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You've started to make a meaningful connection about the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use a skill action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so.
I’m confused about the above feat and I wanted to ask people for their takes on it. I’m not asking for how you as a GM would change it, I’m asking for your opinion on what the RAW is.
I’ve seen people interpret the bolded text to mean that Unified Theory only works on stuff that depends on magical tradition, like Identify Magic or Recognize Spell. But the text doesn’t actually say “Whenever you use a skill action or a skill feat that depends on a magical tradition...”. Also, if that reading is correct, then Unified Theory is restricted to increasing your chance of success with Identify Magic and Recognize Spell. That seems weak when other Legendary skill feats have you jump on air, steal the impossible, and the like.On the other hand, perhaps the “depending on the magic tradition” just reiterates you canuse Arcana instead of Nature for anything with the Primal trait, or Occultism with the Occult trait, or Religion with the Divine trait. That seems redundant and awkwardly worded, but that’s more common in rules that I’d like.
I’ve seen it said that Unified Theory applies to things like Recall Knowledge. Being able to use Unified Theory to use Arcana for creature identification checks would make the feat worthwhile. But I’m not sure what the “depending on the magic tradition” clause even means.
What do you all think Unified Theory does? The rules as written are unclear to me and I think they’d benefit from a second pass by the editors.

Dubious Scholar |
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Basically I read it as you can use arcana for anything dealing with magic. Recall knowledge, identify magic, recognize spell. Trick Magic Item, sure - go ahead and read out a level 8 primal scroll using Arcana.
As far as identifying creatures... I think it makes sense to a limited degree - mainly for planar entities and such.

Staffan Johansson |
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I'd allow the use of Arcana for Recall Knowledge checks regarding that type of magic, but not for creatures. The border between that and Identify Magic is, however, fuzzy at best.
Another big thing Unified Theory allows: rituals. Rituals clearly call on skill checks for Nature, Occultism, or Religion, depending on the ritual's tradition (technically it's the other way around — the ritual's tradition depends on the primary skill check, but that's splitting the hairs very fine). So Unified Theory would let you use Arcana to cast Plant Growth, Resurrect, or Call Spirit.

Darksol the Painbringer |
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RAW is pretty clear; any skill actions or skill feats utilizing those listed skills can instead be done via Arcana, and any increased DCs or penalties you would suffer go away. This means that technically, for example, with the Natural Medicine feat and the appropriate Medicine training, you can use Arcana to Treat Wounds or Battle Medicine. Really roundabout and absolutely inoptimal compared to just merely investing in Medicine and doing things the old-fashioned way, but it's now possible to use Arcana as a medical trick.
RAI is where it gets murky, and the italicized part is why: People are assuming that it relates explicitly to magical traditions based on the feat text calling it out. On one hand, it fits the flavor text of the feat and keeps it from doing shenanigans like Arcana on Medicine checks. On the other hand, options like Recall Knowledge are now off the table as a result, even though the listed traditions rely on what their magical capacity teaches them about entities associated with their magic. Religion from Divine entities, Occult from Aliens of the Great Beyond, Nature from the plants and animals they exist with, and Arcane from the numerous planes of existence.
I'd lean towards a more RAW interpretation, but I'd probably put my foot down on the Arcana as Medicine shenanigans, even if RAW allows it.

Squiggit |
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I'm not sure either. If you take "depending on the tradition" as a strict requirement, then your legendary skill feat just lets you Trick Magic Items and Recognize Spells with Arcana, which is incredibly underwhelming, especially next to save or die intimidate or being able to steal someone's clothes while they're wearing them.
But a total replacement for those skills seems out of line with Paizo's general designs too.

shroudb |
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i always ruled it to only apply to stuff directly related to magic.
apart from the obvious trick magic item, recognise spell and identify magic and etc, at least in my games there are many Recall checks made trying to figure out about something magical, how to unravel it, how it operates, how to do it, and etc

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I’m also pretty sure it only works on things that specify “Arcana, Religion, Nature or Occultism depending on the spell’s tradition” which is basically just Recognise Spell, Trick Magic Item and Identify Magic (although probably 75+% of items you can identify allow any magic skill anyway).
Would be nice to have some clarification though.

Blave |
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Another big thing Unified Theory allows: rituals. Rituals clearly call on skill checks for Nature, Occultism, or Religion, depending on the ritual's tradition (technically it's the other way around — the ritual's tradition depends on the primary skill check, but that's splitting the hairs very fine). So Unified Theory would let you use Arcana to cast Plant Growth, Resurrect, or Call Spirit.
Nope. The errata outright says that you can't use Unified Theory for Rituals as they are not skill actions or skill feats.
Page 268: Because the word "action" could have broad or narrow scopes, it wasn't clear exactly when you could use the Unified Theory feat to substitute Arcana for the other magical skills. Change the beginning of the second sentence to "Whenever you use a skill action or a skill feat" to make it clear you can use it with skill actions (such as the ones in Chapter 4) and skill feat, but not for other actions, such as when casting spells or rituals.

