Dark Archive Playtest Analysis

Monday, November 22, 2021

Welcome, Archivists. I’m James Case, here for your debrief on the playtest for Pathfinder Dark Archive! First, thank you all for taking the time to try out the psychic and the thaumaturge and for filling out surveys, talking about the classes on forums and chat servers, making blog posts and videos, and all in all helping us make the classes the best we can be! Now that the playtest has wrapped, we wanted to talk about some of the feedback we saw and the directions we’re starting to take class revisions. While we’re still in the middle of discussions, development, and analysis, we thought we’d check in. Keep in mind that both classes will get a ton of small updates across the board, as well as more feats, class path options, and the like, so we’re just going to focus on the big changes here!

Psychic:

Thaleon, the iconic psychic. Sketch by Wayne Reynolds.
Thaleon, the iconic psychics

Main Takeaways:We tried something a little different from the conventional spellcaster model with the psychic’s lower number of spell slots and strong focus on …focus... cantrips, amps, and other special powers, with conventional slotted spells filling a more supplemental role. The overwhelming majority of you responded that you preferred this approach over a conventional spellcaster approach; however, much of the feedback also indicated that while what the psychic got in exchange for this reduced spell loadout was very interesting, it didn’t feel powerful or useful enough to make up for the difference in lost spell slots. So, a major direction of change for the psychic will be to retain the “fewer spell slots” and “cantrip/amp focus” class role, but adjust the power level of the supplemental pieces so that you can truly feel like you’ve unleashed the awesome power of your mind. I’ll get into some of the approaches we’re taking in each point below.

We also wanted to get a sense in the playtest of what you all thought of the general tone and genre of the class. This was pretty conclusive—over two-thirds of respondents said the more magical cast was working for them, so we’ll be staying the course here as well!

Spells and Spellcasting: A strong majority of respondents stated that they preferred the playtest arrangement of the psychic’s spellcasting and key ability scores, so we’ll be sticking to those and keeping the psychic as a spontaneous occult spellcaster whose subconscious mind gives them a thematic choice of key ability score between Intelligence and Charisma.

I also want to call out that, as with past spellcaster playtests, the specific spells granted on the conscious minds drew only on spells we had already published, so some needed to be chosen for role (“a damaging spell here” or “a scouting spell here”) and easy understandability even if they were a little outside the theme—for instance, magic missile was a stand-in for a more on-theme damaging level 1 spell on the distant grasp psychic. The final Dark Archive book will introduce several new spells with the psychic in mind for thematically tighter granted spells!

Psyche: The ability to unleash your psyche to amp spells for free was originally intended to let psychics really feel like they got to be masters of focus by cheating the Focus Point caps. However, the fact that psychics had almost unlimited Focus Points took up a lot of the power budget for the class, rippling into the psyches needing to come online later and have both benefits and drawbacks, as well as affecting the power of amps (which I'll touch on next). Therefore, one of the biggest changes we’ll be making to psychic is to remove this aspect of Unleash Psyche, and then redistribute that power through the rest of the class for a more consistent play experience.

Consistent feedback also showed that while psyches were interesting when unleashed, most combats didn’t last long enough after the third turn to make getting into the psyche feel worthwhile (meaning that much of the psychic’s power was tied up in a feature they had inconsistent access to). While we don’t want to make Unleash Psyche an “assumed first-turn action” in the vein of Rage, Hunt Prey, or similar, we do want to make it easier to do. Thankfully, with the removal of psyche’s role as a source of unlimited Focus Points, we have a lot of options for making it more accessible, as well as for adding more punch, such as effects that happen when your first Unleash your Psyche, more special abilities that happen automatically when you are unleashed, or the ability to end your psyche earlier for a single big benefit.

Amps: Amps are one of the major parts of the psychic, and most respondents stated that they found these options very interesting—Mark tells me that amps scored among the highest for “interesting” of any class we’ve playtested—but also that they felt weak in comparison to normal focus spells. They were! Since Unleash Psyche meant that you could amp your focus cantrips 5 or more times in a single combat, as opposed to a hard maximum of 3, those amps needed to be a little under the balance point of spells like fire ray. While psychics will retain their focus on amps, they likely won’t have such an outsized number of them, so we have plenty of room to now bring the power scale of amps back up.

New Stuff!: Of course, we always increase the number of options between the playtest and the final class! In addition to the new spells that will be added in Dark Archive, the psychic will of course be gaining new feats and choices of both conscious and subconscious minds. In honor of our new iconic psychic, Thaleon, I’ll share his conscious mind, which is called the tangible dream. This path focuses on materializing and projecting the user’s thoughts into the physical world, allowing you to conjure walls, blades, and other constructs of force (or astral thread, or ectoplasm, as your character concept fits) around the battlefield!

I’m getting a vision… It’s… of Mark, talking about the thaumaturge!


Thaumaturge:

Mios, the iconic thaumaturge. Sketch by Wayne Reynolds.
Mios, the iconic thaumaturge

Hi everyone, Mark Seifter here for a post-playtest report for the thaumaturge class. I first want to thank you all for participating in the playtest by running and playing games, posting your playtest results and analysis, answering surveys, and having good discussions! In particular, the playtest was happening during a pretty challenging period for us at Paizo, and I appreciate how all of you in the playtest stepped up your game compared to earlier playtests with extremely civil discourse, keeping repetitive points to a minimum so I could keep up with all the new ideas, and just really engaging with each other’s ideas and feelings in good faith to talk about different directions.

Overall, people really liked the thaumaturge, with a strong good feeling from the majority of players, but there were definitely some areas where it needed tweaking or rethinking, usually in a way that didn’t detract much for most playtesters but did in a big way for a small number of them. This left the thaumaturge in an interesting situation, with about as many people who were about as many huge fans of the class as the highest-ranking class we’ve ever playtested, but then that small number with especially low rankings. The great news about that is that it left a clear path forward.

