Psychic Magic x Arcane x Psionics

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My own comment on Psychic Magic x Arcane x Psionics in the Pathfinder RPG facebook group.

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tl;dr time!My main problem with psionics and psychic magic has always been flavor and lore wise. Before the announcement of Occult Adventures I had already read Exapanded Psionics Handbook 3.5 and Ultimate Psionics, and had assigned these characters to be part of the Baklunish monks and Scarlet Brotherhood lore of my home Greyhawk campaign. Problem is I loved the OA classes when I read them, but how to conciliate them with the pre-existant psionics in my game in order for the two work together side by side? The two felt very different in flavor, where psionics seemed very alien, reminding me of Martian Manhunter and Grodd, while psychic magic felt occult like Penny Dreadful. But that isn't enough, that's just the feeling, I needed solid lore explanations as to where these powers come from and how different they are. I could say that "psychic" magic is just another branch of arcane magic, and that's probably what I'll do. The Occultist for example, in my games, is someone who can channel the magic that naturally imbues everything in the world and which isn't perceived by the all mighty traditional spellcasters like Sorcerers and Wizards whom can only see the bigger picture of magic while working in manipulating and creating titanic forces. But they forget the magic that forms espontaneously from an object that represents deep regret to someone, or the magic that arises from foul words best left unsaid, the magic of emotions felt by big and small folk that don't necessarily know the most basic of cantrips, even the magic of a first kiss or the first cry of a new born baby. Great and powerful Archmages and Hierophants are preoccupied by the bigger cosmic picture of the spells they weave and are often completely blind and ignorant to these subtle forms of magic.That said, this kind of psychic magic lore (or just arcane magic lore, in my campaigns) differs completely from the kind of alien psionics I imagine for Dreamscarred Press' system. But the problem still persisted that the Psychic occult class is the one which most closely approaches DP's psionics. How to solve that? Well, I'm thinking about implying that different Psychics through various manners (their Disciplines) find a way to convert the power of their brains, the energy stored in the mind, into spells. It occurs in a similar way in which wizards and sorcerers manipulate the cosmic forces of arcane magic around them in the multiverse and shape them into very especific formulaic effects commonly called spells, the differance is that sorcerers do such instinctively, like the inspirational notes of a symphony coming back to their minds again and again, while wizards study how to do achieve the same. So in that way the source of a psychic's power is different, it comes from inside while the sorcerer/wizard draws power from outside, but their methods of shaping that power and the result of creating spells is very similar.It's been some time since I've read Ultimate Psionics, I intend on reading it again to see if I can then fit psionics into the following niche: while arcane/psychic magic's general goal is to produce spell effects, whatever their source is, psionics produce raw power from their minds that is not elegantly focused into spells, which require some sort of knowledge of reality's "language" (even if that is acquired instinctively or through the influence of a Great Old One). In that sense psionics would be more "brute" or raw and straightfoward kind of power, not altering reality to produce magical spells but simply outpouring the power of the mind. I just have to read Ultimate Psionics again to see if I'm able to put them in that role and therefore use both psychic magic and psionics side by side in my games.Also, I do not think that Occult Adventures is unbalanced, but then I have a bias, because I'm the guy who usually puts story, cool roles and powers, and things that may make more sense above strict balance