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Without reference to whether you would want to use it with them, I think you can legally apply Unified Arcana to all of the following feats:
Battle Prayer, Bizarre Magic, Consult the Spirits, Disturbing Knowledge, Divine Guidance, Influence Nature, Pilgrim's Token, Recognize Spell, Root Magic, Sacred Defense, Trick Magic Item.

Staffan Johansson |
Staffan Johansson wrote:Another big thing Unified Theory allows: rituals. Rituals clearly call on skill checks for Nature, Occultism, or Religion, depending on the ritual's tradition (technically it's the other way around — the ritual's tradition depends on the primary skill check, but that's splitting the hairs very fine). So Unified Theory would let you use Arcana to cast Plant Growth, Resurrect, or Call Spirit.Nope. The errata outright says that you can't use Unified Theory for Rituals as they are not skill actions or skill feats.
Errata 2 wrote:Page 268: Because the word "action" could have broad or narrow scopes, it wasn't clear exactly when you could use the Unified Theory feat to substitute Arcana for the other magical skills. Change the beginning of the second sentence to "Whenever you use a skill action or a skill feat" to make it clear you can use it with skill actions (such as the ones in Chapter 4) and skill feat, but not for other actions, such as when casting spells or rituals.
Aww. That's dumb, and going into the house rule file.

Zapp |
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So Paizo has made it clear that Unified Theory allows you to use Arcana in place of Medicine for Treat Wounds, but not in place of Occult for rituals.
Huh. That's literally the opposite of what you'd think after reading about it.
Conclusion: this feat badly needs a new name and new fluff text.
It needs to be described as a jack-of-all-trades ability where you sherlock your mcgyver. It has nothing to do with magical theory.

shroudb |
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So Paizo has made it clear that Unified Theory allows you to use Arcana in place of Medicine for Treat Wounds, but not in place of Occult for rituals.
Huh. That's literally the opposite of what you'd think after reading about it.
Conclusion: this feat badly needs a new name and new fluff text.
It needs to be described as a jack-of-all-trades ability where you sherlock your mcgyver. It has nothing to do with magical theory.
i dont know how you came to the conclussion that "it's clear" that you can use it for treat wounds.
the language "depending on the magical tradition" is still there, signifying (at least to me) that it only works for magical things and not treat wounds and etc.

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Shisumo wrote:I think Zapp is referring to Natural Medicine, but it's not clear to me that meets the "depending on the magical tradition" clause.I'm not sure what "depending on the magical tradition" is even mean to convey so I just drop the "clause". It's not even vague, it's undefined.
I think it's pretty clear that they are referenced text like that found on 238:
Magical Traditions and Skills
Each magical tradition has a corresponding skill, as shown on the table below. You must have the trained proficiency rank in a skill to use it to Identify Magic or Learn a Spell. Something without a specific tradition, such as an item with the magical trait, can be identified using any of these skills.
Magical Tradition Corresponding Skill
Arcane Arcana
Divine Religion
Occult Occultism
Primal Nature

graystone |

graystone wrote:Shisumo wrote:I think Zapp is referring to Natural Medicine, but it's not clear to me that meets the "depending on the magical tradition" clause.I'm not sure what "depending on the magical tradition" is even mean to convey so I just drop the "clause". It's not even vague, it's undefined.I think it's pretty clear that they are referenced text like that found on 238:
Magical Traditions and Skills
Each magical tradition has a corresponding skill, as shown on the table below. You must have the trained proficiency rank in a skill to use it to Identify Magic or Learn a Spell. Something without a specific tradition, such as an item with the magical trait, can be identified using any of these skills.Magical Tradition Corresponding Skill
Arcane Arcana
Divine Religion
Occult Occultism
Primal Nature
Ok, but again what does it mean by "depending on the magical tradition"? Using that reference in NO way suggests that the skill in question is in any way required to be referencing said skill for magic only. Within the context of the sentence it's in, the phrase brings nothing to the table: as you're using Arcana, it literally doesn't matter what the tradition is so what does "depending" mean. Depending on what? It's now Arcana.

Squiggit |
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Unified Theory only working for things that are variable based on magical tradition does seem to be where the text is pointing.
But having the legendary arcana feat do nothing except make it slightly easier to use Identify Magic or the Trick Magic Item spell seems too bad to be true in contrast with how powerful and meaningful a bunch of the other legendary skill feats are.