Main Takeaways: The one thing I wasn’t sure about was whether playtesters would like our new vision of the thaumaturge or would prefer something more similar to the first edition occultist. What I discovered is that you really like the martial thaumaturge concept, by an overwhelming majority, and want it to remain a magpie picking up from all four traditions. However, there was a desire to make it clearer how the class fantasy works with respect to exerting your force of personality to convince the universe, as well as to add more capacity to the class’s skills so that Charisma-based skills are front and center to match the intro lore about being persuasive. The changes to Esoteric Antithesis and Find Flaws (see below) may help with this as well to allow better advantage of your Charisma key ability score, while freeing up a broader variety of character concepts—this will let players freely choose whether to lean more heavily on magical learning or more on making things up as you go along as best fits the character. We’ll also be making a variety of quality-of-life changes based on other playtester proposals.

New Implements: As the playtest mentioned, we’ll be adding up to nine implements (three each granting active, reactive, and passive abilities). Of the four new implements, one of them will be the tome (or a ledger, notebook, or similar object), a passive implement that mysteriously writes down information about everything around you to assist you. The other implements are one to let you inspire and lead your allies, one to debuff your enemies, and one that misleads your enemies’ attacks, but I’ll leave it up to you to figure out what implements those might be!

Esoteric Antithesis and Find Flaws: One thing I’ve learned from these playtests is that our playtesters tend to be our most dedicated and experienced players (and even if you’re new to Pathfinder, you are very experienced with tabletop RPGs in general). So, whenever even our most experienced playtesters think a mechanic is complicated, I think I should take another look at that. People loved the benefits for these abilities but thought they were complex, and that they sometimes had issues being tied directly to Recall Knowledge. Our plan is to disentangle Esoteric Antithesis from Recall Knowledge (with a feat, like investigators’, to pick up a free Recall Knowledge if you want that), instead just flat-out forcing your will on the universe with a check to establish a connection (I’m thinking a name like “Forge Connection”). One consequence of this is that even on a failure, you can forge a connection, but a success or critical success will give you more. Additionally, while a high majority of players really liked the playtest benefit from Esoteric Antithesis, there were some good ideas about how to open up to allow a variety of benefits to allow for more playstyles. So, we’re looking at offering multiple benefits a thaumaturge can pick from when you successfully forge a connection. This separates out the benefit where you apply a creature’s highest weakness and the benefit where you create a new weakness as two options, to handle the feedback people gave about situations where they were already applying a creature’s highest weakness due to preparation for the encounter. It also allows you to gain new benefits, for instance, when you might prefer a special buff or debuff instead of simply more damage. Right now, we’re toying with the idea of having a different connection for each implement, as some folks also thought implements could use one more unique power, and then have more connections available through feats

Pacts: People loved the story of the pacts—in fact, they wanted them to have stronger effects, and many wanted the option for any character, even non-thaumaturges, to gain them. We had actually planned on including similar pacts in a yet-unannounced part of the book, but based on your feedback, we also expanded the pacts into a full-on pact binder archetype for anyone to take! Opinions were pretty varied about their rarity, perhaps the most mixed we’ve ever gotten in a multiple choice question for paths moving forward, so we’ll take that into account moving forward.


A Glimpse, A Hunch, A Flicker of the Future:

Hey, thanks for sticking around! Here’s something coming up in Dark Archive—while the book is still in development and various things might change a little, I wanted to give a sneak peek into a new type of player option coming up in the cryptids file, one of the eight casefiles of the Dark ArchiveM.

Creature Echo Feats

Creature echoes are a new type of feat that grant you special powers based on exposure to an unusual creature. These are rare and usually only occur after a significant event involving the creature. Imagine a town where people have, one by one, begun to turn to stone. You might spend many months tracking down the cause of the phenomena, only to eventually find it was an ancient creature with a petrifying gaze living deep under the town. However your encounter with the creature goes, the following feat might echo with you if you survive:

Stone Skin — Feat 12
Rare, Transmutation
Prerequisites You have been petrified.

It might have been a medusa, dracolisk, or even a fossil golem; regardless of the source, you were the target of some petrifying effect, and an element of that stony gaze has remained with you, both protecting and slowly consuming you. Your limbs are coated with a layer of stone that rests atop your skin. You gain a stone fist unarmed attack which deals 1d8 bludgeoning damage, has the shove trait, and is in the brawling weapon group; unlike a normal fist, it does not have the agile or finesse traits. As your life force ebbs, this petrification spreads over more of your body to form a stony armor. When you have fewer than half your maximum Hit Points, your stone fist unarmed attack increases its weapon damage die from 1d8 to 1d10 and you gain resistance to physical damage equal to your Constitution modifier.

If you would gain the dying condition, you can choose to instead be permanently petrified to avoid the risk of death. Counteracting this petrification requires a casting of stone to flesh of a spell level equal to at least half your level, as well as a counteract check against the hard DC for your level. Each time you recover from petrification caused in this way, you gain a new scar on your skin in the shape of a long, thin crack.

Scribes of the Archive

Before I go, I want to say thanks to the awesome writers whose work is featured in the book. We’re in the middle of development and I gotta say, they’ve done some strange, spooky, and brilliant work!

Written by Rigby Bendele, Logan Bonner, James Case, Dan Cascone, Jessica Catalan, Banana Chan, Kay Hashimoto, Sen.H.H.S., Patrick Hurley, Avi Kool, Daniel Kwan, Kendra Leigh Speedling, Luis Loza, Ron Lundeen, Liane Merciel, Jacob W. Michaels, Andrew Mullen, Quinn Murphy, K. Tessa Newton, Mikhail Rekun, Patrick Renie, Michael Sayre, Mark Seifter, Shay Snow, Soup, Alex Speidel, Solomon St. John, Geoffrey Suthers, Ruvaid Virk, Jabari Weathers, and Isis Wozniakowska



We’ll have more for you in the future, so stay tuned for further updates over the next year. Again, thank you all so much for taking the time to participate in the playtest and for sending in feedback to make the classes the best they can be!

