Pathfinder Campaign Setting: Inner Sea Magic (PFRPG)

4.30/5 (based on 8 ratings)
Pathfinder Campaign Setting: Inner Sea Magic (PFRPG)
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A World of Magic!

From the tortured sands of the Mana Wastes, where magic is as likely to tear you apart as it is to not work at all, to the perpetually frozen northern nation of Irrisen where the winter witches rule, magic is a part of life in the Inner Sea region. Whether it is wielded by benevolent clerics to keep their allies fighting the good fight or unleashed by wizards in the form of scorching blasts of fire, magic can be the difference between life or death. Or, as in so many cases, the cause of life or death.

    Inner Sea Magic explores the role of magic within this vast and varied region. Within this 64-page book, you will find:
  • A who’s-who of powerful and famous spellcasters from throughout the Inner Sea region
  • Details on four types of magical schools—arcane academies, spellcaster’s guilds, monasteries, and secret societies—along with rules for joining and studying with such organizations
  • Rules for several types of specialized or variant magic, including the chaotic power of primal magic, the secrets of shadowcasting, the traditions of Thassilonian sin magic, and the wonders of Varisian tattoo magic
  • Two new oracle mysteries (the primal-magic wielding spellscar mystery and the sinister Outer Rifts mystery)
  • More than a dozen new archetypes for all sorts of spellcasters, including the black-blooded oracle, the Razmiran priest, the shadowcaster wizard, the tattooed sorcerer, and the winter witch
  • Two new prestige classes—the cyphermage and the divine scion
  • Dozens of new spells, from Aroden’s spellward to zone of foul flames!

Inner Sea Magic is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

by Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor

ISBN-13: 978-1-60125-360-6

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Lost Omens Subscription.

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Interesting Variant Rules, and Packed Full of Player Options

4/5

Inner Sea Magic is a 64-page entry in the Pathfinder Campaign Setting line that contains an impressive amount of information about everything from magical schools to variant types of spellcasting and more. It's full of new spells, archetypes, and even a couple of prestige classes, and I found myself impressed and intrigued by most of the options presented. I will say this is another product that seems to blur the division between the Campaign Setting line (intended for GMs) and the Player's Companion line (intended for players), as players will get as much or more use out of this book as GMs. But in the end that doesn't keep this from being a quality book that is definitely worth getting.

The inside front cover is a map of the Inner Sea region with the location of important magic schools listed. The inside back cover is a reproduction of the cover without any logos or title. The contents are divided into five sections: Magic of the Inner Sea, Variant Magic, Magic Schools, Spellcasters of the Inner Sea, and Spells.

Section 1, Magic of the Inner Sea, is six pages long. It begins with a brief overview (1 paragraph each) of regions in the Inner Sea that are particularly noteworthy in regards to magic: Geb, Irrisen, Jalmeray, the Mana Wastes, Nex, Nidal, Thuvia, Varisia, and the Worldwound. The rest of the section is a list of fifty(!) noted spellcasters in the Inner Sea, each with a one-line description, class and level, and a head-shot. I don't recall seeing anything like this before, but I actually really liked it. It's basically a "Who's Who" of magical power in known Golarion. My only suggestion is that it would have been better to use the inside front and inside back covers for this sort of reference information, thus freeing up a couple of pages in the interior for exposition.

Section 2, Variant Magic, is ten pages long and definitely something I'll make use of. It presents seven variant systems of spellcasting that are tied to a particular region or theme, and are perfect for NPCs or (with GM permission) PCs that hail from that area. Included in this section is False Divine Magic (Razmiran spellcasters who disguise arcane magic as divine), Fleshwarping (not really a different way of casting spells, but a way to transform creatures), Primal Magic (otherwise known as "wild magic", this section includes rules on primal magic areas, how primal magic events are triggered, and a great table on sample effects that could result); Riffle Scrolls (a slightly different method of scroll-casting that I didn't really get the purpose of, either in the novel Prince of Wolves or here); Shadowcasting (drawing from the plane of shadow; this section includes four new feats); Tattoo Magic (favoured by Varisians), and Thassilonian Magic (basically super-specializing in a school of magic; includes a great picture of the Runelord Sorshen). The options presented here were quite flavourful but also seemed (without play-testing) mechanically viable.

