sacrificing access to a third school of magic.
** Third edition also introduced a number of alternative arcane casting classes, who are able to use certain kinds of magic in much more expert ways than the standard wizard, but sacrifice much of the wizardly versatility to do so. Prominent examples include the Enchantment-based Beguiler, the necromancy-based Dread Necromancer, and the Warmage, who is a master of Abjuration and Evocation but little good at anything else.
** Fifth edition takes the unusual step of making specialization mandatory, giving each specialization-based subclass an array of unique abilities to represent their mastery of that particular field of magic, but removing penalties; any wizard can cast any spell, but they'll be able to cast spells aligned with their subclass ''better''.
* ''TabletopGame/{{GURPS}}'' also has schools of magic, similar to the D&D ones. Since ''GURPS'' treats magic in the same way as other learned skills, it is also possible to create a "Johnny One-Spell"; a character who only knows a single spell, but is ''very, very'' good at it.
* ''TabletopGame/{{Invisible Sun}}'' has Zelats, spellcasters who specialize in a specific type of magic, almost always to the point of mastering only a single spell. A few may be able to manipulate a particular facet of magic in a couple of different ways, but even then with a highly specific focus (i.e. magic to manipulate only plastic or wood).
* In ''TabletopGame/MageTheAscension'', the Council of Nine Mystic Traditions is an alliance of nine groups of wizards with different philosophies, which all have an affinity with a specific aspect of magic. The master of each tradition is supposed to be the ultimate authority on that particular branch of magic (although they are all extremely powerful mages in general too, and most of them are masters of at least two or three other spheres of magic in addition to their specific area of expertise).
* ''TabletopGame/{{Pathfinder}}'':
** Since it follows on from the precedents set by ''D&D'', ''Pathfinder'' has a similar situation. However, normal specialist wizards merely find it harder to train in spells from their "weak schools", and can actually choose which two schools they are denied access to. They also gain special abilities cementing their mastery over that school. (Suffice to say, there are very few generalist wizards.) The "Thassilonian Specialist" archetype/option is a MythologyGag to ''D&D'', where they function almost exactly like specialist wizards of 3.5 edition ''D&D''.
** The Summoner class focuses heavily on summoning. They actually lose out on gaining some high-level summoning spells (their spellcasting only goes 1th to 6th level rather than 1th to 9th like wizards, clerics, and the like) as spells, but on the other hand, they get the big ones of those as spell-like abilities instead, get to cast other summoning spells as lower-level spells ''and'' get a permanent customizable summon called an Eidolon.
** In Occult Adventures we get the Kineticist class, embodies this in regards to the use of one of seven elements: aether, air, earth, fire, plant, void, and water. One can eventually do two elements, but the second will almost always be weaker, and it comes with the opportunity cost of boosting your element to its fullest potential, i.e. intensifying your fire blasts so they glow blue and hit like a pyromaniac's guilty dream.
** From the same book as the Kineticist we have:
*** The Occultist, who can be considered guilty of this in two ways: one, being restricted to and an absolute prodigy with the use of magical artifacts and items, and two, potentially being able to hone one implement school of magic to the exclusion of almost all others.
*** The Mesmerist, which is functionally like a Bard that focuses on MindManipulation.
*** The Medium, which is functionally like a Summoner who utilizes a powerful spirit instead of an Eidolon.
* ''TabletopGame/{{Warhammer}}'' has plenty of characters of this sort. Indeed, since the vast majority of wizards in the game are only allowed to use a single spell lore at once (though most have several to choose from), specialization is the rule and breadth of magic the exception. As such any wizard with the "Loremaster" special rule would qualify for this trope, as the rule means that they know all the spells from the Lore of Magic they specialise in (usually seven), rather than the 1-4 most normal wizards get. Notable Loremasters include Balthasar Gelt (Lore of Metal), Mannfred von Carstein (Lore of the Vampires and Lore of Death), High Priest Khatep (Lore of Nehekhara), Tetto'Ekko (Lore of the Heavens), and Vilitch the Curseling (Lore of Tzeentch). Other very powerful wizards who only use a single lore of magic - such as Arkhan the Black (Lore of Death) would also fit. Special mention should be made of Kairos Fateweaver (Lore of Tzeentch) and High Loremaster Teclis (High Magic), who both have the equivalent of the Loremaster rule for their own discipline, but don't really fit the trope because they can choose to be generalists and take spells from all eight of the colour magic lores (in Kairos's case as well as his Tzeentch spells, in Teclis's case instead of his High Magic ones). The in-universe explanation for this is that the winds of magic are too powerful/abstract for human minds to use without sacrificing sanity or physical integrity (which Chaos worshippers naturally don't care about), so they're normally restricted to one; elves don't have this limitation and in fact are the only beings besides the lizardman Slann to be capable of using High Magic (which involves making use of all winds).
[[/folder]]