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Ok, but again what does it mean by "depending on the magical tradition"? Using that reference in NO way suggests that the skill in question is in any way required to be referencing said skill for magic only. Within the context of the sentence it's in, the phrase brings nothing to the table: as you're using Arcana, it literally doesn't matter what the tradition is so what does "depending" mean. Depending on what? It's now Arcana.
This is being parced incorrectly: Breaking it down:
1)Whenever you use a skill action or a skill feat that2) requires a Nature, Occultism, or Religion check, depending on the magic tradition
3)you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so.
The clause is question #2 is not just depending on the magic tradition. It is when the check would be either (Nature (if Primal), Occultism (if Occult), Religion (if Divine) depending on the magical tradition.
You are only allowed to substitute Arcana when the check would otherwise be [(Nature, Primal,or Occultism) and (that the required skill must be dependent on the magic tradition.)]
As written it really only helps to identify spells, magic items, and trick magic items. In truth many of the skill feats listed above including Natural Medicine wouldn't be eligible either as they they call for a specific skill, not one dependent on magic tradition.
Admittedly it does feel under-powered for a level 17 skill feat, but it would allow a wizard to only learn Arcana and still have an excellent chance to identify magic of any of the four types.

YuriP |
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graystone wrote:Shisumo wrote:I think Zapp is referring to Natural Medicine, but it's not clear to me that meets the "depending on the magical tradition" clause.I'm not sure what "depending on the magical tradition" is even mean to convey so I just drop the "clause". It's not even vague, it's undefined.I think it's pretty clear that they are referenced text like that found on 238:
Magical Traditions and Skills
Each magical tradition has a corresponding skill, as shown on the table below. You must have the trained proficiency rank in a skill to use it to Identify Magic or Learn a Spell. Something without a specific tradition, such as an item with the magical trait, can be identified using any of these skills.Magical Tradition Corresponding Skill
Arcane Arcana
Divine Religion
Occult Occultism
Primal Nature
This also don't help to explain when can a Wizard learn a spell from other casters like bards and clerics?
I'm starting to understand Unified Theory is more like allowing an arcane caster to learn and use magical things than really know something about (recall knowledge or threat wounds).

Darksol the Painbringer |

So Paizo has made it clear that Unified Theory allows you to use Arcana in place of Medicine for Treat Wounds, but not in place of Occult for rituals.
Huh. That's literally the opposite of what you'd think after reading about it.
Conclusion: this feat badly needs a new name and new fluff text.
It needs to be described as a jack-of-all-trades ability where you sherlock your mcgyver. It has nothing to do with magical theory.
It technically doesn't work even that way since the RAW regarding Skills and Magical Traditions are that it's only for Learn a Spell (which makes no sense when Spells on a shared list don't serve as a barrier for learning the spell) and Identify Magic (which is really only true of a spell that's already cast, but most are usually pretty obvious in effect, and might be helpful with Counterspell builds, but that's it).
What I thought was one of the coolest and awesome tradition feats is now hot trash. Thanks guys!

graystone |

You are only allowed to substitute Arcana when the check would otherwise be [(Nature, Primal,or Occultism) and (that the required skill must be dependent on the magic tradition.)]
Sure... Please define a "a skill action or a skill feat" that is "dependent on the magic tradition" and please give examples as I have no idea what the answer is. What requires divine, occult, or primal instead of Nature, Occultism, or Religion?
For instance identify spells/items isn't limited to tradition but skill and only gives "usually" for traditions. trick magic items at least mentions traditions but it's one feat... Good use of a 17th level feat.
Admittedly it does feel under-powered for a level 17 skill feat, but it would allow a wizard to only learn Arcana and still have an excellent chance to identify magic of any of the four types.
It'd be weak for a 1st level feat if you read it that way. you take Scare to Death, Legendary Sneak, Cloud Jump, Craft Anything and your version of Unified Theory it's pretty clear which one doesn't fit the power scheme: "survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat" is vs 'can use arcana to trick magic items' aren't in the same league.

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Sure... Please define a "a skill action or a skill feat" that is "dependent on the magic tradition" and please give examples as I have no idea what the answer is. What requires divine, occult, or primal instead of Nature, Occultism, or Religion?
It's clear you misunderstood, I'll try to clarify. The skill action that meet these requirements are: Identify Magic [pg238], and a strong case could be made for Recall Knowledge.
Any skill feats that apply to these would also work as well as Trick magic Item.
From the text of Identify Magic [pg 238]. Each magic tradition has a corresponding skill: Arcane magic uses Arcana, Divine Magic uses Religion, Occult Magic uses Occultism, Primal Magic uses Nature.
Similar text appears in Learn a spell [238]
When use use the Identify Magic you make a skill check. The skill used for this checks depends on the type of magic. Ie, if the spell or item is divine you use the religion skill to identify it. If it is Primal, Nature skill is used. If it is occult, occultism skill is used.
This is what they are referring to by "depending on the tradition".
Unified theory would allow you to use Arcane in place of Religion for Divine spells, in place of Occultism for Occult Spells, and in place of Nature for Primal spells.
This feat is not worthless. It could mean up to a +30 (or +32 with items) bonus to identify spells and items at 17th level, though more likely a +6 to +10 bonus. YMMV based on the amount of skill investment in the other 3 skills.
Example,
A wizard with Wis+2, Int +5. Untrained in Religion, Occultism, and Nature. Legendary in Arcana.
Modifiers would be Religion+2, Arcana +30, Occultism +5, Nature +2.
Examples: Detect magic shows a magic aura.
The GM knows this is a Divine Spell (Ie, cast by a divine spellcaster)
"Make a Religion Check", Wizard (roll 10) + 2 = 12
Wiz with UT (roll 10) + 30 = 40
Party finds an unidentified brass Censer
DM knows this is a greater Trurible of Revelation.
This has the divine tag so "make a religion check"
Wiz with UT makes an arcana check instead because the skill of identifying magic items is dependent on magic tradition (if noted in the item), if no tradition is tagged, it can be identified with any tradition.
other items: Holy water (Divine Tag), Celestial armor (divine), Demon armor (Divine), other items also exist that have either the occult or primal keywords.
Identifying any spell is in this category. Deciphering any spell Scroll (to learn what it is) is in this category.