Section 3, Magic Schools, is ten pages long and presents a full rules sub-system for handling PCs who enroll at a magical school, including the cost, the benefits (socially and mechanically) they gain from their education, what it takes to avoid flunking out, and so forth. The sub-system is designed to track the students' Fame (which they earn by making Education checks a certain number of times per semester) and Prestige Points (which they earn by completing specific tasks). Fame is used to track a students' progress and privileges (everything from library access at one end to becoming a full professor and receiving a salary at the other) while Prestige Points can be spent to receive specific favors which vary based on the school, such as gaining an Imp Minion or a discount on the purchase of poisons. Formally, the system distinguishes between Academies (arcane education), Guilds (item creation), Monasteries (divine instruction), and Secret Societies (hidden goals). The following schools are detailed, each customized to reflect different entrance fees, tuition costs, exams, extracurricular tasks, and awards: the Acadamae (Korvosa's school of demonic conjuration), the Arcanamirium (Absalom's school of "practical magic"), the Magaambya (a long-standing school in Nantambu in the Mwangi Expanse), the Kintargo Opera House (bardic college in Cheliax), the Oenopion Fleshforges (fleshwarping laboratory in Nex), the Poisoner's Guild (in the River Kingdoms), the White Grotto (a bardic college in Absalom), Citadel Enferac (Hellknight stronghold in Cheliax), the Harrowed Society (Varisian fortune-tellers in Galduria), and the Crimson Citadel (Red Mantis assassins!). Monasteries receive a two-page spread that are not geographically specific, but instead lists a faith-specific award that students can spend prestige points on. Each of the core deities receive one entry. I think the concept of magic schools, and the system presented, would be fantastic fun to use. However, I think it probably would require the entire campaign to be centered around the premise, as otherwise most campaigns don't last long enough (in terms of in-game months) to make a semester structure viable. There is a brief sidebar that suggests a method to cope with this, but I think it could lead to PCs rising from students to Full Professors in the space of what could be only a few months of in-game time, which seems unrealistic. But then, Pathfinder is full of unrealistic things, so that might not be a problem for most. Where I see the Magic Schools sub-system receiving the most value is in a "Harry Potter" style campaign where all the PCs attend the same magic school and compete for fame and prestige while handling missions presented by the school (or foiling threats to the school).

Section 4, Spellcasters of the Inner Sea, is a twenty-page section that tries to offer something for everyone. It's basically a miscellany of everything from new oracle mysteries to new archetypes to new prestige classes. The two new oracle mysteries are Spellscar (centered around primal magic) and Outer Rifts (related to the incursion of the chaotic evil Abyss into the Material Plane). Next, the section lists 19(!) new archetypes. This is already a long review, so I won't list them all here. The ones I've heard a lot about include Crypt Breaker archetype for alchemists (another attack on poor rogues), the Dawnflower Dervish archetype for bards (doubling the benefits of bardic performance, but limiting their application to the bard), and the Winter Witch archetype for witches (pretty much every spellcaster in Irrisen!). Most of the archetypes look pretty good, but there are a couple like Mendevian Priest and Oenopion Researcher that I think could have been fleshed out more. Last, there are two new prestige classes, each with a full two-page spread. The Cyphermage is an expert in written and runic magic from long study of the famous Cyphergate in Riddleport. I really like the flavour of this prestige class, but most of the special abilities apply only to scrolls or other magical writing (like runes or symbols), and, at least in the games I'm involved in, I don't know how useful they would really be. The other prestige class, the Divine Scion, didn't do much for me (apart from a cool picture of Nualia). This divine-focussed prestige class is pretty bland thematically, as it's basically just a super-worshipper of any faith, and the special abilities consist of getting a low-level spell as a spell-like ability and another miscellaneous bonus (tied to the PCs domains), and some other moderate bonuses based on alignment. I think it tries too hard to be available to any faith and just comes across as pretty generic.