In darkness lies enlightenment,

James Case
Designer

Mark Seifter
Design Manager

More Paizo Blog.
Tags: Pathfinder Playtest Pathfinder Roleplaying Game Pathfinder Second Edition
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3 people marked this as a favorite.
QuidEst wrote:
AnimatedPaper wrote:
Tome, Bell (debuff), Crown (inspire), and Ring (mislead) is my guess for the remaining implements. I want to say "key" instead of "ring" to match the harrow suits but ring seems more likely.
Keep in mind that the items are ones that need to be held in a hand to be presented. Amulet is the only worn one so far, and that's still something you would hold and present with one hand. Ring and crown don't make too much sense for that. Censor could be debuff, with bell for inspire.

I’m aware of the general rule. In my opinion it is needlessly restrictive and cuts off too many potential character options, especially when there’s already a “solve” with weapon implements, where you brandish with your free off hand if you are already wielding the weapon.

Requiring the interact actions to brandish with an empty hand seems like enough for that action. The switching implements is less easy; I would simply require it anyways and not care that it makes little sense to go from a free hand to a free hand, but I can already see the posts trying to get out of it because of “realism”.


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I'm going to bring it up again: I don't see why, if the fantasy of being a thaumaturge is being able to trick the universe into doing what you want, the thaumaturge is not a spell caster. That is literally the definition of what spell casting is (for whatever variation on the method). The charisma thaumaturge was a mistake, it should have been wisdom or maybe intelligence from the get go. There is a space for the class described, but it doesn't even come close to aligning with the mechanics for the thaumaturge.

Scarab Sages

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keftiu wrote:
Alex Speidel wrote:
Shay Snow wrote:
Has anyone considered changing the light bulb in the archive to make it less dark? No? Just me?
Lightbulbs are suspicious Stasian Tech and are not to be trusted without a further four years of study!
Quickly, everyone - speculate on what book Paizo is releasing four years from now! :p

Sparkplugs and Solder.

Paizo Employee Pathfinder Society Developer

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Shay Snow wrote:
Has anyone considered changing the light bulb in the archive to make it less dark? No? Just me?

Sounds like an excellent premise for an adventure!


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notXanathar wrote:
I'm going to bring it up again: I don't see why, if the fantasy of being a thaumaturge is being able to trick the universe into doing what you want, the thaumaturge is not a spell caster. That is literally the definition of what spell casting is (for whatever variation on the method). The charisma thaumaturge was a mistake, it should have been wisdom or maybe intelligence from the get go. There is a space for the class described, but it doesn't even come close to aligning with the mechanics for the thaumaturge.

I'd have preferred an intelligence, preparation based monster hunter but it looks like we were a minority of playtest opinion. Democracy takes its course. As long as it's communicated well in the mechanics I won't mind.


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notXanathar wrote:
I'm going to bring it up again: I don't see why, if the fantasy of being a thaumaturge is being able to trick the universe into doing what you want, the thaumaturge is not a spell caster. That is literally the definition of what spell casting is (for whatever variation on the method). The charisma thaumaturge was a mistake, it should have been wisdom or maybe intelligence from the get go. There is a space for the class described, but it doesn't even come close to aligning with the mechanics for the thaumaturge.

For me, this is more interesting because we already have spellcasters who shape the universe to their will. A semi-magical martial who is just so darn convincing the world can't help but oblige is far more interesting to me.


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notXanathar wrote:
I'm going to bring it up again: I don't see why, if the fantasy of being a thaumaturge is being able to trick the universe into doing what you want, the thaumaturge is not a spell caster. That is literally the definition of what spell casting is (for whatever variation on the method). The charisma thaumaturge was a mistake, it should have been wisdom or maybe intelligence from the get go. There is a space for the class described, but it doesn't even come close to aligning with the mechanics for the thaumaturge.

...because "spellcaster" is more than just "trick the universe into doing what you want". Spellcasting is a very structured thing in PF2, and works in very specific ways. Part of the *point* of the thaumaturge is that they're doing magic, and affecting the world in clearly magical fashion, but they're not bound to traditional spellcasting.


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I wonder if the bonus damage with 1 handed weapons will remain for the thaumaturge. I thought that was a little out of place in the playtest.

Liberty's Edge

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aobst128 wrote:
I wonder if the bonus damage with 1 handed weapons will remain for the thaumaturge. I thought that was a little out of place in the playtest.

If they get rid of having to hold the Implement in favor of wearing or holding it, it would open the class to more combat styles and the damage boost would not be needed.

Liberty's Edge

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I am really happy for the direction the Thaumaturge takes. I hope too that having good WIS or INT is a viable path for the final version. And that Thaumaturge MC helps bring some of the Inquisitor feeling to those who wanted WIS-based Thaumaturge, and ditto for those who wished for INT-based Thaumaturge.


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The Raven Black wrote:
aobst128 wrote:
I wonder if the bonus damage with 1 handed weapons will remain for the thaumaturge. I thought that was a little out of place in the playtest.
If they get rid of having to hold the Implement in favor of wearing or holding it, it would open the class to more combat styles and the damage boost would not be needed.

Not sure that is true. Opening up the class to more weapons would make two handed weapons the default choice unless the thaumaturge spends class feats on other styles (Double Slice, Shield Block) and I'd like to think the Thaumaturge should have more interesting/mystical feats than just the default martial stuff.

With the current system you can actually use a d12 weapon or a one handed weapons with equal damage. You can also use a bow and get great effect from the weakness damage. There's not actually a ton of stuff that requires you to wield the item besides Implement Empowerment. I mean, there is to actively use certain abilities, but not just for smacking people.


