Wizard Traditions

Cadfan said:
There's been some info on sorcerers. The idea is that they're barely in control of their surging magical powers. So if they cast a fireball, they might have a lingering aura of flame afterwards from all the extra magic energy.
Which makes me pretty happy, as it models one of the other characters in my campaign pretty nicely.
 

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The only thing that really bothers me about it is the naming of traditions and giving a hard flavor to them. I'd rather be able to construct my own traditions for my own campaign, and not feel as locked into a set of traditions by the core rules.

This is especially true since I have at least 4 main groups of wizards IMC. Being able to easily shape my own magic traditions for those groups would be great for campaign development.

But if ignoring tradtions and setting up my own isn't too terribly difficult, then I certainly have no problem with it. Like if it's a lot like the way gods and cleric domains were presented in 3e, I ignored the Greyhawk gods and made my own human pantheon while keeping the humanoid gods.
 

I also see traditions possibly giving certain benefits like organizations did in 3.5.

Also, I believe Primitive Screwhead and RigaMortus 2 are on the right track.

And possibly some Blackmoor influence in there?
 

I hope they include a tradition that focuses on tall, pointy hats. And another that requires long, flowing beards for successful spellcasting. I'm still not sure about a robes-based tradition.
 

Goken100 said:
3. Quests to locate the lost implement of destiny (Anyone seen a Deathly Hallow around here?)
My wife is excited about the new wizards as well, if for no other reason than it will be easier for her to create one that is closer to the Harry Potter style. Per-round and per-encounter abilities fit the Potter universe better than Vancian magic does, and the wand is an important spell implement.

Maybe she will finally play something other than an elf druid.
 

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