Last but not least, is Section 5: Spells. This section starts with a cool picture of the Iconic witch fighting a woolly mammoth with Ice Spears, one of the new spells introduced here. Spellcasters shouldn't be disappointed, as 39 new spells appear here, with at least a couple of options for every spellcasting class (even Alchemist and Summoner). The rich get richer, of course, as Clerics and Wizards/Sorcerors get by far the most new options.

Overall, I quite liked Inner Sea Magic. The sections on Variant Magic and Magic Schools were real highlights, and I could see them adding a lot to the right campaign. The player-focussed options presented (archetypes, spells, etc.) are more the sort of thing that could be found in any book, and I wish that as a Campaign Setting book this one would have spent more time on material that would be unlikely to appear elsewhere. Still, all in all this is a solid buy.


5/5

I've reviewed this on RPGGeek.com.

You can read it here.


Not what I was hoping for

2/5

I'm a big fan of the Pathfinder game rules (core rule book, advanced player's guide, gamemaster guide, and the monster manuals) and adventure paths for their atmosphere and creativity. However a few products I bought, among others this one, don't bring this particular atmosphere that I came to expect. If you're thinking of buying this one, check first if it's really what you're after.


Magic, customized and so very, very cool.

5/5

Another great suppliment with tons of great ideas to spark memorible characters. See my full review: Inner Sea Magic


An Indispensible Guide to Golarion Magic

4/5

See my full review here.

Inner Sea Magic takes an in-depth look at how magic is used in the Inner Sea Region of Golarion and, in turn, a bit of how that magic affects the setting. Unlike many other Campaign Setting products, Inner Sea Magic has a quite large amount of “crunch”, i.e. game mechanics information such as new rules systems, archetypes, spells, etc., instead of “fluff”, which is story and descriptive material. This makes it a product more in the style of a book like Ultimate Magic than most books in this line. However, whereas Ultimate Magic is a generic look at magic in the Pathfinder Roleplaying Game, Inner Sea Magic looks at magic with a very Golarion-specific spin.

In general, I really like that most Campaign Setting books are fluff-heavy, as that’s the kind of thing I most enjoy reading when learning about a game world. There’s enough crunch in the generic books that, unless it’s very specific to the setting, more is not really needed in a world book. As such, I had a few reservations going into this book. Most of those reservations, however, quickly subsided. This is not just a book with a gazillion new feats and spells that the game doesn’t really need. There are full details on variant magic styles that other Campaign Setting books have only hinted at, new class archetypes that explore these styles, an overview of prominent spellcasters across the Inner Sea, and details on the most prominent magical schools and academies. They are all things that can enrich any game set in Golarion.

There are quite a few new archetypes in the book. Many of these archetypes will be far more useful than those in books like the Advanced Player’s Guide or Ultimate Magic as these ones fit seamlessly into the setting and bring with them the flavour of the setting. To use archetypes from generic sources, you either need to use very generic archetypes (which are less flavourful) or shoehorn them into a setting they don’t quite fit in. I love the tattooed sorcerer, in particular. We’ve heard about Varisian tattoo magic in previous books, but until now, it’s been represented by nothing more than a single feat that only grants a bonus spell and a boosted caster level to a specific school. Now, tattooed sorcerers gain a familiar that can transform itself into a tattoo and hide out on their bodies. They can create tattoos that are magical items or can store spells in their tattoos. There is actually a point to Varisian tattoos now.

Overall, Inner Sea Magic is a very good book that finally fleshes out a lot of things that have only been hinted at in previous products. People expecting the usual amount of “fluff” in a Pathfinder Campaign Setting book, however, may be a bit surprised by the very high amount of “crunch”. However, it’s mostly useful and flavourful crunch that enhances and expands the setting. It will be an indispensable book for most games set in Golarion.