Cyouni |

A Unified Theory character can use Arcana to cast divine rituals. Use Arcana to identify primal spells, or Arcana to trick occult magic items. If you had Consult the Spirits, I'd expect Arcana to apply there too.
It does let you identify any spell/magical effect in the game with Arcana. For silliness, conduct an Atonement with Arcana. Consecrate sites with Arcana?

graystone |
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It's clear you misunderstood, I'll try to clarify.
I understand what you think it means and I disagree it's clear.
The skill action that meet these requirements are: Identify Magic [pg238], and a strong case could be made for Recall Knowledge.
Disagree: per your definition, both are disqualified. Neither is "dependent on the magic tradition". NO tradition is needed for ID [just a skill that's appropriate but not required/dependent].
Any skill feats that apply to these would also work as well as Trick magic Item.
As I ALREADY ask, please give examples of those DEPENDENT on a tradition and not the skill.
From the text of Identify Magic [pg 238]. Each magic tradition has a corresponding skill: Arcane magic uses Arcana, Divine Magic uses Religion, Occult Magic uses Occultism, Primal Magic uses Nature.
Cool... corresponding and dependent have different meanings. As explained before that it lists the skill that's "particularly" useful to the tradition but not DEPENDANT on it.
A Unified Theory character can use Arcana to cast divine rituals.
Sorry, you can't do that.
Errata 2 wrote:
Page 268: Because the word "action" could have broad or narrow scopes, it wasn't clear exactly when you could use the Unified Theory feat to substitute Arcana for the other magical skills. Change the beginning of the second sentence to "Whenever you use a skill action or a skill feat" to make it clear you can use it with skill actions (such as the ones in Chapter 4) and skill feat, but not for other actions, such as when casting spells or rituals."
For silliness, conduct an Atonement with Arcana. Consecrate sites with Arcana?
PS: Same here, no go.

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a bunch of nonsense argued it bad faith
Run it how you will, you're clearly not interested in what the rules actually say or mean.
requires a Nature, Occultism, or Religion check, depending on the magic tradition means exactly what it says it requires either a nature, occultism or religion check depending on the magical tradition.
The skill used to identify magic is dependent on the magical tradition.
On a side note, I used to respect your contributions to this forum, but clearly you are not interested in any discourse here or good fair interpretations, and are clearly just trolling. so reputation -25.

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graystone wrote:a bunch of nonsense argued it bad faithRun it how you will, you're clearly not interested in what the rules actually say or mean.
requires a Nature, Occultism, or Religion check, depending on the magic tradition means exactly what it says it requires either a nature, occultism or religion check depending on the magical tradition.
The skill used to identify magic is dependent on the magical tradition.
On a side note, I used to respect your contributions to this forum, but clearly you are not interested in any discourse here or good fair interpretations, and are clearly just trolling. so reputation -25.
The intention may have been that Unified Theory only applies to checks that are themselves dependent on any magical tradition (so Trick Magic Item, Identify Magic and Recognize Spell only) But that's not what the feat says.
Whenever you use a skill action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead.
In the context of those nested clauses, "depending on magic tradtion" is different than "that depends on a magic tradition"
And it's not nice to claim someone is arguing in bad faith or trolling. graystone is cool.

Cyouni |
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Jared Walter 356 wrote:It's clear you misunderstood, I'll try to clarify.I understand what you think it means and I disagree it's clear.
Jared Walter 356 wrote:The skill action that meet these requirements are: Identify Magic [pg238], and a strong case could be made for Recall Knowledge.Disagree: per your definition, both are disqualified. Neither is "dependent on the magic tradition". NO tradition is needed for ID [just a skill that's appropriate but not required/dependent].
"Each magical tradition has a corresponding skill, as shown on the table below. You must have the trained proficiency rank in a skill to use it to Identify Magic or Learn a Spell. Something without a specific tradition, such as an item with the magical trait, can be identified using any of these skills."
"Using the skill related to the appropriate tradition, as explained in Magical Traditions and Skills on page 238, you can attempt to identify a magical item, location, or ongoing effect.""The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast."
Seems pretty dependent to me. Without explicit GM ruling, you can't use a different skill.
Cyouni wrote:A Unified Theory character can use Arcana to cast divine rituals.Sorry, you can't do that.
Errata 2 wrote:
Page 268: Because the word "action" could have broad or narrow scopes, it wasn't clear exactly when you could use the Unified Theory feat to substitute Arcana for the other magical skills. Change the beginning of the second sentence to "Whenever you use a skill action or a skill feat" to make it clear you can use it with skill actions (such as the ones in Chapter 4) and skill feat, but not for other actions, such as when casting spells or rituals."Cyouni wrote:For silliness, conduct an Atonement with Arcana. Consecrate sites with Arcana?PS: Same here, no go.
Hmm, I was under the impression Nethys was up to date on CRB errata. Is that not the case?

