Crazy theory about traditions.


Necromancer Class Discussion


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I went to look at the four essences of the traditions and noticed something interesting:

Life (heart, faith, instinct, vital)
Matter (body, material, physical)
Mind (thought, mental, astral)
Spirit (soul, ethereal, spiritual)

Necromancy uses souls or fragments of them to affect the body by reanimating it. Perhaps the reason necromancy doesn't seem to fit neatly into any of these categories is that it represents one of the two missing traditions: Spirit + Matter the other would be Life + Mind.

Maybe one of these two traditions could be focused on necromancy and the other on using the mind to influence the hearts and vital forces of others, akin to a Mesmerist tradition.

Because there are so many different ways to use necromancy, it’s probably better to present it as a list for multiple classes, like a death knight, rather than as a single class.

Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

They have said and shown a couple times that the "missing" combinations are antithesis, and one of the "Godsrain Prophecies" actually show it as causing a hole in reality to try to combine them.

Also, it was mentioned that multiple traditions doing the same "effect" usually use different "angles". Like divine necromancy will focus on manipulating the void energy/soul stuff with life/spirit to animate undead, while arcane necromancy would focus on "matter" to manipulate the "corpse" more directly.


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Elfteiroh wrote:

They have said and shown a couple times that the "missing" combinations are antithesis, and one of the "Godsrain Prophecies" actually show it as causing a hole in reality to try to combine them.

Also, it was mentioned that multiple traditions doing the same "effect" usually use different "angles". Like divine necromancy will focus on manipulating the void energy/soul stuff with life/spirit to animate undead, while arcane necromancy would focus on "matter" to manipulate the "corpse" more directly.

Okay, now that is just incredibly lazy design. They might as well have just ignored the essences, which feel more like a cheap excuse, and gone straight to the four traditions.


R3st8 wrote:
Elfteiroh wrote:

They have said and shown a couple times that the "missing" combinations are antithesis, and one of the "Godsrain Prophecies" actually show it as causing a hole in reality to try to combine them.

Also, it was mentioned that multiple traditions doing the same "effect" usually use different "angles". Like divine necromancy will focus on manipulating the void energy/soul stuff with life/spirit to animate undead, while arcane necromancy would focus on "matter" to manipulate the "corpse" more directly.

Okay, now that is just incredibly lazy design. They might as well have just ignored the essences, which feel more like a cheap excuse, and gone straight to the four traditions.

Fortunately I don't think what they said is true. Largely the explanation is that traditions have limited access to the two essences they don't cover. Arcane spellcasters are using vital essence to channel void to make undead, not using, idk, telekinesis or whatever to move bones. It's probably a post-hoc rationalization for why the spell lists have this or that spell because they wanted to give said spell to one of the CRB classes. The wizard being the biggest culprit of this bleeding of traditions into each other

Sovereign Court

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Maybe the problem is that they mixed up "the wizard list" and "the arcane list" too much.

To me at least, one of the key themes of a wizard is someone who studies the fundamentals and tries to get around the apparent limitations. It's part of the class identity that they're doing things no god intended. Wizard magic should be a bit outside it's appointed lane.

So they could have kept the arcane list a bit more pure, but let wizards color more outside those lines specifically as their class trick.

An arcane sorcerer would be practicing more purely arcane magic, and a wizard through hackery can do things the sorcerer won't have access to. (And an arcane witch gets some lessons from the patron to color outside the lines too..)


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Ascalaphus wrote:

Maybe the problem is that they mixed up "the wizard list" and "the arcane list" too much.

To me at least, one of the key themes of a wizard is someone who studies the fundamentals and tries to get around the apparent limitations. It's part of the class identity that they're doing things no god intended. Wizard magic should be a bit outside it's appointed lane.

So they could have kept the arcane list a bit more pure, but let wizards color more outside those lines specifically as their class trick.

An arcane sorcerer would be practicing more purely arcane magic, and a wizard through hackery can do things the sorcerer won't have access to. (And an arcane witch gets some lessons from the patron to color outside the lines too..)

I believe that across the board the lists should be much smaller, much tighter and less all encompassing. Then we just give classes the ability to add more spells to their list according to theme. Maybe wizards do this more, maybe they don't. Wizards already seem to have a theme in manipulating spell slots and doing better meta magic so I think that's their lane... But I digress. We won't see this resolved until 3e though


What if we do the opposite and make Magic just Magic, make it so Traditions don't exist in the next edition and move away from the conceptt of because you are this class you must use this type of magic. What is stopping Arcane casters from truly using heal lore wise outside of mechanics?

