this post was submitted on 11 Dec 2024
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pathfinder
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So I'll admit, I've never actually played Pathfinder 2e. I've been GMing it for over a year now, but I've never seen it from in front of the GM's screen. So my knowledge of things that primarily affect players, like what spells are on which spell list, is not as strong. But I did look up the official descriptions, which are:
Which definitely reinforces my belief that a necromancer should be occult. They don't beseech the gods anything, they learn to manipulate magic to do their bidding in strange ways.
I don't put much stock in tradition with spell schools/traditions. I have never liked that raising undead is so often treated as the same type of magic as bringing your allies back to life.
yea, i may have made it a project of mine in the past to look at each of the spells on each list and rewrite them to set them all around the same power levels in their respective spell ranks. eg. Making Daze as useful in its niche as Electric Arc. As a result I've gotten pretty familiar with the spell lists in practice, and I really don't think Occult matches with where the imagination goes when it hears that word.
Occult doesn't even have Harm, the most fundamental Void (death energies) spell. It's like making a Electromancer class an Elementalist, despite the fact that that spell list doesn't have Lightning Bolt (or shocking grasp, or sudden bolt etc. etc.). It sounds right, but the game design falls short of the job.
Now that we're in a post-remaster world, I would not be upset to learn that Paizo's putting more void spells in occult though, I think it's more appropriate now that the old spell subschools are gone.
Yeah, Harm's one that I feel should probably be in both divine and occult traditions. You could even make a case for primal, if you think of it more like a natural disease, though that's more of a stretch.