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Rosita the Riveter |
![Eliza Baratella](http://cdn.paizo.com/image/avatar/PZO9543-Eliza_500.jpeg)
I more I think about it, the more it appeals to me to remove the divine spellcasting classes, except for the Shaman, Ranger, Inquisitor, and Druid, who would be converted to psychic spellcasters. Witches would also be psychic. All psychic spellcasters from Occult Adventures would be allowed. Why does this appeal to me? The source of divine magic is the number one problem I have in worldbuilding, and I constantly flirt with removing divine spellcasting altogether. I don't like the classic "Gods are around and directly involved in e world" approach at all. However, it just so happens that the occult from Occult Adventures actually matches what I want from the divine really well. It's mysterious, dangerous, and all that jazz. Flavor wise, it hits just the right spots for me. Anyone else find that the occult really provides what they want out of the divine?
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My Self |
The problem is in the flavor, not the crunch. Use whatever system of magic makes the best meal for you. I'm in favor of the divine magic as is, though the proliferation is a bit annoying. (4 fullcasters, 3 2/3 casters, 2 1/2 casters) With this sort of divine casting representation, (4/11 from Core) it's like every other person and their mother is a divine caster of some sort. Divine magic could be made more mysterious and special. So could arcane magic.
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Milo v3 |
![Kobold Devilspeaker](http://cdn.paizo.com/image/avatar/PZO1130-Kobold3_90.jpeg)
I was actually more thinking of ditching/converting over the arcane classes to psychic. I like the flavor associated with a lot of the psychic classes more than I do the flavor of the current wizard.
Arcane magic flavour makes sense to still be arcane... as long as you remove wizard from the game (and maybe bard). That way you'd have arcane magic that has a physical origin in the physiology of it's caster (bloodlines) compared to the mental origin of psychic magic with it coming from faith, social links, and mysticism.
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Dragonchess Player |
![Wil Save](http://cdn.paizo.com/image/avatar/private/Wil-Wheaton-2.jpg)
An interesting idea is to eliminate all of the full casters except the psychic. Convert the occultist to arcane spellcasting to fill in for the wizard; require magi to take either the eldritch scion archetype in place of the sorcerer or the hexcrafter archetype in place of the witch (you could alter the archetype even further to use the witch familiar/patron rules instead of a spellbook and choose from the witch spell list with Spell Blending instead of sorcerer/wizard); hunter fills in for the druid, inquisitors and warpriests fill in for clerics; etc.
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![Golden Orb](http://cdn.paizo.com/image/avatar/PZO9434-GoldenOrb_500.jpeg)
I more I think about it, the more it appeals to me to remove the divine spellcasting classes, except for the Shaman, Ranger, Inquisitor, and Druid, who would be converted to psychic spellcasters. Witches would also be psychic. All psychic spellcasters from Occult Adventures would be allowed. Why does this appeal to me? The source of divine magic is the number one problem I have in worldbuilding, and I constantly flirt with removing divine spellcasting altogether. I don't like the classic "Gods are around and directly involved in e world" approach at all. However, it just so happens that the occult from Occult Adventures actually matches what I want from the divine really well. It's mysterious, dangerous, and all that jazz. Flavor wise, it hits just the right spots for me. Anyone else find that the occult really provides what they want out of the divine?
I'm actually more likely to include a great deal of the "Psychic Magic" flavor into Divine Magic. I've never been a fan of Golarion's setting house rule that Divine Magic is a carrot/stick that the deities hold over their followers heads. Not only is it illogical and often contradictory even within the setting itself, it removes a great deal of the cool factor.
Taking back the idea of Divine Magic coming from the individual caster themselves, the power of their soul, the mastery over spiritual and planar matters and truths just works too well.
As for the "psychic" element, I could kind of care less, honestly. It was disappointing that the Cleric and similar classes where not even really mentioned in the book, let alone connections made. You'd think that the Cleric class would be the one class that fit perfectly well with most of the "occult" material.