Sovereign Court

Well you could - plenty of other RPGs do. You could go further, too; why do different classes have different feat lists? Why can't my fighter take Gang Up as level 6 feat? Other game systems just give you a pile of build points to select all your stats and abilities with.

Ultimately Pathfinder uses limitations on what you can't do, or what only some classes can do, to give them identity. And it works pretty well.

The problem for wizard is that their identity is pretty much "the arcane spell list" except that several other classes also use the same spell list, and wizards don't really get significant tricks with it that sorcerers and witches don't get.


Pathfinder Lost Omens, Rulebook Subscriber
AestheticDialectic wrote:
Ascalaphus wrote:

Maybe the problem is that they mixed up "the wizard list" and "the arcane list" too much.

To me at least, one of the key themes of a wizard is someone who studies the fundamentals and tries to get around the apparent limitations. It's part of the class identity that they're doing things no god intended. Wizard magic should be a bit outside it's appointed lane.

So they could have kept the arcane list a bit more pure, but let wizards color more outside those lines specifically as their class trick.

An arcane sorcerer would be practicing more purely arcane magic, and a wizard through hackery can do things the sorcerer won't have access to. (And an arcane witch gets some lessons from the patron to color outside the lines too..)

I believe that across the board the lists should be much smaller, much tighter and less all encompassing. Then we just give classes the ability to add more spells to their list according to theme. Maybe wizards do this more, maybe they don't. Wizards already seem to have a theme in manipulating spell slots and doing better meta magic so I think that's their lane... But I digress. We won't see this resolved until 3e though

I really thought they should have given the wizard schools gave access to some spells from other list. Like a med student wizard with sooth or a meteorologist with more of the elemental spells from primal. I think it would have had better schools had it been a player core2 class.


Hamitup wrote:
I really thought they should have given the wizard schools gave access to some spells from other list. Like a med student wizard with sooth or a meteorologist with more of the elemental spells from primal. I think it would have had better schools had it been a player core2 class.

I don't know what elemental spells Primal has that arcane doesn't. I know primal is primarily associated with the elemental planes, but pretty much every single blast spell is shared between these two traditions


Pathfinder Lost Omens, Rulebook Subscriber
AestheticDialectic wrote:
I don't know what elemental spells Primal has that arcane doesn't. I know primal is primarily associated with the elemental planes, but pretty much every single blast spell is shared between these two traditions

I really thought there were more in Rage of Elements, but I just looked and there are only like a handful. Those were basically just other heal spells.


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In my opinion, the four essences at the heart of spell traditions are an excellent model that Pathfinder really ought to follow, but in practice they don't actually explain the traditions very well or answer any questions about them accurately. Instead, the question to ask that best answers why tradition spell lists are the way they are is: "which CRB caster was this spell list built around?"

Let's take the primal list, for instance: if we break it down by essences, the spell list doesn't make all that much sense, because despite being a tradition that harnesses vital essence, the primal list has the worst access to void spells out of all traditions. There are also a few mental spells, particularly fear spells, that don't seem all that related to what the tradition is about. However, when you think of it as "the Druid spell list," it all makes sense: the Druid's all about respecting nature, so they don't get to access all the spells that twist life in unnatural ways, and they're meant to also be a bit bestial and able to channel the might and other abilities of wild animals, so they get spells that scare their enemies. Because the primal list is so closely married to the Druid, this I suspect makes it extremely difficult to develop any other primal caster that's not the Druid, which is presumably why we still have only one dedicated primal caster in the game.

As others have mentioned, it's the same deal with the arcane tradition: the spell list is a hodgepodge of different effects that includes tons of void magic (i.e. the OGL school of necromancy), and even a couple of spells that manipulate enemies' spirits. Thematically, it's a mess, but when you look at it through the lens of the Wizard, the class the spell list was designed around, it again makes sense: the Wizard historically was a caster class defined by being able to do everything except heal, and prior to the remaster were the master of the eight OGL schools of magic, which is why the arcane list is so overloaded with effects that just shouldn't normally belong. Again, I think this has made it extremely difficult to develop more arcane casters, which is why the only other dedicated arcane caster in the game besides the Wizard is a class whose theme itself boils down to "Wizard who also studied swordfighting".