whew |
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Quick Recognition lets a PC recognize spells as a free action, but only if they are a master of the skill they are using. With Unified Theory, the PC can use it for all spells.
This is totally 100% tradition-dependent. Anyone who says otherwise has a serious lack of ... something. (Speculating on what that something is probably violates the forum rules.)

graystone |

Seems pretty dependent to me. Without explicit GM ruling, you can't use a different skill.
My issue is printed under the skill:
"Skill Uses
[Arcana] Identify Magic, particularly arcane magic.
[Nature] Identify Magic, particularly primal magic.
[Occultism] Identify Magic, particularly occult magic.
[Religion] Identify Magic, particularly divine magic."
The "particularly" means that there are rolls under that skill that AREN'T the tradition listed: if the tradition isn't required, it therefor can't be dependent on that tradition. If it just said "Identify Magic for divine magic" I'd have agreed it worked.
Hmm, I was under the impression Nethys was up to date on CRB errata. Is that not the case?
The issue here is that the errata in in effect was errata AND faqs: in this case they gave wording changes then further gave dev comments/faq. They did this in several places.
Run it how you will, you're clearly not interested in what the rules actually say or mean.
You don't seem to comprehend that what is clear to you might not be clear to others and think if people say they don't agree they must be disingenuous.
The skill used to identify magic is dependent on the magical tradition.
No it isn't. You can roll a Nature, Occultism, or Religion check to Identify without a Tradition known: that wouldn't be possible if the roll requires/was dependent on tradition.
clearly you are not interested in any discourse here or good fair interpretations, and are clearly just trolling.
LOL Clearly you aren't interested in a point of view that isn't yours and are willing to throw insults if others disagree with you. I can't say that increases your reputation here either.

graystone |

Quick Recognition lets a PC recognize spells as a free action, but only if they are a master of the skill they are using. With Unified Theory, the PC can use it for all spells.
Thank you. This is what I'd repeatedly asked Jared Walter 356 if there where feats other that Trick Item. Recognize Spell is a required feat and would qualify too by it's wording.

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don't seem to comprehend that what is clear to you might not be clear to others and think if people say they don't agree they must be disingenuous.
Admittedly, I lost my temper and I will apologize for that.
Maybe your post wasn't intended the way it came across.
It came across as faking ignorance, then mocking.

graystone |

graystone wrote:don't seem to comprehend that what is clear to you might not be clear to others and think if people say they don't agree they must be disingenuous.Admittedly, I lost my temper and I will apologize for that.
Maybe your post wasn't intended the way it came across.
It came across as faking ignorance, then mocking.
Apology accepted. I CAN be very snarky at times but in this thread that wasn't my intent at all: no mocking intended. As to ignorance, I'm struggling with trying to find things that are actually called out as dependent on a tradition as opposed to the skills. When we're going to have the entire feat hinge off of "depending on magic tradition", which seems like an off comment to me, then we have to be as nit-picky and delve into the wording of what qualifies. I'm looking at it as a 'if then': if it works as you think, then what actually works with it using the same level of scrutiny.
To me, "depending on magic tradition" is a poor way to quantify what qualifies to with it if it works as you say. For instance, 'Whenever you use a skill action or a skill feat related to magic that requires a Nature, Occultism, or Religion check you can use Arcana instead" IMO is much clearer that the feat is only related to magic instead of getting mired in what it means by vague mentioning Tradition. I can understand coming to the conclusion you did but it just doesn't read that and come to the same conclusion.