[[folder:Video Games]]
* ''{{VideoGame/Arcanum}}'': The mage city of Tulla houses the masters of the various disciplines of magic, who can make the protagonist a master of their own, halving the casting and channeling costs of spells of that discipline. However, this only works for a single one even if you've maxed out multiple disciplines.
* In ''Franchise/{{Disgaea}}'', this is the case for all magic users; they specialize in one elemental damage type or healing.
* ''Franchise/TheElderScrolls'' series has the Master Trainers of the various [[FunctionalMagic schools of magic]]. Each is able to train you to the very highest levels in their particular magical discipline.
* Mages from the ''Franchise/FinalFantasy'' series tend to focus on the type of magic they are named after, from the famous {{Black Mage}}s, {{White Mage}}s and {{Summon|Magic}}ers to the adherents of more esoteric disciplines such as [[PowerCopying Blue Magic]] and [[TimeMaster Time Magic]].
* Elementalists in ''Videogame/GuildWars'' can use Fire, Water, Air, or Earth magic, but because of the limit in skill slots and skill points it's best if the player specializes in only one element (often Fire, which does the most damage to multiple enemies). This does not hold true in its sequel, ''VideoGame/GuildWars2'', where the most powerful Elementalists will switch their attunements in combat for a given situation, usually to make use of their combo fields.
* In ''Videogame/{{Mardek}}'', [[StarfishAlien Annunaki]] society is composed of seven Schools, one for each of the Annunaki ElementalPowers ([[BlowYouAway air]], [[MakingASplash water]], [[PlayingWithFire fire]], [[DishingOutDirt earth]], [[LightEmUp light]], [[CastingAShadow dark]] and [[SoulPower aether]]). The greatest of each school gets a seat on the ruling body, the Governance de Magi.
* ''VideoGame/MinionMasters'' has the Master Tronveir the Runeshaper, who is a master of the RunicMagic Runewyrd, a kind of magic specific to the Stoutheart faction.
* Amadeus from ''VideoGame/{{Trine}}'' is adept at creating objects and controlling them. However, he can't cast fireball, an extremely basic spell in the game, which has held him back in his academy throughout his entire life.
* ''VideoGame/ZAngband'' has High Mages, a class which only knows one magic school instead of the normal two, but is very good at it.
[[/folder]]

[[folder:Visual Novels]]
* In ''VisualNovel/FateStayNight'', Archer has the unique ability to analyze, reproduce, and modify any weapon he sees. Their quality is so high, they're nearly indistinguishable from the originals, but they're slightly weaker than the originals due to the rules of magic. He makes up for the difference in quality with quantity, being able to make as many weapons as he likes for as long as he has magical energy. He's used this technique to stock numerous [[InfinityPlusOneSword Infinity+1 Swords]] in his HyperspaceArsenal. This also applies to the protagonist, Shirou Emiya. Which only makes sense, since [[spoiler:Archer is his future self.]]
[[/folder]]

[[folder:Web Comics]]
* Sarin of ''Webcomic/TheDragonDoctors'' is a master of ShapeShifting magic.
* Kyros of ''Webcomic/IrregularWebcomic'' is a PlayerCharacter in a tabletop campaign with the rule that you can only spend XP on talents that you used in a session. This has led to something of a feedback loop surrounding the spell Fireball, which tends to be the only thing he uses in any given encounter, meaning it gets all the XP, meaning it gets more powerful and more tempting to use. He does eventually pick up ''some'' other forms of elemental magic, but his default reaction to most problems remains his fireball, which to the [[RunningGag eternal irritation]] of the Death of Extremely Overpowered Fireballs somehow never seems to kill any of his party members no matter how irresponsible he is with it.
* The Erlkönig's magic in ''Webcomic/{{Roommates}}'' is almost exclusively [[CastingAShadow darkness]] based, he can wring out an astonishing number of effects from the element (from using shadows as teleport network, to dream manipulation), though.

[[/folder]]

[[folder:Western Animation]]
* To be expected in ''WesternAnimation/AvatarTheLastAirbender'', since only the Avatar can bend more than one element:
** Toph and Bumi are the best [[DishingOutDirt Earthbenders]] (one contest between them ended in a draw because the others didn't want that massive battle to attract attention). Toph even invents a brand new form of earthbending that she's still the best at in ''WesternAnimation/TheLegendOfKorra''.
** Master Pakku is the best [[MakingASplash Waterbender]].
** [[BigBad Ozai]], Iroh, and Jeong Jeong are the best [[PlayingWithFire Firebenders]].
** While each element has many techniques, the assassin called Combustion Man by the heroes (we never do get his actual name) has honed one rare firebending ability to perfection - the ability to focus his power into one tight beam that causes a massive explosion.
* In ''WesternAnimation/MyLittlePonyFriendshipIsMagic'', all unicorns can learn magic, but most only learn basic telekinesis and spells related to their personal area of expertise. For example, Rarity's magic almost always relates to beauty and artistry.
* In ''WesternAnimation/TheOwlHouse'', [[BigBad Emperor Belos]] establishes and enforces the Coven system, in which all magic users are required to join one of the nine covens. This, in turn, [[CripplingOverspecialization prevents them from using any type of magic besides the one used by their coven]]. Each of these covens is then represented by their most powerful member known as a [[TheArchmage Coven Head]], and all Coven Heads are part of the [[PraetorianGuard Emperor's Coven]], the only coven where witches are allowed to become [[MasterOfAll Masters of All]].
[[/folder]]

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