All of this is to say that the four essences, while really interesting in theory, have relatively little bearing on defining the four traditions' spell lists in practice, because Paizo took a class-based approach, rather than an essence-based approach, to building them. Had Paizo built those spell lists according to their component essences instead, I think they would look very different, as would caster classes as a whole, and I suspect the Necromancer would likely not be an occult caster either.


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TBH, I think "Faith" belongs in Spirit not in life. Mice have instinct, heart, and vital essence but don't necessarily have faith. A ghost wouldn't have any of those things, but it might have faith.


PossibleCabbage wrote:
TBH, I think "Faith" belongs in Spirit not in life. Mice have instinct, heart, and vital essence but don't necessarily have faith. A ghost wouldn't have any of those things, but it might have faith.

I don't entirely disagree with you, but it's worth noting that a mouse very much also has a spirit essence. I don't entirely disagree that a mouse doesn't really embody the 'faith' aspect of vitality (I actually think 'faith' should be taken in looser terms), but if "a mouse doesn't have faith" is our argument for faith not being part of vitality, neither should it be part of spirit--or mind or body, for that matter.

Faith seems like a perfectly reasonable expression of Life to me since it feels like there's a clear 'heart/mind' parallel, which you note in your own post, which extends to the traditions in the form of 'will' being considered a the 'driving force' if you will of an Arcane or Occult caster's spell preparation, where 'faith' is the similar concept from the Divine/Primal end of the spectrum. In those terms, it seems reasonably that faith is described as a non-cerebral, instinctive aspect of the self, like Heart/Life/Vitality rather than Mind

Meanwhile, Spirit and Matter seem mostly to share the thematic role of being a 'substance' essence that make up the physical bulk of various planes, and are the core body/soul components.

I wouldn't really hate it if faith was attached to spirit, but it doesn't really jive all that much with my understanding of hte essences, and would distance Druids from faith while at the same time joining Bards and faith--or perhaps weirder, bringing the current Necromancer closer to the aspect of faith.


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I do think the essences as implemented right now are a bit jumbled, and in particular spiritual essence has had all of what I believe are its essential characteristics shunted to adjacent essences, which has made it difficult to specifically define what the spirit does in spells. In my opinion, essences ought to work as follows:

  • Material essence ought to be the simplest to define, and should work as now. Effectively, this is the physical matter and energy that makes up anything corporeal.
  • Mental essence I think ought to be defined specifically as information, and the ability to store and process it (in other words, senses and memory). Because of this, I don't think emotion effects ought to be mental, nor should effects that affect a creature's decision-making, even though mental magic is what lets you obtain information, create illusions that mess with other people's perceptions, or directly scramble creatures' minds. The Akashic Record is a purely mental demiplane that is the collective record of all information in the multiverse, for instance, and that to me suggests that the mind without anything else ought to feature no emotions or decision-making abilities.
  • Spiritual essence I think is the actual part of us that makes decisions, as it is our choices that define our soul's journey across the Multiverse and into our afterlife. A creature in my opinion needs a soul to feel emotion and to make choices, and so spiritual magic ought to affect our emotions and decision-making, for good (inspiring others to heroics) or ill (dominating someone by controlling their soul). I also think this is the essence responsible for our fate, as a result: to affect the soul is to affect the choices we make, and so to curse someone with an ill omen could be to affect their emotions and decisions in such a way that their actions lead them to that exact fate.
  • Vital essence in my opinion is a current of energy in constant motion that drives all living creatures: whereas other energies can be static, vital essence in my opinion can only be defined by motion, as the ability to move and grow is what defines the living, and the only things that do not grow and change are dead (also, vital essence flows constantly through the Inner Sphere from Creation's Forge and/to the Void). Vitality and void in my opinion are effectively just two sides to that same energy, with vitality being an inflow of vital essence and void an outflow. Living creatures are attuned to vital essence the natural way, but undead experience the current in reverse, sustaining themselves the more vital essence is sucked out of them.

    With this in mind, I think this could lead to some interesting changes to existing traditions:

  • Primal casters ought to be among the best wielders of void magic, as anyone who can wield vitality ought to be able to also wield the void. Wielding void magic could certainly be anathema to Druids, or at least most druidic orders that don't focus on rot and decay, but it should feature prominently on the primal list nonetheless, and there should be primal casters who excel at draining life from others and bending lifeforce in unnatural ways.
  • Arcane magic should probably not inherently feature void magic, as we all know, but should probably also not inherently feature all that much direct control either, even though the ability to divine information and create illusions should definitely be a strength. Instead, occult and divine magic in my opinion ought to excel at direct control by affecting the soul. Wizards, who seek to master all magic through science, should be uniquely able among arcane casters to reach beyond the arcane tradition's limitations and cast spells using other essences.
  • Mindless creatures should still be affected by emotion effects. Turning mindless undead and making them flee, or infusing an area with such bliss that all creatures are instinctively drawn to it, even oozes, I think are emotion and not mental effects.