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notXanathar wrote:
I'm going to bring it up again: I don't see why, if the fantasy of being a thaumaturge is being able to trick the universe into doing what you want, the thaumaturge is not a spell caster. That is literally the definition of what spell casting is (for whatever variation on the method). The charisma thaumaturge was a mistake, it should have been wisdom or maybe intelligence from the get go. There is a space for the class described, but it doesn't even come close to aligning with the mechanics for the thaumaturge.

Spellcasting isn't tricking the universe into doing your bidding, though. It is a highly regimented and documented process that people have written in-universe books about.


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Captain Morgan wrote:


With the current system you can actually use a d12 weapon or a one handed weapons with equal damage.

Which basically makes two-handed weapons a non-choice because you can't wield implements with both hands occupied (Except for the weapon implement) and you're paying the full penalty of using two handed weapons (i.e. not having a hand free) but losing the advantage associated with that penalty (i.e. more damage).

Right now 1h vs 2h is a tradeoff, flexibility for damage. Giving 1h weapons the same damage as 2h weapons completely removes that decision entirely.


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To be more clear, I don't have a problem with the extra damage, just that it's "you do extra damage," without very much reason to it. I hope if they keep it it will be tied in more carefully to the class mechanics inst of being something tacked on. The one handed requirement almost made sense, since you would want a hand free for your implements, but that much should be a given and didn't really need the extra damage to justify using a one handed weapon.


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AnimatedPaper wrote:

I’m aware of the general rule. In my opinion it is needlessly restrictive and cuts off too many potential character options, especially when there’s already a “solve” with weapon implements, where you brandish with your free off hand if you are already wielding the weapon.

Requiring the interact actions to brandish with an empty hand seems like enough for that action. The switching implements is less easy; I would simply require it anyways and not care that it makes little sense to go from a free hand to a free hand, but I can already see the posts trying to get out of it because of “realism”.

Ah. They didn't mention a change there, and their one addition is also hand-held, so I'm presuming that they're going to be keeping the general rule. I think you get more interesting options out of it, like the chalice. (But, I'm also really happy with how Thaumaturge as a class lets you essentially convert one-handed weapons into two-handed weapons.)


3 people marked this as a favorite.
Ventnor wrote:
notXanathar wrote:
I'm going to bring it up again: I don't see why, if the fantasy of being a thaumaturge is being able to trick the universe into doing what you want, the thaumaturge is not a spell caster. That is literally the definition of what spell casting is (for whatever variation on the method). The charisma thaumaturge was a mistake, it should have been wisdom or maybe intelligence from the get go. There is a space for the class described, but it doesn't even come close to aligning with the mechanics for the thaumaturge.
Spellcasting isn't tricking the universe into doing your bidding, though. It is a highly regimented and documented process that people have written in-universe books about.

For a wizard. This would be much more comparable to a bard, and tricking the universe falls well within their purview. I have a similar question about why they can't cast spells, and I hope the final write-up of the class addresses this.


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Magic can come in any forms, magic items, staves, dragons breath weapons, spell slots, focus spells, cantrips, various feats that are, Magical abilities, champion reactions etc. The thaumaturge is using magic in a new way, that does not mean it is not magical. It focuses on sympathetic magic and dabbling across the traditions of magic. The ability to dabble between all four would be difficult to do in 2e. And the fluff of a magic user doing strange esoteric things outside the usual bounds of spells is fun.

Also its simple, as to why they can't cast spells via spell slots, thats not the Thaumaturge magic works, unless they spec into it. They can learn how to use scrolls, and do rituals, and can pick up archetypes. But the base concept of a Thaumaturge uses a different form of magic.

Why cant champions cast spells via slots, they are blessed by their gods.


4 people marked this as a favorite.
QuidEst wrote:
AnimatedPaper wrote:

I’m aware of the general rule. In my opinion it is needlessly restrictive and cuts off too many potential character options, especially when there’s already a “solve” with weapon implements, where you brandish with your free off hand if you are already wielding the weapon.

Requiring the interact actions to brandish with an empty hand seems like enough for that action. The switching implements is less easy; I would simply require it anyways and not care that it makes little sense to go from a free hand to a free hand, but I can already see the posts trying to get out of it because of “realism”.

Ah. They didn't mention a change there, and their one addition is also hand-held, so I'm presuming that they're going to be keeping the general rule. I think you get more interesting options out of it, like the chalice. (But, I'm also really happy with how Thaumaturge as a class lets you essentially convert one-handed weapons into two-handed weapons.)

I don’t think it really requires a change, as the circumstances where an exception can be made is clearly established.

In case it is unclear, I would still require a free hand to “brandish” your crown or ring. Maybe you touch your crown with your free hand, and visibly gesture with your ring hand.

In any case, I’m not designing the class, so my wants and interests are just that, what I personally would like to see. I want a Thaumatugre with fancy hats and rings of power, as I think that fits some of the themes (my archetypal Thaumaturge being basically Granny Weatherwax without her actual spellcasting, for example). If that ultimately doesn’t work with the designers vision, then it doesn’t work. There’s always homebrew and house rules.

RPG Superstar Season 9 Top 16

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Golurkcanfly wrote:
By more Subconscious Minds, is it just INT/CHA ones or will there be a WIS one for the classic "mystic sage" trope?

I think I suggested a Wisdom subconscious mind in the surveys. It would be fitting that the iconic "mental mage" class could cast with any mental ability score.

Dark Archive

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“…a passive implement that mysteriously writes down information about everything around you to assist you…”
I’m very interested to see how this works or what it even means. Sounds like something that could overlap with the lantern implement in relation to Recall Knowledge and Perception….but it shouldn’t so it definitely has to do something different.

“…inspire and lead your allies…”
I’m going to guess this is the third passive implement. I could definitely be wrong about that depending on what form the implement comes in. A crown sounds appropriate but something like a trumpet feels more active.

