So I think there are some points to consider…
The response to the state of Bellum omnium contra omnes is the social contract and peace. Competition/War is a starting point not an end point. We are social creatures genetically and loneliness is not a great end point. I suggest you read AD&D Van Richten’s Guide to Liches and his Guide to Vampires to get an understanding of the deep sadness, regret and ennui that can result from that viewpoint taken to its logical conclusion.
I am familiar with the concept, but I also don’t expect many mortals to fully grasp that when they are on the cusp of that particular sort of immortality. “Sure, but that won’t happen to
me” is an extremely common way to reason past such things.
As for the social contract - that only applies when you
need other people, and a Wizard with a well curated spell list doesn’t, hence the trajectory.
Secondly if fear of retribution is necessary for you as some kind of limiter then I would suggest there is always someone bigger and badder… to keep you in line. You can also be brought low by a group whose whole is greater than the sum of their parts… this is the very premise of an adventuring party. It sounds like you want to play the BBEG. Which is cool… I recommend Way of the Wicked for pathfinder 1 but convertible to 5e with ease.
Not really, (though making BBEGs is fun). It’s more an increasing apathy towards the small affairs that comes with power. That isn’t something that necessarily makes someone go full Thanos (also, just 50%? No changes to fertility? I thought Thanos was supposed to be
smart ).
The more power my wizards gain the less concerned they are with the affairs of ants. I mean people.
Thirdly it sounds like your characters lack motivation. They have goals but no explanation for what drives them there. Power is a goal not a motivation to reach a goal. A desire to prevent someone ever having power over you again may be a motivation, or the desire to understand the secrets of life to return your tragically dead mother/wife to you. Wanting to cast 9th level spells because they’re there isn’t a very good motivation. Wanting to cast spells because something has happened to you which means you want to cast them is the missing gap in your descriptions.
I left some of the motivations out deliberately, but I don’t particularly care for family based motivations. To me they come off as about as trite and boring as a coming of age story.
As for “no one having power over you again”, that’s exactly the sort of motivation that leads to the sorts of character arc I am talking about, because the surest way to get there is to be the one with all the power.
There are lots of powerful people who aren’t sociopaths. Sure some are but not everyone sees life as a game with money/influence a way of keeping count. Plenty of top surgeons/consultants (the most egotistical people I have come across in my life) are genuinely lovely people able to connect with people on a human level and have lovely families and strong friendships. Yet they carry life and death in their hands and make decisions about resources have profound effects on individuals. Dr Frankenstein was obsessed, a deeply disturbed and traumatized man… hardly someone to emulate.
But, again, none of these characters is or has been a sociopath (well, ok one Psion was, but that was decades ago), nor a capital-M murder hobo. At least, of the actively causing chaos and mayhem variety. That’s a murder-bard’s job.
Instead, they are so focused on the big picture that statements of the sort “we have to save the village” yield a response like “why?”.
If you create a character that doesn’t appreciate sunlight, the taste of a nice glass of wine/beer and a great meal, the genuine love of another person, or the feeling of security that comes from stability and a family around you… don’t be surprised if you struggle to see why you shouldn’t be evil.
Prestidigitation, a Driftglobe, and teleportation spells can cover most of that. The last as a rationale to follow a particular moral code is strange, or would be taken as such by these characters.
Summary
- Think about your motivation
- Think about what it would be like to be constantly at war and whether that is a desirable state
- Think about what you have to give up to see power as an justification in its own right
- and if all else fails the DM needs to bring in an adventuring party to bring you down or a galactic power to put you in your place
Well, and again, these characters aren’t starting trouble, at least not until I hand the sheet over to the DM to be the next BBEG. That hasn’t ever been a problem. They keep the zombies in a portable hole and avoid summoning fiends in population centers - but they’ll make a zombie out of any old corpse, and they will summon those demons.
I wouldn’t mind a more Faustlike (or Frankenstein like) arc as a result of it all, but it doesn’t come up much. See also the creation of their own named spells, but that’s all asking for a lot from the DM.
I also imagine the formal training of most wizards as
designed to highlight these particular qualities. This is based on a little bit of
Dying Earth, a little bit of Stephenson’s
Anathem and a little bit about how modern apprentice training tends to work. The sort of wizard college you spend a decade or two at will, in part, do it’s damnedest to tear down who you are and make you into what they want you to be (because that is what they think will make you the best sort of wizard, which brings the school prestige) and that has lasting effects. I also, if I were to think on it, I assume that solitary wizards that try to train apprentices simply end up with warlocks or sorcerers; it is a huge amount of work to train up a person completely and train them in aspects of a profession you are not yourself a master, and I just don’t see it working out that well (the Jedi sure seemed to botch it pretty badly whenever they went to a master and apprentice model).
Or: If my wizards were more attached to the world around them they wouldn’t have become wizards in the first place.
Oh, and in the case that a longtime master/apprentice relationship
does work out, huge chunks of the inner workings of the apprentices moral compass come from their teacher, and I suspect that person isn't much of a team player - or they'd be a part of a team rather than a solitary wizard.