    I also don't put too much stock in the Godsrain Prophecies as canon, especially in an age of broken prophecy, and I do think we have examples of cross-tradition magic to some extent: Starfinder's Mystic combines mental and vital essence through their connection, so you could have this mystical tradition that draws upon shared memory and life force, and I think the Thaumaturge is a good example of the opposite, as they use material objects imbued with such profound symbolism that they affect our very soul, such as by targeting our personal antithesis.

    I also think faith is a fairly complex thing that I don't think can necessarily be assimilated to just one essence, particularly as it takes a very different form depending on which faith you practice: clerical faith is based on very specific choices and actions, for instance, whereas druidic faith is much more experiential. In both cases faith can spur people to greater heights and let them do more than those who have no faith at all, which is probably where vital essence comes in, but whereas Clerics don't necessarily care as much about the material trappings of the Universe so much as the afterlives of the Outer Sphere, Druids instead don't necessarily care about the afterlife at all, and ground their faith in the world they live in.


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    The traditions are canonically an artificial construct to begin with. They're how the people of Golarion have categorized magic. But the lines aren't really there, and especially skilled casters are perfectly capable of casting "occult" magic as a primal caster or vice versa (it's even one of the paths of study at the Magaambya, on account of Old Mage Jatembe's teachings)


    I see alot of mentions of the void being part of the vital essence but I don't think this neccesarily holds true.

    Especially when we consider that all traditions tap into it in various ways.

    For Arcane its just an energy to draw from with Metaphysical theory
    For Occult its the an essential link to the netherworld and Esoteric Tradition.
    For Divine its aligned with the unholy planes.
    And Primal its the force of decay and rot in the circle of life.

    I know Vitality mechanically is an energy aswell but just as Vitality damage is ineffective as healing it might just be that the way the structure typical of arcane is the issue, to only think of it as just an energy is what limits its use. Leaving them with Scouring Pulse and Lifewood Cage.

    But yes, Canonically the categorization of magic has been an ever changing landscape on golarion, Just as the Arcane Schools of Magic technically being canon but abandoned as magical theory improved.


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    NorrKnekten wrote:
    I see alot of mentions of the void being part of the vital essence but I don't think this neccesarily holds true.

    This is explicitly stated with no ambiguity in Secrets of Magic. Void and Vitality make up the two halves of the vital essence, described as positive and negative energy in the book as it was pre-ogl crisis


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    AestheticDialectic wrote:
    NorrKnekten wrote:
    I see alot of mentions of the void being part of the vital essence but I don't think this neccesarily holds true.
    This is explicitly stated with no ambiguity in Secrets of Magic. Void and Vitality make up the two halves of the vital essence, described as positive and negative energy in the book as it was pre-ogl crisis

    Oh I am well aware but as I said, The categorization of magic has been an everchanging landscape. Just like science when something does not fit you change it to match new observations. Or in this case Paizo changes things to better fit with their worldbuilding.

    So if we want to quote things why not quote the Player Core when it comes to the four essences?

    Quote:

    Life

    Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life.

    I know void and vitality was part of the same coin at a point atleast from a worldbuilding aspect. Not so sure considering how little Void/Negative access Primal has had during all these years in comparison with Arcane, Occult and especially Divine.

    So it kinda makes sense when you consider that the new equivalent sidebar makes no mention of void when speaking about life or vital essence.


    NorrKnekten wrote:

    So if we want to quote things why not quote the Player Core when it comes to the four essences?

    Quote:

    Life

    Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life.

    I know void and vitality was part of the same coin at a point atleast from a worldbuilding aspect. Not so sure considering how little Void/Negative access Primal has had during all these years in comparison with Arcane, Occult and especially Divine.

    So it kinda makes sense when you consider that the new equivalent sidebar makes no mention of void when speaking about life or vital essence.

    The sidebar makes no mention of void at all, under any of the four essences, but of course you're not proposing that void simply does not exist, correct? This is probably not something we should use to draw too many conclusions about void energy, as it is not even indirectly mentioned or described anywhere in that sidebar.