“…debuff your enemies…”
Expecting this to be the last active implement in the form of a bone of some sort.

“…misleads your enemies’ attacks…”
The last would have to be the third reaction implement by my guesses. Thinking a cloak.

“Our plan is to disentangle Esoteric Antithesis from Recall Knowledge, instead just flat-out forcing your will on the universe with a check to establish a connection…even on a failure, you can forge a connection, but a success or critical success will give you more.”
I’m sort of disappointed they didn’t use this as an opportunity to clarify the rules for Recall Knowledge. I was liking RK vs. monsters as a big part of the class.

“…we’re looking at offering multiple benefits a thaumaturge can pick from when you successfully forge a connection. This separates out the benefit where you apply a creature’s highest weakness and the benefit where you create a new weakness as two options…It also allows you to gain new benefits, for instance, when you might prefer a special buff or debuff instead of simply more damage…having a different connection for each implement…”
Assuming the implements as they currently are stay mostly unchanged, this adds a major new layer to the class that I am looking forward to. Some implements feel like they will have fairly obvious effects while others I will have no idea until I see them in print.

I’m very surprised nothing was mentioned about the idea of changing up the KAS. Even if they decided against it, it seemed heavily requested. Maybe it was a forum only topic.

I’m still not keen on the idea of “convincing the universe to do stuff”. It comes off as if the universe is a creature you can manipulate to your will and feels awkward if you can pull that off relatively easily, yet countless beings within the universe still pose a challenge to you. I just hope there is some lore clarification that works it out as something else and not how I’m currently understanding it.


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AnimatedPaper wrote:

I don’t think it really requires a change, as the circumstances where an exception can be made is clearly established.

In case it is unclear, I would still require a free hand to “brandish” your crown or ring. Maybe you touch your crown with your free hand, and visibly gesture with your ring hand.

In any case, I’m not designing the class, so my wants and interests are just that, what I personally would like to see. I want a Thaumatugre with fancy hats and rings of power, as I think that fits some of the themes (my archetypal Thaumaturge being basically Granny Weatherwax without her actual spellcasting, for example). If that ultimately doesn’t work with the designers vision, then it doesn’t work. There’s always homebrew and house rules.

Oh yeah, definitely. If a player wants a cool crown instead of something, they're welcome to it. I'm only commenting from a prediction perspective. (Hmm… it would be fun if we got something like the Silksworn, that focuses entirely on things like crowns, capes, rings, glasses, etc.)


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pixierose wrote:

Magic can come in any forms, magic items, staves, dragons breath weapons, spell slots, focus spells, cantrips, various feats that are, Magical abilities, champion reactions etc. The thaumaturge is using magic in a new way, that does not mean it is not magical. It focuses on sympathetic magic and dabbling across the traditions of magic. The ability to dabble between all four would be difficult to do in 2e. And the fluff of a magic user doing strange esoteric things outside the usual bounds of spells is fun.

Also its simple, as to why they can't cast spells via spell slots, thats not the Thaumaturge magic works, unless they spec into it. They can learn how to use scrolls, and do rituals, and can pick up archetypes. But the base concept of a Thaumaturge uses a different form of magic.

Why cant champions cast spells via slots, they are blessed by their gods.

I'm not saying it shouldn't work this way, it's just that all the flavor I've heard for it is so broad I wonder why the application is so limited. If it's all about finding/creating and using hidden connections, I'd like to see that completely fleshed out beyond just enemy weaknesses. That opens up so many possibilities, a spell list starts to seem like a natural fit.

I think the Champion and Cleric are great examples. The cleric has a more versatile relationship with their deity, they ask for a variety of affects. As such, the spell list makes sense. The champion has a singular purpose, fighting evil. As such, their deity blesses them with much more narrow, combat oriented abilities. I don't disagree that the Thaumaturge feels like a champion in this regard. But then I want to see the class that drops the combat focus and goes all in on the underlying connections between everything. I can't help but wonder how that class would look. And if it isn't coming, then I'd like at least a little reasoning why Thaumaturge magic is more limiting compared to the others. Just my thoughts. I'm excited for the final version regardless!


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Jedi Maester wrote:
pixierose wrote:

Magic can come in any forms, magic items, staves, dragons breath weapons, spell slots, focus spells, cantrips, various feats that are, Magical abilities, champion reactions etc. The thaumaturge is using magic in a new way, that does not mean it is not magical. It focuses on sympathetic magic and dabbling across the traditions of magic. The ability to dabble between all four would be difficult to do in 2e. And the fluff of a magic user doing strange esoteric things outside the usual bounds of spells is fun.

Also its simple, as to why they can't cast spells via spell slots, thats not the Thaumaturge magic works, unless they spec into it. They can learn how to use scrolls, and do rituals, and can pick up archetypes. But the base concept of a Thaumaturge uses a different form of magic.

Why cant champions cast spells via slots, they are blessed by their gods.

I'm not saying it shouldn't work this way, it's just that all the flavor I've heard for it is so broad I wonder why the application is so limited. If it's all about finding/creating and using hidden connections, I'd like to see that completely fleshed out beyond just enemy weaknesses. That opens up so many possibilities, a spell list starts to seem like a natural fit.

I think the Champion and Cleric are great examples. The cleric has a more versatile relationship with their deity, they ask for a variety of affects. As such, the spell list makes sense. The champion has a singular purpose, fighting evil. As such, their deity blesses them with much more narrow, combat oriented abilities. I don't disagree that the Thaumaturge feels like a champion in this regard. But then I want to see the class that drops the combat focus and goes all in on the underlying connections between everything. I can't help but wonder how that class would look. And if it isn't coming, then I'd like at least a little reasoning why Thaumaturge magic is more limiting compared to the others. Just my thoughts. I'm excited for the final version...