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I can't believe I just noticed this...

Will this book scratch my perennial itch for Golarion's metaphysics?

Will this book help me explain magic to players in a way that will shatter their expectations of magic-as-skill, and convert them to drooling zealots in service of the Pathfinder magic system? Will this book have awesome symbols and sigils for GMs to pepper their home games with? Will those be released to the blog? Will the schools of magic recieve special attention/explanation, up to and including how they work with non-mages? Will this book have everything I have ever wanted?

More spells are a good thing, don't get me wrong. But what would be nicer is something we haven't seen before: calling out the elephant in the room and bridging the logical gap between the magic rules and the setting. Tell us why spell slots work as they do! Tell us what components mean! Tell us why!

SKR's on it? Okay.

Magic of Faerun was my favorite FR3e book. Do it again Sean. Do it better! For Golarion!

</fan>

Dark Archive

Evil Lincoln wrote:
I can't believe I just noticed this...

Ditto! I just noticed it today!

Setting-specific Archetypes/Mysteries/etc. for stuff like Cyphermages and Winter Witches? Oh yeah.


Any chance one of those Oracle mysteries is "Harrow"? That would be setting specific...

BTW, will we ever see expanded choices for mysteries, or just new mysteries? I was wondering if there was a policy for such things.

Owner - House of Books and Games LLC

Azazyll wrote:
BTW, will we ever see expanded choices for mysteries, or just new mysteries? I was wondering if there was a policy for such things.

I think you'll want to chck out Ultimate Magic. The page doesn't specifically mention mysteries, but I believe one of the designers commented "what good are new revelations without new mysteries?"

Silver Crusade

Pathfinder Adventure Path Subscriber

I do have a serious question, for a change.

Why is this book in the Campaign Setting line instead of Player Companion line? I don't have a problem with that (heck, 64 pages wins over 32 every time), but it contains mostly player-side material and as it is blurs the borders between the lines.

I still do have a problem with Player Companion line being dazed and confused, but the CS line was pretty much GM-oriented so far, with Faction Guide being the first exception and this being the second.

I'm just curious about the reasoning behind the decision here.

Paizo Employee Creative Director

1 person marked this as a favorite.
Gorbacz wrote:

I do have a serious question, for a change.

Why is this book in the Campaign Setting line instead of Player Companion line? I don't have a problem with that (heck, 64 pages wins over 32 every time), but it contains mostly player-side material and as it is blurs the borders between the lines.

I still do have a problem with Player Companion line being dazed and confused, but the CS line was pretty much GM-oriented so far, with Faction Guide being the first exception and this being the second.

I'm just curious about the reasoning behind the decision here.

It's in the Campaign Setting line for a few reasons:

1) We wanted more room than a 32 paqe book could give us to cover all of the things we wanted to cover in the book.

2) We want to periodically do rules-heavy releases in the Campaign Setting line.

3) There's some stuff in there that not all GMs will want players to use, but that they'll likely need in order to run certain NPCs. The Campaign Setting line's pretty much our ONLY place to do this when topics aren't related to an Adventure Path. For example, we have an archetype in this book for winter witches—that's an archetype that most GMs won't want PCs to use, since it's a "bad guy" archetype, but we're not doing any Winter Witch AP anytime soon so we can't really wait to put this info into an Adventure Path volume. Putting it into a Player Companion would give the impression that Paizo is saying, "Hey players! Now you can be winter witches, and there's nothing your GM can do about it!"

Also, we HAVE done plenty of books in the Campaign Setting line that are appropriate for players... "Faction Guide" is hardly the first. Other examples include "Gods and Magic" and "Seekers of Secrets." And there'll be more in the future.


Gorbacz wrote:
Why is this book in the Campaign Setting line instead of Player Companion line? I don't have a problem with that (heck, 64 pages wins over 32 every time), but it contains mostly player-side material and as it is blurs the borders between the lines.

