New Design: Wizards...


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Driddle

First Post
It runs parallel to a warrior needing special implements -- armor and weapons -- to accomplish his own job. So I'm OK with it that way.

But.

Just seems sorta ... Something. I haven't figured it out yet.
 

Lackhand

First Post
I don't think that this rules out the eight schools of magic -- there's a lot invested in the specific number eight -- so much as it lowers their importance. There are a lot of spells for which tying them to specific schools is either difficult or irrelevant, where a case can be made for being of any of a variety of schools.

In the push for making things be at-will/per-encounter/per-day, it's probably quite hard to make Charm Person (1/day? 1/encounter?) the same "kind" of ability as Flaming Hands (at least eventually, I'd see no harm with that being "at will"). They're just not conversant with each other in terms of what they do, and leaving things asymmetric like that really, really hoses the Enchanter.

So some reshuffling seems necessary.

I think that the way I'd implement this is to have spells have a variety of descriptors, and to apply those descriptors exactly as appropriate, screw traditional schools: I can remember which school Bull's Strength is in, but I'm not sure it makes sense; Flaming Sphere was transmutation at one point, wasn't it?

I guess my point is that this is a really exciting change, but we don't know how it's implemented; my guess would be that it puts the [Enchantment] descriptor at the same level of importance as the [Fire] descriptor. For many spells, which school it's in doesn't really matter: a lot of things are Conjuration or Transmutation these days, just so they have somewhere to fit.

And that's only a guess ;) .

It's still completely possible that the eight schools are sticking around, but that the 4 implements operate at a different level, where each spell has a school (for feats to use) and a implement (for magic items) and a list of descriptors.

Anticipating Goodness.

ninja edit: I also like the fact that human wizards have to specialize somewhat, while Mariliths can get away with absolute moidah. Plus we can sort of play with Tarot-suit affinities now. Bonus points!
 
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Pygon

First Post
I hope I don't start thinking too heavily about getting a +2 tome, +3 wand, +1 staff and +4 orb. Less reliance on magic items!!!

The linky no worky, by the way. EDIT: Hmm, Wizards' site is down, that's why.

Well, if this is how it will work, I'll be targeting some items on enemy casters (assuming they aren't magical, of course).

As I think about it, I suppose it's not much different than a fighter wanting a magical blade, assuming that a wizard only specializes with one implement.
 
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Imp

First Post
I don't usually care much about exactly how a game outlines the use of magic, because I view it as a starting point for whatever I can dream up. So what matters to me is, what can I do with the story that's been given to me?

This looks hard to adapt to other concepts or campaign worlds. I don't think I'm happy about it.
 

Rechan

Adventurer
Baron Opal said:
A change from 8 schools of magic to 4? And each with a particular focus to improve the class?

Hmm... Every magician a generalist and specialist at the same time. You can utilize any spell, but perhaps only one focus can be special?
I don't think it's a change of "schools" so much as it is "You use this tool to do this kind of job". For instance, Evocation looks like it's handled both with a staff and a wand (Lightning bolt: staff, fireball: wand), "Protection and Countermagic" is also handled by wands, so minor adjuration. Adjuration, transmutation and likely Necromancy will get handled with Tomes. It sounds like Conjuration, Divination and Illusion are going to get handled by the Orbs (with things like Wall Evocation abilities folded in).

So I suspect that a specialized wizard would take a Talent Tree: Orbs and be good at Conjuration/Illusion/Divination. So his Orbs are real good.

My guess? A generalist wizard doesn't need to specialize in any of these, but he'll have to have one of his foci tools out to use them. I highly doubt he's going to be able to cast from his Orb on round One, his Staff from Round Two, and his Tomb on Round Three, because he can't juggle them all in his hands; I bet he'll need both hands to use one implement.
 

breschau

First Post
Pygon said:
I hope I don't start thinking too heavily about getting a +2 tome, +3 wand, +1 staff and +4 orb. Less reliance on magic items!!!

The linky no worky, by the way.

I just tried it again and it works. Don't know what to say. Check the D&D main page. It's front and center.
 

bording

Explorer
Arcane strikes, power words, and spells.

Anyone think those are the names for the at will/per encounter/per day abilities?
 


I think this is, essentially, a complete replacement/reimagining of the "spell components" concept. And it doesn't bother me any more than spell components did. In fact, I think I prefer it; I love the notion of these sorts of things having an impact on spellcasting. Feels much more like magic's usually portrayed in fantasy and myth.
 

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