Magic
Magic is a mysterious supernatural force used by many of Golarion's inhabitants. It is exhibited in many forms, including spells and magic items, and is applied in many ways, including arcane, divine, occult, primal, and psychic practices. Due to magic's many different forms, it is sometimes discussed as sorcery, witchcraft, witchery, or wizardry.1
Nature
The true nature and source of magical power is unknown.2
Manifestations
Magical power most often manifests as spells,3 which act upon the four essences of matter, spirit, mind, and life.4 In addition to spells and spellcasters, similar effects can manifest from magic items, potions, rituals, curses, and other powerful or unusual events.3
On spells
A spell is a one-time magical effect brought into being, or "cast", by a spellcaster. (Alchemists' extracts, while magical, are not "spells" in the technical sense.) Some spellcasters select their spells from a limited list of known spells, while others have access to a less limited array of options.
Most spellcasters prepare their spells in advance—whether from a spellbook or through prayers—while some cast spells spontaneously without preparation. Despite these different ways spellcasters learn or prepare spells, when it comes to casting them, many of the spells are very much alike, with magic being guided by certain core principles.3
Certain creatures, items, or abilities have a form of spell resistance can reduce or negate a spell's effects.56
Classifications
There are two parallel classification systems for magic: types of magic and magical traditions.7
Types
Some classify magic through three types of magic that manifest in the form of spells: arcane, divine, and psychic magic. These types are not exclusive — spellcasters who combine arcane and divine magic, for example, are known as theurges. One such example is a mystic theurge.8 A fourth type of magic exists, occult rituals, but it is generally practiced only out of desperation, illness, or external influence, because it is hard to control and almost always has a significant drawback.9
Arcane magic
Arcane spells are known to create more dramatic and destructive effects than divine spells.1011 Unlike divine magic, many arcane magic spells require physical components, almost always in the form of either a reusable focus or consumable material component.12
Arcanists, bards, bloodragers, magi, skalds, sorcerers, summoners, witches, and wizards can all cast arcane spells, as can others who study the arts of spellcraft or have an innate talent for spellcasting.
Arcane magic is subject to the Laws of Arcana.13
Divine magic
Divine magic is derived from or granted by gods or other divine entities.14
Divine spellcasters include clerics, druids, inquisitors, oracles, shamans, warpriests, and experienced paladins and rangers.
Divine casters sometimes refer to their spells as prayers.15
Psychic magic
Psychic magic manifests from emotional and mental energies inherent in souls and auras.16
Occult rituals
Unlike the other three forms of magic, occult rituals can be practiced by the untrained and those who lack innate power. It is feared by most traditional spellcasters, as it is hard to control, can grant tremendous power, and can unleash horrors upon the world.9
Traditions
Some instead classify magic through four magical traditions: arcane, divine, occult, and primal.1718
Arcane magic
Similar to the type of magic, the arcane magical tradition considers these forces through logic and rationality.1819 Wizards are the most well-known masters of arcane arts, as are sorcerers of arcane bloodlines.18
Divine magic
Similar to the type of magic, the divine magical tradition draws these forces from entities that are divine, similar to divinity, or exist on another plane.1820 Clerics, sorcerers of celestial and fiendish bloodlines, and champions prominently practice divine magic.18
Occult magic
Unlike occult rituals, the occult magical tradition considers a more stable system of occult magic through the research and understanding of esoteric, alien, and ephemeral mysteries.1821 Bards specialize in this form of occult magic.18
Primal magic
The primal magical tradition draws magic from wild natural magic, primal cycles, and raw instinct.1820 Druids and sorcerers who trace their bloodlines to fey and beastial creatures specialize in this tradition.18
On Golarion
Magic is relatively well-known among the civilized races of the Inner Sea region, even if it is generally not a part of their everyday lives. Most village commoners will have seen a spell or two cast in their time, seen the use of a magic item, or even been the beneficiary of healing magic. Despite this, most peasants do not count on magic to help them with their everyday lives, seeing it largely as a tool of the wealthy and powerful, a tool that can also be used against them. Because of its relative rarity, its capability of causing untold destruction, and its ability to accomplish the seemingly impossible, it inspires awe and fear in most folk and is often misunderstood.22
In urban settings, spellcasters are much more common. The closer you are to big cities, the more you see them, and once you're in one, they're everywhere. In cities, wizards and clerics are commonplace, and every tavern has a bard performing in it. Magic is a commodity that can be bought, sold, or exchanged, and while many study magic out of thirst for knowledge or power, just as many view spellcasting as their way to a well-paid career. Spellcasters are still respected, but in the same way one would respect a barrister, physician, or another highly educated role in society.23
Schools of magic
Cutting across the categories of spells, such as divine or arcane, are the eight schools of magic. These schools represent the different ways that spells take effect.24 Though magic has been practised since the dawn of history, it was in the time of Azlant and Thassilon that seven of the eight schools were first defined, in accordance with the seven Azlanti virtues of rule (with divination being defined later in history).252627
These eight schools are:
Spells not bound to any specific school are known as universal spells, and wizards who do not specialize in any school are known as universalists.28
Metamagic
Metamagic, a practice of modifying or empowering spells that dates back to at least the Azlanti empire, remains a popular practice among modern spellcasters.27
At Korvosa's Acadamae, metamagic principles are principally taught in the Hall of Induction where evocation magic is also learnt.29
Variant magic
Several styles of magic deviate from the established schools and methods. These alternate ways are known as variant magic, and many have strong links to specific cultures, locations, or races. Some known types of variant magic include:
- False divine magic30
- Fleshwarping31
- Primal magic32
- Riffle scrolls33
- Shadowcasting34
- Sin magic35
- Tattoo magic36
References
- ↑ Dave Gross. (2013). King of Chaos, Paizo Publishing, LLC. ISBN 978-1-60125-558-7
- ↑ James Jacobs. (September 27, 2015). Comment on ">>Ask *James Jacobs* ALL your Questions Here!<<", Paizo messageboards. As such, there might not ever be a definitive, canonical explanation of magic. See the talk page for further discussion. Any canon theories about magic presented by in-world sources would be appropriate to add to this section, with the understanding that they cannot be definitive.