Well, I don't feel strongly about it, but I do know that spells are hard to balance, especially when they are introduced in large quantities. I would rather have this book in the GMs hands where he can plant new spells in his campaign piecemeal.

If its a player option book, every cleric gets a sudden boost of power, and all players will have a sense of entitlement. At least the "GMs only" implication should give GMs a simple rationale for including new spells selectively.

EDIT: Ninja'd by James.

Silver Crusade

Pathfinder Adventure Path Subscriber

Again, I'm very happy with this book being a 64-pager. Thanks James for some interesting insight on how the publishing decisions are made.


If I left out a goat, would the nice T-Rex give a hint about my earlier question? Or not if it's too much detail this far out. But I'm really psyched for the idea of Golarion-specific oracle mysteries!

Nice T-Rex! Bleat bleat!

Paizo Employee Creative Director

Azazyll wrote:

If I left out a goat, would the nice T-Rex give a hint about my earlier question? Or not if it's too much detail this far out. But I'm really psyched for the idea of Golarion-specific oracle mysteries!

Nice T-Rex! Bleat bleat!

There is no "Harrow" mystery. The mysteries in this book are different ones.

Shadow Lodge

Any chance for Thassilonian and Azlanti Sorceror bloodlines?

I'd really like to see some alternative Arcane Bloodlines based on the ancient civilizations.


Interesting ideas for bloodlines, i like it.


I would love to see a golarian campagn specific Sorcerer bloodline. Also will this book have anything on the mana waste or any other strange magical places? It will be interesting to see new factions and I like the idea of new oracle mysteries, new archtypes, new spells, and two new prestige classes. Hopefully most of this stuff makes the final cut.

Paizo Employee Creative Director

Decorus wrote:

Any chance for Thassilonian and Azlanti Sorceror bloodlines?

I'd really like to see some alternative Arcane Bloodlines based on the ancient civilizations.

There are no new bloodlines in this book.

Paizo Employee Creative Director

Dragon78 wrote:
I would love to see a golarian campagn specific Sorcerer bloodline. Also will this book have anything on the mana waste or any other strange magical places? It will be interesting to see new factions and I like the idea of new oracle mysteries, new archtypes, new spells, and two new prestige classes. Hopefully most of this stuff makes the final cut.

While there's no bloodlines in the book, there's a LOT of stuff about the Mana Wastes and the primal magic that infects the place. The list of what's in the book was compiled after we locked down the content, in any case, so it's all already made the final cut. (We generally don't list book contents before we're 100% sure what's gonna be in the book is in the book... and then once we DO we try hard to make sure what we list will stay in there.)


Darn no new bloodlines but I can fiqured that much. but more info on the mana waste is good.


Are the fleshwarping rituals refering to the Drow or are there
other practitioners in the Inner Sea?
And any new stuff about Nex, perhaps the Fleshforges or the Waste-Mutants?


Albus wrote:

Are the fleshwarping rituals refering to the Drow or are there

other practitioners in the Inner Sea?
And any new stuff about Nex, perhaps the Fleshforges or the Waste-Mutants?

The Thassilonians were also into fleshwarping


James Jacobs wrote:
While there's no bloodlines in the book, there's a LOT of stuff about the Mana Wastes and the primal magic that infects the place.

Viva Alkenstar!

Paizo Employee Chief Technical Officer

I've updated the description and cover image to reflect the finished product.

Dark Archive

Pathfinder Roleplaying Game Superscriber

I love the cover.


Vic Wertz wrote:
I've updated the description and cover image to reflect the finished product.

Sweeeeeeeeeeeeeeet.


Seoni and Alahazra on the cover? I was getting this one anyway, but that art sure helps with the decision.


Noticed the description of the book has changed; Will details about fleshwarping be in this book?

Also looking forward to the Razmiran priest archetype.

Paizo Employee Creative Director

Vyctor Cross wrote:

Noticed the description of the book has changed; Will detils about fleshwarping be in this book?

Also looking forward to the Razmiran priest archetype.