Maybe one day we will see another class that takes some of the concepts of the Occultist that arent at the forefront in the Thaumaturge and turm it into that more caster variation of this concept.

that being said the playtest version had other methods besides just the weakness(all the various class feats and implements) and it appears to be the case that the final version is expanding it by also making the thaumaturge more of a tool-box, I figured it might have eased some of the concerns.

Liberty's Edge

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Jedi Maester wrote:
pixierose wrote:

Magic can come in any forms, magic items, staves, dragons breath weapons, spell slots, focus spells, cantrips, various feats that are, Magical abilities, champion reactions etc. The thaumaturge is using magic in a new way, that does not mean it is not magical. It focuses on sympathetic magic and dabbling across the traditions of magic. The ability to dabble between all four would be difficult to do in 2e. And the fluff of a magic user doing strange esoteric things outside the usual bounds of spells is fun.

Also its simple, as to why they can't cast spells via spell slots, thats not the Thaumaturge magic works, unless they spec into it. They can learn how to use scrolls, and do rituals, and can pick up archetypes. But the base concept of a Thaumaturge uses a different form of magic.

Why cant champions cast spells via slots, they are blessed by their gods.

I'm not saying it shouldn't work this way, it's just that all the flavor I've heard for it is so broad I wonder why the application is so limited. If it's all about finding/creating and using hidden connections, I'd like to see that completely fleshed out beyond just enemy weaknesses. That opens up so many possibilities, a spell list starts to seem like a natural fit.

I think the Champion and Cleric are great examples. The cleric has a more versatile relationship with their deity, they ask for a variety of affects. As such, the spell list makes sense. The champion has a singular purpose, fighting evil. As such, their deity blesses them with much more narrow, combat oriented abilities. I don't disagree that the Thaumaturge feels like a champion in this regard. But then I want to see the class that drops the combat focus and goes all in on the underlying connections between everything. I can't help but wonder how that class would look. And if it isn't coming, then I'd like at least a little reasoning why Thaumaturge magic is more limiting compared to the others. Just my thoughts. I'm excited for the final version...

The blog does mention that they're moving away from having the forged connections be exclusively about exploiting a weakness in the enemy. With the current plan seeming to be 1 or 2 base connections (exploit an existing weakness and create a new one), an addition connection per implement, and then feats offering further connections. That should hopefully create quite a wide array of options you can use! As to why the possibilities are more limited than a spell list, I think it feels pretty natural to me to say that:

1: The thaumaturge is less able to focus on specific powerful effects, as they're a dabbler. Their magic comes from all sorts of sources, and they're never really an expert in one specific sort of magic. It'd be cool if there was a feat or two (perhaps a connection?) that allowed you to exploit enemy saves more effectively, so you could multiclass into a caster and then tie your new connection-magic into more substantial effects via spells.
2: It's a rare and inconsistent sort of magic - there's a reason why the vast majority of people using magic tend to go down the path of spells in some way, and that's because this magic is fickle and difficult to control. It might not even be possible to create hugely powerful effects with this sympathetic magic on its own - which ties in nicely to the previous suggestion to have an option to use sympathetic magic to strengthen traditional spell-slot magic. People do exist who try and go further, but they find the best way is to create connections with sympathetic magic to exploit using spells.


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Argol wrote:

You use the name pact binder for an archetype and that just makes me want Medium since that was more or less the pathfinder version of Binder.

With how well you make subclasses/paths/option for classes, the idea of a Class that basically has a bunch of subclasses that it can swap around daily is just so enticing. and yet it is going to be a long time before you do that...

I'm working on a PF2 Medium homebrew class, in case you're interested :)

Dark Archive

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Pathfinder Adventure Path Subscriber

Hooray for more implements! Also like the idea to go for a more caster-y route or just have a few magical tricks for the design. A magic magpie, indeed!

Cyouni wrote:
Shay Snow wrote:
Has anyone considered changing the light bulb in the archive to make it less dark? No? Just me?

Mildly-Lit Archive doesn't sound like a very interesting book.

Or worse, what if someone brought torches in and we got Flaming Archive.

Closed lanterns only in the archive, please!

Liberty's Edge

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I really really like the idea that the Thaumaturge's way to use magic is complete gibberish to standard spellcasters.

"Magic does not work this way", but for the Thaumaturge, and for them only, it does.

Liberty's Edge

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John R. wrote:
I’m still not keen on the idea of “convincing the universe to do stuff”. It comes off as if the universe is a creature you can manipulate to your will and feels awkward if you can pull that off relatively easily, yet countless beings within the universe still pose a challenge to you. I just hope there is some lore clarification that works it out as something else and not how I’m currently understanding it.

I believe it is not so much convincing the universe, but connecting to a specific creature (or an item for some abilities) and forcing / convincing / deceiving them into temporarily accepting you can actually affect them in a way you should not be able to.

For example casting from a scroll as if the spell was on your list when it isn’t. Or having the werewolf react to your sword as if it was silver when it isn’t.


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The Raven Black wrote:

I believe it is not so much convincing the universe, but connecting to a specific creature (or an item for some abilities) and forcing / convincing / deceiving them into temporarily accepting you can actually affect them in a way you should not be able to.

For example casting from a scroll as if the spell was on your list when it isn’t. Or having the werewolf react to your sword as if it was silver when it isn’t.

That's still convincing the universe since those things aren't psychosomatic.


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Milo v3 wrote:
The Raven Black wrote:

I believe it is not so much convincing the universe, but connecting to a specific creature (or an item for some abilities) and forcing / convincing / deceiving them into temporarily accepting you can actually affect them in a way you should not be able to.

For example casting from a scroll as if the spell was on your list when it isn’t. Or having the werewolf react to your sword as if it was silver when it isn’t.

That's still convincing the universe since those things aren't psychosomatic.

