put simply, the school of magic dictates what a spell does, but the caster’s magic tradition dictates where the power to cast it comes from, which will make more sense in a second if it doesn’t already.Īlso, obligatory because-this-is-the-internet disclaimer: these are my personal headcanons and class interpretations, applied for my own worldbuilding purposes to my own interpretation of the game world, i am not trying to dictate how you should play the game or write your story, you do you, etc. Some necessary background: when i say “magic traditions” i’m referring to pf2’s four traditions: arcane, divine, primal, and occult-you might also hear these referred to as “spell lists.” these are separate from the eight schools of magic that you see in a lot of ttrpgs (including pf2 and 5e), such as evocation, divination, necromancy, abjuration, etc. ![]() hence i like to draw inspiration from ttrpgs when doing my own worldbuilding for my ffxiv characters. as much as i love ffxiv’s armory system as a mechanic (getting to take multiple classes! one one character! with no penalties! it’s fantastic!) the inherent mechanical limits on each class as a result just…bore me, frankly, from a worldbuilding standpoint i much prefer the inherent flexibility of ttrpgs, where even two characters with identical classes and ancestries can play entirely differently. This will come as a shock, i’m sure, but i play a lot of tabletop rpgs, especially pathfinder 2e. Ffxiv and magic traditions: a very self-indulgent and nonsensical “““essay“““Īs a joke i said “haha what if i went off and described each of my oc’s magical abilities but in terms of pathfinder’s magic traditions,” but then no one stopped me, so it’s no longer a joke.
0 Comments
Leave a Reply. |