Yup; there's still details about fleshwarping in here. If you can't wait, check out Pathfinder #16, which has MUCH more detailed information about this type of magic (although it focuses on the drow version of fleshwarping only).

Dark Archive

1 person marked this as a favorite.
Eric Hinkle wrote:
Seoni and Alahazra on the cover? I was getting this one anyway, but that art sure helps with the decision.

Those two are considered to be the breast two iconics.

Dark Archive

Ooh, 'shadowcaster' sounds like it might relate to the Nidalese wizards who specialize in shadow magic.

Winter witch, Razmir-priest and Thassilonian sin mage also sound intriguing!


Are we there yet?

Can't wait. The more and more you (re)visit Thassilon and related subjects the more I feel the urge for avalanche emails begging for a reprint of the RotR AP!


baron arem heshvaun wrote:
Eric Hinkle wrote:
Seoni and Alahazra on the cover? I was getting this one anyway, but that art sure helps with the decision.
Those two are considered to be the breast two iconics.

I mentioned this in the chat the other day, but it bears repeating: This might be the first depiction of Seoni (with more people than her in the picture) where she is the most covered up character in the image.


Nice..it's been updated

"Spellscar" and "Outer rifts" mysteries sound interesting and strange names at that.

New spells = awesome

2 new prestige classes..nice

New archtypes always welcome

No new traits?

Paizo Employee Creative Director

Dragon78 wrote:

Nice..it's been updated

"Spellscar" and "Outer rifts" mysteries sound interesting and strange names at that.

New spells = awesome

2 new prestige classes..nice

New archtypes always welcome

No new traits?

No new traits. Since traits are mostly only PC rules (NPCs can use them if they get the feat "Additional Traits" but that's super rare) we generally limit new traits to the Player's Companion line.


Tattooed sorcerer eh? That sounds very Varisian. I'll be interested to see how they pull this off, as sorcerers seem to be one of the hardest classes to make archetypes for.

As for the black-blooded oracle, I wonder if she's related to the necromantic sludge that flows in the Land of Black Blood deep in Orv? That would be sweet.


Any word on the expected release date of the PDF James?

Liberty's Edge

*drools* Want. Paizo, you are the reason I am broke.


Generic Villain wrote:
Tattooed sorcerer eh? That sounds very Varisian. I'll be interested to see how they pull this off, as sorcerers seem to be one of the hardest classes to make archetypes for.

I personally cant wait to see this book and the variant magics like the tatoo magic. It should be fascinating

Paizo Employee Creative Director

Berselius wrote:
Any word on the expected release date of the PDF James?

For all these Gen Con releases we'll likely be releasing the PDF on the first day of Gen Con. I believe that's how we've done them in previous years...

Paizo Employee Creative Director

Generic Villain wrote:
As for the black-blooded oracle, I wonder if she's related to the necromantic sludge that flows in the Land of Black Blood deep in Orv? That would be sweet.

That would make a lot of sense, he? :P

Paizo Employee Chief Technical Officer

James Jacobs wrote:
Berselius wrote:
Any word on the expected release date of the PDF James?
For all these Gen Con releases we'll likely be releasing the PDF on the first day of Gen Con. I believe that's how we've done them in previous years...

Yes—the official retail release date is also the same day, August 4.


Don't suppose there will be any new oracle curses?

Paizo Employee Creative Director

Corrik wrote:

Don't suppose there will be any new oracle curses?

I don't believe there are (tries to remember)... I DO know there's a new oracle curse in Pathfinder #49 though: Mute!

The Exchange

Any Numeria / Technic League / super-science stuff in this one?


James Jacobs wrote:
Corrik wrote:

Don't suppose there will be any new oracle curses?

I don't believe there are (tries to remember)... I DO know there's a new oracle curse in Pathfinder #49 though: Mute!

Cool, I'm really itching for new curses to try out.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

ProfPotts wrote:
Any Numeria / Technic League / super-science stuff in this one?