I'll being back up my Persona reference and say that the Thaumaturge is using magic like the Phantom Thieves in Mementos. They aren't convincing the universe itself per se, but convincing the target so hard the universe sorta warps/molds under the pressure and reality slightly rewrites itself to make the thing the thaum is doing the case. They're a less insane version of the Orks of Warhammer, minor reality benders who subvert the RULES OF NATURE! to make what they believe real, no matter how improbable it may seem. "I reject your reality and substitute my own!"

Dark Archive

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nick1wasd wrote:
Milo v3 wrote:
The Raven Black wrote:

I believe it is not so much convincing the universe, but connecting to a specific creature (or an item for some abilities) and forcing / convincing / deceiving them into temporarily accepting you can actually affect them in a way you should not be able to.

For example casting from a scroll as if the spell was on your list when it isn’t. Or having the werewolf react to your sword as if it was silver when it isn’t.

That's still convincing the universe since those things aren't psychosomatic.
I'll being back up my Persona reference and say that the Thaumaturge is using magic like the Phantom Thieves in Mementos. They aren't convincing the universe itself per se, but convincing the target so hard the universe sorta warps/molds under the pressure and reality slightly rewrites itself to make the thing the thaum is doing the case. They're a less insane version of the Orks of Warhammer, minor reality benders who subvert the RULES OF NATURE! to make what they believe real, no matter how improbable it may seem. "I reject your reality and substitute my own!"

I think I can get behind this idea the most. Nothing implying that you might be omnipotent nor something as awkward as tricking something like a werewolf into taking damage from silver when not actually coming into contact with silver.


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"So much of the world does not make sense. The weight of one's sins does nothing to us here in the mortal world, but they are heavy enough to drag a soul to the wastes of Abaddon. The fey, endless and undying in the First World, are weighted by the heavy chains of mortality when they walk in our lands, but they feel no difference at all. I do not impose my will upon the world, as a mage would- I merely remind it of the underlying poetry that could be there. At times, the world chooses to listen."

Liberty's Edge

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John R. wrote:
nick1wasd wrote:
Milo v3 wrote:
The Raven Black wrote:

I believe it is not so much convincing the universe, but connecting to a specific creature (or an item for some abilities) and forcing / convincing / deceiving them into temporarily accepting you can actually affect them in a way you should not be able to.

For example casting from a scroll as if the spell was on your list when it isn’t. Or having the werewolf react to your sword as if it was silver when it isn’t.

That's still convincing the universe since those things aren't psychosomatic.
I'll being back up my Persona reference and say that the Thaumaturge is using magic like the Phantom Thieves in Mementos. They aren't convincing the universe itself per se, but convincing the target so hard the universe sorta warps/molds under the pressure and reality slightly rewrites itself to make the thing the thaum is doing the case. They're a less insane version of the Orks of Warhammer, minor reality benders who subvert the RULES OF NATURE! to make what they believe real, no matter how improbable it may seem. "I reject your reality and substitute my own!"
I think I can get behind this idea the most. Nothing implying that you might be omnipotent nor something as awkward as tricking something like a werewolf into taking damage from silver when not actually coming into contact with silver.

On that last point, it is exactly how the Illusion spell Illusory Creature works. And half the damage is still there even if the werewolf successfully disbelieves.

Dark Archive

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The Raven Black wrote:
John R. wrote:
nick1wasd wrote:
Milo v3 wrote:
The Raven Black wrote:

I believe it is not so much convincing the universe, but connecting to a specific creature (or an item for some abilities) and forcing / convincing / deceiving them into temporarily accepting you can actually affect them in a way you should not be able to.

For example casting from a scroll as if the spell was on your list when it isn’t. Or having the werewolf react to your sword as if it was silver when it isn’t.

That's still convincing the universe since those things aren't psychosomatic.
I'll being back up my Persona reference and say that the Thaumaturge is using magic like the Phantom Thieves in Mementos. They aren't convincing the universe itself per se, but convincing the target so hard the universe sorta warps/molds under the pressure and reality slightly rewrites itself to make the thing the thaum is doing the case. They're a less insane version of the Orks of Warhammer, minor reality benders who subvert the RULES OF NATURE! to make what they believe real, no matter how improbable it may seem. "I reject your reality and substitute my own!"
I think I can get behind this idea the most. Nothing implying that you might be omnipotent nor something as awkward as tricking something like a werewolf into taking damage from silver when not actually coming into contact with silver.
On that last point, it is exactly how the Illusion spell Illusory Creature works. And half the damage is still there even if the werewolf successfully disbelieves.

Kinda glad you pointed that out because the damage dealt is in the form of mental damage, which makes sense and I'd be more comfortable with. But then how would that work for mindless creatures?

Liberty's Edge

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I guess the Thaumaturge takes advantage of the connection to bring the hurt to the creature. It is not an illusion or a merely mental effect. It is an attack supported by the fundamental threads that constitute the reality of the target.

Dark Archive

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The Raven Black wrote:
I guess the Thaumaturge takes advantage of the connection to bring the hurt to the creature. It is not an illusion or a merely mental effect. It is an attack supported by the fundamental threads that constitute the reality of the target.

This works for me. Like, you're not turning your weapon into silver nor are you convincing the werewolf your weapon is silver when it's not but instead imbuing the proper spiritual/psychic essence that makes silver deadly against werewolves into the weapon.


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This is why I was most comfortable with thinking of Thaums as an explicitly Occult pseudo caster, as occult magic (as of secrets of Magic) includes this sympathetic, even psychosomatic, kind of magical working.

That they aren’t is still kind of weird to me, but I’ve made peace with it.

Also, regarding magic versus casters, I’m reminded that this is also covered in SoM. Casters use spells, which are likened to well worn wagon trails where the magic flows relatively easy. Thaums take the brute force approach, forcing magic to work the way they need it to. It is implied that these could become spells eventually, but that for now they are creating a magical effect without actually using spells, if that makes sense. It also makes CHA a better fit.