- ↑ 3.0 3.1 3.2 Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 206. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
- ↑ Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 300. Paizo Inc. ISBN 978-1-64078-168-9
- ↑ Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 217–218. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
- ↑ Jason Bulmahn. (2009). Bestiary (First Edition), p. 304. Paizo Publishing, LLC. ISBN 978-1-60125-183-1
- ↑ Pathfinder First Edition used three types of magic, while Pathfinder Second Edition uses four magical traditions. PathfinderWiki does not consider mechanics to be canon content, and this article assumes both are valid canon.
- ↑ Jason Bulmahn, et al. (2011). Ultimate Magic, p. 157. Paizo Publishing, LLC. ISBN 978-1-60125-299-9
- ↑ 9.0 9.1 Jason Bulmahn et al. (2015). Occult Adventures, p. 208–215. Paizo Inc.
- ↑ Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 218. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
- ↑ Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 220. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
- ↑ Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 213. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
- ↑ Dave Gross. (2013). King of Chaos, p. 169. Paizo Publishing, LLC. ISBN 978-1-60125-558-7
- ↑ Sean K Reynolds et al. (2014). Inner Sea Gods, p. 4–6. Paizo Inc. ISBN 978-1-60125-597-6
- ↑ Liane Merciel. (2014). Nightblade, p. 146. Paizo Inc. ISBN 978-1-60125-662-1
- ↑ Jason Bulmahn et al. (2015). Occult Adventures, p. 142. Paizo Inc.
- ↑ Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 633. Paizo Inc. ISBN 978-1-64078-168-9
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 18.6 18.7 18.8 Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 299. Paizo Inc. ISBN 978-1-64078-168-9
- ↑ Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 628. Paizo Inc. ISBN 978-1-64078-168-9
- ↑ 20.0 20.1 Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 631. Paizo Inc. ISBN 978-1-64078-168-9
- ↑ Logan Bonner et al. (2019). Pathfinder Core Rulebook, p. 634. Paizo Inc. ISBN 978-1-64078-168-9
- ↑ James Jacobs et al. (2011). The Inner Sea World Guide, p. 253. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
- ↑ Rigby Bendele et al. (2022). Travel Guide, p. 74. Paizo Inc. ISBN 978-1-64078-465-9
- ↑ Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 209. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
- ↑ James Jacobs et al. (2011). The Inner Sea World Guide, p. 211. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
- ↑ James Jacobs. (2012). The Shattered Star. Shards of Sin, p. 67. Paizo Publishing, LLC. ISBN 978-1-60125-452-8
- ↑ 27.0 27.1 Jesse Benner, Jason Nelson, Sean K. Reynolds, Owen K.C. Stephens, and Russ Taylor. (2011). Inner Sea Magic, p. 9. Paizo Publishing, LLC. ISBN 978-1-60125-360-6
- ↑ Jason Bulmahn et al. (2009). Pathfinder RPG Core Rulebook (1E), p. 79. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
- ↑ Brian Cortijo. (2011). Academy of Secrets, p. 29. Paizo Publishing, LLC. ISBN 978-1-60125-343-9
- ↑ Jesse Benner, Jason Nelson, Sean K. Reynolds, Owen K.C. Stephens, and Russ Taylor. (2011). Inner Sea Magic, p. 10. Paizo Publishing, LLC. ISBN 978-1-60125-360-6
- ↑ Jesse Benner, Jason Nelson, Sean K. Reynolds, Owen K.C. Stephens, and Russ Taylor. (2011). Inner Sea Magic, p. 11. Paizo Publishing, LLC. ISBN 978-1-60125-360-6
- ↑ Jesse Benner, Jason Nelson, Sean K. Reynolds, Owen K.C. Stephens, and Russ Taylor. (2011). Inner Sea Magic, p. 12–13. Paizo Publishing, LLC. ISBN 978-1-60125-360-6
- ↑ Jesse Benner, Jason Nelson, Sean K. Reynolds, Owen K.C. Stephens, and Russ Taylor. (2011). Inner Sea Magic, p. 14. Paizo Publishing, LLC. ISBN 978-1-60125-360-6
- ↑ Jesse Benner, Jason Nelson, Sean K. Reynolds, Owen K.C. Stephens, and Russ Taylor. (2011). Inner Sea Magic, p. 15. Paizo Publishing, LLC. ISBN 978-1-60125-360-6
- ↑ Jesse Benner, Jason Nelson, Sean K. Reynolds, Owen K.C. Stephens, and Russ Taylor. (2011). Inner Sea Magic, p. 17. Paizo Publishing, LLC. ISBN 978-1-60125-360-6
- ↑ Jesse Benner, Jason Nelson, Sean K. Reynolds, Owen K.C. Stephens, and Russ Taylor. (2011). Inner Sea Magic, p. 16. Paizo Publishing, LLC. ISBN 978-1-60125-360-6