What should WOTC do about Golden Wyvern Adept? (Keep Friendly)

What should WOTC do about Golden Wyvern Adept and similarly named feats?

  • Remove the fluff and rename them so they work for any campaign (example: Spellshaper Adept)

    Votes: 82 29.0%
  • Move the fluff to optional sidebars and rename the feat so they work for any campaign (as above)

    Votes: 84 29.7%
  • Rename them so they include a descriptive and functional name together (Golden Wyvern Spellshaper)

    Votes: 15 5.3%
  • Do not change them, I like occasional fluff names in my core game mechanics (Golden Wyvern Adept)

    Votes: 66 23.3%
  • I do not care what WOTC does. (Any choice works for you)

    Votes: 36 12.7%

Healing is 'Conjuration' because it channels Positive Energy into someone.
Coincidently, Inflicting damage is Necromancy - despite the fact that it channels Negative Energy into someone.

How do I know that? Because the Undead are healed by Negative Energy, and by Inflict spells.

Why is healing Conjuration while inflict is Necromancy?

Because positive and negative energy sucks as Metaphysics. And Schools make no sense.
 

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KingCrab said:
My issue with Emerald Frost isn't as much the name (which I dislike) as the grouping of effects (cold and poison). I really don't think cold and poison really fit together. I like the idea of a cryomancer, I even like the idea of a acid mage. I don't like the idea that they go together. I guess you could play one and only focus on half of your abilities, but then there will likely be a substantial power loss. Why not develop the two seperately?

Why does cold fit better with acid than lightning or fire?

I find this one a bit strange too. If anything, there should be a focus on how cold and acid naturally eat and kill what they touch. Sort of a non-living passive form of destroying, verses fire and lightning actively burning things with fire and heat. There is something there, as long as the tradition doesn't just stick energy types onto spells. Emerald Frost should have passive, over time negative effects. Things that look to turn elements of nature and magic into slow killers and disabilitators of the victims to their magic.

Golden Wyvern should be aggressive, mallable battle magic effects. It should embrace its animal fury.

Hidden Fire should be secondary fire magic and energy damage. Maybe light and shadow type effects too.

Stormwalkers should gain forces of nature effects to their magic, and be able to channel power from natural forces.

Iron Sigil should have defensive wards and antimagic or stronger to resist spell enhancements. Counterspells should be stronger here and their spells should be harder to counter.

Serpent's Eye should have limited charms, stuns, dazes and other witchy type effects. There could be side effects from serpent eye spells that lower enemy saving throws temporarily or apply penalties to their actions for a round.


I think out of all of them, I like the name Golden Wyverns the least. They sound like a sports team, not a secret tradition. It is not esoteric enough for spell casters. It is the beastlike wyvern that seems out of place. How could golden wyvern be renamed that could help it feel more like a battle wizard with manipulation over war magic or embracing beastial instinctive magic?
 


KingCrab said:
Why does cold fit better with acid than lightning or fire?
I suppose it is because both ice and acid are mostly water, and they are the two most prominent forms of water that burn and destroy living tissue. They do have some resemblance in that regard.

Still, I agree that it is a bit strange, and lacks some of the elegance of the other traditions. Hopefully future traditions from supplements will be a bit more inspired than that.
 

TwinBahamut said:
I suppose it is because both ice and acid are mostly water, and they are the two most prominent forms of water that burn and destroy living tissue. They do have some resemblance in that regard.

Ah, sort of a hydromancer. I hadn't thought of that (thinking of cold as lack of heat) but it does offer an explanation for their reasoning. I guess if we think of lightning mages as covering the air, we have air, water, and fire covered.
 


KingCrab said:
My issue with Emerald Frost isn't as much the name (which I dislike) as the grouping of effects (cold and poison). I really don't think cold and poison really fit together. I like the idea of a cryomancer, I even like the idea of a acid mage. I don't like the idea that they go together. I guess you could play one and only focus on half of your abilities, but then there will likely be a substantial power loss. Why not develop the two seperately?

Why does cold fit better with acid than lightning or fire?

A fair complaint IMO. I blame WOTC's goofy ass energy system that leaves acid an energy type. If you're splitting the four major elemental damage types into 2 groups, fire/lightning go together better than fire/cold or fire/acid. So emerald frost gets the leftovers.

Though if you think thats bad, try running Arcana Evolved. I'm still not sure what "earth" damage is aside from being hit by rocks.
 

Simon Marks said:
Healing is 'Conjuration' because it channels Positive Energy into someone.
Why is healing Conjuration while inflict is Necromancy?
QUOTE]

Spells built around negative energy need a special approach by races that are akin to positive energy, such as humans on the material plane. Just my guess.
 

ehren37 said:
If it was Emerald Flame would there be as much gnashing of teeth?
It would appeal to Pratchett fans, at least. :p

"They know not that we aboard a wizard have! To create in their bellies the burning green fire!"
 


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