    Except, perhaps, if you consider that void energy *also*, like vitality, is an animating force that guides unconscious responses (in creatures with void healing at least).


    Sorry, kept revising sentences and I think I ended up sounding more sarcastic and critical than I intended.

    What I meant was that void isn't mentioned in that sidebar at all, so it's not actually giving us any clues on what essence they think commands void energy. Your point about the lack of void in the primal tradition is a much stronger indication, but like Teridax I feels that's more to do with what should be on the druid's spell list rather than what should be (in my opinion) primal.

    Which, side note:

    Teridax wrote:

    Wielding void magic could certainly be anathema to Druids, or at least most druidic orders that don't focus on rot and decay/QUOTE]This is such an obviously good solution to this dilemma that I feel silly for never thinking of it myself. I would really like to see that happen officially.


    AnimatedPaper wrote:

    The sidebar makes no mention of void at all, under any of the four essences, but of course you're not proposing that void simply does not exist, correct? This is probably not something we should use to draw too many conclusions about void energy, as it is not even indirectly mentioned or described anywhere in that sidebar.

    Except, perhaps, if you consider that void energy *also*, like vitality, is an animating force that guides unconscious responses (in creatures with void healing at least).

    Yeah the Void 100% without a doubt exists both as polar opposite and complementary to the Creations Forge depending on who on golarion you ask, and atleast according to the newer cosmology its energies seep into the material universe trough the Netherworld and the Ethereal plane.

    I do agree to a certain point in void being anathema to druids, but there are also non-druid primal casters. Like how the witch has the Devourer of Decay.

    But what I believe is that none of the essences truly master the void, Or rather I believe that if the four essences are all pieces of what we call Magic. Then the Void might represent the dark side of the whole.
    Void currently exists in a weird state Lore wise. Where every single essence represents something that is antithetical to the void.

    Yes I know I might be overthinking it, but as it stands it doesn't feel like any one essence can claim Void as its domain when litterary every tradition can tap into it. Its not like elemental magic which is so heavily dominated by Arcane/Primal.

    We will just have to wait and see if Paizo releases a book around the subject of the void and its relation to magic.


    NorrKnekten wrote:
    I do agree to a certain point in void being anathema to druids, but there are also non-druid primal casters. Like how the witch has the Devourer of Decay.

    Yes, that's the point Terridax and I have been making. It only makes sense to us for Druids to be limited from casting void magic, we both think primal casters in general should be great at using void energy because they tap into the vital essence, not despite it.

    NorrKnekten wrote:
    We will just have to wait and see if Paizo releases a book around the subject of the void and its relation to magic.

    Book of the Dead and Secrets of Magic both go into this topic. My comment about void being an animating force comparable to vitality comes right out of Book of the Dead, page 32.


    True but we also know that not everything in those books applies due to the remaster.

    My understanding of how Paizo writes lore and worldbuilding is that it comes from the perspective of people on golarion trying to understand the world they are living in. Sometimes they get proved wrong and the old system while still canon becomes an archaic and disproven theory.

    They can disconnect void from the Vital essence just as easy as they removed the eight arcane schools. And the thread is aptly named 'Crazy theory about traditions'


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    Sure, when they publish new lore, we’ll all take that as the new baseline. I won’t speak for others, but while new lore might not change my mind about what I think should be, but I will cheerfully accept whatever retroactive continuity Paizo feels they need.

    So sure, next month that line I cited (which was an in world opinion, not ruled text) may get retconned or otherwise shown to be wrong, but next month that might also happen to stuff that got published last month. Or even stuff from the remastered guns and gears getting published in the next couple weeks. It’s all made up anyways, nothing is safe. But until they do either say something is not valid or publish something contradictory, I see no reason to assume it’s wrong.


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    Based on the lore we have so far, void is a part of vital essence. The reason why everybody accesses void magic except for primal casters is the same reason why traditions in general don't conform well to their component essences: tradition spell lists weren't designed around the four essences, they were assembled around a specific class that was designated as iconic for the tradition, i.e. the Wizard for arcane, the Cleric for divine, the Bard for occult, and the Druid for primal. In theory, the four essences should inform these traditions' lists, but in practice they don't; the essences are treated more as a side bit of lore than a defining mechanical principle. Thus, we can't effectively rationalize the current essences around the current traditions in my opinion or vice versa, because those two bits don't actually communicate well with one another. Perhaps in a future edition the two will be closer together, and we'll have void-wielding primal casters, but that's unlikely to happen in 2e.

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