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To me, "depending on magic tradition" is a poor way to quantify what qualifies to with it if it works as you say. For instance, 'Whenever you use a skill action or a skill feat related to magic that requires a Nature, Occultism, or Religion check you can use Arcana instead" IMO is much clearer that the feat is only related to magic instead of getting mired in what it means by vague mentioning Tradition. I can understand coming to the conclusion you did but it just doesn't read that and come to the same conclusion.
For me this reads more like "when the skill used for a skill check or skill feat depends on magical tradition, you may use Acanca instead."
This is what I was trying to get at with the parsing argument. Not the the skill check or skill feat depended on magical tradition, but the use of Religion, Nature, or Occultism was dependent on the magical tradition. Which is what is laid out as the requirement it UT.
I can maybe see your point about the text in Religion (particularly Divine Magic), but magic items without a tradition tag can be identified with any of the four tradition skills pg 238 "Something without a specific tradition such as an item with the magical trait can be identified using any of these skills", where things with a tradition require the specific skill. This in my mind explains the instant of particularly very nicely as only religion can identify Divine Magic.
To be honest, I cannot even see this text on 238 can be read on different "Using the skill related to the appropriate tradition,... you can attempt to identify a magic item, location, or ongoing effect". For me this clearly reads that the skill to be used for the check is dependent the magical tradition. To make a religion check is dependent on the source being divine magic, To make a Nature Check the source must be primal magic, etc. I haven't seen anything in the CRB to indicate you even have the option (by default) to use Religion for Primal or occult magic.
Having even a level 17 feat completely replace 3 skills seems way to good to be true.
Having it replace 3 skills for specific applications of magic (identify magic, recognize spell, and a handful of skill feats that enhance these actions) as well as negating any odd penalties seems very in line with feats.
A skill feat (crafter's apprasial), allow you to use craft to identify magic items. 1 feat, 1 specific new application of a skill. Significantly weaker than even my interpretation of UT, but in the same vein.
In essence, the way I read this is that anytime you use Identify Magic, Recall Knowledge (or related skill feats) and the target has the Divine, Occult or Primal Tag you can use Arcana for these checks.
The printed text clearly contains some future proofing.

Cyouni |
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Cyouni wrote:Seems pretty dependent to me. Without explicit GM ruling, you can't use a different skill.My issue is printed under the skill:
"Skill Uses
[Arcana] Identify Magic, particularly arcane magic.
[Nature] Identify Magic, particularly primal magic.
[Occultism] Identify Magic, particularly occult magic.
[Religion] Identify Magic, particularly divine magic."The "particularly" means that there are rolls under that skill that AREN'T the tradition listed: if the tradition isn't required, it therefor can't be dependent on that tradition. If it just said "Identify Magic for divine magic" I'd have agreed it worked.
I mean, there are things that are dependent on no tradition, as noted: "Something without a specific tradition, such as an item with the magical trait, can be identified using any of these skills."
That doesn't stop it from being tradition-dependent.
* "Using the skill related to the appropriate tradition"
* "Each magical tradition has a corresponding skill, as shown on the table below."

Squiggit |
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A skill feat (crafter's apprasial), allow you to use craft to identify magic items. 1 feat, 1 specific new application of a skill. Significantly weaker than even my interpretation of UT, but in the same vein.
Crafter's Appraisal is also a level 1 feat. UT is the legendary arcana skill feat.

graystone |

I mean, there are things that are dependent on no tradition, as noted: "Something without a specific tradition, such as an item with the magical trait, can be identified using any of these skills."
That doesn't stop it from being tradition-dependent.
* "Using the skill related to the appropriate tradition"
* "Each magical tradition has a corresponding skill, as shown on the table below."
I disagree: a particular check might be tradition-dependent, but the SKILL or SKILL FEAT itself can't be as you've already agreed it can't be as there are uses that aren't. Unified Theory requires "skill action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition" not '"skill action or a skill feat that MIGHT require a Nature, Occultism, or Religion check, depending on the magic tradition'. Identify Magic falls under the second, not the first which is the feat as it is and that means it isn't an action dependent on a tradition but one that may OR may not have a roll based off of tradition.
Again, it's looking at the action or feat being dependent on a 'magic tradition' check: it MUST be related to those or it can't qualify as dependent. If I can make a Religion roll and it's not directly because of divine magic, it disqualifies it and that is just what you can do or you can't call it dependent can you?

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Jared Walter 356 wrote:A skill feat (crafter's apprasial), allow you to use craft to identify magic items. 1 feat, 1 specific new application of a skill. Significantly weaker than even my interpretation of UT, but in the same vein.Crafter's Appraisal is also a level 1 feat. UT is the legendary arcana skill feat.
yes it is, and the scope of the feat is significantly lower. Unified Theory let's you use the ability for all actions that would depend on the magical tradition not just for identifying magic items.

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Again, it's looking at the action or feat being dependent on a 'magic tradition' check: it MUST be related to those or it can't qualify as dependent. If I can make a Religion roll and it's not directly because of divine magic, it disqualifies it and that is just what you can do or you can't call it dependent can you?
Again misplaced modifier. The "dependent on magic tradition" is modifying the text "uses a nature, religion, or occultist skill check" not the "Skill action or skill feat" text.
It's pretty clear that we are just talking past each other, so good luck to you. I'm out.