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Well, if we're getting into lore, magic is magic, the division into divine, arcane, etc. is an illusion (at least per Jatembe, but I'd like to think he knows what he's talking about. And halcyon magic does reflect that)

Which actually does tie back to Thaumaturge in that they work outside of the traditional structure. They don't have the benefit of well defined spells, but neither do they have the restrictions.

Actually, a 20th level feat that them pull a Wish-equivalent once a day via CHA roll might be interesting in that vein (they can force of will the effect of any spell without actually knowing it - they just know what they want to have happen and muddle through)


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Pathfinder Lost Omens, Rulebook Subscriber

Creature Echo Feats> this is exactly the kind of thing I want more of! Mixing the RP and combat in unique ways!


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AnimatedPaper wrote:

This is why I was most comfortable with thinking of Thaums as an explicitly Occult pseudo caster, as occult magic (as of secrets of Magic) includes this sympathetic, even psychosomatic, kind of magical working.

That they aren’t is still kind of weird to me, but I’ve made peace with it.

Also, regarding magic versus casters, I’m reminded that this is also covered in SoM. Casters use spells, which are likened to well worn wagon trails where the magic flows relatively easy. Thaums take the brute force approach, forcing magic to work the way they need it to. It is implied that these could become spells eventually, but that for now they are creating a magical effect without actually using spells, if that makes sense. It also makes CHA a better fit.

If you want to tackle it from Occult's opposite, Primal, consider that Nature is something that exposes weakness. A Thaumaturge using a more primal approach could be drawing on the nature of Nature to lay those weaknesses bare.

For Divine, there are so many gods and powerful supernatural beings that perhaps it's not a connection with the target being formed directly, but rather giving whatever deity would just as soon see this creature dead an opportunity to use your blade.

And Arcane… well, frankly, it's broad enough that you can come up with all sorts of explanations. Creating a resonant response to the flaws in their Material essence, that sort of thing.


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Yeah I really like the THM as someone scrounging from all four traditions, picking and choosing and gathering whatever they need and dabbling in lots of different esoterica.


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Thaumaturgy feels like atheism on Golarion, but for the magical disciplines instead of deities. Sure there are lots of known and unknown ways to use magic -- four different kinds in fact -- one of which is sort of based around manipulation of the unknown... but you're going to reject them all and do your own thing anyway in spite of that.

I have to imagine wizards, sorcerers, bards and druids look at Thaumaturges the same way that Clerics look at the atheists. Which also makes me wonder how the people of Rahadoum feel about thaumaturgy.


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Thaumaturgy might also be what you get when you have someone seriously entering into magic without proper instruction or any sort of patron/deity/bloodline. Occult magic draws on shared perception/stories/understanding, and so someone teaching themselves may not simply fall into that, but instead pick up a blend of tricks that work from across the disciplines. Happening across a genuine arcane principle, a ritual that honors some unknown god, or a means of coaxing nature spirits into performing some favor.


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It's magically enforcing a psychosomatic effect on a target. You're saying in a powerful magical sense, "this goo on my sword, well it affects you (werewolf) just like silver" and the universe and by proxy the werewolf says "okey dokey boss"

That's my take on it.


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QuidEst wrote:
Thaumaturgy might also be what you get when you have someone seriously entering into magic without proper instruction or any sort of patron/deity/bloodline. Occult magic draws on shared perception/stories/understanding, and so someone teaching themselves may not simply fall into that, but instead pick up a blend of tricks that work from across the disciplines. Happening across a genuine arcane principle, a ritual that honors some unknown god, or a means of coaxing nature spirits into performing some favor.

Wouldn't that basically just confirm what I said though? That there's probably a spell from one of the 4 traditions that does the thing a Thaumaturge is unknowingly doing?


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QuidEst wrote:
"So much of the world does not make sense. The weight of one's sins does nothing to us here in the mortal world, but they are heavy enough to drag a soul to the wastes of Abaddon. The fey, endless and undying in the First World, are weighted by the heavy chains of mortality when they walk in our lands, but they feel no difference at all. I do not impose my will upon the world, as a mage would- I merely remind it of the underlying poetry that could be there. At times, the world chooses to listen."

This makes me want to play them as a bard. A part of me wonders if stronger connection between the two would be beneficial. Like the Cleric and Champion mentioned above. The bard focuses exclusive on the poetry, making many connections. The Thaumaturge is a much more focused on the stories used to fight. Hence the focus on weaknesses.

A lot of the sympathetic ideas used for the Thaumaturge sound so much like a bard, I wonder if they could resonate with each other.


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Thaumaturge: "this blade now has anti-bandit properties".

Bandit: "hey, that's my sword! Give it back!"

Thaumaturge: "you're right, my mistake. Here you go."

Bandit: *snatch

Thaumaturge: "you fool! I have returned your sword! And returning things is the opposite of stealing, or BANDITRY!"

bandit: *disintegrates


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The atheism analogy doesn't quite feel right to me. In fact it feels like the opposite, the Thaumaturge can tap into any of the four traditions so the right analogy for me would be polytheism, taken what you will from across gods( traditions) to build your skill set and knowledge.


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I wanna see that final psychic. I'm glad we'll be able to play green lanterns with them!


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I mean, it's probable that the four traditions are just different techniques for accessing and channeling magical power which is actually just one thing. It's just that if you were really get a firm grasp of Magic at its source, you would probably end up like Nethys.

So the four magical traditions get closer to the source by using a cross-section of the truth, whereas the Thamaturge dabbles in seeing the whole truth at once but doesn't access as much power as a result.

Like imagine "the truth about magic" as an onion, and each tradition tries to get to the center of the onion through a different means, while the thaumaturge tries to peel off whole layers at a time.

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