Can't say exactly what, but the short answer is: yes. :)

The Exchange

Jason Nelson wrote:
Can't say exactly what, but the short answer is: yes. :)

Cool - I'm glad to see Numeria's getting some support: the whole 'high-tech as magic' trope always seemed one of those 'love it or hate it' fantasy concepts, but the Numeria bits in the Inner Sea World Guide in particular are tantalizing, and the Technic League is a very Golarion-specific magic style (that is to say, compared with the more generic fantasy of the setting-neutral game system as a whole).


Spellscar Mystery ???.....that's got my attention ;)

Paizo Employee Creative Director

Jason Nelson wrote:
ProfPotts wrote:
Any Numeria / Technic League / super-science stuff in this one?
Can't say exactly what, but the short answer is: yes. :)

heh... An even shorter answer is "no," unfortunately.

Things change between a book's outline and its final product, and while I did indeed ask Jason to design a Numeria-related element, it won't be in "Inner Sea Magic." Partially because we decided to focus more on "magic" than on a few elements of "technology and magic mixing," but mostly because Numeria is one of the most unusual elements in Golarion, and it's one we're still handling with safety tongs.

And no, I'm not gonna be posting it on the blog or something like that, since it's a pretty cool bit of design work. It's just that "how we deal with Numeria" is a constantly moving target. What Jason designed for this book stands an excellent chance of showing up elsewhere in a more appropriate book at some point that we don't have on the schedule yet.

Numeria's a super tough nut to crack, in other words.

We WILL have some Numeria-related content in the upcoming "Dungeons of Golarion," and at this point we'll be watching and listening with keen eyes and ears to the reactions there.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

James Jacobs wrote:
Jason Nelson wrote:
ProfPotts wrote:
Any Numeria / Technic League / super-science stuff in this one?
Can't say exactly what, but the short answer is: yes. :)

heh... An even shorter answer is "no," unfortunately.

Things change between a book's outline and its final product, and while I did indeed ask Jason to design a Numeria-related element, it won't be in "Inner Sea Magic." Partially because we decided to focus more on "magic" than on a few elements of "technology and magic mixing," but mostly because Numeria is one of the most unusual elements in Golarion, and it's one we're still handling with safety tongs.

And no, I'm not gonna be posting it on the blog or something like that, since it's a pretty cool bit of design work. It's just that "how we deal with Numeria" is a constantly moving target. What Jason designed for this book stands an excellent chance of showing up elsewhere in a more appropriate book at some point that we don't have on the schedule yet.

Numeria's a super tough nut to crack, in other words.

We WILL have some Numeria-related content in the upcoming "Dungeons of Golarion," and at this point we'll be watching and listening with keen eyes and ears to the reactions there.

Yeah, see, exactly like I said. No way, man! As if. :)

(that's what I get for trying to answer for Central Command, even in the most general terms - no good deed goes unpunished!)

The Exchange

Darn...

Well, I guess I better pick up Dungeons of Golarion then, to see what sort of direction the whole Numeria thing will be going...

Paizo Employee Creative Director

ProfPotts wrote:

Darn...

Well, I guess I better pick up Dungeons of Golarion then, to see what sort of direction the whole Numeria thing will be going...

And perhaps more importantly, let us know what you think of it. Folks generally reply more quickly when they see something they don't like, and if we have 10 people hating Numerian content and posting on the boards while 1,000 people who love the content don't say a thing, we'll be more likely to assume that the content is more universally loathed than it is.


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
James Jacobs wrote:
ProfPotts wrote:

Darn...

Well, I guess I better pick up Dungeons of Golarion then, to see what sort of direction the whole Numeria thing will be going...

And perhaps more importantly, let us know what you think of it. Folks generally reply more quickly when they see something they don't like, and if we have 10 people hating Numerian content and posting on the boards while 1,000 people who love the content don't say a thing, we'll be more likely to assume that the content is more universally loathed than it is.

I would love Numerian content if we ever got some. ;)

(A few hints in the World Guide just aren't enough.)

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