Cyouni |

Cyouni wrote:I mean, there are things that are dependent on no tradition, as noted: "Something without a specific tradition, such as an item with the magical trait, can be identified using any of these skills."
That doesn't stop it from being tradition-dependent.
* "Using the skill related to the appropriate tradition"
* "Each magical tradition has a corresponding skill, as shown on the table below."I disagree: a particular check might be tradition-dependent, but the SKILL or SKILL FEAT itself can't be as you've already agreed it can't be as there are uses that aren't. Unified Theory requires "skill action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition" not '"skill action or a skill feat that MIGHT require a Nature, Occultism, or Religion check, depending on the magic tradition'. Identify Magic falls under the second, not the first which is the feat as it is and that means it isn't an action dependent on a tradition but one that may OR may not have a roll based off of tradition.
Again, it's looking at the action or feat being dependent on a 'magic tradition' check: it MUST be related to those or it can't qualify as dependent. If I can make a Religion roll and it's not directly because of divine magic, it disqualifies it and that is just what you can do or you can't call it dependent can you?
You can't make a divine identification without Religion, or other skills heavily in GM fiat.
That's dependency.
By your logic, Demoralize isn't dependent on Intimidate.

graystone |
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You can't make a divine identification without Religion, or other skills heavily in GM fiat.
*shrug* so? you can make an identify check using Religion that isn't the divine tradition. That not dependence. Dependent is a must not a likely. So unless you always use religion for divine its not required.
By your logic, Demoralize isn't dependent on Intimidate.
As it's listed under "Intimidation Untrained Actions", it seems pretty dependent. Now identify isn't skill specific AND goes out of it's way to not link the skill to tradition in the same way Learn a Spell does: one is dependent and the other isn't.
Again misplaced modifier.
No, the main objects of the sentence are "skill action or a skill feat". "a Nature, Occultism, or Religion check" simply describes what kind of "skill action or a skill feat" are being talked about as would "depending on the magic tradition".
'Whenever you walk a dog on a leash, depending on the breed, you use a brisk pace.' As you can see, 'depending on the breed' isn't referring to the leash but the dog.

NemoNoName |

Jared Walter 356 wrote:Admittedly it does feel under-powered for a level 17 skill feat, but it would allow a wizard to only learn Arcana and still have an excellent chance to identify magic of any of the four types.It'd be weak for a 1st level feat if you read it that way. you take Scare to Death, Legendary Sneak, Cloud Jump, Craft Anything and your version of Unified Theory it's pretty clear which one doesn't fit the power scheme: "survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat" is vs 'can use arcana to trick magic items' aren't in the same league.
I don't get this argument. Wizard feats are frequently (much) weaker than any other classes' feats. Why should this one be any different?

YuriP |

YuriP wrote:This also don't help to explain when can a Wizard learn a spell from other casters like bards and clerics?Never. Wizards cannot learn spells from non-Arcane traditions.
Not exactly there's some people with the interpretation that this is possible. To learn a spell from other traditions if this spell is accessible by the wizard.
Se topic: Can a wizard learn a spell from a cleric?Maybe the Unified Theory is the piece that's missing to allow this:
If you’re a spellcaster, you can use the skill corresponding to your magical tradition to learn a new spell of that tradition.Skill Uses
[Arcana] Learn a Spell from the arcane tradition.
[Nature] Learn a Spell from the primal tradition.
[Occultism] Learn a Spell from the occult tradition.
[Religion] Learn a Spell from the divine tradition.Learn a Spell - Concentrate Exploration:
Requirements: You have a spellcasting class feature, and the spell you want to learn is on your magical tradition’s spell list.
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You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn't use Religion to add an occult spell to your bardic spell repertoire.To learn the spell, you must do the following:
Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
Have materials with the Price indicated in Table 4–3.
Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on Table 4–3). Uncommon or rare spells have higher DCs.
If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it's added to your list; if you have a spell repertoire, you can select it when you add or swap spells.
So if someone have Unified Theory this char can learn multiple traditions from other casters using the RAW that the Unified Theory allow you use Arcana instead other traditions skills? It also make sense with RAI the fluffy explanation.
I'm not saying you can learn all spells but the spells with arcana in multiple traditions maybe.
There's already have some understanding that Crafting a Scroll don't add the caster tradition to the scroll, instead the scroll receives the tradition from spell and alter it's tradition based on caster tradition during the cast:
Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.
To Cast a Spell from a scroll, the spell must appear on your spell list. Because you’re the one Casting the Spell, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).
Any costs to Cast the Spell are added to the scroll’s Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll’s rarity matches the spell’s rarity.
The traits for a scroll vary based on the spell it contains. A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it.
So as we can use the scrolls as intermediate to transfer spell between traditions, the Wizard can't also use Unified Theory to shortcut this and translate directly from a other tradition point of view?

Cyouni |

Cyouni wrote:You can't make a divine identification without Religion, or other skills heavily in GM fiat.*shrug* so? you can make an identify check using Religion that isn't the divine tradition. That not dependence. Dependent is a must not a likely. So unless you always use religion for divine its not required.
Cyouni wrote:By your logic, Demoralize isn't dependent on Intimidate.As it's listed under "Intimidation Untrained Actions", it seems pretty dependent. Now identify isn't skill specific AND goes out of it's way to not link the skill to tradition in the same way Learn a Spell does: one is dependent and the other isn't.
The book literally says Divine = Religion.
It says Primal = Nature.You're going out of your way to make things read in a nonfunctional fashion.
Dependent: determined or conditioned by another (Merriam-Webster)
Dependent: contingent on or determined by (Oxford)
Dependent: influenced or decided by something (Cambridge)
Under all of these definitions that applies. There is no definition of dependent that says it is solely required. The use of an umbrella is dependent on the weather, but that doesn't mean that it can only be used if it's raining.

NemoNoName |

Not exactly there's some people with the interpretation that this is possible. To learn a spell from other traditions if this spell is accessible by the wizard.
Se topic: Can a wizard learn a spell from a cleric?
Sorry, I may have misunderstood what you mean. If you mean Wizard learning a spell that is available in both Arcane and some other tradition from that other traditions source, then... Maybe? I don't know, and personally, don't see how often that'll come up as relevant.
What I meant is, Wizard can never learn a spell that is not available in Arcane tradition - example: Heal.

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Cyouni wrote:You can't make a divine identification without Religion, or other skills heavily in GM fiat.*shrug* so? you can make an identify check using Religion that isn't the divine tradition. That not dependence. Dependent is a must not a likely. So unless you always use religion for divine its not required.
Cyouni wrote:By your logic, Demoralize isn't dependent on Intimidate.As it's listed under "Intimidation Untrained Actions", it seems pretty dependent. Now identify isn't skill specific AND goes out of it's way to not link the skill to tradition in the same way Learn a Spell does: one is dependent and the other isn't.
Jared Walter 356 wrote:Again misplaced modifier.No, the main objects of the sentence are "skill action or a skill feat". "a Nature, Occultism, or Religion check" simply describes what kind of "skill action or a skill feat" are being talked about as would "depending on the magic tradition".
'Whenever you walk a dog on a leash, depending on the breed, you use a brisk pace.' As you can see, 'depending on the breed' isn't referring to the leash but the dog.
Since the feat also mentions " If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so.", I too take it as meaning Arcane instead of Religion for Divine, Occultism for Occult and Nature for Primal. Basically you use Arcana instead of those other skills whenever it has something to do with magic.

Zapp |
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The feat reads (at least on Nethys):
You've started to make a meaningful connection about the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use a skill action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so.
Some posters above argue there is a limitation, that more clearly would have read: "This feat only applies to checks related to Primal, Occult and Divine Traditions". The problem is the word "depending". The natural way to interpret the sentence is to only have it select between Nature for Primal, Occult for Occult, and Religion for Divine.
In other words, Paizo has failed to sufficiently distinguish between the following two interpretations:
A) "Whenever you use a skill action or a skill feat that requires a Nature, Occultism, or Religion check, you can use Arcana instead."
For instance, if you have Natural Medicine, you could now use Arcana in place of Nature in place of Medicine.
This makes the feat broadly useful but creates fluff-crunch mismatch.
B) "Whenever you use a skill action or a skill feat that requires knowledge of the Primal, Occult or Divine Tradition, you can use Arcana in place of the Nature, Occult or Religion check respectively."
This aligns fluff to crunch, but severely restricts the feat. It is also badly defined. Where exactly is the dividing line between, say, a general Nature check, and one related to the Primal tradition? Is it only identify spells, magic items, and trick magic items otherwise restricted by having specific Primal, Occult and Divine tags?

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...
Some posters above argue there is a limitation, that more clearly would have read: "This feat only applies to checks related to Primal, Occult and Divine Traditions". The problem is the word "depending". The natural way to interpret the sentence is to only have it select between Nature for Primal, Occult for Occult, and Religion for Divine.
In other words, Paizo has failed to sufficiently distinguish between the following two interpretations:
A) "Whenever you use a skill action or a skill feat that requires a Nature, Occultism, or Religion check, you can use Arcana instead."
For instance, if you have Natural Medicine, you could now use Arcana in place of Nature in place of Medicine.
This makes the feat broadly useful but creates fluff-crunch mismatch.
B) "Whenever you use a skill action or a skill feat that requires knowledge of the Primal, Occult or Divine Tradition, you can use Arcana in place of the Nature, Occult or Religion check respectively."
This aligns fluff to crunch, but severely restricts the feat. It is also badly defined. Where exactly is the dividing line between, say, a general Nature check, and one related to the Primal tradition? Is it only identify spells, magic items, and trick magic items otherwise restricted by having specific Primal, Occult and Divine tags?
I agree that no matter what, the text should be rewritten with fewer nested clauses and better grammar. If interpretation A is correct, then Unified Theory is a worthwhile Legendary feat
I have a sinking feeling that interpretation B is RAI, which would be a shame. As written, Unified Theory is extremely niche and is at best a Level 7 skill feat.